Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Weylan Sea Green
Elan gestalt Psychic Warior2/Soulknife 2
Move 40 ft (30 ft without focus).
Hp 28
AC 18 (+3 armor, +5 dex) T 15, FF 13
Str 14, Dex 14, Con 14, Int 12, Wis 14, Cha 10
F +5, R +5, W +5
BAB +1, grapple +3, init +2
mindblade +4 1d6+2 19-20
mindblade +4 1d6+2 19-20 RI 30'
javelin +3 1d6+2 RI 30'
Feats: Elan resilience enhanced(p), psionic body(p), psionic weapon(p), speed of thought(p), wild talent, weapon focus mindblade
Listen +5 Spot +5,
common, dover, goblin,
Elan: Repletion, Resilience, Resistance,
Psionics: 6 pts, force screen, grip of iron,
Gear: studded leather, 4 javelins, backpack, alchemists fire, bedroll, crowbar, hammer, flint and steel, small mirror, 10 pitons, silk rope, 4 sunrods, winter blanket
NR4ZN Cyan
Warforged Armor Adept 2
Move 30 ft.
Hp 21
AC 18 (-1 size, +5 armor, +4 dex) T 13, FF 14
Str 22, Dex 14, Con 16, Int 12, Wis 6, Cha 6
F +3, R +4, W -2
BAB +2, grapple +12, init +2
chain +7 2d6+9, piercing trip weapon, disarm
greatclub +7 2d8+9 bludgeoning
javelin +3 1d8+9 RI 30' piercing
Feats: Large and in Charge, Spiked Chain Prof,
Listen +2 Spot +2,
dover, draconic,
Warzoder: Large,
Immune to poison, paralysis, sleep effects, disease, nausea, exhaustion, effects that caused the sickened condition, and energy drain
Cannot naturally heal, 1/2 from magical healing, can be repaired,
Vulnerable to metal and stone effects
Does not risk damage from actions while disabled
Does not eat, sleep, or breathe, can't consume potions, etc.
Power Armor: DR 4/adamantine, fire/cold resistance 2, -4 armor check penalty (not on balance, climb, jump, or ride)
Gear: Power Armor, large greatclub, large spiked chain (hidden internally), 18 large javelins, large dagger
Inamar Dark Orchid
Human Gestalt Warlock2/Sorcerer 2
Move 30 ft.
Hp 14
AC 13 (+3 dex) T 13, FF 10
Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 16
F +2, R +3, W +3
BAB +1, grapple 0, init +3
eldritch blast +4 (touch) 1d6 subject to SR (PBS, precise shot)
staff +0 1d6
Feats: arcane mastery, point blank shot, precise shot
Listen +0 Spot +0, darkvision, see invisible,
common, dover,
Spells: 6/5 DC 13+
1 Cure Light Wounds, Shield, 0 Message, Light, Mage Hand, Prestidigitation
Warlock: eldritch blast see the unseen, ID magic, see magic,
Gear: Backpack, 2 belt pouches, 2 scroll cases, component pouch, 2 smokesticks, waterskin
Rooth Dark Red
Shifter Ranger 2
Move 30 ft.
Hp 22
AC 20 (+3 armor, +2 shield, +5 dex) T 15, FF 15
Str 17, Dex 16, Con 17, Int 12, Wis 14, Cha 10
F +6, R +6, W +2
BAB +2, grapple +5, init +3
Masterwork longsword +6 1d8+3 19-20 slashing
composite longbow +5 1d8 x3 piercing RI 100'
masterwork flail +6 1d8 bludgeoning
Spear +5 1d8+4 x3 piercing two handed
spear +5 1d8+3 x3 piercing RI 20'
Feats: Beasthide Elite, Shifter Defense, Track, Two-Weapon Fighting,
Listen +4 Spot +7, lowlight vision,
common, dover, goblin, sylvan,
Shifting beasthide (elite, shifter defense)
Favored enemy goblin +2, wild empathy +2
Gear: studded leather, heavy wooden shield, masterwork longsword, composite longbow, flail, spear, Backpack, Bedroll, Blanket winter, Firewood (1 day) x10, Flint and steel, grappling hook, lantern (hooded), oil flasks x10, rations (1 day) x4, rope (50', silk) x2, Signal whistle, Torches x10
Syfer Sienna
Chiao humanoid(feline) 2
Move 30 ft.
Hp 19
AC 18 (+3 armor, +4 dex) T 15, FF 13
Str 22, Dex 18, Con 16, Int 10, Wis 14, Cha 10
F +3, R +7, W +2
BAB +1, grapple +7, init +4
Greataxe +8 1d12+9 x3 slashing
Tiger Claws +9 1d4+6 x3 piercing
Poison DC 14 1d4 con
Feats: Power Attack, Tiger claw(b), Weapon Focus Tiger Claw,
Listen +2 Spot +2, lowlight vision,
dover,
Gear: stone greataxe, tiger claws, 3 poison, studded leather, backpack, hooded lantern, oil, waterskin, whetstone, 4 vials, rope
Older Characters
Spoiler:
Template
Race Class Level
Move X ft.
Hp X
AC X (+X armor, +X dex) T X, FF X
Str X, Dex X, Con X, Int X, Wis X, Cha X
F +X, R +X, W +X
BAB +X, grapple +X, init +X
weapon +X 1dX
Feats: X
Listen +X Spot +X,
dover,
Gear: X
Gravan
Human Gestalt Druid 2/Monk 2
Move 30 ft. (50' shifted) Woodland stride
Hp 20
AC 23 (+4 armor, +5 dex, +4 wis) T 19, FF 18
Str 10, Dex 14, Con 14, Int 10, Wis 18, Cha 8
F +5, R +5, W +7
BAB +1, grapple +1, init +2
Strike +1 1d6 bludgeoning
Flurry -1/-1 1d6 bludgeoning
Feats: Augment Healing, Endurance, Improved Unarmed Strike, Nimbus of Light, Sacred Vow, Toughness, Vow of Poverty,
Listen +4 Spot +6,
Common, dover, druidic
Spells: 4/4
1 cure light wounds (1d8+4), entangle (DC 15), goodberry (2d4 berries)
0 create water, cure minor wounds, detect magic, light, mending
Evasion,
Shifter swift action 1d6 bite, +4 str, 50' move
Gear: tea set. Simple monk habit, trowel, pipe, gourd, walking stick.
Thelso
Dover cleric 1
Move 30 ft.
