Diplomatic Immunity Rogue's Gallery
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  1. #1
    Acolyte (Lvl 2)

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    Feb 2005
    Cambridge, MA
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    Diplomatic Immunity Rogue's Gallery

    Welcome to the Diplomatic Immunity Rogues Gallery! 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 04:18 PM.

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

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    Ferris D’Elchant
    Male Sacra Champion 4

    Character level: 4
    Alignment: Neutral Good
    City: ????
    Height: 6' 2''
    Weight: 188 lbs
    Hair: Lavender
    Eyes: Blue
    Age: 30
    Experience: 8,000 xps

    Str: 15 (+2) [base 15]
    Dex: 12 (+1) [base 12]
    Con: 15 (+2) [base 13, +2 racial]
    Int: 12 (+1) [base 14, -2 racial]
    Wis: 19 (+4) [base 15, +4 racial]
    Cha: 22 (+6) [base 17, +2 racial, +2 enhancement, +1 level]

    Class and Racial Abilities
    Sacra abilities – Circe’s Love, Circe’s Boon.

    Champion abilities – All armor proficiencies, all shield proficiency, all weapon proficiencies, Aura of good(Ex), Detect vile(Sp), Circe’s grace(Su), Turn undead(Su), Lay on hands(Su) [24 pts = 4th lvl x 6 Cha], Aura of courage(Su), Divine health(Ex), Divine Devotion I.

    Hit Dice: 10 + 3d10 (24) + 8
    HP: 42
    AC: 23 (+1 Dex + 9 Armor + 3 shield)
    Init: +1 (+1 Dex)
    Speed: 30 ft (20 in heavy armor)

    Fort +12 [+4 base, +2 Con + 6 Grace]
    Refl +08 [+1 base, +1 Dex + 6 Grace]
    Will +14 [+4 base, +4 Wis + 6 Grace]

    Save conditionals: Immune to fear and disease, +4 morale bonus vs. fear in 10ft radius.

    BAB: +4
    Melee Atk: +7 MW Longsword(1d8+2/19-20/x2/S)
    Ranged Atk: +6 MW Mighty +2 Comp Longbow (1d8+2/20/x3 110ft/P)

    Attack conditionals:.

    Skills (21 pts Champion)
    Bluff +6 [0 Ranks(cc), +6 Cha]
    Concentration +3 [1 Ranks, +2 Con]
    Diplomacy* +15 [7 Ranks, +6 Cha, +2 Synergy]
    Gather Information* +6 [0 Ranks(cc), +6 Cha]
    Handle Animal +6 [0 ranks, +6 Cha]
    Heal +5 [1 ranks, +4 Wis]
    Intimidate* +6 [0 Ranks(cc), +6 Cha]
    Knowledge Arcana +2 [1 Ranks, +1 Int]
    Knowledge History +1 [0 Ranks, +1 Int]
    Knowledge Religion +2 [1 rank, +1 Int]
    Listen +4 [0 ranks(cc), +4 Wis]
    Ride +1 [0 ranks +1 Dex]
    Search* +1 [0 Ranks(cc), +1 Int]
    Sense Motive* +10 [6 Ranks, +4 Wis]
    Speak Language [0 Ranks(cc)]
    Spellcraft +5 [4 Ranks, +1 Int]
    Spot +4 [0 Ranks(cc), +4 Wis]

    Divine Spell Power [1st lvl] (spend turn attempt as FA to increase CL for next spell - healing spells only)
    Augment Healing [3rd lvl]

    Languages: Sacran, Eldish.

    Total Spells Per Day (cast/day) (Total) Save DC +4
    0th – 4; 1st – 6/+1 (+1 Wis, +2 Cha); 2nd – 5/+1 (+1 Wis, +2 Cha),

    Domains Known (Charm, Luck, Travel) [2 base +1 Circe’s Boon]
    Charm Charm person(1st), Calm Emotions(2nd)
    - The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
    Luck Entropic Shield(1st), Aid(2nd)
    - You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure.
    Travel - Long strider(1st), Locate object(2nd)
    - For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement.

    MW Mighty +2 Composite Longbow (600gp, 3 lbs.)
    Full Plate +1 (2,650 gp, 30 lbs., AC +9, MDP +1, ASF 35%, ACP -5)
    Arrows [Qty. 80] (4 gp, 12 lbs.)
    MW Longsword (315gp, 4 lbs.)
    Heavy steel shield +1 (1,170gp, 15 lbs., ASF 15%, ACP -1)
    Cloak of Charisma +2 94,000gp, 0 lbs.)
    Wand CLW x 2 (50 charges each), 1,500gps, 0 lbs.
    Bedroll (5sp, 5 lbs)
    - - Holy Sword (700 gp)
    - - Neutralize Poison (375 gp)
    - - Remove Paralysis (150 gp)
    Backpack (2 gp, 2 lbs.)
    Acid (2 flasks) 20gp
    Waterskin 1gp
    50 ft. silk rope 10gp
    Paper (10 sheets) 4gp
    Healer’s kit 50 gp
    Holy symbol 25gp
    Holy water (x3) 75gp
    Ink (two vials) 16gp
    Inkpen 1gp
    Trail rations (20 days worth) 10gp
    Belt pouch 1gp
    Explorer’s outfit 0gp Total Cost: [11,679.5 gp]

    320 gp, 5 sp

    Notes – None at this time.

    Appearance: The first thing people say about Ferris is “He sure is big for a Sacra”. Ferris stands well over six foot tall, deep lavender hair cascading to his shoulder. To say that he was a pretty man would be an understatement: toned muscles beneath gleaming plate mail, clothing always in fashion . . . or cutting edge, soulful blue eyes.

    Personality: For someone as big and as beautiful as Ferris is, he doesn’t seem to realize this fact. Kind, thoughtful, head in the clouds, not a driven as other Sacra, honest, party-goer or –crasher, understanding, are all comments made by others about Ferris. Ferris speaks very little about himself, his family, religion or any other sensitive topics.

    Early Background/Origins: First son of Camden and Alicia D’Elchant, life was meant to be good for Ferris. Both were successful adventurers working in Circe’s name. Ferris was born healthy and large – big for a baby – not fat though, just large. Near the time for Ferris to enter the academy, his younger brother was born. Ferris learned of the ideals that Circe held, and believed in them . . . until the young brother he had loved so much was thought to be tainted. It didn’t make sense, he was a young child . . . but he had the spark of arcane magic within him. Ferris remembered the light when he was at home . . . he never really thought about it all that much. He didn’t see what the big deal was . . . it was only a couple of dancing lights.

    At home, there was the questioning, the odd looks, the humiliation of his father . . . the disappearance of his birth mother. No one knows just how long the Dolrathi was playing at being his mother . . . and to Ferris, he didn’t notice a difference . . . so there wasn’t one. At the order he was shunned . . . his concern for his studies waned. The sessions passed and Ferris didn’t graduate. He learned more and enjoyed his time with students that didn’t know who he was. If he wasn’t so gifted with healing and was such a likeable guy, the order would have cast him out.

    Times change as the always do and a new administration in the monastic order, did in fact cast Ferris out – graduating him when he tried to inform them that he wasn’t ready yet. After years and years in the order, Ferris is cast into the real world . . . but is he ready for it?

    Recent Background: .

    Side Notes: .

    Web information:
    Circe's Boon: All Sacra have access to a clerical domain of their choice granted by Circe. They can use the domain power and can cast the spells as domain spells. Even Sacra peasants and other non-spellcasters can cast the spells from their chosen domain once per day per each (if they have enough Wisdom and enough HD that they would be able to cast them if they were a cleric) as spell-like abilities.

    Circe's Love: Each day when praying to Circe in her daily prayers, a Sacra may select to receive a +1 divine bonus to either attack rolls, armour class, or saving throws for 24 hours.

