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Name : Illyes
Race: Male Wild elf
Class : Fighter 6/Wiz 1/Arcane archer 1
Alignment : NG
Age : 137
Height: 5' 6"
Weight: 89 lb
Eyes : Black
Hair : Brown
Masterwork composite longbow(+2 str) +17/+12 ranged, 110 ft (1d8+5)
Special Abilities:
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-Light
Vision: An elf can see twice as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor illumination. She retains
the ability to distinguish color and detail under these conditions.
+2
racial bonus on Listen, Search, and Spot checks. An elf who merely
passes within 5 feet of a secret or concealed door is entitled to a
Search check to notice it as if she were actively looking for it.
Appearance:
Normal elf, except its fairly hard to tell gender just by looking at his face alone. Can be quite disturbing.
Personality:
Background:
With magic as rare as it is, Illyes's blending of magic with archery
has made him an extremely valuable member of the military. His
discintive shining arrows have earned him a certain notoriety and fame
among the ranks, both allies and enemies, enabling him to cut swathes
of men down. He disdains armor as it interferes with his spellcasting
and his fast ability to dodge incoming attacks, even among the elves,
and his magicks make him a very difficult target to hit
indeed......even if he was anywhere near the frontline. As a company
commander Illyes is on the fast track to promotion indeed and is
receiving some schooling in the art of magic from one of the
battlewizards.He who controls the most amount of magical talent will
win this war.Its unfornate that he didnt possess the talent to become a
full fledged wizard.....but those who have seen him in battle dont
doubt that he is very much dangerous.
Notes:
XXXXX
__________________
Winner of best DM award:
Quote:
Kira Yamato <3 Athrun says:
this isnt going to work out......you simply do not care about how it affects me.its all about you.
Ferrix says:
Of course it is, all about me.
4nd- Freedom of Movement, Cure Serious Wounds, Dispel Magic
XP: 30,000 / 30,000
Appearance:
Jacen appears as a well-groomed young man in his early 20's dressed in
a sturdy and well-worn traveling outfit. His Skin is Bronze due to the
extensive amount of time he spends out of doors; in fact he is a little
claustrophobic; however not cripplingly so. His short brown hair defies
all attempts to wrestle it into a semblance of neatness and Jacen is
constantly fiddling with it. His deep, green eyes hold the wisdom of
someone thrice his age.
Personality:
Jacen loves to explore, so much so that he is often contemplating what
might be over the next hill when he should be focusing on the task at
hand. He possesses a easygoing and helpful demeanor and is always
willing to listen to anyone’s problems.
Background:
Jacen grew up in one of the outlying hamlets of Dregeth, one in which
many of the old beliefs held greater sway over everyday life than in
most other places. His father died while he was still in his mother's
womb, and his mother died giving birth to him. He was raised by the
village midwife, who taught him the ways of nature. When he felt he was
proficient enough to survive on his own, he left the village and has
spent the last four years traveling. Having been drafted recently,
Jacen has quickly gained a reputation as an exceptional scout and
healer.
Notes:
Future Progression- another level of Druid, then Taking all 5 Nature's Warrior levels, then finishing with pure Druid.
Jinx, Female Dire Wolf Animal Companion
Spoiler:
Jinx, Female Dire Wolf Animal Companion
Large Animal, True Neutral,
Appearance:
Very large coal-gray Dire Wolf with smoldering crimson eyes
[Personality:
Enjoys scaring things smaller than her (especially Familiars).
Extremely Loyal to Jacen and to a lesser degree to those he travels
with.
Common Wildshape Forms
Spoiler:
Dire Wolf Form
Spoiler:
Jacen Farstride, Human Druid 8 (Dire Wolf Form)
Large Humanoid (human), Neutral Good,
22 years, 9’ long, 800 lbs, Male, Green eyes, Black skin, Black fur
+2 Dexterity, -2 Strength.
