Ernie's Enchanted Emporium
Name: Gintara Apšvietimas Race/Talent: Sharos Human (Outsider, "Aasimar") Specialty: Cleric Class: Priest 5 Movement: 25 = 30 base - 5 armor Vitality: 55 Wounds: 14 Starting Dice: 3 Die Type: d4 Legend: 4 Reputation: 0 Renown: Heroic Rank 1 Appearance: 5 Lifestyle: 5 Panache: 5 Income: 50s Prudence: 0 Money Saved/Earned: 15% 【ツ】Attributes【ツ】 STR: 14+1 15 +2 DEX: 12 12 +1 CON: 14 14 +2 INT: 12 12 +1 WIS: 12+2 14 +2 CHA: 14+1 15 +2 Modified by Sharos, Level 4, Angelic Heritage 【ツ】Skills【ツ】 Origin Skills: Ride, Haggle, ???, ??? Class Skills: Impress, Intimidate, Medicine, Notice, Resolve, Sense Motive Gaen Skills: Athletics, Investigate, Tactics, ??? 1-5: Points: 64 Max Rank: 8 Total Ranks Misc Athletics 10 8 Haggle 10 8 Impress 10 8 Medicine 9 0 +8 paired to Resolve Notice 9 8 Resolve 10 8 Ride 9 8 Sense Motive 9 8 Tactics 9 8 【ツ】Combat【ツ】 INITIATIVE: +3 = +1 (Class) +2 (Dex) BAB: +3 Unarmed: +5 [ +3 (BAB) +2 (Str)] Melee: +5 [ +3 (BAB) +2 (Str)] Ranged: +4 [ +3 (BAB) +1 (Dex)] Attack To-Hit Damage Threat Const Notes Zweihander +6 1d12+2 19-20 Hard 3 Guard +3, Massive, AP 2 FORT: +5 [ +3(Base) +2(Con)] REF: +1 [ +1(Base) +1(Dex)] WILL: +5 [ +3(Base) +2(Wis)] Defense: 18 [10 +5(Class) +3(Zweihander)] Damage Reduction: 4 [Armor] Damage Resistance: Edged 2, Divine 4 (Armor) Acid 5 (Angelic Heritage) Flash Immune (Light I) 【ツ】Proficiencies and Advanced Actions/Tricks (6)【ツ】 Edged Weapons (Forte) Overpowering Force (Stance): When you use a 2-handed melee weapon to hit an opponent who hasn’t moved since your Initiative Count last round, you inflict the weapon’s maximum damage (sneak attack damage and other random bonuses are rolled normally). You may not take move actions (though you may still take 5-ft. Bonus Steps as normal). Blinding Blow (Ritual Weapon or Unarmed Attack Trick): Your target must also make a Fort save (DC equal to damage inflicted) or be blinded for 1 round. You may use this trick a number of times per combat equal to your Light Step. Warding Strike (Melee Attack Trick (Forte)): The character claims his ground, daring anyone to force him from it. After one or more hits, the character gains a +2 morale bonus with Fortitude and Reflex saves until he leaves his current square. Toppling Swing (Melee Attack Trick (Forte)): The character brutally batters his target, throwing him off-balance until he can regain his footing. Each time the character hits an opponent of equal or smaller Size with a two-handed melee weapon, the opponent suffers a cumulative –1 penalty to Defense. This penalty lasts until the opponent takes a movement action or the combat ends (whichever comes first). Merciful Strike (Unarmed or Melee Attack Trick (Forte)): The character measures his blows not to slay but to draw out his enemy’s agony. If this attack would cause the target to fail his last Damage save or reduce him to 0 or fewer wounds, the target becomes fatigued instead. Overpowering Strike (Melee Attack Trick): The character puts his weight into the attack, hoping to send the target reeling. If the character’s weapon has the massive quality, he may increase his error range by 2 to apply the massive quality even if the target is not smaller than him. 【ツ】Interests(3)【ツ】 Languages: Common, Celestial Study: Abbeys, Deities Alignment: Gaen 【ツ】Race【ツ】 HUMAN SHAROS (Adapted from the Sunchaser setting in the Adventure Companion, this Talent represents Gintara's divine origins.) •Attributes: +2 Wisdom •Base Speed: 30 ft. •Free Hint: Once per session, you may request a hint from the GM. If he refuses, you gain 1 bonus action die. •Natural Elegance: Your Appearance bonus increases by +1. •Sharp Mind: You gain 1 additional skill point per level. 【ツ】Specialty【ツ】 CLERIC A servant of faith, you’re both herald of their will and shepherd of their followers. • Bonus Feat: Any 1 Chance feat • Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5. • Field Medicine: You are always considered to have a doctor’s bag. • Paired Skills: Each time you gain ranks in the Resolve skill, you gain equal ranks in the Medicine skill. This may not increase your Medicine skill beyond its maximum rank. • Turning: Choose a Type from the following list: Undead. Once per combat you may Turn characters of this Type. [b][u]Class[/u][/b] PRIEST •Devout: You’ve been appointed by a higher power to represent divine will in the world of mortals. This divine will is sometimes felt in the form of miracles. When you fail an attack check with your ritual weapon or a skill check with a Priest class skill and don’t suffer an error, you may spend an action die to re-roll the check. You may use this ability only once per check. •Acolyte: At Level 1, you take the first Step along any 1 of your Alignment’s Paths and gain your Alignment’s ritual weapon at no cost. This weapon may not be sold and when it’s lost or destroyed it’s replaced at no cost at the end of the next Downtime lasting 1 day or more. •Signs & Portents I: You may contact higher powers for guidance in times of need. At Level 2, as a 1-minute action, you may request a hint from the GM. If he refuses, you gain 1 bonus action die. You may use this ability a number of times per adventure equal to your starting action dice. •Path of the Devoted: At Levels 3, and 5 you take a Step along any 1 of your Alignment’s Paths. •Bonus Feat: At Levels 4 you gain 1 additional Chance or Style feat. 