    Order and Name:
    Last edited by Keia; Tuesday, 22nd August, 2006 at 08:43 PM. Reason: update to 4th

  3. #3
    Novice (Lvl 1)

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    Victoria, Australia (GMT +10)
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    Tiberius Lucius Magnus, Male Praetor Warmage

    Tiberius Lucius Magnus
    Tiberius Lucius Magnus
    Male Praetor (High Praetorian) Warmage 4
    Experience Points (required): 8,000 (10,000 for 5th level)
    Alignment: Lawful Neutral
    Homeworld: Gyaros

    Height: 6’1”
    Weight: 185lbs
    Hair: Bronze
    Eyes: Silver
    Age: 25

    Strength 19 (+4) [15 base, +4 racial]
    Dexterity 11 (+0) [13 base, -2 racial]
    Constitution 15 (+2) [15 base]
    Intelligence 22 (+6) [17 base, +4 racial, +1 level (4)]
    Wisdom 9 (-1) [9 base]
    Charisma 11 (+0) [11 base]

    Class and Racial Abilities
    +4 Strength, -2 Dexterity, +4 Intelligence; 3 bonus feats (1 general, 2 martial); Praetorian Prosperity

    Weapons & Armor: All simple/martial weapons plus exotic Praetorian weapons, all armor, and all shields (including the tower shield); Signature construct; Warmage bonus feats (1 arcane, 2 martial)

    Armour Class: 18 (10 base, +6 armour, +2 shield) [touch 10, flat-footed 18]
    Armour Check Penalty: -4 (-3 armour, -1 shield)
    Arcane Spell Failure: 0%
    Hit Dice: 4d10+8 (10,5,5,5)
    Hit Points: 33
    Initiative: +0
    Speed: 30 feet (30 feet base)

    Base Attack Bonus/Grapple: +4/+8

    +10 melee [1d10+6; 20/x3; piercing; masterwork battle lance]
    +8 melee [1d6+4; 19-20/x2; piercing; short sword]
    +8 melee [1d4+4; 19-20/x2; piercing or slashing; dagger]

    +3 ranged [1d10+4; 20/x3; range 130 ft.; piercing, masterwork mighty praetorian warbow]
    (should be +5 except Tiberius is not strong enough to use his bow properly)

    Fortitude +6 [4 base, +2 Con]
    Reflex +1 [1 base, +0 Dex]
    Will +3 [4 base, -1 Wis]

    Skills (50 points; max ranks: 7/3.5)
    Concentration +8 [6 ranks, +2 Con]
    Decipher Script +13 [7 ranks, +6 Int]
    Diplomacy +4 [2 ranks (cc), +0 Cha, +2 Negotiator]
    Intimidate +4 [4 ranks, +0 Cha]
    Knowledge (arcana) +12 [6 ranks, +6 Int]
    Knowledge (architecture and engineering) +9 [3 ranks, +6 Int]
    Knowledge (geography) +9 [3 ranks, +6 Int]
    Knowledge (nobility and royalty) +9 [3 ranks, +6 Int]
    Knowledge (the spheres) +9 [3 ranks, +6 Int]
    Sense Motive +1 [0 ranks (cc), -1 Wis, +2 Negotiator]
    Speak Language (Draconic, Seelie, Vaelysh) [6 points]
    Spellcraft +15 [7 ranks, +6 Int, +2 synergy Knowledge (arcana)]

    Combat Expertise [Praetorian bonus]
    Power Attack [Praetorian martial bonus]
    Weapon Focus (praetorian battle lance) [Praetorian martial bonus]
    Able Learner [1st level]
    Extend Spell [1st level Warmage arcane bonus]
    Cleave [2nd level Warmage martial bonus]
    Negotiator [3rd level]
    Weapon Specialisation (praetorian battle lance) [4th level Warmage martial bonus]

    High Praetorian, Vulgar Praetorian, Altanian, Draconic, Eldish, Larakese, Seelie, Tralg, Vaelysh

    Spells Prepared
    Spells Per Day (4/5/4); Save DC = 16 + spell level
    0-level -- detect magic, mending, prestidigitation, read magic
    1st-level -- alarm, color spray, fist of stone, mage armour, repair light damage
    2nd-level -- detect thoughts (3), scorching ray

    0-level (19) -- acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, repair minor damage, resistance, touch of fatigue
    1st-level (12) -- alarm, burning hands, comprehend langauges, color spray, enlarge person, fist of stone, low-light vision, mage armour, obscuring mist, ray of enfeeblement, repair light damage, true strike
    2nd-level (5) -- detect thoughts, invisibility, repair moderate damage, scorching ray, wall of gloom

    Spells from Complete Arcane: fist of stone, low-light vision, repair light damage, repair minor damage (replaced disrupt undead), repair moderate damage, wall of gloom.

    Weight of Items Worn [42.5 lb / 47.5 lb (if mounted)]
    Masterwork Praetorian Battle Lance [8 lb] (up to 8 spell levels)
    Short Sword [2 lb] (up to 4 spell levels)
    Dagger [1 lb] (up to 2 spell levels)
    Masterwork Mighty Praetorian Warbow (+5 Str) [6 lb]
    20 Arrows [3 lb]
    +1 Twilight Lyrobium Breastplate [15 lb] (up to 16 spell levels)
    Heavy Lyrobium Shield [7.5 lb] (up to 16 spell levels)
    Signet Ring [0 lb]
    Traveler’s Outfit [5 lb]

    Backpack [2 lb / 41.04 lb (incl. backpack)]
    -- Avani Dreamwine (red) [1.5 lb] {imprinted with feelings of love/passion}
    -- Avani Dreamwine (white) [1.5 lb] {imprinted with feelings of love/passion}
    -- Bedroll [5 lb]
    -- Blanket, Winter [3 lb]
    -- Case, Scroll [0.5 lb]
    xx -- Ink (4 vials) [0 lb]
    xx -- Inkpen (2) [0 lb]
    xx -- Papyrus (5 sheets) [0 lb]
    -- Courtier’s Outfit (Praetorian style) [6 lb]
    -- Everburning Torch [1 lb]
    -- Massage Lotions [1 lb]
    -- Mirror, Small Steel [0.5 lb]
    -- Money, in pay folder (32 Imperials [made from Zarradyn], worth 100 gp/ea) [0.84 lb]
    -- Money, wrapped in an old cloth (250 gp gems; 60 gp) [1.2 lb]
    -- Notebook (as Wizard’s spellbook) [3 lb]
    -- Rations, Trail (4 days) [4 lb]
    -- Sack (2) [1 lb]
    -- Sealing Wax [1 lb]
    -- Traveler’s Outfit [5 lb]
    -- Waterskin [4 lb]

    Pouch, Belt [0.5 lb / 2.32 lb (incl. pouch)]
    -- Flint & Steel [0 lb]
    -- Money (29 gp, 4 sp, 8 cp) [0.82 lb]
    -- Potion of Cure Light Wounds [1d8+1] (4) {marked as such in High Praetorian} [0 lb]
    -- Whetstone [1 lb]

    Spell Component Pouch [2 lb]
    -- also contains all foci for known spells

    Box of Books [? lb]
    Amaranthia Travel Narrative, in Seelie
    Gallian Collection (which includes narratives on the planet, the people, places, flora, and fauna), in High Praetorian [as Calpurnia’s]
    Kanath Travel Narrative, in Eldish
    Vanarca Travel Narrative, in Eldish
    The Haunted Sphere of Phantasos, in High Praetorian
    Five Volume Compleat History of Altania (gift for Claudia)
    Travel Narratives (x2) {as yet undetailed}
    Tales Narrative {as yet undetailed}

    Weight Carried: 87.86 lb

    Carrying Capacity [19 Strength]
    Light: 116 lb. or less; Medium: 117-233 lb.; Heavy: 234-350 lb.;
    Lift (over head): 350 lb.; Lift (off ground): 700 lb.; Drag: 1,750 lb.

    3,539 gp, 4 sp, 8 cp (gems and coins)

    Arminus, signature construct: Tiny construct; HD 2: hp 11; Init +2; Spd 20 ft., fly 60 ft. (average); AC 14 [+2 size, +2 Dex], touch 12, flat-footed 12; Base Atk +1; Grp -8; Atk +2 melee (1d3-1, talons); Full Atk +2 melee (1d3-1, talons); Space/Reach 2 1/2 ft./0 ft.; SA --; SQ construct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref +2, Will +0; Str 8, Dex 14, Con --, Int --, Wis 11, Cha 1.

    Appearance: A metallic hawk, mostly silver in colour with golden highlights on the beak, eyes, and the trailing edge of the wings and tail. It’s talons look razor sharp.