Small: As a Small creature, a halfling gains a +1 size bonus to Armor
Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide
checks, but she uses smaller weapons than humans use, and her lifting
and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Listen checks.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Rogue. A multiclass halfling’s rogue class does not
count when determining whether she takes an experience point penalty
for multiclassing.
Rogue
Rogue Abilities
Sneak Attack +2d6
Trapfinding
Poison Use
Evasion
Trapsense +1
Total weight carried -- 23.65lbs.
Light load -- 49.5lbs., medium -- 99.75lbs., heavy -- 150lbs., lift -- 300lbs., push -- 750lbs.
Spells:
Class: (1/-/-, spell save DC 12 + spell level; <notes>)
0th- Longstrider
XP: 30,000 / 36,000
GP: 105
Appearance:
Rickol is about an average sized Halfling, which means he's pretty
short over all. He certainly doesn't carry himself that way. He's more
muscular than most Halflings--which also
doesn't say very much, but Rickol doesn't say much regardless. He wears
a vest over his shirt, and his outfit has a very dull brown look to it.
Rickol isn't a snappy dresser, but his clothes are practical enough to
let him move freely--he's often climbing and jumping and tumbling
around. He doesn't keep facial hair, though sometimes he doesn't spend
the time to shave, and he keeps his hair relatively short, though he
doesn't always have time to go to a barber. He wears a ring on his left
hand, significant of something, though Rickol won't say what...
Personality:
Rickol isn't a stubborn gentleman, but his twin might say otherwise.
The two of them are always getting into interesting situations, but
it's usually with good intentions in mind. He sometimes says the wrong
things at the wrong times, and impressing people isn't his forte. If
you ask around about his past life, you might hear that he used to be a
noble, but after meeting the halfling, you'd find this to be highly
unlikely. He is definitely not noble material.
Background:
Rickol grew up in a large family, the ninth child of 10, his twin the
10th. The Brondarelli family is a well-to-do family in Halfling
society, known for lucrative businesses and posh galas. Rickol and
Rossarrell did not quite fit this society. They never learned how to
act properly, they never learned which fork to use when, and they never
learned the ins and outs of noble society. It just didn't interest
them. It was no surprise, then, when the two of them were 'sent away'.
Rickol couldn't go away without 'borrowing' a pair of highly prized
familiy heirlooms--an excellent pair of swords normally used as a
display in memory of a time no one in the family remembered. That the
swords were gone made some people remember the swords, though.
Their family told everyone they were sent to a boarding schoool, of
course, but Rickol and Rossarrell ended up living on the streets,
earning their living the hard way--often at the expense of someone
else's living. Some people have too much living, though.
Anyway, Rickol and Rossarrell learned to find what they needed to live.
They showed a real talent for finding things and getting into
interesting situations, that's when the Nightsong Guild noticed them.
Rickol and Rossarrell thought they could lift any thing at any time,
but when they tried to borrow a few coins from one of the Nightsong
Guild's leaders, the Nightsong Guild had to pay attention. These two
were good.
The Nightsong Guild, at first, just decided to watch Rickol and
Rassarrell, not interfereing with their operations. The twins, as a
result, joined a Thief's Guild and went up the ranks there. With the
Thief's Guild, Rickol had his swords fitted for poison-use, a skill he
picked up from the Thief's Guild.
The night came when the twins were supposed to hit a particularly
wealth merchant's place. No one knew what was coming--well, almost no
one. It was in this mansion that Rickol picked up a cloak--it was a
bonus, not part of the intended target, so no one cared. Except for the
Nightsong Guild. The Nightsong Guild had infiltrated the Thief's Guild
(had connections there for years, actually), and had set up the twins
to hit one of their own merchants. This was a test of their skills.
When the twins got back to the Thief's Guild, there was a Nightsong
operative waiting for them, and ushered them someplace else. They had
qualified for the Nightsong Guild, though they didn't know it. The
prize? First, they got to keep their loot (including the cloak), and
second, Rickol got his buckler.
Rickol and Rossarrell had gotten in way too deep, turning down the
Nightsong Guild would have caused some powerful enemies. This way, they
were relatively safe. At least, for the time being. They kind of liked
the Nightsong Guild, anyway.
