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Igmut is a half orc. He was raised in a quaint tribal village in the badlands. By orcs of the Spineripper clan. Despite not being a runt, he never quite fit into orc society. He enjoyed the combative aspects of tribal life, but found the slaughter distasteful. At the tender age of 12, a voice in his head drove him to speak out against the sacrifice of some prisoners. Some 30 seconds after this life changing event, he was fleeing into the badlands, hotly pursued by a tribe of furious orcs.
He wandered for many days, lost, hungry and dehydrated. At the end of his strength, he collapsed. On the brink of death, he was found by a travelling caravan of halflings, on their way to Diamond Lake to start a new life. They took pity on him and saved him. A kindly halfling widow - Esmerelda - nursed him back to health.
For the next few years, Igmut lived happily in the mining town of Diamond Lake. He worked in the halflings pie shop, fetching, carrying and keeping the rowdy customers in line. During this time, he learned to read. His mind at peace, he was finally able to hear the voice in his head. It was that of Mighty Kord - he was taught to channel divine power and became an earthly agent of Kord.
Recently, he was involved in a small but vicious drunken barfight in The Feral Dog inn. During this he broke someones arm. And leg, several ribs and jaw. He was subdued and then arrested by the militia. It turns out the man he'd beaten was an overseer at the Dourstone mines. He was sentanced to work there unpaid for 3 months as punishment.
During this time, he developed an overwhelming hatred of the owner and his slave like treatment of the miners. He met a man called Endo, who was infiltrating the mine in an effort to find his brother and uncover some complicated business involving cults, gods and so on. With a little encouragment from Kord, he decided to help Endo...
Igmut is an idiot with good instincts. Has a gut feeling for what's right. His childlike understanding of Kords theology is nevertheless underpinned by a burning faith.
Current goals:
Igmut smash! Particularly Hextor cultists.
Look out for Esmerelda. She's like a mother to him. Albeit a rather small one.
Find and marry his childhood sweetheart, Gorina Spineripper. A lovely orc maiden and daughter of the Spineripper clan chief.
Encourage Endo to do the right thing with his skeletal minions.
Name: Igmut the half caste
Race: Half Orc
Height: 6'10"
Weight: 414 lbs
Age: 15 and 11/12ths
Hair: Manky, unwashed black hair. Slightly balding.
Eyes: Reddish black.
Favoured Terrain: Bars and dungeons.
Organisation: In a mob of prettier adventurers.
Gear
+2 banded mail
Breastplate
+1 Blinding heavy steel shield
Cloak of Resistance +1 (strange looking thing crafted by Endo)
Ring of Protection +1
Ring of Natural Armour +1
Pearl of power - level 1 (2)
Circlet of zorasiel (sic) - +2 wisdom.
Masterwork greatsword
Masterwork morningstar
Masterwork sling
longspear
dagger
adventurers pack
Big Book of Kord (large print, learning edition, with pop ups)
Wand of Cure Light Wounds - 50 charges
Large assortment of Scrolls - To be updated. (not got notes to hands)
Tactics:
What?
__________________ Nothing to see here. Move along now.
Last edited by Inconsequenti-AL; 12th December 2006 at 04:14 PM..
Evan: Male Human Brd5; CR 5;
Medium Humanoid (Human);
HD 5d6+5; hp 29;
Init +6; Spd 30 ft/x4;
AC 17 (+5 armor, +2 dex), touch 12, flat-footed 15;
Base Atk/Grapple +3/+3;
Full Atk +3 One-handed (1d6;18-20/x2, Rapier), +5 Two-handed (1d6;20/x3,
Shortbow);
SA&SQ • You can cast bard spells while wearing light armor without incurring
the normal arcane spell failure chance., Bardic Knowledge(Ex), Bardic
Music, Countersong(Su), Fascinate(Sp), Inspire Courage(Su), Inspire
Competence(Su);
AL N; SV Fort +2, Ref +6, Will +5;
Str 10(+0), Dex 14(+2), Con 12(+1), Int 14(+2), Wis 12(+1), Cha 17(+3);
Skills: Bluff¹ +11, Diplomacy¹ +15, Disguise¹ +13, Gather Information¹ +11,
Knowledge (local) +3, Perform (Oratory) +11, Perform (String
Instruments) +11, Perform (Singing) +11, Perform (Strings & Song) +13,
Sense Motive¹ +9, Sleight of Hand +12, Tumble +10.
