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.
Weight Carried: Light load, approx. 38lb (rest is in Haversack)
Remaining money: 234gp, 37sp, 30cp
Description
Aram is a short, slender man, standing 5’ 8” in height, and weighing about 165 lbs. While slender, he has an athletic build, a result of his training and active lifestyle. Aram wears his black hair cropped short, and has eyes the color of jet. He keeps his dusky skin soft with the judicious use of expensive lotions and oils, and takes pride in his appearance. He is generally well groomed and well dressed, and is generally thought to be a handsome man.
Personality
Aram was once quite selfish and greedy, always looking out for himself first. This was how his father had taught him to be, and that he could never rely on others. Since meeting Najm, though, Aram's personality has began to change. He has come to learn trust, and more and more thinks about things as they benefit the greater good. He believes in the
concepts of honor and justice, though he realizes that man's laws are not always just. While he believes in defending the weak and oppressed, he is still a bit slow to react...the offer of coin motivates him much quicker, a holdover from his earlier life.
Background
Aram grew up in the city of Ylaruam, raised by his father Tamir, an accomplished cutpurse and thief. Tamir raised his son in that tradition, teaching him the skills needed to be a thief, and the agile young boy was a quick study. About the time Aram came into adulthood, his father was caught stealing jewels from a wealthy qadi, and quickly executed for his crimes.
Aram continued his thieving ways, but his game was off after his father's death, and he made the mistake of picking a half-blind man by the name of Najm as a target. Najm caught Aram in the act, and then proceeded to defeat the young man in combat, leaving him bruised and bloodied. Still, Najm didn't call upon the law to deal with Aram; instead, he took it upon himself to teach and train Aram in hopes of bettering the lad's life. It turned out that Najm was formerly a soldier, and an elite guard of the Caliph.
Aram, anxious to learn something the would give value and meaning to his life, proved himself a talented and dedicated pupil, and quickly began to pick up the fighting techniques that Najm taught. Not only did the martial lessons stick, but Najm taught the young Aram about honor, and how it is the duty of the strong to protect the weak. These were things that Aram had certainly not learned from his father, and the young rogue soon found that these teachings gave him meaning and motivation.
After several years of study with Najm, the two came to the decision that Najm had taught Aram all that he could, and that Aram should go out into the world, seeking his own fortune and making his own life. Aram left Ylaruan
Healing Belt from MIC
The Healing Belt has 3 charges per day, renewed at dawn; a variable number of charges can be spent to gain healing. A
single charge from the Healing Belt heals 2d8, 2 charges 3d8, all 3 charges at once, 4d8.
750gp.
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Girgal is a wanderer. After some adventures in Hollow World, he converted to the deity Ka, patron of dinosaurs. He doesn't talk much about his past life, but their are hints he was member of an evil nature cult before conversion. He prefers dinosaurs for his wild shapes and animal companions.
His current companion is a fleshraker called "Ripclaw".
He is a determined protector of nature. He is not easy to befriend for humanoids, but is a true friend in need. (Alignment: Savage (Law of Nature) neutral )
He wears a hide armor made from the hide of his last companion, who sacrificed himself for Girgal. In fights he prefers spells and melee in wild shape. In normal situations, he rides his companion.
Images of Girgal and Ripclaw
Spoiler:
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Signature
Hi I'm a comic and rpg nerd. Don't hurt me, please.
