Name: Planus Aniad
Class: Cleric
Race: Elf
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: Mongrel
Domains: Trickery, Travel
Str: 12 +1 (04p.) Level: 8 XP: 31584
Dex: 16 (18) +4 (06p.) BAB: +6/+1 HP: 50 (8d8)
Con: 10 +0 (04p.) Grapple: +7 Dmg Red: -/-
Int: 14 +2 (06p.) Speed: 30' Spell Res: -
Wis: 18 (20) +5 (08p.)* Init: +4 Spell Save: 15 + spell level
Cha: 10 +0 (02p.) ACP: -0 Spell Fail: -
4th and 8th level stat bonus to Wisdom
* Includes +1 inherent bonus from the Heroes Must Rise adventureBase Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +1 +4 +0 +0 +0 20
Touch: 14 Flatfooted: 16
Base Mod Misc Res TotalFort: +6 +0 +2 +8
Ref: +2 +4 +2 +8
Will: +6 +5 +2 +13
Weapon Attack Damage Critical Range
Mighty(+1) Comp Longbow +1 +12(+13)/+7(+8) 1d8+2 (1d8+3) x3 110 ft
Rapid Shot +10(+11)/+10(+11)/+5(+6) 1d8+2 (1d8+3) x3 110 ft
Rapier +7/+2 1d6+1 18-20/x2
Dagger +7/+2 1d4+1 19-20/x2
Thrown Dagger +10(+11) 1d4+1 (1d4+2) 19-20/x2 10 ft
(Parenthetical values used for target within 30 ft)
(Greater magic weapon not included, but usually active)
Languages: Common, Elf, Gnome, Sylvan
Abilities:
RACIAL (ELF)
- Immune to Sleep
- +2 vs. Enchantment
- Low-Light Vision
- +2 to Listen, Search, Spot
- 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.
- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
DOMAIN (Travel)
- (Su) For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
- Survival is a class skill.
DOMAIN (Trickery)
- Bluff, Disguise and Hide are class skills.
CLERIC
- Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above). A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Current stats: 3/day, +0, +8 damage
Feats: Point Blank Shot (1st), Rapid Shot(3rd), Weapon Focus (longbow)(6th)
Skill Points: 44 Max Ranks: 11/5.5
Skills Ranks Mod Misc Total
Bluff 11 +0 +11
Concentration 10 +0 +10
Disguise 5 +0 (+2) +5 (+7 if acting in character)
Hide 11 +4 +15
Survival 7 +5 +12
Listen 0 +5 +2 +7
Search 0 +2 +2 +4
Spot 0 +5 +2 +7
Equipment: Weight
Mithril Chain Shirt +1 10.0 lb
Darkwood Buckler 2.5 lb
Mighty(+1) Comp Longbow +1 1.5 lb (darkwood)
Cloak of Resistance +2 1.0 lb
Rapier 2.0 lb
Dagger 1.0 lb
Explorer's outfit - lb
Wooden Holy Symbol - lb
Periapt of Wisdom +2 - lb
Gloves of Dex +2 - lb
20 arrows 3.0 lb
20 cold iron arrows 3.0 lb
Handy Haversack 5.0 lb (57.6 lbs of items inside do not contribute encumbrance)
--Rations x22 days 22.0 lb
--Waterskin 4.0 lb
--Flint and Steel - lb
--Whetstone 1.0 lb
--Potion of cure moderate wounds
--4 arrows 0.6 lb
--60 arrows 9.0 lb
--20 cold iron arrows 3.0 lb
--20 alchemical silver arrows 3.0 lb
--10 days rations 10.0 lb
--Bedroll 5.0 lb
--Scrolls
--Endure Elements x4
Spell Component Pouch 2.0 lb
Total Weight:31 lbs Money: 349 gp 6sp 6cp
Lgt Med Hvy Lift PushMax Weight: 43 86 130 260 650
Age: 154
Height: 5'
Weight: 85 lb
Eyes: Blue
Hair: Red
Skin: Tanned
Appearance:
Planus has the appearance of a woodsman. His wears a dark green cloak, brown tunic, and tan leather breaches. All his clothes are travel stained. His skin is deeply tanned and wind burned.
Personality:
Planus loves to travel and will rarely sit still. He can force himself remain still, but it takes a great effort of will and usually puts him in an irritable mood. He enjoys talking and is liberal with "artistic license" in his description of events. Truth is a fleeting thing. He does what he needs to get by and is not overly concerned about breaking his word or going back on a contract as long as it will not harm anyone involved. He would never leave some one stranded in the middle of nowhere, but will be late or not show up for appointments he has made if he doesn't think it will cause anyone any harm.
Background: (PUBLIC)
Planus was orphaned as an infant and found in the wilderness by a half-elf ranger. The young infant survived an estimated 9 days before the ranger found him clutching a small wooden token resembling a hound's tooth. The ranger recognized the infant was favored by Mongrel and instructed Planus in the basics of who Mongrel is. Planus has a very naive faith about Mongrel. He says his morning prayers instinctively knowing Mongrel will provide the appropriate spells for the day. His prayers are along the lines of: Mogrel make my weapons strong today (Magic Weapon). Mongrel help me and my friends today (Bless). Mongrel make me strong today (Divine Favor). Mongrel make me swift today (Longstrider). The same prayers are prayed when the spell is cast, but without the word "today". The ranger passed away from old age forcing Planus to go it on his own. He saved up some money by acting as a guide for traders across his forest eventually growing bored and decided to see what the city was like.
Of Eggs and Desires: Sent off to find a missing egg collector, but the egg collector ended up returning on his own. Received:
530 XP
30 GP
Slaves of the Dragon: Trying to rescue a villiage from a dragon's oppression.
Killed many kobolds. Received: 1034 XP
Helped save the town from the kobolds and rooted the kobolds out of their underground lair. Defeated Eskaron. Received: 2870 XP and 5200.68 gp
Bought mithral chain shirt +1 (-2100 gp), mighty (+1) darkwood composite bow +1 (-2530 gp), Darkwood buckler (-205 gp), and another 20 arrows.
Sold longbow(+37.5 gp) and leather armor (+5 gp)
A Clash of Earth and Sea: Helping another group of adventurers cleanse a tainted lake
900 XP for killing 3 merrow and a wizard.
1600 XP for killing a merrow and driving off another, killing a merrow barbarian, dealing with a trap, and driving off a wizard, and for time adventuring.
Achieved level 4: Added point to wisdom
3971 XP for time, fighting pirates, and acquiring Goruksblain. Fired 4 arrows
Achieved level 5: Added skill rank to Bluff (1), Concentration (2), Hide (1)
1679 XP for slaying ogre mage and completing Clash of Earth and See
Heroes Must Rise:
3000 XP for time, navigating the Astral Plane, and fighting Githyanki raiders
Achieved level 6: Added skill rank to Bluff (1), Concentration (2), Hide (1). Feat WF (longbow)
600 XP for battling the Githyanki overseers of a mine in the Astral Plane
1650 XP for defeating the Githyanki slavers ship. Also acquired 40 arrows.
Acquired potion of cure moderate wounds and a scroll of dismissal CL 7.
3,750 xp for escaping the astral plane, avoiding Magmin, navigating the nasty hot place, and defeating a fire elemental.
Achieved level 7: Added skill rank to Bluff (1), Concentration (2), Hide (1).
1750 XP for defeating a Retriever and final time award.
Received +1 inherent bonus to wisdom for eating special extra-planar apple.
Acquired Cloak of Resistance +2 and 1073.6 gp from loot in Heroes must Rise.
Siege in the Stonespike Mountains:
Received advance of 9000 gp.
Purchased a Handy Haversack (-2000 gp), Periapt of Wisdom +2 (-4000 gp), and 40 cold iron arrows (4 gp), 20 alchemical silver arrows (41 gp), 20 arrows (1 gp), gloves of dexterity +2 (-4000 gp), scrolls of endure elements x4 (-100 gp), 20 days ration (10 gp), and sold backpack (+1 gp)
Fired 8 arrows in battle with Lizardmen barbarians.
Fired 2 arrows in battle with harpies.
6650 XP for time, blackscale barbarians (lizardmen) and harpies.
Achieved level 8: Added attribute point to Wisdom, skill points: 1 bluff, 2 concentration, 1 hide
Acquired 1600 XP for time spent winding down Siege in the Stonespike Mountains
Appearance: Deos is of average height. His shoulder length, curly blond hair frames his tanned and moderately handsome face. His piercing green eyes take in every detail, and he carries himself with confidence. When he isn't wearing a golden scarf with a stylized symbol of bearded goat over the lower half of his face, a self assured grin or smirk can be seen plastered there. He wears a well-used explorer's outfit, including a faded, deep purple, hooded cloak. A holy symbol of Antonidas hangs freely around his neck.
Background: Deos is a member of the Quiet Faith of Antonidas. When Deos was very young his father, also a member of the Quiet Faith, disappeared while adventuring. The only thing his father left behind was a gold colored scarf with a black, stylized symbol of Antonidas on it. Deos was treated like family by several members of the church, and his father was well liked. When he went missing, the church took Deos under it's wing.
Shortly after his father's disappearance, Deos started having dreams in which his father would appear to him and call out for help. The location of the dream would change from time to time, but his father's appeal for help was always the same. When he asked the priests around the church, they admitted that while they did not know where his father went or what happened to him, they were certain Deos' dreams were nothing but nightmares. Not willing to accept that answer, Deos has worked to aquire the knowledge he would need to find and help his father. His education has consisted of a mix of religion and the wizardly arts. He excelled in his arcane studies and has almost completed his initiation as a priest of Antonidas, his last step being to go forth and gain some small understanding of the world.
Experience Log
Total Current Experience: 2,780 exp
Quote:
Originally Posted by The Lost Gem
9/19/2005: The Lost Gem: 1080 (Time spent adventuring) = 1080 exp (Enough to go from 1st to 2nd level)
Second level added:
1 Level of Cleric
+6 hitpoints (3/4 of the max 8, +0 Con bonus)
1 rank in Concentration, Knowledge[Arcana], Knowledge[Religion], Spellcraft, and Spot
+2 base Fort save
+2 base Will save
Aura of Good class ability
Turn Undead class ability
Knowledge and Magic Domains chosen
Third level added:
2nd Level of Cleric
+6 hitpoints (3/4 of the max 8, +0 Con bonus)
1 rank in Concentration, Knowledge[Arcana], Knowledge[Religion], Spellcraft, and Spot
Heighten Spell feat
+1 base attack
+1 base Fort save
+1 base Will save
__________________ Character(s) played in Living ENWorld: Gorefoot, gnomish halfling barbarian/ranger. Currently purging the gnolls and other nasties from The Tomb of Chaos. Deos Kirith, human wizard/cleric. Currently looking for some nefarious individuals who are holding a little girl for a Ransom for Retirement. Gideon Redcloak, human sorcerer/fighter. Currently with his companions investigating some goings on in Ravensdale like Rats in a Maze.
