Name:
Berrek Sandblade
Race: Human
Player: Neurotic
Classes: Spellthief 3
Hit Points: 18 = 6 + 5 + 4 + 3 (CON)
1st level max = 6
2nd level
(1d6+1=6)
3rd level 2/3 max = 4
Experience: 4300/6000
[sblock=XP History]
starting: 3000
15.6.2009: 1300 - undead (and flesh golem) at the barrow
[/sblock]
Alignment: Chaotic Good
Speed: Walk 30 ft.
Languages: Common, Elven, Orcish
Stat Score Mod
STR 8 (-1)
DEX 16 (+4) +2 from cloud amulet
CON 12 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 13 (+1)
------------------------------
Fort: 1 + 1(CON) = 2 + 1(grace)
Ref: 3 + 3(DEX) +1 (cloud) = 7 + 1(grace)
Will: 3 + 0(WIS) = 3 + 1(grace)
Init: +10 = +3 (DEX) +4 (Imp Init) +2 (Quick Recon) +1 (cloud amulet)
BAB: +2
Melee: +1
Finesse: +6
TWF: +4/+4
Ranged: +6
Dagger:
to hit: +7 OR +5/+5 (Masterwork weapons) 19-20/x2; range 10'
damage: 1d4 - 1 + 1d6 sneak if applicable
Crossbow:
to hit: +6
damage: 1d8 19-20/x2; range 80'
Total / Flat / Touch
AC: 18 +1 15 13 +1 +2 natural from item +1 from increased dexterity
Code:
-------------------------- Skills ----------------------------------------
Skill Stat Pts Bonus Syn Total Misc
------------------------------------------------------------------------
Appraise int 0 2 2
Bluff cha 0 1 1
Concentration con 1 1 2
Decipher Script int 0 2 2
Disable Device int 5 2 7
Escape Artist dex 4 3 2+1 10 from traits + item
Gather Information cha 1 1 2
Hide dex 5 3 1 9 from item
Jump str 0 -1 -1
Knowledge(Arcana) int 0 2 2
Knowledge(Local) int 0 2 2
Listen wis 5 0 5
Move Silently dex 5 3 1 9 from item
Open Lock dex 4 3 1 8 from item
Search int 5 2 7
Speak Language N/A 0 0 0
Spot int 5 2 7
Spellcraft int 1 2 3 syn +2 Arcana
Swimm str 0 -1 -1
Tumble dex 5 3 1 9 from item (syn +2 Jump)
Use Magic Device cha 6 1 7 syn +2 Decipher script and Spellcraft for scrolls
-------------------------- Skill Tricks --------------------------------
Listen To This 2 Repeat flawlesly something heard up to 1 hour ago
------------------------------------------------------------------------
Total: 54
-------------------------- Feats ---------------------------
class Armored casting (light) - no spell failure chance in light armor
Flaw
Haunted
Feat
Improved Initiative
Flaw
Ghost warped
Feat
Lucky Fingers
human
Weapon Finesse
1st
Quick Reconnoiter
3rd
Two-Weapon Fighting
Traits:
[sblock=Stellar Caution
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
You are more than a little apprehensive about things and event pertaining to the Starfall.
Benefit:You gain a +1 Insight bouns to AC when dealing with anything pertaining to the Starfall.
Drawback: You take a -1 penalty on Init checks when dealing with anything about the Starfall. Because of your defensive nature to it all, your reaction suffers
[/sblock]
[sblock=Slipery]
You are less adept at grappling and wrestling than others of your size and strength, but you are adept at slipping out of another's hold.
Benefit
You gain a +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to escape a grapple or avoid being grappled.
Drawback
You take a -1 penalty on all other grapple checks.
[/sblock]
[sblock=Skinny]
You are very slender for your race.
Benefit
You gain a +1 bonus on Escape Artist checks.
Drawback
You take a -2 penalty on Strength checks to avoid being bull rushed or overrun.