    Tiberius is a muscular and handsome Praetor of above average height, with close cropped bronze hair. His bright silver eyes are always in motion, observing everything around him as if noting it for later assessment. He wears serviceable dark clothing under his sigil covered platinum-blue breastplate, over which he wears a red cloak with a bronze eagle clasp. Strapped to his back is a platinum-blue shield which is also covered in sigils, under which he carries a finely crafted spear and bow. While on his belt he carries more utilitarian weapons in the form of a shortsword and dagger. Often sitting on his shoulder or the edge of his shield is a tiny metallic hawk.

    Tiberius is calm and steadfast man who holds honour above all other virtues. He gets on well with those around him, making friends easily, and is popular amongst his peers and those under his command. Always experimenting with his magic and working on ideas for constructs, which he is constantly writing in his notebook, he hopes to one day make a great advancement that will give the Praetorians an insurmountable advantage on the battlefield.

    The first son of centurion Marcus Lucius Magnus and templar Julia Lucii, it was obvious he would enter the academy to continue his family’s service to the empire. Attending the academy as soon as he was old enough, Tiberius quickly grew to be one of the best students often defeating students two or three years his senior in martial training. He also excelled at arcane magic theory and found he could perform cantrips after seeing them only once or twice. Having found his calling as a warmage he hungered for more knowledge and was soon beginning to craft his own small construct, which took many forms during his training, but when finally finished was in the shape of a hawk, though it could not yet fly, which he named Arminus. He graduated from the academy at age 20, the same year as his two younger brothers entered the academy twins Caius and Decimus both of which were training as centurions.

    Serving the empire faithfully for the past 5 years, he has fought in several offworld conflicts, and has managed to rise to the rank of Optio. During this period he met his beautiful wife Claudia, another warmage who was several years his junior. Not currently on active duty, and while his wife is away on campaign serving as guard to an Archon, Tiberius has decided to take some personal time and explore a foreign world while not in the middle of the grand Praetorian war machine.

    XP Log (started with 4,500 xp)
    3,500 (end of prelude)
    Last edited by unleashed; Friday, 16th March, 2007 at 03:20 AM. Reason: changed spells

  4. #4
    Novice (Lvl 1)

    Eonthar's Avatar

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    Work in progress

    XXXX, 3rd-Level Bladesinger
    Harmonian (Medium Humanoid)

    Alignment: Chaotic Good
    Height: 5'
    Weight: 99 lbs
    Hair: Translucent blond
    Eyes: Ice blue
    Age: 125 (20 Human equivalent)

    Strength 17 (+3) [15 Base, +2 Racial]
    Dexterity 16 (+3) [14 Base, +2 Racial]
    Constitution 13 (+1) [11 Base, +2 Racial]
    Intelligence 10 (+0) [10 Base]
    Wisdom 6 (-2) [10 Base, -4 Racial]
    Charisma 21 (+5) [17 Base, +4 Racial]

    Hit Dice: 3d10+3 (XX hp)
    Initiative: +7 (+3 Dex, +4 Improved Initiative)
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+5 Armor, +3 Dex), touch 13, flat-footed 15
    Base Attack/Grapple: +3/+6
    Attack: Longsword +8 melee (1d8+3/19-20/x2) [+3 Base, +3 Str, +1 Weapon Focus, +1 Masterwork]
    Full Attack: Longsword +8 melee (1d8+3/19-20/x2) [+3 Base, +3 Str, +1 Weapon Focus, +1 Masterwork]
    Space/Reach: 5 ft./5 ft.

    Fortitude +4 [+3 base, +1 Con]
    Reflex +6 [+3 base, +3 Dex]
    Will +1 [+3 base, -2 Wis]

    Weapon Proficiency (Simple, Martial, Natural)
    Armour Proficiency (Light, Medium, Heavy)
    Shield Proficiency
    Acrobatic [1st-level]
    Weapon Focus (Longsword) [Bonus 1st-level]
    Improved Initiative [Bonus 2nd-level]
    Skill Focus (Perform[Singing]) [3rd-level]

    Balance +11 [6 Ranks, +3 Dex, +2 Synergy, -0 ACP]
    Bluff +9 [5 Ranks, +5 Cha]
    Climb +3 [0 Ranks, +3 Str, -0 ACP]
    Concentration +1 [0 Ranks, +1 Con]
    Diplomacy +7 [0 Ranks, +5 Cha, +2 Synergy]
    Disguise +7 [0 Ranks, +5 Cha, +2 Synergy]
    Hide +3 [0 Ranks, +3 Dex, -0 ACP]
    Intimidate +7 [0 Ranks, +5 Cha, +2 Synergy
    Jump +13 [6 Ranks, +3 Str, +2 Synergy, +2 Acrobatic, -0 ACP]
    Listen -2 [0 Ranks, -2 Wis]
    Move Silently +3 [0 Ranks, +3 Dex, -0 ACP]
    Perform (Singing) +14 [6 Ranks, +5 Cha, +3 Skill Focus] (+8 racial bonus when attempting to speak Melodian)
    Perform (Dance) +5 [0 Ranks, +5 Cha]
    Perform (Percussion) +7 [0 Ranks, +5 Cha, +2 Masterwork Drum]
    Sleight of Hand +7 [2 Ranks, +3 Dex, +2 Synergy, -0 ACP]
    Speak Language [2 Ranks]
    Spot -2 [0 Ranks, -2 Wis]
    Swim +3 [0 Ranks, +3 Str, -0 ACP]
    Tumble +13 [6 Ranks, +3 Dex, +2 Synergy, +2 Acrobatic, -0 ACP]
    Use Magic Device +8 [3 Ranks, +5 Cha]

    Languages: Harmonian, Melodian, XXX, XXX
    XP: 4500
    XP Needed for next level: 6000

    Class and Racial Abilities:

    Harmonian Abilities:

    Electricity Immunity (Ex): Since they have no ions, Harmonians are not affected by electricity

    Intense Sonic Vulnerability (Ex): Harmonians take double-damage from Sonic effects, and also things that have extra effects against Crystal work on Harmonians as if they were made of Crystal. However, if these effects are also Sonic, they do not do additional extra damage after that--just apply one or the other.

    Musical Sensitivity (Ex): Harmonians gain one and a half times the usual bonus (rounded down) from any Harmonian, Melodian, or Bardic Music effects that target them.

    Strengthen the Melody (Ex):Allows Harmonians to give a +4 bonus, rather than +2, to any Aid Another check to aid a Melodian, plus they can do it from vocal range instead of needing to be adjacent

    Bladesinger Abilities:

    Armor Proficiency: A bladesinger can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bladesinger wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bladesinger still incurs the normal arcane spell failure chance for arcane spells received from other classes.

    Spells: As 3rd-level Bard.
    Bard Spells per Day: (3/3; save DC 15 + spell level)
    Spells Known:
    0th - 6
    1st - 3

    Bladesinger MusicOnce per day per bladesinger level, a bladesinger can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bladesinger music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bladesinger level and a minimum number of ranks in the Perform skill to qualify; if a bladesinger does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

    Starting a bladesinger music effect is a standard action. Some bladesinger music abilities require concentration, which means the bladesinger must take a standard action each round to maintain the ability. Even while using bladesinger music that doesn’t require concentration, a bladesinger cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bladesinger has a 20% chance to fail when attempting to use bladesinger music. If he fails, the attempt still counts against his daily limit.

    Countersong (Su): A bladesinger with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bladesinger (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bladesinger’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bladesinger’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bladesinger may keep up the countersong for 10 rounds.

    Valourous Minuet (Su):A bladesinger with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bladesinger sing. The effect lasts for as long as the ally hears the bladesinger sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Valourous Minuet is a mind-affecting ability.

    Ballad of the Blades (Su): This song sends mystical eddies through all metal weapons that the Bladesinger desires, granting them an enhancement bonus equal to the number on the chart for the duration of the song, as if they were affected by a Greater Magic Weapon spell. This is effective in penetrating damage reduction as well.

    Total Weight Carried: 40 lbs

    +2 Studded Leather Armour (+5 Armor, +6 Max Dex, -0 ACP, 30' Move, 20 lbs)
    Masterwork Longsword (5 lbs)
    Explorer's Outfit

    --Belt Pouch (1/2 lb)
    ----Harmonian Sonic Converter (1/2 lb)
    ----2 Days Trail Rations (2 lbs)
    ----Wand of Cure Light Wounds (50 Charges)(1 lb)
    --Money Pouch (1/2 lb)
    --Spell Component Pouch (2 lb)
    --Waterskin (4 lbs)
    --Knife (1/2 lb)
    --Small Drum - Masterwork (3 lbs)
    --2 Potions of Heroism (1 lb)

    -- 12 pp
    -- 28 gp
    -- 26 sp
    -- 40 cp

    Early Background/Origins:
    Recent Background:
    Last edited by Brother Shatterstone; Sunday, 18th September, 2005 at 07:16 AM.

