The game's Announcement (http://elliquiy.com/forums/index.php?topic=146120.0) and IC (http://elliquiy.com/forums/index.php?topic=147565.0) threads can be found from here.<br/><br/><strong>Character Sheets:</strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Elven Sex Goddess (Nava)</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character</div><div class="spoiler_body"><div class="floatleft">(http://ist1-2.filesor.com/pimpandhost.com/5/3/2/5/53250/1/6/q/T/16qTJ/PFAS.jpg)</div>Name; Nava<br/>Race;  Sylph<br/>Class;  Sorcerer Elemental Air<br/>Sheet (http://plothook.net/RPG/profiler/view.php?id=11054)</div></div><br/>The sound of wind gathered in strength as it whistled through the trees of the forest.   A crackling of energy accompanied the wind that seem to gather.    Whirling around in a semi crotch position.  A lithe pale young woman dressed in a  blue dress.   Long blue hair that hangs well past her waist.   A tiara floral head dress or blue violets  adorning around her head.     Electricity sparks from her left hand.    It is quite apparent that she is the cause of the rush of intake of air that now convalescence towards her.  Causing the hem of the blue dress to swirl and flare out as if gusts of strong wind surge around her.  <br/><br/>At first quick glance she might  be mistaken for human.   Longer then a mere glance the swirling patterns of blue that streak over her body.   The exposed flash of her legs and arms,  show her to be other then human.  <br/><br/>Frail she might appear,  yet Nava as those that rush towards her in attack will learn in the span of a heartbeat.   She is hardly at all weak and frail.   Lifting her hand she release a blast of electricity.  More like a bolt that zips from her finger tips towards the first orc that charges at her.    Her aim is true,  hitting the orc right above the left eye.    The smell of burnt flesh and bone suddenly fills the air, as the orc drops heavily dead to the ground.   <br/><br/>Nava gives a quick look around to see how her companions are faring.  Her sky blue eyes slightly glimmer as she peers unhindered into the darkness around her.   The sounds  of battle, the moans and clang of metal upon metal draw her gaze to each figure of friend and foe alike that  now are locked in a dance of survival. <br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">NinjaWeazel (Deacon)</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Deacon (Sheet)</div><div class="spoiler_body"><div class="floatright">(http://ninjaweazel.wikispaces.com/file/view/zanchini.jpg/353333984/zanchini.jpg) </div><strong>Deacon Rey, Guardsman</strong><br/>Male Human Monk (Martial Artist)<br/>NG Medium Human<br/><strong>Init</strong> +4; <strong>Senses</strong> Perception +10<br/>--------------------<br/>DEFENSE<br/>--------------------<br/><strong>AC</strong> 21 (Touch 20, flat-footed 16) (+1 armor, +4 Dex, +1 deflect, +1 dodge, +4 misc)<br/><strong>HP</strong> 45 (5d8+5)<br/><strong>Fort</strong> +6, <strong>Ref</strong> +9, <strong>Will</strong> +8<br/>+4 Fortitude to avoid the effects of alcohol, +2 on saving throws vs. poison.<br/>--------------------<br/>OFFENSE<br/>--------------------<br/><strong>Spd</strong> 40 ft.<br/><strong>Melee</strong> +1 Unarmed Strike +7 (1d8+4/20/x2)<br/>..or..  Improvised Weapon +6<br/><strong>Ranged</strong> Shuriken +8 1d2+3 (20/x2)<br/><strong>Special Attacks</strong> Stunning Fist 1d8+4 (20/x2) Fort DC16 or stunned.<br/>--------------------<br/>STATISTICS<br/>--------------------<br/><strong>Str</strong> 16, <strong>Dex</strong> 19, <strong>Con</strong> 12, <strong>Int</strong> 12, <strong>Wis</strong> 16, <strong>Cha</strong> 12<br/><strong>Base Atk</strong> +3; <strong>CMB</strong> +8; <strong>CMD</strong> 28<br/><strong>Skills</strong> Acrobatics +12 (Jump (always running start) +21), Appraise +1, Bluff +6, Climb +3, Craft (alchemy/armor/bows/trapmaking/weapons) +1, Diplomacy +8, Disguise +1, Escape Artist +4, Heal +3, Intimidate +11, Perception +11, Perform (act) +1, Ride +4, Sense Motive +12, Stealth +9, Survival +6, Swim +3<br/>Languages Common, Giant<br/>Combat Gear +1 Mighty Fists amulet, +1 Ring of Protection, +1 Cloak of Resistance, +1 Bracers of Armor<br/>--------------------<br/>SPECIAL ABILITIES<br/>--------------------<br/>-- ARCHETYPE --<br/>• Martial Artist (Monk)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">CLASS ABILITIES</div><div class="spoiler_body">• EVASION: Take no damage on a successful Reflex saving throw against attacks, and only half damage on a failed save. Must be in light armor or no armor and not helpless. (PFCR 68).