Appearance: A medium-tall gentleman, Anton looks more frail than he really is. Those familiar with archers know the build of an archer, but Anton is discreet about this. He wears a dark, slightly oversized cloak to protect his immediate belongings and most of his bulkier posessions travel on his mule, Fyodor. Anton's most distinctive garment, possibly, is his dark wide-brimmed hat. Anton really likes his hat because it "keeps the sun out the eyes very well" but he sometimes has to tip his hat in order to fit through narrow doorways. Underneath that brim, though, are keen eyes, good for gauging distance. On his back he keeps his bow, the only obvious thing about him, but his quiver of arrows is hung low on his back, but under his cloak, to make the arrows easy to reach but not easy for everyone to reach.
Fyodor is a small but sturdy mule, capable of going a long way. His fur is a mix of dark brown, lighter brown, and grey patches, and Anton tries to keep him well-groomed.
Personality: Anton isn't a huge talker due to his accent, but he's not afraid of a conversation either. His philosophies are somewhat complex and have to do with balance in all things. He believes that the universe should have a balance of order and chaos, but that things inherently turn to chaos. As such, people should try to be lawful and ordered in order to balance out the universe. That's not to say he doesn't enjoy a crazy party every once in a while -- he can't be too ordered and structured or he wouldn't be balanced himself. Anton tends towards good because it is generally less agressive than evil. Evil will try to overpower Good, but Good is more passive. So, he helps out Good.
Background:
Spoiler:
Little Anton grew up in an upper low class family in the town of Seylid. Upper low class because while they were low class, his parents were workaholics, so they had a little more money than most people. His father, Cane, spent all his time smithing weapons while his mother, Deidre, would do odd jobs for people like sewing or organizing events. Because of this, Anton was on his own a lot. He would pick up some of dad's weapons and play around with them. When he got into enough trouble, his father would send him outside and Little Anton would play with his 'toys' outside. It was here that he started to grow accustomed to fighting and the outdoors, although his favorite was the bow.
When he was older, his parents enrolled him in a school where he could learn to properly use his weapons, but he soon started to go out on his own. He wanted to use his skills in the real world and to see everything he had heard about in stories. He wanted to explore. Eventually, he left home and did just that. He strove to learn about various natural wonders and eventually to purge the world of things that disrupt it. So, Anton wanders around, purging with his bow. In his travels, he wanders into this Red Dragon Inn...
Notes
Spoiler:
*Alchemist's Fire and Potion of CLW received in Armgill's Heirloom have been returned.
Fyodor is current at the stablings at Armgill Manor. has been retrieved from Armgill Manor.
http://enworld.org/showthread.php?t=134570
Zarindas hired us to save his half-elf daughter Alyx (short for Alecto), who was cursed by a demon with a wasting disease. An orb will cure the disease, but the demon was bound with it. The demon has broken free.
He has traveled hundreds of miles to the southeast to retrieve this orb, being repeatedly sidetracked by...
Appearance: Tiny like all of her kin, Raena Celeste Everglade is a cute little halfling, resembling a human child very much. In fact, with a tiny bit of work, she can disguise herself as such and usually passes for a very charming young lady with wavy locks. Under other, more normal, circumstances, she always wears her studded leather armor. Her wavy auburn hair is usually braided into one long strand that hangs down to her waist. She has troublesome gleam in her eye, always on the lookout for some innocent profit or just simple fun.
Background: Growing up in an urban environment with her family, Raena has never been a stranger to the "politics" of the streets. Both her mother and father were common street thieves, and they raised their daughter as such. Thus, she largely raised herself. Making many friends in the seedy district, some good, others downright evil, Raena found out very soon the nature of her "dog-eat-dog" world. During her time on the streets, she got involved into more than one plot, some very profitable, some very detrimental to her health, and one driving her from her home town, leaving everything she owned and everyone she knew behind. She traveled across the land for a while, she kept moving in fear of discovery by her dangerous, silent enemy. Finally she has decided to stop her retreat in Orussus. There she raised some gold using her classic "little girl" disguise and has now decided to take a look inside the local tavern she has heard so much about, the Red Dragon Inn.
Last edited by Kaitlin; 24th February 2005 at 01:04 PM..
Reason: "Minor omissions and tiny mistakes" ;)
Name: Lynneth Starreaver
Class: Wizard
Race: Human
Size: Medium
Gender: Female
Alignment: Chaotic Good
Deity: Mortalist (Personal) / Grendath / Ulura
Str: 10 +0 ( 2p.) Level: 1 XP: 0
Dex: 12 +1 ( 4p.) BAB: +0 HP: 6 (1d4+2)
Con: 14 +2 ( 6p.) Grapple: +0 Dmg Red: --
Int: 16 +3 (10p.) Speed: 30' Spell Res: --
Wis: 12 +1 ( 4p.) Init: +1 Spell Save: +3
Cha: 12 +1 ( 4p.) ACP: -0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +1 -- -- +0 11
Touch: 11 Flatfooted: 10
Base Mod Misc TotalFort: 0 +2 +2
Ref: 0 +1 +2 +3
Will: 2 +1 +3
Weapon Attack Damage Critical
Quarterstaff +0 1d6+0 20/x2
Dagger +0 1d4+0 19-20/x2
Languages: Common, Abyssal, Celestial, Draconic
Abilities:
RACIAL (HUMAN)
· Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
· Human base land speed is 30 feet.
· 1 extra feat at 1st level.
· 4 extra skill points at 1st level and 1 extra skill point at each additional level.
· Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
· Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
CLASS (WIZARD)
· Summon Familiar: Nar (Weasel, +2 to Reflex saves, 3 HP)
· Arcane Spellcasting (Bonus Spells: Levels 1, 2, 3)
· Spells Known:
0 - All Wizard Spells
1 - Charm Person, Color Spray, Enlarge Person, Mage Armor, Magic Missile, Silent Image
· Spells Prepared:
0:3 - Detect Magic, Ghost Sound, Daze
1:2 - Color Spray, Silent Image
Feats: Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Illusion)
Skill Points: 24 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Concentration 4 +2 +0 +6
Decipher Script 1 +3 +0 +7
Disable Device* 1.0 +3 +0 +5
Knowledge (Arcana) 4 +3 +0 +7
Knowledge (Architecture) 1 +3 +0 +4
Knowledge (Dungeoneering) 1 +3 +0 +4
Knowledge (Nature) 1 +3 +0 +4
Knowledge (The Planes) 3 +3 +0 +7
Knowledge (Religion) 3 +3 +0 +6
Listen* 0 +1 (+2) +3
Spellcraft 4 +3 +3 +10
Spot* 0 +1 (+2) +3
(Skills with a * are cross-class. Alertness when familiar is near.)
Equipment: Cost Weight
Explorer's Outfit 0 gp 0.0 lb
Spell Component Pouch 5 gp 2.0 lb
Wizard's Spellbook 0 gp 3.0 lb
Quarterstaff 0 gp 4.0 lb
Dagger 2 gp 1.0 lb
Backpack 2 gp 2.0 lb
Chalk 1 cp 0.0 lb
Flask 3 cp 1.5 lb
Scroll Case 1 gp 0.5 lb
Crowbar (Cold Iron) 4 gp 5.0 lb
Total Weight:19 lb Money: 5 gp 9 sp 6 cp
Lgt Med Hvy Lift PushMax Weight: 33 66 100 200 500
Age: 17
Height: 5'0"
Weight: 115 lb
Eyes: Blue
Hair: Light brown, shoulder-length
Skin: Light tan
Appearance: Lynneth Starreaver is a short slip of a girl who looks at first glance as if she'd be more likely seen on the farm than as an adventurer -- her tanned skin and calloused hands suggest, perhaps, a lifetime, so far, at least, of hard work under the sun. She wears the robes of a scholar, which seem almost out of place, as if she doesn't feel entirely comfortable with them. She has an almost perpetual twinkle in her eye and a slight country twang in her voice.
Background: Lynneth is a self-taught wizard, and as such can occasionally be a bit high-handed. She's a scholar at heart, with a natural curiosity about forgotten spells and old elven magics, and occasionally steps into places where angels fear to tread, but a lifetime of living on her family's farm near a rather, well, anti-intellectual village has made her feel very self-conscious about her vocation. Lynneth is of mostly human blood with a possible hint of elf a generation or two back that she's heard from family stories, which may explain her affinity for wizardry. She hasn't been formally taught about magic due to her family's lack of money, but as a natural adept, has taught herself out of the books of the more generous scholarly mages in the area, and is looking to expand her knowledge. She carries her lucky cold iron crowbar around with her -- lucky because she discovered its unusual properties when it turned out to be the only weapon in her possession during an unfortunate encounter with a fae.
Last edited by Amy Kou'ai; 15th February 2005 at 07:54 PM..
-Darkvision: Dwarves can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise like normal sight,
and dwarves can function just fine with no light at all.