  5. #5
    Aliandra Valthyne


    Alignment: Lawful-Neutral(Tries to be good)
    Height: 5'5
    Weight: 110 lbs
    Hair: Amethyst
    Eyes: Amethyst
    Age: 18

    Str 09 (-1) [ 9 base]
    Dex 11 (+0) [11 base]
    Con 10 (+0) [12 base, -2 racial]
    Int 21 (+5) [17 base, +4 racial]
    Wis 16 (+3) [16 base]
    Cha 21 (+5) [17 base, +4 racial]

    Hit Dice 3d4
    HP: 10 [4 + 2 + 4]
    AC: 10 [10 base, +0 Dex, +0 Armour, +0 Shield, +0 Deflection]
    Touch AC: 10, Flat-footed AC: 10
    Init:+0 [-]
    BAB: +1
    Power Points: 36 ]19 base, +3 Valsian, +7 Int, +7 Cha]
    Melee Attack: +0 [+1 BAB -1 Str]
    Ranged Attack: +1 [+1 BAB +0 Dex]
    Speed: 40' [30' base +10' Insight bonus]

    Fort +1 [+1 base, +0 Con]
    Refl +1 [+1 base]
    Will +6 [+3 base, +3 Wis]

    Speed of Thought
    Up The Walls
    Craft Universal Item


    Concentration(Con) 6 +2
    Knowledge(Nobility/Royalty)(Int)5 +5
    Knowledge(Arcana)(Int) 1 +5
    Knowledge(Spelljamming)(Wis) 1 +1
    Psicraft(Int) 5 +5
    Bluff(Cha) 5 +5
    Spellcraft(Int) 5 +5
    Diplomacy(Cha) 6 +5 +6 Synergy
    Gather Information(Cha) 3 +5
    Sense Motive (Wis) 5 +1

    Languages: Valsian, Mojiin, Seelie, High Praetorian, Eldish, Rowaini

    Class and Racial Abilities:

    Powers Known: Level 0: Detect Magic, Prestidigitation, Arcane Mark, Dancing Lights, Read Magic, Level 1: Protection from Evil, Disguise Self, Vigor, Charm, Psionic, Mindlink, Inertial Armor, Mind Thrust, Deja Vu, Level 2 Powers: Read Thoughts, Invisibility

    Powers: The Dragonlord casts powers as a Psion but draws the powers from the Psion list, her Discipline's list, and the Sorcerer list. This means that they do not incur Arcane Spell Failure, that they don't automatically scale up in damage without paying extra Power Points but they do scale up in DC when you pay the Power Points, etc. A Dragonlord gets bonus Power Points for high Charisma and also for high Intelligence.

    Bonus Feats: As Psion

    Siphon Power +2: Once per round, by drawing away energy from the natural surroundings around her, a Dragonlord can treat her powers as if she had spent the listed amount of additional Power Points for purposes of augmentations or metapsionic feats. Since the Dragonlord does not have to pay anything for this, she can even use it to augment beyond her maximum spending limit. This does not stack with Overchannel. A Dragonlord of level 3 or higher can also use this ability to activate abilities that usually require expending Psionic Focus as the equivalent of a +2 Siphon Power. Oh yeah, and there may be some sort of Taint thing involved, but who cares, right?

    Draconic Pet: The Dragonlord keeps a little dragon as a pet instead of having a familiar. At level 1, there are not many dragons available, however, except perhaps a baby Pseudodragon.

    Naturally Psionic: Valsians Gain 3 Bonus Power Points and can select Psionic Feats

    Power Leech: Every time a Valsian is targetted by a spell that directly creates a magical effect on the Valsian (so Hold Person, Charm Person, and Eagle's Splendour for example, rather than Melf's Acid Arrow which creates an arrow and then shoots it out), the Valsian drains a little bit of the power into herself, regaining 1 hit point per spell level.

    Gem Affinity: Based on hair and eye colour, each Valsian has an affinity with a particular jewel. Any time they use a dorje or other psionic item made from the same jewel type, if it recreates a psionic affect, they can use their affinity to add the effects of a metapsionic feat that costs 2 Power Points or less for free, though they still expend focus as usual.

    Lavish Clothing
    Flint and Steel
    Lantern, Bullseye
    Rope, Hempen 50'
    Rope, Silk 250'
    Various and sundry knick knacks


    Appearance: The amethyst hair and eyes stand out. Bright purple is hard to miss. So is she. She looks honest, forthright, and really cute, like a precious gem. Her smile is a winner, and eyes are glittering. She has a saucy bearing, at times, and perhaps needs a good spanking, but no one has had the heart to really give it to her, as of yet.

    Personality: She's trying really hard to be a nice person. She thinks most of her family is mean spirited, and she wants to like others, have genuine friendships, and more. However, she is done in, from time to time, by a savage streak of selfishness, and now and then, jealousy. She is trying to learn how to share, and she really is trying to get over the selfishness, honest, but...its rough, and Mom and Dad really provide her with everything.

    Background:Born to the noble family, House Valthyne, she was given everything, every advantage, and every plaything she ever wanted growing up. Her parents began showing her how to use her formidable psychic gifts when she was only little, hired the finest tutors, and spared no expense. She might rule someday, and at the very least, she'd be running a large portion of the family businesses. This meant, much to her later chagrin, learning the powers and trade of the Dragonlords, the means with which to suck the life from the planet and its people, and the enmity of the Mojiin, whom she secretly admires.

    She politely asked if she could also study with the other learned mages, such as the Altanians, to "further her power base", in truth, she wanted to learn Ecomancy, but her parents have resisted all attempts.
    Last edited by Brother Shatterstone; Saturday, 27th August, 2005 at 04:20 PM.

  6. #6
    Zuggarr, Byblan Sage 3
    medium outsider(native)

    Alignment: Neutral
    Height: 6'
    Weight: 111 lbs
    Hair: none
    Eyes: black & large
    Age: ???

    Strength 11 (+0) [13 base]
    Dexterity 11 (+0) [11 base]
    Constitution 11 (+0) [15 base, -4 race]
    Intelligence 22 (+6) [18 base, +4 Racial]
    Wisdom 13 [9 base, +4 Racial]
    Charisma 17 [13 base, +4 race]

    Hit Dice 3d6
    HP: 15 [6+4+5]
    AC: 10 [10 base] + spells
    Touch AC: 10, Flat-footed AC: 10
    Init: +0
    BAB: +1
    Melee Attack: +1
    Ranged Attack: +1
    Speed: 30 ft

    Fortitude +1
    Reflex +1
    Will +4 [+3 base, +1 Wis]

    Point Blank Shot [1st-level]
    Eschew Materials [Sage]
    Preceise Shot [3rd-level]

    SKILLS (ranks+ability modifer)
    Appraise                 2+6
    Decipher Script          5+6
    Bluff                    5+3
    Disguise                 2+3
    Gather Information       7+3
    Concentration            7+0
    Diplomacy 	         4+3
    Hide		         5+0
    Move Silently	         5+0
    Spellcraft	         7+6
    Tumble 			 5+0
    Use Magic Device	 2+3
    Sense Motive             5+0
    Speak Language           5
    Knowledge(arcana)	 3+6
    	 (the planes)	 3+6
    	 (spelljamming)	 1+6
    	 (the spheres)	 3+6
    	 (nature)	 3+6
    	 (religion)	 1+6
    	 (dungeoneering) 2+6
    	 (geography)   	 1+6
    	 (history)	 1+6
    Languages: ??? searching

    Class and Racial Abilities:
    Abilitiy Modifiers for race (see above), Sage Knowlege +9, outsider traits (see MM)

    Wizard Spells: (4)/4/3
    Spellbook : 0-all
                1- Shield, Mage Armour, Magic Missile, Identify,
                   True Strike, Magic Weapon, Charm Person,
                   Shocking Grasp, Unseen Servant, Comprehend Languages,
                   Endure Elements, Protection from Evil
                2- Cat's Grace, Blindness/Deafness
    Words of Lore
    per day: (3)/2
    Known  : 0 - Detect Magic, Message, Mending, Light, Know Direction,
             1 - Cure Light Wounds, Detect Secret Doors, Disguise Self,
                 Expeditious Retreat
    8000 to spend, workin on it

    (see above)

    Zuggarr look like a large grey, the "cute" alien that abduct everyone. No really, to picture him, I guess his apearance is somewhat close to the Doppleganger from the MM, except that his skin his gey-blue. He prefers simple untility clothing, which usually means a brown travellers outfit.