Notes:
Signet ring
__________________
Bring on the Funk.
Talk hard.
Backwards, it's 1nvdJ. Weird, huh? Thanks to whomever gave me four years on my CSA!
Wanna run a game? Try EN World's own PbP boards! It's loads of fun. Here are my games so far.
Other stuff:
Spoiler:
Quote:
Originally Posted by Kemrain
- Kemrain the Medicated for Your Pleasure.
Quote:
Originally Posted by Kemrain
I pity the thread that talks about Mr. T.
- Kemrain the Sigged.
Quote:
Originally Posted by Kamikaze Midget
There
is a reason ENWorld is the #1 d20/D&D site on the interweb, and I'm
willing to bet the professional atmosphere and heavy moderation is one
of those reasons, even if it rubs some of the more casual folks the
wrong way.
Little old me?
Last edited by Jdvn1 : 04-14-06 at 07:31 AM.
Reason: Named Eagle
Rossarrell Brondarelli, Halfling Rogue 5, Ranger 2, Nightsong Infiltrator 1
Small Humanoid, Chaotic Good,
26 years (and 30 seconds older than Rickol); Height: pi*sqrt(2)*(2/3)ft
+ pi inches, or half an inch taller than Rickol; Weight: Less than
Rickol; Female; blue eyes; tanned skin; light brown hair; <other>
2 Masterwork Heavy Bladed, Curved Daggers, currently poisoned with Enhanced Coral Poison (716gp, 1lbs.)
Sling (0gp, 0lbs.)
Backpack (2gp, .5lbs)
Belt Pouch (1gp, 1/8 lbs)
Bedroll (.1gp, 1.25lbs)
Waterskin (1gp, 1lb)
Sewing Needle (.5gp, --lbs)
Thread (?, --lbs)
Fishhook (.01gp, --lbs)
Soap (.1gp, .2lb)
Mirror, small steel (10gp, .5lb)
Whetstone (.02gp, 1lb)
Flint & Steel (1gp, 0lbs)
2 Healer's Balms (20gp, 0lbs)
Climber's Kit (80gp, 1.25lbs)
Disguise Kit (50gp, 2lbs)
Camouflage Kit (40gp, 1.25lbs)
Forgery Kit (40gp, 5lbs)
Thieves Tools, Masterwork (100gp, 2lbs)
2 Flash pellets (Disguised as cuff buttons) (100gp, 0lbs)
Blend Cream (50gp, 1lbs)
Softfoot (50gp, 1lbs)
Suregrip (20gp, 0lbs)
Lockslip grease (50gp, 0lbs)
2 x Antitoxin (100gp, 0lbs)
Possum Pouch (7200gp, 0lbs)
Common Recorder Flute (5gp, .75lbs)
Signet Ring (5gp, --lbs)
Blue Quartz Ring (13gp, --lbs)
Gloves of Dexterity (16000gp, --lbs)
-- Note: Enhanced Coral Poison has DC20 and produces paralysis for 2d6 rnds/1d6 rnds, via injury
Total weight carried -- xxxlbs.
Light load -- 19.5lbs., medium -- 39.75lbs., heavy -- 60lbs., lift -- 120lbs., push -- 300lbs.
XP: 30,000 / 36,000
Money: 1gp, 2sp, 7cp
Appearance:
Rossarrell is about average sized for a Halfling, but she's more
slender and feminine than her beefy brother Rickol. More flexible, too.
What she lacks in stature, though, she makes up for in clever padding.
She wears what appears to be a loose dark colored blouse over a corset
and tight matte dark brown leather pants. Rather than boning, however,
the false corset harbors throwing knives. Other knives are stashed
about her person, including tucked in her boots, strapped to her
forarms, between her shoulder blades, and on her belt. An ornate,
heavy-bladed curved dagger is strapped to each thigh. In practical
situations, she maintains complete freedom of movement while knowing at
all times the locations of the 20+ daggers secreted about her body.