-Stonecunning: This ability grants a dwarf a +2 racial bonus on Search
checks to notice unusual stonework, such as sliding walls, stonework traps,
new construction (even when built to match the old), unsafe stone surfaces,
shaky stone ceilings, and the like. Something that isn’t stone but that is
disguised as stone also counts as unusual stonework. A dwarf who merely
comes within 10 feet of unusual stonework can make a Search check as if
he were actively searching, and a dwarf can use the Search skill to find
stonework traps as a rogue can. A dwarf can also intuit depth, sensing his
approximate depth underground as naturally as a human can sense which way is up.
-Stability: A dwarf gains a +4 bonus on ability checks made to resist
being bull rushed or tripped when standing on the ground (but not when
climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against 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.
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 Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
Feats:
1: Two Weapon Fighting, Weapon Focus (Dwarven Urgosh)
2: Power Attack
3: Cleave
Skill Points: 18 Max Ranks: 6/3
Skills Ranks Mod Misc Total
Appraise (cc) 2 +1 (+2) +3 (+5)
Climb 2 +2 -4 +0
Craft (Weaponsmithing) 3 +1 (+2) +4 (+6)
Jump 3 +2 -4 +0
Ride 2 +3 -4 +1
Search (cc) 2 +1 (+2) +3 (+5)
Equipment: Cost Weight
Dwarven Urgosh 50gp 12lb
Warhammer 12gp 5lb
Scale Mail 50gp 30lb
Backpack 2gp 2lb
-Waterskin 1gp 4lb
-Bedroll 1sp 5lb
-Dagger 2gp 1lb
Total Weight:59lb Money: 5222gp 9sp 18cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 175 700
Age: 107
Height: 4'3"
Weight: 142lb
Eyes: Green
Hair: Dark brown
Skin: Light brown
Appearance: For this height, Farid seems like a small dwarf. Those not familiar with dwarves would not notice, though, because he often is seen in his armor. When he travels, he can be seen with a backpack as well, but he often just walks around with his weapons on his back. To an expert, Farid's weapons seem pretty well kept and clean, but anyone can tell that he just likes to show them off. He looks to be carrying some pretty heavy stuff, but it doesn't seem to faze him -- but he's probably just used to it.
Personality: Like many dwarves, Farid is a proud man. Growing up the son of a miner and a seamstress, Farid wants to make a name for himself. He does not like to back down from a challenge, and he wants to be known as a brave and reknowned fighter.
Background:
Spoiler:
Farid frew up in a mining community, but wanted a more exciting life. Whe he was old enough, his parents scrounged up enough money for Farid to join the army. Unfortunately, Farid was assigned to a fort that did not provide a lot of action. Because of a good head for weapons, Farid was assigned to the armory, where he learned the ins and outs of a variety of weapons. While the experience was worthwhile, Farid longed for more. When his tour of duty ended, Farid left to try to gain skill in combat. He now works with a weaponsmith in order to support himself, but he likes to stop in taverns to look for other work. This is how, one day, he found the Red Dragon Inn.
-Darkvision: Dwarves can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise like normal sight,
and dwarves can function just fine with no light at all.
-Stonecunning: This ability grants a dwarf a +2 racial bonus on Search
checks to notice unusual stonework, such as sliding walls, stonework traps,
new construction (even when built to match the old), unsafe stone surfaces,
shaky stone ceilings, and the like. Something that isn’t stone but that is
disguised as stone also counts as unusual stonework. A dwarf who merely
comes within 10 feet of unusual stonework can make a Search check as if
he were actively searching, and a dwarf can use the Search skill to find
stonework traps as a rogue can. A dwarf can also intuit depth, sensing his
approximate depth underground as naturally as a human can sense which way is up.
-Stability: A dwarf gains a +4 bonus on ability checks made to resist
being bull rushed or tripped when standing on the ground (but not when
climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against 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.
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 Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
Feats: Two Weapon Fighting, Weapon Focus (Dwarven Urgosh)
Skill Points: 12 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Appraise (cc) 1 +1 (+2) +2
Climb 2 +2 -4 +0
Craft (Weaponsmithing) 2 +1 (+2) +3
Jump 2 +2 -4 +0
Ride 2 +3 -4 +1
Search (cc) 1 +1 (+2) +2
Equipment: Cost Weight
Dwarven Urgosh 50gp 12lb
Warhammer 12gp 5lb
Scale Mail 50gp 30lb
Backpack 2gp 2lb
-Waterskin 1gp 4lb
-Bedroll 1sp 5lb
-Dagger 2gp 1lb
Total Weight:59lb Money: 122gp 8sp 10cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 175 700
Age: 107
Height: 4'3"
Weight: 142lb
Eyes: Green
Hair: Dark brown
Skin: Light brown
-Darkvision: Dwarves can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise like normal sight,
and dwarves can function just fine with no light at all.
-Stonecunning: This ability grants a dwarf a +2 racial bonus on Search
checks to notice unusual stonework, such as sliding walls, stonework traps,
new construction (even when built to match the old), unsafe stone surfaces,
shaky stone ceilings, and the like. Something that isn’t stone but that is
disguised as stone also counts as unusual stonework. A dwarf who merely
comes within 10 feet of unusual stonework can make a Search check as if
he were actively searching, and a dwarf can use the Search skill to find
stonework traps as a rogue can. A dwarf can also intuit depth, sensing his
approximate depth underground as naturally as a human can sense which way is up.
-Stability: A dwarf gains a +4 bonus on ability checks made to resist
being bull rushed or tripped when standing on the ground (but not when
climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against 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.
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 Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
Feats:
1: Two Weapon Fighting, Weapon Focus (Dwarven Urgosh)
2: Power Attack
Skill Points: 15 Max Ranks: 5/2.5
Skills Ranks Mod Misc Total
Appraise (cc) 2 +1 (+2) +3
Climb 2 +2 -4 +0
Craft (Weaponsmithing) 3 +1 (+2) +4
Jump 2 +2 -4 +0
Ride 2 +3 -4 +1
Search (cc) 1 +1 (+2) +2
Equipment: Cost Weight
Dwarven Urgosh 50gp 12lb
Warhammer 12gp 5lb
Scale Mail 50gp 30lb
Backpack 2gp 2lb
-Waterskin 1gp 4lb
-Bedroll 1sp 5lb
-Dagger 2gp 1lb
Total Weight:59lb Money: 122gp 8sp 10cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 175 700
Age: 107
Height: 4'3"
Weight: 142lb
Eyes: Green
Hair: Dark brown
Skin: Light brown
__________________ Bring on the Funk.
Talk hard. My internet connection sucks. Wanna run a game? Try EN World's own PbP boards! It's loads of fun. Here are my games so far.
Other stuff:
Spoiler:
Quote:
Originally Posted by Kemrain
- Kemrain the Medicated for Your Pleasure.
Quote:
Originally Posted by Kemrain
I pity the thread that talks about Mr. T.
- Kemrain the Sigged.
Manamana.
Hey Houston EN Worlders! Interested in Getting together? Let's meet up and have lunch or something!
Last edited by Jdvn1; 6th July 2006 at 06:26 AM..
Reason: levelling
Appearance: A man with very little to say or do, Artemis usually appears to be paying
little attention to his surroundings. However, on look into his piercing eyes
lets any traveller know that Artemis is actually looking into your soul.
Strong but silent, Artemis attacks are forceful and with meaning, every swing
seeming to be working towards a more ultimate goal. By looking at him, though
you would not know that he ever got into battles. His armor seems brand new,
the sword at his side is unblemished. Along the outside of each leg, a dagger can
be seen. On his back, a large steel shield seems to be covering up a shortbow and
a quiver of arrows. The chainmail armor he is wearing seems to cover every inch
of his body, making it hard to see if he wears only that or not. Everything has its
place on his body, and everything seems as clean as the day it was made. His hair
is slicked back with one tiny strand of hair braided and hanging over the right side
of his face, just outside his right eye. The braided strand goes down to about his
chin while the rest of his hair is cut to about an inch in length.
Background: The life of a fighter is one of tedium, and the same can be said of Artemis's
life. He grew up in a civilized society, but never found his niche among his
circle of friends, so at a young age, he began teaching himself the fine art
of armorsmithing. Under the tutelage of an old dwarven armorsmith, Artemis
began learning the fine art of crafting armor from the various metals of the
world. Through this profound understanding he was acquiring, he began to
teach himself how to put on and take off these suit of armor, leading him to
also teach himself about the art of swordfighting. Now that he had finally
found his place and purpose, Artemis left his armorsmithing apprenticeship to
join in the local guard. He spent a good many years in the guard, until about
one year ago, when he heard of his dwarven friend's demise. At this point,
Artemis retired from the guard and now had taken over the smithing business.
Learning that the business wasn't for him, he left that to begin pursuing other
adventures. He can, most of the time, be found out wandering the roads and
countryside, looking for any adventure he can get himself into...