<br/><br/>• FLURRY OF BLOWS: A monk may make a flurry of blows with special monk weapons and unarmed strikes interchangeably.  <br/>Unarmed Strike: +7/+7, 1d8+4 (20/x2)<br/>Shuriken +8/+8, 1d2+3 (20/x2)<br/><br/>• HIGH JUMP: Add monk level to acrobatics checks made to jump.  Always counts as having a running start.  Can spend a Ki point (swift action) to add +20 to an acrobatics check made to jump for 1 round. (PFCR 59).<br/><br/>• EXPLOIT WEAKNESS: As a swift action, you can observe a creature or object to find its weak point by making a Wisdom Check (d20 + 8) vs. DC 10 + the object’s hardness or the target’s CR.  Success, you gain a +2 bonus on attack rolls until the end of your turn, and any attacks you make until the end of your turn ignore the creature or object’s DR or hardness. You may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 ft, granting a +2 bonus on Sense Motive, Reflex saves and a dodge bonus to AC against that opponent until the start of your next turn.   (PFUC 59).<br/><br/>• MARTIAL ARTS MASTER: A martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality. (PFUC 59).<br/><br/>• AC BONUS: Add +4 to AC and CMD when unarmored and unencumbered. Apply vs. touch attacks and when flat-footed. (PFCR 57).<br/><br/>• EXTREME ENDURANCE: You gain immunity to fatigue.   (PFUC 59).<br/><br/>• FAST MOVEMENT: The monk has a bonus to base speed of +10 ft when unarmored and unencumbered. (PFCR 58, 59).<br/><br/>• MONK BONUS FEATS: You have chosen the following monk bonus feats: Scorpion Style, Throw Anything. (PFCR 58-59).<br/><br/>• MONK STUNNING FIST: Stunning Fist as a free feat at 1st level, with extra benefits at higher levels. (PFCR 59).<br/><br/>• PAIN POINTS: A martial artist’s advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his Stunning Fist and Quivering Palm by 1. (PFUC 59).<br/><br/>• UNARMED STRIKE: You gain Improved Unarmed Strike at 1st level as a bonus feat.  You can attack with any appendage, no negatives for offhand attacking.  You deal more damage with an offhand attack.   (PFCR 59).<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">FEATS</div><div class="spoiler_body">–– GENERAL FEATS ––<br/><br/>• CATCH OFF-GUARD: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed to any attacks you make with an improvised melee weapon. (PFCR 119)<br/><br/>• DEFENSIVE COMBAT TRAINING: Substitue Hit Dice for BAB in Combat Maneuver Defense. (PFCR 121)<br/><br/>• DODGE: +1 dodge bonus to AC. If you lose your Dex bonus, you lose this bonus too. (PFCR 122)<br/><br/>• PERSUASIVE: You get +2 to Diplomacy checks and +2 to Intimidate checks. (PFCR 131)<br/><br/>• SCORPION STYLE: Make a single unarmed attack as a full-round action. If the attack hits, you deal damage normally and the target must make a Fort save DC 15 or base land speed is reduced to 5 ft for 3 rounds. (PFCR 132)<br/><br/>• THROW ANYTHING: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. (PFCR 135)<br/><br/><br/>–– COMBAT FEATS ––<br/><br/>• IMPROVED UNARMED STRIKE: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. (PFCR 128)<br/><br/>• STUNNING FIST: Declare that you are using this feat before you make your attack roll. A foe damaged by your unarmed attack are stunned until just before your next action (Fort DC 16). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. Can be used only once per round. Can be used 5 times per day. Creatures immune to critical hits cannot be stunned. The monk can substitute the following for the round of stunning effect:<br/> - fatigued (can't run or charge, -2 Str and Dex) 1 round (PFCR 135)<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">TRAITS</div><div class="spoiler_body">• IRON LIVER (Equipment): Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs.   