【ツ】Feats【ツ】 LADY LUCK’S SMILE (Chance, Cleric) If you’re consistently lucky, is it really luck? Benefit: When you roll an action die, it explodes on its highest or second highest natural result (e.g. 5–6 on a d6, 9–10 on a d10, etc.). ANGELIC HERITAGE (Species, Lv 1) Divine forces have touched your family line, gifting you with fine features and unusual grace. Prerequisites: Level 1 only Benefit: The higher of your Wisdom or Charisma scores rises by 1, you gain Acid Resistance 5, and your Appearance bonus increases by +1. When taking the Basic Skill Mastery feat you have access to a new skill pair: Savior (Notice & Tactics). However, you’re also an Outsider (see page 227) and vulnerable to various effects and potentially higher damage from some sources. GREATSWORD BASICS (Melee, Lv 2) You handle even the largest of blades like a delicate dance partner. Prerequisites: Edged forte Benefit: When you wield a greatsword it gains guard +2. Also, you gain a stance. Overpowering Force (Stance): When you use a 2-handed melee weapon to hit an opponent who hasn’t moved since your Initiative Count last round, you inflict the weapon’s maximum damage (sneak attack damage and other random bonuses are rolled normally). You may not take move actions (though you may still take 5-ft. Bonus Steps as normal). ARMOR BASICS (Basic, Lv 4) You’re quite comfortable in armor. Benefits: While you wear armor, its Defense penalty drops by 1, its ACP drops by 1, and its Speed penalty drops by 5 ft. (in all cases, minimum 0). PERSONAL LIEUTENANT (Style, Priest 4) Someone’s always got your back. Prerequisites: Player character only Benefit: You control a non-animal NPC with an XP value no greater than 50 + 5 × the permanent Style feats you have. You may choose your lieutenant from the Rogues Gallery or Bestiary (see pages 244 and 253) or build an original NPC with GM approval. Your lieutenant may not possess temporary feats. Your lieutenant is a special character with a Threat Level equal to your Career Level minus 4 (minimum 1). He gains no action dice but you may spend your action dice on his behalf. Your lieutenant may not control additional characters. If your lieutenant dies or is dismissed, you lose Reputation equal to your Career Level (he’s replaced in the following adventure). Special: You may not gain this feat as a temporary feat. BANDAGE (Life Path I) You know how to tend hurts in the field. Benefit: You gain Medicine as an Origin Skill and your Medicine checks are trained even when you lack a doctor’s bag. When you have a doctor’s bag you may Mend each character one additional time per day. 【ツ】Paths【ツ】 Path of Life First Step: Gain Bandage feat. Second Step: Cast Cure Wounds II and Restoration I, 1/day. Path of Light First Step: Flash damage immunity. Cast Flare and Glow I, at will. Second Step: Gain Blinding Blow Trick. (Only while wearing armor.) 【ツ】Spells【ツ】 Save DC: 12 (10 + 2[cha]) Name Level C. Time Range Duration Save Glow I Lv 0. half 50 ft 10 min /CL n/a Lights up a 30 ft sphere with bright light. Moves with target. Flare Lv 0. half touch 1d6 rounds Fort (neg) All in 20 ft. sphere make save, or suffer -1 magic penalty to Attack checks Cure Wounds II Lv 2. full touch instant Will (half vs undead) Heal 20 damage or vitality, or 3 wounds on a character. Restoration I Lv 2. 1 min touch instant n/a Heal 1 fatigued grade and 1d4 impairment to an attribute. 【ツ】Lieutenant【ツ】 Sparkleshine, Lesser Unicorn (Large Fey Beast Walker — 55 XP): Str 12, Dex 14, Con 10, Int 8, Wis 12, Cha 12 SZ L (1×2, Reach 1); Spd 50 ft. ground (Run 250 ft.); Init IV; Atk IV; Def III; Res III; Health IV; Comp V; Skills: Qualities: Contagion Immunity, Improved Stability, Superior Runner, Natural Spell (Cure Wounds I (x2) & II, Neutralize Poison) Attacks/Weapons: Gore I (1d8+1 lethal; threat 19-20), Kick I (1d8+1 lethal; threat 20) 【ツ】Gear【ツ】 Zweihander 15 lbs Free (Priest) -Superior 100s -Armor-Piercing 3.75lbs 50s Partial Chainmail 24 lbs 100s -Heavy Fittings 12 lbs 75s -Pech 50s -Blessed 50s Grooming Case 2 lbs 8s Balm 1 lbs 12s Bandages 0.5 lbs 3s Ointment 0.25lbs 15s Salve 1 lbs 12s Smelling Salts 0.25lbs 5s Tonic 0.25lbs 10s Stake: 10s 【ツ】Reputation and Prizes【ツ】 Heroic Renown I 30 Reputation Armor of the Fallen Paladin -Path of the Devoted (Light II) 20 Reputation -Armor Discount -10 Reputation Appartment (Scale 2 Holding) 5 Reputation Remaining: 5 Reputation
Backstory: (I’m just recycling this from the WLC game where I used Gintara before, making minor edits to better fit the setting.)
