Viridian Plague Rogue's Gallery
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  1. #1
    Acolyte (Lvl 2)

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    Feb 2005
    Cambridge, MA
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    Viridian Plague Rogue's Gallery

    Welcome to the Viridian Plague Rogue's 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 04:19 PM.

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

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    Jan 2002
    On the raggedy edge
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    Keia's Gladiator/Animist

    Female Feldori Animist 2 / Gladiator 5

    Character level: 7th
    Alignment: Neutral
    Height: 5’ 9”
    Weight: 135 lbs
    Hair: Black
    Eyes: Green
    Experience: 26,100 xps [18,000 starting +600 rebuild +7,500 Act I)

    Str: 11 (+0) [base 11]
    Dex: 22 (+6) [base 17, +4 racial, +1 level]
    Con: 18 (+4) [base 14, +4 racial]
    Int: 13 (+1) [base 15, -2 racial]
    Wis: 16 (+3) [base 16, -0 racial (net)]
    Cha: 16 (+3) [base 14, +2 racial]

    Class and Racial Abilities
    Feldori Abilities - +4 to Dex and Con, -2 to Int and Wis, +2 to Cha, another +2 to something based on the father, +2 Balance from the tail, and Luck Affinity which allows a re-roll once a day, Low-light vision.

    Animist abilities – Animal companion, Spirit sense, Natural empathy, Fast movement +10, Spiritsworn allies, Karmic Retribution, Bonus feat.

    Gladiator abilities – All armor proficiencies, All shield proficiency, simple and martial weapon proficiencies, flurry of blows, unarmed strike, fast movement +20, signature move 2/day, evasion, uncanny dodge, battle’s euphoria 2/day, bonus feat (x 2), AC Bonus, improved uncanny dodge.

    Hit Dice: 8 + 5d12 (42) + 1d8 (5) + 28
    HP: 83
    AC: 28 (+6 Dex + 3 Wis + 5 Armor + 3 shield + 1 dodge)
    Init: +6 (+6 Dex)
    Speed: 60 ft (30 base + 30 fast movement

    Fortitude +11 [+7 base, +4 Con]
    Reflex +13 [+7 base, +6 Dex]
    Willpower +10 [+7 base, +3 Wis]

    Save conditionals: None.

    BAB: +7/ +2 or +6/+6/+1
    Melee Atk: +14/+14/+9 Panther’s Tooth Keen Rowaini Dueling Sabre +1 (1d8+1/15-20/x2/S)
    Ranged Atk: +14/+9 Nature’s Wrath Mighty +0 Composite Longbow of Cold +1 (1d8+1 +1d6 cold/20/x3 130ft/P)

    Attack conditionals: .

    Skills (35 pts Animist, 25 pts Gladiator)
    Balance +9 [0 Ranks, +5 Dex, +2 Tail, +2 Synergy (Tumble)]
    Climb +0 [0 ranks, +0 Str]
    Concentration +5 [1 Ranks, +4 Con]
    Diplomacy* +8 [3 Ranks, +3 Cha, +2 Synergy (Sense Motive)]
    Escape Artist +7 [1 rank, +6 Dex]
    Gather Information* +3 [0 Ranks, +3 Cha]
    Handle Animal +4 [1 ranks, +3 Wis]
    Heal +5 [2 ranks, +3 Wis]
    Hide +9 [3 ranks, +6 Dex]
    Intimidate* +3 [0 Ranks, +3 Cha]
    Jump +20 [0 ranks, +6 Dex, +2 Synergy (Tumble), +12 Speed]
    Knowledge Geography +3 [2 Ranks, +1 Int]
    Knowledge Nature +7 [2 rank, +1 Int, +2 Spirit Sense, +2 Synergy]
    Knowledge Spirits +5 [2 Ranks, +1 Int, +2 Spirit Sense]
    Listen +8 [5 ranks, +3 Wis]
    Move Silently +9 [3 ranks +6 Dex]
    Search* +2 [1 Ranks, +1 Int]
    Sense Motive* +8 [5 Ranks, +3 Wis]
    Speak Language +2 [(cc), Tralg, Seelie]
    Spellcraft +6 [5 Ranks, +1 Int]
    Spot +13 [10 Ranks, +3 Wis]
    Survival +8 [5 ranks, +3 Wis]
    Swim +0 [0 ranks, +0 Str]
    Tumble +11 [5 ranks, +6 Dex]
    Use Rope +6 [0 ranks, +6 Dex]

    Weapon Finesse [1st lvl]
    Exotic Weapon Proficiency (Sabre) [Gladiator Bonus 1st]
    Weapon Focus (Sabre) [3rd lvl]
    Combat Reflexes [Gladiator Bonus 3rd]
    Practiced Caster (Animist) [6th lvl]
    Blankity blank [Animist Bonus 2nd]

    Languages: Feldori, Praetorian, Tralg, Seelie

    Total Spells Per Day (cast/day) (Total) Save DC +3
    0th – 4; 1st – 3 (2 base +1 Wis),

    Spells Prepared (cast/day) Save DC +3 (Druid/Ranger spells)
    0th – (3) xxx, xxx, xxx, xxx
    1st – (3) xxx, xxx, xxx (base 1, +1 for 16 Stat)

    Panther’s Tooth Keen Rowaini Dueling Sabre +1 (8,450gp, 4 lbs.)
    Nature’s Wrath Mighty +0 Composite Longbow +1 of Cold (8,400gp, 6 lbs.)
    Arrows [Qty. 80] (4 gp, 12 lbs.)
    Rowaini Quicksteel Chain Shirt +1 (2,100 gp, 12.5 lbs., AC +5, MDP +6, ASF 20%, ACP 0) (x1.5 cost)
    Yharzu Ebonwood Heavy Wooden Shield +1 (1,257gp, 5 lbs., ASF 15%, ACP 0)
    Wand of CLW (lvl 1, 37 charges) (1,500gp, 0 lbs.)
    Bedroll (5sp, 5 lbs)
    Backpack (2 gp, 2 lbs.)
    Acid (2 flasks) 20gp
    Waterskin 1gp
    50 ft. silk rope 10gp
    Trail rations (10 days worth) 5gp
    Belt pouch 1gp
    Explorer’s outfit 0gp Total Cost: [21,750.5 gp]

    3,249 gp, 5 sp

    Notes – None at this time.

    Appearance: Sleek black fur and glowing green eyes in the darkness, M’ress looked to outsiders like a black panther on two legs – or at least that’s how the Praetorians described her. A Rowaini quicksteel mesh bikini was well worn and darkened once she returned home. A blade at her side and a blackened bow over her shoulder completed the imagery. Closely examination revealed a small piece missing from one ear.

    Personality: M’ress’s personality is currently in a state of flux. A younger calmer M’ress being trained on Chuliit was helpful, calm, wise and idealistic. The kidnapping, years in the pit, and all the dangers that entailed have darkened M’ress’s outlook on life. M’ress is incredibly confident, not afraid to fight. She is fiercely loyal, fiercely competitive, yet diplomatic when needed. She thought of her friends, then of survival, the rest didn’t matter. Friends were hard to make, a Tralg by the name of Slagg was the only one she trusted implicitly. Without Slagg, it was unlikely that M’ress would be around now . . . that tends to color ones perceptions favorably toward the bug guy. The call of the wild . . . of the spirits of the land has created doubts in M’ress. In the pits, there was no room for doubts, it remained to be seen whether these doubts would harm M’ress now.

    Early Background/Origins: .

    Recent Background: When M’ress uncovered a plan by the stable hands to have their way with, then permanently abscond with the recently arrived nymph. When it was certain that their intentions were true, M’ress worked on a plan to get herself, Pleione, and Slagg (of course) out of the pits. They had a fourth in their plans, a mojiin named Kahrzan, but she did not make it. The escape was during a midnight challenge round in the pits, M’ress and Slag had just defeated their opponents and were waiting to see who they would be facing in the finals. Pleione had arrived to see to their wounds as was usual. The antechamber was not guarded as well, the guards were overpowered and additional equipment was obtained. When Kahrzan did no show at the appointed time, M’ress fled with the others. Stealing away in a ship outbound later that night, the trio left the planet of the pits far behind.