Bev is ready except that I need to update his skills for his new class and also for 9th level
Bevin's sheet
Age: 53
Gender: Male
Height: 4'2"
Weight: 135lb
Eyes: Dark Grey
Hair: Black, Shaved
Beard: White mostly and growing longer by the hour
(Currently being re-grown)
Skin: Deeply tanned, but somewhat grayish
Saves (Plus see below, racial abilities, for bonuses vs. spells and poison)
FORT: +5 (+3 base + 2 con)
REF: +8 (+5 base + 3 dex)
WILL: +6 (+6 base + 0 wis)
Racial Abilities:
- +2 Con, -2 Cha
- Speed 20"
- Darkvision
- Stonecutting, +2 to notice new stonework
- Stability (+4 to resist being bullrushed or tripped)
- +2 Racial bonus to saves vs. poison
- +2 Racial bonus to saves vs. spells or spell-like effects
- +1 Racial bonus "to hit" orcs and golinoids
- +4 Dodge bonus to AC vs. creatures of the Giant type
- +2 Racial bonus to Appraise and Craft checks for stone or metal items
Melee weapons
- +2 Heavy Mace (8,312gp,) named "Nutcracker" (loaned to renau1g's Father Fuller at the moment)
- Dagger
Ranged weapons
- Spells
- Light Crossbow
Equipment
- +2 Heavy Mace ("Nutcracker")
- Light Crossbow, w/ 3 cases of 10 bolts each
- Backpack (2gp), lined with Bag of Holding, Type I (2,500 gp)
----- money 247 gp
----- Bedroll (1sp)
----- Trail rations, 5 days (25sp)
----- 2 sacks (2cp)
----- Climbers' Kit (80 gp)
----- 2 Sunrods
----- 3 Potions, Cure Moderate Wounds (@ 300 gp ea)
----- 4 Potions, Cure Serious Wounds (@ 750 gp ea)
- Wand of Detect Magic 50 ch.
-3 Beltpouches (@ 1gp ea.)
----- Pouch of Dispel Evil powder (from Sergeant Sarras) used?
----- Flint & steel (1gp,)
----- M/W Thieves' Tools (100 gp)
- Spell Component Pouch (5 gp)
- Two spare spell component pouches (pilfered from the dungeon)
- Waterskin (1gp)
- Explorer's outfit (10gp, worn)
- 2 Daggers (@ 2 gp ea.)
Weight Carried:
Remaining money: 247 gp
Beguiler Abilities
- Proficient with all Simple Weapons
- Spellcasting (spontaneous)
Spells per Day: 0th-6(cast0), 1st-6(cast3), 2nd-6(cast4), 3rd-6(cast5), 4th-4(cast1)
Spells Known:
Save DC for spells=13+spell level
Level 0 - Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Repair Minor Damage (Comp. Arcane p. 120), Arcane Mark, Prestidigitation, Message, Open/Close
Level 1 - Burning Hands, Charm Person, Grease, Hypnotism, Color Spray, Ray of Enfeeblement, Sleep, Summon Monster I, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Mage Armor, Obscuring Mist, Rouse, Silent Image, Undetectable Alignment, Whelm
Level 2 - Daze Monster, Tasha's Hideous Laughter, Touch of Idiocy, Summon Monster II, Blinding Color Surge, Blur, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand, Touch of Idiocy, Vertigo, Whelming Burst
Level 3 - Deep Slumber, Heroism, Hold Person, Summon Monster III, Arcane Sight, Clairaudience/Clairvoyance, Crown of Veils, Deep Slumber, Dispel Magic, Displacement, Glibness, Halt, Haste, Hesitate, Hold Person, Inevitable Defeat, Invisibility Sphere, Legion of Sentinels, Major Image, Nondetection, Slow, Suggestion, Vertigo Field, Zone of Silence
Level 4 - Charm Monster, Confusion, Crushing Despair, Freedom of Movement, Greater Invisibility, Greater Mirror Image, Locate Creature, Mass Whelm, Phantom Battle, Rainbow Pattern, Solid Fog
Last edited by Leif; 5th June 2009 at 05:53 PM..