Rossarrell keeps up her appearance, and is irritated at Rickol when he
forgets to shave. After all, it's much harder to pull off twin cons
when one of the twins has unsightly subble hanging off his face. Her
hair is slightly longer than Rickol's, just shy of shoulder length, but
cut in a similar style. She often wears it pulled back by a deceptively
simple clip, which is actually a disguised folding punching dagger
fitted with a poison capsule. She wears a signet ring on her left hand,
significant of something, though she won't say what. On her right
middle finger she sports a hunk of blue quartz.
Personality:
Gregarious, outgoing, and intensely clever, Rossarrell has to keep an
eye out for her somewhat slower brother. She doesn't mind, though,
since it's often her fault that there's something to keep an eye out
for! Plus, he's good for heavy lifting. Rossarrell is outwardly
carefree and gets along well with just about everybody, but she allows
very few people to get close enough to really know her true self.
Background:
Rossarrell grew up in a large family, the ninth child of ten (with the
tenth being her twin brother, Rickol). The Brondarelli family is a
fairly well-to-do family in Halfling society, known for shrewd business
deals and gala celebrations. Unfortunately, they're really rather
boring in everyday life. Rossarrell, being the elder of her twin by 30
seconds, felt she just couldn't let her younger brother languish in
such a somber environment, so she brought him along on all of her
adventures. The family, however, did not look favorably on some of
their more socially unfashionable exploits, and soon both her and
Rickol were "sent away". As a parting gift, Rossarrell "borrowed" her
eldest sister's prized ballroom gloves. Carrella always was a clumsy
twit, and it was an open secret among the Brondarelli family that
Father had purchased the gloves in the vain hope that they might have
some ability to improve Carrella's grace upon the dance floor. Sadly,
nothing could help Daddy's Little Princess. Ah, well, she'd landed
herself a fat merchant's son in one of Father's more shrewd business
deals, and wouldn't miss the gloves now, right? To Rossarrell's
surprise, the gloves did indeed seem to have magical properties,
actually reshaping themselves to better fit her wild spirity. After
they were sent away, rather than be subjected to the agonies of
imprisoned life within seperate boarding schools, Rossarrell &
Rickol took to the streets to earn their living--any way they pleased.
In an ironic turn of events, Rossarrell was now forced to enslave her
excellent mind to pondering simple practicalities, such as food and
shelter. Together, the twins thrived, never missing the life they left
behind. They could go anywhere, acquire anything, and do practically
whatever they liked--that is, until they ran into someone a bit wiser,
a bit craftier. Fortunately for the Brondarelli twins, their potential
was recognized.
Shortly after taking to the streets, the twins joined the local Thief's
Guild where their progress was monitored and carefully tracked by
covert Nightsong Guild members. One night, a high-risk, high-payoff job
came down the line, and Rossarrell snapped at the chance to push
herself and her brother. Even the life a thief can grow tedious. With a
masterful plan and expert timing, the two were in and out softer than
moonbeams. The mark had been unexpectedly lush, and they'd managed to
pick up a few trinkets along the way. Rickol had scored a fancy cloak
while Rossarrell had picked up some very fine daggers to add to her
growing collection. When they returned from the job, they learned it
had been a set up by the Nightsong Guild as a test of their prowess.
They'd passed with flying colors. As part of their induction into the
exclusive guild, Rickol received a strange buckler with the glow of
magic about it, and Rossarrell received a magical cloth which adheres
to the body and allows the concealment of small items. It most
definitely does not
glow with magical energy when in place, or give any other indication
that it is anything other than what it appears to be: Rossarrell's
athletically trim stomach (though she might say it makes her look fat).
Rossarrell stepped into the shadows of the Nightson Guild with relish,
leaving behind forever the social elite that was her birthright and
joining a new elite--that of the deadly Nightsong Guild.
Notes:
Rossarrell has padded her clothing to give herself the appearance of a
more robust figure than she actually has. This padding also acts as an
excuse to wear a corset which serves to sheathe 8 seperate daggers. She
wears a loose, flowing shirt over the corset, concealing the daggers.
