Appearance: Just over 5 feet tall, slim yet wellrounded, long blond hair hanging over her shoulders and large blue eyes in the center of her very cute face, Zoe can very well be called a beautifull woman. In town, Zoe is dressed in a fine simple white cloth, hanging loosely around her, revealing quite much of her wellformed body. Her only decoration is a miniature silver mace hanging on a silver chain around her neck.
When outdoor, Zoe is wearing a sturdy adventurer's outfit, including a chain shirt. Her hair is gathered on the back of her head, covered by a helmet. A sword and shield are hanging on either side and a backback hangs over her shoulders. She still wears the silver chain with the miniature mace over her chain shirt.
Background: Zoe attended to the temple of Hyrag at a young age, learning his ways and ideas. Though the ideas of Hyrag came natural to her, she wasn't much interested in learning the rituals and methods that belong to a cleric. She wanted to know how to aid people very much, but not go through years of study. The clerics discovered that she still gained the favor of Hyrag despite her unwillingless to study for a cleric and called Armand, a paladin, to train her instead. Having her dull studies mostly replaced by swordfight and horseriding, Zoe was a lot more eager to learn and after a few years she possessed the full skills of a paladin.
XP History:
1575 - Trek to the Vineyard - Uriel
1500 - A Merry Chase - Kahuna Burger
Related Info: Armand, medium to high level paladin with strong ties to the temple of Hyrag. Occasionally involved in training and initiating new paladins.
Appearance: Katherine D’Sylvia is a half-elven woman who appears to
be in her late teens or early twenties in human terms. While her fine
features show her elven parentage, her hair is thick and black and her eyes
darker than most humans. She generally wears neat and practical clothing and
her only ornamentation is a signet ring on the first finger of her right
hand. The ring is of iron rather than gold and shows the tree motif of the
D'sylvans, (a small ‘royal’ family from a small kingdom wealthy in lumber
and tradition, but not much else), but the design is marred by a heavy
scratch. A keen observer will notice that the scratch lines up with light
scars tracing the knuckles of Katherine’s thumb and middle finger. She uses
the ring normally as her seal, and the imprint gives the impression of a
tree crossed by lightning. She also wears a small wooden talisman with an
oak tree on it.
Background: Katherine speaks many languages and prefers to converse
with friends and companions in their native tongues, especially when
learning about their homelands. She is unfailingly diplomatic and polite -
by the standards of politeness of those she is dealing with, that is. In
fact she sometimes finds herself apologizing for offending one acquaintance
when he overhears her being 'polite' to another. She is always willing to
help people out and spends her time in the tavern alternating between
telling stories, listening to rumors and acting as a scribe or translator
for those with less education than herself.
XP: slaves of the dragon, +1034
__________________ I understand, comprehend, get, grok, and see your point. I can take, handle, cope and deal with the way you run your game. The reasons I disagree with you and/or dislike your playstyle preference lie elsewhere…
Last edited by Kahuna Burger; 6th December 2005 at 11:58 PM..
Elf Traits:
Immune to sleep
+2 to enchantment saves
low-light vision
Free longsword, rapier, longbow, and shortbow proficiency
+2 to listen, spot and search
Automatic check when within 5' of secret or concealed doors
Rogue abilities:
Sneak Attack +1d6
Background:
Llolian is bored with life in the Elven realms. None of the traditional pursuits of his people interest him. He lacks the discipline for studying the arcane arts, and lacks the innate talent to be a sorcere. The thought of spending his life mastering the longsword and longbow of the Elven fighters bores him to tears, as does dedicating himself to self-improvement or the service of a deity.
So. Llolian has left the safety of home to explore the world around him.
Personality:
Llolian is cheerful and enjoys taking risks. He gets more pleasure from tricking someone, either in combat or otherwise, than from winning through sheer strength or perseverence. However, he easily grows bored with repetitive tasks.
Looks:
An average-looking elf, he has dark hair and green eyes, He favors dark clothes that fade into the surroundings.
Name: Jaan Saaresar of Osilia, Servant of the Greenman.