    Side Notes: Update to 7th, M'ress took the energy from the temple to heart, filling herself and remembering of her origins. Following the ways of the Animist, M'ress felt more in touch with nature (Know-Nature and Geography), her senses (Listen, Spot, Search), and her magic (Spellcraft and Concentration).
    Last edited by Keia; Wednesday, 12th July, 2006 at 08:37 PM.

  3. #3
    Novice (Lvl 1)

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    Apr 2005
    Victoria, Australia (GMT +10)
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    Trayah, Lacerta Shaman

    Trayah or Spirit-Seeker (Spirit seeking descendant of the Tra line)
    Lacerta Shaman 10
    Experience Points (required): 46,700 (55,000 for 11th level)
    Alignment: Neutral Good
    Homeworld: Chuliit

    Height: 6’4”
    Weight: 219lbs
    Eyes: Black
    Skin: Deep forest green with lighter leaf green on the underside of the head and tail, and the front of the torso
    Age: 35

    Strength 13 (+1) [11 base, +2 racial]
    Dexterity 10 (+0) [12 base, -2 racial]
    Constitution 10 (+0) [10 base]
    Intelligence 16 (+3) [14 base, +2 racial]
    Wisdom 27 (+8) [17 base, +4 racial, +2 level (4,8), +4 enhancement]
    Charisma 16 (+3) [16 base]

    Class and Racial Abilities
    +2 Str, -2 Dex, +2 Int, +4 Wis; Monstrous Humanoid type; Darkvision 60 feet; Natural Attacks (3 attacks -- 2 claws 1d6 damage [primary], bite 1d8 damage [secondary]. The secondary attack can be used in conjunction with iterative weapon attacks with the hands); +3 Natural Armour; Totem Affinity (Jaguar: +2 to Dexterity, and +2 to Balance and Jump checks 1/day for 10 minutes); +2 to Balance checks; Turn Spirits 6/day; Spirit Companion; Spirit Sense; Spirit Empathy +13; Spirit Pact; Channel Spirit 2/day.

    Armour Class: 17 (10 base, +3 natural, +2 armour, +2 deflection) [touch 12, flat-footed 17]
    Armour Check Penalty: 0
    Arcane Spell Failure: 0%
    Hit Dice: 10d8+10 (8,6,5,4,4,5,4,8,4,4)
    Hit Points: 62
    Initiative: +0
    Speed: 40 feet (30 feet base)

    Base Attack Bonus/Grapple: +7/+8

    +8 melee [1d6+1; 20/x2; slashing; 2 claws] and +3 melee [1d8; 20/x2; piercing; bite]
    +8/+3 melee [1d6+1; 20/x2; bludgeoning; club]
    +7 ranged [1d3+1; 20/x2; 50 feet; bludgeoning; sling w/stones]

    +14/+9 melee [1d8+3; 20/x2; slashing, jaguar’s claw spiritual weapon -- 10 rounds]
    +9/+4 melee [2d6+2; 20/x2; bludgeoning; club shillelagh]
    +7 ranged touch [1d6+5; 20/x2; 120 feet; fire; produce flame]
    +7 ranged touch [4d8; 20/x2; 160 feet; searing light]

    Fortitude +7 [7 base, +0 Con]
    Reflex +3 [3 base, +0 Dex]
    Will +15 [7 base, +8 Wis]

    Skills [91 points; max ranks: 13]
    Balance +2 or +5 (totem affinity) [0 ranks (cc), +0 Dex or +1 Dex totem affinity, +2 racial, +2 totem affinity]
    Concentration +13 [13 ranks, +0 Con]
    Diplomacy +11 [8 ranks, +3 Cha]
    Heal +16 or +18 (healer’s kit) [8 ranks, +8 Wis, +2 circumstance]
    Jump +6 or +8 (totem affinity) [0 ranks (cc), +1 Str, +5 competence, +2 totem affinity]
    Knowledge (nature) +18 [11 ranks, +3 Int, +2 Spirit Sense, +2 synergy Survival]
    Knowledge (spirits) +16 [11 ranks, +3 Int, +2 Spirit Sense]
    Listen +14 [6 ranks, +8 Wis]
    Speak Language [2 points] (Auran)
    Spellcraft +16 [13 ranks, +3 Int]
    Spot +14 [6 ranks, +8 Wis]
    Survival +21 or +23 (aboveground) [13 ranks, +8 Wis, +2 synergy Knowledge (nature)]

    Skills taken at 10th-level: +1 (Concentration, Listen, Knowledge (nature, spirits), Spellcraft, Spot, Survival)

    Track [1st level]
    Augment Healing [3rd level] (Complete Divine)
    Empower Turning [6th level] (Complete Divine)
    Improved Toughness [9th level]

    Yharzu, Eldish, Feldori, Seelie, Auran

    Spirits (max spirit pacts: 13 + spirit companion)
    Amanal (Far-Strider), Spirit Companion [domains: protection, travel]

    Sivanael, Minor Jaguar Spirit [domain: animal; 1st level]
    -- respect jaguars and their hunting grounds when you meet them
    Mahlas (Magic-Seeker), Minor Ancestral Spirit [domain: magic; 1st level]
    -- seek out new magics and new ways to use old magics in your journeys
    Traythvan, Minor Tree Spirit [domain: plant; 1st level]
    -- care for the forest when you see her being wounded
    Nuavia, Minor Spirit of Good Fortune [domain: luck; 1st level]
    -- take a chance once in a while, try something exciting and risky

    Ketheath, Lesser Spirit of Air [domain: air; 3rd level]
    -- learn the Auran language so that you may converse with the many creatures of the air
    Inaleti (Far-Seer), Lesser Ancestral Spirit [domain: oracle; 3rd level] (Complete Divine)
    -- if others come to you seeking divinations, use your powers to help them like a true oracle
    Lafae, Lesser Spirit of Trickery [domain: trickery; 3rd level]
    -- play a fun prank on someone each time you favour me, preferably using my powers to aid in your mischief

    Angiat, Major Spirit of Fire [domain: fire; 5th level]
    -- make me a burnt offering of sweet-smelling incense from the Ghaava plant each morning if you hope to use my powers
    Darsol (Mind-Talker), Major Ancestral Spirit [domain: mind; 5th level] (Complete Divine)
    -- when you favour me, use my powers to find the secrets that others keep hidden

    Arylyra, Legendary Spirit of Spring [domains: healing, renewal, legendary, or Arylyra {choose two each day}]

    Arylyra's power when channeled is a mini-consecrate around Trayah that also maximises all healing effects within the radius.

    Legendary domain
    Power: When you channel a Legendary Spirit, the duration is the same as it would be for an Elder Spirit.
    2-Align Weapon
    5-Legend Lore
    6-Chasing Perfection
    7-Righteous Burst
    8-Visions of the Future

    Arylyra domain
    Power: Your type changes to Fey. Also, you gain the Verdant Bloom ability of the Ecomancer.
    1-Flower Form (Like tree form, but a flower)
    2-Speak with Plants
    3-Plant Growth
    4-Healing Spirit (A little healing spirit flies around for 1 round / 2 levels and heals people for 1d8 each round)
    5-Wall of Roses (Like wall of thorns, but also has roses that release soothing pollen in proximity)
    7-Crown of Glory
    8-Control Plants
    9-Verdant Genesis

    Favoured Spirits (max favoured spirits: 3 + spirit companion)
    Amanal (Far-Strider), Spirit Companion [domains: protection, travel]
    Mahlas (Magic-Seeker), Minor Ancestral Spirit [domain: magic; 1st level] (not today due to lower than normal Cha)
    Ketheath, Lesser Spirit of Air [domain: air; 3rd level]
    Arylyra, Legendary Spirit of Spring [domains: healing, renewal, legendary, Arylyra {choose two each day}]

    Spells Prepared
    Spells per Day (12/11+1/11+1/9+1/8+1/5+1); Save DC = 18 + spell level
    Spontaneuosly cast cure and summon nature’s ally spells.
    0-level -- create water (2), detect magic (2), flare (2), guidance, light, mending, purify food and drink (2), read magic
    {spontaneous cure minor wounds 1}
    1st-level -- bless, entangle (4), obscuring mist, pass without trace (2), sanctuary, shield of faith, shillelagh
    {spontaneous cure light wounds 1d8+7 or summon nature’s ally I}
    2nd-level -- aid (2), bear’s endurance, cat’s grace (2), fog cloud, sound burst, spiritual weapon (4)
    {spontaneous cure moderate wounds 2d8+14 or summon nature’s ally II}
    3rd-level -- create food and water, magic circle against evil, magic fang (greater), searing light (4), spike growth, summon monster III
    {spontaneous cure serious wounds 3d8+16 or summon nature’s ally III}
    4th-level -- blight, death ward, flame strike (2), greater magic weapon, ice storm (2), summon monster IV
    {spontaneous cure serious wounds 4d8+18 or summon nature’s ally IV}
    5th-level -- righteous might, summon monster V, wall of fire (2), wall of thorns
    {spontaneous mass cure light wounds 1d8+20 (up to 10 creatures) or summon nature’s ally V}

    Domain Spells: 1st sanctuary; 2nd align weapon; 3rd fly; 4th dimension door; 5th teleport

    Spells from the Book of Exalted Deeds: silvered claws (replaces magic weapon [1st]).