When she is getting serious about a fight, she will throw back her
shirt, revealing the daggers and allowing her to draw them more easily.
She carries two more daggers in each boot and one in a special sheath
between her shoulder blades as well as one up each of her loose
sleeves. She carries her six masterwork blades on her belt along with a
belt pouch. Strapped to each thigh are her melee daggers. The cuff
button on each of her sleeves is actually a tiny flash pellet, always
close to hand and ready to be thrown at any moment. She wears a large
decorative clip in her hair that appears to be a rounded, enameled
green oval leaf. However, when the sharply-pointed clasp is unfolded,
it locks into place, at which point it becomes a punching dagger. It is
armed with a poison capsule. She also keeps her hair pulled back from
her face on each side with a tiny wire barrette which, in a pinch,
could double as a lockpick. Her actual set of masterwork lockpicks she
keeps securely stowed in her possum pouch.
Total weight carried – 37 lbs.
Light load – 133 lbs., medium – 134-266lbs., heavy – 267-400lbs., lift -- 800lbs., push – 1600 lbs.
Weapon Groups: Basic, Bows, Claw, Heavy blades, Picks and Hammers
XP: 30,000/ 36,000
Appearance:
Tommy wears a standard explorer’s outfit with a bandolier across his
chest with two daggers in it. When you take a look you notice that his
fists are covered in simple bandages. Tommy carries his shoulders high
and has a kind of strength. Tommy’s sleeves are loose but slightly
shorter than his fists. His face appears like he has had quite a few
bouts with the business end of someone else’s fist. So because of this
he wears his black hood up when he travels.
Personality:
Tommy is brash and quick with his fists, but smart about whom he tries
to take down. He knows that the bigger they are the harder they fall so
his makes sure that those that are bigger than him he grapples and
attacks relentlessly in close quarters combat.
Background:
Tommy T. was an arena boxer known as Grim, becasue his opponents had a
habit of dying in the ring. What the referees didn’t know was that he
was cheating by using brass knuckles while fighting. He fought for
years and suddenly lost to a smaller combatant. After he was disgraced,
the story came out that he using brass knuckles to augment his attacks.
When he was asked to join the fight he was a second rate wrestler but
they were there for the top class boxer that he was. He signed up to
prove to everyone once and for all that he was/is the best.
Notes:
Distrustful of Halflings and gnomes due to the fact that he lost a
fight with one once, He can’t remember which one so he blames both races
Last edited by Amazing Triangle : Today at 04:28 AM.
4th- Evard’s Black Tentacles, Greater Invisibility
*Spell Compendium
XP: 30,000 / 36,000
Appearance:
Tall, broad and well-mannered. Barak is always impeccably dressed, yet
never ostentatious nor foppish in his attire, a gentlemen. Slung across
his back, in a gilded leather scabbard, is a broad-hilted two-hander.
When prepared for battle, he also carries a heavy crossbow repeater
made of dark purple wood.
Personality:
Barak is kind, open to others opinions and generally amiable. From most
peoples perspective this stems from his willingness to listen, what few
seem to make out is that Barak is hard of hearing. So, while he will
listen, he rarely considers it important enough to ask them to repeat
themselves. Why inconvenience people in that manner. On the
battlefield, Barak is resilient, tactically minded and sure of his
ability to command his own abilities and those placed under his charge.
Background:
Notes:
Spells from Spell Compendium
Spoiler:
Benign Transposition
Conjuration (Transportation)
Level: Sorcerer/Wizard 1
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two willing creatures of up to Large size
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
Two target creatures, of which you can be one, instantly swap
positions. Both subjects must be within range. Objects carried by the
creatures (up to the creatures maximum loads) go with them, but other
creatures carried do not, even if they are carried. The movement is
instantaneous and does not provoke attacks of opportunity.
The flames from this spell shed azure light out to 30 feet. These
flames do not harm the weapon or its wielder, but for the duration of
the spell, it delivers fire damage in addition to its normal damage.
