Destiny's Tears: Rogue's Gallery
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  1. #1
    Acolyte (Lvl 2)

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    Feb 2005
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    Destiny's Tears: Rogue's Gallery

    Destiny's Tears In Character
    Destiny's Tears Out Of Character
    NeoSpelljamming House Rules Encylopaedia

    Welcome to the Rogue's Gallery Destiny's Tears folks! post your characters here, following the format of my example character, more or less:

    Alyria Z'Avani, Arcanist of the Cerulean Kiss
    Female Altanian Arcanist 13

    Alignment: Chaotic Good
    Height: 5'
    Weight: 94 lbs
    Hair: Cyan
    Eyes: Sapphire-Blue
    Age: 30 (apparent human age: 20)

    Strength 10 (+0) [10 base]
    Dexterity 14 (+2) [14 base]
    Constitution 20 (+3) [16 base, +4 Enhancement from Sash]
    Intelligence 31 (+7) or 35 (+9) [18 base, +4 Racial, +3 Level 4,8,12, +6 Enhancement from Crown, +4 for Arcanist Spells from Spellcasting Prodigy and Altanian Prodigy]
    Wisdom 6 [8 base, -2 Racial]
    Charisma 26 or 30 (+7) [16 base, +6 Racial, +4 Enhancement Bonus from Shift, +4 for Arcanist Spells from Spellcasting Prodigy, and Altanian Prodigy]

    Hit Dice 2d4+10
    HP: 17 [4 + 3 + 10]
    AC: 33 [10 base, +2 Dex, +10 Armour, +6 Shield, +5 Deflection]
    Touch AC: 17, Flat-footed AC: 31
    Init: +6 [+2 Dex, +4 Improved Initiative]
    BAB: +6/+1
    Melee Attack: +1/-4 [+6 base, -5 Armour-check Penalty]
    Ranged Attack: +3/-2 [+6 base, +2 Dex, -5 Armour-check Penalty]
    Speed: 30 ft

    Fortitude +14 [+4 base, +5 Con, +5 Resistance from Mantle]
    Reflex +11 [+4 base, +2 Dex, +5 Resistance from Mantle]
    Will +11 [+8 base, -2 Wis, +5 Resistance from Mantle]

    Spellcasting Prodigy (Arcanist) [Altanian Racial ability]
    Altanian Prodigy (Arcanist) [Altanian Bonus Feat]
    Spell Focus (Enchantment) [Arcanist 1st]
    Greater Spell Focus (Enchantment) [1st-level]
    Empower Spell [3rd-level]
    Spell Penetration [6th-level]
    Improved Initiative [9th-level]
    Quicken Spell [10th-level]
    Greater Spell Penetration [12th-level]


    Appraise +10 or +12 [0 ranks +10 Int, +2 Synergy from Craft (Alchemy) for alchemical items]
    Bluff +24 [16 ranks, +8 Cha]
    Concentration +21 [16 ranks, +5 Con]
    Craft (Alchemy) +26 [16 ranks, +10 Int]
    Diplomacy +15 or +16 [3.0 ranks, +8 Cha, +2 Synergy from Bluff, +2 Synergy from Sense Motive, 2 Synergy from Knowledge (Nobility and Royalty, Altania) in Altania]
    Disguise +8 or +10 [0 ranks, +8 Cha, +2 Synergy from Disguise to act in character]
    Intimidate +10 [0 ranks, +8 Cha, +2 Synergy from Bluff]
    Knowledge (Arcana) +26 [16 ranks, +10 Int]
    Knowledge (Nobility and Royalty, Altania) +15 [5 ranks, +10 Int]
    Knowledge (Spelljamming) +26 [16 ranks, +10 Int]
    Knowledge (The Planes) +26 [16 ranks, +10 Int]
    Knowledge (The Spheres) +26 [16 ranks +10 Int]
    Profession (Spelljammer) +0 [0 ranks, -2 Wis, +2 Synergy from Knowledge (Spelljamming)]
    Sense Motive +3 [5.0 ranks, -2 Wis]
    Sleight of Hand +4 [0 ranks, +2 Dex, +2 Synergy from Bluff]
    Spellcraft +28 [16 ranks, +10 Int, +2 Synergy from Knowledge (Arcana)]
    Survival -2 or +0 [0 ranks, -2 Wis, +2 Synergy from Knowledge (The Planes) on other planes]

    Languages: Altanian, Eldish, Seelie, Byblan, High Praetorian, Melodian, Feldori, Valsian

    Class and Racial Abilities:

    Altanian Abilities- +4 INT -2 WIS +4 CHA, Bonus Feat, Bonus Skill, Spellcasting Prodigy, Arcane Armour Proficiency

    Arcanist Abilities- Spellcasting, Bonus Featx2, Reactive Epiphany, Major Sigil

    Spells Slots per Day: 0-10, 1-16, 2-16, 3-15, 4-15, 5-13, 6-10, 7-4
    Signature Spells: 0-9, 1-5, 2-5, 3-4, 4-4, 5-3, 6-2
    Spells Prepared: 0-4, 1-7, 2-7, 3-7, 4-7, 5-5, 6-4, 7-3
    Signature DC 17 + Spell Level or 20 + Spell Level [10 base, +7 Cha, +3 Spell Focus (Enchantment) for Enchantment spells]
    Prepared DC 22 + Spell Level or 25 + Spell Level [10 base, +12 Int, +3 Spell Focus (Enchantment) for Enchantment spells]
    Caster Level 13 or 17 [13 base, +4 Greater Spell Penetration vs SR]

    Erudite Crown of the Lost Magister (+6 Enhancement Bonus to Intelligence, 36,000 gp)
    Amaranthine Shift of the Radiant Anthousa (+6 Enhancement Bonus to Charisma, 36,000 gp)
    Sturdy Sash of the Eminent Wu Jen (+4 Enhancement Bonus to Constitution, 16,000 gp)
    Protective Mantle of the Arcane Duelist (+5 Resistance Bonus to Saving Throws, 25,000 gp)
    Altanian Spellcrystal Breastplate +5 (+10 AC, 29,200 gp)
    Rowaini Swiftsilver Buckler +5 (+6 AC, 26,015 gp)
    Ring of Repulsive Deflection (+5 Deflection Bonus to AC, 50,000 gp)

    2,000 gold in gems and jewelry

    Alyria is a beautiful Altanian arcanist, with long, unbound waves of cyan tresses falling through her platinum circlet to rest gently upon her shoulders and upper-back. Her sapphire-blue eyes sparkle with incredible intelligence, as if she is looking at you, through you, and at your deepest secrets all at once. She wears a revealing and comfortable Amaranthian shift underneath her transparent breastplate, although her waist is modestly covered by a fine Larakese sash.

    Alyria is inquisitive and charming, but sometimes distracted from the people around her by the flows of magic. Eager to try new spells, she sometimes forgets simple common sense rules of the ways the world works, but as a powerful arcanist, sometimes she is able to bend reality to match her whims.

    Alyria was born in the city of Avani, entering the school of Zhyral at a young age due to her perspicaciousness. After graduating at the top of her class, she decided to leave Altania and explore Wildspace, visiting Amaranthia and playing with the Enchantresses and Sirens, moving on to Lara Kai to meditate with the Wu Jen, and applying for a permit to briefly enter Gyaros and chat with a Praetorian Warmage. Eventually, she used her magic to uncover the secret location of the Elder Library of the Byblans, where she studied some of the tomes of lore that the race of knowledge-hungry outsiders had collected. Now she travels Wildspace still, with her Enchantment spells at the ready, but they say that this time she is looking not for arcane power but for someone with whom to share her life.
    Last edited by Brother Shatterstone; Sunday, 28th August, 2005 at 04:17 PM.

  2. #2
    Guide (Lvl 11)

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    Dolathi, 3rd-Level Eldritch Infiltrator
    Medium Aberration (Shapechanger)

    Hit Dice: 3d6+6 (18 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
    Base Attack/Grapple: +2/+1
    Attack: Silvered Dagger +5 melee (1d4-1/19-20)
    Full Attack: Silvered Dagger +5 melee (1d4-1/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak Attack +2d6, Spells
    Special Qualities: Alternate Form, Darkvision 60 ft., Trapfinding, Trap Sense +1, Evasion, Dampen Aura 1
    Saves: Fort +3, Ref +6, Will +3
    Abilities: Str 10(8), Dex 15(17), Con 12(14), Int 16(18), Wis 12(10), Cha 18(20)
    Skills: Bluff +10(5), Concentration +5(3), Diplomacy +9[+11](0), Disable Device +12(6), Disguise +16/18/20(1), Gather Information +5(0), Hide* +9(6), Intimidate +7(0), Knowledge (arcana) +5(1), Knowledge (local - Tymadeau) +5(1), Knowledge (local - Kanath) +5(1), Knowledge (spelljamming) +5(1), Knowledge (the spheres) +5(1), Listen +4(4), Move Silently* +9(6), Open Lock +6(1), Perform (sing) +6(1), Search +10(6), Sense Motive +5(5), Sleight of Hand +11(6), Spellcraft +7(3), Spot +4(4), Tumble* +5(2), Use Magic Device +7(2); * Armor Check Penalty 0/0
    Feats: Spell Focus (illusion), Weapon Finesse
    Alignment: Chaotic Neutral (with a tendancy towards Good)

    As a Dolathi, Melody is a strange being that is able to take on the shapes of other humanoids. In her natural form, at least as far as anyone can tell, a Dolathi looks like some kind of humanoid-shaped, featureless gooey mass. The flesh is pure-white and hairless. However, this form is almost never assumed. Normally, Melody is encountered as an attractive, young Rowaini woman of average height, about 5'6", with a slender and beautifully shaped figure, waist-long, dark hair and green eyes. This is what Melody considers her natural form, knowing no better. Her physical age is 21 years, but being able to change her appearance at will, she can appear as almost any age she desires.

    [Laughing Sail Inn]
    A young Rowaini woman, who is standing at the bar, turns her head a few times in the direction of the table, Abdiel is sitting at, while chatting with the Altanian barkeeper. Her beautiful figure is dressed in a form-flattering dress of dark-green cloth, a long skirt and a short top, fully revealing her midriff and greatly enhancing her attractive appearance, with only a single necklace worn around the delicate neck to accentuate her look. The waist-long black hair is flowing down her back and the green eyes looking over the two patrons at the table curiously. Eventually, she turns her slender body around and heads towards it.

    [Dark Alley & Glamour's Villa]
    While looking down, Melody notices, that she is still dressed up for the tavern stay. She quickly takes a step back and mumbles a few arcane words, while weaving her hands as if casting a spell. Upon her command, her clothes begin to change into tight-fitting black leathers, that are less revealing than her previous dress, but otherwise do rather little to hide her gorgeous figure.

    Melody is dressed in translucent white silk with only an ivory-colored brassière underneath a tight-fitting, long-sleaved blouse, which leaves a small portion of her slim waist bare, about two to three inches wide, and then a daringly short skirt of matching ivory color with a loose-fitting, long skirt of the same translucent silk-cloth on top, that has a full-length slit along her right leg. Her feet are fitted in simple, but elegant black leather sandals, and wrapped loosely around her hips is a broad, white leather belt with a large silver buckle modeled into an angel with spread wings. As usual, she does not wear any make-up (she never does) and only very little jewelry, mostly a necklace with a pretty stone attached to it, preferring to play up her natural beauty instead of drowning it in accessories. Her waist-long, dark hair cascades freely over her shoulders in slight waves and her green eyes sparkle with expectation.