Class: Paladin
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: The Greenman (Verdante)
Str: 12 +1 ( 4p.) Level: 3 XP: 3,875
Dex: 15 +2 ( 8p.) BAB: +3 HP: 28/28 (3d10+3)
Con: 12 +1 ( 4p.) Grapple: +4 Dmg Red: -/-
Int: 10 +0 ( 2p.) Speed: 30' Spell Res: --
Wis: 14 +2 ( 6p.) Init: +2 Spell Save: +0
Cha: 14 +2 ( 6p.) ACP: -1 Spell Fail: --%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +1 +2 +0 +0 +0 16
Touch: 13 Flatfooted: 13
Base Mod Misc TotalFort: 3 +1 +2 +6
Ref: 1 +2 +2 +5
Will: 1 +2 +2 +5
Weapon Attack Damage Critical
mw Heavy Mace +5 1d8+1 20x2
Light Mace +4 1d6+1 20x2
Daggar +4 1d4+1 19x2
Light Crossbow +4 1d8 19x2
Languages: Common, Giant.
Abilities:
Human Traits
Aura of Good (Ex): The power the is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Add Cha bonus to attack, level to dam.
Divine Grace (Su): Add +2 bonus to all saves.
Lay on Hands (Su): Heal Level*Cha bonus per day. This day 0 used.
Aura of courage (Su): Allies get +4 morale bonus against fear effects
Divine health (Ex): Immune to Disease.
Feats:
Dodge
Two Weapon Fighting
Two Weapon Defence (+1 shield bonus to AC)
Skill Points: 12+(3*2)=18 Max Ranks: 6/3
Skills Ranks Mod Misc
Concentration +1 0 +1
Diplomacy +6 4 +2
Handle Animal +3 1 +2
Heal +4 2 +2
K/nobility & royalty +2 2 +0
K/religion +2 2 +0
Ride +5 3 +2
Sense Motive +6 4 +2
Equipment: Cost Weight
mw Heavy mace 312 gp 8 lb
Light mace 5 gp 4 lb
Daggar x2 2 gp 1 lb
Light crossbow 35 gp 4 lb
* 10 bolts 1 gp 1 lb
Studded armour 25 gp 20 lb
Holy Symbol -- gp -- lb
Pouch
* P/CLW 50 gp -- lb
* P/ Shield of faith 50 gp -- lb
* 100 Gold pieces 100 gp -- lb
* Flint and Steel 1 gp -- lb
* Healers Kit 50 gp 1 lb
Backpack
* 250 gold pieces 250 gp -- lb
* Sunrod x2 4 gp 2 lb
* Thunderstone 30 gp 1 lb
* Writing set 10 gp -- lb
* 50 ft. silk rope 10 gp 5 lb
* Waterskin 1 gp 4 lb
Total Wealth & Weight: 699 gp 49 lb
Lgt Med Hvy Lift PushMax Weight: 43 86 130 260 650
Age: 23 Height: 5'9" Weight: 120 lb Eyes: Blue Hair: Blond Skin: Pale
Appearance: A little over average height and weight and dressed in unassuming clothes of dark, muted colours, its the twin maces more than anything else that marks him out as a fighter of sorts. Once his hair was worn neatly cropped. Its now grown out, worn long, and held out of his grey eyes by a broad swatch of cloth tied around his head.
Background: The 3th son of the 2nd son of a minor northern noble house. His people are largely seafarers and farmers, although as a noble, he learned nothing of these things to his regret. Jaan is a quitely devout person. So, with almost no chance of inheriting but little interest in being a priest, he joined the Holy Guardians of the Church of Verdante; The Greenman as he is called where Jaan comes from.
One of the main tenets in the ancient faith of his people was that there exists a force, a life-giving power, in all living and non-living natural phenomena. Important religious activities were led by wise men or witches, persons with experience and a superior knowledge of nature. All of nature was perceived as being a living and spirited whole.
It was an old Ranger of the Church who opened his eyes to the possibility of two weapons by gioving him a good drubbing with just two sticks. After some months of trial, Jaan settled on two light maces, each 3 ft in length, slightly balanced, with a iron sleave forming the head. After his experience in the forests looking for Rivenblight's castaway, he added heavy mace to his arsenal.
While Jaan developed as a soldier, he found that politics was a way of life in the Church, particularly in peacetime, and he wasn't suited to it. Eventually, having found himself in trouble once too many times, he requested permission to travel and a few weeks later saw him setting forth for a place he had heard some of the old travellers talking about, The Red Dragon Inn.