[/sblock]
-- ToDo:
6th Unbelieveable luck
Simple weapons
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
-------------------- Special Abilities ---------------------
1st Trapfinding
1st Steal spell (2nd)
1st Sneak attack (1d6)
1st Spell grace +1 - add to all saves
2nd Steal spell effect
2nd Detect magic 1/day - as spell
3rd Steal energy resistance 10
------------------------- Equipment ------------------------
Name
------------------------------------------------------------
Masterwork dagger x2 x 302gp (1 lb)
Silver dagger x1 x 22gp (1 lb)
Cold iron dagger x2 x 4gp (1 lb)
Light crossbow (37 bolts) x1 x 35gp (4 lbs)
Light mace x 1 x 5gp (4lbs)
Masterwork studded leather x1 x 175gp (20 lbs)
Spellpouch x1 x 5gp(2 lbs)
Holy symbol of Olidammara x1 x 1gp
Steel mirror x1 x 10gp (1/2 lb)
Silk rope (50') x1 x 10gp (5 lbs)
Chalk x1 x 1cp
Caltrops x1 x 1gp (2 lbs)
Holy water x 1 x 25gp (1 lb)
Alchemist fire x 1 x 20gp (1 lb)
Tanglefoot bag x 1 x 50gp (2 lbs)
Alchemist acid x 1 x 10gp (1 lb)
Thunderstone x 1 x 30gp
Smokestick x 1 x 20gp (1/2 lb)
Sunrod x 2 x 2gp (1 lb)
Masterwork thief tools x1 x 100gp (1 lb) (+2 to Open Locks and Disable Device)
Guild badge (Black Hand over arcane blue burst) 1gp
-------------------------------------------------------------------
Total: 1136gp (51 lbs)
Total weight cared: 51 lbs
Current load: Light
Encumbrance
Light: 26
Medium: 53
Heavy: 80
------------------------ Description -----------------------
Height: 5' 6" Weight: 168 lbs. Gender: Male
Eyes: dark Hair: none Skin: Tanned
Quirks: brash and impulsive usually, but now he is more subdued
Speech style: subdued
Quotable: I. DON'T. KNOW.
Magic Items:
Cloud Amulet:
1st: +2 Nat Armor +2 Dex, Darkvision (60 ft.)
grave strike scroll x 1 x 25gp
master's touch scroll x 1 x 25gp
[sblock=Healing belt] 750gp
std; +2 competence Heal; 3 charges/day; healing 1 charge 2d8 + 1d8/extra charge (max 4d8)
CL: 3
Body slot: waist
Activation: standard (command)
This broad leather belt is studded with three moonstones.
While wearing
Healing belt you gain +2 competence bonus on Heal checks. This is continuous effect and requires no activation.
In addition, the belt has three charges which are renewed each day at dawn. Spending one or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead dealing them equivalent amount of damage).
1 charge : heals 2d8 points of damage
2 charges: heal 3d8 points of damage
3 charges: heal 4d8 points of damage
[/sblock]
Wand of CLW x 1 x 750gp
Enlarge Potion x 1 x 50gp
Magic Wpn oil x 1 x 50gp
[sblock=Brute Gauntlets] 600gp
swf; +2 +1/extra charge morale bonus to STR, STR skill and damage; 3 charges/day
CL: 3
Body slot: Hands
Activation: swift (command)
This pair of heavy black leather gauntlets is set with metal studs.
Brute gauntlets allow you to temporarily increase your physical might. These gauntlets have three charges which are renewed each day at dawn. Spending one or more charges grants you morale bonus on Strength checks, Strength based skill checks and and melee weapon damage for one round.
1 charge : +2 bonus
2 charges: +3 bonus
3 charges: +4 bonus
[/sblock]
[sblock=Boots of stomping] 600gp
std; 15' cone REFL DC 13 or fall down with 1d4 non lethal damage 3/day
CL: 3
Body slot: Feet
Activation: standard (manipulation)
The thick metal soles of these dirt-brown boots are slightly wider then the vamp. Brassy metal bands run from the sides of the soles to the tops.
When you stomp your feet and activate
boots of stomping you generate a 15-foot cone shaped burst of psychokinetic force that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground withing the area. Creatures that fail a DC 13 Reflex save are thrown to the ground, prone, and take 1d4 non lethal damage.
Boots of stomping function three times a day
[/sblock]
[sblock=Amber Ring of Vermin (giant bee)] 500gp
std; summons giant bee for one minute 1/day
Giant bee (medium vermin):
HD: 3d8 (13hp)
Init: +2
Speed: 20', fly 80' good
AC: 14 (+2 DEX; +2 natural); touch/flat: 12
BAB/Grapple: +2/+2
Attack/Full attack: sting +2 melee; 14d plus poison
Special qualities: Darkvision 60', Vermin traits
Saves: Fort +3; Ref +3; Will +2;
Abilities: Str 11; Dex 14; Con 11; Int -; Wis 12; Cha 9
Skills: Spot +5; Survival +1 (+4 to orient)
Poison (Ex): Injury, Fort DC 11, Initial and secondary damage 1d4 Con. giant bee that stings another creature pulls away leaving its stinger in the victim. The bee then dies.