    More material and hardy than most of his race, Zuggarr is a wandering sage. Just like he does not accept any fixed dogmas, he usually cannot stay in one place for long.
    He likes to apply his knowledge to get through life easily, a laid-back attitude that does not sit well with other Byblans.

    Zuggarr had a usual Byblan upbringing full of boring rote learning. Eager to try something different, he befriended a rare troubadour of his kind. In the end, he found out he liked theory better than singing, but the light-hearted attitude of his firend stuck. Thus, after finishing his apprenticeship, he struck out to see the spheres.
    Last edited by Brother Shatterstone; Saturday, 8th October, 2005 at 03:55 AM.

  7. #7
    The man with the probe
    Acolyte (Lvl 2)

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    Naperville, IL
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    Name: Vasha Springborne
    Class: Ecomancer
    Race: Nymph: Naiad
    Size: Medium
    Gender: Female
    Alignment: NG
    Str:  5 -3 (9)      Level: 4        XP: 8000/1000
    Dex: 15 +2 (13)     BAB: +2         HP: 20/20 (4d6+4)
    Con: 13 +1 (13)     Grapple: -1     Dmg Red: XX/XXXX
    Int: 20 +5 (17)     Speed: 30'      Spell Res: XX
    Wis: 18 +4 (16)     Init: +2        Spell Save: +X
    Cha: 18 +4 (14)     ACP: -0         Spell Fail: XX%
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +3    +0    +2    +0    +0    +0    15
    Touch: 12              Flatfooted: 13
                             Base   Mod  Misc  Total
    Fort:                      1    +1    +1    +2
    Ref:                       1    +2    +1    +3
    Will:                      4    +4    +1    +6
    Weapon                  Attack   Damage     Critical
    Quarterstaff              -1      1d6-3       20x2
    Dagger (10')            -1(+4)    1d4-3     19-20x2
    Ranged Spell Attack       +4        -         20X2
    Touch Spell Attack        -1        -         20x2
    Languages: Vaerysh, Seelie, Valsian, Mojiin, Eldish
    Nature Sense
    Woodland Stride
    Nature's Bounty
    Resist Nature's Lure
    Atunement to the Jhyram Arris
    -With Vasha's atunement to he Jhyram Arris, she has gained at least one unique ability, if not more.
    --Water she creates is natural spring water, good for symbiosis, as well as quite fresh and plesant tasting.
    --Potentialy other powers.
    Spell Points: 30
    Prepaired: 9/8/5
    Divine: All Druid
    0: All
    Reduce Person
    Magic Missile
    Comprehend Languages
    Charm Person
    Ray of Enfeeblement
    Feather Fall
    Color Spray
    Floating Disk
    Silent Image
    Vasha's Mystic Massage
    Scorching Ray
    Hideous Laughter
    Minor Image
    1  Augment Summoning
    E1 Spell Focus: Conjuration
    3  Extend Spell
    4 +1 Int
    Skill Points: 57       Max Ranks: 7/3.5
    Skills                Ranks  Mod  Misc  Total
    Concentration		6    +1          +7
    Diplomacy		6    +4          +10
    Handle Animal		5    +4          +9
    Heal			6    +4          +10
    Kn: Arcane		5    +5          +9
    Kn: Geography		5    +5          +9
    Kn: History		1    +5          +6
    Kn: Nature		5    +5    +4    +13
    Kn: Nobility		1    +5          +6
    Kn: The Spheres		1    +5          +6
    Listen			2    +4          +6
    Spellcraft		6    +5    +2    +13(15)
    Spot			2    +4          +6
    Survival		6    +4    +2    +12
    Equipment:               Cost  Weight
    Quarterstaff		0	2
    Dagger			2	1
    Shimmersilk Dress 	1000	2
    Tan Bag of Tricks	4725	
    Cloak of Resistance +1	750	1
    Ring of Protection +1	2000
    Handy Haversack		1500	2
    -5 Food Stuffs		5	2.5
    -5 Waterskins (Spring)	5	20
    -50' Silk Rope		10	5
    -Sunrod			2	1
    -Flint & Steel		1	
    -Wand of Cure Light	750
    Total Weight:8lb      
    Money: 500 Eldish Credits, 500 Rowaini Gold Crowns, 500 Lyradar Gold Coins
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                16    33    50    50   250
    Age: 24 (Looks barely 18)
    Height: 5'1"
    Weight: 92lb
    Eyes: Vibrant Blue
    Hair: Golden Blonde
    Skin: Light Beige
    Spell Points: 20
    Spell Poinst Used:
    Prepaired: 9/8/5
    Level DC Arc/Div

    0: DC 14/15
    Detect Magic
    Cure Minor Wounds
    Create Water
    Ray of Frost
    Mage Hand

    1st: DC 15/16
    Calm Animals
    Cure Light Wounds
    Speak with Animals
    Charm Person
    Magic Missile
    Ray of Enfeblement
    Silent Image
    Vasha's Mystic Massage

    2nd: DC 16/17
    Summon Natures Ally II
    Hidious Laughter
    Minor Image
    Scorching Ray

    [imager]http://www.enworld.org/attachment.php?attachmentid=23606&stc=1[/imager]Appearance: Vasha looks like a voluptuous young girl, barely 18, with long flowing blonde hair and eyes of a vibrant blue. Her pale skill glistens as water droplets glisten off it. Her vibrant blue shimmer-silk hugs her curvatious body tightly and matches her eyes. She carries a walking staff and dagger, as well as a haversack.

    Background: Desperate for help in battling the Dragonlords on Arris, the Valsian Ecomancer Marrik ai’Khala sought help in Amaranthia. Knowing little of nymphs other than their bond with nature, he told those who would listen his plight, how the few oasis’s were being destroyed by the power-hungry Dragonlords. One Naiad, Ashana Springs, took pity on the poor man, and eventually agreed to return to Arris with him. For some time, the two of them defended what oasis they could, and in the process fell in love. Less than two years after Ashana gave birth to a half-nymph daughter, who they named Vasha yn’Springs to honor her nymph heritage.

    Vasha was taught they ways of the Ecomancer by her father. She learned how to tap nature for mana at a young age, but she learned how to do it while not robbing it. As she got older, her father found a large puppy, and he and Vasha cared for him and raised him. Vasha named him Puddles because it loved to play in water. Vasha and her mother were close as well, with her mother telling her tales of the beauty of Amaranthia, hoping some day to share it with her daughter.

    The family had managed to setup a home at one of the desert oasis’s, and as Vasha grew older, the family dealt with the Dragonlords less. Marrik thought they had been growing weary of attacking, and grew lax in his preparations as time went on. That proved costly, as a Dragonlord assassin took him down while he was away from their home. Ashana knew something was immediately wrong. She grabbed her daughter and puddles and fled. They were not even a mile away when a blast of arcane fire came down upon their home, decimating it.

    Ashana took Vasha and brought her back to Amaranthia. Vasha eventually grew envious of her mother’s connection to nature as a Nymph, and asked to become a full nymph. She became a full nymph shortly afterwards, and has made her mother proud. She changed her name to Vasha Sprignborne, and only recently has she become old enough to be considered an adult. Vasha hopes to move beyond Amaranthia and perhaps some day find out why her father was killed. Vasha’s last link to her father is her dog Puddles, who has grown quite large over time.