Feats: Improved Initiative, Point Blank Shot, Versatile Performer (hence
additional perform skills listed above).
• You can cast bard spells while wearing light armor without incurring
the normal arcane spell failure chance.
• Bardic Knowledge(Ex): You possess a special Knowledge skill for stray
bits of trivia. This Knowledge check is 1d20+7
• Bardic Music: Performances can create varied magical effects 5 times
per day.
¤ Countersong(Su): You can counter any sonic or language-dependent
magical effect. Anyone within 30 feet can use your Perform check in
place of their saving throw. You can maintain a countersong for 10
rounds.
¤ Fascinate(Sp): You can fascinate 2 creature(s) within 90 feet. If you
beat their Will save with a Perform check, they will listen quietly for up to
5 round(s).
¤ Inspire Courage(Su): While singing, all allies who can hear you gain a
+1 morale bonus to saving throws against charm and fear effects, and a
+1 morale bonus to attack and weapon damage rolls. The effect lasts as
long as you sing plus 5 rounds.
¤ Inspire Competence(Su): You can help an ally succeed at a task. They
get a +2 competence bonus to skill checks as long as they are able to
see and hear you and are within 30 feet. This can be maintained for 2
minutes.
Notable equipment:
Heward's Handy Haversack
+1 Mithral Chain Shirt
Masterwork Lute
Disguise Kit
Several outfits & holy symbols
Wand of Cure Light Wounds (10 charges remaining after Erythnull temple)
__________________
This message was posted by Eccles, the percussive maintenance technician.
The following is a bit of history with regards to my character, I hope you enjoy……..
Endo Sevestarian was born to Illyana and Daar Sevestarian, a proud but simple couple from the mining town called Diamond Lake; they still call it home and in all likelihhod will probably end their days there. Endo is the eldest child out of the three that Daar and Illyana have spawned; the other two being Morgan and Esther.
Daar Sevestarian, like most of the men now in Diamond Lake, was a miner, however due to ailing health caused by old age he retired from “rock biting” and set up a small smithy, taking on a couple of apprentices to work it for him. The business, whilst by no means massively profitable, makes enough to pay his staff, keep his family well fed and clothed, and provide a small but well kept roof over their heads………..and that’s just fine by Daar.
Illyana Sevestarian is a well respected member of the Diamond Lake community. Having tended most of the few gardens there throughout her life she has come to know many of the residents, both rich and poor. At one point she was even apprenticed by the wizard ?????, Balabar Smenk’s older brother, however her marriage to Daar about a year later soon ended the apprenticeship. He was, and still is, quite the jealous husband! She retired along with her husband as ailing health took a hold upon her person also. It’s as though their relationship is somewhat symbiotic and what one feels, so does the other. Illyana has now taken to fortune telling which she seems to be exceptionally gifted at; possibly something to do with her tutelage under ???????? A devout follower of Wee-Jas, Illyana is often found in the company of her “cronies” who also follow the mysterious goddess of death and magic………..and that also……..is just fine by Daar
Esther Sevestarian is the youngest of the Sevestarian siblings and has just reached the tender age sixteen. Daar and Illyana have sent her off to the Free City for schooling as she has shown considerable talents for dancing and acting and someday wants to perform in the great plays put on for the nobles and their ilk.
Morgan Sevestarian is the middling sibling and as you already know is the reason for Endo’s appearance in this tale. The unfortunate victim of a Hextor Cleric’s wrath alas Morgan is no more.
Endo had come back to Diamond Lake to set things right with his younger sibling. Several months ago he and Morgan had come to blows over a girl they both liked. They were both quite drunk at the time and harsh words were said and in the end Endo had stormed off in a rage to go make a life for himself as far away from his little brother as possible.
He eventually came to his senses some time later and made his way back to Diamond Lake in order to reconcile with Morgan however upon returning home he was told by his mother that she hadn’t seen Morgan for a couple of days now. She then went on to explain that the last place she knew he’d been was the house of her one time mentor ??????? the wizard, Balabar Smenks older brother.
The wizard ??????? explained to Endo upon his arrival that Morgan and his friends were helping him out with regards to an old temple located beneath the Dourstone mine and possible evil affiliated cultists. Endo thought this might be the perfect opportunity for fixing his troubled relationship.