Last edited by IcyCool; 11th December 2006 at 06:02 PM..
Appearance: Celeste has long blonde hair and sparkling silver eyes. Her tanned skin contrasts sharply with the silver-and-blue outfits she prefers. You don't see any weapons besides a plain crossbow strapped on her back, but she acts like she has something else to use.
Background: Celeste first discovered her psionic powers around her 16th birthday when she was heading home from her village's farm and she was ambushed by two goblins. She instinctively focused for a second and her mind blade sprang into her hand. She fended of the goblins easily, but her family was freaked out when she told them about the incident. She has been traveling since then to improve her abilities.
Code:
[b]AUTOHYPNOSIS[B/] (WIS; TRAINED ONLY)
You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities.
Check: The DC and the effect of a successful check depend on the task you attempt.
Task DC
Ignore caltrop wound 18
Memorize 15
Resist dying 20
Resist fear Fear effect DC
Tolerate poison Poison’s DC
Willpower 20
Ignore Caltrop Wound: If you are wounded by stepping on a caltrop, your
speed is reduced to one-half normal.
A successful Autohypnosis check removes this movement penalty. The
wound doesn’t go away—it is just ignored through self-persuasion.
Memorize: You can attempt to memorize a long string of numbers, a long
passage of verse, or some other particularly difficult piece of information (but
you can’t memorize magical writing or similarly exotic scripts).
Each successful check allows you to memorize a single page of text (up to
800 words), numbers, diagrams, or sigils (even if you don’t recognize their
meaning).
If a document is longer than one page, you can make additional checks for
each additional page. You always retain this information; however, you can
recall it only with another successful Autohypnosis check.
Resist Dying: You can attempt to subconsciously prevent yourself from dying.
If you have negative hit points and are losing hit points (at 1 per round, 1
per hour), you can substitute a DC 15 Autohypnosis check for your d% roll to
see if you become stable.
If the check is successful, you stop losing hit points (you do not gain any hit
points, however, as a result of the check). You can substitute this check for
the d% roll in later rounds if you are initially unsuccessful.
Resist Fear: In response to any fear effect, you make a saving throw
normally. If you fail the saving throw, you can make an Autohypnosis check
on your next round even while overcome by fear.
If your autohypnosis check meets or beats the DC for the fear effect, you
shrug off the fear. On a failed check, the fear affects you normally, and you
gain no further attempts to shrug off that particular fear effect.
Tolerate Poison: You can choose to substitute an Autohypnosis check for a
saving throw against any standard poison’s secondary damage or effect.
This skill has no effect on the initial saving throw against poison.
Willpower: If reduced to 0 hit points (disabled), you can make an
Autohypnosis check.
If successful, you can take a normal action while at 0 hit points without
taking 1 point of damage.
You must make a check for each strenuous action you want to take. A failed
Autohypnosis check in this circumstance carries no
direct penalty—you can choose not to take the strenuous action and thus
avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as
normal when disabled.
Action: None. Making an Autohypnosis check doesn’t require an action; it is
either a free action (when attempted reactively) or part of another action
(when attempted actively).
Try Again: Yes, for memorize and willpower uses, though a success doesn’t
cancel the effects of a previous failure. No for the other uses.
Synergy: If you have 5 or more ranks in Autohypnosis, you get a +2 bonus
on Knowledge (psionics) checks.
If you have 5 or more ranks in Concentration, you get a +2 bonus on
Autohypnosis checks.
[b]CONCENTRATION[B/] (CON)
Gain Psionic Focus: Merely holding a reservoir of psionic power points in
mind gives psionic characters a special energy. Psionic characters can put
that energy to work without actually paying a power point cost—they can
become psionically focused as a special use of the Concentration skill.
If you have 1 or more power points available, you can meditate to attempt to
become psionically focused. The DC to become psionically focused is
20. Meditating is a full-round action that provokes attacks of opportunity.
When you are psionically focused, you can expend your focus to gain the
benefit of a psionic feat—many psionic feats are activated in this way.
Once you are psionically focused, you remain focused until you expend your
focus, become unconscious, or go to sleep (or enter a meditative trance, in
the case of elans), or until your power point reserve drops to 0.
Code:
PSIONIC DODGE (PSIONIC)
You are proficient at dodging blows.
Prerequisite: Dex 13, Dodge.
Benefit: You must be psionically focused to use this feat. You receive a +1
dodge bonus to your Armor Class.
This bonus stacks with the bonus from the Dodge feat (but only applies on
attacks made by the opponent you have designated).
Name: Beamer Glimmereye
Class: Sorcerer
Race: Halfling
Size: Small
Gender: Male
Alignment: Neutral
Deity: None
Str: 6 -2 (00p.) Level: 7 XP: 27121 (28000 for next level)
Dex: 18 +4 (10p.) BAB: +3 HP: 29 (7d4+7)
Con: 12 +1 (04p.) Grapple: -3 Dmg Red: -/-
Int: 12 +1 (04p.) Speed: 20' Spell Res: -
Wis: 10 +0 (02p.) Init: +6** Spell Save: -
Cha: 18* +4 (10p.) ACP: +0 Spell Fail: -
* 16 base, +1 for 4th level, +1 from Jareth's Gift to the Leader
** +4 Dex, +2 from Jareth's Gift to the Leader
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 0(+4) +0 +4 +1 +0 +0 15(19)
Touch: 15(15) Flatfooted: 11(15)
Parentheses indicate with Mage Armor
Base Mod Misc TotalFort: 2 +1 +1 +4
Ref: 2 +4 +1 +7
Will: 5 +0 +1 +6
Note: +2 save versus fear
Weapon Attack Damage Critical Range
Light crossbow +8(+9) 1d6(1d6+1) 19-20x2 80 ft
Dagger +2 1d3-2 19-20x2
Thrown Dagger +9(+10) 1d3-2(1d3-1) 19-20x2 10 ft
Touch Attack Spells +8(+9)
() are for within 30 ft
Languages: Common, Halfling, Elven
Abilities:
- Jareth's Gift to the Leader: Beamer Glimmereye has a tatoo on his left palm of a white king, from a chess set. As long as this tatoo stays on his left palm, Beamer's Charisma is increased by 1, and his initiative by 2. If this tatoo is removed, by magic or amputation or whatever, this bonus is negated.
This image is heretical to the mainline church of Jareth. Followers of the mainline religion will react very negatively towards anyone displaying this tatoo, refusing assistance, and, in some circumstances, advocating violence. link
- +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.
- Familiar: Bat named Louie
Spells Known:
0th (6 per day):
Acid Splash, Ghost Sound, Read Magic, Detect Magic, Prestidigitation (2nd level), Message (4th level), Resistance (6th level)
1st (7 per day):
Ray of Enfeeblement, Mage Armor, Magic Missle (3rd level), Grease (5th level), Silent Image (7th level)
2nd (7 per day):
Glitterdust (4th level), Alter Self (5th level), Scorching Ray (7th level)
3rd (5 per day):
Haste (6th level), Dispel Magic (7th level)
Feats: Point Blank Shot (1st level), Precise Shot (3rd level), Empower Spell (6th level)
Skill Points: 30 Max Ranks: 10/5
Skills Ranks Mod Misc Total
Bluff 10 +4 +14
Climb 0 -2 +2 +0
Concentration 10 +1 +11
Diplomacy 0 +4 +2 +6
Disguise 0 +4 (+2) +4(+6 acting in character)
Knowledge (Arcana) 5 +1 +6
Hide 0 +4 +4 +8
Intimidate 0 +4 +2 +6 (not including any size penalties)
Jump 0 -2 +2-6 -6
Listen 0 +0 +7 +7*
Move Silently 0 +4 +2 +6
Spot 0 +0 +2 +2*
Spellcraft 5 +1 +2 +8
*+2 to spot and listen is lost when familiar is not close
Misc bonuses:
Spoiler:
+2 to climb for race
+2 to diplomacy from 5 ranks bluff
+2 to disguise from 5 ranks bluff
+4 to hide from size
+2 intimidate from 5 ranks bluff
+2 to jump from race, and -6 from speed
+2 to listen from race, +3 from bat familiar, and +2 from alterness when familiar is close
+2 to move silently from race
+2 to spot from alterness when familiar is close
+2 to spellcraft from 5 ranks knowledge (arcana)
Equipment: Weight
Spell Component Pouch 2.0 lb
Dagger 0.5 lb
Light crossbow 2.0 lb
25 bolts 2.5 lb
Explorer's outfit - lb
Dark red (almost black) cloak
Tan Bag of Tricks
Handy Haversack 5.0 lb (items inside do not contribute weight)
--Currently contains 20 lbs of equipment and 7.18 lbs of gold coins)
--Flint and Steel - lb
--Rations x11 days 2.75 lb
--Waterskin 1.0 lb
--Sunrod [2] 2.0 lb
--Flask of Acid [3] 3.0 lb
--Flask of Alchemist Fire [2] 2.0 lb
--Tanglefoot bag 4.0 lb
--Paper [20] - lb
--Ink (1 oz vial) - lb
--Inkpen - lb
--Spell Component Pouch [2] 4.0 lb
--Bedroll 1.25 lb
--Most of the gold coins
--Wands
* Wand of Scorching Ray (2113 charges)
--Scrolls
* Burning Hands
* Comprehend Languages
* Disguise Self
* Enlarge Person
* Hold Portal
* Invisibility
* Magic Weapon[2]
* Obscuring Mist
* Rope Trick
* Shield [2]
* Silent Image[2]
* See Invisibility
Belt Pouch 1gp 0.125lb
--25 gp and all silver/copper
Total Weight:12.125 lbs + 0.36 lbs of coins in belt pouch
Money: 1774gp 3sp 3cp
Lgt Med Hvy Lift PushMax Weight: 15 30 45 90 225
Age: 22
Height: 2'11"
Weight: 28 lbs
Eyes: Black
Hair: Black with red forelock
Skin: Pale
Appearance:
Beamer looks like someone who is in the midst of a fever. He is very pale and drawn and his bones tend to jut out from his skin. While slightly disconcerting to look at, his child like smile and face tend to win over even the most gruff companions. He wears a deep green cloak and brown adventurers clothing.
Personality:
Beamer is polite and intelligent. He gives most humans the perception of being an intelligent kid who has been through a lot in his life. He readily accepts protection and likes being in the company of others due to the rejection he has faced throughout his life.