*
Spoiler:
350 XP from Armgill's Heirloom
50 gp from Armgill's Heirloom
Last edited by Tassadar; 19th April 2005 at 07:49 PM..
Background:
Cærlin was part of an isolated nomadic tribe called the Kayeds. Few in the tribe could read or write, so their history and stories were passed on by telling stories. In ancient times, the bards of the tribes were called Skalds, who travelled wide and far, sharing their stories with other tribes. This practice continues, but now the Skalds also brings news from the outside world to the tribes and help arbitrate deals between the tribes and the cities. The once great Kayed clan is now mostly a semi-nomadic village of tribesmen that live off hunting, and trade the furs to merchants in return for goods and food. Still, the Kayeds are also viewed as fearless warriors, though rarely swayed to come to one cause or the other as long as their territories aren't threatened.
Cærlin left his tribe many years ago, seeking to find fortunes and stories. He returns every now and then, spends a month with his mother and father, sharing stories, and then leaves again.
Currently:
Experience tracker:
Party funds:
__________________ Living ENWorld character: Ogrin Brutalfist, currently in Manzanita's S3: Scythe of Seto "Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam."
Name Jasper "Bookworm" Goodheart
Class Wizard
Race Halfling
Size Medium
Gender Male
Alignment Neutral Good
Deity ~
Str 08 -1 (02p.) Level 1 XP 0
Dex 18 +4 (10p.) BAB +0 HP 5 (1d4+1)
Con 12 +1 (04p.) Grapple -5 Dmg Red ~
Int 16 +3 (10p.) Speed 20' Spell Res ~
Wis 10 +0 (02p.) Init +4 Spell Save +3
Cha 10 +0 (02p.) ACP -0 Spell Fail XX%
Base Armor Shld Dex Size Nat Misc TotalArmor 10 +0 +0 +4 +1 +0 +0 15
Touch 15 Flatfooted 11
Base Mod Misc TotalFort 0 +1 +3 +4
Ref 0 +4 +1 +5
Will 2 +0 +1 +3 (+5 vs. FEAR)
Weapon Attack Damage Critical
Quarterstaff 0 1d4-1/1d4-1 x2
Crossbow, light +5 1d6 19-20x2
Dagger (melee) 0 1d3-1 19-20x2
Dagger (thrown) +6 1d3 19-20x2
Languages
- Common
- Halfling
- Draconic
- Goblin
- Gnome
Abilities
RACIAL TRAITS:
- +2 Dexterity, -2 Strength: Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids.
- 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: Halflings are agile, surefooted, and athletic.
- +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.
- +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: Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim.
- +2 racial bonus on Listen checks: Halflings have keen ears.
- Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Smart halflings learn the languages of their friends and enemies.
- Favored Class: Rogue. Al multiclass halfling's rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Halflings have long had to rely on stealth, wit, and skill, and the vocation of rogue comes naturally to them.
CLASS TRAITS (WIZARD):
- Summon Familiar
- Scribe Scroll: You can create scrolls, from which you or another spellcaster can cast the scribed spells.
- Spells Known:
0 (ALL) - ALL
1 (6) - Magic Missle, Mage Armor, Identify, Comprehend Languages, Ray of Enfeeblement, Chill Touch
- Spells Prepared (Bonus 1, 2, 3):
0 (3) - Ray of Frost, Disrupt Undead, Read Magic
1 (2) - Magic Missle, Mage Armor
Feats
- Scribe Scroll - You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its (spell level x (caster level) x 25) gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
- Eschew Materials - You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
- Alertness (when within arms reach of familiar) - You have finely tuned senses.
Skill Points 20 Max Ranks 4/2
Skills Ranks Mod Misc Total
Climb (STR)* 0 -1 +2 +1
Concentration (CON) 4 +1 +5
Decipher Script (INT) 2 +3 +5
Hide (DEX)* 0 +4 +4 +8
Jump (STR)* 0 -1 -4 -5
Knowledge (Arcana) (INT) 4 +3 +7
Knowledge (History) (INT) 1 +3 +4
Knowledge (Local) (INT) 1 +3 +4
Knowledge (Nature) (INT) 1 +3 +4
Knowledge (Arch/Eng) (INT) 1 +3 +4
Knowledge (Nobility) (INT) 1 +3 +4
Knowledge (Religion) (INT) 1 +3 +4
Move Silently (DEX)* 0 +4 +2 +6
Listen (WIS)* 0 +0 +4** +4
Spellcraft (INT) 4 +3 +7
Spot (WIS)* 0 +0 +2** +2
* - Cross Class Skill
** - +2 if Alertness Feat Applys
Equipment Cost Weight
Quarterstaff ~~cp 2lb
Light Crossbow 35gp 2lb
- Bolts, crossbow (x20) 2gp 1lb
Dagger 2gp .5lb
Explorer's Outfit ~~gp ~~lb
Backpack 2gp .5lb
- Ink (1 oz. vial) (x2) 16gp ~~lb
- Spellbook, wizards 15gp 3lb
- Spell Component Pouch 5gp 2lb
- Signet Ring 5gp ~~lb
- Rations, trail (x4) 2gp 1lb
- Sealing Wax 1gp 1lb
- Waterskin 1gp 1lb
- Flint and Steel 1gp ~~lb
- Paper (sheet) (x2) 8sp ~~lb
- Bedroll 1sp 1.25lb
- Inkpen 1sp ~~lb
- Torch 1cp 1lb
Total Weight16.23lb Money 31gp 09sp 09cp
Lgt Med Hvy Lift PushMax Weight 19.5 39.25 60 120 300
Age 45
Height 3'2"
Weight 31lb
Eyes Black
Hair Black
Skin Tan and Rough
Appearance Jasper has a knack for keeping is nose to the book, so although his skin is really rough, in comparison to many of the other Halflings you might see, Jasper's skin looks quite soft. His eyes and hair are as dark as the night's sky. He looks like many a wizard, with the cloak hanging over his body, flowing down to the ground. However, the hood of his cloak is constantly down, giving way to a bright red scarf that adorns his neck. This scarf is normal in it's look, save for the fact that it looks like it was made to fit a human. The scarf hangs down past his knees outside of his cloak. The solid dark blue cloak is well complimented by this scarf, and if it weren't for the scarf, Jasper might not be recognizable at all. He walks around with his quarterstaff out constantly (sometimes doing tricks...poorly), and looks to be just getting into the prime of his life. He always seems smiling and happy, like he just got away with something that he shouldn't have.
Background Jasper was born in a tiny little village with 2 brothers and 1 sister. His parents didn't really want him getting into the trouble that his siblings before him had been in, so they made sure to school him well. After getting his first look at a book, Jasper was instantly drawn in by them. This is how he got his nick-name. While walking down the street, one could see Jasper reading, and it seemed that every day, he was on to a new book. One day, while in the library, he came across a book in a language he did not know. That language turned out to be Draconic. He took many years of his childhood deciphering that book, and finally, one day, he managed to get what it said. The halflings in the town, unbeknownst to them, had placed a spellbook in with their regular books. Jasper, being as curious as he was, wanted to find a way to "use" the book, so he went out searching for a way. He finally came across a wizard's guild, and began learning the ways of an arcane mage. The spellbook has become his personal spellbook, and he is on a never-ending quest for true understanding of Arcana...oh, and quest for books. That too. This endless search for knowledge has led him to the Red Dragon Inn.
Last edited by Tassadar; 13th April 2005 at 05:32 AM..
Name: Malen
Class: Wizard
Race: Dwarf
Size: Medium
Gender: Male
Alignment: N
Deity: -
Str: 13 +1 (5p.) Level: 1 XP: 0
Dex: 13 +1 (5p.) BAB: +0 HP: 7 (1d4+3)
Con: 16 +3 (6p.+2) Grapple: +1 Dmg Red: -/-
Int: 16 +3 (10p.) Speed: 20' Spell Res: -
Wis: 12 +1 (4p.) Init: +1 Spell Save: +3
Cha: 6 -2 (0p.-2) ACP: -- Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +1 +0 +0 +0 11
Touch: 11 Flatfooted: 10
Base Mod Misc TotalFort: 0 +3 +3
Ref: 0 +1 +1
Will: 2 +1 +3
Weapon Attack Damage Critical
Club +1 1d6+1 20/2
Dagger +1 1d4+1 19-20/2
Light X-Bow +1 1d8 19-20/2
Languages: Dwarven, Common, Bonus: Draconic, Goblin, Orc
Abilities:
Racial -
Darkvision 60'
Stonecunning
Stability
+2 save vs. poisons
+2 save vs. spells/spell-like effects
+1 attack vs. orcs and goblinoids
+4 dodge vs. giants
+2 on stone/metal Appraisals
+2 on stone/metal Crafting
Weapon Familiarity
Class -
Bonus Feats (Wizard)
Draconic as a possible bonus language
Familiar
Proto - Familiar: Varti the Rat. Lives in the many pockets of Malen's vest,
and occasionally Malen's unkempt beard. When Malen finally calls
his familiar, he fully expects Varti to undergo the transformation
into Magical Beast and take the role. However, Malen has decided
not to wait for the ritual before granting Varti all the "priveleges"
the station holds. Malen therefore treats the rodent as his familiar,
reality notwithstanding.