The enchanted weapon deals an extra 1d6 points of fire damage on a
successful hit. Also, on a critical hit, the weapon deals additional
fire damage based on the weapon’s critical multiplier (as per a flaming
burst weapon).
Caltrops
Conjuration (Creation)
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: See text.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: None
A caltrops spell covers one five-foot-by-five-foot square with
caltrops. Every time a creatures moves into an area covered by caltrops
or spends a round fighting while standing in such an area, it might
step on one. The caltrops make one attack roll (+0 melee) against the
creature. For this attack, the target’s shield and deflection bonuses
do not count, nor does its armor bonus for armor worn. A target wearing
shoes or other footwear gains a +2 armor bonus to Armor Class (which
does count). If the caltrops succeed on the attack, the creature has
stepped on one.
A successful attack by a caltrop deals 1 point of damage. If the target
is Small, Medium, or Large, its land speed is reduced by one-half
because of the injury. This movement penalty lasts for 24 hours, until
the creature is successfully treated with a DC 15 Heal check, or until
it receives at least 1 point of magical healing. A charging or running
creature must immediately stop if it steps on a caltrop. Any creature
moving at half speed or slower can pick its way through a bed of
caltrops with no trouble.
The DM judges the effectiveness of caltrops against unusual opponents
out the size range given above. A giant centipede, for example, can
scramble among the caltrops, with no chance of hurting itself, and a
fire giant wearing thick, massive boots might be immune to their
attacks.
For every two caster levels beyond 1st, you can affect an additional
5-foot-by-5-foot square, and the caltrops attack bonus increases by 1.
Thus, you affect two squares at 3rd level (+1 melee), three at 5th
level (+2 melee), four at 7th level (+3 melee), and a maximum of five
at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or
mundane caltrops) occupying the same space have no additional effect.
Launch Item
Transmutation
Level: Sorcerer/wizard 0
Components: S
Casting Time: 1 standard action
Range: touch
Target: One Fine item in your possession, weighing up to 10 lb.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
You cause a Fine item in your possession to fly at great speed to a
target or location you specify, out to medium range (100 ft. + 10
ft./level).
This spell is normally used to launch dangerous items (flasks of acid,
thunderstones, and so on) farther than you could normally throw them.
You can use this spell, to make an attack with a splash weapon. If you
choose to do so, you must make an attack roll as normal, but you suffer
no penalties for range.
Shock and Awe
Enchantment [Mind-Affecting]
Level: Assassin 1, bard 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
This spell distracts its targets, prevent them from reacting with the
deftness they might otherwise possess. Only effective when cast in the
surprise round of combat and against flat-footed creatures, this spell
causes those it affects to take a -10 penalty on their next initiative
check. Targets that cannot be caught flat-footed (such as a rogue with
uncanny dodge) cannot be affected by this spell.
Wall of Smoke
Conjuration (Creation)
Level: Druid 1, Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: No.
This spell creates a thin wall of black smoke. The wall is stationary
once created. The wall blocks sight to a limited degree. Creatures on
opposite sides of the wall that cannot see over it gain concealment
from each other. A creature can pass through a wall of smoke, but it must make a Fortitude save to avoid being nauseated for 1 round.
A moderate wind (11+ mph), such as from a gust of wind spell, destroys the wall in 1 round.
This spell does not function underwater.
__________________
Lindy hopper, popper, dancer, philosopher, gamer, fledgling capoeirista, so on... so forth
The real hero is always a hero by mistake; he dreams of being an honest coward like everybody else.
-Eco
When one loses the deep intimate relationship with nature, then temples, mosques and churches become important.
- J. Krishnamurti
Jaceth Moralis, Human, Ranger 6/Wild Plains Outrider 2
Medium Humanoid, Lawful Neutral,
age 17, height 5"8", weight 190lbs, sex Male, Blue eyes, Tanned skin, Dark Brown hair, Short Beard
Weapon Groups:
Standard Weapons
Lances and Spears
Bows
Maces and Clubs
Masterwork Military Saddle (Deinonychus) (210Gp, 40lbs.)