Background: (PUBLIC)
Beamer contracted some sort of wasting disease, probably blinding sickness, as a child. His eye color changed from blue to black and left his skin permanently pale. It sapped his strength, but did not cause blindness. In the midst of his disease, he felt a warming power inside him. He incoherently lashed out with his power at his nurse, terribly weakening her (Ray of Enfeeblement). This power helped him overcome the disease, but he was shunned by his villiage for this strange and growing power. His only side effects are a lack of strength; his health and agility both returned. He began studying and learned that this power inside him is some sort of arcane magic. Mostly though he has only found wizards so far and their power is so much different than his own that he can rarely abide their company for long. The feeling is mostly mutual. He has learned several other simple spells as well as how to protect himself. He has come to Orussus seeking more knowledge about this strange power.
Beamer helped Banion, Azaroth, and Gur Chuck-Chuck retrieve two pieces of the fabled Dance of Souls ensemble from a secret organization known as the Ashen Talon. The Talon has promised dire consequences if he reveals their existance and is most likely hunting him even though he has not.
Beamer again teamed with Banion and a new companion, Draig, to investigate the activities of Idrag - the captain of the guards at Gotian - for the Council of Gotian. They discovered that Idrag and Etan - another Council member - had turned traitor. Idrag and Etan were arrested, but at their trial were freed and the entire Council slaughtered. Beamer and Banion narrowly escaped by jumping from a second story window and are now on the run from not one, but two organized groups. Beamer believes Draig made it out as well, but he does not know for sure.
History:
Spoiler:
Starting equipment that Beamer had as of 9/3/2007
Spell Component Pouch (5gp), Dagger (2gp), Light crossbow (35gp),
Explorer's outfit (0gp), Dark red (almost black) cloak (1gp),
Flint and Steel (1gp), Waterskin (1gp), Sunrod [2] (4gp),
Paper [20] (8gp), Ink (1 oz vial) (8gp), Inkpen (1sp),
Bedroll (1gp), Belt Pouch (1gp)
Received 1288 XP in searching for the Dance of Souls
Sorcerer Level 2 - 0th level spell gained: Prestidigitation
Used scroll of Silent Image to halt carriage of Talon members.
Retrieved the Dance of Souls pieces from the Talon's hideout at the Keep of Bloodstained dreams. That branch of the Talon is now a bitter enemy, but Beamer was strangely warned that as long as he did not tell anyone about the Talon, the rest of the organization would leave him alone.
Received 1351.75 gp in the sale of loot obtained from the Talon.
Purchased components to summon a familiar (-100 gp)
Purchased scrolls: silent image(2), shield, hold portal, enlarge person(2), and magic weapon(2) (-200 gp)
Received 1562.5 gp for returning the two stolen pieces of the Dance of Souls to al'Larat and Godo.
Recieved 3170 XP for figthing the Talon and retreiving the Dance of Souls.
Purchased Handy Haversack and sold backpack (-1999 gp)
Purchased 2 spell component pouches (-10 gp)
Purchased scrolls: obscuring mist, disguise self (2), burning hands (-100 gp)
Purchased 3 flasks acid (-30 gp), 2 flasks alchemist fire (-40 gp), and a tanglefoot bag (-50 gp)
Sorcerer Level 3 - 1st level spell gained: Magic Missle
Summoned familiar - bat
Set off to help find evidence against a smuggler/pirate in "Thirst for Power"
Spent 2 gp for rooms in the inn in Gotian.
Passage to Gotian (-6gp)
Received 600 XP for figthing off rogue arsonists.
Fee for Artea (-30gp)
Received 1020 XP for trying to get in the guardhouse and talking to Artea.
Level 4: Point to Charisma. 2nd level spell: Glitterdust, 0th level spell message. Point to Bluff, Concentration, Spellcraft
Used potion of cure light wounds to heal Draig
Used a scroll of shield
Received 1400 XP for a challenging battle against rogues and a wizard to save a warehouse.
Acquired partially used wand of scorching ray with command word 'ignite'.
Thirst for power ended at the trial of Idrag. Idrag was freed and the entire Council slaughtered. Banion and Beamer escaped with their lives and believe Draig escaped as well, but do not know for sure and do not know his present whereabouts.
Received 200 XP for the final month.
Stange Case of Aif Jenkin's Farm
Fight with Toler, Rafferty, and wolves used scroll of Disguise Self and 1 crossbow bolt.
Received 1240 XP fight with wargs, Toler, and Rafferty
Received 4503 XP for fight with numerous orcs, cultists, an ogre, Mano, and EE.
Level 5: 1st level spell: Grease, 2nd level spell: Alter Self. Point to Bluff, Concentration, Spellcraft
Received 250 XP for final month of the Strange Case of Aif Jenkin's Farm
Acquired a tan bag of tricks
War in the Vastermarch
Received 2300 XP for the nasty battle with Tharok, Valadius, the ogres, and a bunch of orcs and undead.
Received 400 gp for helping Eusebius find Torvin the Paladin.
Level 6: 0th level spell: Resistance, 3rd level spell: haste, feat: empower spell
Acquired 955 gp, 6 sp, 8 cp from the adventures in Aif Jenkin's farm and War in the Vastermarch.
Scythe of Seto:
Beamer and his companions set off to find the wizard Trimble to gain his help in destroying the Scythe of Seto.
Purchases scrolls of See Invisibility (-150 gp), Shield (-25 gp), and was given a scroll of Invisibility by Banion's uncle Poto.
Received 900 XP for destroying some whites and shadows.
Purchased a scroll of Rope Trick (-150 gp)
Received 375 gp share for getting the wagon of the slain merchants to Chet Rundrin
Received 1380 XP for helping to kill a gargantuan spider and a bunch of its babies.
Received 1620 XP for 'helping' (meaning getting knocked out) kill a night hag and shadow mastif
During the chessboard fight, used scroll of enlarge person on Eusebius
Received Jareth's Gift to the Leader - link
Received time XP 3/1/2008 - 11/11/2008 - 2550 XP
Received 4500 XP for Scythe of Seto
Achieved level 7
Name: Banion Lorish
Class:SoulknifeRace: Halfling
Size: Small
Gender: Male
Alignment: CG
Deity: None
Str: 12 +1 (6p) (-2 Race) Level: 7 XP: 24,154 (level at 28,000)
Dex: 19 +4 (10p+) (+2 Race) BAB: +5 HP: 67 (7d10 +14 Con)
Con: 14 +2 (6p) Grapple: +2
Int: 14 +2 (6p) Speed: 40' (With Boots and Feat)
Wis: 10 +0 (2p) Init: +4 Craft Points Used: None
Cha: 8 -1 (0p) ACP: 0
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +2 +4 +1 +0 +0 20Touch: 15
Flatfooted: 16
Base Mod Race Misc TotalFort: 2 +2 +1 +0 +5
Ref: 5 +4 +1 +0 +10
Will: 5 +0 +1 +0 +6
+2 Additional to fear saves
Weapon Attack Damage Critical+1 Psychokinetic Mind Blade +9 1d6+1d4+2 19-20/x2
+1 Psychokinetic Mind Blade (thrown) +13* 1d6+1d4+2 19-20/x2
Sling +11* 1d3+1 20/x2
* Includes +1 Racial Bonus; (+1/+1 within 30')
Stats based on longsword shaped mindblade
Languages: Common, Halfling, Gnome, Goblin
Abilities:Throw Mind Blade, Psychic Strike 2d8; +1 Mindblade; Free Draw;
Shape Mindblade; Mindblade Enhancement +1Feats: Point Blank Shot, Weapon Focus (Mindblade) (B), Wild Talent (B),
Precise Shot, Dodge, Speed of Thought (B)Skill Points: 60 Max Ranks: 10/5
Skills Ranks Mod Race Misc Total
Hide 10 4 4 0 +18
Move Silently 10 4 2 0 +16
Spot 10 0 0 0 +10
Listen 10 0 2 0 +12
Concentration 0 2 0 0 +2
Tumble 10 4 0 2 +16 (Synergy[Jump])
Climb 0 1 2 0 +3
Jump* 5 1 2 11 +19 (Synergy[Tumble], Competence[Boots], speed)
Balance (cc) 0 4 0 2 +6 (Synergy from Tumble)
Perform (Dance) (cc) 2.5 -1 0 0 +1
(cc)=Cross-Class skill
*Jump is effected by speed. If not psionically focussed speed drops to 30 and
a -4 penalty applies bringing his total jump bonus to +15. If in addition he's
not wearing the boots his speed frops to 20' and a -6 penalty speed penalty
appplies and he looses the +5 bonus, bringing his total jump bonus to +4.
Equipment: Cost Weight
MW Studded Leather 175 gp 10 lbs
Boots of Striding and Springing Found 1 lb
2 Slings N/A 0 lbs
Explorer's outfit N/A [N/A when worn]
Darkwood Shield 257 gp 2.5 lbs
Heward's Handy Haversack 2,000 gp 5 lbs
Empty Backpack 2 gp .5 lb
Sling Stones, 20 12 left 2 sp 5 3 lb
Bedroll 1 sp 1.25 lb
Waterskin 1 gp 1 lb
Winter Blanket 5 sp .75 lb
Flint and Steel 1 gp
Trail Rations, 4 days 2 gp 1 lb
Sunrod 2 gp 1 lb
Money: 66 pp, 1,322 gp
Total Weight: 18.5 lb
Lgt Med HvyMax Weight: 32 65 98
Notes: Banion is shy and insecure, but longs to prove himself. He doesn't really understand how he came by his peculiar talent, but he's doing his best to hone it into something usefull -- he's not really 100% sure that his goal is possible, but he's going to try.
About a year before his appearance in ENWorld, he recieved a vision. The source of this vision is unknown to him, and at the time the series of images made no sense. Eventually, he realized that the visions were of his discovering his special talents as a soul knife, and of visiting the Red Dragon Inn. He doesn't know if these visions will recurr.
When asked about his familly life by a fellow adventurer, Banion responded "We're a large group, and fairly tight. Brothers, sisters, cousins, second cousins, all living close together and growing up together. I'm the only one in the familly with such strange abilities, though."
Upcoming Abilities
8:+2 Mindbalde; 9: Mobility, Greater Weapon Focus (Mindblade), Bladewind; 10: Mindblade Enhancement +2; 11: Psychic Strike 3d8; 12: Combat Reflexes, +3 Mind Blade; 13: (Shadowdancer) Hide in Plain Sight; 14: (Shadowdancer) Evasion, Darkvision, Uncanny Dodge; 15: Two Weapon Fighting, Knife to the Soul; 16: Mind Blade Enhancement +3; 17: Psychic Strike 4d8; 18: Improved Two Weapon Fighting, +4 Mindblade; 19: Multiple Throw; 20: Mind Blade Enhancement +4
Gp Log 1,351 gp 7 silver 5 copper
2 potions CLW from advance funds in Thirst for Power, spend 6 gp on ship passage
988.3 gp, Loot Divvy from Thirst for Power
Correction to above: should have been 915 after ID costs. Subtracted 73.3 gp
400 gp from Eusebius
Gave .45 gp offering
Appearance: Rose Marie is somewhat short, even for a halfling. Add to that her rather basic appearance: dull brown hair, dull tan skin, and doe-like brown eyes whose only redeeming feature is their ability to "puppy-dog", and she really makes a rather unmemorable character. Most of the time, she's dressed to match: dull common boots, pants, tunic, and brown cloak. Really, it'd be easy to overlook her.