He needed a day however to get prepared and let his parents know what was going on so he sent his raven familiar into the Dourstone mines to find out how his brother and friends were. Late that evening the familiar returned with some grave news. Even though it had not managed to see Morgan and his friends because they had locked themselves away in one of the rooms down there, it had overheard their conversation……..
Morgan was dead!
His mother Illyana was inconsolable with grief whils his father Daar uttered just four words to Endo in a voice that trembled with an awesome and barely contained rage and sorrow….
“Bring back me boy.”
Endo set off to the Dourstone mines that night harbouring thoughts of vengeance. He was easily able to slip past the guards and into the mine proper by using his hat of disguise. Once inside he mingled with the miners in order to get any information he could about his brothers whereabouts. It was at this point he met and befriended Igmut the Half-Orc, a rather strange and very big character who might come in use should Endo come across any trouble. He also didn’t take much persuading seeing as how he should have been released from his servitude some time ago.
Once again Endo used his magical hat to impersonate the mine manager and was easily able to get down into the temple with his large bodyguard and find his dead brother Morgan and friends.
Endo has now joined his once brothers friends hoping to mete out some much overdue justice on anything stupid enough to cross his path.
P.S. Can't remember that bloody wizards name!!!
Name: Endo Sevestarian.
Race: Human
Height: 6'1”
Weight: 140 lbs
Age: 21
Hair: Scraggly, long and blonde.
Eyes: Blue.
2 daggers
Staff
Masterwork Lt X-Bow
Adventurers pack
Hat of Disguise
Pearl of power,(1st)
Brooch of shielding
Wand of Ray of Enfeeblement,(40+ charges left)
Tactics:
False Life on self.
Mage Armour on self.
Blindness on enemy caster.
Ray of Enfeeblement on biggest looking bad guy.
Ray of Enfeeblement on next biggest looking bad guy.
Etc.
Etc.
Etc.
__________________ "There's a fine line between fishing and standing on the edge of the shore looking like an idiot" - Steve Wright
Last edited by Darmanicus; 25th November 2006 at 03:17 PM..
Name: Igmut the half caste
Race: Half Orc
Height: 6'10"
Weight: 414 lbs
Age: 15 and 11.5/12ths
Hair: Manky, unwashed black hair. Slightly balding.
Eyes: Reddish black.
Favoured Terrain: Bars and dungeons.
Organisation: In a mob of prettier adventurers.
Gear
+1 morningstar
+1 greatsword
Masterwork sling
Masterwork longspear
Masterwork dagger
Masterwork Mithral Ful Plate
+2 Heavy steel shield
Cloak of Resistance +1 (strange looking thing crafted by Endo)
Amulet of Natural Armour +3
Ring of Protection +1
Pearl of power - level 1 (2)
Circlet of zorasiel (sic) - +2 wisdom.
Belt of Health - +2 Constitution
Gloves of Dexterity - +2 Dexterity
adventurers pack
Big Book of Kord (large print, learning edition, with pop ups)
2 X Wand of Cure Light Wounds - total ~70 charges
Assortment of Scrolls
Tactics:
What?
__________________ Nothing to see here. Move along now.
Last edited by Inconsequenti-AL; 23rd February 2007 at 09:37 AM..
SA&SQ • You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance., Bardic Knowledge(Ex), Bardic Music, Countersong(Su), Fascinate(Sp), Inspire Courage(Su), Inspire Competence(Su), Suggestion(Sp);
SV Fort +4, Ref +9, Will +8;
Str 10(+0), Dex 14(+2), Con 12(+1), Int 14(+2), Wis 12(+1), Cha 20(+5);
Skills: Bluff +16, Diplomacy +20, Disguise +18, Gather Information +13, Knowledge (local) +3, Perform (Oratory) +16, Perform (String Instruments) +18, Perform (Singing) +16, Perform (Strings & Song) +20, Sense Motive +9, Sleight of Hand +15, Tumble +13, Use Magic Device +11.
• You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.
• Bardic Knowledge(Ex): You possess a special Knowledge skill for stray bits of trivia. This Knowledge check is 1d20+10
• Bardic Music: Performances can create varied magical effects 8 times per day.
¤ Countersong(Su): You can counter any sonic or language-dependent magical effect. Anyone within 30 feet can use your Perform check in place of their saving throw. You can maintain a countersong for 10 rounds.