    Leather Armour [15 lb]
    Club [3 lb]
    Sling [0 lb]
    10 Stones [5 lb]
    Holy Symbol, Wooden/Holly and Mistletoe [0 lb]
    Anklets of Striding and Springing (as Boots) [1 lb]
    Headdress of Spring's Shaman {relic} [+4 Wisdom, improves natural healing when in a verdant setting] [? lb]
    xx Whinoah has this--Periapt of Wisdom +2 [0 lb]
    Ring of Protection +2 [0 lb]
    Ring of Sustenance [0 lb]
    Sapling of Verdant Endurance {relic} [extends spells related to Arylyra’s power] [? lb]
    Wand of Cure Light Wounds (1st lvl; 50 charges/14 charges used) [0 lb]

    Backpack [2 lb]
    -- Antitoxin (4) [0 lb]
    -- Bedroll [5 lb]
    -- Money (gems), wrapped in a piece of cloth (1,000 gp in various gems)
    -- Healer’s Kit (2) (20 uses) [2 lb]
    -- Sack (2) [1 lb]
    -- Waterskin [4 lb]

    Pouch, Belt [0.5 lb]
    -- Flint & Steel [0 lb]
    -- Money (48 gp, 9 sp) [1.14 lb]

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

    Weight Carried: 41.64 lb

    Carrying Capacity [13 Strength]
    Light: 50 lb. or less; Medium: 51-100 lb.; Heavy: 101-150 lb.;
    Lift (over head): 150 lb.; Lift (off ground): 300 lb.; Drag: 750 lb.

    1048 gp, 9 sp (in coins & gems)

    Trayah’s pebbly skin is a deep forest green with lighter leaf green on the underside of the head and tail, and the front of the torso. His penetrating black eyes feel as if they are looking deep into your soul, and when you look into his in return you feel an ageless wisdom emanating from them. He countenance is usually thoughtful, though he does grin on occasion displaying many sharp teeth in the process. Dressed in a suit of leather armour he carries very little in the way of manufactured weapons, though his clawed hands and sharp teeth look menacing enough on their own, with just a club and a sling at his belt. He seems to converse with the empty air frequently, but on occasion you can see ghostly forms around him which lead you to believe he may be speaking to something after all.

    Trayah is a harmonious individual who seeks to live within the natural order. He is an affable and insightful being making many friends, chiefly among the local tribes of lacerta, but he has made a few friends from among the feldori. His eternal soul is of such purity it compels him to help those in need, wherever he finds them, even at great risk to himself. Always seeking to the nature of the world around him, he hopes his journeying allows him to encounter more spirits than are mentioned in the Laaort tribal myths.

    Trayah was an inquisitive child always following one of the elders, often the tribal shaman, to see what they were doing. Once while following the shaman, he happened upon the shaman talking to a lacerta he didn’t recognize. Running up to the shaman once the other lacerta had left, he asked who the lacerta was. Realizing that Trayah had seen the spirit, he took the child before the elders and said he would apprentice him immediately. During his early training the spirit Amanal came to him, she said she had died many centuries ago while travelling in distant lands and would be his primary companion on the spirit road. Upon completing his training several years later, he set out with Amanal to find more spirits and learn about the natural world.

    After trekking through the wilds for a few days they happened upon some jaguar hunting grounds. Trayah considered this an auspicious beginning to his spirit quest, as the jaguar was his totem animal, and sat down to wait. He sat for several days, and eventually his patience paid off when he spotted a ghostly jaguar moving toward him. He continued to sit while the jaguar inspected him, and finally it spoke, “You are respectful of our ways and hold no fear of us, greetings I am Sivanael.” Replying he said, “Sivanael, I am Trayah, and I seek to have you join me on my quests, what must I do to accomplish this?” The great cat uttered a small growl of pleasure and batted him on the chest before saying, “You have my guidance and companionship as long as you continue your respect of our ways.” Glad to hear this Trayah said, “I feel no hardship in this bargain, as I have your spirit in my heart and soul”. Thus began his great spiritual journey.

    During the following years he met many spirits under the guidance of Amanal, and made pacts with those which he felt a powerful bond. Mahlas a recently deceased lacerta wild mage, Traythvan the spirit of a great tree in an old forest, Nuavia a faerie spirit of luck, Ketheath an air spirit basking in the whistling air flows of an isolated valley, Inaleti who was once a great lacerta seer, Lafae a sprite spirit who was playing pranks on Trayah for several weeks, Angiat a fire spirit half asleep under some hot springs, and Darsol an ancient lacerta spirit with power over the mind. Recently returned from his latest spirit quest, he hopes to spend a little time reacquainting himself with the tribe, but it appears that may not be possible...

    XP Log (started with 18,000 xp)
    750 (helping after database crash); 8,750 (end of act 1); 10,000 (completing acts 2 & 3); 9,200 (releasing Arylyra)
    Last edited by unleashed; Sunday, 29th April, 2007 at 03:14 AM. Reason: character updated, spells chosen

  4. #4
    Novice (Lvl 1)

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    Montréal, QC
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    Place holder for Altanian Spellsworn 6

  5. #5
    Lady (Alexia Azi) Valthyne

    Female Valsian Dragonlord level 6 (Telepath)
    Species: Valsian (-2 Con, +4 Int, +4 Cha)

    Alignment: Neutral Evil
    XP: 15000

    Str: 11/+0
    Dex: 15/+2
    Con: 18/+4 (16-2+4)
    Int: 22/+6 (17+4+1(+2 for spellcasting))
    Wis: 12/+1
    Cha: 19/+4 (15+4(+2 for spellcasting))

    Hp: 47 (6d4+24)
    Initiative: +2
    BaB/Grapple: +3/+3
    Attack: +3
    Move: 30 (20)

    Fort: 3 (2+1)
    Ref: 4 (2+2)
    Will: 6 (5+1)

    Skills: 63 sp
    Bluff: 16 (9+5+2(syn))
    Concentration: 10 (9+1)
    Diplomacy: 16 (9+5+2(syn))
    Knowlege (Nobility and Royalty): 15 (9+6)
    Knowlege (Psionics): 15 (9+6)
    Psicraft: 17 (9+6+2(syn))
    Sense Motive: 10 (9+1)

    Valsian, Altanian, Eldish, Mojin, High Praetorian, Draconic, Infernal.

    Feats: lvl: 1,1,3,5,6.
    Spell Prodigy
    Psionic Meditation
    Expand Knowlege (Astral Construct)
    Empower Power
    Quicken Power

    Racial and Class Abilities:
    +2 Bonus feats, Draconic Pet, Siphon Power +2.
    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 (Ruby): 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.

    Power Points/ Day: 103 (64(base)+21(int)+15(cha)+3(Valsian))

    Powers Known:
    0 (7): Mend, Mage Hand, Detect Psionics, Message, Prestidigitation, Read Magic, Light.
    1 (9): Astral Construct*, Charm (psionic), Force Screen, Inertial Armour, Mind Link, Defensive Precognition, Vigor, Comprehend Languages, Magic Missile, Ray of Enfeeblement.
    2 (6): Specified Energy Adaptation, Share Pain, Command Undead, Glitterdust, Mirror Image, Web.
    3 (5): Crisis of Breath, Dispel Psionics, Energy Wall, Hostile Emphatic Transfer, Gaseous Form.