    Melody speaks Eldish, Rowaini, Melodian and Seelie.

    Spells: As 3rd-level Sorcerer.
    Sorcerer Spells Known: (6/7; save DC 15 + spell level (+2 illusion))
    0th - Acid Splash, Detect Magic, Daze, Ghost Sound, Prestidigitation;
    1st - Color Spray, Silent Image, Lesser Orb of Acid.

    Alternate Form (Ex): As a standard action, Melody can assume the shape of any small or medium humanoid. This ability functions like alter self, except as noted here. Her type changes to humanoid (shapechanger). As part of the transformation, her ability scores can change. Melody can raise any two physical and any two mental abilities by two, but also has to lower one physical and one mental ability by two. The altered abilities do not necessarily need to be different ones, changes can be applied to the same physical or mental ability scores as well. However, if she raises a single ability by four this way, then another ability of the appropriate type (physical or mental) has to be lowered by two. If Melody's Intelligence is raised this way, she can apply a +2 bonus to any untrained skill in which she does not have any ranks for every two points by which her Intelligence is raised, for as long as it remains on that level. Melody can remain in a humanoid form until she chooses to assume a new one. Not even a true seeing spell or ability can reveal her natural form.

    Dampen Aura (Ex): Melody can dampen the magical aura of any spell effect affecting herself or any magic item in her possession by a number of steps equal to the level of the ability; Dampen Aura 1 could make a moderate aura become faint or a faint aura vanish completely. However, an overwhelming aura cannot be dampened.

    Equipment: Silvered Dagger, Rowaini Chain Shirt (ACP 0), Vestment of Many Styles, Traveler's Outfit, Backpack, Bedroll, Scroll Case, Belt Pouch (2), Ink (vial), Inkpen, Paper (sheet) (5), Waterskin, Everburning Torch, Tindertwigs (10), Masterwork Thieves' Tools, Spell Component Pouch (2), Rowaini Heartstone (emotional imprint of Melody's mother; 300 gp), Signet Ring ('Rosethorns'), Alire's Ring (aura dampened), Alire's Wand (aura dampened); 3,137 - 280 - 200 credits, 6 ten-coins, 0 shift-coins.

    Vestment of Many Styles: This suit of clothes transforms itself into different fabrics and designs, allowing the wearer to alter her outward appearance with a command word. The vestment grants a +2 circumstance bonus on Disguise checks in any situations where clothing is part of the disguise, but does not change or disguise any armor worn.
    Moderate transmutation; CL 9th; Craft Wondrous Item, creator must be a dolathi; Price 500 gp.

    Background: Melody was born on Tymadeau, the child of a Dolathi Planeswalker and a Rowaini Witch. Like most human-born Dolathi, Melody perceives herself as a female; her name was chosen because of her beautiful voice and to represent her evershifting Dolathi nature. Melody spent a good portion of her childhood with her mother, being introduced into the secrets of sorcery, but occasionally her father would take her on one of his spelljamming journeys, which usually turned out to be quite exciting, floating through Wildspace, visiting new worlds and distant spheres, and meeting strange new beings. This was not done completely without ulterior motives, however, being a shapechanger and training her innate talent with different species turned out to be a useful exercise, and there were a few worlds, which her father had decided to be useful stops during her educational phases. The years passed and the young girl grew into a woman, with a striking semblance of her mother. It was time for her to leave Tymadeau and move to the great city of Eldiz on the Dolathi homeworld of Kanath, the center of the cosmopolitan civilization. This place was vastly different to her previous home, interesting, intriguing, ever-changing, just like herself. Melody immediately felt at home. Her father arranged for her to get some formal training in one of the highest Dolathi arts, the composition of shapechanging and magic, but with a considerable knack for these talents, Melody needed not much besides an introduction before starting to develop advanced skills on her own. Being self-sufficient and curious in nature, it took only a few years until she decided to go explore the Wildspace on her own.
    Last edited by Thanee; Tuesday, 9th January, 2007 at 09:57 AM.

  3. #3
    I aim to misbehave
    Acolyte (Lvl 2)

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    Zykovian T’Erilan
    Male Altanian Arcanist 1/Marksman 2

    Character level: 3
    Alignment: Neutral Good
    City: Erilan
    Height: 6' 2''
    Weight: 198 lbs
    Hair: Dark blue/black
    Eyes: Sky Blue
    Age: 26 (appears? )
    Experience: 3,750 xps

    Str: 12 (+1) [base 12]
    Dex: 15 (+2) [base 15]
    Con: 14 (+2) [base 14]
    Int: 20 (+5) [base 16, +4 racial]
    Wis: 11 (+0) [base 13, -2 racial]
    Cha: 20 (+5) [base 16, +4 racial]

    Class and Racial Abilities
    Altanian abilities - Bonus Feat, Bonus Skill (+1/lvl, 4 at 1st), Spellcasting Prodigy, Arcane Armour Proficiency (Light Armor w/out spell failure).

    Arcanist abilities – No armor proficiencies, No shield proficiency, simple weapon proficiencies(club, dagger, heavy crossbow, light crossbow, and quarterstaff), bonus feat, Sigil of Power.

    Marksman abilities – All armor proficiencies, All shield proficiency, simple and martial weapon proficiencies, bonus feat, Point blank Shot, Deadly aim +1.

    Hit Dice: 4 + 2d10 (18) + 4
    HP: 28
    AC: 19 (+2 Dex + 6 Armor + 1 shield)
    Init: +2 (+2 Dex)
    Speed: 30 ft

    Fortitude +5 [+3 base, +2 Con]
    Reflex +5 [+3 base, +2 Dex]
    Willpower +2 [+2 base, +0 Wis]

    Save conditionals: None.

    BAB: +2
    Melee Atk: +3 Scimitar (1d6+1/18-20/x2/S)
    Ranged Atk: +6 or +4/+4 Azure Streak MW Mighty +1 Praetorian Longbow (1d10+2/20/x3 130ft/P)

    Attack conditionals: Point blank Shot (+1 hit and dmg w/in 30ft), Precise Shot, Deadly Aim +1(included), Weapon focus: Longbow.

    Skills (32 pts Arcanist, 20 pts Marksman)
    Bluff +9 [4 Ranks, +5 Cha]
    Concentration +8 [4 Ranks, +2 Con]
    Craft (Bowyer/Fletcher) +6 [1 ranks, +5 Int]
    Decipher Script +7 [2 ranks, +5 Int]
    Diplomacy* +5 [0 Ranks, +5 Cha]
    Gather Information* +5 [0 Ranks, +5 Cha]
    Hide +4 [2 ranks, +2 Dex]
    Intimidate* +7 [0 Ranks, +5 Int]
    Knowledge Arcana +9 [4 Ranks, +5 Int]
    Knowledge History +9 [4 Ranks, +5 Int]
    Knowledge Nature +6 [1 rank, +5 Int]
    Knowledge Nobility +7 [2 Ranks, +5 Int]
    Knowledge Spelljamming +7 [2 Ranks, +5 Int]
    Knowledge (Eldiz) +9 [4 Ranks, +5 Int]
    Knowledge (The Spheres) +9 [4 Ranks, +5 Int]
    Listen +5 [5 ranks, +0 Wis]
    Move Silently +4 [2 ranks, +2 Dex]
    Search* +5 [0 Ranks, +5 Int]
    Sense Motive* +0 [0 Ranks, +0 Wis]
    Speak Language(cc): 1 [Mojiin]
    Spellcraft +9 [4 Ranks, +5 Int]
    Spot +5 [5 Ranks, +0 Wis]

    Spellcasting Prodigy [Altanian racial]
    Altanian Prodigy [Altanian racial bonus]
    Empower [Arcanist Bonus 1st]
    Battle Caster (CA,p.75) [1st lvl] (Increase the category of armor for no spell failure)
    Point Blank Shot (Marksman 1st lvl]
    Precise Shot [Marksman bonus 1st]
    Rapid Shot (Marksman 2nd lvl]
    Weapon focus: Longbow [Marksman bonus 2nd]
    Practiced Caster (CA, p. 82) [3rd lvl]

    Languages: Altanian, Eldish, High Praetorian, Mojiin, Seelie, Rowaini, Vulgar Praetorian.

    Total Spells Per Day (cast/day) (Total) Save DC +7
    0th – 8; 1st – 8 (4 base +2 Int +2 Cha),

    Spells Known (cast/day) (Signature) Save DC +7
    0th – (4) Detect Magic, Light, Prestidigitation, Read Magic
    1st – (2) Arrowmind, Shield(base 2, No bonus for Stat)
    2nd – .
    3rd - .

    Spells Prepared (cast/day) Save DC +7
    0th – (3) xxx, xxx, xxx
    1st – (3) xxx, xxx, xxx (base 1, +2 for 24 Stat)

    Spells Known
    0th – (all)all
    1st – (8) Accuracy, Expeditious retreat, Identify, Magic missile, Orb of cold (lesser), Protection from evil, Ray of enfeeblement, True strike (base 3, +5 for 20 Stat)

    Azure Streak MW Mighty +1 Praetorian Longbow (2,100gp, 6 lbs.) (Full cost already)
    Arrows [Qty. 80] (4 gp, 12 lbs.)
    Scimitar (15gp, 4 lbs.)
    Bluesteel Breastplate +1 (1,200 gp, 30 lbs., AC +6, MDP +3, ASF 0%, ACP -3) (x1.5 cost)
    MW Darkwood Buckler (205gp, 2.5 lbs., ASF 0%, ACP 0)
    Bedroll (5sp, 5 lbs)
    Backpack (2 gp, 2 lbs.)
    Acid (2 flasks) 20gp
    Waterskin 1gp
    50 ft. silk rope 10gp
    Paper (10 sheets) 4gp
    Ink (two vials) 16gp
    Inkpen 1gp
    Trail rations (20 days worth) 10gp
    Belt pouch 1gp
    Explorer’s outfit 0gp Total Cost: [4,479 gp]

    321 gp, 0 sp

    Notes – None at this time.

    Appearance: Zykovian is a striking, imposing figure at over six feet tall. Dressed in dark shades of blue and red, the glint of something shiny can be glimpsed beneath a dark blue cloak. Long, blue/black hair curled to his shoulders and piercing sky blue eyes viewed his surroundings from beneath the hair that fell loosely around his face.

    Personality: Zykovian spends much of his time brooding about life, existence, and fate, when not challenged or on a mission. On a job, or on the streets at night looking for trouble, Zykovian is intent, focused and driven. To those he helps, Zykovian is friendly, courteous to a fault, and genuinely concerned about their well-being. Zykovian has been running solo for several weeks and hasn’t really interacted with teammates and companions. Those times are changing.

    Early Background/Origins: Zykovian was born into the arcane world of Altania into an arcane family living in Avani. Growing up, his father left for some time while Zykovian was young. Returning when Zyk was eleven(change as appropriate), his father was nervous, quick to anger (actually striking Zyk once and his mother often) and seemed sort of sickly. Mere days later, after only seeing his father for a few days after his absence of years, Zykovian was told that his father was dead. Zyk’s mother tried to be gentle with him . . . but it was difficult to accept. To temper the news, his mother informed Zykovian that he was accepted into the school of Forceful Universal Modifications in Erilan, and that they would be moving there in short notice. During the transition, Zykovian became very close to his mother, depending on her for support and guidance. Although this changed somewhat once school began and the years rolled by, the bond that was forged during those trying few days remained strong.