¤ Fascinate(Sp): You can fascinate 3 creature(s) within 90 feet. If you beat their Will save with a Perform check, they will listen quietly for up to 8 round(s).
¤ Inspire Courage(Su): While singing, all allies who can hear you gain a +2 morale bonus to saving throws against charm and fear effects, and a +2 morale bonus to attack and weapon damage rolls. The effect lasts as long as you sing plus 5 rounds.
¤ Inspire Competence(Su): You can help an ally succeed at a task. They get a +2 competence bonus to skill checks as long as they are able to see and hear you and are within 30 feet. This can be maintained for 2 minutes.
¤ Suggestion(Sp): You can make a suggestion (as the spell) to a creature you have already fascinated. Will save (DC 19 negates).
Items:
Mithril Light Chain +1
Masterwork Lute
Handy Haversack
Wand of Cure Light Wounds
Cloak of Charisma +2
Vest of Resistance +1
Hat of Disguise
Ring of Protection +1
Necklace of Natural Armour +1
Trinkets (various small magical items I can't remember, but includes a feather token: tree)
Name: Endo Sevestarian.
Race: Half-Orc
Height: 6'1”
Weight: 185 lbs
Age: 21
Hair: Scraggly, long and blonde.
Eyes: Blue.
Class: Necromancer 11
AL: LN
Str: 10 (-0)
Dex: 16 (+3).....14 and Gloves of Dex +2
Con: 16 (+3).....14 and Amulet of Health +2
Wis: 12 (+1)
Int: 24 (+7).......18, 2x stat boosts and Headband of Intellect +4
Chr: 8 (-1)
BAB/Grapple: +5/+5
Masterworked Dagger: +6 to hit, 1d4 dam, 19-20x2 crit.
Masterworked Staff: +6 to hit, 1d6 dam, 20x2 crit.
Lt X-Bow +1: +9 to hit, 1d8+1 dam, 19-20x2 crit.
Icosiel's Axiomatic Longsword +2: +3 to hit, 1d8+2, (+2d6 vs chaos), dam, 19-20x2 crit
Saves:
Fort: +8 (+3 class +3 Con +2 Cloak of Resistance)
Ref: +8 (+3 class +3 Dex +2 Cloak of Resistance)
Will: +10 (+7 class +1 Wis +2 Cloak of Resistance)
Skills,(those with ranks in ‘em):
Concentration +17
Craft: Bone Carving/Sculpting +21
Decipher Script +13
Know: Arcana +23
Know: Arch & Eng +18
Know: Dungeoneering +14
Know: Geography +9
Know: History +9
Know: Local +8
Know: Nature +8
Know: Religion +8
Know: The Planes +12
Spellcraft: +23
Tumble: +8
3rd – 7/day - DC 20/21/22 – Bone Arrow; Bone Field; Dispel Magic; Empowered Ray of Enfeeblement; Flame Arrow; Halt Undead; Haste; Keen Edge; Greater Magic Weapon; Nondetection; Phantom Steed; Ray of Exhaustion; Shrink Item; Skin Walking; Slow; Strength of the Dead; Summon Monster 3.
4th - 5/day - DC 21/22/23 - Bestow Curse; Confusion; Detect Scrying; Dimension Door; Enervation; Locate Creature; Mortification of the Flesh; Polymorph; Scrying; Stoneskin.
5th - 4/day - DC 22/23/24 - Arc of Lightning; Caustic Spray; Dominate Person; Overland Flight; Symbol of Pain; Telekinesis; Teleport; Waves of Fatigue.
6th - 3/day - DC 23/24/25 - Disintegrate; Mass Owl's Wisdom; Repulsion; Undeath to Death.
Languages
Common, Draconic, Giant, Auran, Terran. Orc.
Gear:
It's all on "gear cards" with Morrus, will update soon. I will however mention the largest part of the Rod of Seven Parts!!! Bloody stupid idea making it a 7 part rod if you ask me! It does Heal 1/day and allows you to earn the enmity of a powerful Pit Fiend
Tactics:
Dimension Door to safer spot if necessary.
Arc of Lightning against anything with obvious spell resistance and trying to catch as many creatures as possible with it OR Disintegrate against anything immediately threatening me, Evan, Maynard, Flynne or Igmut....usually in that order.
Empowered Ray of Enfeeblement against whatever happens to be wailing on Igmut usually.