An hour trudging out there in the rain, a brief fight with some flying blood suckers, then an hour trudging back carrying the patron. He didn't see so much as a copper from his patron, but it cost Jaan 8gp to have the rather smelly gnome looked after at the Red Dragon inn.
The next day proved more fruitfull. Joining up with Troi, a man Jaan suspects has more than the usual number of secrets, Velbrik and Ioleta, a woman who somewhat makes his head spin, they took on a commission from the merchants of the city to catch and bring in a bandit who has been raiding along the road to Rivenblight. There were some differences in opinion as to how to approach the task at hand. The decision and the resulting bad feeling engendered in their unwitting stooge only served to confirm for Jaan that honesty really is the best policy.
But soon they had bigger problems. Troi went into the forest to investigate a possible sighting and didn't catch up with them at the inn. So they picked up a tracker the next morning and Troi's tracks that afternoon. But the signs are not looking good. A fight. A flight. Nightfell with no sign of Troi. That night Jaan sat on guard in the darkness and searched for strength.
He found the strength to go on, but they didn't find Troi (or the GM) before returning dejectedly to the Red Dragon once again.
ooc: 1650 XP awarded; 500 gp awarded.
* Time served: 1200
* Combat: 150
* Non-Combat Encounters: 180
* Roleplay: 120
Dylan Pontius - Male Human Bard 1; CR 1; Medium-size humanoid; HD 1d6+1; HP 7; Init +7 (+3 Dex, +4 Imp Init); Spd 30ft; AC 13 (touch 13, flat-footed 10); Atk +3 Melee (1d6 18-20/x2, rapier) or +3 Ranged (1d4 19-20/x2, dagger); SA Bardic Knowledge (+1), Bardic Music (1/day; Countersong, Fascinate, Inspire Courage +1); SQ Bonus feat at 1st level, +4 Skill points at 1st level, +1 Skill point at all levels after; AL CN; SV Fort +1, Ref +5, Will +2; Str 10 Dex 16 Con 12 Int 10 Wis 10 Cha 16.
Skills: Perform (Vocal) +7, Decipher Script +4, Balance +8, Bluff +7, Swim +4, Tumble +7, Sleight of Hand +7.
Appearance - Standing at a moderate height, Dylan is far from moderate. He is built quite well, though lean and wiry. His long, black hair tumbles in tangles over his deep crimson tunic, laced near the neck with green cord. Close-fitting brown trousers tucked into large, black leather boots round out his looks - a rapier buckled at his side. Dylan constantly has the smell of a salt spray about him.
Background - Originally a student at the College of Nobius, Dylan decided that the life of a scholar is not the life for him. Taking his knowledge of music with him, he signed on with the first available ship, and the sea life has been his ever since. After a brush with death, in which he rode a sinking ship down to shore (which is where Delanor's Grace comes in, a gold coin in his pocket which he has since punched a hole in, and affixed about his neck), he has returned to the mainland - shaken, but still as fiery as ever.
__________________ To resist despair is what it is to be free.
Last edited by dave_o; 31st August 2003 at 05:59 PM..
Tamatea Ariki
Human Druid (CN)
Age 28 H 6’6” W Hair:Bald, Eyes:Brown Skinark
Tall and dark, handsome and covered in intricate tatoo designs Tamatea is from the distant Islands of Hawaiki, a civilisation of tropical island spread out across the open sea. A curious and adventurous man from childhood, Tamatea always pushed to see what was over the horizon and it was thus that he left the security of his homelands to take up the life of an explorer and adventurer. Travelling with the famed Navigator Hiro he eventually arrived on the continent and has now made his way across country to Enworld
HP 10 AC 14 Touch 12 Init 6 (feat) Spd 30
Fort 4 Refx 2 Will 5
Spells:
0th Level:
Acid Splash
Arcane Mark
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Touch of Fatigue
1st Level:
Comprehend Languages
Enlarge Person
Identify
Mage Armor
Magic Missile
Shield
Sleep
Spiderclimb
__________________ We are Gods, Dark Gods, and it is our duty to thin the herd...
"Your character is a collection of every broken part of D&D." - Kalanyr
Last edited by Janos Audron; 6th October 2003 at 12:54 AM..