You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol. (PFCo: AdvAr 30)<br/> <br/>• WORLD TRAVELER (Race: Human): Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Sense Motive, and it is always a class skill for you. (PFAPG 331)</div></div></div></div><hr/><br/><div class="floatright">(http://ninjaweazel.wikispaces.com/file/view/zanchini.jpg/353333984/zanchini.jpg) <br/> Monk (Martial Artist)</div>It was a bad night to be a thief.<br/><br/>Deacon Rey wasn't even on the clock.  His guard uniform was still on the floor of his room where he'd tossed it, the bottle of wine in his hand still half full.  He was strolling through the town, his town, enjoying a pleasant buzz when he heard a yell of pain and fear from an alleyway followed by the sound of heavy sticks on human flesh.  And then silence.<br/><br/>"Aw hell."<br/><br/>Another long pull from the wine bottle and the balance would be just right, so Deacon staggered over to the mouth of the alley and put himself directly in harm's way.  "Hey!  What're you doin'?"  <em>Play up the drunk angle.  Show them the bottle, sway a little bit.  Come to me, dearies...</em>  And the two would-be muggers were glad to oblige.<br/><br/>Deacon took the needed long pull from the wine bottle and hurled it at the closest assailant, the bottle hard to see in the alley's shady half-light until it shattered his face and left him unconscious on the ground.  The second thief barely had time to register he was alone before Deacon stepped in and spat a mouthful of wine in his eyes, following up with a swift flurry of punches to the thieves stomach, chest, and neck and ending with a brutal rising kick between his legs.<br/><br/>Grumbling, Deacon grabbed the two unconscious men by their collars and started dragging them to the nearest guard house.  Whenever they began to stir or groan, he knocked their heads together.  Eventually he turned them over to the sergeant of the guard, saw them tossed into a cell, and headed off for a woman and a fresh bottle of wine.<br/><br/>It was a good night to be a lieutenant in the city watch.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Callie del Noire (Dahlia)</div><div class="spoiler_body">She spun, her tail flicking to help open her armored jacket as quickly pulled her pistol and flicked something at the small were-rat waving a blade at her. The half-man/rat sneered as he grabbed the coin in the air and held it in front of his face.<br/><br/>"Silver be my bane, but you can't hurt me with a coin demon-bitch." He said as she continued pulling her gun up and thumbed the hammer back in one lightning fast move. The pistol bucked as she shot the coin out of the sneering lycan's hand and into it's face. The were rat dropped like a bag of rocks as she pulled her second pistol with her hand slid 'Painless' into her holster and turned to face the would-be assassin's partner as her now free hand patted at her belt.<br/><br/>"Painless shoots a bit to one side, just a mite." She thumbed the hammer back and sneered at the man as he glanced at the were-rat with the massive hole in his face. "This girl.. I call her 'Hurtful', she drives nails at two dozen paces. And while you don't look like a rat-man.. want to bet I can put another silver merchant into your eye?" She asked as she spun a silver coin in her free hand with a smirk. The would be killer turned and ran down the alley at full speed. <br/><br/><div class="floatright">(http://i741.photobucket.com/albums/xx51/Calliedelnoire/Sorrow.jpg)</div><strong>Dahlia LeRue, Gunslinger.