    Draconic Pet:

    Corivared the Devourer
    Wyrmling Black Dragon
    Age: Wyrmling
    Size: T
    Hit Dice (hp): 4d12+4 (30)
    Str: 11
    Dex: 10
    Con: 13
    Int: 8
    Wis: 11
    Cha: 8
    Base Attack/Grapple: +4/–4
    Attack: +6
    Fort Save: +5
    Ref Save: +4
    Will Save: +4
    Breath Weapon (DC): 2d4 (13)
    Space/Reach: 2-1/2 ft./0 ft. (5 ft. with bite)
    1 Bite: 1d4
    2 Claws: 1d3
    Speed: 60 ft., fly 100 ft. (average), swim 60 ft.
    Initiative: +0
    AC: 15 (+2 size,+3 natural), touch 12, flat-footed 15
    Special Abilities: Immunity to acid, water breathing
    Feats and Skills:
    Flyby Attack, Multiattack, Weapon Focus (bite)
    Listen 7, Spot 7, Sense Motive 7, Knowlege (dragons) 6, Intimidate 6.

    Her Equipment (worn):

    Belt of Health (worn under clothes) +4: 16'000 gp
    Ring of Sustenance: 2500 gp
    Ring of Endure Elements: 1000 gp

    Royal Outfit (Elaborate heavy red silk dress, brocaded with gold and inlayed with black pearls around the hem): 250 gp
    Gold and black pearl earrings: 100 gp
    3 golden Hair pins: 150 gp
    Ruby necklace: 1000 gp
    Fan: 100 gp

    355 gp

    Hireling Butler (Expert level 1): Cost 3sp/day
    HP: 6

    Carrying capacity: 38 lb. or less 39–76 lb. 77–115 lb.
    Profession(Butler): 4
    Knowlege(Nobility and Royalty): 4
    Knowlege(History): 4
    Speak Language: Celestial, Seelie, Altanian, High Preatorian, Lacerta, Feldori.

    Languages: Valsian, Celestial, Seelie, Altanian, High Preatorian, Lacerta, Feldori.

    Jeeves Equipment:
    His clothes, rations, backpack, rope, soap, lantern+oil, bedroll, canteen, etc. 100 gp

    her equipment, carried by Jeeves:
    Royal Outfit x3: 600 gp
    Noble Outfit x2: 125 gp
    Masterwork Ivory Folding Chair: 200 gp
    Waxed Silk Umbrella: 20 gp


    By any account a strikingly beautiful woman, with brilliant ruby eyes that can turn from piercingly cool to radiant beacons of joy in a moment and hair the same hew beautifully coiffed in an elaborate and timeless arrangement, held by three lovely golden hair-pins.
    Her skin is light and creamy, with the slightest hint of a tan. Besides the black on her eyebrows and lashes she uses no make-up, finding that it tends to lessen her beauty.
    Her jewelry and clothes, though elaborate and ancient, conveys a sence of effortless elegance.
    She's much prettier than her charisma would indicate, but then, her personality is a lot less pleasing.

    A polite veneer over a sometimes fiery temper and a calm self-assurance of her own worth. Alexia believes in the manifest destiny of her people and her great House, but she does not carry some of the prejudices common amongst her people.

    She had a happy and mostly unremarkable noble upbringing that molded her into a spoiled manipulator. Because she was mostly raised by payed servants she didn't form any close bonds with her parents, but holds some affection for her younger sister Aliandra [Seeten's Diplomatic Immunity character].
    Excelling in her studies, she found herself with a lot of free time and in her teenage years developed a few bad habits for a young noble lady. It was never difficult for her to sneak off incognito into the crowded streets of the nearby trading city to find herself exotic new drugs and exotic new lovers. It was a game she liked to play on occasion, and it never seemed to end badly. Oh, she had to kill a fool or two, but she was never in any real danger.
    Eventually her responsibilities within the family grew and she found herself with less time over for her adventurous pursuits. Instead she threw her efforts into managing parts of the family business.
    Last edited by Nephtys; Thursday, 6th July, 2006 at 01:39 PM.

  6. #6
    Not done, what is left is leftover placeholder info from the sample character, and not at all related.

    Anthousa Nymph 6
    Experience Points (required): 18,000 (21,000 for 7th level)
    Alignment: Chaotic Good
    Homeworld: Amaranthia

    Alignment: Chaotic Good
    Height: 5'
    Weight: 94 lbs
    Hair: Bright Blue
    Eyes: Vibrant Yellow
    Age: 18

    Strength 10 (+0) [12 Base, -2 Racial]
    Dexterity 18 (+4) [15 Base, +2 Racial, +1 Class]
    Constitution 11 (+0) [13 Base, -2 Racial]
    Intelligence 13 (+1) [13 Base]
    Wisdom 17 (+3) [15 base, +2 Racial]
    Charisma 24 (+7) [16 base, +6 Racial, +1 Level, +1 Class]

    Hit Dice 6d8(26)
    HP: 26 [8, 7, 2, 4, 3, 2]
    AC: 21 [10 base, +4 Dex, +7 Charisma]
    Touch AC: 21, Flat-footed AC: 17
    Init: +4 [+4 Dex]
    BAB: +4
    Melee Attack: +4 [+4 base]
    Ranged Attack: +8 [+4 base, +4 Dex]
    Speed: 30 ft

    Fortitude +12 [+5 base, +0 Con, +7 Unearthly Grace]
    Reflex +16 [+5 base, +4 Dex, +7 Unearthly Grace]
    Will +15 [+5 base, +3 Wis, +7 Unearthly Grace]

    Spring Attack

    Skills: 4x9 = 36 + 9 x 5 = 45 36 + 45 = 81 ranks total
    Handle Animal +15 [5 Ranks, +7 Charisma, +3 Nature's Smile]
    Wild Empathy +18 [+3 Nymph levels, +6 Nymph, +7 Charisma, +2 Synergy]
    Knowledge(Nature) + 2 [2 Ranks]
    Knowledge(Amaranthia) + 2 [2 Ranks]
    Knowledge(Chuliit) + 3 [1 Rank]
    Escape Artist +13 [8 Ranks, +4 Dexterity]
    Balance +15 [8 Ranks, +4 Dexterity, +2 Synergy]
    Jump + 7 [5 Ranks, +2 Synergy]
    Tumble +17 [9 Ranks, +4 Dex, +2 Synergy, +2 Synergy]
    Climb + 5 [5 Ranks]
    Bluff +15 [8 Ranks, +7 Charisma]
    Sense Motive +13 [8 Ranks, +3 Wisdom, +2 Synergy]
    Diplomacy +19 [8 Ranks, +7 Charisma, +2 Synergy, +2 Synergy]
    Survival + 6 [3 Ranks, +3 Wisdom]
    Spot + 8 [5 Ranks, +3 Wisdom]
    Listen + 6 [3 Ranks, +3 Wisdom]
    Speak Language: Rowaini, Tralg

    Languages: Seelie, Feldori, Rowaini

    Class and Racial Abilities:

    Nymph Abilities- -2 Str +2 Dex -2 Con +2 Wis +6 Cha, Sun Symbiosis

    Nymph Abilities- Wild Empathy, Nature's Smile, Unearthly Grace, Unearthly Beauty, Subrace Ability, Damage Reduction 3/Cold Iron

    Spells Slots per Day: 0-5, 1-3, 2-3, 3-2
    Spells Prepared: 0-5, 1-5, 2-4, 3-3


    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 Seeten; Thursday, 23rd June, 2005 at 02:28 PM.