Reason: finally getting Bevin's ex-rogue abilities deleted
1st lvl -
Magic Missile, Mage Armour, Endure Elements, Alarm, Ray of Enfeeblement
2nd lvl -
Knock, See Invisibility, Web
3rd lvl -
Fireball, Fly
4th lvl -
Elzmyr's Black Tentacles
Languages: Common, Draconic, Undercommon, Sylvan
Equipment: 36,000 GP
Cloak of Charisma + 4 (16,000)
Gloves of Dexterity + 2 (4,000)
Periapt of Health + 2 (4,000)
Ring of Sustenance (2,500)
Eyes of the Eagle (2,500)
Handy Haversack (2,000)
Slippers of Spider Climbing (4,800)
4 Potions Cure Light Wounds (200)
The Elzmyr family has always been full of magical power, and it's an accepted (even celebrated) fact that they have an abundance of draconic blood in their veins. Over the last few generations, that magic has been falling off somewhat, and it has been speculated that this is because there have been no recent archmages, nor have their been (As is rumoured to have happened frequently in times past) new infusions of Draconic blood. The family claims several dragons in their lineage, both Red and Silver. In fact, there are claims that the Archmage Dar of several generations ago actually BECAME, in all aspects, a true Silver Dragon, and is still alive today, watching over his descendants. These are, of course, mere speculations with no proof.
Kiera herself is one of the most powerful mages to come out of the elzmyr blood in a century, and has managed to tap into her families ancient lineage, empowered by the draconic blood that flows through her. It is her hope to revitalize the Elzmyr name by restoring the true power of their draconic heritage.
When she heard of the Master, she temporarily abandoned her studies to join an expedition sent by the Republic of Darokin to obtain the Master's war plans, find the Crystal Dagger of Cymorakk, and use it to assassinate the otherwise immortal Master.
They were unfortunately discovered and defeated by the Master's agents, everyone but Kiera killed(So far as she knows). She was able to escape and has been searching for some way to disrupt the Masters plans on her own.
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Skills (60 skill points total)
Trained or Untrained: +X (=Rank + Stat Mod + Other)
Concentration +13 (=12+1+0) (9 from SC, 3 from MoS)
Hide +11 (=9+2+0) (8 from SC, 2 cc from MoS)
Move Silently +11 (=9+2+0) (8 from SC, 2 cc from MoS)
Spot +11 (=12-1+0) (7 from SC, 5 from MoS)
Trained Only: +X (=Rank + Stat Mod + Other)
Knowledge (arcana) +10 (=8+2+0) (5 from SC, 3 from MoS)
Knowledge (the planes) +10 (=8+2+0) (8 from SC)
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Magic Items (location, weight): +1 Mithral Shirt of Twilight (5,100 GP, chest/armor, 12.5 lbs), Lesser Metashadow Rod of Extend Mystery (3,000 GP, haversack or left hand, 0 lbs.), Ring of Feather Falling ( 2,200 GP, left hand index finger, .0 lbs.), Cloak of Charisma +2 (4,000 GP, shoulders, 2 lbs.), Handy Haversack (2,000 GP, back, 5 lbs.), Amulet of Health +2 (4,000 GP, neck, 0 lbs.), Gloves of Dexterity (4,000 GP, hands, 0 lbs.), Ring of Sustenance (2,500 GP, right hand index finger, 0 lbs.), Bag of Tricks (rust, 6,300 GP, belt, 0 lbs.), Wand of Dusk and Dawn (25 charges, CL 1, 375 GP, haversack, 0 lbs), 2 potions of Cure Moderate Wounds (CL 3, 300 GP, haversack), potion of lesser restoration (CL 3, 300 GP ea, haversack), potion of Cure Serious Wounds (CL 5, 750 GP, haversack), 3 potions of Cure Light Wounds (CL 1, 50 GP ea, haversack), Arrow of Dusk (50 charges, CL 1, 375 GP, haversack)
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Other Equipment:
Weapons: Masterwork Dagger +4 melee (1d4-1, 19-20/x2, piercing or slashing, 10 ft. range, 302 GP, 1 lb.)
Armor, Clothes: +1 Mithral Shirt of Twilight (+4 AC, +6 Max Dex, 0% ASF, 0 ACP, 12.5 lbs), traveler’s outfit.