Base Mod Misc Total
Fort: 3 +2 +5
Ref: 1 +2 +3
Will: 1 -1 +0
Weapon Attack Damage Critical
Short Sword +8/+6 1d6+3 19-20x2
Short sword off hand +6 1d6+1 19-20x2
Javelin +5 1d6+3 20x2
XXXX +X XdXX+X XX-XXxX
Languages: human
Abilities: XXXX
Feats: Two weapon fighting
Weapon focus short sword
Combat reflexes
Quickdraw
Two weapon defense
Skill Points: 18 Max Ranks: 6/3
Skills Ranks Mod Misc Total
Craft (costuming) 5 +0 +5
Intimidate 6 +1 +2* +7/+9*
Perform (gladatorial) 6 +1 +2 ** +7/+9**
Craft (armorsmithing) 1 +0 +1
*When using intimidate to demoralise an opponent.
**when performing with her masterwork shortswords
Equipment: Cost Weight
Chain Shirt (100gp) 25 lb
2 Masterwork Short Swords (620) 6 lb
Entertainers outfit (3gp) 3 lb
Steel mirror (10gp) ½ lb
10 Javelins (10gp) 20 lb
Sword Ribbons (5gp) -
Metalic Paints (2gp) -
Wand of cure light wounds, 50 charges
trail rations 10 days (5gp) 10 lb
Ale, one gallon (2sp) 8 lb
Total Weight: 72.5 lb Money: 400gp 8sp XXcp
Lgt Med Hvy Lift Push
Max Weight: 76 153 230 460 1150
Age: 18
Height: 6'01"
Weight: 150lb
Eyes: Blue
Hair: Black
Skin: tanned
__________________ I understand, comprehend, get, grok, and see your point. I can take, handle, cope and deal with the way you run your game. The reasons I disagree with you and/or dislike your playstyle preference lie elsewhere…
Last edited by Kahuna Burger; 10th May 2006 at 03:33 PM..
Reason: level up
Familiar: Kennedy. Bat (insect eating). AC 20 INT 9 HP 23. Speed 40 flying, 20 foot blindsense, low light vision, Alertness, Improved Evasion, share spells, empathic link, Deliver touch spells, Speak with master, Speak with Bats
Appearance: Iggy is a neatly dressed young Halfling, with the rosy health characteristic of his race. He has somewhat unruly curly hair, and bright blue eyes. He wears a Grey traveling cloak, trimmed with white, underwhich occationally flashes an array of rainbow colors. This is his robe, given upon his graduation from the Academy of the Chromatic Order in Medibaria. On his back he wears a backpack. A dagger is sheathed in his belt, another in his boot. He generally carries his crossbow, which has a leather strap circling his shoulder, so he can release it to cast spells.
Background: Ignatious O'Reilly is the second son of a prosperous scribe and printer in Tharol, Medabaria. His eldest brother was destined to take over the family business. As the next in line, Iggy (as most call him) was allowed to pick a different profession. For him, this was a no-brainer. He had always been fascinated with magic, and, as several of his father's customers were wizards, he was able to gain entrance into the Prestigious Academy of the Chromatic Order. There he studied under Jarvys Dendril, among others. Immediately upon graduation, Iggy headed for the Red Dragon Inn to take up the adventuring career. He has his sights set on becoming a Loremaster, and wants to soak up as much experience and knowledge of the world as possible. Despite being bookish and shy, Iggy is brave and a loyal friend.
His first mission involved a trip east to Fallon, where he and his companions were asked to find a magical key. They encountered a dopleganger and had some good elven food, but were untimately not needed, as the key was found by others. He has returned to the Red Dragon Inn with his friend Sara to find another worthy adventure.
From there he was recruited by a treasure hunter named Rupert to follow a map he had found purporting to lead to an abandoned dragon lair. Iggy took this mission, risking a dangerous underwater tunnel and ended up fighting a small black dragon. It appears that this tiny dragon actually created the treasure map to lead adventurers into his maw. In any case, the team was successful and returned to the Inn much richer.
As an added bonus, Iggy found that his old friend Sara was at the inn as well. Buoyed by her presense, Iggy set out on a mission for the road wardens to subdue a group of bandits which had been robbing merchants in the area. Despite the presence of 4 other arcanists, Iggy felt useful in helping plan the assault and casting some key spells. Fortunately his friend Sara emerged unscathed from the battlefront.