Feats:
Scribe Scroll (bonus from Wizard)
Still Spell
Skill Points: 20 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Appraise (Stone/Metal)* 0 +3 +2 +5
Concentration 4 +3 +7
Craft (Alchemy) 2 +3 +5
Craft (Decorative Metal) 3 +3 +2 +8
Decipher Script 2 +3 +5
Knowledge (Arcana) 3 +3 +6
Knowledge (Engineering) 1 +3 +5
Knowledge (Planes) 1 +3 +4
Spellcraft 4 +3 +7
* Skills with no ranks, but with bonuses from either race or familiar.
Equipment: Cost Weight
Explorer's Outfit 0gp 8lb
Pocketed Vest* 12gp 4lb (See Below)
-- Spell Comp Pouch - - (included)
-- Vest Pouch Left - - (included)
-- -- Spare Change (see below)
-- Vest Pouch Right - - (included)
-- -- Ink Vial 8gp -
-- -- Ink Quills (2) 2sp -
-- -- Map Case 1gp .5lb
-- -- Parchment (5) 1gp -
-- -- Chalk (3) 3cp -
Club 0gp 3lb
Daggers (2) 4gp 2lb
Light Crossbow 35gp 4lb
Crossbow Bolts (40) 4gp 4lb
Backpack 2gp 2lb
-- Empty Flask (2) 6cp 3lb
-- Flint and Steel 1gp -
-- Bedroll 1sp 5lb
-- Sack 1sp .5lb
-- Trail Rations (3) 15sp 3lb
-- Artisan's Tools 5gp 5lb (Decorative Metal)
-- Spellbook* - 3lb (See Below)
*Pocketed Vest -
A simple yet durable overgarment festooned with easily accessible
pockets. Larger pockets on either side of the vest hold as much as
belt pouches, while smaller pockets hold spell components. (Price and
weight is equivelent to to 2 belt pouches, a component pouch, and
and extra lb and 3 extra gp for heavy cloth and soft leather garment).
*Spellbook -
Malen's spellbook is leather bound with acid-etched plates on the
inner covers and in the middle to provide backing and strength. Each
plate holds what Malen considers his personal rune. It currently
contains the following spells: All 0-Level spells, endure elements,
enlarge, identify, shield, sleep, unseen servant. The page
with identify is not written on paper, but is embossed and etched
on a sheet of metal, much like that of the cover sheets.
Total Weight:47lb Spare Change: 44gp 18sp 19cp
Lgt Med Hvy Lift PushMax Weight: 50 100 150 150 750
Age: 157
Height: 4'5"
Weight: 129lb
Eyes: Black
Hair: Dingy Brown
Skin: Pale and scarred
Appearance:
"See that dwarf alone at that table? No, not that one, the one over there talking to himself. He's a strange duck, he is. Came in last night looking for a place to stay, ordered a pint and a block of cheese. He scoops up the flagon, and quick as you can say 'Bob's your uncle' a rat pops right out of his wild beard, grabs the cheese, and scampers back in. He hadn't said a word to anyone since!"
Malen is a bald and brown bearded dwarf with a face that not even a mother could love. In happier times, he would have simply been homely, or possible average looking in the right light, but his burn scarred forehead and brainpan have kept Malen well out of the sweet dreams of many an dwarf maid. Worse, his beard, though thick, is shamefully ill-groomed, loosely braided near the bottom half to make a nest of sorts for a rat he calls Varti.
Malen wears simple yet sturdy garments made of soft leather and cloth and festooned with pockets. Save for his burns and his mannerisms, he is eminintly forgettable.
Background:
Spoiler:
Malen hails from Mt. Yurgind, once a stronghold of the dwarves, and like many of the dwarves of his generation he had grown up thinking only of craft. Though the clans of Yurgind were locked in an age old war with the goblins, the fighting was mainly away from the settled areas in the mountain, and the fighters were volunteers who joined the Companies - professionals interested in reclaiming aeras, mines, and goods lost in the war. This left Malen and many of his peers to pursue other, less martial, arts, and they did with gusto. Craftsmanship during that time reached levels unseen in hundreds of years. Yet that same dedication to craft over war led to a dwarven downfall.
When the goblins came, they came quickly, striking without warning at the heart of the dwarven cities, and in force. Within days, the Companies pulled out of the contested caverns to fight the goblinoid forces, though by then it was too late - and some say that it would not have mattered anyway. Within a month, the goblins controlled nearly every cavern, tunnel, and hall under the mountain. Then, just as swiftly as they had started their attacks, they ended them, leaving a handful of clans intact. Soon remnants of other clans - survivors of horrors that they could not describe - came in ones and twos to these untouched clans, where they were accepted with open arms. Malen, burned and scarred nearly beyond recognition, was one such dwarf.
As Malen recovered from his injuries, he was put to work in the smithys, assisting as best he could in working metal for the weapons that the remnants of the dwarves made as quickly as they could. He threw himself into his work, determined to make the goblins pay for what they had done in whatever way he could. And later, when the clans realized that the old ways - that of hammer and blade and shield - were not enough to defeat their enemies, Malen was one of the first volunteers to study the Arcane Arts. Using this knowledge, he produced scroll after scroll for the skirmishers already using such arts for their guerilla war.
But, as the years dragged on, Malen grew dissatisfied. Apprentices he trained in scroll making went of to fight while he was stuck making supplies. And the war was not going well - the strategy of the clan fathers had not proved effective. So, on the 100th year to the day after his clan was attacked, he left Yurgind, determined to find something - anything - that he could use to turn the tide. But to do that, he would first require power - power enough to master the most potent magics.
Personal Notes:
- Malen has dropped his last name for his travels, and has sworn he will not take it back until he again stands in the hall of his forefathers. Because of this, dwarves may think ill of him.
- Malen, due to the events during the attack on his clan (which he does not speak of, even to friends) has both an aversion (though not fear) to fire and and deep and abiding hatred of bugbears. As such, we will not use fire spells (though mechanically identical spells with a different element are fine) and has a penchant for attacking bugbears on sight, even when faced by poor odds.
- Malen's low Charisma is a combination of his appearance, his lack of social graces, and an annoying habit of talking jargon to people who don't understand it.
History: Keth was left on the doorstep of a wealthy family in a small coastal town. The owner of the house was going to have the baby half orc thrown into the river but his sons fencing instructor took pity on the baby and decided that rather then watch it drown he would take him home and raise him himself.with the cowl of his cloak over his head and his gloves on most people cant even tell that hes a half orc from his gait or his speach. After his adopted fathers death Keth decided to journey and live out his life like the adventuresin the stories his father told him.
Last edited by spycat; 12th March 2005 at 05:59 AM..
Backstory: (This is all PUBLIC knowledge.) Thanyvan is small, even by halfling standards. He is the third son of a prosperous and prominent halfling family of guides. They lead expeditions to and from key trading posts and hunting grounds in their homeland. Thanyvan, however, was born a runt. He never grew up fully, nor filled out properly. He was plenty healthy, but never as strong as the other young halflings.
This problem was made worse by the fact that his two older brothers were the heroes of a local skirmish that staved off a band of raiders who were intent on razing their encampment. They were paraded around and celebrated while poor Thanyvan was left to stew in his shortcomings.
He felt alone and confused and didn't really have any friends there. So he took to long, solitary walks in the woods. After awhile he was convinced that someone was watching him, but he couldn't tell any of his family because they already thought he was strange enough.
Sure enough, one day as he was walking he came across a tiny owl sprawled on the path. The owl was crying out pitifully, and he set it up on its wobbly feet and looked it in the eyes. He felt a strange bond, like a static spark jump between them. That's when the druids poked their heads around the trees and welcomed him to their ranks.
He left his family without much trouble, or crying. They were secretly glad to be rid of the runty halfling who would most likely only bring shame to their name, and he was less secretly glad to find a group of friends who would support him and help him.
Appearance: Thanyvan is short and wiry, even for halflings, being less than 3 ft. tall. His long stringy blonde hair is usually a mess from travelling and no cleaning. He has bright green eyes, and smooth fair skin. Tyrrette, his owl, is almost jet black, with only white rings around his eyes which give him a comical look at night. He keeps his leather armor dappled in the colors of the forest, and likes to try and keep up with the seasons. He keeps one shoulder piece free of color however, and decorates it only with Phyrah's crossed fingers, sketched out in chalk or charcoal. He believes he hears her speak to him on windy walks across wide fields.
Goals: To bring some sort of favor to his family's name, hopefully by pleasing the Goddess he now serves.