    Speaking of bonds, Zykovian’s teacher for several year most recently had started to become attached to Zykovian, having made several overtures to more ‘personal study.’ Although the young woman was quite beautiful, Zykovian tried to keep the matter professional . . . but was weakening. Something powerfully strong would have to happen to have Zykovian tell her ‘no’ again . . . and something did. Zykovian received word that there had been an accident at his mother’s home . . . and there were no survivors. Zykovian left school to deal with the issues that remained only to find out that the home was destroyed by a powerful evocation magic gone awry . . . except that his mother was a talented enchantress who disdained evocation magics. Something was wrong here . . . hired divination magics returned little or no information, necromancy was equally as useless – the spirit was just not willing to speak . . . there were no substantial remains . . . and the cost of a true resurrection . . . was prohibitively high, very little remained in the estate after paying for damages to nearby buildings and property.

    Zykovian did manage to get to hear a few words (spoken in Eldish) just before the time of his mother’s death through an expensive psionic magick. Through the psionics, it was revealed that there was fear, and desperation, anger and hope all felt strongly at the time in the area. The words mentioned a rendevous on Eldiz and named a city . . . Zykovian knew the theoretics of spelljamming . . . now he was going to find out. Perhaps on Eldiz, he would find more information on who killed his mother. Returning to the school to settle accounts and take a short sabbatical, Zykovian discovered a package waiting for him . . . a magical breastplate of bluesteel. No return address or name was associated with the package . . . divinations only revealed the following information . . . “Because you’ll need it.”

    Recent Background: Recent Background: Hunting someone unknown, even with a city and a world identified was difficult . . . and expensive work, especially on Eldiz. Zykovian had began subsidizing the few moneys he had left, by helping others hunt down criminals on wanted posters. It was dangerous work, but Zykovian stayed out of the way of the heavy lifting. After one such ‘adventure,’ Zykovian was stopped by a Praetorian . . . he had never seen a Praetorian so close before. The man was of few words, “I can help you in your search. First, you must do something for me. Words to get anyone nervous. Surprisingly, the Praetorian only requested that Zykovian be trained as a Marksman and he paid part of the tuition costs. On the side, the Praetorian trained Zykovian personally – even in the use of the Praetorian Warbow, though he never left one of the three bows he owned from his sight – ever. Months and months later, Zykovian graduated from the school with high marks, but the Praetorian was nowhere to be found. When Zykovian went to his lodgings, the Praetorian’s belongings were gone . . . all but a single Praetorian Warbow, one of the bows that never left his sight. No one had seen anything that happened, nor was anything dastardly thought to have happened, the man had just left. Zykovian was angry, he had lost months on the trail due to his training as a Marksman, as well as months of arcane study. And, he was broke . . . again. So it was back to the wanted posters. Eldiz was expensive place to live . . . and hunt.

    Side Notes: None at this time.
    Last edited by Keia; Monday, 11th July, 2005 at 04:43 PM.

  4. #4
    Novice (Lvl 1)

    Eonthar's Avatar

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    Abdiel Lyanthra, 3rd-Level Preserver
    Medium Dragon (Shapeshifter)

    Alignment: Neutral Good
    Humanoid Form:
    ------Height: 6'10"
    ------Weight: 245 lbs
    Dragon Form:
    ------Length: 6'6"
    ------Weight: 475 lbs
    Scales: Silver with a slight blue tinge
    Eyes: Black
    Age: 85 (18 Human equivalent)

    Strength 17 (+3) [13 Base, +4 Racial]
    Dexterity 15 (+2) [15 Base]
    Constitution 12 (+1) [14 Base, -2 Racial]
    Intelligence 12 (+1) [12 Base]
    Wisdom 17 (+3) [13 Base, +4 Racial]
    Charisma 15 (+2) [15 Base]

    Hit Dice: 3d10+3 (27 hp)
    Initiative: +2 (+2 Dex)
    Speed: 30 ft. (6 squares)
    Armor Class:
    ------Humanoid Form: 17 (+5 Armor, +2 Dex), touch 12, flat-footed 15
    ------Dragon Form: 12 (+2 Dex), touch 12, flat-footed 10
    Base Attack/Grapple: +3/+6
    ------Humanoid Form: Claw +7 melee (1d6+3/x2) [+3 Base, +3 Str, +1 Weapon Focus]
    ------------------------OR Sling +5 Ranged 50' (1d4+3/x2)
    ------Dragon Form: Claw +7 melee (1d8+3/x2) [+3 Base, +3 Str, +1 Weapon Focus]
    Full Attack:
    ------Humanoid Form: 2 claws +7 melee (1d6+3/x2), 1 bite +4 melee (1d8+1/x2) [-2 Secondary attack]
    ------------------------OR Sling +5 Ranged 50' (1d4+3/x2)
    ------Dragon Form: 2 claws +7 melee (1d8+3/x2), 1 bite +4 melee (2d6+1/x2), 1 tail slap +4 melee (1d10+1/x2)------
    Space/Reach: 5 ft./5 ft.

    Fortitude +6 [+3 base, +1 Con, +2 Nature's Grace]
    Reflex +5 [+1 base, +2 Dex, +2 Nature's Grace]
    Will +8 [+3 base, +3 Wis, +2 Nature's Grace]

    Weapon Proficiency (Simple, Martial, Natural)
    Armour Proficiency (Light, Medium, Heavy)
    Shield Proficiency
    Multiattack [1st-level]
    Weapon Focus (claw) [3rd-level]

    Balance* +3 [0 Ranks, +2 Dex, +2 Racial, -1 ACP]
    Climb* +2 [0 Ranks, +3 Str, -1 ACP]
    Concentration +4 [3 Ranks, +1 Con]
    Handle Animal +4 [2 Ranks, +2 Cha]
    Hide* +1 [0 Ranks, +2 Dex, -1 ACP]
    Jump* +2 [0 Ranks, +3 Str, -1 ACP]
    Knowledge (Nature) +11 [6 Ranks, +1 Int, +2 Synergy from Survival, +2 Nature Sense]
    Listen +3 [0 Ranks, +3 Wis]
    Move Silently* +1 [0 Ranks, +2 Dex, -1 ACP]
    Speak Language 1
    Spellcraft +3 [2 Ranks, +1 Int]
    Spot +7 [4 Ranks, +3 Wis]
    Survival +11 [6 Ranks, +3 Wis, +2 Nature Sense]
    or +13 [As above, +2 Synergy bonus from Knowledge(nature) when aboveground]
    Swim* +1 [0 Ranks, +3 Str, -2 ACP]
    * NOTE: No ACP in Dragon form

    Languages: Mojiin, Lifesong (of Arris), Seelie, Eldish
    XP: 3800
    XP Needed for next level: 6000

    Class and Racial Abilities:

    Mojiin Abilities:

    Skills: Mojiin have a +2 racial bonus to Balance checks.

    Alternate Form (Su): Abdiel may switch between his quadrapedal and humanoid forms as a standard action. His "True Form" is the quadrapedal form.

    Natural Attacks: In his humanoid form, Abdiel can attack with his two claws (primary) and bite (secondary), dealing 1d6, 1d6, and 1d8 damage, respectively. When in quadrapedal form, he can attack with two claws (primary), a bite (secondary), and a tail slap (secondary), dealing 1d8, 1d8, 2d6 and 1d10, respectively.

    Breath Weapon (Su): Cone of sonic energy 1/day [1d6, Reflex Save DC 12]. Damage equals to 1d6 per two levels, rounded down, minimum of 1d6 (DC 10 + 1/2 HD + Con mod). Abdiel can use this ability once per day. DC 10 + 1/2 HD + Con mod

    Energy Resistance (Ex): Sonic resistance / 5

    Immunities (Ex): Immunity to magic sleep effects and paralysis effects

    Darkvision (Ex): Mojiin can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Mojiin can function just fine with no light at all.

    Low-light Vision (Ex): A Mojiin can see twice as far as normal in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

    Ceremony of the Boundless Winds (Su): A Mojiin of at least 5 HD can enter the Ceremony of the Boundless Winds in place of gaining a new feat. The ceremony requires entering into meditation in an unspoiled mountain grove on Arris (not so easy to find with the Dragonlords despoiling nature). When the meditation is complete, the Mojiin sprouts wings, usable in both humanoid and quadrapedal form. Fly Speed is equal to the base speed in humanoid form, with Average maneuverability, and twice the base speed in quadrapedal form, with Poor maneuverability.

    Preserver Abilities:

    Armor Proficiency: Preservers are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A preserver may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description). Preservers may only use only wooden shields. A preserver who wears prohibited armor or carries a prohibited shield is unable to cast spells or use any of his supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

    Spells: As 3nd-level Druid.
    Druid Spells per Day: (4/3/2; save DC 13 + spell level)
    Commonly prepared spells:
    0th - Detect Magic, Light, Mending, Purify Food and Drink
    1st - Cure Light Wounds x2, Entangle
    2nd - Bull's Strength, Fog Cloud

    Spontaneous Casting: A preserver can channel stored spell energy into summoning spells that he hasn’t prepared ahead of time. He can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

    Evil Spells: A preserver can not cast spells indicated by the evil descriptor in their spell descriptions.

    Bonus Languages: A preserver’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race. A preserver also knows Ligesong of Arris, or Lifesong for short, a secret language known only to Mojiin Preservers, which he learns upon becoming a 1st-level preserver. Lifesong is a free language for a preserver; that is, he knows it in addition to his regular allotment of languages and it doesn’t take up a language slot. Lifesong has its own alphabet.

    Animal Companion (Ex): A preserver may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. If a preserver releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

    Nature Sense (Ex): A preserver gains a +2 bonus on Knowledge (nature) and Survival checks.

    Wild Empathy (Ex): [1d20+5 (+2 Cha, +3 Level)] A preserver can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person.

    Aura of Good (Ex): The power of a preserver’s aura of good (see the detect good spell) is equal to his preserver level.

    Detect Unnatural (Sp): At will, the preserver can Detect Unnatural, as Detect Evil, but detects the presence of aberrations, undead, and constructs, as well as those with a Taint score (like Dragonlords).

    Smite Unnatural (Su): Once per day, a preserver may attempt to smite unnatural creatures with one normal melee attack. He adds his Charisma bonus to his attack roll and deals 1 extra point of damage per preserver level. If the preserver accidentally smites a creature that is not unnatural, the smite has no effect, but the ability is still used up for that day.

    Code of Conduct: A Preserver must be of Neutral Good alignment and loses all class
    abilities is she ever willingly commits an evil act. Additionally, a Preserver's code
    requires that she respect nature in general and the wildlife of Arris in particular, act with mercy and compassion, protect nature from the forces of corruption, redeem those who seek forgiveness, and refrain from harming animals or plants for any reason.

    Woodland Stride (Ex): A preserver may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

    Nature's Grace (Su): A preserver gains a bonus equal to his Charisma bonus (if any) on all saving throws.