Contents: Lesser Metashadow Rod of Extend Mystery, Wand of Dusk and Dawn (25 charges, CL 1), Arrow of Dusk (50 charges, CL 1), bedroll, flint and steel, hempen rope (50 ft),
Container: Handy Haversack (pocket)
Contents: coinage
Container: Handy Haversack (right pocket)
Contents: 2 potions of Cure Moderate Wounds (CL 3), potion of lesser restoration, potion of Cure Serious Wounds (CL 5), 3 potions of Cure Light Wounds (CL 1)
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Money
PP: 0
GP: 45
SP: 9
CP: 0
Gems/Other: 0
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Load
Light: 0-26 lbs.
Medium: 27-53 lbs.
Heavy: 54-80 lbs.
Current: 20.5 lbs.
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Familiar/Animal Companion(s):
Eissun the Large Shadow Elemental (Incorporeal)
HD 10d8+30 Hp 75 Init +6 Spd Fly 40 ft (perfect) AC 12
Atk (10 ft. reach) 2 Incorporeal Touches +8 melee (1d8 plus 1d8 cold damage)
SA: Shadow Mastery (+1 on attacks and damage in shadowy or darker areas), Dusk and Dawn 3/day
SQ: Blindsight 60 ft., elemental traits, incorporeal traits
AL: N
Saves: F: 6/ R: 7/ W: 3
Str - Dex 14 Con 16 Int 6 Wis 11 Cha 11
Skills & Feats: Listen +8, Spot +9 (2 skill points due to advanced HD), Alertness, Combat Reflexes, Improved Initiative, Flyby Attack (new feat due to HD advancement)
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Mysteries
Caster Level: 8 (DC 16 + mystery level)
Fundamentals (usable 3 each): Caul of Shadow, Black Candle, Arrow of Dusk (x2)
Lvl 1 Apprentice Mysteries (2 per day each): Life Fades, Carpet of Shadow
Lvl 2 Apprentice Mysteries (2 per day each): Flesh Fails, Black Fire
Lvl 3 Apprentice Mysteries (2 per day each: Umbral Touch, Clinging Darkness
Lvl 4 Initiate Mysteries (1 per day each): Shadow Evocation, Warp Spell
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Description (include Age, gender, height, weight, physical description):
Jex is an unusual young man of about 22, though at first glance his features would merely bespeak “pretty boy.” He isn’t particularly tall or strong-looking (he stands around 5’7” or 5’8” and is of light build, weighing about 120 lbs.), but his presence makes him seem larger. He carries himself with a calm, cool air, which can be slightly unnerving as he always seems to maintain it, no matter the circumstances.
He keeps his long hair in ponytail that reaches almost to the middle of his back, and it never seems out of place or disturbed, even when he pulls loose the string that keeps it restrained. His face appears soft and pale, as though he hasn’t had to travel much in the sun, or worked very hard at all. His hands follow suit, smooth and clean, more the hands of a noble’s son or scholar than an adventurer. While these aren’t especially unusual qualities, the way he speaks with a cool and smooth voice in addition to his posture and bearing make him someone to which others listen.
All of these things wouldn’t be particularly unusual, even taken together. No, what makes Jex unusual is his mastery over pure darkness and shadow, so strong that he is able to manifest and summon a creature of that pure darkness, a giant shadow companion that he has taken to calling Eissun. This creature seems to listen to him, but his own personal shadow sometimes seems to move of its’ own accord, out of sync with his body. When this is noticed, it is an altogether disturbing event.
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The 13 Kingdoms games
Player as:
Slassz Verazzyn, Sauran Blue Dragon Shaman 4 and Tetsu, Human Crusader 1/Cleric 2 of Naeron in "Fall of the 14th Kingdom"
Fahlias Dragonson, Half-Silver Dragon, Half-Human Ranger 6/Ceomyrian Pathfinder (Horizon Walker) 6 in "For More Than Glory"