Soon after returning to the Inn, they heard news of some Mermen in a lake over the mountains who wanted aid against a merrow. Setting forth with his friend Sara again, they had to overcome bad weather, bears and assassin vines to reach the lake. Having no way to contact the merfolk, the group then set about clearing out some monsters from the area. Here they fought some gargoyles, and Iggy realized he needed to focus more on combat spells. Going underwater, Iggy and his crew, including Charlarn, Zack and Ducane, fought some mutant fish. The merrow then informed them of some evil plot involving non-aquatic outsiders to poison the lake. Investigating, the group killed several merrows and a skrag, before being mysteriously transported out of the lake, with visions of some evil taking root in the lake and emanating throughout the region.
A Clash of Earth and Sea
11/19/05: 1300 XP for defeating bear, assassin vine and time spent 4th Level!
01/12/06: 1440 XPs gargoyles
03/23/06: 1040 XPs for evil fish, more gargoyles
04/26/06: 920 XPs for underwater merrow battle - 5th level!
05/02/06: 400 XPs for defeating Skrag
07/19/06: 925 XPs for big undersea battle
08/07/06: 750 XPs for merrow/sorcerer battle
09/09/06: 1500 XPs More merrows & sorcerers
01/30/07: 3,768 XPs Time Spent, Merfolk negotiations and Pirate encounter - 6th level!
02/18/07: 1543 XPs for killing Ogre Mage, destroying evil opal, foiling lich plot and time spent
Heroes Must Rise Plot Post
05/11/07: 2,950 XPs for time spent & Chasing off Gith Raiders. 7th Level! 1225 XPs for Mine battle & time spent 250 XP for managing dueregars 1458 XPs for Gith fights and time spent
09/28/07: 3,483 XPs for Stealing the Githyanki Ship, Magmin Battle (Avoided through use of Arcane Eye), Huge Fire Elemental, environmental hazards, time spent 8th level!
10/26/07: 1600 XPs for Retriever & time spent.
Seige in the Stonepike Mountains 6600 XPs for blackscale lizardmen, harpies and time spent. Level 9! 1600 XPs for time spent
125 gps gained as reward in Retrieval of Fallon's Key
Wand of water breathing. Initially 9 charges when given to Iggy's party in the small village during A Clash of Earth and Sea. 2 charges used on ititial descent into water. 1 charge used on second trip. 1 charge used when setting out to war with Mermen allies. 1 more spent to recharge after dispel magic. charge 6 used to bring Ducane's and Opale's dead bodies out to the mermen.
Loot tracking
At start of Treasure Tierra Padre: 105 gps 2210.5 gps
and gear purchased at half price from Rupert:
spyglass, hourglass, scrolls of protection from evil and protection from arrows (450 gps)
Purchased at market price: Arcane scrolls of feather fall, & unseen servent (50 gps)
Potion of CLW (50 gps), pen & ink (8.1 gps)
materials to add these spells to spellbook (feather fall, unseen servent, burning hands, mount, enlarge, magic missile, invisibility, mirror image) (1000 gps)
remaining gps: 357.53
From Bandit camp, add 237.5 gps + half interest in a wand of CLW w/Sara.
Add spells copied from other's spellbooks: scorching ray, magic weapon, shocking grasp (400gps) Add 3073.6 gps
Add spells from Opale's spellbook (11/07): Disguise self, resist energy, glitterdust, alter self, stinking cloud, dispel magic, greater invisibility, & black tenticles (2100 gps, 21 pages)
Buy scrolls of sheild and lightening bolt, copy to spellbook (800)
Sell extra spellbook (say 22 pages) for 1100 gps.
Buy newspellbook & materials to copy 10 pages into spellbook (1015)
Get 9000 gps for undertaking the rescue of Stonepike
Buy Rod of Lesser Empowerment (9000 gps)
Buy Pony, saddle & saddlebags(44 gps), & a week of pony feed & trail rations (3.85 gps) Revised total: 400.88 gps
Level up Info:
Spoiler:
2nd level add:
Identify, expeditious retreat
3rd level add:
detect thoughts, locate object
Feat: enlarge spell
+1 rank Spellcraft, knowledge (arcana) and 4 ranks knowledge (history)
add spells to primary spellbook from secondary spellbook:
+5 hps; +1 fort +1 ref saves
4th level add:
One wizard level (4)
+1 BAB
+1 Will save
+1 INT
+1d4+2 HPs (5)
+6 skill ranks: concentration(2), spellcraft, Knowledge(arcana, history, geography)
New spells: Detect invisibility, Levitate
6th level add:
Wizard (6)
+1 BAB; +1 Fort, Ref & Will Saves
+1d4+2 hps (5)
6th level feat: Academy Graduate (Iggy was grandfathered & able to take this after 1st lvl)
+6 skill ranks: concentration, spellcraft, knowledge (arcana, history, religion, architecture & engineering)
New Spells: Water breathing, tongues
Mordrue's Lore [General]
Prerequisite: Academy Graduate, Diviner or Abjurer, not barred from Divination or Abjuration, Int 15+
Benefits:You may now select your specialist bonus spells from either Divination or Abjuration spells. You do not receive any additional bonus spells, however. Additionally, you may make any Knowledge check untrained.