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

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    May 2004
    Naperville, IL
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    Whinoah, Auran Archer

    Name: Whinoah 
    Class: Amazon 1/Marksman 2/Nymph 7
    Race: Nymph: Auran: Eurid
    Size: Medium
    Gender: Female
    Alignment: CG
    Str: 12 +1 (13)      Level: 10       XP: 45,000/???
    Dex: 24 +7 (16)      BAB: +8/3       HP: 52/52 (8d8+2d10)
    Con: 10 +0 (12)      Grapple: +9     Dmg Red: 
    Int: 16 +3 (16)      Speed: 40'      Spell Res: 
    Wis: 15 +2 (12)      Init: +7        Spell Save: 
    Cha: 14 +2 (11)      ACP: -0         Spell Fail: 
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +7    +0    +6    +0    +0    +2    25
    Touch: 19              Flatfooted: 18
                             Base   Mod  Misc  Total
    Fort:                      10   +0    +2     +12
    Ref:                       10   +7    +2     +19
    Will:                      5    +2    +2     +9
    Weapon                  Attack   Damage     Critical
    Longsword                 +10      1d8+1    19-20x2
    Composite Longbow (180')  +17      1d8+3*    20x3
    Dagger (20')             +9(15)    1d4+1*   19-20x2
    Throwing Axe (20')       +9(15)    1d6+1*    20x2
    Unarmed			   +9	   1d3+1NL   20x2
    * +1 damage to all ranged attacks
    Note: +1 to Hit and Damage ranged target within 30', No firing into Melee Penalty
    Languages: Seelee, Conasan, Vaerysh, Eldish
    1 Dodge
    1A1 Quickdraw
    1A1 Track
    1A1 Point Blank Shot
    2M1 Precise Shot
    2M1 Weapon Focus: Longbow
    3 Augment Healing
    3M2 Rapid Shot
    3M2 Far Shot
    4 Str +1
    5N2 Cha +1
    6 Practiced Spellcaster
    8 Dex +1
    9 Manyshot
    10N7 Wis +1
    Favored Enemy: Magical Beast +2
    Fast Movement +10
    Deadly Aim +1
    Uncanny Dodge
    Wild Empathy (+12)
    Natures Smile
    Unearthly Grace
    DR3/Cold Iron
    Wings (Fly 60, Good)
    Wind Essance: Generate a mild cool breeze around herself at will.
                   May build into Gust of Wind 2/day
    Distracting Beauty: When visible and people aren't averting their eyes, -4 to Spot and Listen
    		    checks against anything except Whinoah 
    Sublime Grace
    Spellcasting: CL10 Druid DC 12+SL
    Detect Magic
    Detect Magic
    Cute Light Wounds
    Cure Light Wounds
    Cure Light Wounds
    Faerie Fire
    Eagles Splendor
    Eagles Splendor
    Cat's Grace
    Cure Moderate Wounds
    Cure Moderate Wounds
    Skill Points: 129       Max Ranks: 13/6.5
    Skills                Ranks  Mod  Misc  Total
    Climb			5    +1   +5     +11
    Concentration		9    +0          +9
    Handle Animal		9    +2   +3     +14
    Heal			9    +2          +11
    Hide			10   +7          +17
    Jump			5    +1   +4     +10
    Kn: Geography		5    +3          +8
    Kn: Nature		9    +3   +2     +14
    Listen			10   +2          +12
    Move Silently		10   +7          +17
    Search			5    +3          +8
    Spellcraft		9    +3          +12
    Spot			10   +2          +12
    Survival		10   +2          +12(14)
    Swim			5    +1          +6
    Use Rope		5    +7          +12
    Equipment:           	    Cost  Weight
    MW Composite Longbow +1 Str	500	3
    MW Longsword			320	4
    Shimersilk Dress of Armor +3	8500	3	
    2 Daggers			4	2
    Throwing Axe			8	2
    Ring of Protection +1		1700	
    Boots of the Fey (MS+5)		2125
    Efficient Quiver		1530	2
    -60 Arrows			6	9
    Bag of Holding Type 1		2125	15
    -Rune of Enlarge			30	
    -2 Rune of Cure Light		60	
    -2 Rune of Cure Moderate		360	
    -Rune of Cure Serious		450	
    -Rune of Cats Grace		180	
    -100 Feet of Silk Rope		40	20
    Total Weight:31lb      Money: 65
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                43    86   130   130   650
    Age: 35 (appears 21)
    Height: 5'5"
    Weight: 118lb
    Eyes: Golden
    Hair: Red
    Skin: Creamy
    Appearance: Whinoah, like most nymphs, is a specimen of beauty that rivals most other species. Her red hair flows freely in the wind, and golden eyes peer out from her creamy skinned face. She is somewhat tall and lithe for a nymph, though still a bit busty. Her dress flows down her body from her bust and waste, as strands of cloth flow loosely around her, blowing in the wind as she moves. The silk flows and moves with her, keeping her protected while allowing the wind to pass through. She wears a gold ring set with several small sapphires, carries a bag on her hip, and quiver over her shoulder. She wears a bright and infectious smile, especially when running through the wind.

    Background: Whinoah was born of the wind, and was quickly taken into the care of two of her aurai sisters, Whisping and Windpetal. They named her after the sound the wind made while gusting in the trees where she was born. The two who raised her were affectionate and caring, and taught Whinoah the nymph and aurai ways of the Conacia. However, they were generally vague when it came to the legendary Conacia hatred of men, simply saying that men must not be trusted.

    Whinoah was a playful child, like all nymphs. She would play various nymph games, and sit around with her young friends. They would talk about exploring the spheres, or spreading love and cheer though other worlds. They would even talk about men, asking what’s so bad about them. Whonoah remembered advice one of the older nymphs told her when that came up. A man’s source of power, as well as his greatest weakness, was between his legs. Strike there, and you’d be safe for a time. She asked Windpetal about this once, and she laughed a bit and said it was more or less accurate, but to beware it’s power.

    As she grew, Whinoah found she enjoyed racing through the jungles, moving freely and quickly, enjoying the rushing of the wind through her dress and against her skin. She learned to hunt, and to never waste, for using and conserving nature was the way of the nymph. Whisping taught her to use the bow with grace and precision. Whinoah enjoyed watching the arrows fly through the air, and became driven to become a great archer, a rarity among the nymphs she knew.

    When men began to occasionally invade the refuge of the nymphs, Whisping and Windpetal kept Whinoah back for safety. They told her there were others more ready for war and battle, and to simply support her friends with love and caring, which should be more than enough. Whinoah was curious, but not eager to battle, so stayed behind and encouraged those who had gone as well as those who had returned. Whinoah’s little family unit, already strange in the nymph community, was not looked upon favorably for their refusal to directly participate, but they helped those that did, and their support of those that returned helped ease the tension.

    As the skirmishes became worse, eventually Whisping and Windpetal pulled Whinoah aside, and told her that Whisping needed to leave, and might not be back for a long while, if ever. Whinoah took this hard, for she loved Whisping almost like a second mother (She had always been more attached to Windpetal as a mother more than Whisping). Windpetal tried to put on a brave face, but once Whisping left, she cried and was sad for several days. Whinoah and the rest of the community came to help Windpetal, who eventually was unable to remain sad from the pure communal love that was shared, but she was never quite the same after that. Windpetal always seemed a bit distracted after that, a fate that led to her tragic death while hunting with Whinoah, for Windpetal was usually very aware of the mystical beasts that roamed the foliage.

    Whinoah mourned her loss, but was supported by the community. Eventually, she found a sense of closure with Windpetal, and now wears a ring that was precious to Windpetal, to remind her of the love she had for the motherly nymph. Seeking closure for Whisping, Whinoah set out into the world, for the first time leaving the shelter of her close community. She remembered that Whisping had a ring that was nearly identical to Windpetals, so she figured she’d start there.

    Whisping was actually a Dolthi who met Windpetal and the two fell in love. Wanting to be with her but understanding Windpetal’s place was with her fellow nymphs, Whisping took the form of a Auran after they were married in a private ceremony. Having been coached by Windpetal, Whisping managed to blend in eventually, the only oddity was the extreme and constant closeness the two shared, but it was dismissed as they had booth been considered a bit odd anyway by their community. Windpetal always felt a little worried, knowing that Whisping could be a man if she wanted to be, and in fact very occasionally enjoyed that side of him in private. So, when they found and raised Whinoah, it was a relief to the couple, who were trying to figure out a way they could perhaps raise a child themselves anyway.

    They avoided instilling the general hatred of men in her and instead nurtured a more extreme distrust, hoping that when the time came, she could find her own way to weed out the bad from the good, and hoping that perhaps it would help if she ever learned the truth about Whisping. However, as the skirmishes grew in number, it become harder for Whisping to keep her cover, as people began to look for men or even male sympathizers. The couple decided that it would be best for Whisping to leave, and perhaps she could return later when things had calmed down. Unfortunately, the departure hurt Windpetal harder than she had thought, and she was killed due to the loss for the lust for live that usually infected most nymphs.