</strong><br/>Female Tiefling Alchemist (Grenadier) 2 Gunslinger 3<br/>CG Medium Outsider (Native)<br/><strong>Init </strong>+6; <strong>Senses </strong>Darkvision; Perception +10<br/>--------------------<br/><strong>DEFENSE</strong><br/>--------------------<br/><strong>AC </strong>20, touch 15, flat-footed 15. . (+5 armor, +4 Dex, +1 dodge)<br/><strong>hp </strong>56 (3d10+2d8+10)<br/><strong>Fort </strong>+8, <strong>Ref </strong>+10, <strong>Will </strong>+3<br/><strong>Resist </strong>cold 5, electricity 5, fire 5<br/>--------------------<br/><strong>OFFENSE</strong><br/>--------------------<br/><strong>Spd </strong>30 ft.<br/><strong>Melee </strong>+1 Silversheen Cutlass +7 (1d6+3/18-20/x2) and<br/>. . Masterwork Cold Iron Axe, Boarding +7 (1d6+2/20/x3) and<br/>. . Unarmed Strike +6 (1d3+2/20/x2)<br/><strong>Ranged </strong>Bomb +9 (1d6+3 Fire) and<br/>. . Masterwork Pistol +9 (1d8/20/x4) and<br/>. . Masterwork Pistol +9 (1d8/20/x4)<br/><strong>Special Attacks </strong>Bomb 1d6+3 (5/day) (DC 14)<br/><strong>Spell-Like Abilities </strong>Darkness (1/day)<br/><strong>Alchemist (Grenadier) Spells Prepared </strong>(CL 2, 6 melee touch, 8 ranged touch):<br/>1 (3/day) <em>Enlarge Person (DC 14), True Strike (DC 14), Cure Light Wounds (DC 14)</em><br/>--------------------<br/><strong>STATISTICS</strong><br/>--------------------<br/><strong>Str </strong>14, <strong> Dex </strong>18, <strong> Con </strong>14, <strong> Int </strong>17, <strong> Wis </strong>14, <strong> Cha </strong>12<br/><strong>Base Atk </strong>+4; <strong>CMB </strong>+6; <strong>CMD </strong>21<br/><strong>Feats </strong>Grasping Tail, Gunsmithing, Martial Weapon Proficiency: Battleaxe, Quick Draw, Rapid Reload: Pistol, Throw Anything<br/><strong>Skills </strong>Acrobatics +11, Bluff +8, Climb +6, Craft (Alchemy) +11, Craft (Firearms) +11, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +4, Knowledge (Engineering) +7, Knowledge (History) +4, Knowledge (Local) +7, Linguistics +4, Perception +10, Sense Motive +4, Sleight of Hand +9, Spellcraft +7, Stealth +9, Use Magic Device +5<strong> Modifiers </strong>Alchemy +2<br/><strong>Languages </strong>Abyssal, Common, Draconic, Dwarven, Elven, Orc<br/><strong>SQ </strong>Alchemical Weapon (Move Action) (Su), Darkness Bomb, Deed: Deadeye (Ex), Deed: Gunslinger Initiative (Ex), Deed: Gunslinger's Dodge (+2 AC) (Ex), Deed: Pistol-Whip (Ex), Deed: Quick Clear (Ex), Deed: Utility Shot, Grit (Ex), Mutagen (DC 14) (Su), Poisoning (Standard Action) (Ex), Precise Bombs (Ex), Prehensile Tail<br/><strong>Combat Gear </strong>+1 Mithral Chain Shirt, +1 Silversheen Cutlass, Masterwork Cold Iron Axe, Boarding, Masterwork Pistol, Masterwork Pistol; <br/>--------------------<br/><strong>SPECIAL ABILITIES</strong><br/>--------------------<br/><strong>Alchemical Weapon (Move Action) (Su)</strong> Add the effects of an alchemical liquid or powder to weapon.<br/><strong>Alchemy +2 (Su)</strong> +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.<br/><strong>Bomb 1d6+3 (5/day) (DC 14) (Su)</strong> Thrown Splash Weapon deals 1d6+3 fire damage.<br/><strong>Damage Resistance, Cold (5)</strong> You have the specified Damage Resistance against Cold attacks.<br/><strong>Damage Resistance, Electricity (5)</strong> You have the specified Damage Resistance against Electricity attacks.<br/><strong>Damage Resistance, Fire (5)</strong> You have the specified Damage Resistance against Fire attacks.<br/><strong>Darkness Bomb</strong> Bomb suppresses light sources on target, as deeper darkness/<br/><strong>Darkvision (60 feet)</strong> You can see in the dark (black and white vision only).<br/><strong>Deed: Deadeye (Ex)</strong> Use 1 grit per extra range increment to make a touch attack beyond the first.<br/><strong>Deed: Gunslinger Initiative (Ex)</strong> While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.<br/><strong>Deed: Gunslinger's Dodge (+2 AC) (Ex)</strong> Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.<br/><strong>Deed: Pistol-Whip (Ex)</strong> Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.<br/><strong>Deed: Quick Clear (Ex)</strong> While have grit, remove the effects of a misfire. Use 1 grit to do as move action.<br/><strong>Deed: Utility Shot</strong> While have grit, gain a variety of useful tricks with a firearm.<br/><strong>Grasping Tail</strong> Your tail can retrieve small objects on your person as a swift action.