Last edited by Manzanita; 26th October 2008 at 08:01 PM..
Appearance: Wind is a young man whose slender body and slim but iron
muscles seem just built for running. He's got that handsome and healthy look
that only harmonius training of body and mind since childhood can give. Usually
shaven bald in the summer, he lets his brown hair and beard grow a little in the
winter. He always wears a simple, weatherworn grey sleeveless dogi that shows
his skin touched with copper by the many exercises under the sun, and likes to
walk barefoot unless in extreme conditions.
Background: Serene Wind was born in a small peasant hamlet not far from
the Roaring Waters Monastery. His parents died when he was very young, so he
was raised by his grandparents until one of the Monastery's elders, Sure-footed
Elk, noticed the kid and brought him at the mountain. There the silent boy really
felt at home and began the training with a drive and dedication the teachers
never found in such a young pupil. Wind loved the Monastery's philosophy of
seeking harmony with the universe but first and foremost within one's self,
harmony that can only come with the realization of one's whole potential and
with the freedom from material belongings beyond the fullfillment of the basic
needs; he applied himself to his training with patience and perseverance, and
become one of the youngest disciples to pass the Trial of the Waterfall. Now his
basic training is complete, he has been given his mystic name at his rite of
passage, and he's ready to adventure in the world.
well... I thought my character was approved long ago..and started playing with him in a game already..I hope this doesn't cause a problem.....
Here's my Char for you all to review:
Corix, male gnome Cnj1: Small-size Humanoid (gnome); HD 1d4+4; hp 8; Init +6; Spd 20 ft; AC 13 (+2 Dex, +1 Size); Melee +0 (-2); Ranged +0 (+2); SA spells; SQ gnome traits, summon familiar (?); AL N; SV Fort +4, Ref +2, Will +2; Str 6, Dex 14, Con 18, Int 15, Wis 10, Cha 12.
Skills and Feats: Alchemy +6 Concentration +7, Decipher Script +4 Knowledge (Arcana) +6 Knowledge (History) +5 Knowledge (Geography) +5 Spellcraft +5, Sense Motive +1; Improved Initiative, Scribe Scroll (B).
SQGnome Traits (Ex):
+2 Constitution, -2 Strength.
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Listen checks.
+2 racial bonus on Craft (alchemy) checks.
Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
Spell-Like Abilities: 1/day-speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day-dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
Wizard Spells Prepared (3/3) (Illusion and Enchantment banned):
0th: 3/day (All Known)
Acid Splash x1, Ray of Frost x1, Detect Magic x1
1st: 3/day (5 Known) [*= Spells Memed]
Mage Armor *
Magic Missle *
Identify
Ray of Refeeblement *
Burning Hands
Cause Fear
Equipment:
Small Quaterstaff -2 to hit 1d4-2 dmg 20x2 crit 2lbs. (B)
Light Crossbow +2 to hit 1d8 gmd 19-20x2 crit 4lbs (P) [50 x-bow bolts]
Backpack
Winter Blanket
Caltops x2
Scroll Case
Flint and Steel
Ink (5 oz.)
2 Inkpens
Paper (20 Sheets)
Trail Rations (3 Days)
2 Signet Rings
5 Sunrods
Belt Pouch x2
Waterskin
Spell Component Pouch
Travelers Outfit
GP: 31
SP: 4
CP: 7
__________________ Ashes to Ashes, Dust to Dust....... ok who casted disintegrate!? You Bastard! Has Returned! Check Us Out! Players Wanted!!!