Animal Rations, 10 (5SP, 50lbs)
Trail Rations, 10 (5SP, 5lbs)
Flint and Steel (1GP, -lbs)
Signet Ring (5GP, -lbs)
Rope, Silk, 200ft (40GP, 20lbs)
Waterskin (1GP, 4lbs)
Bedroll (1SP)
Mule (8GP)
Pack Saddle (5GP, 15lbs)
Tanglefoot Bags, 10 (500GP, 40lbs)
Thunderstones, 10 (300GP, 10lbs)
Animal Call (20GP, -lbs)
Animal Training Kit (50GP, 5lbs)
Insectbane Candles, 9 (9SP, -lbs)
Ink (8GP, -lbs)
Ink Pen (1SP, -lbs)
Parchment, 50 Sheets (10GP, -lbs)
Oil Flasks, 9 (9SP, -lbs)
Bullseye Lantern (12GP, 3lbs)
Total weight carried -- 30lbs, 25lbs armor, 5 Pounds Handy Haversack, plus weapon weight.
Total Spent: 22,147GP
Total Remaining: 4,8537GP
Light load -- 76 or Less lbs., medium -- 77-153lbs., heavy -- 154-230lbs., lift -- 460lbs., push -- 1150lbs.
XP: 30,000 / 36,000
Mount Asirra
Size/Type: Large Animal (Deinonychus)
Str 19 (+4)
Dex 15 (+2)
Con 19 (+4)
Int 2 (-4)
Wis 12 (+1)
Cha 10 (+0)
Hit Points: 24 /24
Hit Dice: 37
Speed: 70ft
Initative: +2
AC: 21 (+2 Dex, -1 Size, +5 natural, +5 Barding), touch 11, flat-footed 19
BAB/Grapple: +3/+7
Saves: Fort +8, Ref +6, Will +2
Attacks:
Talons +6 melee (1d8+4)
Talons +6 melee (1d8+5) and 2 foreclaws +1 melee (1d3+2) and bite +1 melee (2d4+2)
Special Attacks:
Pounce (May Charge and Make Full Attack)
Special Abilities/Feats/Tricks:
Low-Light Vision
Scent
Improved Speed +10
Combat Reflexes
Run
Track
+1 Bonus Tricks
Link (May be handled as free action)
Trick: Defend
Trick: Track
Trick: Perform (Menace Target for intimidation bonus)
Trick: Down
Trick: Fetch
Skills:
Hide +12
Listen +10
Spot +10
Survival +10
Jump +22
Appearance:
Relatively Short for a Human, Jaceth has a handful of unremarkable
scars and a small beard. His hair is long and wavy, pulled into a
ponytail, and his eyes a vivid blue. He tends to walk bowlegged from
spending too much time in the saddle.
Personality:
Because he's seeking fame and fortune, Jaceth tends to be flamboyant
and boastful in combat. Outside of it he tends to deal better with
animals than humans but he considers this a flaw and is trying to work
it out.
Background: Jaceth is one of the few remaining members of the
famous Moralis Clan. A loose collection of families, students, and lots
of animals, the Moralis's travelled around the world seeking out
information on all manner of natural things out of a sheer love of
learning. Moralis scrolls and textbooks were eagerly sought by
universities and guilds for their wisdom on natural things. The members
of the family were animal trainers, nature lovers, and herbalists.
Then, two years ago, the growing Zerra military visited the Moralis
when they were travelling through that area on their way to the nearest
ocean in hopes of learning how to raise Elasmosaurus'. They wanted
mounts, powerful magical beasts for their officers. The Moralis family
was disinclined to give up as many as they wanted. Zerra didn't like
that answer. And the next few minutes were a blur of blood and death.
When it was over, the only survivors of the family were a handful of
children and elderly who had been away from the battlefield. . . and
Jaceth who was 15 years of age and newly an adult in the clan. The
goblins too were decimated and retreated when several additional
trained dinosaurs made an appearance.