Her hair is pulled back in a pony-tail that cascades down her back from the top of her head, and her wild bangs dangle over her eyes, frequently hiding them.
Though usually hidden beneath her shirt, occasionally she will pull out her most treasured possession: a faceted blue gem housed in a tarnished pendant hanging from a simple chain.
Background:
It's a common story... young girl goes out one afternoon, comes home to find her house on fire with her parents trapped inside. Despite the efforts of her neighbors, they were unable to save her parents, and she watched in terror as they perished in the fire. In a matter of minutes, everything she knew was gone. Her father the gemcutter? Gone. Her mom, the animal trainer? Gone. Her home? Gone. Everything she ever knew... gone. Save for one item that was recovered from the wreckage: a tarnished necklace that her mother used to wear, a blue gem faceted by her father.
Since she was still too young to be on her own, Rose Marie was sent to live with the elderly widow of her village. Gramam was a harsh taskmaster, keeping Rose Marie in school or at chores almost all the time. It was under Gramam's watchful eye that Rose Marie learned to write well, decipher scripts, and speak Elven and Gnome. Gramam also taught her how not to be cheated by merchants, and how to recognize the value of an item.
But the life of a scholar is not for one filled with wanderlust, and as Rose Marie grew older, she heard the call of the Great Outdoors more and more. Finally, one day when she turned 15, she slipped away. All she left behind was a note for Gramam, and all she took was what could fit in her backpack.
For the next several months, she wandered from place to place until in one town, her prized necklace was stolen by a young pickpocket. But he didn't get away scot free: she was able to track the arrogant lad back to his lair, where she confronted him and his mates.
The Boss, impressed with her courage and her tracking ability, made her an offer: work for him for two years, and she could have both her necklace back, and her freedom. Refuse, and die.
With no real choice, she accepted his terms, and spent the next two years learning to be a thief under his tutelage. There, she learned to use the tumbling and balance skills that came to her naturally. She also learned how to hide, move silently, pick locks, and basics of survival.
Finally, her two-years were up, and true to his word, the Boss released her and returned her necklace to her. Rose Marie wasted no time in leaving that city, succumbing once again to her wanderlust.
Last edited by Rose Marie Lightstar; 26th November 2004 at 07:24 PM..
Reason: Updating stats per instructions :)
Appearance: Azaroth is bald he purposely shaves his hair off, his overall
build is tall and slightly heavy, his skin is tan in color.
Update: Azaroth has since abandoned his clean cut manner, the head he once kept bald now is covered with long black hair that is somewhat greasy, His eyes once bright and calm now have dark circles suggesting that he has not has slept well at all in several months they are bloodshot. His skin though it still retains a tannish color is now visibly pale. A black raggedy goatee now adorns his face.
Spoiler:
Background: Azaroth has not been gone from home long. But already he is starting to understand more about himself than he ever expected. After being led into an ambush investigating about the Dance of Souls, Azaroth nearly lost a companion to the sword of an enemy. After this experience, harsh realities begin to settle in. Magic alone is not always enough. In order to get anywhere in the world one must have Physical power in addition to mental. So he has taken up the sword to compliment his magical capability as well as to protect those that are close to him.
Azaroth's interest in the Demonic has become increasingly involving. Being told by a contact about the Ritual of Bonding, Azaroth now seeks to get a hold of a copy on the infernal script. It details instructions for a group known as Acolytes of the Skin to meld with demons and other infernal creatures. But the script is rare, and in most places forbidden. It is unknown whether he will ever see one in his lifetime. But he will continue his search relentlessly.
Azaroth has grown significantly as of late. Though his power still remains as it was shortly after he started his life as an adventurer. His life experiences have begun to radically affect who he is. At least who he is becoming. The object of his dark obsessions, the Ritual of Bonding is said to exist in the hands of a group of bandits in the apparently corrupt city of Lathirn. Though unable to gain access to it just yet, Azaroth knows where a copy resides.
While investigating a keep known as the Keep of Bloodstained Dreams, Azaroth suffered from a horrific dream involving a betrayal by one of his friends. He was so damaged by it he practically killed the one who had betrayed him in the dream. Thankfully he was stopped by his companions whom snapped him out of his dream induced fear. But this was not the end of it.
After scouting out a road from the keep, his party discovered a search team sent from within the keep. After a failed ambush, battle ensued. Azaroth and his friends were barely injured in the fight, when the last of their enemies fell unconscious. They tied them up and later questioned one of the members in the search team named Cadoreysian. Here they learned a little bit about what was going on in the keep and also of some seedy dealing their employers were partaking in. The next morning they let their captives go.
With a strong resolve to succeed the party ventured nearer to the keep, sneaking into one of its courtyards. In an attempt to infiltrate this courtyard two patroling guards were attacked. To the horror of everyone in the party that attack set off a chain reaction which soon had many reinforcements on their tail. Bolts were fired, spells were slung with zero casualties up until this point, the combat was at a stalemate. Suddenly from across the way an arcer started shooting at the adventurers. though still no casualties were sustained the party was in a hard spot. Hoping to remove the attacker from across the way Azaroth climbed down and entered the keep. His efforts proved futile as there was no way to access where the archer would've been standing from Azaroth's current position. Hoping to find the Archer's way up, Azaroth looked down the halls but was unable to to find the archer but instead found himself in a trap.
He tried to impersonate an officer of the Talon. His ruse however did not work. He tried then to scare off his attackers yet that also didn't work. Finally he was forced to defend himself. Relatively quickly he was overwhelmed and captured.
Deep in the bowels of the Keep of Bloodstained Dreams, Azaroth waited. He was constantly interrogated but he didn't tell them anything. They cut his face and hands but still he wouldn't talk.
It was then that Azaroth began to hear the voices. He's still not sure whether it was desperation that caused these voices to occur. Or if the terror, he had been told resided far below the keep, tried to contact him. Either way he was not happy about what he heard.
He was told he was insignificant, a fly not bothersome enough to be swatted. Whatever it was, believed he was weak. Azaroth has now set a personal goal to one day return to that keep. One day when his power is greater he will come back and show all that dwell there he is a force to be reckoned with.
Update: Over the last couple of months Azaroth has been compulsively searching for anything pertaining to not only the ritual of bonding, but also the terror beneath the keep of bloodstained dreams. He has returned to the keep twice now but each time the dreams become so overwhelming that he is forced to turn back. He returns to the Red Dragon Inn now, exhausted and his sanity creeping at questionable levels.
Skills
------
Skill name Key abil. skill mod.
------------- ------------ -------------
Spellcraft Int +4
Concentration Con +2
Knowledge (arcana) Int +4
Appearance: Bookish, slightly spacy. Not too much attention to clothing
Background:
Sam is the apprentice of a war-mage to a fairly well known army in the region. He has assisted his master in several of his duties, helping set traps by summoning magical badgers to get into tight places, organizing library books, etc. While Sam has shown to be a very bright student, he has a remarkable ability to get lost in his own head, leading to several unfortunate mishaps. His master has thus discharged him, suggesting that Sam get some more “real life” experience.
Last edited by Airwhale; 13th December 2004 at 10:08 AM..
Appearance: Artax's is a lanky human who moves with grace and assurance. He wears his brown hair well past his shoulders, bound in a braid by copper wire.
Background: Unlike many Rangers, Artax is just as or even more comfortable in a city as he is in a wilderness setting. He grew up an orphan in a large city where he gained the degree of wariness and alertness a city urchin needs to survive. One day he tried to snatch the belt pouch of a visitor to to the city. That visitor, a ranger who served as a Roadwarden, caught Artax after a brief chase and scuffle. Impressed by the child's quickness and focus at such a young age, the ranger tried to turn Artax over to the authorities for training, but was told he was too young and would just be put in another orphanage.
The ranger, Edron, could not accept this and decided to raise the boy himself. He tried to raise Artax in the ways of Verdante, but the young and rebellious Artax had already adopted the Mortalist point of view, though he did eagerly absorb all that Edron had to teach him about martial skill and survival.
[I'm declaring as Edron public to living enworld, he'd probably be a 5th to 10th level ranger and a Roadwarden. Use him as you will as a plot hook in conjunction with my character. Don't really care about race, character details, etc... (make him evil, why not?)]
After coming of age, Artax has rashly decided that he has learned all he can from Edron and heads back to "civilization" with all the gear he could round up. His first stop once he reached Orussus is a tavern called the Red Dragon Inn...
Last edited by azmodean; 13th March 2005 at 01:15 AM..
Reason: Adding Mortalist loan items
::Background::
Born and Raised in the shadow of the Red Dragon Inn. Lynx never new his parents. His older sister cared for him until he was approximately 6, then at 14 she was raped and murdered before his eyes by a drunk. After the man passed out beside his sister's body, lynx killed him with the same dagger the man had used on his sister. Since that day, Lynx has been on his own.
When Lynx was about 11 he tried to steal a deck of playing cards from a Halfling adventurer. The Halfling caught the boy's hand in his pocket, but instead of reporting him to the guards, gave the cards to the boy and taught him how to play various card games. Lynx fell in love with the game and for the past five years has played in and around the inn, making quite a nice profit for a street kid with no home.
Name: Veras-Re
Class: Egoist /Fighter
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Lawful Evil
Deity: Ayratha
Str: 16 +3 (10p.) Level: 2/1 XP: 3904
Dex: 12 +1 (04p.) BAB: +2 HP: 027(2d4+1d10+09+04)
Con: 16 +3 (06p.) Grapple: +5 Dmg Red: XX/XXXX
Int: 15 +2 (08p.) Speed: 20' Power Res: --
Wis: 10 +0 (02p.) Init: +1 Power Save: +2
Cha: 06 -2 (00p.) ACP: -6 Craft Points: 680
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +9 +3 +1 +0 +0 +0 23
Touch: 11 Flatfooted: 22
Base Mod Misc TotalFort: 2 +3 +5
Ref: 0 +1 +1
Will: 3 +0 +4 +7
*+2 vs. Spells and Spell-like Effects
*+2 vs. Poisons
Weapon Attack Damage Critical
Club +5 1d06+3 20/x2
-Thrown +3 1d06+3 20/x2 10'
Dagger +5 1d04+3 19-20/x2
-Thrown +3 1d04+3 19-20/x2 10'
Dwarven Waraxe +1 +7 1d10+4 20/x3
Javelin +3 1d6+3 20/x2 30'
Languages: Common, Dwarven, Terran, Undercommon
Abilities:Dwarven Abilities
-- Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in
such situations).
-- Darkvision: Dwarves can see in the dark up to 60 feet.
-- Stonecunning.