Hp 11
AC 17 (+3 armor, +4 dex) 14, 13
Str 10, Dex 18, Con 16, Int 10, Wis 18, Cha 10
F +3, R +4, W +8
BAB +0, grapple +X, init +4
Melee Atk: Bite, +0/-5, dmg 1d6 piercing
Ranged Atk: Crossbow, Light; +4 BAB, dmg 1d8, critical 19-20 x2, 80 ft range, piercing,
Feats: Iron Will, Two-Weapon Fighting, Weapon Focus Spear,
Listen +8 Spot +4, dover,
Dover: Scent
Spells: 3/2 DC 14+ 1 cure light wounds, magic weapon, bless, shield of faith, 0 resistance, light, guidance, read magic
Cleric: Turn Undead
Gear: leather armor, crossbow, 20 quarrels, backpack, bedroll, whetstone, cleric vestments, flint and steel, belt pouch, torch, waterskin, 24 gp, 9sp, 7 cp
Noni
Human Rgr 1
Move 30 ft. N
Hp 16
AC 18 (+2 armor, +6 dex) 16, 12
Str 16, Dex 18, Con 16, Int 14, Wis 14, Cha 8
F +5, R +6, W +2
BAB +1, grapple +4, init +4
Battle axe +4 1d8+4 x3
longbow +5 1d8 x3 RI 100
Feats: Point Blank Shot, Toughness, Track
Listen +6 Spot +6, dover, gnoll, elvish
Climb +6, Craft fletcher +4, Craft weapons +4, Hide +7, Jump +5, Knowledge Nature +6, Listen +6, Move Silent +7, Search +6, Spot +6, Survival +6, Swim +4
Favored Enemy: Animal +2, Wild Empathy +0
Gear: leather armor, battle axe, longbow, 20 arrows
Tur
Lizardfolk Lizardfolk/Dragon Totem Barbarian 1
Move 30 ft. N
hp 14
AC 16 (+2 armor, +4 dex) 14, 12
Str 16, Dex 14, Con 14, Int 9, Wis 14, Cha 13
F +4 R +2 W +2
BAB +1, Grapple +4, Init +2
Greataxe +4 1d12+4 x3 cold iron, bite +2 1d4+1
Kukri +4 1d4+3 18-20, claw +2 1d4+1, bite +2 1d4+1
Claws +4 1d4+3, bite +2 1d4+1
Javelin, +3 1d6 30 ft.
Feats: Blindfight, Multiattack
Listen +5 Spot +2, dover, draconic
Rage 1/day +4 str, +4 con -2 AC
SQ hold breath
Gear: Cold Iron Great axe, 2 javelins, kukri,
Cursed
Ilonis Sorcerer 1
Move 30 ft. N
Hp 9
AC 15 (+4 dex, +1 dodge) T 15 FF 10
Str 8 Dex 18 Con 16 Int 11 Wis 10 Cha 19
F +3 R +4 W +2
BAB +0 Init +4 Grapple -1
Spear -1 1d8-1 x3 melee +4 ranged 1d8-1 x3 20 RI
Light crossbow +4 1d8 x3 80 RI
Listen +0 Spot +0 Common, Dover
Feats: Dodge, Two Weapon Fighting
SQ Echosense/Blindsight
Spells:
0 (5/14) Dancing Lights, Ghost Sound, Mage Hand, Prestidigitation,
1 (4/15) Mage Armor, Sleep
Gear: Spear, light crossbow, 20 quarrels
Jeanpierre
Human Knight/Cleric 1
Move 30' N
hp 14
AC X () Touch X FF X
Str X Dex X Con X Int X Wis X Cha X
BAB +1 Init +0 Grapple +X
Sword +X d8+X 19-20 slashing
Listen +X Spot +X Common,
Feats
SQ Knight's challenge, str domain, nobility domain
Spells:
0 (X/1X) X, X, X, X,
1 (X/1X) X, X
Gear
Firblain
Dwarf Barbarian/Ranger 1
Move 30 ft.
Hp 19
AC X (+X armor, +X dex) X, X
Str X, Dex X, Con X, Int X, Wis X, Cha X
F +X, R +X, W +X
BAB +X, grapple +X, init +X
Greataxe +X 1d12+X x3
weapon +X 1dX
Feats: Toughness, Track
Listen +X Spot +X, dover,
Rage 1/day Favored Enemy Goblins +2, Wild Empathy +X
Gear: Greataxe
Viktor
Tiefling Ranger 1
Move 30 ft.
Hp X
AC X (+X armor, +2 shield, +X dex) X, X
Str X, Dex X, Con X, Int X, Wis X, Cha X
F +X, R +X, W +X
BAB +1, grapple +X, init +X
longsword +X 1d8+X 19-20
weapon +X 1dX
Feats: Track
Listen +X Spot +X, dover,
Favored Enemy Evil +2, Wild Empathy +X, Darkvision, Resistances
Gear: longsword, large wooden shield
Template
Race Class Level
Move X ft.
Hp X
AC X (+X armor, +X dex) X, X
Str X, Dex X, Con X, Int X, Wis X, Cha X
F +X, R +X, W +X
BAB +X, grapple +X, init +X
weapon +X 1dX
Feats: X
Listen +X Spot +X, dover,
Gear: X
Favored Enemy Animals:
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Wild Empathy+0:
Wild Empathy (Ex)
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Track +6:
Track [General]
Benefit
To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.
Very Soft Ground
Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground
Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground
Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground
Any surface that doesnt hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on Table: Track DC Modifiers.
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal
Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creatures passage using the DCs given above, but you cant use Search to follow tracks, even if someone else has already found them.
Special
A ranger automatically has Track as a bonus feat. He need not select it.
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.
Table: Track DC
Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20
Table: Track DC Modifiers Condition Survival DC
Modifier
1. For a group of mixed sizes, apply only the modifier for the largest size category.
2. Apply only the largest modifier from this category.
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium 0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
Point Blank Shot
Benefit
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Alan Keep powers:
Mindblade, Hex 1/day DC 13
Spoiler:
Mind Blade (Su)
As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/W2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blades damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
A soulknifes mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.
Hexblade's Curse: Once per day, as a free action, a Hexblade can unleash a curse upon a foe. The target must be visible to the Hexblade, and within 60 feet. The target of a Heblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for one hour thereafter. A successful Will save (Dc 10 + 1/2 the Hexblade's class level + the Hexblades Cha modifier) negates the effect. At every four levels beyond first, a Hexblade gains the ability to use his curse one additional time per day. Multiple Hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected agin by the same Hexblade's curse for 24 hours. Any effect that removes or dispels a curse eliminates the effects of a Hexblade's curse.
Tur Powers:
Hold Breath 48 rounds, Rage 1/day (7 rnds +4 str, +4 con, +2 W, -2 AC), Blindfight
Spoiler:
Hold Breath
A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarians hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characters (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, cant charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone elses action.
Blind-Fight [General]
Benefit
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you dont lose your Dexterity bonus to Armor Class, and the attacker doesnt get the usual +2 bonus for being invisible. The invisible attackers bonuses do still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Cursed Powers
Echolocation/Blindsight 30'
Spoiler:
Blindsight
Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still cant see ethereal creatures and must have line of effect to a creature or object to discern that creature or object). This ability operates out to a range specified in the creature description.