    Lay on Hands (Su): [6 points] A preserver with a Charisma score of 12 or higher can heal wounds by touch. Each day he can heal a total number of hit points of damage equal to his preserver level × his Charisma bonus. A preserver may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a preserver can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The preserver decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

    Verdant Aura: Abdiel exudes an aura that pacifies and protects natural creatures within 10 feet. All animals and plants within the Verdant Aura are affected as if by Calm Animals. They also receive a +2 bonus on all saving throws except against the Aura itself. Inanimate plants within the Aura are immune to natural fires and cannot be used by a Dragonlord (no matter the Dragonlord’s level) for energy or defiled by a Defiler of lower level.

    Nature’s Smile: No animal or plant will attack Abdiel, even if magically compelled. This is even true for a Preserver who attacks the animal or plant, although doing so is almost certain to violate the Preservers Code of Conduct.

    Trackless Step: Starting at 3rd level, Abdiel leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

    Total Weight Carried: 52 lbs

    Mojiin Greenweave Breastplate (+5 Armor, +4 Max Dex, -1 ACP, 20% ASF [15% for Ecomancers], 30' Move, Medium Masterwork Armour made of organic materials, 15 lbs)
    Sling + 10 Slingstones (5 lbs)

    --Belt Pouch (1/2 lb)
    ----Scroll Case (1/2 lb)
    ----10 Fishing Hooks & Line (-)
    ----Flint & Steel (-)
    ----Holly & Mistletoe (-)
    ----Crazan Arris (-)
    --Belt Pouch (1/2 lb)
    ----2 Days Trail Rations (2 lbs)
    ----6 Days of Eagle food (1 1/2 lb)
    --Money Pouch (1/2 lb)
    --Waterskin (4 lbs)
    --Knife (1/2 lb)

    --Antitoxin (-)
    --4 Smokesticks (2 lbs)
    --4 Tanglefoot Bags (16 lbs)
    --4 Thunderstones (4 lbs)
    --8 Tindertwigs (-)

    -- 7 pp
    --10 gp
    -- 8 sp
    --10 cp

    In his humanoid form, Abdiel is a tall muscular creature with wide shoulders and a broad chest. His skin is covered in silver scales that have a slight blue tinge that gleam like liquid silver. His reptilian head, shaped like a dragon's with an elongated snout and a smooth shiny plate over the nose, rests atop his snaky neck. A frill rises in the center of his head, between his two small, smooth, shiny horns that taper back, and runs down his back to the tip of his tail. He has completely black eyes that betray no emotion. Abdiel wears blue robes covering a breastplate that is made of treated Gyrthra tree leaves, his robes are crossed by a pair of thick belts on which he hangs all of his equipment.

    His dragon form is a more draconic version of his humanoid form. His features are more dragon-like, his body is sleek powerful body. His neck and tail elongate, his frill and horns become more prominent, and his powerful torso grows even more so.

    He does not currently have wings in either form.

    Abdiel is very methodical, he is slow to anger, will not jump to conclusions, will not make true friends easily and will carefully weigh the circumstances before taking sides ... unless he, one those he has called friends, or the natural habitat that he loves is threatened - then his opponents will face his fury. He is rather friendly, and gets along with people well, it just takes him a long time to learn to truly trust someone. Since his departure from Arris, and the weakening of the bond with the Mother and his Sisters, Abdiel has thought of and refered to himself as a male, rather than as a female - a symbolic break in his mind from his time on Arris. If ever he returns to Arris, and the connection is re-strengthened, he will undoubtably think and refer to himself as a female again.

    Early Background/Origins:
    Abdiel grew up in an idyllic, peaceful mountain vale in Arris. He naturally took to the path of Preserver as his love of Arris was great. Like all Mojiin, he was taught that all Valsians, especially the Dragonlords, were evil and would eventually destroy themselves. While he accepted this as fact, he had a problem with these types of generalizations, and was not completely sure of this way of thinking. He continued to learn the ways of the Preserver, preparing to defend the vale that he his village lived in from the Dragonlords.

    Shortly after Abdiel reached adulthood a Valsian visitor came to the vale. While everyone was initially leary of her, she was unarmed and did not appear to mean any harm to the vale, and the people eventually went to meet her. Her name was Erila, a disciple of Vhalia, the creator of the newly created art of Ecomancy, who herself followed the ways of Ecomancy. Abdiel spent much time talking to Erila, and discovered that contrary to what he had been taught all of his life, not all Valsians were evil, and that their may be over good beings who are not Mojiin.

    Abdiel pondered these facts for a couple of years, and had reached a decision to leave the vale, and explore the world, so that he could get first hand knowledge of the rest of the world. As luck would have it, the next day, a pair of Avengers came to the vale, asking if we had seen a Praetorian leading a band of Dragon Lords. Abdiel asked them if he could join them, as they were determined to travel the world until they found her. Little did he know that he would end up leaving Arris behind, and travelling to other worlds. As a parting gift, his mentors gave Abdiel a Greenweave Breastplate, an item that he cherishes both for its protective value as well as the memories of home that it evokes.

    Recent Background:
    The hunt for the Praetorian lead Abdiel and his companions off of Arris, to a number of different worlds. About a year ago, they arrived on the planet Kanath, hot on her trail. Abdiel separated from the others when they entered the sprawling metropolis of Eldiz. Never had Abdiel seen buildings taller than trees, and people more numerous than ants in an anthill. Knowing that almost none of it was flora or fauna, the sheer amount of life around him astounded him - he had never felt anything like it.

    Abdiel and the avenger, Mhrazhar have kept in contact, but the avenger's loss of his uncle, and loss of a track for the Praetorian has left him sullen. Abdiel has spent the last year wandering around the planet of Kanath, and is ready to move on.

    Recovered the Crazan Arris

    Animal Companion:
    ------Small Animal

    ------Hit Dice: 3d8+3 (22 hp)
    ------Initiative: +3 [+3 Dex]
    ------Speed: 10 ft. (2 squares), fly 80 ft. (average)
    ------Armor Class: 17 [+1 Size, +3 Dex, +3 Natural], touch 14, flat-footed 14
    ------Base Attack / Grapple: +2/-2
    ------Attack: 2 talons +7 melee (1d4)
    ------Full Attack: 2 talons +7 melee (1d4) and bite +1 melee (1d4)
    ------Space / Reach: 5 ft. / 5 ft.
    ------Special Attacks: -
    ------Special Qualities: Low-light vision, Link, Share spells, Evasion
    ------Saves: Fort +4, Ref +6, Will +3
    ------Abilities: Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6
    ------Skills: Listen +2, Spot +16
    ------Feats: Weapon Finesse, Weapon Focus(claw)
    ------Environment: Temperate mountains

    ------Description: Selar is about 3 1/2' long and has a wingspan of about 8 feet.
    ------Tricks: Attack (All creatures), Come, Down, Fetch, Seek, Stay

    ------Link (Ex): Abdiel can handle Selar as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. Abdiel gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

    ------Share Spells (Ex): At Abdiel’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect Selar. Selar must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting Selar if he moves farther than 5 feet away and will not affect him, even if he returns to Abdiel before the duration expires.

    ------Evasion (Ex): If Selar is subjected to an attack that normally allows a Reflex saving throw for half damage, he takes no damage if he makes a successful saving throw.
    Last edited by Eonthar; Monday, 11th July, 2005 at 05:09 PM.

  5. #5

    Mhrazhar D'el, Mojiin Avenger 3 (Nemesis Inquisitor)

    Mhrazhar D'el, Avenger of Arris
    Male Mojiin Avenger 3 (XP: 4475)
    Medium Dragon (Shapeshifter)
    Homeworld: Arris
    Alignment: Lawful Neutral
    Humanoid Form:
    Height: 6'8"
    Weight: 300 lbs
    Dragon Form:
    Length: 6'8"
    Weight: 600 lbs
    Eyes: Steely Green-Grey
    Scales: a Blue-Lavender with red highlights
    Age: 85

    Str 19 (+4) [15 base +4 Racial]
    Dex 13 (+1) [13 base]
    Con 11 (+0) [13 base -2 Racial]
    Int 13 (+1) [13 base ]
    Wis 16 (+3) [12 base +4 Racial]
    Cha 15 (+2) [15 base]

    Life Count
    Hit Dice: 3d10 + 0
    HP: 30 [30 +0] Level 1 and 2 Roll Level 3
    Conscious: 0
    Dying: -1 ( -0 con bonus)
    Dead: -11 (-con score)

    Armour Class
    AC: 16 [10 base, +5 Armor, +1 Dex]
    Touch AC: 11, Flat-footed AC: 15
    AC: 11 [10 base, +1 Dex]
    Touch AC: 11, Flat-footed AC: 10

    Init: +1 [+1 Dex]

    BAB: +3
    Melee Attack: +7 [+3 base, +4 Strength] [+2 Damage vs Corrupted]
    Attack Claw +7 d6+4 x2
    Full Attack: +7 Claw d6+4 x2, +7 Claw d6+4 x2, +5 Bite d8+2 x2
    Ranged Attack: +4 [+3 base, +1 Dex, ]
    Attack +7 Claw d8+4 x2
    Full Attack: +7 Claw d8+4 x2, +7 Claw d8+4 x2, +5 Bite 2d6+2 x2, +5 Tailslap d10+2 x2

    Speed: 40 ft

    Fortitude +5 [+3 base, +0 Con, Nemesis' Grace +2]
    Reflex +6 [+3 base, +1 Dex, Nemesis' Grace +2]
    Will +6 [+1 base, +3 Wis, Nemesis' Grace +2]

    Weapon Proficiency (Simple, Martial, Natural)
    Armour Proficiency (Light, Medium, Heavy)
    Shield Proficiency

    *Track [1rst level Avenger bonus feat]
    *Endurance [3rd level Avenger bonus feat]

    Multi-attack [1rst level]
    Nemesis Inquisitor (see below) [3rd level]

    Hide +5 [5 ranks, +1 Dex, -1 ACP]
    MS +5 [5 ranks, +1 Dex, -1 ACP]
    Spot +6 (+8) [3 ranks, +3 Wis - +2 Hunt Corrupted]
    Listen +6 (+8) [3 ranks, +3 Wis - +2 Hunt Corrupted]
    Survival +9 (+11) [4 ranks, +3 Wis, +2 Synergy from Know (Nat) - +2 Hunt Corrupted]
    Know. (Nature) +6 [5 ranks, +1 Int]

    Spell Craft +1 [.5 Rank +1 Int]
    Languages: (2)Seelie, (2) Eldish

    Bluff +2 (+4) [0 ranks, +2 Cha - +2 Hunt Corrupted]
    Sense Motive +3 (+5) [0 ranks, +3 Wis - +2 Hunt Corrupted]
    Blalance +2 [0 ranks, +1 Dex, +2 Racial Bonus, -1 ACP]
    Jump +7 [0 ranks, +4 Str, +4 40' speed, -1 ACP]
    Swim +3 [0 ranks, +4 Str, -1 ACP]
    Climb +3 [0 ranks, +4 Str, -1 ACP]

    Languages: Mojiin, High Praetorian, Seelie, Eldish

    Mojiin Racial Abilities
    +4 STR -2 CON +4 WIS, +2 to Balance
    Dragon Type with the Shapechanger subtype.