CL: 7
Body slot: Finger
Activation: standard (command)
This irregularly shaped piece of natural amber is attached to simple iron ring. Within the amber tiny creature still seems to twitch.
This item summons giant vermin that appears and obeys your commands for 1 minute (as if summoned by
summon nature's ally. At the end of this duration creature vanishes. Eight varieties...yadda yadda...
Amber ring of vermin works once per day.
[/sblock]
Total money spent: 3886gp 1cp
Remaining: 110gp 3sp 9cp
[sblock=Description]
Berrek was quite good looking, but recent trials left him somewhat rugged and thin. He is careful and suspicious now, although his easy nature shows through some times. This ranges from suicidal overconfidence and bubbling enthusiasm and optimism to demure silence and outright laziness. Berrek is blond, his hair cut short and unkempt. His chin is squarish and face holds certain hardness not apparent on first glance.
He wears dark gray studded leather armor with studs tarnished so they don't reflect the light. Dark green travel cloak hides most of his body. Boots of the same color are visible under it. He has light crossbow slung across his back and in his hands dagger with dull gray blade dances back and forth while he distractedly plays around. Despite his seeming unconcern, sharp blue eyes constantly dart around aware of everything that goes in the vicinity.
[/sblock]
[sblock=History]
Member of cabal of mage guild 'guardians' (enforcers) that take care of one mage taking over whole guild or doing forbidden things...The Black Hand.
Unfortunately, once Berrek got over his head in what should have been simple scout/probe/information gathering mission on a suspect mage. Instead he was caught in a trap and held for memory change or worse, enfeeble mind. That was when the sky fell, mage tower was brought down and mage that was investigated perished. Strange as it is, Berreks abilities somehow interfered with the magic or maybe it was star magic. Whatever the cause, he was left unharmed as is with his mind a blank slate. He has no concept of who he is, where he is or why he is. His only companion is currently the very mage that perished in Star Fall. His name, Vensh Alaber, means nothing to Berrek, except that his first appearance caused short flashback of memory of older man showing the location of the tower on the map and illusion of Vensh's face.
After the calamity he managed to return to civilized lands and live off the streets for a time. One morning he was awaken by the ghost and found small peace of paper saying:
To Berrek Sandblade
The Hand has chosen you to go as Our representative and witness to Star Fall site. Report to ?? where another five heroes will gather. You are to keep an eye on the mages present and to report any strange magical phenomena that bear further investigation. You're free to keep any spoils you recover with usual 5% tithe.
He was delighted to find out his name. He now has little information to start recovering his life. Of course there are questions: What is The Hand? Who is older man he saw in flashback? Why was he sent to Vensh in the first place?
Without anchor or goal except to find out who he is Berrek went to ?? and thus, adventure begins.
Details, currently unknown to Berrek:
Berrek has strange mark on his right hand. He had it since he can remember it and his parents say that he was adopted from orphanage with that tatoo. In time it stretched some and lost it's initial bright purple color fading to slight purple and almost looking as strange scar.
He is born in Gerpalistar, but, because of some politicking and (literal) backstabbing, he was sent out to a relative (Onodar Feldspar) in Jormikfen. Onodar received news of Berreks parents demise and having no use for an infant or interest in keeping him without gain left his mark on the child for easier tracking and left him in an orphanage. He noted purple mark on infants hand and put his own mark on the other hand. Of course, this second mark is visible only to spell sight. He was adopted by local glassblower and his wife, Jeremiah and Irene Sandblade. Over the course of years he had several strange encounters and received training from his hired tutor in more then just literacy and magic. In time he joined mage guild through their secret police 'The Black Hand'. His uncle kept him under surveillance and once he joined The Hand started using him for private gain. Thus, just before star fall he was sent to spy on mage on suspicion of creating magebred abominations, in truth only to scout out innocent mage for preparing stealing of his newly researched spells.
This mage, feeling betrayed by the very organization that should be preventing such actions was harsh on young Berrek, but never got to fulfill his threats. He was good man and regardless of his threats to feeblemind young thief, he settled on memory wipe. In the middle of the process star fell, interfering both with magic and Berreks abilities deleting most of his memory. The mage died in ruins of his tower, most or all his books and research incinerated in the event. For some strange reason he rose at next sunset just as Berrek managed to slip out of the bonds holding him.
He still cannot communicate meaningfully with anyone and he shows none of the powers usually manifested by true ghosts. He seems mostly immune to turning attempts and any kind of spell or weapon. Whenever he tries to communicate, only low pitched moaning is heard, when he tries to manifest only general outline of ectoplasm shows. Berrek is aware that this is same man that held him captive, but seems that he cannot do anything about his haunting.[/sblock]