The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creatures description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.
* Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
* Blindsight does not subject a creature to gaze attacks (even though darkvision does).
* Blinding attacks do not penalize creatures using blindsight.
* Deafening attacks thwart blindsight if it relies on hearing.
* Blindsight works underwater but not in a vacuum.
* Blindsight negates displacement and blur effects.
Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Shield
Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Arcane Material Component
A firefly or a piece of phosphorescent moss.
Mage Hand
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
Message
Transmutation [Language-Dependent]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.
Focus
A short piece of copper wire.
Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Read Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Entangle
Transmutation
Level: Drd 1, Plant 1, Rgr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: No
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.
Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
0 level
Spoiler:
Create Water
Conjuration (Creation) [Water]
Level: Clr 0, Drd 0, Pal 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Cure Minor Wounds
Conjuration (Healing)
Level: Clr 0, Drd 0
This spell functions like cure light wounds, except that it cures only 1 point of damage.
Detect Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round
Presence or absence of magical auras.
2nd Round
Number of different magical auras and the power of the most potent aura.
3rd Round
The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength
An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Lingering Aura
A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6×10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Mending
Transmutation
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One object of up to 1 lb.
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
Weylan
1 Force Screen, Grip of Iron
Spoiler:
1st level
Force Screen
Psychokinesis [Force]
Level: Psion/wilder 1, psychic warrior 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 1
You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it.
Augment
For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.
Grip of Iron
Psychometabolism
Level: Psychic warrior 1
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 1
You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple checks.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the current round. Manifesting this power is an immediate action. You can manifest this power when it isn’t your turn (if you are grappled).
Augment
For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2.
Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures cant bypass it the way they do normal armor.
Focus
A piece of cured leather.
Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Material Component
A pinch of fine sand, rose petals, or a live cricket.
0 level
Spoiler:
Dancing Lights
Evocation [Light]
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10-ft.-radius area
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: No
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spells range.
Dancing lights can be made permanent with a permanency spell.
Ghost Sound
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sounds basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.
Material Component
A bit of wool or a small lump of wax.
Mage Hand
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spells range.
Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Hold Breath
A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Background:
In his previous life, Turalisj had had everything. A promising young son of the Maekrix of Clan Kuric, he had been the first of the season's hatchlings to devour his last sibling and was inducted into the warrior caste in the first culling. His size, prowess and lineage had won him respect. After his final molt, he had bonded with a powerful broodmate, allied himself with her sire, and begun his ascension into the ranks of power.
A mere six months later, and he was nothing. Less than nothing, he was an outcast. That he had committed no crime was irrelevant. In this abominable wasteland, he had no clan, no mate, no slaves, and no honor. What he did have was a cursed lifedebt to a tribe of sucklings whose ways he would never understand.
He remembered nothing of his translation to this world, or of the time - however long - that immediately followed. He remembered only the birds. The warmbloods had found him bleeding out his last on some game trail near the edge of their lands. He had apparently been attacked and left for dead, but by what they did not know. There was no doubt in his mind that if their situations had been reversed, he would have spit-roasted and devoured them, but this was not their way. They dragged him back to their settlement and, despite their ignorance of his race, they managed to nurse him back to health. Why they would do such a thing, he would never understand, but in the time since his rescue, the Dovers had adopted a number of other foundlings. In Tur's mind, it was a level of foolishness that bordered on the suicidal. To bring in these outsiders, to give them such close access to their mates and hatchlings.... it boggled the mind. Their folly had, over time, inspired in Tur a feeling that was almost, but not entirely, quite unlike pity. He could not find the words to describe it. It was like pity, but without the desire to destroy and consume. But that wasn't exactly right, either. What was perfectly clear, in any case, was that they needed protecting, often from themselves, and Tur meant to do it. Their motivations for saving his life were mysterious, but the consequences of that act were not. For a warrior of the Dragonkin, a lifedebt was a serious matter. Tur would protect them, whether they liked it or not.
Alan Keep is (was?) an officer in the Horned Society, the chief military force of the Empire of Iuz. As his father was a powerful Necromancer, rightly feared throughout the land, Alan gained access to some quite excellent training in an academy given to the research of darker things. This training revealed some innate sorcerous power, in addition to psionic aptitude. Given time, he could have become a potent Sorcerer and Wilder, but a great war was brewing, and officers were in high demand. Alan, 14 at the time, had already been slated for military service, and he was already involved in an officer training program. His formal training in magic and psionics was more practical then anything else; a furious training program to develop a combat-useful edge. And Alan did just that... he honed his mental focus to create a useful weapon, and discovered a trick of magic to curse his enemies. Thus armed, he paid relatively little attention to the scholarly 'book-learning' prevalent among his peers (although Alan didn't know any better, what he deemed 'book-learning' was in fact a comprehensive and darkly magnificent program of study into the mysteries of death, undeath, negative energy, and the lower planes... with the end result that Alan defines a 'scholar' as 'one obsessed with dead people and the names of demons'), preferring instead to focus on what he felt more useful; how to use the wands and dorjes churned out by Imperial itemcrafters (or, commonly enough, procured from Fiendish sources). Had Alan's training been deeper, or he more interested, he could have learned to use those items by thorough understanding of their workings... instead, he merely learned how to fake it. The latest war was already well underway, and Alan was certainly competent in a fight (if not the type of fight that his peers favored!), so he was given a commission, a uniform, and some reasonable armor (he could've had better, but he refused to wear anything heavier then a Chain Shirt). Thus equipped, he set off for war, and (though he did not know it), for his inevitable death, as his new posting had already been set p for ambush, and would be attacked and detroyed but a short time after his prospective arrival. As fate would have it, though, something intervened...
Name Cursed Darkmantle
Class and Level Sorceror 1
Race Illonis MR 62
Alignment: Neutral (Alignments are primal forces, not moralities)
Deity: LLira
Sex: Male
Height: 6'9"
Weight: 132lbs
Experience:
Hair: Long and silver
Skin: Pale grey with dark purple mottled, raised sworls that ring his arms, legs and torso
Eyes: Deep Purple (none)
Age: 102
Size: Medium
Racial Abilities
Echosense - works like blindsight
Two Weapon Fighting
+2 Racial bonus on Perform checks
Speak language: 1 Speak Language skill
Level Equiv - +1
Class Abilities
Sorceror
Summon Familiar
Prof simple weapons, no armour or shields
Spells
House Rules
-Increase HD to d6
-Gain 1 free metamagic level they can use per day per sorcerer level
-Familiar requires a feat or spell or reducing class HD to d4
-Healing spells are on sorcerer spell lists at one level higher than worst of cleric, druid, or bard get them.