    Mojiin reproduce through tapping into the Arrian life-force.
    Society: Independent family groups, sometimes oppressed by a cruel Dragonlord
    Appearance:Mojiin are brightly-coloured wingless dragons which have the ability to shift between a bipedal humanoid dragon form and a quadrapedal draconic form.

    Darkvision (Ex): A Mojiin can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Mojiin can function just fine with no light at all.

    Low-light Vision (Ex): A Mojiin can see twice as far as normal in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

    Natural Attacks: In their humanoid form, Mojiin can attack with their two claws (primary) and bite (secondary), dealing 1d6, 1d6, and 1d8 damage, respectively. When in quadrapedal form, they can attack with two claws (primary), bite (secondary), and tail slap (secondary), dealing 1d8, 1d8, 2d6 and 1d10, respectively.

    Alternate Form (Su) The Mojiin may switch between their quadrapedal and humanoid forms as a standard action. The Mojiin's "True Form" is the quadrapedal form.

    Immunities (Ex): Immune to magic sleep effects and paralysis effects.

    Energy Resistance(Ex): Mojiin has Energy Resistance 5 to acid.

    Breath Weapon(Su): (d6 DC: 11 [10 +1+0] )The Mojiin's Breath Weapon is a line Acid. It deals damage equal to 1d6 per two levels, rounded down, minimum of 1d6. The Mojiin can use this ability once per day. DC Save: 10 + 1/2 HD + Con

    Ceremony of the Boundless Winds: A Mojiin of at least 5 HD can enter the Ceremony of the Boundless Winds in place of gaining a new feat. The ceremony requires entering into meditation in an unspoiled mountain grove on Arris (not so easy to find with the Dragonlords despoiling nature). When the meditation is complete, the Mojiin sprouts wings, usable in both humanoid and quadrapedal form. Fly Speed is equal to the base speed in humanoid form, with Average manoeuvrability, and twice the base speed in quadrapedal form, with Poor maneuverability.

    Avenger Class Abilities
    Weapon and Armor Proficiency: An avenger is proficient with all simple and martial weapons, and with all armor and shields (except tower shields).

    Track: An Avenger gains Track as a bonus feat.

    Aura of Law (Ex): The power of a Avenger's aura of Law (see the detect Law spell) is equal to her Avenger level.

    Detect Corruption (Sp): At will, an Avenger can use Detect Corruption, as the Detect Evil spell, but it detects the presence of corruption, which includes
    most evil things as well as those with a Taint score (like Dragonlords).

    Smite Corrupted (Su): Once per day, a paladin may attempt to smite corrupted with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Avenger level. If the Avenger accidentally smites a creature that is not corrupted, the smite has no effect, but the ability is still used up for that day.

    It affects creatures who have been detected by Detect Corruption. Even if the creature is corrupt, this ability does not work unless the Avenger either uses Detect Corruption to confirm this or else is offered firsthand proof of the creature's corruption, such as watching a Dragonlord drain Arris's life energy.

    At 5th level, and at every five levels thereafter, the avenger may smite corrupted one additional time per day.

    Hunt Corrupted (Ex): At 1st level, an avenger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against corrpted creatures. Likewise, he gets a +2 Divine Bonus on weapon damage rolls against such creatures.This applies as normal to creatures immune to critical hits. Also, it applies to anything that would be affected by Smite Corrupted, and the damage (but not the skill bonuses) is multiplied by 1.5 versus evil outsiders, undead, and those with a taint score.

    At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against corrupted creatures increases by +2.

    Code of Conduct: An Avenger must be of Lawful Neutral alignment and becomes a Wrathbringer instead should she ever slide to evil or slay those who do not deserve it. Additionally, an Avenger's code requires that she respect nature in general and the wildlife of Arris in particular, show mercy to the innocent and none to the guilty, destroy corruption wherever she may find it, and always submit to the judgment she deserves.

    Divine Grace (Su): At 2nd level, an avenger gains a bonus equal to her Charisma bonus (if any) on all saving throws.

    Fast Movement (Ex): An Avenger's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is not carrying a heavy load. Apply this bonus before modifying the avenger’s speed because of any load carried or armor worn.

    Judgment Aura: A 3rd-level Avenger is immune to fear and exudes an aura that unnerves the corrupted, causing them to suffer a -4 morale penalty to saving throws against fear while within 10 feet of the Avenger.

    Nemesis's Caress: Nemesis, the vengeful aspect of Arris venerated by the Avengers, is a harsh mistress. Her harsh mental caress causes the Avenger to harden as well, becoming
    immune to Charm and Emotion spells, except those that cause anger.

    Endurance: An Avenger gains Endurance as a bonus feat.

    Mojiin Greenweave Breastplate (+5, +4, -1, 20% [15% Eco], 15lbs, 2450gp).

    Money: 550gp

    Mhrazhar's tall and looming form is covered in a dark full bodied, hooded green robe edged with a steely grey that obscures his face and most of his armor. Dark blue-lavender scales with sparse crimson highlights bring out his perceptive steely grey-green eyes. Small ridged horns sweep back from above his eyes over the top and side of his head. Small spikes start from the middle of his his head and work their way down his back to taper at the end of his tail. He scrutinizes everyone he meets with the eyes of a judge and is always looking for deception and corruption. Mhrazhar carries himself with the air of a predator poised and ready to strike. Even when standing still he seems like a serpent coiled and ready.

    Retribution is all that matters. Retribution for the crimes that have been committed against Arris and its once gorgeous floura and fauna. Retribution is the only thing that will sate his anger for what the Dragon Lords have done to his world and to his life. Retribution, Justice - it is all the same in the cycle of life. Nature can be cruel and kind at the same time. Tempered in an uncaring malice, yet seething with comtempt in its gentleness. A raging tempest of silence and serenity. I am the wrath, the vengance, and the justice of a dying world and its people. I am its judgement and my judgement is final.

    I was there on the day that the truth about the Valsian Dragon Lords was revealed to me. One of the few remaining small forests was home to my family and village. At day break the Dragon Lords descended upon our people lead by a Praetorian watcher of somesort. She seemed to direct the 20 odd Dragon Lords over the course of several minutes in their castings draining the very life of every creature and plant was drained out of all that lived in our forest home. Life as I knew it ended then. After all was done the Dragon Lords left and the Praetorian watched the aftermath of the defiling with a smug and righteous satisfaction. I stood there in abject horror at what had befallen and that any creature could find joy or satisfaction at the destruction. My uncle arrived as the Praetorian left and we stood there for several minutes more as the realization that life as we knew ended. My uncle was an Avenger and so he trained me in his foot steps and has treated me like a son from that day.

    We have worked together to hunt down this female praetorian but last year I lost him as we became closer to her. We trailed her to the Eldiz on the planet Kanath and her minions cut him down, then disappeared leaving me untouched. My search continues and I shall not rest until retribution is had.

    Related Posts:
    Mojiin Words
    Taij - Corrupted
    Vhrys - Rainbow
    Lliral - Firefly
    Dryhlst - dragon that has been denied Arris' embraced
    Graazh (Graazhn) - Corrupted business, situation, or dealings that affects the subject directly, plural form (us)

    Custom Feat - NEMESIS INQUISITOR [Divine, Mojiin]
    NEMESIS INQUISITOR [Divine, Mojiin]
    The wind blew through his long cloak and against his scaley back in the cold and misty night.His bipedal draconic form was hunched over and watching intently from a tall rocky outcropping a distance away.The cloudless sky allowed the moon to shine its pale luminescence on everything, allowing the gods above to watch their forested theater and the show that was about to begin. The only sound to be heard was the brief whipping of the wind as it was just trying to let you know that it was still there. There was a quiet tension in the air like everything knew that something was about to happen and was waiting. Like Arris herself was waiting for something and wanted to see it firsthand, and everything was clearing the way so she could watch.

    His watchful eyes never leaving the Valsian for even a moment as she sat tranquily in the middle of the forest clearing seeming to be meditating. The moon light that delicately shone on the Valsian gave her an almost ephermeral quality - a seeming supernatural and divine serenity - sublime and heavenly. Kaelus knew better. All of the children of Arris knew better and none of them had any doubt that her death would be one of the greatest justices to have passed and this drove Kaelus through all of these years of the hunt. He had found her. He had found her trail and was not going to let go. Only death would keep Kaelus from bringing justice to her. Only death!

    While the Valsian made no overt actions to indicate that she knew the Mojiin was there or had been following her. He had no doubt that she knew. Krvara always knew. In her long life as a Dragon Lord(ess) she has been hunted many times and has slain many Avengers and Preservers that have come to pass Nemesis' judgement. At the moment that they would strike, her vile enchantments would strike them down and every innocent creature nearby. It is said that her wrath is equal to the wrath that Nemesis himself would unleash unpon the corrupted if he was manifest. A primal, raw and unbridaled destructive rage.

    Kaelus wondered why things are different now. In the past Krvara would have cast her magics to destroy him at the very moment she detected him and everything within 40 or 50 feet. During the last week he has followed here she has done nothing towards him. She came here several days ago and has just sat. Once he has come close enough to detect a faint aura of Corruption on her, but that seemed horribly out of place as she is one of the most evil and vile creatures to walk Arris, and yet Arris's judgement is faint. "How could this be? With all of the destruction and death that she has wrought, how could our beloved Arris be so kind to such a wrathful and vile creature?"

    Kaelus has watched Krvara carefully, he notices that all that is left is a lingering aura of corruption. He jumps down from his perch and approaches her sitting and meditating form. His draconic form towers over her sitting form. His barely-there shadow covering her fully in the early morning light as the sun starts to peak onver the horizon. Now much time has passed. He lost count of the hours that he has watched her. Watched her and waited. He stood before her and spoke "I do not know what you are doing Valsian, but I am here to pass Nemesis' Judgement on you, Krvara, for your crimes against Arris. Nemesis has... "

    The Valsian calmly interrupted his speech "Kaelus, you have been following me for quite some time. Do you wonder why you are still alive, when I could easily snuff out your life and very existance with that magics that are at my beck and call? You are an Inquisitor are you not? Justice matters? I have changed my ways. I can only spend the rest of my life trying to atone for all of the horrible things that I have done. Pass your Inquisition on me and you will know the truth."

    Kaelus paused for a moment and closed the few feet that was between them and was standing right next to her. She never moved or tensed a muscle. "I am at your mercy Inquisitor. Pass your judgement."
    He noticed Krvara's fading aura and with one hand forcefully enbraced the side of her head.

    The moment was flooded with sights of the withered trees and rotting plants, casting of inviolate spells for the sheer pleasure of watching the destruction it caused, and the killing of the innocent. The screams of children and the very trees and plants and the cry of Arris in every single moment. The smells of rotted and magott riddled bodies and rotting plants. In all moments the arrogant and satisfied face of Krvara was present and relishing the carnage. Then came a moment towards the end where her daughter was where she should not be, at the sight of one of her random destructions. A Mojiin Preserver and Avenger pulled the child out moments after the her spells were cast and she got to witness the disfugurement and horrifed scream of her daughter. The Mojiin were able to help her to mostly recover from the Corrupted spells but not fully. Following that Krvara started to change... and then the vision abruptly ended.