Normal Day's Spell Preparation:
0th level: (3)
Create Water
Cure Minor Wounds
Light
1st level: (1 +1 bonus spell from WIS)
Entangle
Produce Flame
__________________ Just me...
Last edited by jayaint; 10th March 2005 at 04:10 AM..
Garrit KelspireClass:PaladinRace: Half-orc
Size: Medium
Gender: Male
Alignment: LG
Deity: Hyrag
Str: 14 +2 (4p.) Level: 2 XP: 1000
Dex: 12 +1 (4p.) BAB: +2 HP: 21 (2d10+4)
Con: 14 +2 (6p.) Grapple:+4 Dmg Red: -
Int: 8 -1 (2p.) Speed: 20' Spell Res: -
Wis: 12 +1 (4p.) Init: +1 Spell Save: -
Cha: 14 +2 (10p.) ACP: -7 Spell Fail: -
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +5 +2 +1 +0 +0 +0 18
Touch: 11 Flatfooted: 17
Base Mod Misc Total
Fort: 3 +2 2 +7
Ref: 0 +1 2 +3
Will: 0 +1 2 +3
Weapon Attack Damage Critical
Longsword +4 1d8+2 19-20x2
Short Sword +4 1d6+2 19-20x2
Mace +4 1d8+2 20x2
Javelin +3 1d6+2 20x2 30ft range
Languages: Common, Orc
Abilities: Aura of Good, Detect Evil, Smite Evil 1/day, Divine Grace, Lay on Hands (4 HP)
Feats: Power Attack
Skill Points: 4 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Heal 2 +1 +3
Know. (religion) 3 -1 +2
Equipment: Cost Weight
Heavy Wooden Shield 7gp 10lb
Chain Mail 150g 40lb
Longsword 15gp 4lb
(3)Javelins 3gp 6lb
Short Sword 10gp 2lb
Heavy Mace 12gp 8lb
Bedroll 1sp 5lb
Winter Blanket 5sp 3lb
Backpack 2gp 2lb
(5)Rations 2gp,5sp 5lb
Flint & Steel 1gp -
3 Torches 3cp 3lb
2 Pints Oil 2sp 2lb
Silver Holy Symbol 25gp 1lb
Vial of Holy Water 25gp 1lb
Total Weight:91lb Money: 22gp 11sp 7cp
Lgt Med Hvy Lift Push
Max Weight: 58 116 175 - -
Age: 17
Height: 5'10"
Weight: 202lb
Eyes: brown
Hair: black
Skin: copper
Appearance: Garrit Kelspire is a short, squat half-orc. He has a muscular build. He has
straight black hair and dark brown eyes. His skin has a copper tone. His nose is slightly
piglike, and he has a small pair of tusks protruding from his lower jaw.
Background: (PUBLIC)
Garrit Kelspire has no memory of his parentage. The only things that he knows about his
parentage is that he had an orc bandit gang leader for his father and a human concubine
for his mother. He was rescued as an infant when a group of adventurers vanquished the
bandit gang, losing both his parents in the process. His rescuer, the only person he knew as
a parent, the cleric Alexa Kelspire, convinced the rest of her party to spare the child. She
then brought him to the temple of Hyrag in Rincewood, where she was his primary guardian.
She taught him of the ways of Hyrag, and despite the inclinations of his heritage, he took to
the Sun God. Being slow academically, Garrit took to the martial arts, where he excelled. He
gave his life and sword to Hyrag at the age of 14 to train as a paladin, and it is now that he
is ready to bring the light into this dark world.
Wealth and Craft log: di Senzio's Tournament
XXX gp, X sp
Acquired Light Horse
Paid 25 gp for vial of holy water
Sold Light Horse for 37.5 gp
Crafted XXX for
L2 -> CLASS Paladin HP: +9 (+7 HD + 2 CON) SP: +1(2 CLASS -1 INT)
Kno. (religion) +1 RANKS
Feat: FEAT(s)
Other: divine grace, lay on hands
__________________ "Dovie'andi se tovya sagain."
Quote:
Originally Posted by crazy_cat
That is a very logical, sensible, well reasoned, and rational point. This, however, is the internet. I'm therefore going to ignore it utterly and completely.
Spontaneous Casting: A druid may "lose" a prepared spell in order to cast any summon nature's ally spell of equal or lower level
Age: 163 Height: 5'9" Weight: 124lb Eyes: Dark, deep brown Hair: Auburn, shoulder length. Skin: Tan for an elf, but generally fair
Appearance: Strikingly tall for an elf, Quarion Holimion belongs to the forest. His elegant, forest green cloak is split down the center and adorned with countless bits of the woodlands. His brown breeches are torn but patched expertly with hide in several places, at the knees especially, and the toes of his boots are covered in old, worn leather. His gloves are not on his hands, they rest in his belt, hardly used at all. Wrapped around his forehead is a white strip of cloth with an eye in the center. Buckled to his arm is a small shield with a weave design burned into the dark wood. Under the cloak he wears a magnificent piece of leather armor; its pieces of hard, cured leather are cut into leaves and dyed the many colors of autumn. Beneath the armor, a light green vest covers a grey cotton shirt. All of his clothes are decorated haphazardly with leaves, braided twigs, and weaves of grass. Tangled into his hair are more twigs, ivy, and leaves. Yet despite all this dirt and messiness, the various parts of the wilderness seem to belong on the druid, as though they were things of his natural form. The tree-bits in his hair are arranged in a chaotic but beautiful way. On his back, sheathed in two thick leather loops attached to his armor, rests a dark brown staff made of twisted, spiraling wood. At his hip is a simple longsword, and around his chest is a darkwood bow. Every piece of his garb quietly whispers of the treasures of the forest. His dark eyes gleam with an inner wisdom and knowledge, but his face is stern, as though he knows great loss. When a smile does cross his serious face, it is subtle but true.
Personality: Proud but wise, Quarion is one of the few druids in Enworld. He loves the wilderness, forests especially, and he often gives little gifts to wild animals and heals the sick or hurt. He believes his home was destroyed by a red dragon, and so he despises all aberrations of nature, especially dragons. In the past he has been prejudiced towards monstrous humanoids, but he has since learned the error of his ways and now attempts to be truly unbiased on all matters. He is an elf of few words and fewer smiles. When he does speak, he often does so in Elven, preferring the smooth, Sylvan-based language to the harsher Common of the humans. He visits civilization often, but he prefers to sleep and live in the wilderness. When he is in a city, he always brings his waterskin, full of fresh, boiled spring water, and prefers to drink that over most artificial concoctions, though he has been known to enjoy a fine elven wine every now and then.
Garma (Wolf, Medium Animal): HP 26/26, AC 16 (12 touch, 14 FF'd) Bite +4, 1d6+2
HP: 26 (4d8+8)
Init.: +3
Speed: 50'
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +4 melee (1d6+2)
Full Attack: Bite +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +3, Listen +3, Move Silently +4, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite)
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Link (Ex): Quarion receives a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding Garma.
Share Spells (Ex): Quarion may have any spell (but not any spell-like ability) he casts upon himself also affect Garma. Garma must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting Garma if he moves farther than 5 feet away and will not affect the animal again, even if he returns before the duration expires
Additionally, Quarion may cast a spell with a target of “You” on Garma (as a touch range spell) instead of on himself.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
*Skills: Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Quarion Holimion was born in a forest in the southeastern part of the Vastermarch Cities. His home forest was on the very edge of the region and the surrounding area was almost completely unpopulated by humans. Quarion and his moon elf community lived in a series of clearings in the woods, mostly keeping to themselves, only minor trading with distant settlements bringing them news of the outside world. Quarion spent his first half century in that forest, learning the ways of his ancestors with the bow and sword.
Of course, peace is never permanent in this chaotic world of ours, and soon the secluded establishment in the woods was entirely consumed by a terrible forest fire. Over half of the wood was destroyed and almost every elf living in the wood died, including the Holimion clan. To this day, Quarion still does not know for sure what started the forest fire, but tracks and other, smellier evidence leads him to the conclusion that the fire was started by a monster of some sort, possibly even a red dragon. Quarion traveled for a while with the other survivors but soon the ragtag band split and went their separate ways. Quarion wandered, into the forests south of Larkenwold Reach. There he took up residence, living in an old oak tree, alone except for the animals and plants that surrounded him.
After 50 years of woodland solitude, he was approached by a great brown bear. Since he thought he knew of all the animals in his territory, he was surprised, but he was deferential to the strong beast. Quarion left a large fish out for the bear before he retired to the high crook in his tree. When he awoke, the fish and the bear were both gone to be replaced by a wizened old man wearing a cloak of leaves and hide clothes. The man beckoned to Quarion and whispered secrets of the forest in his ear for three days and nights. On the fourth day, the man smiled and died. Famished, Quarion went to find food. Upon his thought, a deer came up to him and lowered its head, as though inviting Quarion to kill and eat it. He did and ate his first meal as a druid.