    Large Dog (Riding)
    Medium Animal
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
    Base Attack/Grapple: +3/+6
    Attack: Bite +7 melee (1d6+4)
    Full Attack: Bite +7 melee (1d6+4)
    Special Attack: Trip
    Space/Reach: 5 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +6, Ref +7, Will +2
    Abilities: Str 16, Dex 16, Con 15, Int 2, Wis 12, Cha 6
    Skills: Jump +9, Listen +6, Spot +6, Swim +4, Survival +3*
    Feats: Alertness, Track, Weapon Focus (Bite)
    Trip (Ex): A dog that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog.
    Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent

    Researched Spells
    Vasha's Mystic Massage
    Level: Brd 1, Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Up to One creature per hand.
    Duration: Concentration
    Saving Throw: Will (Special)
    Spell Resistance: No
    Several invisable hands, similar to Mage Hands, appear. These hands are articulate and well skilled in the art of massage and relaxation. 1 hand + 1 additional hand at every even level, max 6, can be summoned and controlled at the same time. They can be used to stroke and massage, which could cause a creature to be Dazzled if the hands choose to stroke in the right places if the target fail a Will save.


    Vhazlii Griiash

    Gralas said ""It is a legendary artefact...one of three...it is said that the Jharym Arris will return Arris's oceans, lakes, and rivers to her, the Crazan Arris will regrow the trees and foliage, and the Grylaz Arris will regenerate her gentle animals..."

    Bertram Atredies
    From The Lyradar Sphere

    *Vasha inspects the different dresses:

    The first dress is a vibrant azure, matching Vasha's eyes, long and elegant, made of a very soft silky material that brings a cool pleasure to Vasha's fingers as she strokes it.

    The second dress is red and tight-fitting, with a deep, daring cleavage and strategically-exposed flesh in a variety of places.

    The third is pure light and white, simple, but pretty.

    The fourth is shimmery like a bejeweled ruby, sparkling and glittering with a warm light

    "That last one you looked at is made of intricately-crafted Energyjewel chosen for your linked jewel type. It will protect you if you embrace it with the loving energy of Arris."

    The last one is semi-transparent and tantalising, though it covers all the naughty bits well enough. The material is very light and ephemeral, feeling like it is almost not there at all.

    "That one is made of Shadowstuff, so it's only partially real. As long as you know that, you'll be able to move unrestricted as if it was only 40 percent there."

    L4-> Ecomancer. Vasha's L4 HP (1d6=3)
    +1 Atribute = Int, SP 4+5=9
    KN: The Spheres +1, KN: Nobility +1, Spot +1, Listen +1, Diplomacy +1, KN: History +1, Heal +1, Survival +1, Spellcraft +1
    Learned: Hideous Laughter, Minor Image
    Attached Files Attached Files  
    Last edited by Bront; Thursday, 7th September, 2006 at 08:15 AM.

  8. #8

    Kallithyia: Palmaid/Female (Amazon)

    Character Name: Lyssa
    Real Name: Kallithyia “Kalli”
    Character Race: Palmaid
    Home World: Amaranthia
    Character Classes: Amazon 1/Gladatior 2
    Alignment: Chaotic Good

    Gender: Female
    Age: 22
    Height: 6’1”
    Weight: 146
    Eyes: Emerald Green
    Hair: Leaf Green
    Skin: Milky White

    Experience Points (Current): 4,500
    Experience Points (Needed): 6,000
    Character Level: 3

    Known Languages: Conasan, Narlse, Seelie, Vaelysh


    Strength: 14 +2 (Base 14)
    Dexterity: 19 +4 (Base 17, Racial +2)
    Constitution: 15 +2 (Base 15)
    Intelligence: 14 +2 (16, Racial -2)
    Wisdom: 14 +2 (Base 12, Racial +2)
    Charisma: 20 +5 (Base 16, Racial +4)

    Bold: After magical enchantment

    Hit Dice: 1d8, 2d12 +6
    Hit Points: 32
    Armor Class: 20[ BASE (10) + ARMOR (4) + DEX (4) + MONK (2) + DEFLECTION (X)]
    Flatfooted Armor Class: 16
    Touch Attack Armor Class: 16
    Damage Resistance: nil
    Spell Resistance: nil


    Armor Worn: Rowaini Quicksilver Chain Shirt Equivalent (3,100 GP)
    AC Bonus: 4
    AC Penalty: 0
    Maximum DEX bonus: 5
    Armor Type: Light
    Weight: 12.5 lbs.

    Armor Weight: 12.5 lbs.

    Save vs. Fortitude: 7 [BASE (5) + CON MOD (2)]
    Save vs. Reflex: 9 [BASE (5) + DEX MOD (4)]
    Save vs. Will: 4 [BASE (2) + WIS MOD (2)]

    Special Save Notes:


    Initiative Modifier: +6 [Quick Reconnoiter +2]
    Base Attack Bonus: +3

    Melee Attack Bonus: +5
    Ranged Attack Bonus: +7


    Unarmed Strike Attacks: +5 Flurry: +3/+3 / 1d6+2 / x2 / Bludgeoning / 0 lbs. (0 GP)

    Greatsword, Masterwork Attacks: +6 Flurry: +4/+4 / 2d6+2 / 19-20 / Slashing / 8 lbs. (350 GP)

    Great Axe, Masterwork Attacks: +6 / 1d12+2 / x3 / Slashing / 12 lbs (320 GP)

    Alaxium Armor Spikes Attacks: +6 Flurry: +4/+4 / 1d6+2 / 19-20 / Piercing / 10 lbs. (3050 GP)

    Composite Longbow (Mighty +1), Masterwork Attacks: +8 / 1d8+1 / x3 / Piercing / 110 ft / 9 lbs. Arrows: 40 (502 GP)

    Throwing Axe, Masterwork Attacks: +6 Thrown: +8 / 1d6+2 / x2 / Piercing / 10 ft / 4 lbs Quantity: 2 (608 GP)

    Grapple Attacks: +5 Check: +6 Escape: (+6*) Damage: 1d6+1+Armor Spikes

    Weapon weight: 43 lbs.

    Combat Expertise (1st Feat: 1st Level)
    Improved Trip (Bonus Feat: Amazon)
    Track (Bonus Feat: Amazon)
    Power Attack (Free: Amazon)
    Improved Trip or Improved Feint (Bonus Feat: Amazon 2nd and 4th)

    Quick Reconnoiter (2nd Feat: 3rd Level)
    Unarmed Strike (Free Feat: Gladiator)
    Improved Grapple (Bonus Feat: Gladiator)

    Balance +6 [0 Ranks, Dex + 4, Synergy Tumble +2]
    Bluff +12 [5 Ranks, Cha + 5, Racial +2]
    Diplomacy +12 [1 Ranks, Cha + 5, Racial +2, Synergy Bluff +2, Synergy Sense Motive +2]
    Escape Artist +5 [1 Ranks, Dex +4]
    Hide +7 [3 Ranks, Dex + 4]
    Intimidation +7 [0 Ranks, Cha + 5, Synergy Bluff +2]
    Jump +4 [0 Ranks, Str + 2, Synergy Tumble +2]
    Listen +7 [5 Ranks, Wis + 2]
    Move Silently +7 [3 Ranks, Dex + 4]
    Search +3 [1 Ranks, Int + 2]
    Sense Motive +7 [5 Ranks, Wis + 2]
    Speech Languages: 2 Ranks
    Spot +7 [5 Ranks, Wis + 2]
    Survival +7 [5 Ranks, Wis + 2]
    Tumble +10 [6 Ranks, Dex + 4]

    Unspent: 2

    [CC] Cross Class Skill

    Special Abilities
    +2 Racial Bonus to Bluff and Diplomacy (Palmaid)
    Low Light Vision (Palmaid)
    Dazzling Beauty: DC: 16 (Palmaid)
    Symbiosis: Palm Trees and Coconut Milk (Palmaid)
    Immune “Person” Spells (Palmaid)
    Bonus Feat (Amazon)
    Track (Amazon)
    Fast Movement +10 ft (Amazon)
    1st Favored Enemy: Narlse and Praetorian Males (Amazon)
    AC Bonus (Gladiator)
    Bonus Feat: Improved Grapple (Gladiator)
    Flurry of Blows (Gladiator)
    Unarmed Strike (1d6) (Gladiator)
    Signature Move 1/day (Gladiator)
    Fast Movement +10 ft (Gladiator)
    Evasion (Gladiator)
    Uncanny Dodge (Gladiator)
    Battle’s Euphoria 1/day (Gladiator)


    Equipment & Gear:
    Peasants Outfit

    Equipment Weight: 2.0 lbs.


    Magical Item Slots
    Ring Left Hand:
    Ring Right Hand:

    EQUIPMENT WEIGHT: 2.0 lbs.
    ARMOR WEIGHT: 12.5 lbs.
    WEAPON WEIGHT: 43 lbs.
    TOTAL WEIGHT: 57.5 lbs.