    L7 -> Amazon 5
    HP + 4 SP +9 (6 + 3) BAB +1
    Uncanny Dodge, Combat Reflexes, 2nd Favoured Enemy:Abberations +4
    Listen +1, Spot +1, Climb +4, Use Rope +3

    L8 -> Amazon 6
    HP + 4 SP +9 (6 + 3) BAB +1
    Bonus Feat: Manyshot, Conacia's Blessing
    Listen +1, Spot +1, MS +1, Hide +1, Use Rope +2, Climb +1, Survival +1, Heal +1
    Atb: +1 Con

    Adjustments to Nymph
    +12 SP
    Spell Craft +6
    Concentration +6
    Handle Animal +5
    Climb -5
    Redid HP.
    Adjusted Abilities.

    L9 -> Nymph L6 HP: 4 SP: +11 (8+3)
    Spell Craft +2, Concentration +2, Handle Animal +2, KN: Nature +2, Listen +1, Spot +1
    Heal +1

    L10 -> Nymph L7 HP: 6 SP: +11 (8+3)
    Spell Craft +1, Concentration +1, Handle Animal +2, KN: Nature +2, Listen +1, Spot +1
    Heal +3
    Last edited by Bront; Saturday, 24th March, 2007 at 09:01 AM. Reason: Math Fixes, Gear fixes

  8. #8

    Slagg Bonecruncher: Tralg/Male (Giant 1/ Raider 2/ Gladiator 3)

    Character Name: Slagg Bonecruncher
    Character Race: Tralg
    Home World: Scandaj
    Character Classes: Giant 1/ Raider 2/ Gladiator 3
    Alignment: Chaotic Good

    Gender: Male
    Age: 9
    Height: 8’6”
    Weight: 512
    Eyes: Blue Gray
    Hair: Orangish Brown
    Skin: Olive Green

    Experience Points (Current): 18,000
    Experience Points (Needed): 21,000
    Character Level: 6

    Known Languages: Narlse, Tralg


    Strength: 27 +8 (Base 18, Racial +8, 1st ability bonus +1)
    Dexterity: 14 +2 (Base 16; Racial –2)
    Constitution: 22 +6 (Base 18; Racial +4)
    Intelligence: 8 –1 (Base 12; Racial –4)
    Wisdom: 10 +0 (Base 12; Racial –2)
    Charisma: 6 –2 (Base 10; Racial –4)

    Bold: After magical enchantment

    Hit Dice: 1d8; 2d10; 3d12 + 42 (link)
    Hit Points: 86
    Armor Class: 16 [ BASE (10) + ARMOR (4) + DEX (2) + DEFLECTION (0) + NATURAL (1) + SIZE (-1)]
    Flatfooted Armor Class: 16
    Touch Attack Armor Class: 12
    Damage Resistance: 0
    Spell Resistance: nil


    Armor Worn: Studded Leather +1
    AC Bonus: 4
    AC Penalty: 0
    Maximum DEX bonus: +5
    Armor Type: Light
    Weight: 40 lbs.

    Armor Weight: 40 lbs.

    Save vs. Fortitude: 14 [BASE (8) + CON MOD (6)]
    Save vs. Reflex: 8 [BASE (6) + DEX MOD (2)]
    Save vs. Will: 3 [BASE (3) + WIS MOD (0)]

    Special Save Notes:


    Initiative Modifier: +4 [Quick Reconnoiter +2]
    Base Attack Bonus: +5

    Melee Attack Bonus: +12 [BASE (5) + STR MOD (8) + SIZE (-1)]
    Ranged Attack Bonus: +6 [BASE (5) + DEX MOD (2) + SIZE (-1)]


    Large Great Axe +2 Attacks: +14 Flurry: +12/+12 / 3d6+14 / x3 / Slashing / 24 lbs. (8340 GP)

    Unarmed Strike Attacks: +12 Flurry: +10/+10 / 1d8+8 / x2 / Bludgeoning / 0 lbs. (0 GP)

    Grapple Attacks: +12 Check: +16

    Weapon weight: 24 lbs.

    Power Attack (1st level)
    Unarmed Strike (Free Gladiator)
    Improved Overrun (Gladiator Bonus Feat)
    Quick Reconnoiter (3rd Level)
    Improved Grapple (Gladiator Bonus Feat)
    Leadership (6th Level)


    Hide –2 (Dex +2, Size –4)
    Intimidate +4 (Cha -2, Size +4) 2
    Jump +20 (Str +8, Movement +12) 0
    Listen +9 (Wis + 0) 9
    Move Silently +10 (Dex + 2) 8
    Spot +9 (Wis + 0) 9
    Survival +5 (Wis + 0) 5

    [CC] Cross Class Skill

    Special Abilities
    Large Size (Giant)
    Light Sensitivity (Giant)
    Low Light Vision (Giant)
    Darkvision 60’ (Giant)
    Incredible Hardiness (Giant)
    Sneak Attack +1d6 (Raider)
    Fast Movement +30 (Raider; Gladiator)
    Illiteracy (Raider)
    Rage 1/day (Raider)
    Bonus Feat x2 (Gladiator)
    Flurry (Gladiator)
    Signature Move 1/day (Gladiator)
    Evasion (Gladiator; Raider)
    Improved Uncanny Dodge (Gladiator; Raider)
    Battle's Euphoria 1/day (Gladiator)


    Equipment & Gear:
    Amulet of Natural Armor +1 (1 lbs.)
    Backpack 2 lbs.
    Flint and Steel nil lbs.
    Pouch, Belt 1/2 lbs.

    Equipment Weight: 3.5 lbs.


    Magical Item Slots
    Neck: Amulet of Natural Armor +1
    Ring Left Hand:
    Ring Right Hand:

    EQUIPMENT WEIGHT: 4.5 lbs.
    ARMOR WEIGHT: 40.0 lbs.
    WEAPON WEIGHT: 24.0 lbs.
    TOTAL WEIGHT: 68.5 lbs.

    Carrying Capacity 27 STR Light: up to 692 lb. Medium: 693-1386 lb. Heavy: 1386-2080 lb.


    PP: 0
    GP: 287
    SP: 0
    CP: 0


    Base Speed: 60 feet


    Though he stands eight and a half feet tall Slagg is actually on the short side for a Tralg but to those who have not spent alot of time around Tralgs its not really noticeable, and his height is still impressive. To another Tralg he is noticeable short and to those Tralgs who do not know him it’s a reason to mock him. For with size comes the assumption of strength but this is a mistake, a poor unfortunate one in the best of times fatal at the worse of times, as Slagg was one of the strongest Tralgs ever born in his tribe and was currently the strongest for his age.

    No Tralg is free of deformity and in the case of Slagg it’s a rather heavy brow that robs his appearance of any intelligence even though his blue gray eyes hint at an intelligence that few Tralgs posses. His long Because of his large jaunting lower chin Slagg’s long sharp pointing teeth always stick out above the top of his upper lip, his upper lip even has small grooves that his teeth rise though when he closes his mouth. A large squashed yet unsquashed nose dominates the center of his ugly mug while small wiry hairs sprout out over this whole body,

    Slagg wears simple leather armor and dresses mostly in dark browns, browns, and some greens to dark greens, all of which helps him stay hidden in natural surroundings. He is far cleaner than most Tralgs are and he will on occasion have flowers braided into his wiry hair, neither is done by his actions, instead were Pleione’s doing as she can’t stand it when he’s stinky or is overly unkempt.


    Slagg is a very down the earth type of person, introverted he’s happy to let Pleione do the talking while he worries about the important stuff, like keeping her safe, an eye upon their surroundings, their next meal, and for other dangers.

    Having seen first hand the damage that happens to female that becomes pregnant by a Tralg Slagg has no interest in females of other species. For the most part this includes Pleione but because of their special bond and Pleione’s ability to become pregnant only when she wants too Slagg is inclined to please her as long as she doesn’t feel pain cause of it.


    Born in the uncivilized badlands on Scandaj Slagg was your typical tralg, though admittedly a few inches shorter and a little bit smarter, and like a typical tralg he enjoyed the simple life of raiding the weaker races for their items to meet the needs of the tribe but this simple life was all about to change.