For more than half a century of living among the animals in the various forests of the region, Quarion has traveled ever southward. Now he has taken up residence just outside of Orussus, watching over the area for aberrations and unnatural monsters, offenses to the nature deities which he reveres.
Experience:
XP Chart: 1034, 2870 from Slaves of the Dragon. 600, 150 Real-time XP from Stolen Goods. 420, from subduing a boar and real-time XP in Break of Dawn. 350, from clobbering a swarm of demonic rats in Break of Dawn. 1140, from delving into a druidic shrine in Break of Dawn. 5136 XP, from putting down a few devils.
Loot/Finances:
Tracking began 4/10/07 at 3167.18gp
-215gp for Darkwood buckler (2.5lb)
-1000gp for +1 magical shield bonus to Darkwood buckler
-340gp for Darkwood quarterstaff (2lb)
+15gp for selling shortbow
-395gp for Darkwood composite shortbow (1lb)
+5gp for selling leather armor
-160gp for MW leather armor
-1000gp for +1 magical armor bonus to MW leather armor
Appearance: Cryndo is tall and is slightly overweight. Cryndo has medium length brown hair that he wears in whatever manner his hair naturally falls. His eyes are a piercing blue color that impress the ladies and inspire the men around him. Cryndo's skin is ruddy and sun-beaten. He has very striking features. Cryndo wears his mace at his side and prefers to keep it there, although he will use his trusted weapon if necessary.
Background: Cryndo was born the youngest of two sons of a landowning family. As the second son, there was no inheritance for him, so he was trained in the temple of Hyrag. Cryndo immediately displayed an affinity for Hyrag's teachings and was soon the top apprentice in his temple. Although Cryndo enjoys the day-to-day duties of temple life, he
has been bit by the wanderlust bug. The temple leadership has been reluctant to let Cryndo strike out on his own, but now feels he is ready to strike out in the church's battle against evil and undeath.
Typical Spells:
0 Level (3):
Cure Minor Wounds
Detect Magic
Light
1st Level (2+1):
Shield of Faith
Bless
Cure Light Wounds
Last edited by Cryndo; 31st March 2005 at 04:14 AM..
Reason: Formatting
Appearance:
Luthiel is a surly character when first you meet him, though anyone that proves
that they aren't "after him" will soon become his best friend (whether they want
to or not). He has gone to the Inn of the Red Dragon because he heard that there
are many opportunities for elves of skill to be had there.
Background: PRIVATE
Luthiel Farandar hails from a somewhat backwards elven community where, because
of his oddly dark skin and somewhat serpentine facial features, he was suspected
of having fiendish blood. He was always mistrusted and slightly feared for this,
and accused of many unsolved petty crimes. When fighting back against this
attitude didn't work, he decided to just go ahead and become a petty thief
(figuring that he might as well get the benefit as well as the punishment).
However, not too long afterwards, he was caught breaking into a neighbor's
house; after the jail sentence was up, he decided to leave town and see what
fortunes he could find in the wider world.
Last edited by scout989; 28th October 2005 at 07:20 AM..
Reason: added XP
Diminutive Construct
Hit Dice: 2d8 HD (hp 12 )Initiative:+4 Speed:30 ft. (6 squares), climb 20 ft.
Armor Class:16 (+4 size, +2 Dex*), touch 16, flatfooted 14
Base Attack/Grapple:+0/–17
Attack:—Full Attack:—Space/Reach:1 ft./0 ft.
Special Attacks:—
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality: nimble, self-propulsion, share powers, sighted, telepathic link)
Saves: Fort +4/ Ref +1/ Will +3
Abilities:Str 1*, Dex 15*, Con —, Int 6, Wis 10, Cha 10
Skills: Autohypnosis +4, Climb +14*, Concentration +4, Listen +6, Knowledge (Psionics) +2, Move Silently +6, Search +2, Spot +6, Survival +2
Feats:Alertness
Environment: Any
Organization: Solitary
Challenge Rating: Included with master
Treasure: None
Alignment: NG
*With self-propulsion ability activated.
COMBAT
Construct Traits: A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual construct traits of darkvision and low-light vision.
Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.
You see a tall young man in a dark green suit of scale mail. Strangly, his armor has a jade crystal hanging on to the front by no discernable means. His features look vaguely elven, but that only makes the scars on his right cheek stand out even more. They look almost as if several weapons shattered near his face. He has a longsword at his right hip and a large steel shield emblazoned with a falcon strapped belted to the other side of his armor. A shortbow and quiver on his back round out his arsenal.
Background: Part 1 and 2 Private, rest public
Part One:
Spoiler:
Levin was born in a small town about 50 miles NE of Orussus. He lived a normal life, hunting and helping fend off the occasional goblin or wolf, until his powers manifested about 6 months ago. He was out hunting a bear that had been attacking the livestock, when it showed itself and attacked. He survived several clawings(Psionic Body) before his longsword flared with purple energy (Psionic Weapon) and he killed the bear on the spot. Later that night, the elder's son, Rayn, who had been out on the hunt, demanded that Levin show him how to do that trick. Levin told the boy the truth. "I don't have a clue how I did that trick!" Rayn turned to levin and told him to teach him how, or else he would make Levin teach his new trick. Levin repeated what he had said, and Rayn grabbed his family's heirloom sword off the wall. A fight insued, and Levin shattered the sword with another blast of purple energy. Levin then realized how much trouble he was going to get in, so he left, got his possessions, and fled.
Part Two:
Spoiler:
Since that incident, about once a month, thugs have shown up to hassle or try to kidnap Levin. He has survived most of these incidents by talking them down or just plain running. Given that they always seem to want him alive, Levin is fairly sure that this is about the sword. He almost got caught once, but a mysterious man in jade crystal armor killed a couple of the thugs and sent the others running away. The man fought in a completly alien style, pausing frequently and causing the thugs to weaken or pass out with some of his strikes that flared with energy similar to levins blow from the fight at home. Since then, Levin has also worked on duplicating the man's technique, but has only managed to improve his control of his Psionic Weapon ability.
Adventure: Curse of House Thimbrall:
Spoiler:
Soon after arriving at the Red Dragon Inn, Levin and several others were hired by a man named Hamlir Thrimbrall to end a curse on his family by retrieving the cursed necklace that was it's source from the abandoned Thimbrall estate.. The curse had been laid by a necromancer 80-odd years before, and the necromancers grandson sent thugs and his apprentice, Gerald, to stop the group. Levin and the others defeated the thugs on the way and slew the zombies in the estate, before managing to get Gerald to switch sides. The group then returned to the Red Dragon Inn and Hamlir, after dealling with a pack of attack dogs on the road, who was able to end the curse.
Item history
Got 214 gold 7 silver in Curse of House Thimbrall
XP history
Curse of House Thimbrall
257 (6 rogues)
86 (6 zombies)
171 (4 tougher zombies)
193 (Gerald)
157 (11 wild dogs)
200 (completing the quest)
200 (roleplay)
800 (time spent)
Appearance: Kamdar at first appears to be an old child, but that doesn't make sense. "Gnome" quickly snaps to mind immediately afterward. He has a small beard (even for a Gnome) that's always kept neat. Kamdar likes to sport a very puffy shirt, partially hidden by a vest. High socks add to his eccentricity, and his belt always has a collection of odds-and-ends, but he always has the essentials around. On his left hand is a silver and gold ring, given to him my his father, passed down from Gilfoot to Gilfoot.
Personality: Kamdar always likes to start up a conversation, but will never miss an opportunity to regale his audience with a story, whether the story be true or fabricated. He wants to live life to its fullest and have an exciting time doing it. Then, he can tell other people about having an exciting time. He doesn't like close combat, preferring to keep his distance with his whip if anything goes wrong. He has full faith in his ability to charm his way out of a situation, though. When he's not doing anything else, he's probably playing with his ring, though.
Background:
Spoiler:
Kamdar grew up in a fairly typical small Gnome village, filled with all sorts of merriness and such. His father sold vegetables at the market while Kamdar attracted customers, a practice that kept up for some time.
Eventually, Kamdar got some renown as a talented voice among the locals and someone put it into his head that Kamdar could make money working in taverns. To his family's dismay, Kamdar left to larger cities when he was able to travel by himself so that he could see where in the world his voice fitted in.
Kamdar's first experiences with taverns was rough, due to low-quality bars. No one was ever sober enough to listen, and the few that noticed he was singing would laugh at the "child on the stage." Sometimes, Kamdar had to maneuver himself through barfights in order to exit the bar.
Feeling out of place in the world, Kamdar eventually found some decent taverns and bars and learned some interesting stories on the way, but he never settled down. After leaving his hometown so awkwardly, he felt that going home would be more awkward. He wanted to show his family that he could make something of himself in the world, not just sell vegetables. So, one day, he happens upon the Red Dragon Inn...
Notes:
Racial Traits
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.
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.
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.
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.