__________________ "There's a fine line between fishing and standing on the edge of the shore looking like an idiot" - Steve Wright
Last edited by Morrus; 12th August 2007 at 04:54 AM..
Name: Igmut the half caste
Race: Half Orc
Height: 6'10"
Weight: 414 lbs
Age: 16 and 2 months OR 6 weeks since being reborn - untimely death due to Demon.
Hair: Manky, unwashed black hair. Slightly balding.
Eyes: Reddish black.
Favoured Terrain: Bars, dungeons and fights against overwhelming odds.
Organisation: In a mob of slightly prettier adventurers.
Gear:
Ring of Counterspells - Dispel Magic
Slippers of spider climb (with bows and added fluffy bits)
+2 mithral full plate
+2 heavy steel shield
Cloak of Resistance +2 (strange looking thing crafted by Endo)
Ring of Protection +1
Ring of Natural Armour +3
Pearl of power - level 1 (2)
Circlet of Zorasiel (sic) - +2 wisdom.
Belt of Constitution +4
Bracers of Dexterity +2
Greatsword +2
Greatsword +1 spell storing
Morningstar +1
Longspear +1
Masterwork sling
Masterwork dagger
Adventurers pack
Big Book of Kord (large print, learning edition, with pop ups) - slightly damp stained and burned.
Wands of Cure Light Wounds - 100+ charges
Wand of resurgance - 48 charges
Large assortment of Scrolls, potions and alchemical junk
He gets bigger when buffed. Oooer.
__________________ Nothing to see here. Move along now.
Last edited by Morrus; 12th August 2007 at 04:53 AM..
Evan: Male Human Brd12;
Medium Humanoid (Human);
HD 12d6+24; hp 75;
Init +7; Spd 30 ft/x4;
AC 24 (+6 armor, +3 shield, +3 dex, +1 natural, +1 deflection), touch 14, flat-footed 21;
Base Atk/Grapple +9/+9;
Full Atk +10/+5 One-handed (1d6+1;18-20/x2, +1 Rapier), +13 Two-handed
(1d8;19-20/x2, Masterwork light crossbow), +13 Two-handed (1d8;19-20/x2, Masterwork light crossbow), +9/+4 One-handed (1d4;19-20/x2, Dagger), +12/+7 Thrown (1d4;19-20/x2, Dagger(Thrown)), +12/+7 Thrown (1d4;19-20/x2, Dagger(Thrown));
SA&SQ • You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance., Bardic Knowledge(Ex), Bardic Music, Countersong(Su), Fascinate(Sp), Inspire Courage(Su), Inspire Competence(Su), Suggestion(Sp), Inspire Greatness(Su), Song of Freedom(Sp);
AL N; SV Fort +10, Ref +15, Will +13;
Str 10(+0), Dex 16(+3), Con 14(+2), Int 14(+2), Wis 12(+1), Cha 23(+6);
Skills: Bluff¹ +21, Concentration¹ +7, Craft (Horseshoes)¹ +3, Diplomacy¹ +21, Disguise¹ +23, Gather Information¹ +14, Knowledge (Free Cities) +4, Knowledge (Diamond Lake) +3, Perform (Oratory) +21, Perform (String Instruments) +23, Perform (Singing) +21, Perform (Strings & Song) +25, Profession (Innkeeping) +2, Sense Motive¹ +10, Sleight of Hand +20, Spellcraft +3, Tumble +15, Use Magic Device +31.
Feats: Improved Initiative, Craft Wondrous Item, Disguise Spell, Lingering Song, Subsonics, Versatile Performer.
• You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.
• Bardic Knowledge(Ex): You possess a special Knowledge skill for stray bits of trivia. This Knowledge check is 1d20+14
• Bardic Music: Performances can create varied magical effects 12 times per day.
¤ Countersong(Su): You can counter any sonic or language-dependent magical effect. Anyone within 30 feet can use your Perform check in place of their saving throw. You can maintain a countersong for 10 rounds.
¤ Fascinate(Sp): You can fascinate 4 creature(s) within 90 feet. If you beat their Will save with a Perform check, they will listen quietly for up to 12 round(s).
¤ Inspire Courage(Su): While singing, all allies who can hear you gain a +2 morale bonus to saving throws against charm and fear effects, and a +2 morale bonus to attack and weapon damage rolls. The effect lasts as long as you sing plus 10 rounds.