-Sorcerers add arcane cure minor wounds to their 1st level spell list doing 1 hp/level healing, max 5.
Wearing or carrying at hand
Outfit 2gp (1lb)
Cloak 1gp (3lb)
Spear 2gp (6lb)
Bolts x 20 2gp (2lb)
Light Crossbow 35gp (4lb)
In or on containers
Water Skin 1gp (4 lb)
Pouch, Belt 1gp (.5 lb)
6 rings 40gp (0lb)
Total weight carried – 20.5 lbs, load. (- ACP)
Money
16 gp - sp - cp
~~~~~
Spells Known (4x0; 2x1)
Spells Per Day (5x0; 3+1x1)
DC: 10 + spell level + Cha
0 Spells Known DC 14 Spells Day 5
Prestidigation (used: 0)
Mage Hand (used: 0)
Dancing Lights (used: 0)
Ghost Sound (used: 0)
1st Spells DC 15 Spells Day 4
Mage Armour (used: 1)
Sleep (used: 2)
Appearance: Tall and lean, scrawny in fact, Cursed has thin, hairless arms and legs. Long silver hair cascades down his back, which he typically wears in a plait. His pale, almost dead looking skin is circled in raised purple sworls that circle his arms, legs and torso. He wears very little, a cloak with hood, a loin cloth, dark leather shin high boots, a ring on each of his 6 fingers and a belt with a number of pouches. A crossbow is hitched to his back and a quiver of bolts hangs from his side, he typically carries a spear which he also uses as a staff to aid him when walking. Cursed's' eyes are dark and heavily decorated, dark circles tattoed with silver runes circle the deep purple orbs that stare unblinking from his face. Those looking closely at Cursed see that he in fact has no eyes and his 'eyes' are in fact tattooes that adorn his face.
Personality: Cursed is friendly, generally happy and a joy to be around. He is loyal and trusting of those he knows. He is happy to work with others. He hates people that are oppresive, particularly those that are physically so. He loves to be the centre of attention although a lot or people consider him eccentric, in a harmless sort of way. He always has an opinion but is often wrong [Come to think of it he is sort of like Dr Who]
Background:This was new, what is this place? And where is everyone else? We had all gathered for the journey, all of the Illionis race that lived on Faerun, all gathered in the one place, all ready for the journey. I expected that, as we had all left from the same place, we would all end up at the same place! But it seems not to be true, there is no one here, no one near me "Hellooooo....???"
Cursed has generally worked in travelling freak shows or with entertanment troupes (spells: prestidigation, dancing lights, ghost sound). Sometime he has had to supplement his income with the odd criminal act and, on occasion, only just escaped before being captured by the law (skills: sleight of hand, tumble; spells: sleep). Lately he has taken up working as a mercenary, hunting criminals (mage armour). His mother gave birth to him at the migrating of the race, thus his birthday is the same day that his race changes planes.
Last edited by D20Dazza; 3rd October 2006 at 10:18 AM..
Deity: Campita (Goddess of noble warfare, LG, Symbol:Winged Sword, Domains: Nobility, War, Protection, Strength)
Equipment
Code:
Studded Leather armor 25 GP 20 lbs
Heavy wood shield 7 GP 10 lbs
Long sword 15 GP 4 lbs
2 daggers 4 GP 2 lbs
5 javelins 5 GP 10 lbs
Silver Holy Symbol 25 GP 1 lb
Cash (various) 20 GP
Totals 99 GP 47 lbs
Background
Sir Jeanpierre de Corbeau hails from Pont Rouge, Rochelle in the kingdom of Toulon. He is a novice priest of Campita (goddess of honorable warfare) as well as a knight of the Black Shield. Despite these high-sounding titles and his own ambitions, Jeanpierre's family is not wealthy. His father in fact, was forced to enter a mercenary company (the Company of the White Rose) in order to support the family, sending money home as he could. In his absence, the young Jeanpierre left the temple where he was serving his novitiate and did his best to be the head of the family, protecting his mother and their home and managing the tiny manor house. He eventually came to the notice of a rising nobleman named Etienne Valmont, baron of Bois de Corbeau. The baron saw to it that Jeanpierre was admitted into the exclusive ranks of the Black Shields and attached him to the manor at Bois de Corbeau. This is a life-changing opportunity for both Jeanpierre and his family. He is determined to prove the baron's faith well-placed.
Of course that may all be for naught now that he finds himself in this strange, savage land. While making his way to Rochelle to arrange for the delivery of tanning supplies, Jeanpierre was beset by black birds that swarmed him in a great could, knocking him from his mount and tumbling him against rough stones that were impossibly beneath him instead of the grass of the field he had been riding upon. As the birds dispersed he was stunned and in complete darkness when small gobbling brutes leapt upon him and bore him to the ground. When he regained his senses and tried to fight it was already too late. He was pinned and then bound and gagged. His arms stripped from him he was brought into another chamber and could hear more of the verminous beasts though all was black. There was a gobbling and roaring angry interrogation that proved fruitless and soon his gag was returned. His holy symbol was taken and he was tossed back here with his feet bound as well.
__________________ "GRAAA!! TASTE MY TOOL OF MERCY!"
-Nifft in this post
Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Enhanced Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 4 hit points for every 1 power point she spends.
Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
Description:
Spoiler:
At 6', 180lbs with reddish brown hair and steel-gray eyes, wrapped in leathers with a quiver of javelins on his back, Weylan resembles nothing more than the woodsman he grew up to be. In battle an icy calm descends over him as he manifests his Mindblade, and it becomes clear he's not just a simple woodsman.
Background:
Spoiler:
The woods have always been Weylan's home. From a young age he frequently went out with hunting parties from his village. Little did he know he was always being watched by Theldin, an Elan living within the village looking for someone with enough potential to undergo the psychic reformation to become an Elan.
The morning of his 16th birthday Theldin approached Weylan and told him about the untapped potential within.
The morning of his 18th birthday, after training with Theldin for two years Weylan left with Theldin to attend a gathering and become an Elan.
Then, as is the custom for this group of Elan, Weylan set out to see more of the world, so that the lens of those experiences could be used to focus within, and develop his potential.
For four years Weylan traveled the woods and plains of his homeland. Sometimes picking up an odd job here or there, staying in a town for a season to help bring in a harvest, frequently going back to his roots as a hunter to feed himself or someone else in need.
Until the morning of his 22nd birthday that is. That's when the crows came.
Studded Leather Armor (AC 16)
Heavy Wooden Shield (AC 18)
Rations
Flint/Steel
50ft Rope
Character Background
Spoiler:
Firblain was never looking for a fight, but fights always seem to find him. Even when he was just a grau hiding under his mothers apron, the family dogs would nip and bite at him. When the clan bully had a bad day, it was always Firblain that he ran into. He didn't fight back though. Not in the beginning. When he'd come home and his father'd ask him where the bruises came from, he lied and said he tripped. He could tell that his father didn't believe him, but he allowed his son to keep his story. What good is a boy that you have to force to fight for himself?