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.
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.
__________________ Bring on the Funk.
Talk hard. My internet connection sucks. Wanna run a game? Try EN World's own PbP boards! It's loads of fun. Here are my games so far.
Other stuff:
Spoiler:
Quote:
Originally Posted by Kemrain
- Kemrain the Medicated for Your Pleasure.
Quote:
Originally Posted by Kemrain
I pity the thread that talks about Mr. T.
- Kemrain the Sigged.
Manamana.
Hey Houston EN Worlders! Interested in Getting together? Let's meet up and have lunch or something!
Last edited by Jdvn1; 6th September 2006 at 07:07 PM..
Name: Jann Hurst
Class: Sorceror1
Race: Half-elf
Size: Med
Gender: Male
Alignment: NG
Str: 11 +0 (3 pts) Level:1 XP: 0
Dex: 12 +1 (4 pts) BAB: +0 HP: 5 d4+1
Con: 12 +1 (4 pts) Grapple: +0 Dmg Red:-
Int: 10 +0 (2 pts) Speed: 30' Spell Res:-
Wis: 12 +1 (4 pts) Init: +1 Spell Save: +3
Cha: 17 +3 (13 pts) ACP: 0 Spell Fail: 0%
Armor: 10 base+ 1 Dex= 11
Touch 11 Flat-footed 10
Saves Base+Mod+Misc=Total
Fort 0+1+0=1
Ref 0+1+0=1
Will 2+1+0=3
+2 racial bonus vs. enchantment spells or effects
Weapons:
Spear +0 1d8+0 x3
Spear (thrown) +1 1d8+0 x3 Range inc 20 ft
Heavy Crossbow +1 1d10 19-20 x2 Range inc 120 ft
Languages: Common, Elven
Abilities:Low-light Vision, Spells, Summon Familiar
Sorceror Spells Per Day (Bonus Spells at 1st, 2nd, 3rd spell levels)
0 lvl-5
1 lvl- 4
Sorceror Spells known:
0 lvl- Acid Splash, Detect Magic, Light, Resistance
1 lvl- Mage Armor, Magic Missile
Half-elf Traits:
Immune to sleep spells and similar magical effects, and a +2 racial bonus on saving throws vs. enchantment spells or effects.
Low Light Vision
+1 racial bonus on Listen, Search, and Spot checks
+2 racial bonus on Diplomacy and Gather Information checks
Elven Blood
Feats: Combat Casting
Skills: Ranks+Mod+Racial=Total
skill points: 8 max skill ranks 4/2
Concentration 3+1+0=4 +4 for casting defensively
knowledge (arcana) 2+0+0=2
Spellcraft 3+0+0=3
Diplomacy* 0+3+2=5
Gather Information* 0+3+2=5
Listen* 0+1+1=2
Search* 0+0+1=1
Spot* 0+1+1=2
Skills with * are listed only to show racial bonuses
Gear
Spear 2 gp 6 lbs
Heavy xbow 50 gp 8 lbs
10 xbow bolts 1 gp 1lbs
Back pack 2 gp 2 lbs
Bedroll 1 sp 5 lbs
4 days trail rations 2 gp 4 lbs
Spell Component Pouch 5 gp 2 lbs
Tanglefoot bag 50 gp 4 lbs
7 gp 9 sp 0 cp
Totals gp=120 Lbs=32
Max Loads:
Carry: Light =38 Med=76 Heavy=115
Push/Drag=575
Jann (pronounced "yon") was fortunate to be brought up in an elven community, where there were many people who knew something of arcane powers. Thus, when his power began manifesting itself, he was taken under the wing of a more experienced sorceror, not for teaching, but for advice and some experience. He left his parents' house for good and went to live with Datharin, his mentor. However, like all things it had to end; Datharin became very ill, and he sent his young protoge out into the world where he would be of more use to the needy than sitting by the bed of a dying man. Jann was hurt that his master didn't want him to stay by his side, but Datharin convinced him nonetheless that it was the best plan, so off he went to find some good to do in the world.
Background (Public):
Dagummit Mc Cracken of Clan Blondain is from a family who works as masons. Talented though he is, Dagummit never felt completely at home just working on stone. The road always appealed to him, from the stories of the great dwarven heroes, down to the stories of adventuring members of his family. So it is with great expectation that he sets out.
Dagummit is not the most socially capable. He has a tendency to make offhand comments, burp or do otherwise when it is most inappropriate. Combine that with the typical gruffiness of dwarves, and you have one interesting fellow.
__________________ "Dovie'andi se tovya sagain."
Quote:
Originally Posted by crazy_cat
That is a very logical, sensible, well reasoned, and rational point. This, however, is the internet. I'm therefore going to ignore it utterly and completely.
Name: Ridik Keita
Class: Cleric
Race:Mountain GoblinSize: Small
Gender: Male
Alignment: Neutral Good
Deity:RussnaStr: 12 +1 (06p.) Level: 8 XP: 34299
Dex: 12 +1 (04p.) BAB: +6/+1 HP: 66 (8d8+16)
Con: 14 +2 (06p.) Grapple: +3 Dmg Red: -/-
Int: 12 +1 (04p.) Speed: 15' Spell Res: 0
Wis: 20 (18) +5 (06p. +2) Init: +1 Spell Save: 15 + Spell lvl
Cha: 12 +1 (04p.) ACP: -4 Spell Fail: N/A (25%/40%)
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +7 +3 +1 +1 +0 +0 22
Touch: 12 Flatfooted: 21
Base Mod Misc TotalFort: 6 +2 +2 +10
Ref: 2 +1 +2 +5
Will: 6 +5 +2 +13
+2 vs. mind-affecting
Weapon Attack Damage Critical
Spellstoring Heavy Mace +1* +9/+4 1d6+2 20x2
Crossbow, Light +8 1d6 19-20x2
Dagger +8/+3 1d3+1 19-20x2
*Spell stored: Bestow Curse
Languages: Common, Goblin, Draconic, Elven, Dwarven, Giant, Undercommon
Abilities:Mountain Goblin Racial Abilities
Turn Undead (4/day, +3 to turn [turn as a cleric one level higher], 2d6+10 damage).
Domain: Communication (Speak Language as Class skill),
Domain: Communication (Bonus to social skill equal to class level, 1/day),
Domain: Magic (Use Wizard Device at half level),
Magic, Spontaneous Spellcasting (Cure)
Spell per day
6/6+1/4+1/4+1/3+1
Spell Prepared0: Create Water, Detect Magic, Guidance x2, Light, Read Magic
1: Bless, Command, Divine Favor, Doom, Sanctuary, Shield of Faith, *Comprehend Language
2: Bull Strength, Calm Emotion, Remove Paralysis, Spiritual Weapon, *Speak with Animals
3: Bestow Curse, Magic Circle against Evil, Prayer, Protection from Energy, *Dispel Magic
4: Divine Power, Neutralize Poison, Poison, Speak with Dead (D)
*Domain Spell
Feats:
Scribe Scroll
Improved Turning
Skill Focus (Concentration)
Skill Points: 33 Max Ranks: 11/5.5
Skills Ranks Mod Misc Total Misc Bonus Source
Concentration 9 +2 +3 14 Feat: Skill Focus(+3)
Diplomacy 5 +1 +2 8 Racial Bonus(+2)
Knowledge(Arcana) 5 +1 +0 6
Knowledge(Engineering) 0 +1 +2 3 Racial Bonus(+2)
Knowledge(History) 0 +1 +2 3 Racial Bonus(+2)
Knowledge(Religion) 5 +1 6
Speak Language 4
Spellcraft 5 +1 +2 8
Equipment: Quantity Cost Weight Source
Cleric Vestment 1 - -
Breastpalte +2 1 - 15.000 lbs Loot (E2: The secret of Gemhold)
Heavy Steel Shield +1 1 - 7.500 lbs Loot (E2: The secret of Gemhold)
Holy Symbol, Wooden 1 1gp -
Periapt of Wisdom +2 1 - - Loot (E2: The secret of Gemhold)
Boot of Strinding and Springing 1 - - Loot (E2: The secret of Gemhold)
Cloak of Resistance +2 1 4000gp - Loot (E2: The secret of Gemhold)
Spellstoring Heavy Mace +1, Small 1 - 4.000 lbs Loot (E2: The secret of Gemhold)
Dagger, Small 1 2gp 0.500 lbs
Crossbow, light 1 35gp 2.000 lbs
Bolt x20 1 2gp 1.000 lbs
Backpack 1 2gp 0.500 lbs
Book(blank) 1 15gp 3.000 lbs
Inkpen 1 1sp -
Ink, vial 1 8gp -
Scroll Case 1 1gp 0.500 lbs
Parchemin 5 1gp -
Pouch, Belt 1 1gp 0.125 lbs
Total Weight:34.125lb Money: 358gp 6sp 0cp
Lgt Med Hvy Lift PushMax Weight: 32.25 64.5 97.5 195 487.5
Poney (Named: Dream) 1 N/A
Riding Saddle 1 12.500 lbs
Bit and Bridle 1 0.500 lbs
Saddlebag 1 4.000 lbs
Heavy Mace, Small 1 12gp 4.000 lbs
Heavy Wooden Shield 1 5.000 lbs
Chain Shirt 1 12.500 lbs
Poney's Equipement Weight:38.500 lb
Ridik Weight:62.000 lb
Ridik's Equipement Weight:34.125 lb
Poney's Total Weight:134.625 lb (Medium Load)
Age: 19
Height: 3'5"
Weight: 62lb
Eyes: Black
Hair: Short Black
Skin: Greyish Green
Appearance: This small person is generally wearing a monk clock that's hide his face to everyone. With his size, it could be easily mistaken for a gnome until his traits become apparent. He is a goblin, with a greyish green skin. His traits are savage, but somehow fascnating, and his posture make him more imposing.