    Carrying Capacity 14 STR Light: up to 58 lb. Medium: 59-133 lb. Heavy: 134-200 lb.


    PP: 0
    GP: 90
    SP: 0
    CP: 0


    Base Speed: 50 feet


    At over six feet tall Kallithyia would almost always be seen as an imposing figure but with lean hard muscle built for both strength and endurance she is even more so. Her choice of armor, a combination of chain over her body for flexibility, vambraces (metal guards for the lower arm), greaves (metal guards for the lower legs)


    A natural leader Kallithyia was always cool under pressure, beloved by her warriors, and her sisters always enjoyed her company and attention but this would all change. Forced to fight for her life, to kill her fellow sisters or perish by their blade or axe, and to pleasure countless men has turned her into something else… Ill tempered, snippy, and aggressive in her demands Kallithyia has lost most of what made her so beloved.

    Kallithyia does recognize this and strives to become the nymph of old she use to be but she is smart enough to realize that it will not be a simply or quick process and that its best for those around her to give her a wide birth.


    Like any Conacian Kallithyia was born, not to mention raised, to be a warrior and like all Conacians she trained with a sense of grave importance and consider her training and status as a warrior to be the greatest of honors. Her training started when she was a youngling, younger than most but not overly so as the Conacians started there training as soon as the child could wield the bow and swing their ax, and her pride was tangible the day she brought down her first solo kill. She was bah blah age.

    As her training continued Kallithyia developed into a cunning warrior but it was her abilities to convey her love for her fellow sisters, her ability to get them to listen to her, that made her a natural leader and it was this that interested the tribal leaders. Quietly watched from a distance, Kallithyia, better known as Kalli to her warrior sisters, grew into her role as a leader and when the time was right she was approached with a unique and unheard of offer.

    Representative of Vaelyne approached Kallithyia’s tribe looking for help in their open rebellion against Seelyne. This by itself wasn’t unheard of as the Vaelysh had approached a number of times before but these ventures had always failed for the Conacians viewed neither the Vaelysh nor the Seelysh as friends. The Vaelyne wished to be recognized by the other planets and nations as being independent from Seelyne, but so far, their desires hadn’t been met.

    Armed with a new plan, one that consisted of sending a new ambassador to Kanath that would not just represent Vaelyne but would also all the tribes of Conacians in the hope that adding more people for the ambassador to represent would make the other sphere see the folly in only reckoning only the one kingdom of Seelyne.

    Never one for politics, or for wanting to have to deal with offlanders, the tribe had no interest in the Vaelyne Plan but the Vaelysh already knew this would be the case and brought an offer that they couldn’t refused. Trade goods, weapons and magic, that would allow for Kallithyia’s tribe to garner more power than their neighbors had and it would only cost them a few of their warriors. It was a very good trade indeed.

    The Vaelyne Plan requested one nymph to be the assistant ambassador, a minor title with no real power but she was to advise the ambassador of any Conacian interest that might come up, and then a squad of warriors to be the assistant ambassador’s own honor guard. This was an ancient offlanders belief, one that if not done could effect the creditability of the ambassador as these warriors were not meant for the war field and to protect the ambassador but also to show the importance of the women they protected.

    After the Vaelysh implore the importance of having the right candidate for the assistant ambassador, it needed to be a nymph that could be calm even when mad, cool and collected, and able to get along with people that they despised the tribal council decided that all the warriors interested would be brought before the Vaelysh so they could chose themselves.

    Though it would be a long process involved process, the Vaelysh representative would only narrowed the choices down to a handful as the real choice would be in the hands of Khariklo, the Vaelyne ambassador herself, Kallithyia would be among those chosen as the potential assistant ambassador and she would quickly garner not just Khariklo favor but her friendship too.

    Kallithyia studied hard, learning the art of words far more than she ever thought she would need in her life, not just out of her own honor but out of her dear friendship with Khariklo and though she would never admit her progress as she was a warrior and peace was to be earned from winning the war and not over flowery words but she would freely admit that Khariklo was a true friend. Soon with their honor guards in tow, both of the ambassadors had their own guards, the two ambassadors set off for Kanath but they wouldn’t arrive…

    In the deeps of space their Spelljamming vessel would encounter and be ambushed by a number of smaller Nardaln vessels. The fight raged only a short time before the ambassador called for her guards to cast down their weapons. As a woman of words, peace, and hope she was unable to accept the bloodshed before her and her honor guard was trained to always obey her. Though they consider themselves pirates they where in all honesty slavers and there plans for their new attractive slaves were immoral and immorally simple; the slavers, mostly Narlsemen, took them to Scandaj were they would be sold to the highest bidder which only caused the ambassador’s words to fall upon deaf ears and soon, the ambassador’s hope would only allowed her to smile as they forced themselves upon her...

    Kallithyia and the rest of the Conacian honor guard could only follow the Ambassador’s orders for only so long and they fought their slavers at every turn and as a whole they fought them remarkable well. The Nardaln slavers were not fools though as they separated the sisters into there own cells where they overwhelmed them individually with numbers and forced the nymphs not being raped to watch, and listen, to there sisters…

    Kallithyia knew this new life for many months but she wouldn’t break, she even managed to slip free and maim attackers many times, nor after her heroic example would her honor guard and soon it was the Nardaln slavers who were having second thoughts. Unable to use the Conacians as pleasure slaves all of them were sold bond and shipped to Gyaros as with their amazing beauty and skills with arms they could entertain in other ways... They would become gladiators.

    The Conacians excelled at being gladiators but it was made easy for them as their newfound hatred, not to mention their reprieve from doing so, for pleasuring men fueled their desire for warfare while the Praetorian started them off with simple fights, like fighting in a group, where Kallithyia lead the way once again, against large predatory animals or small predatory animals that where also pack hunters but soon the fights changed. Individual fights, fights against humanoid creatures of limited intelligence, both individual and group fights, but again the fights would change as the Conacians would become the executioners for those convicted of crimes but still confessed their innocents.

    Even though the deadliness of the fights increased few of the nymphs where seriously harmed. This wasn’t just a tribute to their intensive training it was also by design as almost like a well oiled machine that knew what it needed before it could even be suggested the Praetorian were softening their convictions and reforging them so that their bloodlust would overpower their sense of reason as there need for the nymphs were becoming boring and something needed to be done to spice it up, the nymphs would fight each other.

    Though they where less hesitant to fight each other, small fights, like those between big cats struggling to maintain and conquer territory, had become common place in there to cramped cells, the nymphs still hesitated until it became obvious that they would become objects of pleasure once again if they did not fight each other… This was a very uncommon practice for the Praetorian, which might have just been a bluff, but it had the desired effect… The nymphs fought each other to the death.

    Though favored by the mob and gamblers, she wasn’t just one of the most skilled she was, by far, the most captivating to look upon, it was a grueling series of task and battles for Kallithyia to emerged victorious. Though her actions, or the actions of those she had killed, Kallithyia was responsible for the death of all her battle sisters… No one else was left to grieve for her sisters, the guilt of their collective actions were hers alone, and as she stood over the dead and broken bodies of her battle sisters she opening wept, her spirit was broken, but it didn’t matter as no one who cared was watching, or so she thought…
    Last edited by Brother Shatterstone; Monday, 14th November, 2005 at 05:24 AM.