Growing up with the resentment of his father, and the attentions of the bullies, his one refuge was his mother. Without questioning him, she cared for and patched him up when he came home bruised and bleeding. Without a word, she showed him her love for him.
When the news came, he was in the mines. The workers grabbed picks and axes and ran back towards the settled caverns. It had not been a battle; it was a slaughter. Bodies of women and children lay hacked apart, viciously torn asunder by small hands with small weapons. The cavern was filled with the shouts of pain and the cries of anguish as families were reunited.
Firblain found her by the children. She had tried to protect them. Sinking down to the ground, he cradled his mother in his arms. Silent tears flowed down his cheeks. Placing her down, he gently laid her cloak over her. Turning aside, he went into his house. Grabbing his fathers waraxe from above the mantle, he left the empty house and ran to join his fellow workers.
At the first sight of the goblins, the years of repressed anger was released into the creatures skull, shattering it. A righteous fury overtook him, and he slew all that he could find.
Years pass.
After that battle, he could never let a challenge go unanswered. The bullies learned quick, and the news spread faster of this dwarve that could survive any fight. The day he quit the mines to go out on his own, his father presented him the same waraxe. Without a word, he took it and left.
__________________ In brightest day, in blackest night, no evil shall escape my sight.
Let those who worship evils might, beware my power, Green Lanterns Light!
Background:
Victor has led a life full of unfortunate occurrences. It all began when he was born, which he believes to be unfortunate enough on its own. The Infernal heritage, which had remained hidden for a great deal of time, decided to show itself with his birth. The midwife nearly dropped the child when a pair of red eyes stared out at her. From that point onward, Victor and his family were shunned by the rest of the village. They tried to make do the best they could, but eventually, the pressure grew too great for Victor’s mother and she fled town, leaving him alone with his father.
At this point, the Infernal blood asserted a bit more presence in his form, and two horns protruded from his scalp. Desperately, he and his father tried to destroy them, but to no avail. Soon after, his father fell ill, and the young boy desperately tried to plead with the others in the village to help him, but none would risk helping the devil-child. Because of this, his father passed away, leaving the young boy all alone at the age of thirteen.
But despite all of the anger and resentment shown to him by the townspeople, he himself bore no disrespect toward them. It was the demons of his ancestry that had cursed him with this fate. Vowing to destroy them all, the young boy left his village, armed only with a stolen shortsword that he had ‘borrowed’ from the town blacksmith.
For years he wandered the countryside alone, defending himself against fierce beasts with nothing more than the determination to move forward. As he grew, he developed a talent for fighting, born from necessity. Also, when he needed food or other provisions, he learned what people did and did not believe, and grew accustomed to disguising himself in the cursed world, so as to not attract attention.
As he grew in bravery, he began asking for any rumors of any devilish creatures. What rumors he found were normally just Lemures, devil servants, but once in awhile did he manage to find an Imp. Thus was his way of life, traveling about, hunting whatever devils he could find.
Money was scarce, and his travels were often filled with long periods of boredom. Normally, he practiced with his weapon, but he knew that only true combat could further temper his ability. So he set about picking up a trade of sorts. By appearing interested, he gained a bit of information about the process of making a bow, and decided to try it for himself. While his first few attempts were nothing short of embarrassing, he started to understand how it went, and eventually crafted the shortbow which he now uses.
One day, a rumor came to him about a powerful devil who resided in a long-forgotten keep. Not one to delay, the young Tiefling left as soon as he was able. The keep turned out to be nothing more than a ruined tower, but such a thing he could not pass up. Inside, he found a creature wreathed in chains, and immediately recognized it as a fairly powerful devil. Before he even had the chance to attack, though, a chain wrapped around his leg, hauling him up into the air. With the barest of efforts, it tossed him out of the tower, sending him sprawling upon the ground.
Getting to his feet, he was about to try again, when the cawing of a bird caught his ear. Confused, he turned to look as a black cloud of avian creatures descended upon him, the world becoming nothing besides loud cawing. Then there was silence. As Victor opened his eyes, he was slightly astounded to find himself in a forest of sorts. A large forest, for that matter. But where was he?
After stumbling around for what seemed like days, he happened upon a small village of dog-like humanoids. They helped him to recover, and Victor found himself slightly amused to find that he rather liked this place. He would not end his hunting of devils, but in this world, no one knew him, and seemed to accept him for what he was, not what his ancestry held. Perhaps he would like it here…
Name: NR4ZN (Ennar Forzian)
Class: Armor Adept
Race: Warforged
Size: large
Gender: none
Str: 22 +6 [18 base +4 Armor]
Dex: 14 +2 [14 base]
Con: 16 +3 [14 base +2 Racial]
Int: 12 +1 [12 base]
Wis: 06 -2 [08 base -2 Racial]
Cha: 06 -2 [08 base -2 Racial]
Level: 2 XP: XXXX
BAB: +2 HP: 21
Grapple: +12 Dmg Red: 4/Adamantine (2 vs. fire,cold&acid)
Speed: 30' Spell Res: None
Init: +2 ACP: -4* not vs Balance, Climb, Jump, Ride
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +4 -1 +0 18
Touch: 13 Flatfooted: 14
Base Mod Misc TotalFort: 0 +3 +3
Ref: 3 +2 +5
Will: 0 -2 -2
Notes:Weapon Attack Damage Critical
Tree Trunk (L Warclub) +7 2d8+9 x2
Large Javelin +3 1d8+9 x2
Large Spiked Chain +7 2d6+9 x2
Notes:NR4ZN doesn’t remember that it has a spiked chain. Its in a storage compartment somewhere
Languages: Enochian, (reserved Dover)
Abilities:
Warforged
- Immune to poison, paralysis, sleep effects, disease, nausea, exhaustion, effects that caused the sickened condition, and energy drain
- Cannot heal naturally
- Half normal effect from healing effects
- Vulnerable to Heat metal, Chill Metal, Repel Metal or Stone, and Rusting Grasp
- Does not risk further injury by acting while disabled
- Does not eat sleep or breathe, but can benefit from consumable magic items
Feats: Large and in Charge, EWP: Spiked Chain
Skill Points: 20 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Jump 4 +6 10*
Know:Geography 1 +1 2
Know:Local 3 +1 4
Know:Technology 2 +1 3
Listen 5 -2 3
Repair:robotics 4 +1 5
Spot 5 -2 3
Notes:Knowledge: Trivia represents detailed fragments of information not relevant to Wildwood
Proficiencies:
Warclub, Javelin, Shields (not tower), Light Flail
Equipment: Cost Weight
Large Greatclub 10gp 16lb
Large Spiked Chain 50gp 20lb
18 Large Javelins 36gp 72lb
Dagger 4gp 2lbs
Total Weight: 278lb Money: 0gp Xsp Xcp
Lgt Med Hvy Lift PushMax Weight: 346 692 1040 1040 5200
Age: 3yrs
Height: 9'7"
Weight: 820lbs
Eyes: Dark Sensor Mesh
Hair: None
Skin: Painted White and Blue, scraped to bare metal in places
Appearance:
Personality: NR4ZN is is obsequiously polite and chipper almost to the point of causing annoyance. Due to its damaged memory files, it is sometimes repetitive and gives the impression of being dull.