Appearance: Fant (pronounced Faunt) is of middling height, with dark brown hair just long enough to pull into an iron-hard bun and kept out of the way. Fant's face is well-proportioned if not beautiful, with strong cheekbones and evenly set steel-grey eyes, all crowned with a widow's peak. The symmetry of her face is uncanny, and its resemblance to a marble statue a tad unnerving. Fant's body well proportioned and fit; she has trained it for strength and endurance. It is clad in breeches of dark grey dyed cotton, held up with a simple leather belt with a simple silver buckle. Her long-sleeved shirt is similarly of dyed grey cotton, and a long cloak of dark green wool. All of this is well-tailored and of high quality. Her boots are suitable for riding. She is rarely seen without her sword, which is of the finest make, with a silver-embossed hilt, high-quality brown leather wrapping around the grip, and a leaf-green gemstone at the pommel. The symbol on her signet ring is of a tree of indeterminate species spreading its leafy branches, the roots pointing towards her shoulder. She wears no other decoration.
Fant was born in early January, along with her twin brother, Ruvon, to the Rioc, Count of Lionel. Her brother was born mere seconds before her, but that short span vexes her almost beyond belief. In the kingdom in which the county of Lionel is placed, all property and hereditary rights belong to the first born. Although he has done nothing to wrong her, and Fant hates herself for her weakness, she has never been able to forgive Ruvon for leaving the womb before her.
Since only his wife (who died shortly after), the midwife, a servant, and himself witnessed the birth, the Count quickly had Fant taken to the household of his cousin Felix, Baronet of Owir to avoid any possible political capital from being made of the hazy inheritance. The Baronet himself was a younger son who had started out with little but earned his title through marriage after a distinguished adventuring career. Until her father succumbed to a bad heart in her 19th year and Ruvon assumed his father's mantle uncontested, Fant stayed with the Baronet Felix. He taught her everything he knew about adventuring, nobility, and (since Owir was a border barony, periodically plagued by Gnolls) soldiering. By the time she returned to her ancestral home, Fant had led many patrols and, once, been in a skirmish in which she and her troops had held their own.
Fant found life in the county of Lionel unbearable. She was an unneeded appendage to her brother's household, and with his wife having already born two children, she had no hope of one day rising to a place of power. There were no battles to fight in the peaceful county. She had no friends in the keep; nobles do not associate with servants and she has essentially just met her brother. The relations between he and his wife and Fant remained distant. When Fant could bear it no longer, she decided to follow in foster father's footsteps. Writing in one of her regular letters to him of her intention, she received in return directions to, and a description of, the Red Dragon inn. After visiting Felix (with whom she continues to correspond) one last time, she set out determined to fulfill her dream- a barony at the very least, but in her ambitious heart hide dreams of empire.
Fant is ambitious almost to the point of ruthlessness in seeking her goals and proud almost to the point of arrogance about her skills. She can fight, she can negotiate, she direct troops in battle, and her education is extensive. She has learned egalitarianism both from her foster father's stories (the sorcerer he traveled with, with whom he was as close as a brother, was a farmer's son) and from her own position- she knows that merit may be possessed by any rank. Despite what it has done to her, she believes in maintaining the current system of hereditary power. Her logic goes that, in order to be viable, a leader needs legitimacy, and that the best way to be seen as legitimate is to continue in traditions. Thus, although any system of inherited power will sometimes allow incompetence to rise to power and merit to stagnate, she believes that government, or at least it's structure, should be preserved.
Last edited by Thomas Hobbes; 16th December 2004 at 08:13 AM..
Feats and Class Abilities:
Summon Familiar (class ability)
Scribe Scroll (bonus class feat)
Spell Focus (Necromancy): +1 to all my Necromancy spell DC's that require saves.
Prohibited schools: Abjuration and Enchantment.
Spellbook (spells in book):
Cantrips - Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation.
1st level - Necromancy: Cause Fear, Chill Touch, Ray of Enfeeblement. Evocation: Burning Hands. Conjuration: Mage Armor.
Spells Prepared (as of his entry into the Red Dragon and 1st day adventuring):
Cantrips (4 allowed +bonus specialty) - Read Magic, Touch of Fatigue x2 (Necromancy), Prestidigitation, Detect Magic.
1st level (2 allowed +bonus specialty) - Mage Armor, Ray of Enfeeblement (Necromancy), Burning Hands.