<br/><strong>Grit (Ex)</strong> Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.<br/><strong>Gunsmithing</strong> You can use a gunsmithing kit to craft/repair firearms and ammo.<br/><strong>Mutagen (DC 14) (Su)</strong> Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.<br/><strong>Poisoning (Standard Action) (Ex)</strong> Normal: Apply poison to a weapon as a standard action.<br/><strong>Precise Bombs (Ex)</strong> Select Int mod squares to not be affected by splash effects.<br/><strong>Prehensile Tail</strong> Your tail can retrieve small objects on your person as a swift action.<br/><strong>Quick Draw</strong> Draw a weapon as a free action. Throw at full rate of attacks.<br/><strong>Rapid Reload: Pistol</strong> You can reload fast with one type of Crossbow.<br/><strong>Throw Anything</strong> Proficient with improvised ranged weapons.  +1 to hit with thrown splash weapons.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Muse (Collette)</div><div class="spoiler_body"><br/>   The red haired girl was named Solette once. <br/>   Her family wasn’t so bad, but she wasn’t in anyway satisfied with tending a farm kitchen, marrying a dull farmer, and dying with a grandchild on her knee.  Motion called her, the mystery of the raod, the wind in her hair when she ran, and the yearning to see the next land over.  The circus came to town one day, and she left with them.  A nimble girl who had never been afraid of heights, she won an apprenticeship to the acrobats.  She got good at it, swinging on the walking the tight rope, swinging from the trapeze.  For twenty years she was the star of the show.  Not a performance went by when—at the most dangerous portions of her act—something in her soul seduced her to fall, whispered that she would land unharmed. <br/>   Then came the day when—forty feet above the big top floor—her balance falied her.  Maybe she let her balance fail her, the suicidal curiosity had always been so strong.  Seeing the hard ground rush towards her, though, she was anything but calm.  With a scream, she tried to tuck and roll, save her herself from the head first landing. <br/>   With a rush of energy, she landed on her feet, crouching to her knees, suffering no more harm than some jolting pains up her body from a fall that should have killed. <br/>   The ring master hustled her off stage itnot he wagons, told her he would send for a cleric.  Before the cleric could arrive, though, a difrent man arrived.  He had short, spikey red hair, a youthful body, and ageless eyes.  “Do you want to know what you just did?” he asked softly.  “Do you want to know why you are still alive?  It is a great power that rests without you, and you are capable of so much more than just that.  I can give teach you.  I  can give you back your youth, give you nearly eternity to see the world and master your powers.” <br/>   “What’s the cost?” <br/>   “The usual price of apprenticeship, of course, but it will also cost you this life.  You’ll be reborn, with only hazy memories of who you’ve been, only a fraction of your hard won skills.  Your mind is a dried brick—strong sturdy, but set in it’s ways.  You must loose much of what you are to achieve your true potential.” <br/>   She looked at him quietly, then nodded, “Teach me.” <br/>   Five years later, she was nineteen again, as she would be for the next thousand years.  Her acrobatics was coming back to her, but now running was her true joy.  She could outrace a horse, leap over a hut, fall from atop a three story building and land on her feet unhurt.  She was learning true mastery of space time, to skip between here and there without passing the space in between, and to call something into existence from nothing.  <br/><br/><div class="floatright">(http://i1205.photobucket.com/albums/bb440/Khadavla/rachel-hurd-wood.jpg)</div>Name:      Collette Walker<br/>Age:         39<br/>Age, Apparent:   19<br/>Alignment:      Chaotic Good<br/>Class:         Nomad 5<br/>Experience:      10,000?