Once his wounds were healed Jaceth and his companion Asirra the
Megaraptor brought the survivors to Dregeth to hide from Zerran forces
seeking revenge. With the clan Crippled and near extinction, all their
hopes depend on Jaceth. He has joined the military and been blooded in
battle. His goal is to buy equipment, attract new members, and rebuild
the Moralis Clan. To do that he'll have to have money, and to get that
he needs to win fame and honor so that he can marry into it.
Jaceth currently carries most of the family’s military-type treasures
with him. For instance he possesses an enchanted backpack, given to the
Moralis Clan by the Dragon Celphras two hundred years ago in honor of
the family solving the dragon’s relentless infestation of dire maggots.
Originally there were five such backpacks but one was lost in an
avalanch while crossing a mountain range and 3 others were stolen by
Zerran troops. Jaceth hopes to be able to find them and return the
stolen packs to the family.
Appearance:
Orb’s light brown hair cascades in curls over her shoulders, and her
brown eyes look out from behind a gentile smile. Orb general wears more
earth tones or whites, and her clothing is generally cut a bit loose,
and she wears longer dresses that hide her shapely legs. She is a
generally a good looking woman, who if she tried, could be a beauty of
some note.
Personality
Orb is a kind soul, with a touch of innocence. She is good at reading
people, but prefers to think better of them and often looks beyond her
initial impression. Despite her success and skill, she has some doubts
about herself at time that prevents her from asserting herself more
often. Despite this, she has a stubborn streak, and has an almost rage
like anger when provoked.
Background:
Daughter of Niobe, said to once be the most beautiful woman of her
generation, and Pacian, a somewhat older man who died not long after
Orb was born. Orb, as a child, spent much of her time learning magic
and music from a Hamadryad by a lake near their remote cottage, in the
nation of Mezgar. She learned the music of nature, and the magic of
music from the dryad, and spent most of her days there. The Hamadryad
watched over Orb, and protected her when not with her mother. Orb
developed a breathtaking voice and skill with her lyre, perhaps one of
the greatest musical talents of her own generation.
At the age of 18, Orb left home to wander the world. She eventually
came across a band of gypsies who she lived with some time. She learned
of their culture, particularly their music and dance, and befriended a
gypsy family, Nicolai and his daughter Tinka, who she lived with for
two years while teaching Tinka music. Tinka was mostly blind, and had a
severely deformed leg, but Orb spent time with her showing her the
power of music, and helped heal Tinka’s confidence to allow her to win
a husband. Once Tinka was married, Orb felt it was time for her to move
on.
Eventually Orb joined a traveling performing troupe, where she quickly
became the main attraction with her exquisite performances. At first it
drew the ire of the others, but money mends many fences, and her warm
personality won the few remaining hold outs over. Orb fell for one of
the newer troupe members, a simple assistant that helped one of the
other performers, and he too fell for her. Eventually, though much
urging from the rest of the troupe, they discussed their feelings and
became lovers. Soon, they left the troupe to find a life together.
However, the man was a prince of Mezgar, and the royal guard found
them. They spoke of some of the horrors going on in Mezgar that he
could stop, and the young couple knew he had to go. Before he left, he
gave her a ring he said would help protect her, and another ring that
would guide her.
Orb was devastated by his lost, and even more torn when she found
herself with child. She returned to the gypsies and her dear friend
Tinka, where she had the child, a beautiful daughter. However, she knew
she could not care for the child, and so she left the child with Tinka
to find a proper home for it, and gave her the ring to help guide her.
Orb then returned home, only to find that her mother had moved on and
was unreachable.
Orb began to wander Dregeth, studying the music of the world, and
seeking the underlying song of the world that seemed so elusive to her
as a child. Her musical and magical talent blossomed, and through her
journeys she became well known as a musical inspiration to all who
heard her perform.
Dregeth has recruited Orb to help with the war by inspiring the troops,
but she is also worried about the fate of her love from Mezgar, whom
she has thought of many years afterwards.