DC's for spells:
Cantrips - DC 12/13 for Necromancy.
1st level - DC 13/14 for Necromancy.
Equipment: (max gold 120 1st level).
Quarterstaff, spellbook, dirty black robes w/ hood, 3 daggers under robes, heavy crossbow w/ 20 bolts, backpack w/ 5 days rations, map case, scroll case, mirror, 3 belt pouches, waterskin w/ water, inkpen & vial of ink, spell component pouch, artisans tools, 10 sheets parchment, tobacco pipe w/ tobacco. Total spent: 89 gold, 11 silver.
Money left:
Gold - 29
Silver - 8
Copper - 10
Languages Known: Common, Orc, Draconic, Dwarf.
Background: Still thinking on it.
Appearance:
Garrick Blackbeard is a well fit and muscled Half-Orc with greenish skin, slight pig-snout nose, and usual orcish incisors that protrude from his mouth and end in sharp points. Not as tall as other Half-Orcs most have probably met, he's about 5'6" tall, but his shoulders are broad and he moves with confidence. He has black eyes, wears an earing in his left ear, but his most striking feature is his black beard, which covers his face and reaches down six inches. Coupled with his constant penchant for having a tobacco pipe in his mouth, and the scar that starts from under his right eyes and goes down his face, he's not the most kindly looking being that has ever entered the Red Dragon. He wears a dirty black cloak/robe and wears the hood up over his head so unless he shifts it down no one see's how long his hair reaches (middle of his back).
__________________ Scinathar in AU - Butterfly Cage OOC, RG, IC
Jurak in WOT - The Finding of the Dragon OOC, RG, IC
Appearance: A normal looking lad with a plain red cotton kilt and a baldric on that holds his sword. Those and his sandles are the only items he wears. Over the center of his brow is the tattoo of a single sword. Over his write eyelid is another tattoo, this one a quill, and over his left eyelid is the last. Another sword. The sword mark on his forehead marks his rank in the Swordsmen. The mark over his eyelids mark him as the son of a swordsman (father) and a wizard (mother).
Background: Coming from a land to the south only known to it's people as the Riverlands, wear very little clothes due to the very warm and tropical climate. Called a Swordsman there, Quickwhip held a place of respect. The Swordsmen were the judge, police and executioners of that land. Now, moving north, he finds that not only is he no longer respected, and even is riticuled.
__________________ The True Mark of Mastery is Absolute Perfection
Last edited by Mithreander; 5th February 2004 at 10:58 PM..
Appearance: Pleasant, open looking features but often marked by a brooding frown which draws sympathy rather than intimidation
Background: Borlund was born into a loving family, the 3rd child of middle class shopkeepers in the artisans district of Ithyria. He was raised a devout follower of Hyrag and was on the way to becoming a hard working, sensible and generous young man in the mould of his parents when Ithyria was struck by the Grim Cackle. His parents and siblings all died of the horrible laugh-like wheeze that the disease inflicts, but Borlund touched death’s door and returned, reborn to a hatred of the Gods. He pushed through his bitterness and loss by tirelessly dedicating himself to help others suffering from the disease, his own brush with death having granted him immunity. His grief was assuaged by the good he was able to do and after the plague years finished their toll on Ithyria, Borlund chose to take on the role of a healer for his adult life. However, he would have no contact with the false Gods and instead sold the family business to pay for his apprenticeship to a wizard, where surely he would learn the power over life and death. Borlund was a driven pupil and would accept none of his master’s assurances that the priesthoods had the monopoly on healing magic. He would pore over magic texts with fervour, especially those that promised the secret mastery over death. But Borlund read too widely and too deeply of the black bound books of dark lore and was changed. He could see death in everything, every plant, every animal, every person but was convinced that he was on the verge of a breakthrough. He realised almost too late that the breakthrough would have been the taking of his soul by the darkness and was able to pull himself back from the precipice. Realising he could not find the answers he wanted from his master, he left his studies and began to wander the world, looking for the secret to arcane healing and perhaps even to an escape from the pain and loss his life has become. Borlund is driven in his melancholy, and despite having a good nature he has become amoral and pragmatic in his search. In his rare moments of contentment he wonders where his obsession will take him, if he can continue to balance his desire to heal with his desperate methods.
Last edited by Inez Hull; 1st October 2003 at 04:00 PM..
Reason: skills