    Kaelus looked again and there was no aura. Nothing. Not a trace of corruption on her. How could this be? How could she shed off such judgement of her vile ways? How could Arris turn her eyes from the Valsian's sacrilege? A tear rolled down Kaelus' face and said "For your crimes against Arris I find you guilty.." and then Kaelus' claw slashed the Valsian's throat and her inert form fell to the ground to return to Arris' embrace. A crimson pool formed as moments pass. So starts the vengeful reign of Hatesower Kaelus Firebrand...

    You are greatly intune with Nemesis' judgment and will. You can detect Corruption more finely than your less sensitive bretheren.
    Prerequisites: Mojiin, Smite Corrupted, Detect Corrupted
    Aura Delineation: You are able to more finely analyze auras seen via Detect Corruption. You are able to tell the classification of 'Corruption' as a 4rth round ability for Detect Corruption.

    Example: You can delineate between, undead, clerics, outsiders, evil, Shadowtainted, Tainted, or other methods that may classify something as Corrupted.

    Touch of the Inquisitor: You may expend one of your Smite Corruption attempts to use Touch of the Inquisitor. If you activate Touch of the Inquisitor and are able to touch a Corrupted entity for one full uninterrupted round you may determine their Corrupted stream. If a Dragon Lord has recently reduced their Taint score to 0 and they only have a lingering aura present every step of their fall to corruption will flash before you and reveal their true motives so that final judgement may be known. (As well as everything that may effect that judgement)

    Normal: You may only tell strength of Aura and not delineate method of corruption.

    Mojiin Info
    Mojiin History
    Racial Description
    Racial Clarification
    Gender and Pronouns
    View on non-Arris native Dragons
    Last edited by FreeXenon; Friday, 12th January, 2007 at 06:38 PM. Reason: Add Mojiin Stuff

  6. #6

    Molpe Lilypetals: Limnad/Female (Siren)

    Character Name: Molpe Lilypetals
    Character Race: Naiad (Limnad)
    Home World: Amaranthia
    Character Classes: Siren
    Alignment: Chaotic Good

    Gender: Female
    Age: 18
    Height: 5’5”
    Weight: 107 lbs.
    Eyes: Deep Royal Blue
    Hair: Turquoise Blue
    Skin: Creamy Pale

    Experience Points (Current): 3,750
    Experience Points (Needed): 6,000
    Character Level: 3

    Known Languages: Altanian, Aquan, Eldish, Seelie, Sylvan


    Strength: 8 -1 (Base 12, -4 Racial)
    Dexterity: 17 +3 (Base 15, +2 Racial)
    Constitution: 13 +1 (Base 13)
    Intelligence: 16 +3 (Base 14, +2 Racial)
    Wisdom: 14 +2 (Base 12, +2 Racial)
    Charisma: 21 +5 (Base 17, +4 Racial)

    Bold: After magical enchantment

    Hit Dice: 3d6 +3
    Hit Points: 17
    Armor Class: 17 [ BASE (10) + ARMOR (3) + DEX (3) + DEFLECTION (1)]
    Flatfooted Armor Class: 14
    Touch Attack Armor Class: 14
    Damage Resistance: 0
    Spell Resistance: nil


    Armor Worn: Amaranthian Gossamersilk Dress (1000 gp)
    AC Bonus: +3
    AC Penalty: 0
    Maximum DEX bonus: +8
    Armor Type: Light
    Weight: 2 lbs.

    Armor Worn: Firefly Gown (??? gp)
    Defection Bonus: +1
    AC Penalty: 0
    Maximum DEX bonus: None
    Armor Type: Light
    Weight: Nil

    The below is owned but not worn.

    Armor Worn: Amaranthian Gossamersilk Shift (500 gp)
    AC Bonus: +1
    AC Penalty: 0
    Maximum DEX bonus: +10
    Armor Type: Light
    Weight: 1 lbs.

    Armor Weight: 3 lbs.

    Save vs. Fortitude: 2 [BASE (1) + CON MOD (1)]
    Save vs. Reflex: 6 [BASE (3) + DEX MOD (3)]
    Save vs. Will: 5 [BASE (3) + WIS MOD (2)]

    Special Save Notes:


    Initiative Modifier: +3
    Base Attack Bonus: +2

    Melee Attack Bonus: +1
    Ranged Attack Bonus: +5


    Dagger Attacks: +1 / 1d4-1 / 19-20 / piercing or slashing / 1 lbs. (2 gp)

    Weapon weight: 1 lbs.

    Spell Focus: Enchantment (1st level)
    Greater Spell Focus: Enchantment (3rd level)


    Name/Total Mod (Ability) ** # Ranks taken
    Bluff +12 (+14) (Cha + 5, Racial Bonus +2, Honeyed Voice +2) 5
    Concentration +6 (Con + 1) 5
    Diplomacy +16 (+18) (Cha + 5, Racial Bonus +2, Synergy Bonus from Bluff +2, Synergy Bonus from Sense Motive +2, Honeyed Voice +2) 5
    Escape Artist +5 (Dex + 3) 2
    Gather Information +10 (+12) (Cha + 5, Honeyed Voice +2) 5
    Intimidate +7 (9) (Cha +5, Synergy Bonus from Bluff +2, Honeyed Voice +2) 0
    Knowledge: Amaranthia +8 (Int + 3) 5
    Knowledge: Nobility and Royalty +5 (Int +3) 2
    Knowledge: The Spheres +5 (Int + 3) 2
    Listen +7 (Wis + 2) 5
    Perform: Sing + 12 (Cha + 5, Honeyed Voice +2) 5
    Sense Motive +7 (Wis + 2) 5
    Spellcraft +8 (Int +3) 5

    Lingerie (Circumstance Bonus +3) not figured on Charisma Based Checks
    Bolded = Honeyed Voice: Voice Dependant Bonus
    [CC] Cross Class Skill

    Unspent: 2


    Special Abilities
    Low Light Vision (Limnad)
    Dazzling Beauty: DC: 16 (Limnad)
    Symbiosis: Lakes and Ponds (Limnad)
    Immune “Person” Spells (Limnad)
    Beauty's Bounty I (Siren)
    Siren's Song (Siren)
    Countersong (Siren)
    Song of Fascination (Siren)
    Honeyed Voice (Siren)
    Bewitching Song (Siren)


    Equipment & Gear: (758 gp)
    Parchment (20 sheets)
    Mirror, Small Steel
    Lyre, Masterwork
    Wand, Cure Light Wounds [34 Changes]
    Heartstone Necklace: Glamour
    Provocative Dress (+1 for charisma checks involving seduction.)
    Firefly Dress: (Normal: royal blue gown, white boa, elegant cape, yukata, opera gloves, gown with flowing cape)
    Lingerie/Bathing Suit, Cream Colored Brassiere and Thong (+3 circumstance bonus to all charisma checks)

    Equipment Weight: 8.5 lbs.


    Magical Item Slots
    Ring Left Hand:
    Ring Right Hand:

    EQUIPMENT WEIGHT: 8.5 lbs.
    ARMOR WEIGHT: 3 lbs.
    WEAPON WEIGHT: 1 lbs.
    TOTAL WEIGHT: 12.5 lbs.

    Carrying Capacity 8 STR Light: up to 26 lb. Medium: 27-53 lb. Heavy: 54-80 lb.



    Favors: 740

    Shift Coins: 18
    Fivecoins: 0
    Tencoins: 0
    Quarter-Credits: 0
    Credits: 0


    Base Speed: 30 feet

    Siren Spells Per Day: 0 – 9 1st – 6 + 4;
    Save DC: 5 + spell level
    Enchantment DC: 8 + spell level

    Spells Known

    0 – 11 Arcane Mark, Detect Magic, Ghost Sound, Keep Dry, Light, Hygiene, Prestidigitation, Transcribe, Mending, Message, Read Magic
    1st – 6 Attraction*, Expeditious Retreat, Tasha’s Hideous Laughter*, Magic Missile, Ray of Enfeeblement, Orb of Sound, Lesser

    * Enchantments


    Shapely and alluring Molpe is a young lady with waves of soft, silky, turquoise hair, accented by a pink water lily, that cascades like a gentle waterfall down to the small of her back and exquisite large entrancing royal-blue eyes that gleam with an innocent, sublime joy that few, if any, can match. Her ruby-red lips are always animated and often pressed together in either a series of pouts, that can make anyone try to consul her, to blithe yet knowing smiles that seem able to seduce and entice both mind and body without even try.

    Her provocative curves are covered, if at all as she truly prefers to be in the nude, by a daring sky-blue dress, which is cut low enough to expose enough of her voluptuous bosom to entice most viewers to peer just a bit deeper into the dress to see if they cannot espy the rest. The dress shimmers and the colors shift, puffy clouds of white seeming to pass across the sky-blue pattern, only to fade away upon the whim of Molpe. The dress is form fitting, serving to highlight her perfect, luscious body more than it conceals.


    Though on an official mission for Tifalia, Princess-Ascendant, Molpe is a young woman that has a hard time taking life serious. One should be playing, preferably in water, meeting new people and making new friends, or doing anything else that makes life more enjoyable and blissful than being serious. It’s not to say that Molpe can’t be serious when it’s required as she can be, in fact most people drawn to her carefree spirit never realize that she posses as keen mind capable of solving many of life’s problems and though a humble girl Molpe loves to be pretty and be told that she is pretty.

    Always positive, polite, friendly and quick to forgive those that hurt her Molpe often finds herself with few enemies and more friends than she honestly knows what to do with.


    Ever since she was young, Molpe was an inquisitive and curious Naiad, exploring the underwater connections between lakes and tarns across Seelyne. One day, her explorations would change her life forever. When she was 15, she discovered a hidden tunnel and after exploring it to its terminus, it proved to lead to a dead end, but the rock at the end was rather weak and thin. Curious, she knocked an exit and saw light, indicating a passage to the surface. When she breached the surface, she found herself within a fountain in the most beautiful enchanted garden she had ever seen. An extraordinarily beautiful Sidhe, delicate and voluptuous even by Nymph standards, which were rather high for such things, was sitting behind a nearby tree, reading a book serenely, while wearing a beautiful and expensive Glimmergown. She looked up with crystal-blue eyes when she heard the splash and was startled to see Molpe in the fountain. Molpe gave a friendly wave and extricated herself, nude as usual, from the fountain, and introduced herself.

    Thus began a long conversation between the two. The Sidhe's name was Tifalia Jubaris, and she confessed that she rarely had a chance to explore the world beyond her garden, and her home, which she said was nearby, as Molpe so loved to do. Tifalia listened with wonder to Molpe's stories of exploration, telling the Naiad that she could never repay those stories with any from her own life of equal interest, but at least she could teach Molpe some of the arcane magical theory she was being tutored. Although Tifalia was older, the two were mentally in the same state, and they enjoyed each others' company so much that they arranged to meet again, and again, and they became fast friends, sharing secrets, stories, and their deepest thoughts.

    Friendship led to the two becoming lovers, and soon they declared each other 'true-sisters' in the Nymph sense, as Nymphs typically had no parents and thus defined the relationship of 'true-sister' as another woman with whom they shared a romantic, emotional bond, as Tifalia's tutoring caused the innate power of Molpe's beauty to awaken into an arcane entity that could manipulate reality and the minds of others, marking the Naiad among the ranks of Amaranthia's Sirens.