  9. #9


    Alignment: Chaotic Good
    Height: Variable
    Weight: Variable
    Hair: Variable
    Eyes: Variable
    Age: 47 (19 maturity) (apparent human age: variable)

    Strength 13(+1) [11 base]
    Dexterity 17 (+3) [15 base]
    Constitution 10 (+0) [12 base]
    Intelligence 15 (+2)
    Wisdom 11 (+0) [13 base]
    Charisma 19 (+4) [17 base]

    Hit Dice 3d10
    HP: 29 (3d10)
    AC: 19 [10 base, +3 Dex, +5 Armour, +1 Shield]
    Touch AC: 13, Flat-footed AC: 16
    Init: +3 [+3 Dex]
    BAB: +3
    Melee Attack: +7 [+3 Dex, +1 magic, +3 BAB] (1d6+2, 18-20 x2)
    Ranged Attack: +6 [+3 base, +3 Dex]
    Speed: 30 ft

    Fortitude +7 [+3 base, +0 Con, +4 Liberty's Grace]
    Reflex +9 [+3 base, +3 Dex, +4 Liberty's Grace]
    Will +5 [+1 base, +0 Wis, +4 Liberty's Grace]

    Weapon finesse
    Crystalized Mind


    Appraise +1
    Bluff +9 [5 ranks, +4 Cha]
    Climb +1 (+1 str)
    Concentration +0
    Diplomacy +13 [5 ranks, +4 Cha, +2 Synergy from Bluff, +2 Synergy from Sense Motive,
    Disguise +4 or +14 [0 ranks, +4 Cha, +10 Alter self ability]
    Gather Info +9 [5 ranks, +4 Cha]
    Hide +8 [5 ranks, +3 Dex]
    Intimidate +6 [0 ranks, +4 Cha, +2 Synergy from Bluff]
    Jump +1 [0 ranks, +1 str]
    Sense Motive +6 [6 ranks, +0 Wis]
    Sleight of Hand +8 [3 ranks, +3 Dex, +2 Synergy from Bluff]
    Survival +0 [0 ranks, +0 Wis]
    Tumble +7 [4 ranks, +3 Dex]
    Use magic Device +8 [4 ranks, +4 Cha]

    Languages: Eldish, High Praetorian, Vulgar Praetorian

    Class and Racial Abilities:

    Dolathi Abilities-Physical Stats: two +2 and one -2, Mental Stats: two +2 and one -2
    Alternate Form (Ex): As a standard action, Dolathi 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. The Dolathi 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 a Dolathi’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. A Dolathi 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.

    Alternate forms [Humanoid only]

    Type- Abberation [Shapeshifter], can change gender, reproduces as assumed form

    Liberator Abilities- Sneak Attack +2d6, Liberty's Grace, Lay on Hands (12 hp), Smite Tyrany (+4 attack, +3 damage), Evasion, Aura of freedom

    Rowaini Quicksteel shirt (2,200 Credits)
    +1 Masterwork Bucker (2,630 Credits)
    +1 rapier (4,640 Credits)
    Ring of Sustenance (5,000 Cretdits)
    wand of cure light wounds (50 charges) (1,500 credits)

    230 credits



    Last edited by Kohbiel; Sunday, 25th September, 2005 at 04:10 AM.

  10. #10
    The Mythweaver
    Byblan Sage 4

    Alignment: Neutral Good
    Height: 5'
    Weight: 94 lbs
    Hair: none
    Eyes: black
    Age: 4

    Strength 10 (+0) [12 base, -2 racial]
    Dexterity 13 (+1) [13 base]
    Constitution 10 (+0) [14 base, -4 racial]
    Intelligence 22 (+6) [16 base, +4 Racial, +2 Item]
    Wisdom 17 (+3) [13 base, +4 Racial]
    Charisma 22 (+6) [15 base, +4 Racial, +1 Level (4), +2 Item]

    Hit Dice 4d6
    HP: 18 [6 + 12]
    AC: 12 [10 base, +1 Dex, +1 Natural]
    Touch AC: 11, Flat-footed AC: 11
    Init: +1 [+1 Dex]
    BAB: +2
    Melee Attack: +2 [+2 base]
    Ranged Attack: +3 [+2 base, +1 Dex]
    Speed: 30 ft

    Fortitude +1 [+1 base, +0 Con]
    Reflex +2 [+1 base, +1 Dex]
    Will +7 [+4 base, +3 Wis]

    Extended Words of Power [1st-level]
    Obscure Lore [1st-level Sage]
    Craft Wonderous Item [3rd-level]

    Bluff +11 [5 ranks, +6 Cha]
    Concentration +5 [5 ranks, +0 Con]
    Decipher Script +11 [5 ranks, +6 Int]
    Diplomacy +19 [7 ranks, +6 Cha, +6 Synergy]
    Disguise +10 [4 ranks, +6 Cha] (+2 Synergy when acting in character)
    Gather Information +15 [7 ranks, +6 Cha, +2 Synergy]
    - arcana +12 [6 ranks, +6 Int]
    - history +11 [5 ranks, +6 Int]
    - local +11 [5 ranks, +6 Int]
    - nobility +11 [5 ranks, +6 Int]
    - the spheres +11 [5 ranks, +6 Int]
    Listen +6 [3 ranks, +3 Wis]
    Sense Motive +8 [5 ranks, +3 Wis]
    Spellcraft +13 [5 ranks, +6 Int, +2 Synergy] (+2 Synergy when deciphering scrolls)
    Use Magic Device +11 [5 ranks, +6 Cha] (+4 Synergy relating to scrolls)

    Languages: Altanian, Eldish, Byblan, High Praetorian, Melodian, Rowaini

    Class and Racial Abilities:
    Byblan Abilities- -2 STR, -4 CON, +4 INT, +4 WIS, +4 CHA, genderless.

    Sage Abilities- Spellcasting, Words of Power, Sage Lore +15 (+4 level, +5 Int, +2 Synergy, +4 Feat), Bonus Feat, Word of Sonic Disruption, Irresistible Word +1

    Words of Power: These special abilities are governed by the same rules as Bardic Music, except they are move actions, cannot be sustained, and those with a duration last for three rounds (or more if feats are purchased).

    Word of Sonic Disruption: As Countersong.

    Irresistible Word: This Word of Power increases the DCs of any spells cast by those affected by the stated amount.

    Spells per Day: 4/5/4 DC: 15+spell level
    Words of Lore per Day: 3/4/2 DC: 15+spell level
    Words of Lore known: 6+1/3+1/2+1

    Spells in spell book:
    0th: All
    1st: Protection from Evil, Shield, Mage Armor, Comprehend Languages, Identify, Magic Missile, Burning Hands, Silent Image, Enlarge Person, Expeditious Retreat, Magic Weapon
    2nd: Minor Image, Invisibility, Knock, Rope Trick

    Spells Memorized:
    0th: Detect Poison, Mage Hand, Open/Close, Mending
    1st: Mage Armor, Shield, Protection from Evil, Comprehend Languages, Silent Image
    2nd: Minor Image, Invisibility, Knock, Rope Trick

    Words of Lore:
    0th: Dancing Lights, Daze, Detect Magic*, Ghost Sound, Light, Prestidigitation, Read Magic
    1st: Charm Person, Cure Light Wounds, Sleep, Detect Secret Doors*
    2nd: Cure Moderate Wounds, Detect Thoughts*, Alter Self, Suggestion

    Equipment: (5% off scrolls, written texts, tomes.)
    cloak of resistance +1 500
    amulet of natural armor +1 1000
    handy haversack 1000
    cloak of charisma +2 2000
    headband of intellect +2 2000
    helm of comprehending languages 2600
    scroll (glibness, tiny hut, tongues, cure light wounds x4) 750
    misc equipment 50
    wardrobe 50

    Money: 50 gp

    Appearance: The Mythweaver is a short, slight, bald little gray dude. He has large round black eyes, typical of the Byblan race. Arcane tattoos decorate the back of his head and down his neck to cover the majority of his back. The twisting jagged runes are part of his research into the words of power that began creation.

    Personality: A gregarious, sociable fellow, the Mythweaver is a bit of an oddity when it comes to most Byblan sages. He enjoys the company of others and is hesitant to leave that part of his humanity behind. Logically he feels that everyone has a story and every story has some truth behind it. Listening to other people allows him to study the multiverse at large.

    Background: Originally a Rowaini bard, the Mythweaver sought out the Byblan enclave nearby to study with them. Eventually he requested permission to join the ranks of the byblan sages and underwent the transmogrification. Creation myths have ever intrigued him and even now he searches for the secrets of creation in the myths and legends of peoples throughout the spheres.

    The Mythweaver discovered a libram that referenced an ancient civilisation in uncharted Wildspace. As he attempted to find a way to reach the location, he met a Rowaini man named Kanarv who joined him on his journey and paid to charter a ship for them. The civilisation was now in ruins, but some of the spirits of the former residents still lingered, and so the two of them had to constantly battle their way through each room, successfully excavating one room with interesting archaeological and magical finds before they were forced to flee the accursed place. Kanarv has sent occasional letters to the Mythweaver to ask about how his research has been going, but the most recent letter from Kanarv is an invitation to his wedding with Princess Lynestra Tyndaria.
    Last edited by Erekose13; Wednesday, 16th August, 2006 at 10:17 PM.

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