-- Weapon Familiarity: Dwarven waraxes and Dwarven Urgoshes are Martial weapons.
-- Stability: A dwarf gains a +4 bonus to resist being bull rushed or tripped when standing on the ground.
-- Poison Resistance: +2 racial bonus to save vs. poison.
-- Magic Resistant:+2 racial bonus to save vs. spells and spell-like effects.
-- +1 racial bonus on attack rolls against orcs and goblinoids.
-- +4 dodge bonus to Armor Class against monsters of the giant type.
-- +2 racial bonus on Appraise checks that are related to stone or metal items.
-- +2 racial bonus on Craft checks that are related to stone or metal.
-- Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
-- Favored Class: Fighter.
Fighter Abilities
-- See Feats
Psion Abilities:
-- Psionic Manifestation: Manifester Level 2
-- Power Points: 6+2
-- 1st Level Powers: Detect Psionics, Killing Thought (Mind Thrust), Flesh-mind Fortification (Vigor), Shackles of Thought (Entangling Ectoplasm), Mind Shield (Empty Mind)
-- Psicrystal: Resolved (+2 to Willpower saving throws)
Feats:
-- Psion: Weapon Proficiency (Psion)
-- Psion: Psionic Body
-- Bonus: Alertness (when Psi-crystal is within 5 feet)
-- Level 1: Psicrystal Affinity
-- Fighter: Weapon Proficiency (Simple)
-- Fighter: Weapon Proficiency (Martial)
-- Fighter: Armor Proficiency (Light)
-- Fighter: Armor Proficiency (Medium)
-- Fighter: Armor Proficiency (Heavy)
-- Fighter: Shield Proficiency (All)
-- Fighter: Shield Proficiency (Tower Shield)
-- Fighter: Weapon Focus (Dwarven Waraxe)
-- Level 3: Iron Will
Skill Points: P:20 F:4 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Autohypnosis 2 +0 +2
Concentration 6 +3 +9
Craft (Weaponsmithing) 4 +2 *$ +6
Craft (Armorsmithing) 4 +2 *$ +6
Heal 2 +0 +2
Knowledge (Dungeoneering) 1 +2 +3
Knowledge (History) 1 +2 +3
Knowledge (Nature) 1 +2 +3
Knowledge (Psionics) 1 +2 +3
Knowledge (The Planes) 1 +2 +3
Listen 0 +0 +2 +2
Spot 0 +0 +2 +2
Psicraft 1 +2 +3
* +2 Racial Bonus if weapon/armor is made of Metal or Stone
$ +2 Circumstance Bonus for Masterwork Tools
Equipment: Cost Weight
Explorer's Outfit ---- ----
Psicrystal ---- ----
MW Full Plate +1* 2650gp 50lb
MW Hvy St. Shield* 1165gp 15lb
Tent 10gp 20lb
*Spiked
Belt/Pouch
-- Javelins (3) 03gp 06lb
-- Dwarven War Axe +12335gp 08lb
-- Club ---- 03lb
-- Dagger, Cold Iron 04gp 01lb
-- Flask of Acid 10gp 01lb
-- Oil (5) 05sp 05lb
-- Small Steel Mirror 10gp 0.5lb
-- Flint and Steel 01gp ----
-- Sewing Needle 05sp ----
Backpack 02gp 02lb
-- Bedroll 01sp 05lb
-- Blanket 03sp 03lb
-- Cold Weather Outfit 08gp 07lb
-- Trail rations (10) 05gp 10lb
-- Waterskin (2) 02gp 08lb
-- Soap 05sp 01lb
-- Spellbook 15gp 03lb
-- MW Weaponsmith Tools 55gp 05lb
-- MW Armorsmith Tools 55gp 05lb
-- Ink (8 oz., black) 08gp ----
-- Inkpen 01sp ----
-- Hempen Rope (50ft) 01gp 10lb
-- Shovel 02gp 08lb
-- Grappling Hook 01gp 04lb
-- Clay Mug 02cp 01lb
Total Weight:135.5lb Money: 19gp 09sp 68cp
Lgt Med Hvy Lift PushMax Weight: 076 153 230 460 1150
Age: 53
Height: 4'03"
Weight: 154lb
Eyes: Milky white
Hair: Dark and Stringy
Skin: Slate grey with discolored spots
LiberitasDiminutive ConstructHit Dice: 1d8(10)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.*
Armor Class: 16 (+4 size, +2 Dex*), touch 16, flatfooted 14
Base Attack/Grapple: +0/-17
Space/Reach: 1 ft./0 ft.
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link)
Saves: Fort +5, Ref +1, Will +2
Abilities: Str 1*, Dex 15*, Con -, Int 6, Wis 10, Cha 10
Skills: Climb +14*, Concentration +4, Craft (Weaponsmithing) -1, Craft (Armorsmithing) -1, Heal +2, Knowledge (Dungeoneering) -1, Knowledge (History) -1, Knowledge (Nature) -1, Knowledge (Psionics) -1, Knowledge (The Planes) -1, Listen +6, Move Silently +6, Psicraft -1, Search +2, Spot +6
Feats: Alertness
*with self-propulsion ability activated
Appearance:
Spoiler:
Veras Re appears as a steel-clad Dwarven warrior whose spiked full plate armor is engraved all over with his own personal rune, a morbid comingling of the runes of Truth and Death. He has earned his Kharas, his iron, and he is not afraid to flaunt it. Grey and steel are his colors and thus so they will remain.
His spiked heavy steel shield is but a deeper display of his personal philospohy. Three Dwarven runes are carved upon its front. "In Truth, Death and Freedom". Of clan lineage, he makes no sign... which may off-put more proper Dwarves.
The other more attention-attracting portion of his accoutrement is his Ax. Dwarven in malicious design, it takes special training to wield one of these weapons. The grip and the haft are especially made for Veras-Re's like. The Ax itself features no special runes or markings beyond its immaculate appearance and masterwork craftsmanship.
His features are kept hid by a closed face helm, concealing and protecting his hideous features. But when it is doffed, his ruin of a face is revealed in full. Milky white eyes peer down his beak-like nose. Scraggly silver and grey facial hair conceals pale lips and yellowed sharp teeth. His slate grey skin is discolored in some areas, like a series of malign birthmarks that serve only to disgust onlookers. These disfigurements hint at blood from a darker side of dwarvenkind: those that are called "Dvergar"
Veras-Re's walking stick juts out above him like a personal banner, ready to be grabbed for battle if need demands. He fashioned the sturdy wooden rod himself, affixing a lump of black glass (obsidian) to the handle end of it. Those knowledgable in psionic lore realize that the crystal contains a fragment of his personality and thus, a quasi-sentience. That he has the occasional curt, semi-audible conversation with it and that he makes it stand guard over him when he sleeps is further evidence of its status as his psicrystal.
He keeps silent most of the time. When he speaks, however, he does not bother with the trivialities of polite behavior. He is bluntly honest, to the point of tactlessness. For those that see beyond his appearance and demeanor, he can be seen as a good source of insightful and veridical, though ruthlessly pragmatic, advice. He does not manacle his words or actions with morality. He kills without remorse and eliminates enemies expeditiously and mercilessly.
Veras-Re does not begrudge those with higher standards. In fact, he respects these folk. But he does not feel the need to emulate their kindheartedness when the situation warrants it. He admits that willingly works with these folk because he believes that they are usually more trustworthy. In truth, he works with good adventurers best because he remembers how it was before he crossed the "line".
Background:When someone gets deep enough... or when I feel like posting it.
Kills, Experience and Rewards:
Spoiler:
Slaves of the Dragon (DM: Knight Otu)
Veras-Re joins a group of adventurers as they travel to the town of Grenton to save the townsfolk against the depredations of a Dragon named Eskaron. What they found was a civil war between the kobolds that served the supposed "Dragon", which was in actuality a strange lycanthrope. After felling Eskaron, the more pacifistic/isolationist kobolds won out over the expansionistic ones, guaranteeing a hard won peace around Grenton and its neighbors, kobold and human.
XP: 3904
GP: 5200.86
Kills: Kobolds (4)
Levelling Notes
[sblock]
Level 2:
Picked up a Fighter Level
HP: +7 +3 (Con Mod)
BAB +1
Saves: Fort +2
Bonus Feat: Weapon Focus (Dwarven War Axe)
Skill Points: 3 went into Craft (Armorsmithing). 1 went into Craft (Weaponsmithing)
Level 3:
[size=1]Picked up a second level of Psion (Egoist)
HP: +3 +3 (Con mod)
BAB +1
Saves: Will +1
3rd level Feat: Iron Will
Skill Points (4): 2 in Concentration and 2 in Craft (Weaponsmithing)
Powers: Entangling Ectoplasm, Empty Mind
Purchases/Crafting
Spoiler:
Bought MW armorsmithing tools 55gp
BoughtMW weaponsmithing tools 55gp
Crafted MW Full Plate (take 10) 825gp + 165 craft
Bought Full Plate +1 Enchantment 1000gp
Crafted MW Heavy Steel Shield (Take 10) 82.5 gp + 16 craft
Crafted MW Dwarven War axe (Take 10) 167.6 + 33 craft
Bought Axe +1 Enchantment 2000gp
Bought Shield +1 Enchantment 1000gp
Sold Leather Armor +5 gp
Sold Weaponsmithing Tools 2.5 gp
TOTAL: -5177.6 GP and 214 CrP
Add'l crafting/purchases:
Crafted spikes into armor and shield (30 gp and 6 Crp)
Bought 3 Javelins (3gp)
Appearance: A'jardin, a medium height human of slight build, seems even at a first glance, to be a rather nervous person.
Background: A'jardin, the son of an smith, has always been facinated by the items crafted by his family. However, his slight stature precluded any profession which involved the normal crafting arts, so decided to learn how to make items with magic.
Experience: A'jardin took part in a mission to recover Armgill's Heirloom, but the mission proved to be unnecessary. However A'jardin and company did provide some service by driving off a group of bandits. (+350 xp, +50gp)
A'jardin and company survived an encounter with Hobgoblins, Grey Renders, and Orcs, which toughened them significantly. (+725xp)
Crafting: After returning from the aborted mission to recover Armgill's Heirloom, A'jardin scribed a scroll containing the spells Magic Missile, Protection from Evil, Magic Weapon, Mage Hand, and Message. This scroll cost 50gp, 4xp, and 10cp to create.
__________________ ENWorld characters
Spoiler:
Artax A living Enworld character.
Level 1 Human Ranger. Scout and Warrior.
Artax is currently at Fort Knocks
A'jardin A living Enworld character.
Level 1 Human Wizard. Tinkerer and Scholar.
A'jardin is currently in Immortality Awakens
With the power of love.
Possibly by means of a love-powered laser or some such.
-Doug McCrae
Given a choice between adapting your players to fit your campaign, or adapting your campaign to fit your players, always adapt your campaign.