Background: Ridik is born in the mountain in the North. His parents, having been killed by humans while he was only a baby, he has been taken care by his uncle, a priest of Russna. Being raised in the temple dedicated to her, he has been sensibilized to her cause. As many mountain goblin, the followers of Russna like to practice there artistic and architecture abilities, but the followers of Russna have the particular interest of trying to gain knowledge from the outside world. This must be one reason why the sanctuary have so few followers, as many died in the hand of humans who thinks they are just normal goblin.
Ridik has become very fascinated by the magic of the wizards, which are rare in his tribe. It took him time to decide to travel, but he left the sanctuary to go in the human world, hoping not to meet the faith of his parents.
XP
Curse of House Thimbrall 2064
D2: Lost Manor 108 + 25, 583, 125, 294, 108, 3275,200
E2: The secret of Gemhold 3025, 5420, 12372*, 5420, 6300*
*Enough to be at 1 XP from level 8, as he was level 6 at the moment of this XP reward. Should have been 16258 XP.
DM credit: 400 (2 Credit spent at level 4)
Name: Boog Sammas
Class: Psion (Telepath)
Race: Elan
Size: Medium
Gender: Male
Alignment: Neutral
Deity: None
Str: 13 +1 (Lvl 1) Level: 5 XP: 12,268
Dex: 10 +0 (Lvl 1) BAB: +2 HP: 29 (5d4+5+8)
Con: 13 +1 (Lvl 1) Grapple: +3 Dmg Red: 0/-
Int: 16 +3 (Lvl 4) Speed: 30' Spell Res: 0
Wis: 14 +2 (Lvl 1) Init: +0 Spell Save: +0
Cha: 10 +0 (Lvl 1) ACP: -0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +1 +0 +0 +0 +0 +1 12
Touch: 11 Flatfooted: 12
Base Mod Misc TotalFort: 1 +1 (+4) +2(+6)
Ref: 1 +0 (+4) +1(+5)
Will: 4 +2 (+4) +6(+10)
Weapon Attack Damage Critical
Dagger +3 1d4+1 19-20x2
Masterwork Crossbow, heavy
Arrow +3 1d10 19-20x2
Quarterstaff +3 1d6+1 20x2
Languages: Common, Elven, Sylvan
Abilities: Immune to spells that affect humanoids only, Naturally
Psionic, +4 saving throw bonus if power point spent, -2 damage per power
point spent, Can go without food or water for 24 hours if power point spent,
Can regain Psionic Focus as a Move action
Feats: Inquisitor, Narrow Mind, Psionic Body, Psionic Meditation
Skill Points: 34 Max Ranks: 8/4
Skills Ranks Mod Misc Total
Bluff 2 +0 +2
Concentration 8 +1 (+4) +9(+13)
Kn (Psionics) 8 +3 +11
Psicraft 8 +3 +11
Sense Motive 8 +2 (+10) +10(+20)
Equipment: Cost Weight
Dagger 0gp 1lb
Crossbow, heavy,
masterwork, darkwood 430gp 4lb
Bolts (15) 1gp 1.5lb
Quarterstaff 0gp 4lb
+1 Bracers of Armor 1000gp 1lb
*1 Ring of Protection 2000gp -
Backpack 0gp 2lb
Waterskin 0gp 4lb
Trail Rations (1 day) 0sp 1lb
Bedroll 0sp 5lb
Sack 0sp .5lb
Flint and Steel 0gp -
Lantern, Bullseye 0gp 3lb
5 Pints Oil 0sp 5lb
5 Sunrods 0gp 5lb
Map Case 0gp .5lb
5 Pages of Parchment 0gp -
Ink 0gp -
Inkpen 0sp -
50 Feet of Silk Rope 0gp 5lb
Explorer's Outfit 0gp 0lb
Total Weight:51.5lb Money: 435gp 12sp 11cp
Lgt Med Hvy Lift PushMax Weight: 50 100 150 300 750
Age: 24
Height: 5'9"
Weight: 186lb
Eyes: Black
Hair: Brick Red
Skin: Very Pale
Appearance: Boog Sammas appears human, but he seems strangely out
of place in human society. His skin is very pale, and never tans. His
eyes are dark, and seem oddly bloodshot even when he has had plenty of
rest. He is of average height for a human, and his build is between that
of a scholar and a soldier. Boog wears a dark blue cloak over a white
shirt, a vest that matches the cloak, and leather trousers. A backpack
rides upon his back and a heavy crossbow dangles from his belt. He is
rarely without a staff in hand when traveling or just strolling about town.
Boog is aloof and somewhat off-putting, seeming to regard others more as
specimens to be studied than as companions to socialize with.
Background: Boog Sammas appears to be human, but in truth, he is
anything but. Boog is an Elan, a composite being made up of a human and
an ancient spirit being, bond together in an obscure ritual. The spirit
being gives him his psionic powers, but is otherwise simply "along for the
ride" as the human part of Boog continues his existance. The ritual is
such that Boog remembers little of his past before the transformation,
save that he volunteered for the process out of hatred for a psionic race
of beings. These may have been mind flayers, or not, and the reason for
his anger may have been that they enslaved part of his family, or murdered
them, or did something else equally horrible. Boog isn't really sure
which, but he does know that he will use his powers to bring about the
ruin of any evil psionic being that he encounters!
Because he doesn't remember his past, and because he is no longer really
human, Boog is a bit of an outcast wherever he goes. Simple things like
table manners elude him, so he uses his telepathic powers to fit in as
best he can. Boog knows that he needs to build up his powers before he
can contend with the powerful beings who did -- something -- to his
family, and so seeks out adventure as a means of training and honing his
abilities. He has worked his way up the coast, following tales of
adventure and mighty heroes who strive with fell monsters, and such was
the reason he booked passage on a vessel that took him to the port
city of Orussus, renowned home of the Red Dragon and those who tarry
there between their journeys.
There, at the Red Dragon, Boog met a man named Hamlir Thimbrall, who
was suffering from a terrible curse. All the men in his family were cursed
to turn into zombies once they reached their 20th birthday. Hamlir had
recently turned 20, and was desperate since the transformation had
already begun. To lift the curse, he had to retrieve the amulet that had
bestowed the curse generations ago from the ruins of his family home.
Hamlir had a problem...if he set foot within the walls, the transformation
would become instantaneously complete. And finding help for his task was
difficult, since the old mansion was currently infested with zombies! Boog
agreed to help the man, along with Levin, Jann Hurst, Kamdar Gilfoot,
ao'Thuir, and Ridik Keita, a mountain goblin. The party travelled to the
old mansion, just a couple of days from Orussus, but they hadn't gone a
day when they were attacked by group of bandits. All were quickly
dispatched, save for one named Fredlar Wiggums who Boog used his
powers to charm. Fredlar admitted that the group had been hired by a
mage named Xran to murder the party. The party kept Fredlar until they
were in sight of the mansion, then turned him loose. Once inside they
searched the place room by room, destroying a half dozen zombies on the
first floor and four more, stronger zombies on the second. Upstairs, they
found a man named Gerald. At first he tried to lie to the party about the
amulet, but when charmed by Boog, he handed it over. Gerald worked for
Xyren, but had no qualms about switching sides to work for Thimbrall. The
group cleaned out the mansion, and left for Orussus the next day. They
were attacked by a pack of dogs, perhaps sent by Xyren, but slew several
and drove the rest off. The group returned to Orussus, where the amulet
lifted the curse from Thimbrall. Hamlir accepted Gerald's service. The party
was all for hunting down Xyren, but Gerald talked them out of it when he
described how powerful the mage was. Perhaps Boog will confront the
wizard some other time.
Psionic Powers Known: (11)
1st Call to Mind, Charm (Psionic), Conceal Thoughts, Empty Mind, Mindlink
2nd Aversion, Brain Lock, Read Thoughts, Suggestion (Psionic)
3rd False Sensory Input, Hostile Empathic Transfer Power Points per day: (34); DC 13 + Power Level