Background: The NR series autonomous warzoders were originally designed by a vaguely humanoid but slow and feeble star-spanning race known as the Ottotowans. Although the AI programming for the series was considered promising, the design was abandoned in favor of more intuitive biological guardians. It was not until many years later that NR4ZN was fabricated as a science project of an Ottotowan teen. The project ran into a number of difficulties, and its creator, Bhveres Axiom Esarxix, used a bit of relatively simple magic as a stopgap. Soon after creation, the robot was left in a spare room, virtually forgotten. But when Bhveres took a position about a survey shiftship, the youth brought NR4ZN along as an extra scout. In time the survey ship came upon Wildwood, but the world's overlord did not take kindly to intruders. Great beasts met the scouts in the air as they descended. NR4ZN was badly damaged in the strange dogfight and crash-landed not far from the Dover village. After an unmeasured period half buried and deactivated,the ill-fated bot awoke and wandered confusedly into the village, many systems offline and a great deal of memory inaccessible.
Last edited by Voidrazor; 6th August 2009 at 09:14 PM..
Reason: finally adjusted attack roll numbers for weapons to reflect 2nd level
Ottotowan Racial Traits
• Ottotowan are very intelligent—their intellect is, in fact, magically
Enhanced during their transformation, giving them a +2
Racial bonus to Intelligence. However, they are thinner and
Less sturdy than the humans they once were, imposing a
–2 racial penalty to Constitution.
• Medium: As Medium creatures, Ottotowan have no special
bonuses or penalties due to their size.
• Ottotowan base speed is 30 feet.
• Because they use their tails to help them keep their balance,
Ottotowan enjoy a +2 racial bonus to Balance checks.
• The Ottotowan affinity for symbols grants them a +2
bonus to Forgery and Knowledge (Arcana).
• Darkvision: Ottotowan can see in the dark up to 60 feet. This
Darkvision is black and white only, but otherwise it resembles
normal sight. Ottotowan can function just fine with no light at all.
• Natural Armor: Their scaly hides provide Ottotowan with a +1
natural armor bonus to Armor Class.
• Automatic Languages: Common and Draconic.
• Bonus Languages: Any.
• Ottotowan always gain Knowledge (Ottotowan ) as a class skill.
Description:
Athan Zee is a tall thin wiry Reptilian humanoid. He has dark purple scales down his back leading to very pale lavender on his belly. He has intense magenta eyes that burn with an inner light. He wears clothing only as a kindness to others and so he has somewhere to put his equipment.
Personality:
Strange and alone. Zee seems to have a good grasp on what is happening but his reactions are not what you would expect.
He is quiet most of the time but when he is talking magic or technology he’s hard to shut up.
__________________ Looking forward to 4E!
Last edited by Argent Silvermage; 24th January 2007 at 06:44 PM..
Technologist’s familiar
N Tiny construct
Init +2; Senses Spot –5, Listen –5, darkvision 60 feet, low-light
vision
Languages none; understands master
AC 14, touch 14, flat-footed 12; hardness 10
hp 7 (˝ HD)
Immune construct traits
Fort +0, Ref +2, Will –5
Speed 60 feet (12 squares)
Melee slam +1 (1d3–1, ×2)
Space 2˝ ft.; Reach 0 ft.
Base Atk +0; Grp –9
Abilities Str 8, Dex 14, Con —, Int —, Wis 1, Cha 1
SQ construct traits
Xtra8 looks like a small disk ringed around the edge with 8 whip like legs ending in 2 "toed" feet. It has 8 small purple crystal "eyes" around the lip as well. It us usually inactive and used as a cloak pin on Zee's heavy cloak.
Movement: 30ft
Initiative: +9
Base Attack Bonus: +1
Melee Attack: +5
Ranged Attack: +6
Base Fortitude: +2
Base Reflex: +0
Base Will: +0
Race Abilities:
Low-light Vision
Immunity to magic sleep effects and gain a +2 bonus to saves against enchantment spells and effects.
Languages: Elven and Dover
Skill Bonuses: Elves have a +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 ft. of a secret or concealed door is entitled to a Search check to notice it as if it were actively looking for it.
Armor: Studded Leather +3 (Max Dex: +5, -1 Armor Check Penalty, Arcane Spell Failure: 15%, 20 lb), Buckler +1 (-1 on attack rolls with weapons using the arm the buckler is attached to, Arcane Spell Failure: 5%, 5 lb)
Gear: Explorer's Outfit (8 lb when not worn), Backpack (2 lb), Bedroll (5 lb), Sunrod (1 lb), Waterskin (4 lb), Trail Rations x4 (4 lb), Chunk of Meat x3 (1.5 lb), Belt Pouch (0.5 lb), Flint and Steel (not any noteworthy weight)
Magical Items: None.
Total Weight Carried: 63 lb
Light Load: 100 lb
Medium Load: 200 lb
Heavy Load: 300 lb
Lift Over Head: 300 lb
Lift Off Ground: 600 lb
Push or Drag: 1500 lb
Appearance
Spoiler:
Standing roughly five and a half feet tall, Vikrek has a typical elven soldier's build, fairly muscled but quick and nimble as well. A somewhat above average hardiness is also noticeable in him. His skin is nearly pale which is complimented by his rough, short hair that is jet black, though only to be at conflict with his hazel-coloured eyes, that when looked at, seem to force the image of him being loyal and ready to serve without question.
Personality
Spoiler:
Vikrek is quite stern in his attitude towards most things and even when he does care enough to relax, all but a few can see the difference. He just simply wishes to not show weakness to anyone, just as he was taught, not even to his closest allies. Such a mistake could easily ruin his status and reputation among elvenkind. At times, this is sometimes mistaken for paranoia. None who have acted upon this assumption have dared to repeat it.