-Lord Zardoz
[sigvirus]cheese[/sigvirus]
[sigvirus]uhoh[/sigvirus]
Last edited by azmodean; 17th July 2005 at 12:07 AM..
Reason: Levelling
Father Eusebius, human monk 5, cleric 3 - approved
Code:
Name: Father Eusebius
Class: Monk 5 / Cleric 3
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Hyrag
Str: 14 +2* Level: 8 XP: 29219
Dex: 14 +2 BAB: +5 HP: 58 (8+(7x6)+(8x1))
Con: 12 +1 Grapple:+7 Dmg Red: nil
Int: 10 +0 Speed: 40' Spell Res: nil
Wis: 16 +3 Init: +6 Spell Save: 13 + Spell Level
Cha: 12 +1 ACP: -0 Spell Fail: 0%
*Added 4th-level & 8th-level attribute increases to Strength.
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +1* +0 +2 +0 +1 +5** 19
Touch: 17 Flatfooted: 17
*Bracers of Armor +1
**Misc bonuses to AC include +3 Wis (monk), +1 Monk AC (at lvl 5) & +1 Deflection (Ring of Protection +1)
Saves: Base Mod Misc Total
Fort: +7 +1 +0 +8
Ref: +5 +2 +0 +7
Will: +7 +3 +2* +12
* Bonus from Iron Will
Weapon Attack Damage Critical
+1 Spiked Chain +8 2d4+4 20/x2
MW Silver Kama +8 1d6+2 20/x2
- flurry +7/+7 1d6+2/1d6+2 20/x2
MW Light Xbow +8 1d8 19-20/x2
- (silver bolt) +8 1d8-1 19-20/x2
Unarmed +7 1d8+2 20/x2
- flurry +6/+6 1d8+2/1d8+2 20/x2
Languages: Common
Abilities: Favoured class: any;
Evasion;
Flurry of blows;
Improved Unarmed Strike;
Ki Strike (magic);
Purity of Body;
Slow Fall (20 feet);
Still Mind (+2 save on enchantment spells/effects);
Clerical aura;
Divine spellcasting;
Domains & domain spells;
Spontaneous casting: cure wounds;
Turn undead (4/day, 1d20+3*, 2d6+5**).
*Includes synergy bonus from 5+ ranks in Knowledge (Religion)
**Includes bonus from Improved Turning.
Clerical Spells Known:
Level 0: All;
Level 1: All;
Level 2: All.
Spells per day: 4/3+1/2+1
Prepared spells:
Level 0: Resistance x4
Level 1: Bless x2
Shield of Faith
Protection From Evil (Good domain spell)
Level 2: Bull’s Strength
Spiritual Weapon
Aid (Good domain spell)
Clerical Domain: Granted Power:
Good You cast good spells at +1 caster level.
Sun Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Feats: Channelling Fist*;
Combat Reflexes;
Dodge;
Exotic Weapon Proficiency (Spiked Chain);
Improved Initiative;
Improved Turning**;
Iron Will**;
Stunning Fist.
* Channelling Fist [General]
You deal your unarmed damage when making certain touch attacks.
Prerequisites: Improved Unarmed Strike, Stunning Fist, Ability to channel positive or negative energy.
Benefit: When making an attack to deliver an inflict wounds spell (or a cure wounds spell against an undead), you may make a normal attack to additionally deal unarmed strike damage the same round as you cast the spell.
Normal: You may only strike for unarmed damage with a touch attack spell if you wait until the following round.
Special: A character with this feat can multiclass freely between cleric and monk, though he must continue to maintain his lawful alignment to progress in monk levels.
- Created by Kahuna Burger.
** In game reward for destroying The Scythe of Seto.
Skill Points: 49 Max Ranks: 11/5.5
Skills Ranks Mod Misc Total
Concentration +3 +1 +0 +4
Heal +3 +3 +0 +6
Hide +6 +2 +0 +8
Jump +0 +2 +6* +8
Knowledge (Religion)** +7 +0 +0 +7
Listen +5 +3 +0 +8
Move Silently +7 +2 +0 +9
Spot +7 +3 +0 +10
Tumble +11 +2 +0 +13
* Misc bonuses to Jump include +4 for speed 40’ and +2 synergy bonus from 5+ ranks in Tumble
** +2 synergy bonus on turning checks against undead
Equipment: Weight
Amulet of Natural Armor +1 -lb
Backpack 2lb
Bedroll 5lb
Bolts, crossbow (5 x plain, 5 x silver)1lb
Bracers of armor +1 1lb
Chain, spiked, +1 10lb
Crossbow, light, MW 4lb
Flint & steel -lb
Gems (4x5gp, 3x10gp, 5x50gp, 4x500gp) -lb
Gloves, pair -lb
Holy Symbol, wooden -lb
Holy Water -lb
Kama, silvered, MW 2lb
Monk’s outfit -lb
Oil (1 pint flask) x2 2lb
Oil of Magic Stone -lb
Pebbles x3 (for use with Magic Stone) -lb
Potion, Cure Light Wounds x2 -lb
Rations, trail (per day) 1lb
Ring of Protection +1 (LH) -lb
Signet ring c. symbol of Hyrag (RH)
(Continual Flame cast on it) -lb
Sling -lb
Spell component pouch 2lb
Wand, Cure Light Wounds (26 charges) -lb
Total Weight: 30 lb Money: 22 gp 9 sp 0 cp & 2300gp in gems
Light Med Heavy Lift Push
Max Weight: 0-58 59-116 117-175 350 875
Fort Knocks - XP awards:
Total awards brought forward: 5026XP
Blood of the Werewolf – XP awards:
Encounter #1: 2 giant wasps 300XP
Town encounter: rowdy 150XP
Encounter #2: 3 thought eaters 360XP
Time XP: 31/7/06 to 31/8/06 150XP
Katrina’s: Katrina & students – R/P 50XP
Encounter #3: 2 winter wolves 720XP
Time XP: 31/8/06 to 31/9/06 200XP
Encounter #4: Grugach – R/P 880XP
Encounter #5: Spirits of the Shrine – R/P 320XP
Time XP: October 06 200XP
Encounter #6: weretiger 640XP
Encounter #6: Saving girl before battle 200XP
Funds spent during the adventure:
Rivenblight: healing 180gp
Encounter #4: passage through territory 40gp
The Strange Case of Aif Jenkins’ Farm – XP awards:
Encounter #1: 4 wargs, 2 assassins (escaped) 840XP
Time XP: 9/11/06 to 9/1/07 400XP
Multiple encounters & time (9/1/07 to 7/8/07) 4728XP
War in Vastermarch - XP awards:
Award #1: Assorted 2105XP
Award #2: Time award & RP 200XP
The Scythe of Seto - XP awards:
Encounter #1: Wights and Wraiths 900XP
Encounter #2: Giant spiders 1380XP
Encounter #3: Hag and shadow hound 1620XP
Final award: Time award 2550XP
Final award: Various, incl. destroy Scythe 5300XP
Age: 23
Height: 5'11"
Weight: 175lb
Eyes: hazel
Hair: auburn
Skin: tanned
Appearance: Tall and big-boned, Father Eusebius is nevertheless lean and wiry. He keeps his auburn hair cropped short and is clean shaven - even going so far on occasions as to shave his head altogether. He wears loose-fitting clothes which allow him freedom of movement. He prefers dark colours. Although he has a deep, infectious chuckle, it is rarely heard. His eyes have a haunted look - hinting at some trauma in his past.
Background: Eusebius was born the youngest son of a farming family in a small backwater village. His name wasn't Eusebius then - it was Anaron, after his father. Anaron was always a dreamer - he much preferred spending time in the woods than in the fields. He learned to move silently, stalking the deer that dwelt there - but not to hunt and kill. Rather, he watched and wondered at the beauty of those majestic beasts. While this was a frustration to his father, and an irritation to his older brothers, Anaron was not unduly hindered in his wanderings. His family could see something special in him, and his mother used to say, "Let the boy have his head. Soon enough he'll have to settle to the way of the world. For now, let him dream!"
Unfortunately the dream became a nightmare. Coming back from the woods one day, Anaron heard screams from his family farm. He ran towards the top field, then froze in horror. There in front of him was a band of ghouls, who were attacking his father and brothers, their claws ripping into flesh shrivelled with fear. He watched as his oldest brother cut one of the attackers in two with a scythe, and was himself cut down by a monster that came up behind him. His own shout of warning was frozen in his throat.
The monsters made quick work of Anaron's family once the threat of the scythe-wielder was removed. Even his mother, who had been attracted by the sounds of battle, and who was not quick enough to flee (or, as Anaron tortured himself ever after, had more courage than to abandon her family to grisly death alone - unlike himself, who did not stir to save them) - she was ripped to pieces before his eyes. But it was when the ghastly pack began to feed that he fled in hysterical terror and loathing.
After wandering, witless, for days, he found himself outside a monastery. Having nowhere else to go, he entered the courtyard and sat in front of the chapel. It was a chapel of Hyrag. He had found, in his grief and despair, the one who would lead him on his life's journey. Having learned the way of this world's horror, he would learn the way to battle that horror. And so he undertook the discipline of a martial monk. Well versed in the rituals of the church, and passionate in his devotion to the Lord Hyrag, he honed his body as a weapon against all the foul undead of the world, relying more on blood and bone than on magic or prayers. And he took on a new name - Brother Eusebius, after a great hero of the Hyragian faith.
He had been frozen in inaction once - and it had nearly destroyed him. He would never fail to act again! And to make sure of that - for he recognized that the creature that killed his eldest brother was a ghast, which had paralyzed him and then finished him off at its leisure - he took to the spiked chain with a vengeance, remembering the effectiveness of that scythe, until the beast had closed in for the kill. He had great difficulty with the chain but he would persevere. Eventually he would master it. Eventually he would even have his own. (Until then, the longspear would have to do.) And then - he would have his vengeance!
Mule lost IG
Mule carrying:
Bolts, Xbow (5 x plain, 45 x silver) 5lb
Climbers’ kit 5lb
Feed for mule, per day x17 170lb
Outfit, monk’s (spare) 2lb
Rations, trail, per day x13 12lb
Rope, silk, 50 ft 5lb
Saddle, riding 30lb
Saddlebags 8lb
Character Advancement
Level 8: Added a level in Monk
+1 to Str from level 8 attribute bump
+7 hp (75% of d8 + 1 Con bonus)
Purity of Body
Flurry of blows improves from -2/-2 to -1/-1
+1 AC bonus
+5 skill points: Spot +1, Tumble +4
Level 7: Added a level in Monk
+7 hp (75% of d8 + 1 Con bonus)
+1 BAB
+1/+1/+1 Fort/Ref/Will saves
Ki Strike (magic)
Slow Fall 20 feet
Unarmed damage 1d8
+5 skill points: Hide +1, Listen +1, Move Silently +1, Spot +1, Tumble +1
Level 6: Added a level in Monk
+7 hp (75% of d8 + 1 Con bonus)
+1 BAB
Still Mind
+10 feet unarmoured speed
+5 skill points: Hide +1, Listen +1, Move Silently +1, Spot +1, Tumble +1
6th level bonus feat: Exotic Weapon Proficiency (Spiked Chain)
Appearance:
Normally, Felix is a bright, radiant young man. His light grizzled beard outlining his loud laugh. On his back he wears an enormous curved blade, eager for blood. Felix, however, finds it far more fun to pummel opponents with his fists, as he often does in barfights. Or, if things get dirtier, his dagger. Alas, for in his current state of being he is in little shape to do fighting of any kind.