¤ Inspire Competence(Su): You can help an ally succeed at a task. They get a +2 competence bonus to skill checks as long as they are able to see and hear you and are within 30 feet. This can be maintained for 2 minutes.
¤ Suggestion(Sp): You can make a suggestion (as the spell) to a creature you have already fascinated. Will save (DC 22 negates).
¤ Inspire Greatness(Su): You can inspire up to 2 creature(s). This gives them +2 bonus Hit Dice (d10s), +2 competence bonus on attacks, and +1 competence bonus on Fortitude saves. This lasts as long as you play, and for 10 rounds after you stop.
¤ Song of Freedom(Sp): With one minute of uninterrupted music and concentration you can affect a single target within 30 feet as though with a break enchantment spell.
Mithril Light Chain +2
Buckler +2
Enchanted Lute of Inspiration Boost
Handy Haversack
Wand of Cure Light Wounds
Cloak of Charisma +4
Vest of Resistance +4 (I've invested a *lot* of time and effort into boosting this!)
Hat of Disguise
Ring of Protection +1
Necklace of Natural Armour +1
Mithril Buckler +2
Belt of Constitution +2
Gloves of Dexterity +2
Staff of Fireballs
Evan's Clair de Lunettes (Permanent Detect Magic, + to Use Magical Device)
Wands and stuff (including wands of Magic Missiles, Enervation, other stuff)
Oh, and I speak 17 languages.
__________________
This message was posted by Eccles, the percussive maintenance technician.
Last edited by Morrus; 12th August 2007 at 04:51 AM..
Equipment - (Actually brought my pack of equipment cards home with me so I can type them up today - brace yourselves!)
Cure Light Wounds wands - 94 charges
Rapier +1
Amulet of Natural Armour +1
Various outfits, from peasant's, through clerics, including noble's and royal
Circlet of Charisma +6 (with disguise dweomer)
Elven Cloak of Lesser Displacement (20% miss chance, +5 to hide)
Masterwork lap-harp
Hat of Disguise
Ring of Evasion, also enchanted to provide sustenance and +2 protection
Boots of levitation
Gloves of dexterity +2
Belt of Dwarvenkind
Everburning Torch
Heward's Handy Haversack
Disguise Kit
Bag of Holding
Deck of Cards
3 Daggers
Masterwork Light Crossbow
Holy Symbols of various religions
Evan's 'Clair de Lunettes' - Permanent Detect Magic and +10 to Use Magical Device
Masterwork Lyre
+2 Mithral Buckler
+2 Mithral Chain Shirt
Masterwork Lute (enchanted to give Inspiration Boost on use)
Ring of the Wind Dukes (resists electricity, 1 lightning bolt attack per day, can charm air creatures)
Vest of Resistance +4
Talisman of the Sphere
Wand of Magic Missile (level 3, 23 charges left)
Wand of Cure Moderate (20 charges remaining)
Wand of Enervation (14 charges remaining)
Wand of Halt Undead (18 charges remaining)
Wand of Lightning Bolt (8th level, 24 charges remaining - wow, I'd forgotten I had this!)
Staff of Empowered Fireball (7 charges remaining)
Scrolls - Remove Fear (x3), Glitterdust, Featherfall, Major Image, Silent Image (x2), Silence, Dominate Person, Remove Paralysis, Explosive Runes, Contingency, Restoration, Wall of Stone
Book of Anatomy (+2 to Heal skill)
Dust of Tracelessness
Salve of Slipperiness
Silversheen
Universal Solvent (x2)
Wormbane paste (x3)
Flask of Curing (1 Heal/week, 3 cure light wounds/day)
Potion of Cure Moderate Wounds (x2)
Potion of Lesser Restoration
__________________
This message was posted by Eccles, the percussive maintenance technician.
Last edited by Eccles; 30th October 2007 at 10:24 PM..
Appearance: Olive skin, covered head to foot in strange tribal tattoos, many depicting the Sun. Teeth filed to points. Wears many animal skins and other assorted trophies.
(*) - through magical potion juggling, he's grown to the size of a human - a most confusing state of affairs for the poor little guy. Is he now: A Manling? A Oneling? Who knows?
Has built up some nice additions to the trophy collection.
The magical resizing is going to cause one significant problem. He has a taste for larger ladies. Now the desired targets won't fit into human sized dwellings - a thorny problem!