Background
Spoiler:
Growing up, learning all that he could to pass his trials as a true warrior fit to serve the elf kingdom, Vikrek has found out the hard way to prove his worth. His particular mentor was one of the harshest of all now-retired soldiers who took upon apprentices. Vikrek had to be as careful as he could as his mentor would do everything within reasonable (even sometimes a tad beyond) training boundaries to prepare Vikrek for the outside world. Most of this consisted of surprising Vikrek by attacking him when he was off-guard, taking advantage of even a half-second's worth of Vikrek losing concentration. This eventually led Vikrek to the logical conclusion that he would have to avoid his mentor and turn the table's on him, finally showing that he had true potential. Though it took 15 years of practice, he was able to accomplish what was now a simple task of eluding until counter-attacking. Upon his completion, Vikrek was finally taught for the remaining two years of his study in the art of how to fight appropriately, surprisingly to be found out as a far more easily learned skill, and wounded up being given the building blocks which would suitably start off his path to whatever goals he would learn to have in mind, truly earning his new title: fighter..............................
Name: Inamar
Race: Human
Class/Level: Warlock-Sorceror 2
Gender: Female
Exp
Desc
Inamar is an average, maybe a little on the short side, human female. She has a pretty smile, and striking violet-hued eyes, and a comely athletic figure. Her hair is brown, cut boyishly short, and rarely stays down or neat for any length of time, giving her a somewhat "wild" look. What most people notice though are the marks. Gliding over her skin (or IN her skin? UNDER her skin?) are strange runes and symbols, outlined in glowing blue lines. At first they could be tattoos, perhaps made to glow via alchemy or magic...but then they start to move again.
Background:
Inamar is the result of a magical experiment; an attempt to bestow immortal life via arcane transmutation of body and soul. She survived the process with some vestige of sanity and health intact, and in this was more fortunate than her predecessors in the rite. The process that changed her body...in theory...into a living magical vessel that would hold her soul for all time was extreme, opening up the connection that all living things have to magic like a floodgate, until Inamar's body reached 'equilibrium' with ambient magical energy. The idea was that it would remake her into a creature of pure magic, subsisting on magic, dependent only on magic. In this, it failed. Her body still had physical needs, as usual. But she could draw on that enhanced 'connection' to the arcane, not JUST to cast spells. On some level below the crude needs of the body, the experiment had worked after all...she and magic were one.
Originally a street waif, living by her wits and charm in a bustling port city, the experiment's effects on her went far past merely printing strange marks on her flesh and imbuing her with the raw essence of magic. The existential horror of being ripped from her body while it was modified, held in a crystal prison, then stuffed back in left her 'broken' on some level. To make matters worse, the wizard in question, to get rid of the evidence when investigators came knocking, hurled her along with all the materials and research, into the deep ethereal...to drift theoretically forever until retrieved. Fate had taken a cruel turn for Inamar, but it wasn't done with her just yet.
Drawn, perhaps, by her intense magical signature, a vast power reached out...scooping the hapless, shellshocked girl up and drawing her through the planes to its own world. It did this not out of pity or benelovence though. Its motives and hungers were alien to anything human...perhaps it was curious to see how such a creature would fare in the vast arena that it had shaped its world into. Perhaps it didn't have -thoughts- at all, but merely acted on eternal impulse, mindlessly gobbling up anything in its path. For whatever reason, Inamar awoke from the planar transit surrounded by lush foliage...and lurking dangers.
She awoke in the Wildwood.
Last edited by Shayuri; 22nd January 2008 at 03:11 AM..
Cleric Class Abilities:
Aura
Turn/Rebuke Undead
Spells
Domain Powers;
Healing Domain: You cast healing spells at +1 caster level
War Domain: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.
~~~~~
Spells Known (4; 2+2)
Spells per Day (3; 2)
DC: 10 + spell level + Wis
0 lvl Spells Known DC 14 Spells Day 3
Resistance
Light
Guidance
Read Magic
1st lvl Spells DC 15 Spells Day 3
Cure Light Wounds (Domain)
Magic Weapon (Domain)
Shield of Faith
Bless
Appearance: Thelso is an average looking dover (Sheppard); black fur covers his body with a slight touch of gray here and there, that blend with his eyes of bluish gray. He stands taller then most at 6’1. He is not the bulkiest of the dover or the strongest by far, but what he lacks in strength he makes up in agility as a tone lean individual. He typically wears his Clerical vestments proudly with the symbol of Kerala around his neck. He normal carries only his spear as both a weapon and staff of his deity.
Personality: Thelso is a kind individual with a knack for healing those that should require aid; he never oversteps those that might rule over him. Nor does he show anger or hate to those that might not under stand his ways. Wise beyond his years he shows great talent in the divine arts and it understanding. When required to aid in the hunt he is a most trusted companion, aiding in both ranged combat and healing arts he will do whatever it takes to make the hunt successful. Giving his all to his King and Queen and to his Goddess. He also has a strong love for song, when he hears a tune of music he tends to stop and appreciate such beauty and the person behind it as well.
Background: Growing up in the Wildwood was not the most difficult of tasks for Thelso. As his family and race are a well organized in his community. He was brought of from a pup to be a Follower of Kerala, as he showed a kind spirit in aiding the tiny animals when he was younger, but a strong heart when forced into a conflict by never standing down. He would aid in the hunt many times gaining the respect of his people, by not only showing courage and continued faith in the sight of danger. But aiding those that had fallen to injuries during these times. At the moment Thelso aid’s his race in the devoted temple of Kerala, waiting the moment when his Queen might require his skills once more
__________________ A true warrior comes to the arena with all his weapons at the ready
Last edited by chakken98; 6th April 2007 at 09:42 PM..
Shifter defense [DR2\silver while shifting lvl 1
Beasthide Elite [nat armor is +4] included
Track [free to rangers]
Two-Weapon Fighting [ranger two-weapon track]
Traits:
Code:
Shifting (Su): Once per day, a shifter can enter a state where he can change into a lycanthropic state.
Adding a +2 bonus to one of the charcters physical ability scores. (str, dex or con).
Shifting is a free actionand last for a number of rounds equal to 3+ the shifters con modifier
(If a shifter trait or other effect increases the characters Con modifier, use the newly improved modifier).
Every shifter feat a character takes increases the duraion of shifting by 1 round.
For every two shifter feats a character takes, the number of times per day she can tap into de ability increases by one.
So inevery two feat shifter feat a shifter can use the ability two times per day and each use
of the ability last the number of round equal to 5 (instead of 3) + the shifter's Con modifier.
Skills
Code:
Appraise Int 2 =+2
Balance Dex* 7 =+3+2+2 [shifter]
Bluff Cha -1 =-1
Climb Str* 10 =+3+5+2 [shifter]
Concentration Con 2 =+2
Diplomacy Cha -1 =-1
Disguise Cha -1 =-1
Escape Artist Dex* 3 =+3
Forgery Int 2 =+2
Gather Info Cha -1 =-1
Handle Animal Cha 1 =-1+2
Heal Wis 2 =+2
Hide Dex* 8 =+3+5
Intimidate Cha -1 =-1
Jump Str* 7 =+3+2+2 [shifter]
Listen Wis 4 =+2+2
Move Silently Dex* 8 =+3+5
Ride Dex 5 =+3+2
Search Int 7 =+2+5
Sense Motive Wis 2 =+2
Spot Wis 7 =+2+5
Survival Wis 2 =+2
Swim Str** 5 =+3+2
Tumble Dex* 4 =+3+1
Use Rope Dex 3 =+3
1 skillpoont reserved to language dover
* = check penalty for wearing armor
Search >=5 ranks gives +2 on survival checks while tracking.