Background:
Born and raised in a quaint fishing village, Felix was often viewed as a bully. People mostly believed the accusation because of his larger size and ferocious attitude. There was little truth to the matter, but his childhood saw ample violence as the other, smaller children, ganged up to take him on. Nevertheless, he managed to acquire a decent, although not superior education, before pirates pillaged his town and sent him running for his life. Since then, he's been a mercenary for hire, using his brawn to earn him bread. The last job involved the ambush of a caravan, which went south, and sent Felix bleeding and staggering into a nearby inn...
Last edited by ender_wiggin; 10th January 2005 at 12:51 AM..
Appearance: Nodis is quite young and looks more like a child than a grown man, specially because he´s short and slim. Has black hair and eyes, and dresses in fancy colorful clothes.
Spoiler:
Nodis was (is) the daydreaming third son of a farmer. He was quite curious, but lazy, and didn´t take the works seriously. Instead, he liked to sit down and concentrate on the things and friends he´d like to have... he felt very good doing this, gathering a small, warm point in his belly and moving it (slowly... it dissipates if you hurry it... careful, it hurts when you try to make the point too hot...) to his head, where he could see those things clearly, touch them, play with them. Some of the things could even move, and Nodis made them come and go, and after he got some practice, when he realized those things were real make some of the job he wasn´t strong enough to do. But he liked to do this alone, because when his father saw him doing that, than meant a good beating.
Someday he just created some wooden toys when a shadow fell. Looking upwards he saw a man smiling to him. His name was Brugen, and he told him that he heard in the town he could do things like that... apparently Nodis wasn´t so careful, and he was seen more than once. Brugen teached him many things about his new art, telling him that he was exceptional and he could learn to do great things.
Learning with Brugen took even more time away from his duties at the farm, and his father grew each day angrier. The rumours about his son being some kind of warlock were even worse. The situation finally exploded in Nodis´ 17 birthday, when his father, with his face red with anger, raised a hand to hit him. Nodis reacted, creating a piece of crystal that flew directly into his father´s chest.
Nodis ran away from his house, without knowing if his father was alive or dead. He talked with Brugen, and his answer was a surprise. "Good! You´ve learned how to defend yourself. Don´t you like it? people will think twice about hurting us. Now that you´ve learned that truth, let´s leave this depressing place; I have great plans for us..."
Horrified, Nodis left Brugen´s company at the first opportunity (with his money and things!), living for some months in the streets and earning some petty money working where he could. Finally, he decided the better place for him should probably be looking for his own death, in and adventurer´s band. After all, that´s what freaks do.
Experience tracker
Kahuna Burger´s Fort Knocks: 540, 1200, 443, 1653 (last two posts lost in database crash), 1200
At this point Nodis was 5th level. Exchanged 2 DM credits for 500 XP (2x50x5 XP)
Treasure tracker
Major incomes:
+3000 gps at the end of Fort Knocks. +15 gps for catching some thieves
2875 gp at the end of Manzanita's S2 y S3
Major expenses:
-380 gps for a Restoration spell.
-1100 gps for a mithril chain shirt
-1000 gps for a cloak of resistance
-10 gp new traveller´s outfit.
-82 gp for a light horse
-5.5 gp: 9 days rations
-1000 gp making shirt +1
level advances
Level 2 changes
-Adds a new Psion (Shaper) level, becoming Psion 2.
-Level becomes 2 instead of 1 (duh)
-XP is now 1740 (gained in Kahuna Burger´s Fort Knocks adventure)
-Bab is now +1
-Hit poits are now 15 instead of 11 (adds 3 hp for 1d4 hit die, +1 Con)
-Grapple is now +0 instead of -1
-Base and total Will saving throws are now +3
-All attacks bonuses improve by +1
-Learns two new level one psionic powers: Entangling ectoplasm and Create sound. New total of power points is 6 (base) + 4 (bonus) = 10
-New total of skill points is now 35 instead of 28, max ranks are 5/2.5
-Adds one rank to:
Concentration: 5 ranks, new total +6
Knowledge (psionics): 5 ranks, new total +9
Psicraft: 5 ranks, new +2 synergy bonus for 5 ranks in Knowledge (psionics); new total +11
Bluff: 5 ranks, new total +5
Craft (carpentry), 4 ranks, new total +8
-Adds two ranks to:
Craft (tailoring), 2 ranks, new total is +6
Level 3 changes
-Gains another level of Psion (shaper) becoming Psion 3 instead of Psion 2.
-HP total is 21 (3d4+3 + 8 psionic body) instead of 15
-Fort and Ref base saves become +1 instead of 0, total become +2 and +3 respectively.
-Learns two new level 2 or lower powers: Swarm of crystals and Control Sound.
-New power point total is 17 (base 11 plus 6 for high Intelligence) instead of 10
-Gains 3rd level feat: Boost Construct (from expanded psionics handbook) Since it´s a psionic feat, he gains 2 HPs thanks to Psionic Body (already recorded)
-New total of skill points is 42 instead of 35, max ranks are 6/3.
-Adds one skill rank to:
Concentration: 6 ranks, new total +7
Knowledge (psionics): 6 ranks, new total +10
Psicraft: 6 ranks, new total +12
Bluff: 6 ranks, new total +6
-Buys new skill, adding 3 skill ranks to Craft (sculpting): 3 ranks, new total +7
Nothing else changes.
Level 4 changes
-Gains another Psion level, now Psion 4.
-Level 4 ability bonus goes to intelligence, now Int 19.
-HP total is 25 (4d4+4 Con +8 Psionic Body) instead of 21
-Base and total Will save advance by +1.
-Base attack bonus advance by +1. All attacks and grapple check improve by +1
-Learns 2 level 2 or lower powers: Specified Energy adaptation and Astral servant.
-New power point total is 25 (base 17 + 8 bonus) instead of 17
-New total of skill points is 49 instead of 42, max ranks are 7/3.5
-Adds one skill rank to:
Concentration: 7 ranks, new total +8
Knowledge (psionics): 7 ranks, new total +11
Psicraft: 7 ranks, new total +13
Bluff: 7 ranks, new total +7
-Adds 3 skill ranks to Craft (sculpting), now 6 ranks, new total +10
Nothing else changes.
Level 5 changes:
-Gains another Psion level, now Psion 5.
-HP total is 31 (5d4+5 Con +10 Psionic Body) instead of 25
-Learns 2 level 3 or lower powers: Greater concealing amorpha and Ectoplasmic Cocoon.
-Gains Psion 5 bonus feat: Expanded knowledge (Clairvoyant sense)
-New power point total is 35 (base 25 + 10 bonus) instead of 25
-New total of skill points is 56 instead of 49, max ranks are 8/4
-Adds one skill rank to:
Concentration: 8 ranks, new total +9
Knowledge (psionics): 8 ranks, new total +12
Psicraft: 8 ranks, new total +14
Bluff: 8 ranks, new total +8
Disguise: 5 ranks, new total +5
-Adds 2 skill ranks to Craft (sculpting), now 8 ranks, new total +12
Nothing else changes.
Level 6 changes:
-Gains another Psion level, now Psion 6.
-HP total is 35 (6d4+6 Con +10 Psionic Body) instead of 31
-All base and total saves advance by +1
-Base attack bonus and thus all attacks and grapple check advance by +1
-Learns 2 level 3 or lower powers: Share Pain and Touchsight.
-New power point total is 47 (base 35 + 12 bonus) instead of 35
-Gains level 6 feat: Extend power.
-New total of skill points is 63 instead of 56, max ranks are 9/4.5
-Adds one skill rank to:
Concentration: 9 ranks, new total +10
Knowledge (psionics): 9 ranks, new total +13
Psicraft: 9 ranks, new total +15
Bluff: 9 ranks, new total +9
Craft (sculpting): 9 ranks, new total +13
-Adds 2 skill ranks to Craft (carpentry): 6 ranks, new total +10
Nothing else changes.
Last edited by Someone; 29th November 2007 at 03:02 PM..
Reason: Character approved for level 6.
Name: "Skeeter"
Class: Fighter
Race: Human
Size: Medium
Gender: Male
Alignment: True Neutral
Deity: Mortalist
Str: 18 +4 (16p.) Level: 1 XP: 0
Dex: 14 +2 (6 p.) BAB: +1 HP: 11 (1d10+1)
Con: 12 +1 (4 p.) Grapple: +5 Dmg Red: 0
Int: 12 +1 (4 p.) Speed: 30' Spell Res: 0
Wis: 8 -1 (0 p.) Init: +2 Spell Save: n/a
Cha: 8 -1 (0 p.) ACP: -3 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +3 +2 +2 +0 +0 +0 17
Touch: 12 Flatfooted: 15
Base Mod Misc Total
Fort: 2 +1 +0 +3
Ref: 0 +2 +0 +2
Will: 0 -1 +0 -1
Weapon Attack Damage Critical
Flail +5 1d8+4 x2
Lance, Heavy +5 1d8+4 x3
Languages: Common, Dwarven
Abilities: extra feat, extra skill pt
Bonus Feats, Weapon and Armor Proficiency
Feats: Mounted Combat (ride check for mount AC), Ride by Attack, Spirited Charge (triple Lance damage on charge, double other weapon damage)
Skill Points: 16 (4+1)*4+4 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Survival 2 -1 +0 +1
Ride 4 +2 +0 +6
Handle Animal 4 -1 +0 +3
Armorsmithing 4 -1 +0 +3
Equipment: Cost Weight
Traveller's Outfit - -
Studded Leather 25gp 20lb
Shield, Lrg Wood 7gp 10lb
Flail 8gp 20lb
Lance, Heavy 10gp 10lb
Light Warhorse 150gp -
Bit and bridle 2gp 1lb
Saddle, Military 20gp 30lb
Saddlebags 4gp 8lb
Trail Rations (x2) 1 gp 2 lb
Bedroll 1 sp 5 lb
Waterskin (x2) 2 gp 8 lb
Flint and Steel 1 gp -
Rope (hemp) (50ft) 1 gp 10lb
Torchs (x5) 5 cp 5 lb
Vials of Holy Water(x2)
Potion of hide from undead(1)
Total Weight:40lb (with lance) 50lb (with flail) 60lb (with both)
Money: 8 gp 8sp 5cp
Lgt Med Hvy Lift Push
Max Weight: 100 lb 101-200lb 201-300lb 600lb 1500lb
Age: 22
Height: 5'3"
Weight: 165lb
Eyes: Hazle Brown
Hair: Walnut Brown
Skin: Bronze
Background: Once a Whoreson now a Hoar Son.