    With the coming of manhood Slagg was sent off to scout by himself for a future raid as the tralgs learned though trail and error, experience was seen as the best teacher. This was his first scouting mission and he was quite excited by it all. This scouting mission was rather uneventful except for his chance discovery of a lone narlsewoman. Pretty and fine Slagg saw her as a blessing, as would any tralg, and he quickly fell upon her in a very tralg way ripping her clothes from her until she was naked.

    For most tralgs this would have been the end of the story, the female would have been forgotten about and soon a new tralg would be born from her, but Slagg wasn’t like most tralgs as he understood the Narlse language and he understood the screams of the narlsewoman and her cries were not what the tralgs believed. Tralgs believe that the women where honored to be chosen and that the violence at what a baby left the womb at was proof that the woman wanted to be a tralg and not stay as one of the weaker races.

    Though she objected Slagg finished with her, leaving the women where she laid, and continued on his scouting mission. Her words continued to echo in his slow turning mind even after the raid, which was some weeks later. Months pasted yet the narlsewoman’s words would not leave Slagg’s tried mind alone but finally a chance encounter would change this… He found her.

    Or at least what was left of her after her people had turned their back on her, heavy with a Tralg’s baby she had been cast off to die in the wild and nearly dead she was. Slagg recognizing who she was, but not the implications of her weight gain or frail condition, offered her food and nursed her back to health in the coming days and weeks.

    The narlsewoman over the course of the coming weeks started to accept Slagg’s help, it was most unusually for one’s executioner to go out of his way to keep you alive and content, and she explained the changes of her body, why her people had cast her out, and that she was also going to die soon. She didn’t blame Slagg for his actions, he was in her mind up till that point nothing more than an animal doing what was needed for its survival.

    Finally the day came and the tralg baby ripped himself from the narlsewoman’s womb as Slagg watch in horror. He had seen death, caused it a great number of times, but nothing seemed so horrible wrong as his own son’s birth.

    Took son to his people. (Hulk Sad)

    Left to be alone. (Leave Hulk Alone)

    Captured (Hulk Mad)

    Forced to becoming a gladiator (Hulk Smash)

    Saw pretty woman abused. (Hulk Angry)

    Freed her and escaped with her. (Hulk Smash Some More)

    Arrive IC not to long later. (Hulk Unsure Where They Are)

    Leadership: 6 (HD) + 1 (special power: strength) + 1 (kindness) + 2 (Exceptional Devotion: No followers) – 2 (Charisma) = 8
    Last edited by Brother Shatterstone; Thursday, 15th December, 2005 at 11:52 PM.

  9. #9

    Pleione Flowerbed: Anthousa/Female (Nymph)

    Character Name: Pleione Flowerbed
    Character Race: Anthousa
    Home World: Amaranthia
    Character Classes: Nymph
    Alignment: Chaotic Good

    Gender: Female
    Age: 16
    Height: 5’8”
    Weight: 124 lbs.
    Eyes: Rich Violet
    Hair: Bright Lavender
    Skin: Creamy Fair

    Experience Points (Current): 6,000
    Experience Points (Needed): 10,000
    Character Level: 4

    Known Languages: Eldish, Seelie, Narlse, Tralg


    Strength: 6 –2 (Base 8, Racial –2)
    Dexterity: 21 +5 (Base 18, Racial +2, Nymph +1)
    Constitution: 8 –1(Base 10, Racial –2)
    Intelligence: 12 (Base 12)
    Wisdom: 17 +3 (Base 15, Racial +2)
    Charisma: 26 +8 (Base 18, Racial +6, Ability Bonus +1, Nymph +1)

    Bold: After magical enchantment

    Hit Dice: 4d8 -4
    Hit Points: 21
    Armor Class: 18 [ BASE (10) + ARMOR (2) + DEX (5) + DEFLECTION (0) + NATURAL (1)]
    Flatfooted Armor Class: 13
    Touch Attack Armor Class: 15
    Damage Resistance: 2/Cold Iron
    Spell Resistance: nil


    Armor Worn: Amaranthian Gossamersilk Shift +1
    AC Bonus: 2
    AC Penalty: 10
    Maximum DEX bonus: NA
    Armor Type: nil
    Weight: 1 lbs.

    Armor Weight: 1 lbs.

    Save vs. Fortitude: 10 [BASE (3) + CON MOD (-1) + UNEARTHLY GRACE (8)]
    Save vs. Reflex: 16 [BASE (3) + DEX MOD (5) + UNEARTHLY GRACE (8)]
    Save vs. Will: 14 [BASE (3) + WIS MOD (3) + UNEARTHLY GRACE (8)]

    Special Save Notes:


    Initiative Modifier: +5
    Base Attack Bonus: +3

    Melee Attack Bonus: +1
    Ranged Attack Bonus: +8


    Dagger Attacks: +1 / 1d4-2 / 19-20/x2 / Piercing or Slashing / 1 lbs. (1 GP)

    Sling +1 Attacks: +9 / 1d4-1 / x2 / Bludgeon / 0 lbs. (2300 GP)

    Weapon weight: 1 lbs.

    Spell Focus: Conjuration
    Augment Summoning


    Balance +8 (Dex +5, Synergy Bonus from Tumble +2) 1
    Bluff +15 (Cha + 8, Racial Bonus +2) 5
    Concentration +4 (Con -1) 5
    Diplomacy +15 (Cha + 8, Racial Bonus +2, Synergy Bonus from Bluff +2, Synergy Bonus from Sense Motive +2) 1
    Escape Artist +6 (Dex + 5) 1
    Handle Animal +15 (Cha +10, Nature’s Smile +2) 5
    Hide +10 (Dex +5) 5
    Intimidate +10 (Cha +8, Synergy Bonus from Bluff +2) 0
    Jump +1 (Str –1, Synergy Bonus from Tumble +2)
    Knowledge: Nature +6 (Int + 1) 5
    Listen +9 (Wis + 4) 5
    Move Silently +10 (Dex + 5) 5
    Ride +10 (Dex +5, Synergy Bonus from Bluff +2) 3
    Sense Motive +11 (Wis + 4, Synergy Bonus from Bluff +2) 5
    Spellcraft +6 (Int + 1) 5
    Spot +9 (Wis + 4) 5
    Tumble +10 (Dex + 5) 5

    [CC] Cross Class Skill

    Special Abilities
    Low Light Vision (Anthousa)
    Dazzling Beauty: DC: 20 (Anthousa)
    Symbiosis: Basking in Sunlight and Bathing in Rain (Anthousa)
    Immune “Person” Spells (Anthousa)
    Wild Empathy: +16 (Nymph)
    Nature's Smile: +2 (Nymph)
    Unearthly Grace (Nymph)
    DR 2/Cold Iron (Nymph)
    Charisma: +1 (Nymph)
    Blossoming Beauty 4/Day (Nymph)
    Dexterity: +1 (Nymph)


    Equipment & Gear:
    Parchment (20 sheets)
    Backpack 2 lbs.
    Flint and Steel nil lbs.
    Mirror, Small Steel .5 lbs.
    Wand of Cure Light Wounds x2 nil lbs.
    Amulet of Natural Armor +1 1 lbs.

    Equipment Weight: 3.5 lbs.


    Magical Item Slots
    Neck: Amulet of Natural Armor +1
    Torso: Amaranthian Gossamersilk Shift +1
    Ring Left Hand:
    Ring Right Hand:

    EQUIPMENT WEIGHT: 3.5 lbs.
    ARMOR WEIGHT: 1 lbs.
    WEAPON WEIGHT: 1 lbs.
    TOTAL WEIGHT: 5.5 lbs.

    Carrying Capacity 6 STR Light: up to 20 lb. Medium: 21-40 lb. Heavy: 41-60 lb.