    Eventually, one day, a Votress, who stated that Tifalia should not be fraternizing with random Nymphs from the outside, discovered them and the stern caretaker wondered how the Naiad had found a way inside the palace grounds in the first place. When Molpe claimed, truthfully, that she had no idea that she was in the palace, the Votress smiled at the child and shook her head gently, explaining to the Naiad that she found it difficult to believe that one who was within the Palace Gardens and speaking so intimately with the Princess-Ascendant of Seelyne would not know where she was. Molpe gave a start; she hadn't known that Tifalia was the Princess-Ascendant, not really paying too much attention to Sidhe politics. The Votress further pointed out that until the Princess-Ascendant became strong enough to protect herself from Seelyne's enemies, Tifalia was forbidden to associate with anyone not from her family, even other Sidhe, let alone a Nymph from the outside, who could easily be a Conacian Amazon spy for all they knew. At this, Tifalia began to cry, not wanting to be parted from Molpe, and the Naiad was also understandably upset, until the Sidhe's mind, working faster than her caretaker's, struck upon the answer: Then I hereby proclaim Molpe as a member of my household! And as my will, it is now law, barring mother's direct cancellation.

    The Votress had no real answer to that, and so the bewildered Naiad was taken back to the palace where, after it became clear that the Queen was amused by her daughter's decisiveness and would not cancel the mandate, she was pampered and treated like royalty with her true-sister, learning a bit about the workings of the Seelie Court as well as gaining a somewhat elitist attitude from all the pampering.

    But Tifalia, who understood Molpe better than anyone else, realized that her true-sister would never be happy if she was stuck in the palace for long, and so she arranged a chance meeting between Molpe and some offworlder dignitaries who were visiting Seelyne, hoping that their tales of Spelljamming might spark up her dear friend's sense of excitement and adventure.

    When Molpe returned to Tifalia excited by what she had heard from the offworlder and dreaming of travels through Wildspace, the pleased Tifalia told Molpe that she wanted the Naiad, her closest and most trusted companion, to head to Eldiz, where she had heard of a convocation of talented folk from all the Known Spheres, and be Tifalia's emissary, the Princess-Ascendant's eyes, ears, and voice in the outside world. While in part the need for an emissary was somewhat invented to help Molpe taste freedom, it was true that while her mother had many emissaries to Eldiz and other worlds, the Princess-Ascendant had none of her own, whose first loyalties she could trust implicitly would lie to her.

    Thus began Molpe's adventure as an official emissary, yet somewhat clandestinely so as Molpe alternately flaunts and hides the fact that she is Tifalia's emissary depending on what will net her the best advantage at the moment, although she prefers not to use her emissary status unless necessary, as she would like to think that she deserves responses on her own merit, rather than due to the power of the royal she represents). Having arrived in Eldiz, she will soon have to learn what it is like to explore a foreign land, although she is quite enjoying the admiring looks that she has received so far.
    Last edited by Brother Shatterstone; Monday, 11th July, 2005 at 01:57 AM.

  7. #7
    Fedowin the Swashbuckl
    xp 1840
    Level 2

    STR 15 +2
    DEX 18 +4
    CON 15 +2
    INT 15 +2
    WIS 13 +1
    CHA 18 +4

    Type- Humanoid, reproduces as human
    Society- Male-dominated medieval monarchy
    Hair colour: Jet Black
    Eye colour: Green
    Skin: Pale
    Left Handed
    Build: Muscular but not muscle bound



    Melee: (dual wielding is a -2 penalty)
    Legendary Cutlass +7 1d6+3
    Regular Cutlass +6 16+1
    Axe +6 1d6+2

    Longbow +6 1d8+2
    Throwing axe +6 1d6+2

    Canny Parry - Add int bonus to AC
    Two Weapon Fighting - Lowers penalty to -2/-2
    Evasion - reflex save for none
    Exotic Weapon - Rowaini Dueling Cutlass
    Weapon Finesse - Can use dex bonus instead of str to melee attack

    Tumbling: ----------Total 9 [Ranks 5 + Dex 4]
    Balance: -----------Total 11 [Ranks 5 + Dex 4 + Synergy 2]
    Spot: --------------Total 2 [Ranks 1 + Wis 1]
    Search:-------------Total 3 [Ranks 1 + Int 2]
    Appraise: -----------Total 3 [Ranks 1 + Int 2 + (Weapons only) Synegy 2]
    Swim: --------------Total 3 [Ranks 1 + Str 2]
    Diplomacy: ---------Total 11 [Ranks 5 + Chr 4 + Synergy 2]
    Gather Information:- Total 6 [Ranks 2 + Chr 4]
    Intimidate: ---------Total 7 [Ranks 1 + Chr 4 + Synergy 2]
    Rope Use: ----------Total 6 [Ranks 2 + Dex 4]
    Ride: ---------------Total 5 [Ranks 1 + Dex 4]
    Bluff: ---------------Total 9 [Ranks 5 + Chr 4]
    Craft Weapons: -----Total 7 [Ranks 5 + Int 2]
    Climb: --------------Total 3 [Ranks 1 + Str 2]
    Escape Artist: ------Total 6 [Ranks 2 + 4 Dex]
    Use Magical Device: Total 7 [Ranks 3 + Chr 4]

    Languages: Rowaini, Eldish, Feldori

    Masterwork Legendary Dueling Cutlass w/ Heartstone of William Sheathed (left hand draw)
    Rowaini Dueling Cutlass 25 Sheathed (rt hand draw)
    Throwing Axe (2)
    Masterwork Composite Longbow +2 str bonus
    Arrows (40)
    Bracers Armor +1
    Flint and steel
    Small steel Mirror
    belt pouch (2)
    Quality clothing
    Last edited by khavren; Tuesday, 10th May, 2005 at 06:02 AM.

  8. #8
    Novice (Lvl 1)

    unleashed's Avatar

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    Apr 2005
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    Fedowin, Male Rowaini Swashbuckler

    Male Rowaini Swashbuckler 3
    Experience Points (required): 4,290 (6,000 for 4th level)
    Alignment: Neutral
    Homeworld: Tymadeau (Citisen of Eldiz now though)

    Height: 6’ 2”
    Weight: 190 lbs
    Hair: Jet Black
    Eyes: Green
    Age: 22 years

    Strength 15 (+2) [13 base, +2 racial]
    Dexterity 18 (+4) [18 base]
    Constitution 15 (+2) [13 base, +2 racial]
    Intelligence 15 (+2) [17 base, -2 racial]
    Wisdom 13 (+1) [13 base]
    Charisma 18 (+4) [14 base, +4 racial]

    Class and Racial Abilities
    +2 Strength, +2 Constitution, -2 Intelligence, +4 Charisma; Medium Humanoid (Rowaini); Base Speed 30 feet; Rowaini Craftsmanship; Legendary Item

    Weapon and Armour Proficiency: All simple and martial weapons, light armour, and shields; Bonus Feat (x2); Canny Parry (+Int bonus to AC [n/a right now due to armour]); Evasion; Precise Strike +1d6; Insightful Strike (+Int bonus to Precise Strike)

    Armour Class: 18 (10 base, +4 Dex, +4 armour) [touch 14, flat-footed 14]
    Armour Check Penalty: -1 (armour)
    Arcane Spell Failure: 20% (armour) n/a
    Hit Dice: 3d10+6 (10,5,5)
    Hit Points: 26
    Initiative: +4
    Speed: 30 feet

    Base Attack Bonus/Grapple: +3/+5

    +9 melee / +7 melee TWF [1d6+3 + 1d6+2 PS; 18-20/x2; piercing; +1 legendary rowaini dueling cutlass]
    +9 melee / +7 melee TWF [1d6+1 + 1d6+2 PS; 18-20/x2; piercing; masterwork rowaini dueling cutlass; off-hand]
    +7 melee / +5 melee TWF [1d4+1 + 1d6+2 PS; 19-20/x2; piercing or slashing; dagger; off hand]

    +8 ranged [1d8+2; 20/x3; range 110 ft.; piercing; masterwork mighty composite longbow (+2 Str)]
    +7 ranged [1d4+2; 19-20/x2; range 10 ft.; piercing or slashing; dagger]

    Fortitude +5 [3 base, +2 Con]
    Reflex +7 [3 base, +4 Dex]
    Will +2 [1 base, +1 Wis]

    Skills (48 points; max ranks: 6/3)
    Appraise +3 or +5 (weapons) [1 ranks, +2 Int, +2 synergy Craft (weaponsmithing)]
    Balance +11 or +10 (armour) [5 ranks, +4 Dex, +2 synergy Tumble, -1 ACP]
    Bluff +9 [5 ranks, +4 Cha]
    Climb +3 or +2 (armour) [1 rank, +2 Str, -1 ACP]
    Craft (weaponsmithing) +10 [5 ranks, +2 Int, +3 racial]
    Diplomacy +11 [5 ranks, +4 Cha, +2 synergy Bluff]
    Escape Artist +6 or +5 (armour) [2 ranks, +4 Dex, -1 ACP]
    Gather Information +6 [2 ranks, +4 Cha]
    Intimidate +7 [1 rank, +4 Cha, +2 synergy]
    Jump +4 or +3 (armour) [0 ranks, +2 Str, +2 synergy Tumble, -1 ACP]
    Profession (spelljamming) +2 [1 rank, +1 Wis]
    Ride +5 [1 rank, +4 Dex]
    Search +3 [1 rank, +2 Int]
    Sleight of Hand +5 or +4 (armour) [1 rank, +4 Dex, -1 ACP]
    Speak Language (High Praetorian, Mojiin, Seelie) [6 points]
    Spot +2 [1 rank, +1 Wis]
    Swim +3 or +1 (armour) [1 rank, +2 Str, -2 ACP]
    Tumble +9 or +8 (armour) [5 ranks, +4 Dex, -1 ACP]
    Use Magic Device +7 [3 ranks, +4 Cha]
    Use Rope +5 [1 rank, +4 Dex]

    Exotic Weapon (rowaini dueling cutlass) [1st level]
    Weapon Finesse [1st level Swashbuckler bonus]
    Two-Weapon Fighting [2nd level Swashbuckler bonus]
    Weapon Focus (rowaini dueling cutlass) [3rd level]

    Rowaini, Eldish, Feldori, High Praetorian, Mojiin, Seelie

    Weight of Items Worn [59 lb / 65 lb (including worn clothes)]
    +1 Legendary Rowaini Dueling Cutlass w/Heartstone of William [1 lb]
    Masterwork Rowaini Dueling Cutlass [1 lb]
    Dagger (4) {2 in boots} [4 lb]
    Masterwork Composite Longbow (+2 Str) [3 lb]
    Arrows (40) [6 lb]
    Masterwork Chain Shirt [25 lb]
    Traveller’s Outfit (2) [6 lb/12 lb]
    Caltrops, Bag (2) [4 lb]
    Bedroll [5 lb]
    Waterskin [4 lb]

    Pouch, Belt [0.5 lb / 2.12 lb (incl. Pouch)]
    -- Loose Dolathi Coins and Paper (70 credits, 81 shiftcoins) [1.62 lb]

    Pouch, Belt [0.5 lb / 2.36 lb (incl. Pouch)]
    -- Cloth Wrapped Rowaini Coins (7 pp, 21 gp, 7 sp, 8 cp) [0.86 lb]
    -- Flint and Steel [0 lb]
    -- Whetstone [1 lb]

    Pouch, Belt [0.5 lb / 2 lb (incl. Pouch)]
    -- Mirror, Small Steel (wrapped) [0.5 lb]
    -- Oil of Magic Weapon {marked in Rowaini; 1 min} [0 lb]
    -- Potion of Jump {marked in Rowaini; 1 min} [0 lb]
    -- Potion of Mage Armour {marked in Rowaini; 1 hour} [0 lb]
    -- Potion of Shield of Faith +2 (2) {marked in Rowaini; 1 min} [0 lb]
    -- Sack (2) [1 lb]

    Weight Carried: 65.48 lb (light load)

    Carrying Capacity [15 Strength]
    Light: 66 lb. or less; Medium: 67-133 lb.; Heavy: 134-200 lb.;
    Lift (over head): 200 lb.; Lift (off ground): 400 lb.; Drag: 1,000 lb.