Shifter
* Eberron character race.
* +2 dexterity, -2 intelligence, -2
charisma (already included)
* Low-light vision
* +2 on balance, climb, and jump
* Humanoids (goblinoid) +2
This ranger chose the two-weapon combat track.
Code:
Arrows (quiver of 20) x2 2g
Backpack 2g
Bedroll 1s
Blanket, winter x1 5s
Firewood (1 day) x10 1s
Flint and steel 1g
Grappling hook 1g
Lantern (hooded) 7g
Oil flasks x10 1g
Rations (1 day) x4 2g
Rope (50', silk) x2 20
Signal whistle 8s
Torches x10 1g
*
-Potions-
-Weapons-
Longsword MW 315 gp
Flail MW 308 gp
Spear 2 gp
Longbow Composite 100 gp
-Armor-
Studded leather 25 gp
Heavy Wooden Shield 7gp
Total = 807g
Left --- 93g
Background
Code:
Rooth has never seen a city from the inside, her tribe preferred to use
another 3 days in the wild to walk past them trying to never see the smoke of the
chimneys or the birds that flew over the city's garbage areas. Curious? yes indeed
but caution and the few encounters with town people where never of the good sort.
They flee from their tribe calling them monsters and bloodsuckers. What in the
childhood was ok as she never could think of strapping her body with hard leather
and boots, learn how to 'behave' and manage wealth. She was happy with soil
under her feet, wind and rain in the hair and something to hunt.
Reaching adulthood was the big change as the curiosity about the cities and people
grew. She started to visit small villages to trade her bows and arrows with rabbit
skins and bird feathers. Her tribe saw her more then a eccentric soul a curious
one and allowed her to leave them in seek of knowledge to their tribe, not only
material knowledge but also the way of gods and nature. The deal was to return
to the tribe every three years so she could pass on the knowledge she learned
on her expedition and be part of the rituals that would take her closer to her
animal side and the ways of the Shifter.
Rooth has a kind soul even her frightening outside would tell otherwise, she has temper in all matters that has with patronizing her, the tribe or more important Nature. She takes care of those that take care of her and has a strong sense of loyalty to person, a group or a
cause.Her inner self seeks something she still dont fully comprehend, but she may
instinctive believe that her lyncanthropic heritage has something to do with it.
__________________ ~With Us Three Under Water You Will See the Beauty of the World~
Name: Gravan
Class and Level: Gestalt Druid/Monk (Undying Way) 2
Race: Human
Alignment: Good
Deity: Emmantiensien
Domains: Plant
Sex: Male
Height: 5’ 8’’
Weight: 140lbs
Druid Class Abilities:
-Nature Sense (+2 knowledge: nature and survival)
-Wild Empathy (Druid level plus charisma modifier to attempt to influence animals as per diplomacy, -4 on magical beasts)
-Woodland stride (move through natural undergrowth at full speed)
Spells
-Shifter variant. Change form as a swift action.
-Predator Form: 1d6 bite, +4 STR, +4 natural AC, 50 movement
Monk Class Abilities:
-Improved unarmed strike as bonus feat
-Toughness as bonus feat
-Endurance as bonus feat
-AC bonus (wisdom modifier +1/5 levels)
-Flurry of blows
-Evasion
-Unarmed strike (1d6)
Feats: (6 total: 2 level, 1 human, 3 monk (Undying Way))
-Sacred Vow
-Improved unarmed strike
-Toughness
-Endurance
-Vow of Poverty (+4 AC, bonus exalted feats: 1)
-Augment healing (+2 per spell level to hit points regained from healing spells)
-Nimbus of Light (shed greenish heavenly light at will, 5 foot bright illumination, 10 foot shadowy)
Languages: Common, Dover, Druidic
Equipment
-Simple monk’s clothing
-Small sack
-hand shovel
-Waterskin
-Traveling cloak
-Long stem pipe and around 50 varieties of pipe weed
-various teas
-a tiny earthenware kettle
-walking stick with a gourd hanging from it
~~~~~
Spells Known (5/2)
0: create water, cure minor wounds, detect magic, light, mending
1st: cure light wounds (1d8+4), entangle (DC 15), goodberry (2d4 berries)
Spells per Day (4/4)
DC: 10 + spell level + Wis
Appearance and Impressions
Gravan is nothing much to look at: he’s short, plain, and unassuming. With cropped black hair and deep-set eyes ensconced in rings like a raccoon, he always seems either distracted or tired. Despite being a young man of only 20 years, Gravan takes everything entirely too seriously – nearly any event is a cause of undue stress for him, with the most minor incidents serving as continual fuel for his anxiety. He finds refuge in exotic teas, a long-stem pipe, and gardening. Gardening, in particular, is a hobby that he is extremely skilled at. In truth, Gravan is better at dealing with plants than he is with people, a fact that he is acutely aware of any time he’s forced into a social situation.
Despite his good intentions, Gravan is profoundly socially clumsy – so clumsy that it’s almost endearing. The ‘almost’ part is important. He’ll look at his feet, cut conversations short, make obvious excuses to get out of engagements, or work his way out of the room in as graceful a fashion as possible (read: not very).
Gravan holds a deep admiration for people who he sees as courageous, and tries to emulate them. Especially in battle. His grim resolve in the face of death is so contrary to his regular way of acting that it’s startling to see. He is extremely perceptive and actually quite competent in combat, all things considered.
Gravan, if he feels threatened, will assume his predator form in combat. Although basically bipedal, it has a long, twining tail and hanging front arms, and carries itself similarly to a raptor. The form's skin resembles smooth, polished wooden armor in rich browns. When wearing this shape, Gravan's face remains almost human, but with a jagged slash for a mouth and glowing green eyes. His hair is replaced with a crest of large plates like the scales of a pinecone, each the size of a man's hand.
History
Gravan has spent most of his life in a deep forest monastery. Since about the age of six, when it was realized that he ‘wasn’t getting on well’ with the other kids, his parents decided maybe a life of introspection would be better for him. As it turned out, it was. Gravan took to the forest and stewardship of the local garden like a fish to water. Since then, Gravan has regularly associated with a group of forest druids, and his remarkable gift with plants has earned him a few interesting friends.
Last edited by Brazeku; 18th January 2008 at 03:19 AM..