One evening in Curan, the sky turned amber as the sun was setting and giving way to night. As the abbess of the local convent finished the night’s chores, there was a loud rush of wings outside. When the abbess investigated, she found a young baby girl inside a basket of white cloth, with a ray of light shining down from the clouds above. Without much other choice, the convent took the baby in as their own.
Gintara was not the only orphan at the convent, since they cared for all of the orphans that roamed the streets of Curan. Surrounded by an already diverse group of children, she knew there was something strange about her, though no one could explain how. It didn’t help that feathers kept growing without explanation or warning on random parts of her body, although usually the hair.
As she grew, Gintara devoted herself to the healing arts at the convent. Gradually she began to care less about her strange ancestry, although she suspects her celestial parent was likely a servant of Gaen. She, of course, has no proof of this other than a spiritual gut feeling.
Then, a month ago, a necromancer lurked in the city, spreading death and disease. Although her magic could stop the undead in their tracks, it did little stop the necromancer’s attacks each night. But a wandering paladin had been chasing the necromancer, and on the seventh night of the calamity, they fought, but neither survived. Without even knowing the paladin’s name, the convent buried him in their crypt as a hero.
Seeing the paladin fight, Gintara realized that she could be of more help to the world fighting the evils that lurked and healing the sick, rather than just sitting by. With the blessings of the convent she once called home, she took to the roads, wearing the armor and sword of that unknown paladin. The necromancer had an odd collection of items consumed with evil magic, and surely there were more out in the world that needed to be removed and destroyed…
Ultimately, their meeting was complete coincidence, which Gintara doesn’t believe in at all. Ernie on the other hand, was just trying to make a deal with a very difficult source. The seller was looking to get rid of a bracelet that would protect the wearer by striking fear into the hearts of those that would seek harm to the wearer. The seller had worn the bracelet for years but had only made him more and more suspicious of those around him until he ended up pushing everyone away. The seller claimed it was a bracelet of protection, and indeed it was, but kept the key details away from Ernie.
Dealing with the seller had been tough for Ernie, since the man’s suspicions made actually arranging an appointment to see and appraise the bracelet a constant hurdle, and Ernie was still moving between Tarsis and Ptolus at the time. At last the seller agreed to meet in private, and Ernie was excited to have this new piece for his collection when things went wrong. The seller was afraid Ernie was just going to kill him and steal the bracelet and tried to kill Ernie first!
Gintara had heard the commotion and had been tracking the bracelet for a while, hearing about the horrors it had inflicted from the victims the seller had passed by in his paranoia. She clashed with the seller, and when the battle was won she removed the bracelet and shattered it with a single blow from her sword.
Ernie was not happy. Her battle had caused damage in the area which someone was going to have to pay for, plus that bracelet was worth a thousand silver and she just destroyed it without thinking! Gintara had no money to pay for any of that, but she did just save Ernie’s life, so he agreed to let her work for him to make up the damages. She would be a valuable bodyguard for the man and she knew a great deal about the gods and could work with enchanted objects marked with the symbols of the deities far easier than he ever could, plus she could smell the really bad ones from a mile away. Now if only she would stop destroying his merchandise…
Ernie, we’ve been through this before. I know you like Mozzy and he always finds the most interesting stuff but have you taken a look at the last bunch he gave you? No, of course not because you just hide me in the back on inventory duty all the time. That stuff is dangerous! That ring shows some nasty looking runes when you heat it up, the rope moves with a mind of it’s own, and I’m pretty sure the bag containing it all has fangs and tried to eat my hand!
Bottom line? What bottom line? The bottom line is this stuff is dangerous and you can’t just be selling it away! Plus, do you even know where it’s coming from? I did some poking around in the Temple District and I’m pretty sure that book you just bought is marked with the symbol of Kran. What’s the point of selling these things if it’s just going to hurt people and cause trouble for everyone! We have plenty of other legitimate merchandise, can’t we just deal in those instead? It’s the safe and the right thing to do.