    70 credits, 81 shiftcoins (Dolathi); 7 pp, 21 gp, 9 sp, 8 cp (Rowaini)

    Fedowin is a handsome Rowaini, tall and athletic, with wavy shoulder length raven hair. His green eyes sparkle with mischief, and a cheeky grin graces his face at most times. He wears finely woven clothing consisting of a white shirt, under a crimson vest, and slate grey trousers which are tucked into supple black leather boots, the ensemble covered by his midnight blue cloak. At his waist he wears a finely tooled black leather belt, which holds a variety of weapons and pouches. On his right hip he carries a elegant rowaini dueling cutlass with a heartstone in the hilt, on his left hip a matching blade with no stone, and several daggers on his belt. While on his back he has a fine longbow and two quivers of arrows.

    Fedowin is charming and easy-going, a fun-loving soul who is always ready with a witty or delightful word or two. Invariably looking for the best angle for himself, he is always alert for an opportunity, whether with his blade or quick hands. When it comes down to it though, he is a valiant and cunning warrior, who will put his life on the line for his friends or those he deems need his help. (more to come/slight changes when I hunt khavren’s ideas up?)

    An exile from Tymadeau who's taken up residence and citisenship in Eldiz. (more to come when I hunt khavren’s ideas up?)

    XP Log
    2,000 (start), -160 (adding +1 to legendary dueling cutlass through heartstone); +1,800 (after Interlude?); +650 (for Varylys trip)
    Last edited by unleashed; Saturday, 21st October, 2006 at 02:32 PM. Reason: subtracted money

  9. #9
    The man with the probe
    Acolyte (Lvl 2)

    Bront's Avatar

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    May 2004
    Naperville, IL
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    Name: Priya Daoine
    Class: Enchantress
    Race: Sidhe
    Size: Medium
    Gender: Female
    Alignment: NG
    Str: 11 +0      Level: 3        XP: 4074 / 6000
    Dex: 13 +1      BAB: +1         HP: 19 / 19 (3d6+3)
    Con: 12 +1      Grapple: +1     Dmg Red: 2/Cold Iron
    Int: 19 +4      Speed: 30'      Spell Res: 0
    Wis: 15 +2      Init: +5        Spell Save: +0
    Cha: 18 +4      ACP: -0         Spell Fail: 0%
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +5    +0    +1    +0    +0    +0    16
    Touch: 11              Flatfooted: 15
                             Base   Mod  Misc  Total
    Fort:                      3    +1    +2    +4
    Ref:                       1    +1    +2    +2
    Will:                      3    +2    +2    +5
    Weapon                  Attack   Damage     Critical
    Quarterstaff              +2       1d6        20x2
    Light Crossbow            +2       1d8      19-20x2
    Dagger                    +1       1d4      19-20x2
    Languages: Sidhe, Eldish, Altanan, Mojiin, Sacra
    Sidhe Racial Abilities
    -Damage Reduction 2/Cold Iron
    -Cold Iron Vulnerability
    -Faerie Form
    -+2 to Diplomacy and Knowledge Arcana.
    Enchantress Abilities
    -Spell Nexus
    --May prepare 1 additional divine or arcane spell of each level
    --May cast 1 additional divine or arcane spell of each level
    --L2: Imbue Nexus: Search
    -13 Arcane Spell Points
    -Divine Spells, 4/3/2
    -Arcane Spells, 4/3/2
    Known Arcane Spells
    Mage Armor
    Charm Person
    Disguise Self
    Animate Rope
    Magic Missile
    Feather Fall
    Ray of Enfeeblement
    Enlarge Person
    Spider Climb
    Hideous Laughter
    Continual Flame
    Known Divine Spells
    Cure Light Wounds
    Divine Favor
    Comprehend Language
    Remove Fear
    Endure Elements
    Invest Light Protection
    Shield of Faith
    Entropic Shield	
    Cure Moderate Wounds
    Sound Burst
    Eagle's Splendor
    Cat's Grace
    Make Whole
    1: Improved Initiative
    1E: Craft Wonderous Item
    2E: Magical Artisan: Wonderous Items
    3: Familiar (Ferrie Dragon)
    Skill Points: 36       Max Ranks: 6/3
    Skills                   Ranks  Mod  Misc  Total
    Bluff			   1    +4          +5
    Craft: Jeweler		   4    +4          +8
    Craft: Taylor		   4    +4          +8
    Decipher Script		   3    +4          +7
    Diplomacy		   3    +4    +4    +11
    KN: Arcana		   5    +4    +2    +11
    KN: Nobility		   5    +4          +9
    KN: The Spheres		   2    +4          +6
    Listen			   0	+2    (+2)  +2(+4)  
    Search (CC)		   2    +4    +2    +8
    Spellcraft		   4    +4    +2    +10
    Spot			   0	+2    (+5)  +2(+7)
    Use Magical Device	   1    +4          +5
    Equipment:                     Cost  Weight
    *Circlet of Comprehend Languages
    	 and Read Magic		1950	1
    *Shimmersilk Dress of Armor +1	750	2
    *Cloak of Resistance +2		1500	1
    *Anklet of Dexterity		1500
    Masterwork Light Crossbow	335	4
    MasterWork Quarterstaff 
    	of Continual Flame	350	4
    Bolts (20)			2	2
    Dagger				2	1
    Spell Component Pouch		2	2
    Pouch				1	0.5
    Backpack			2	2
    -Masterwork Artisan's Tools	55	5
    -Cure Light Wounds Wand		562.5	
    -Journal (Spellbook)		15	3
    -Candles(10)			0.1	
    -Chalk(10)			0.1	
    -Inkpen				0.1	
    -Ink Vial			8	
    Familiar Summoning		100
    Learned spells		
    -Continual Flame		100	
    -Web				100	
    -Knock				100	
    -Shield				18.75	
    -Identify			18.75	
    -Eagle's Splendor		100	
    -Cat's Grace			100	
    -Shield of Faith		18.75	
    -Entropic Shield		18.75	
    -Make Whole			100	
    -Silence			100	
    Total Weight:27.5lb      Money: 15gp 2sp 0cp
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               38    76   115   230   575
    Age: 30
    Height: 5'3"
    Weight: 78lb
    Eyes: Emerald Green
    Hair: Bright Red
    Skin: Slight Tan
    Priya would be considered beautiful, even by Sidhe standards, though she seems a bit too distracted to notice at times. She usually wears an elegant but simple emerald green dress that sets off her eyes. The dress goes down just above her knees, with a small slit on both sides, and the top accents her and boosts her modest cleavage well. She is adorned in jewelry, with many fine bracelets, necklaces, earrings, anklets, waist chains, circlets, rings, armbands, and even a few more exotic pieces at her disposal. She wears quite a bit of it, though she is very tasteful about what she wears and when. Her long bright red hair is often worn up in her circlet, but she occasionally lets it loose to style for special occasions. She has a fine burgundy and green reversible cloak that she wears that is large enough to encompass her, but she usually lets it fall behind her completely, where it rests just behind her shoulders, almost like a cape.

    Priya is an odd mix of social butterfly and curious tinker. She enjoys the curiosities of interacting with others, and enjoys getting into business, particularly when it’s none of hers. Her experience in the Seelyne courts has helped her learn to interact and even manipulate people, though she never got the hang of reading them. Her deep love of magic and understanding has helped her thrive as an enchantress. She is very strict and disciplined in breaking things down, but often a little scatterbrained about keeping her focus.

    The joining of Alana and Mira Daoine was much celebrated in the Seelyne courts. In a rare instance of the trinity ritual, one Mira ended up bearing twins, Sena & Priya. Seeing this as a blessing, Titania threw a celebration for the Daoine family, and these children received much love and attention at a young age.

    Alana and Mira were loving parents, as would be expected of any Sidhe, and Sena and Priya grew up not wanting for much. Both children had great magical talent and were quite personable as well. Sena was the more well spoken one, and spent most of her time in the courts, often talking to Titania’s Votresses and many of the Sirens of the court. Priya was a social butterfly as well, but she was easily distracted, and often found herself tinkering with magic and tools.

    The twins got along very well, but they spent much of their time apart, pursuing different interests. Both made their parents proud with accomplishments both in and out of the courts. Soon, Sena had dedicated herself to Titania’s service, much to her parents and her family’s delight, while Priya was becoming quite an enchantress in her own right, as well as a skilled Jeweler and Taylor. Soon, Sena had gained much favor in the court, while Priya was respected did not hold the influence of her sister.

    Priya was out on an expedition to test some of the magical properties of some herbs she had researched when she found a baby Ferrie Dragon. Fascinated with the creature, she spent some time with it, forming a bond with the creature. However, her extended stay caused her to miss Sena’s formal induction into Titania’s service, which put some strain on her family relationship, though Sena, knowing her sister, was more understanding. Still, Priya’s court presence was lessened even more from this incident.

    However, with her lack of influence came a lack of court responsibilities. Soon, through research and rumors, Priya heard of great magic beyond Amaranthia, and after some heart felt goodbyes, she set off to explore the spheres in search of magic, other people, and other exciting …oooh, that’s pretty.

    Spells Memorized/Cast
    Arcane Spellpoints: 13 / 13
    Detect Magic

    Animate Rope
    Ray of Enfeeblement

    Spider Climb

    L0: 4/4
    Cure Minor Wounds
    Create Water

    L1: 3/3
    Cure Light Wounds
    Shield of Faith

    L2: 2/2
    Cure Moderate Wounds
    Sound Burst

    L0: 1/1
    Acid Splash

    L1: 1/1
    Mage Armor

    L2: 1/1

    Familiar: Galeru[imager][/imager]
    Size/Type: Ferie Dragon (Tiny Fey Dragon)
    Hit Dice: As Priya (9 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), fly 60 ft. (average)
    Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16
    Base Attack/Grapple: +0/-10
    Attack: Claws +5 melee (1d4-2)
    Full Attack: Clawss +5 melee (1d4-2)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks:
    Special Qualities: Low-light vision
    Saves: Fort +2, Ref +5, Will +2
    Abilities: Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6
    Skills: Listen +4, Spot +16 or as Priya with Galeru's modifiers.
    Feats: Alertness, Weapon Finesse
    -Understands Seelie as a supernatural ability
    -Mistress gains alertness if within arm's reach
    -Mistress gains a +3 bonus on Spot checks in bright light
    -Improved Evasion
    -Share Spells
    -Empathic Link
    -May deliver Touch Spells for Mistress
    Attached Files Attached Files  
    Last edited by Bront; Friday, 14th July, 2006 at 08:38 AM.

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