<br/>Gender:      Female<br/>Race:         Elan<br/><br/>Height:      5’7”<br/>Weight:      140<br/>Bust:         C<br/>Skin:         Lightly tanned with freckles.  <br/>Hair:         Red<br/>Eyes:         Green<br/><br/>Initiative:      d20+3<br/>Speed:      40<br/><br/>Strength      14   +2<br/>Dexterity      16   +3<br/>Constitution      14   +2<br/>Intelligence      19   +4   21   +5<br/>Wisdom      13   +1<br/>Charisma      13   +1<br/><br/>Hit Points      55<br/><br/>Armor Class      16+   (Inertial Armor +6?, Dexterity +3, Dodge +1, Shield +2)<br/><br/><div class="floatright">(http://i1205.photobucket.com/albums/bb440/Khadavla/Wheel_of_Time___Aiel_Maiden_by_Slayer730.jpg)</div><br/>Saving Throws: <br/>Fortitude   1   +2   =d20+3<br/>Reflex   1   +3   =d20+4<br/>Will      4   +1   =d20+5<br/><br/>Base Attack:      +2<br/>--Melee      +4<br/>--Missile      +5<br/>--CMB         +4<br/>--CMD      17<br/><br/>Deep Crystal Short Spear<br/>--TAB      +5 (+6 Thrown)<br/>--Damage   d6+2<br/>--Critical   20X3<br/>--Range   30’<br/><br/>Dagger<br/>--TAB      +4/+5<br/>--Damage   d4+2<br/>--Critical   19X2<br/>--Range   10’<br/><br/>Armor:  <br/>Shadowflash Targe: +1 Small Darkwood Quickdraw Shield of Heartening<br/><br/>Class Abilities: <br/>--Detect Psionics<br/>--Discipline Talent: Catfall:  Treat all falls as 20’ shorter, always land on your feet.  <br/>--Discipline Talent: Burst (Expend a swift action to gain +10 enhancement bonus to speed for 1 round.) <br/>--Nomad’s Step:  30’ Teleport as a Standard Action, at will when psionicly focused.  <br/>PSPs: 37<br/><br/>Feats:  <br/>Attain Psicrystal<br/>Dodge<br/>Expanded Knowledge: Energy Missiles<br/>Psionic Body<br/>*Psionic Talent<br/>Speed of Thought<br/><br/>Racial Abilities:  <br/>--Aberrant Blood: Elans are of the humanoid (aberrant) subtype.<br/>--Medium: Elan are Medium creatures and have no bonuses or penalties due to their size.<br/>--Normal Speed: Elans have a base speed of 30 feet.<br/>--Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.<br/>--Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.<br/>--Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.<br/>--Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.<br/>--Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.<br/>--Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.<br/><br/><br/>Skills:  <br/>--Acrobatics            5 +3 +3 +4+0   =d20+15<br/>--Autohypnosis         5 +3 +1 +0 +0   =d20+9<br/>--Climb            1 +3 +2 +1 +0   =d20+7<br/>--Fly               2 +3 +3 +0 +0   =d20+8<br/>--Knowledge: Geography      5 +3 +5 +0 +0   =d20+13<br/>--*Knowledge: History      5 +3 +5      =d20+13<br/>--Knowledge: Psioinics      5 +3 +5 +0 +0   =d20+13<br/>--Perception            0 +0 +1 +2 +0   =d20+3<br/>--Sense Motive         0 +0 +1 +2 +0   =d20+3<br/>--Spellcraft            5 +3 +5 +0 +0   =d20+13<br/>--Survival            1 +3 +1 +0 +0   =d20+5<br/>--Swim            1 +3 +2 +0 +0   =d20+6<br/>--Use Magic Device      5 +3 +1 +1 +0   =d20+10<br/><br/>Powers:  <br/>--Breach (3)<br/>--Dispel Psionics (5, A)<br/>--Elfsight (3)<br/>--Energy Missiles (3, A)<br/>--Inertial Armor (1, A)<br/>--Mater Agitation (1)<br/>--My Light (1, A)<br/>--Skate (1)<br/>--Solicit Psycristal (5, A)<br/><br/>Platinum   3<br/>Gold      3<br/>Silver      2<br/>Copper   1<br/><br/>Campfire Bead<br/>Handy Haversack<br/>Headband of Great Intellect +2<br/>Wand of Cure Light Wounds L 1: 50<br/><br/>Bedroll<br/>Candle, Insect Bane, X27<br/>Chalk X3<br/>Compass<br/>Cooking Kit<br/>Crowbar<br/>Ear PlugsHammock<br/>Flint and Steel<br/>Grappling Hook<br/>Hammer<br/>Heat Stone<br/>Mirror, Small Steel<br/>Night Tea X60<br/>Outfit: Entertainers<br/>Outfit: Explorers<br/>Outfit: Monks<br/>Perfume, Common X10<br/>Piton X20<br/>Sash: Adventurer’s<br/>Sewing Needle X5<br/>Shovel<br/>Silk Rope, 50’, X2<br/>Smelling Salts<br/>Stretcher<br/>Sun Rod X4<br/>Tinder Twig X4<br/>Twine, 50’ Ball<br/>Waterskin<br/>Whistle, Signal<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">schnookums (Gabrielle)</div><div class="spoiler_body">http://www.myth-weavers.com/sheetview.php?sheetid=427245 (http://www.myth-weavers.com/sheetview.php?sheetid=427245)<br/><br/>Gabrielle frowned at the horse that had fallen. He had served her well in battle, but the fiends had pulled it down...it was only through luck and grace that she had landed on her feet. Another battle against evil and another steed that had given his life without knowing why. She hated it now, having to put herself and her companions through battle. All the time in the church she had learned she would be a leader of men, to be a beacon against the darkness. Somedways it just made her tired to know this. "It never ends, does it?" she said aloud, with only the dead to hear her. After all her fighting and struggles she now felt a greater connection with the beasts she rode then the men she had led. "I cannot allow myself to become seperate from them." she recalls what the old priest had told her, a man she had watched go from young to old in what felt like a sliver of time to her. At least the steeds she had rode into battle knew not of their brief lives, unlike the people who had fallen in and out of her life.<br/><br/>But this moment of weariness would not last. Duty was stronger then despair, and while she had lived while steeds and companions had fallen, it just maeant her sword would still be aimed at the heart of wickedness. She would begin anew, petition the gods for a new companion to accompany her into battle...<br/></div></div><br/><hr/><strong>Game Information</strong><br/><hr/>The kingdom the characters begin the tale in is of mixed type, with humans representing roughly two-thirds of its populace, but the demi-human races have a fair representation in the lands too. The kingdom the characters start in is a frontier kingdom, far from the heart of the old 'empire' that the Tyrant forged in the distant past. The characters begin in a sizeable merchant town of Saroth, its baron a fairly wealthy man from the trade passing through the area, allowing the town to maintain sturdy walls and a small number of guards to protect it.<br/><br/>The small kingdom of Syran is now without a heir, and some whisper if the prince was attacked, it might be also without a king. The baron is seeking to maintain the peace until more news arrive. In the meanwhile, heavy duties are expected to fall upon the shoulders of the ones the town can count on, but the rewards to come are whispered to be worth it.<br/><br/>With the prince dead and the summons from the Baron, its left for the heroes to see what paths remain towards the future, and which of them they are willing to take, or if they will seek to forge a new path of their own.<br/>-----<br/>In matters of education, there are scholars who provide teaching for most children and adults who are able to pay a small sum, in the Baron's town of Saroth this basic education is actually free, but optioanl, as it takes time away from chores that some farmers would rather have their children commit to. Apprenticeship is also common, with people spending years in training.<br/><br/>As far as religion goes, there is a temple in the town that takes care of many old scrolls and documents, as well as tending to the cemetery located outside the actual town walls, but faith does not have a strong hold in the community. Deities are spoken of to those interested in religion, but unlike some of the older cathedrals, the town's temple does not have scrolls old enough to contain much about the legends of the divine.<br/><br/>-----<br/>Feel free to ask on anything you wish to know about the setting in general or about character creation. I'll aim to get the game going during this week, depending on when the people are finished with their characters then.<br/><br/>Also, if the players would prefer to take up the Crossworlds instead, I'll post information on that next then, and it'll begin as a 1st level game. I got the impression the 1st option was getting interest given its higher starting level too, but if people prefer the other option there's time to change.<br/><br/>-----<br/>So. On religion, I was inquired about some additional information.