At time of writing is dead, natural causes. Natural being a large animal. Hopefully this will prove to be a temporary condition. - Update - the lovely party sprang for a true ressurection, so he's fighting fit and ready to roll!
Recently killed some big loot bearing monsters, so gear changed slightly.
He's had to sell his greataxe, frightening mask and ring of natural armour. Has bought a new ring of counterspells - a vain attempt to ward off dispel magics!
And picked up a very unpleasant keen scythe from one moster horde. It's a new cherished possesion and seems fun - that chance of rolling an 'OMG crit 1one1n1n1e' is always there now. He has christened it Mr Slicey. It may even get a backstory (or sundered!).
Saves
Fort: +21 (+9 base + 6 stat + 4 resistance + 1 luck + 1 racial)
Refl: +14 (+5 base + 3 stat + 4 resistance + 1 luck + 1 racial)
Will: +13 (+5 base + 0 stat + 4 resistance + 1 luck + 1 racial + 2 untyped)
Situational modifiers:
+2 vs Fear, +5 to ref saves against traps, +3 to Fort and Will while raging.
+4 Will saves vs enchantment effects.
Feats
Track
Power Attack
Cleave
Iron Will
Blindfighting
One not picked yet
Class Features
Weapon Proficiency - martial
Armour Proficiency - light, medium and shields
Fast Movement - +10 Move speed
Illiteracy - bought off
Greater Rage - 4/day - +6 strength/Con, +3 will saves, -2 AC penalty. Lasts New Con mod number of rounds. Then tired.
Improved Uncanny Dodge - cannot be caught flat footed or flanked by anyone except a rogue of 18th level.
Trap Sense - +5 to ref saves/AC against traps.
Damage Reduction 3/-.
Indomitable will - +4 bonus to resist enchantment effects.
Gear
+3 Keen Scythe - Mr Slicey - found in the beasts horde.
+1 Cold Iron Undead Bane heavy flail - gift from the church
+1 Sling
+1 Armour spikes - bone spurs - pop out from the breastplate on command: Flick-Armour, if you will.
+4 Mithral Full Plate - covered in hides.
+1 Animated Shield - a floating rock
Belt of Strength +4 - Shrunken Heads!
Vest of Health +4 - Dire Jaguar Hide.
Gloves of Dexterity +2 - More Dire Jaguar here.
Ring of Counterspells - loaded with Greater Dispel Magic.
Ring of Protection +2
Cloak of Resistance +4
Sandals of Springing and Striding
Lucky rabbits foot - +1 luck bonus to AC/Saves.
Holy symbol of Pelor
Masterwork Climbers Kit
Masterwork Cooking tools
Backpack
Assorted adventuring gear
3 potions of blur
2 potions of fly
2 potions of spider climb
2 potions of lesser restoration
2 silversheens
Selection of meats from rare animals: Cloud Giant, Centaur, Elf, White Dragon.
__________________ Nothing to see here. Move along now.
Last edited by Inconsequenti-AL; 13th November 2007 at 11:22 AM..
Wow. Not updated here for a while... I'll come back with equipment later...
Evan: Male Human Brd18/Sublime Chord 1; CR 19
Medium Humanoid (Human)
HD 19d6+95; hp 174
Init +8; Spd 30 ft/x4
AC 29 (+7 armor, +3 shield, +4 dex, +3 natural, +2 deflection), touch 16, flat-footed 25
Base Atk/Grapple +13/+13
Full Atk +14/+9/+4 One-handed (1d6+1;18-20/x2, +1 Rapier), +18 Two-handed (1d8;19-20/x2, Masterwork light crossbow), +18 Two-handed (1d8;19-20/x2, Masterwork light crossbow), +13/+8/+3 One-handed (1d4;19-20/x2, Dagger), +17/+12/+7 Thrown (1d4;19-20/x2, Dagger(Thrown)), +17/+12/+7 Thrown (1d4;19-20/x2, Dagger(Thrown))
SA&SQ • You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance., Bardic Knowledge(Ex), Bardic Music, Countersong(Su), Fascinate(Sp), Inspire Courage(Su), Inspire Competence(Su), Suggestion(Sp), Inspire Greatness(Su), Song of Freedom(Sp), Inspire Heroics(Su), Mass Suggestion(Sp), Spells, Bardic Music
AL N; SV Fort +18, Ref +22, Will +21
Str 10(+0), Dex 18(+4), Con 20(+5), Int 14(+2), Wis 12(+1), Cha 28(+9)
Skills: Bluff¹ +30, Concentration¹ +19, Craft (Horseshoes)¹ +3, Diplomacy¹ +25, Disguise¹ +27, Gather Information¹ +17, Knowledge (arcana) +16, Knowledge (Free Cities) +4, Knowledge (Diamond Lake) +3, Listen¹ +16, Perform (Oratory) +31, Perform (String Instruments) +37, Perform (Singing) +31, Perform (Strings & Song) +39, Profession (Innkeeping) +2, Profession (Astrologer) +7, Ride¹ +5, Sense Motive¹ +12, Spellcraft +10, Tumble +14, Use Magic Device +41.