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


    Base Speed: 30 feet

    Spells Per Day: 0 – 5 1st – 3 + 1; 2nd – 2 + 1;
    Save DC: 4 + spell level
    Conjuration DC: 6 + spell level

    Spells Prepared:

    0 – 5 Detect Magic, Cure Minor Wounds, Hygiene, Mending, Read Magic
    1st – 4 Hawkeye, Magic Stone, Magic Stone, Speak With Animals
    2nd – 3 Bear’s Endurance, Bull’s Strength, Gust of Wind

    * Conjuration







    Blossoming Beauty: +4 enchantment bonus to charisma for 40 minutes
    Wild Empathy: +16 = 4 (nymph class levels) + 8 (Charisma Modifier) + 2 (Nature's Smile) +2 Synergy Bonus from Handle Animals

  10. #10


    Dolathi Eldritch Infiltrator 10

    Alignment: Lawful Neutral
    Height: 5'6”
    Weight: 84 lbs
    Hair: none
    Eyes: none
    Age: 85
    XP: 45000

    Strength 11 [13 base, -2 racial]
    Dexterity 24 (+7) [18 base, +4 racial, +2 item]
    Constitution 12 [14 base, -2 racial, +1 level] temporary: 18
    Intelligence 18 (+4) [14 base, +2 racial, +2 item] temporary: 14
    Wisdom 11 [13 base, -2 racial]
    Charisma 20 (+5) [15 base, +2 racial, +1 level, +2 item]

    Hit Dice 10d6+10 (+30 temporary)
    HP: 70(100)=27+33+10 [5+3+6+3+3+6+4+13+23+4]
    AC: 18 [10 base, +7 Dex, +1 Defl.]
    Touch AC: 18, Flat-footed AC: 11
    Init: +7 [+7 Dex]
    BAB: +6
    Melee Attack: +6 [+6 base]
    Ranged Attack: +13 [+6 base, +7 Dex]
    Speed: 30 ft

    Fortitude +4 [+3 base, +1 Con] temporary +7
    Reflex +14 [+7 base, +7 Dex]
    Will +7 [+7 base, +0 Wis]

    Point Blank Shot [1st-level]
    Weapon Focus (Ray) [3rd-level]
    Precise Shot [6th-level]
    Empower Spell [9th-level]

    Balance +14 [5 ranks, + 7 dex, +2 Synergy]
    Bluff +18 [13 ranks, +5 Cha]
    Concentration +3 [2 ranks, +1 Con] temporary +6
    Climb +5 [5 ranks + 0 Str]
    Decipher Script +6 [2 ranks, +4 Int] temporary +4
    Diplomacy +11 [2 ranks, +5 Cha, +4 Synergy]
    Disable Device +5 [2 ranks, +4 Int] temporary +4
    Disguise +20 [13 ranks, +5 Cha, +2 Synergy acting in character]
    Escape Artist +9 [2 ranks, +7 Dex]
    Gather Information +7 [2 ranks, +5 Cha]
    Hide +9 [2 ranks, +7 Dex]
    Intimidate +11 [2 ranks, +5 Cha, +2 Synergy]
    Jump +9 [0 ranks, +7 Dex, +2 Synergy]
    Knowledge (Spelljamming) +6 [2 ranks, +4 Int] temporary +4
    Knowledge (arcana) +6 [2 ranks, +4 Int] temporary +4
    Knowledge (nature) +13 [9 ranks, +4 Int] temporary +11
    Knowledge (Spheres) +6 [2 ranks, +4 Int] temporary +4
    Knowledge (local) +11 [7 ranks, +4 Int] temporary +9
    Listen +5 [5 ranks]
    Move Silently +25 [13 ranks, +7 Dex, +5 Boots]
    Perform (Sing) +7 [2 ranks, +5 Cha]
    Search +6 [2 ranks, +4 Int] temporary +4
    Sense Motive +2 [2 ranks]
    Sleight of Hand +11 [2 ranks, +7 Dex, +2 Synergy]
    Speak Language [2 ranks]
    Spellcraft +17 [13 ranks, +4 Int] temporary +15
    Spot +2 [2 ranks]
    Tumble +20 [13 ranks, +7 Dex]

    Languages: Seelie, Eldish, Yharzu, Feldori

    Class and Racial Abilities:

    • Type: Aberration (shapeshifter)
    • Physical Stats: two +2 and one -2, Mental Stats: two +2 and one -2 [floating bonuses change with the Dolathi's form, if you put the +2 and the -2 in the same stat, you get +0 in that one. Putting both +2s in the same stat yields +4 and two -2s, even though that doesn't add up]
    • Special Form (Rowanne): +4 DEX +4 CON -2 INT -2 WIS +2 CHA
    • 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.
    • Sneak Attack +5d6
    • Trapfinding
    • Dampen Aura +2: An Eldritch Infiltrator can dampen any aura existant on herself or anything she is carrying by a number of steps equal to the number given, so Dampen Aura 2 could make a Strong aura become Faint or a Moderate aura vanish completely. Regardless, you can never dampen an Overwhelming aura unless you have Aura Mastery, in which case you can Dampen any aura you choose to any other level of strength.
    • Trap Sense +3
    • Uncanny Dodge
    • Disguised Magic: If an Eldritch Infiltrator makes an opposed Spellcraft check and has at least 5 ranks in an appropriate Knowledge skill (such as Nature for nature magic), she can cast her magic so that it is indistinguishable from the magic of another magical tradition (such as Enchantress).
    • Control Aura: Instead of eliminating an aura that the Eldritch Infiltrator has reduced below Faint by the use of Dampen Aura, the Eldritch Infiltrator can instead modify the aura to suit her desires and then set it back up at a strength level equal to the highest aura she can fully dampen. So an Eldritch Infiltrator with Dampen Aura 2 who completely removed a faint aura of Evil could replace it with a moderate or lower aura of Good. This means an Eldritch Infiltrator with Aura Mastery can give herself an overwhelming aura.
    • Improved Uncanny Dodge
    • Improved Evasion

    Spells Slots per Day: 0-6, 1-7, 2-7, 3-7, 4-6, 5-3
    Spells Known: 0-9, 1-5, 2-4, 3-3, 4-2, 5-1
    0th – detect magic, detect poison, read magic, daze, ray of frost, ghost sound, message, mending, acid splash
    1st – shield, mage armor, ray of enfeeblement, charm person, protection from evil
    2nd – scorching ray, rope trick, web, resist energy
    3rd – blink, obscurity's distraction, dispel magic
    4th - channeled pyroburst, polymorph
    5th - arcane fusion
    Prepared DC 14 + Spell Level
    Caster Level 10

    Ring of Invisibility (40,000gp), Boots of Elvenkind (5,000gp), Handy Haversack (4,000gp), light crossbow (70gp), 10 bolts (2gp), rapier (20gp), feldori chainmail bikini (8gp?), greenweave bikini (150gp), Bracelets of Bloosoming Hope (+2Dex, Int, Cha), Windpetal's Ring (ring of protection +1), misc equipment (tba)
    750 Dolathi Credits

    Personality: Obscurity is a very quiet individual, choosing to hide and stay as quiet as possible. She typically clones an unassuming female personality feeling most at home when she fits in with the background noise. When in disguise her female aliases have few if any connections with those around her. She tries her utmost to recieve assignments that allow her to work alone, skulking in secrecy to observe her targets. When forced to work as part of a team, she will try to maneuver herself into solo missions where she can get away from everyone and think more clearly. While her anti-social nature would suggest that she feels uncomforable in crowds, nothing could be further from the truth ~ for in anonymity one can find solitude.

    Description: Obscurity cannot remember the last time that she actually showed anybody her true nature, prefering even changing form in hiding. Her current physique as a Feldori is as unassuming as she could manage. [What do normal cat-women look like?]

    History: Obscurity is relatively new to field work, having graduated from the academy only a couple of years ago. The Organization sent her to Chuliit as her first assignment. An out of the way sphere with relatively little economic importance, Obscurity is starting to question her superior's orders. She has been on Chuliit for the past 16 months observing. She spends most of her time using the ring granted her for the mission staying invisible and perched still and silent where some of the more important politicos frequent monitoring their comings and goings.

    Obscurity's Distraction

    Obscurity's Distraction
    Enchantment (Compulsion)
    Level: Brd 2, Clr 3, Sor/Wiz 3
    Components: V, S
    Casting Time: 1 swift action
    Range: Medium (100ft+10ft/level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes

    The target of this spell is momentarily distracted. They become flat-footed until their next action. A flat-footed creature can’t use it's Dexterity bonus to AC (if any) while flat-footed. A flat-footed creature can’t make attacks of opportunity.

    A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, regardless of what other actions you take. You can take a swift action any time you would normally be allowed to take a free action. Casting a quickened spell is a swift action. Casting a spell with a casting time of 1 swift action does not provoke attacks of opportunity.
    Last edited by Erekose13; Friday, 30th March, 2007 at 05:28 PM.

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