<br/><br/>The kingdoms have little remnants of the lore -before- the tyrant, and no religious lore survives from the 1st age. The oldest documents are from the early years of the tyrant's rule.<br/><br/>These documents in turn speak of 12 'divine' and 9 'profane' beings. From these beings, it appears that the 12 divine were the Gods of this world, while the 9 profane are assumed to mean fiendish or infernal beings, but no solid information on them seems to exist to this day, at least where the ruined empire's might reached. If some lore exists, its securely hidden.<br/><br/>The 12 divines are respected in the temples, but only 4 are largely known about in the present day and age.<br/>--- --- ---<br/><strong>The Scribe</strong>, God of Lore, Law, Wisdom.<br/>Symbol: White scroll with a golden eye at the middle of it.<br/>The Scribe is believed to be a deity that lost much power when the Tyrant rose to power. The following burning of great archives and sacking of academies dedicated to pursuit of knowledge weakened the scribe's presence, but the Scribe is still venerated as a mystical giver of knowledge and wisdom. Both arcane and divine casters are known to revere the Scribe, though not as much as the gender of the scribe is agreed upon fact anymore. The common people believe the Scribe rules over the season of Winter, the time of book-keeping and records.<br/><br/><strong>The Knight</strong>, God of Protection, Dawn, Hope.<br/>Symbol: Golden Shield with Sun emblazoned upon it.<br/>The Knight is the symbol of hope and believed to be the protector of all good races. The Knight's teachings of strength, vigil and standing for what is right are known through the lands, though again scholars have little available. The old drawings suggest the knight is a male deity, but some claim that the armor's images could just as well belong to a female knight, given the thickness of full plate mail that appears to be made of some kind of celestial gold.  The certain fact is that those fighting for righteous causes tend to use warcries associated with the Knight, and Dawn. The common people consider Summer to be the season of the Knight.<br/><br/><strong>The Minstrel</strong><br/>Symbol: Lute, Rose and a Dagger on a wooden circle.<br/>The Minstrel appears to be a God of joy, celebrations, and in some circles, the thieves and beggars. Minstrel's teachings include the wealthy giving from their hand to aid the less fortunate. The Minstrel's a deity that is sometimes considered to be at odds with the Scribe, given the fictional tales and creativity that the Minstrel pushes, but also the leanings towards chaos instead of law. To common folk, the Minstrel's season is in the fall, when harvest comes in and work can have a pause.<br/><br/><strong>The Lady</strong><br/>Symbol: Feminine hand holding a rose<br/>The lady is the only clearly gendered deity in general knowledge, though some argue even the Lady is just a misinterpretation of a feminine male form instead. Nonetheless, the Lady is considered the deity of renewal, life, and the companion of the Knight. The Lady's faithful tend to the sick and ill, watch the spring carefully when the force of winter has been shaken and the spring has truly arrived. The Lady is the coming of change for the better, and is believed to be the first deity worshipped after the fall of the tyrant. Most races credit lady as the creator of their species, though some argue the records of Gods suggest that Gods arrived only<em>after</em>humanity and demihumans had began to roam the lands already. The Lady rules over Spring, the triumph of life over the silent cold of Winter.<br/><br/>----<br/>There may be more information available later on, but beyond that is not something that is shared at least in general knowledge, someone who has good friends with the clergy might find out more in a town or city with a cathedral, and scrolls as old as those written in the early years of the Tyrant. (Older scrolls having been lost to the purging flames the fanatical soldiers of the tyrant lit in their wake.)