Feats: Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Craft Wondrous Item, Lingering Song, Subsonics, Versatile Performer.
• Bardic Knowledge(Ex): You possess a special Knowledge skill for stray bits of trivia. This Knowledge check is 1d20+21
• Bardic Music: Performances can create varied magical effects 18 times per day.
¤ Countersong(Su): You can counter any sonic or language-dependent magical effect. Anyone within 30 feet can use your Perform check in place of their saving throw. You can maintain a countersong for 10 rounds.
¤ Fascinate(Sp): You can fascinate 6 creature(s) within 90 feet. If you beat their Will save with a Perform check, they will listen quietly for up to 18 round(s).
¤ Inspire Courage(Su): While singing, all allies who can hear you gain a +3 morale bonus to saving throws against charm and fear effects, and a +3 morale bonus to attack and weapon damage rolls. The effect lasts as long as you sing plus 10 rounds.
¤ Inspire Competence(Su): You can help an ally succeed at a task. They get a +2 competence bonus to skill checks as long as they are able to see and hear you and are within 30 feet. This can be maintained for 2 minutes.
¤ Suggestion(Sp): You can make a suggestion (as the spell) to a creature you have already fascinated. Will save (DC 28 negates).
¤ Inspire Greatness(Su): You can inspire up to 4 creature(s). This gives them +2 bonus Hit Dice (d10s), +2 competence bonus on attacks, and +1 competence bonus on Fortitude saves. This lasts as long as you play, and for 10 rounds after you stop.
¤ Song of Freedom(Sp): With one minute of uninterrupted music and concentration you can affect a single target within 30 feet as though with a break enchantment spell.
¤ Inspire Heroics(Su): You can inspire tremendous heroism in 2 willing allies(including yourself) within 30 feet. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC.
¤ Mass Suggestion(Sp): You can make a suggestion (as the spell) to any creatures you have already fascinated. Will save (DC 28 negates).
• Spells: As with bard spells, the somatic components for your spells do not incur an arcane spell failure penalty if you wear light armor.
• Bardic Music: You add half your Sublime Chord level to your bard level to determine your number of daily uses of bardic music. Each use of a Sublime Chord song expends one use of bardic music.
Bard Spells:
Level 0 (4/day, DC 19)
Detect Magic
Ghost Sound
Mending
Prestidigitation
Read Magic
Resistance
—— 1st-Level Spells —— (7/day, DC 20)
Alarm
Cure Light Wounds
Feather Fall
Inspirational Boost
Nystul's Magic Aura
—— 2nd-Level Spells —— (6/Day, DC 21)
Detect Thoughts
Glitterdust
Invisibility
Silence
Sound Burst
—— 3rd-Level Spells —— (6/Day, DC 22)
Displacement
Glibness
Haste
Phantom Steed
Sculpt Sound
—— 4th-Level Spells —— (6/Day, DC 23)
Dimension Door
Freedom of Movement
Invisibility, Greater
Legend Lore
—— 5th-Level Spells —— (5/Day, DC 24)
Dispel Magic, Greater
Improvisation
Mislead
Persistent Image
—— 6th-Level Spells —— (3/Day, DC 25)
Otto's Irresistible Dance
Project Image
Shout, Greater
Sublime Chord Spells:
—— 4th-Level Spells —— (4/Day, DC 23)
Polymorph
Solid Fog
Wall of Fire
—— 5th-Level Spells —— (3/Day, DC 24)
Wall of Force
__________________
This message was posted by Eccles, the percussive maintenance technician.
Last edited by Eccles; 16th February 2008 at 05:54 PM..