Appearance: Skeeter is short and stocky, with hazle (light) brown eyes and walnut (dark) brown hair. His skin is a bronze from extended exposure to the sun. His large muscles are clearly outlined inside his plain brown travelers outfit, and what skin dose show is scribbled by slightly blue veins. He wears studded leather armor over his clothes. The armor appears only slightly worn and fits Skeeter somewhat oddly, being too long yet too tight for his unique physique. Skeeter carries a large wooden shield on his back and a flail on his belt. His lance usually stays leaned up against something untill Skeeter mounts his hourse, an fine mustang steed that is an unfortunate light brown color which is ill suited as natrual camoflauge. The steed has a military saddle with traveling bags tied to, and a bit and bridal. Skeeter rarely lets the horse out of his sight.
Appearance: Hadai often lets his long white hair fall between his shoulders with his single black stripe in front of his face. When Hadai was younger his hair was black and his eyes blue but the shock of seeing his father and brother die changed his hair and eye color. The black stripe is a remainder. He has an almost premanent smile that shows off his sharp canine teeth and his reddish eyes glow with wanderlust. On his slightly muscular frame Hadai wears long navy blue coat with golden trim over a rather tight blood red shirt and black pants that almost cover his feet. On his hands he wears a pair of white gloves and on his feet he wears tough brown boots. His heart of gold is obscured by his appearence and his brawler and wanderer aspects are accented. Hadai carries no weapons but is trained in unarmed combat and looks as if he has a secret weapon.
Background: Hadai grew up on the road with his older brother and his father. They were a group of good-hearted brawlers that would donate their winnings to beggars, orphans, and the poor. Growing up like this Hadai learned to help people whenever he could, but his families style of helping often dissagreed with the law enforcements. When he was about 16 Hadai's father and brother were jumped by a gang of street thugs and beaten to death while he watched. His eyes went red with rage and his hair went white from the shock. At this time he manifested his first mindblade. He killed every gang member viciously and later came to solely regret the act, even though they killed his family. Hadai currently wanders helping the less fortunate and sharpening hisability to summon his mindblade without emotional stress.
Last edited by Kudora Kyoji; 17th January 2005 at 04:14 PM..
Appearance: This small women likes to take advantage of he soft traits. She generally were some normal outfit to pass unseen in the crowd, but she likes to wear some outfit that strike the eyes.
Background: She is born in the streets of a large city. Orphan, she quickly learn to survive by herself. Her naturals chams made her a good beggar, or at least people had a tendancy to ignore her. That quality was quickly spotten by the local thief guild, which offer her some money for informations. As she gains access to the guild hall, she met two man that changed her life. First is a tall gnome, almost as tall as her, that see in her her potential for magic. He taught her the art of decieving, which is a usefull one among thieves. But the teaching of his master was limited, as he didn't teach her the unsubtle art of combat and the twisted dark art. The other man who change her life was Fransico di Senzio, an handsome smuggler that did some bargain with the guild. After some encounter with him, they deciode to marry each other, but there business keep them away most of the time. It doesn't mind, staying too long with someone make it boring. Both now travel, making sure to see each other once in a while.
Experience
Slaves of the Dragon: 1034, 2870
A Clash of Earth and Sea: 900, 1500, 100, -1744, 3746, 1708, 250
Heroes Must Rise!: 2900, 1250, 1875, 3750, 2100
Terra Subterranea and The Caverns of Lost Time : 685
DM Credits: 6 650 (19 DM Credits spent at level 7)
Item creation: -160 (Headband of Intelligence +2), -160 (Cloak of Resistance +2), -2 (2 x Scroll level 1), -500 (Blessed Book)
Craft Points
Item creation: -400 (Headband of Intelligence +2), -400 (Cloak of Resistance +2), -5 (2 x Scroll level 1), -1250 (Blessed Book)
Treasure
Heroes Must Rise!: 3073.6
DM Credits: 2100 gp (6 Dm credits spent at level 7)
__________________ Living ENWorld di Senzio's Magical Shop, the best place to buy and sell magical items in Orussus
Fimbus Leyron Aukits Macklerey Gimmons III (Fimble McGee) [RETIRED]
Retired:
Name: Fimbus Leyron Aukits Macklerey Gimmons III (Fimble McGee) Class: Wizard (Illusionist) Race: Gnome Size: Small Gender: Male Alignment: Neutral Good Deity: Antonidas of Drevin
- ~Weasel familiar (+2 Ref)~ Rikitiki
Tiny Animal (female)
Hit Dice: 3 HD (9 hp) Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 16 (+2 size, +2 Dex, +2 Nat), touch 14, flat-footed 14 Base Attack/Grapple: +1/–11 Attack: Bite +5 melee (1d3–4) Full Attack: Bite +5 melee (1d3–4) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Attach Special Qualities: Low-light vision, scent; Alertness, improved evasion, share spells, empathic link, deliver touch spells Saves: Fort +2, Ref +4, Will +4 Abilities: Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5 Skills: Balance +12, Climb +10, Hide +11, Move Silently +8, Spot +3 Feats: Agile, Weapon Finesse
These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
Combat
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.
Age: 63 Height: 3'4" Weight: 43lb Eyes: Light blue Hair: Dirty blonde Skin: Tan, by birth, not from sun
Appearance: At average height, for a gnome anyway, this little character is as skinny as they come. One might guess at a look that he had enough muscle to lift his arms and, well, that's about it. And they would be right. Despite his looks, however, Fimble McGee is the sturdiest wizard you'll ever meet. His straight, sandy hair isn't cut short but isn't long either. It clings to his skull and then at the neck curls out to the tips in a feeble act of rebellion. His round yet bony face is accentuated by a well-kept goatee on the chin. His silver rimmed glasses rest at the tip of his large gnomish nose, giving him that distinguished look of a scholar, while his blue eyes glint with a spark of cheer.
His outfit is simple and efficient. A long-sleeved, tan shirt under a pale grey vest rests above his long, brown, somewhat baggy breeches. Black, leather, knee high boots hold his hairy feet. All this is covered by a large, thick, light blue cloak, complete with a hood and several pockets. A very full, brown leather satchel rests at his left side, and a small crossbow and full quiver hang on his back by a strap. Using his gnarled quarterstaff as a walking stick, his telltale approach is marked by a loud *clack* after every other step.
Personality: Having been raised by wealthy merchants, Fimbus III has excellent manners. Fimble loves and respects both of his parents very much, and he talks about his home in Fallon fondly and often. He always introduces himself with his full name and an almost regal bow. The little gnome’s whole persona is exaggerated; a flourish with every bow, a wink with every joke, and huge gestures with every story. He has a jovial demeanor, a love of life not found in those with less fortunate childhoods, but somehow he manages to pull it all off without seeming spoiled. Some might interpret his actions as foppish or naïve. Fimble prefers to think of himself as friendly and confident.
In any extended conversation with the wizard, he almost always finds a way to turn the discussion towards his calling in life: magic. Fimble is fascinated with arcana of all kinds, he loves the runes, the dusty old tomes, and especially the spectacular effects. His favorite kind of magic looks big and sounds loud, regardless of the actual effect. That’s part of the reason he’s an illusionist. He is known for idly playing with minor illusions when he talks, and he often accompanies his dinner stories with magical displays of tiny moving illustrations.
Fimble is a generous gnome. He’ll gladly give to those in need, without expecting anything in return. He won’t donate what he can’t afford, however. He’s still young, and has a lot to learn, but he’s not as green as he seems. He worships Antonidas of Drevin mostly out of formality. His parents weren’t religious and neither is he. He’s not entirely convinced that clerics’ powers don’t come from within, and clerics just attribute their magic to divine beings. Secretly, he thinks of deities like his illusions: What does it matter if they’re real or not, so long as people believe they are? This way of thinking is politically incorrect in the current times, however, so he keeps his thoughts to himself.
He loves books. He loves reading about magic and architecture. He likes to play with chemicals, and he can cook up a mean Alchemist’s Fire pretty darn quick. He makes friends quickly and easily. He’s a happy little wizard gnome, and that’s about it.
L3: Wizard (Illusionist)
HP 13+6=19. Ref & Fort saves +1. Feats: Spell Focus (Illusion). Skills: Concentration +1, Knowledge (Arcana) +1, Spellcraft +1, Sleight of Hand (cc) +2 (+1 effective). 2+1 L2 spells per day. Spells learned: Minor Image, Hypnotic Pattern. NOTE: Purchased Invisibility and Cat's Grace for 200gp each (see finances tracking). +450 CP (total 900). Summoned weasel familiar, +2 Ref save.
Loot/Finances:
Tracking began 2/27/07 at 67.25gp
-50gp for 2 Potions of CLW
-1gp for 10 regular crossbow bolts
-6.67gp for Alchemist’s Fire raw materials (1/3 of 20gp)
-1 regular bolt, fired at Otto (hit!)
-1 regular bolt, fired at Otto (miss...)
-1 regular bolt, missed Otto, from 5' away.
-1 silver bolt, drops Otto.
-1 silver bolt, possible crit on Drezel.
-1 silver bolt, missed a fleeing Drezel.
-1 silver bolt, hit Drezel, almost a crit...
-1 silver bolt, missed Drezel
-1 silver bolt, missed Drezel again
-1 silver bolt, missed Drezel once again.
-1 silver bolt, missed Drezel for the last time, I think.
16.25gp as of 11/1/07
+500gp, payment for Rats in a Maze
-350gp to cure the lycanthropy curse that he didn't even have.
+2402.43gp from selling the loot at diSenzio's.
+52.5gp from selling the gems.
-52gp for buying the slightly spent wand of color spray from the others.
-200gp for copying Invisibility into spellbook (100gp for the right to copy a L2 spell from another's (NPC's) spellbook, 100gp for writing materials)
-200gp for copying Cat's Grace into spellbook (100gp for the right to copy a L2 spell from another's (NPC's) spellbook, 100gp for writing materials)
-100gp for summoning a familiar
-55gp for identification and spell copying from Almayce
-100gp for writing Alter Self into spellbook
-100gp for writing Glitterdust into spellbook
-100gp for writing Rope Trick into spellbook
-50gp for writing Unseen Servant into spellbook
-50gp for writing Comprehend Languages into spellbook
-50gp for writing Identify into spellbook
-50gp for writing Magic Aura into spellbook
-50gp for writing Magic Weapon into spellbook
1411.28gp left
Last edited by Rae ArdGaoth; 29th October 2009 at 05:03 PM..
Reason: Retired