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  1. #11
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    Ozmar's Avatar

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    ø Ignore Ozmar
    Doh! Double posted...
    Last edited by Ozmar; Thursday, 25th August, 2005 at 09:20 PM. Reason: double post...

 

  • #12
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    Quote Originally Posted by Shayuri
    Err...forgive me, but I don't know how to hide my stats behind a Spoiler button. I don't see any icons or controls on the post screen that appear to do that.

    Help?
    Do like this:
    Spoiler:
    hah! isn't that cool?


    No, seriously, just enclose the text in {sblock} these code blocks {/sblock}, but use "[" and "]" instead of "{" and "}".

    I had a hard time figuring that out, but found out how by going to "Help" and "Reading and Posting Messages" - it has the instructions in there. (Edit: Follow this link right to the page.)

    Ozmar the Helpful

  • #13
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    Myrmidon (Lvl 10)



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    ø Ignore jkason
    My communities:

    Midian Rightson

    Spoiler:
    Code:
    Name: Midian Rightson
    Class: Druid 5
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Deity: ????
    
    Str: 12  +1 (4p.)      Level: 5        XP: 6000
    Dex: 14  +2 (6p.)      BAB: +3         HP: 39/39 (4d8+10) 
    Con: 14  +2 (6p.)      Grapple: +4     Dmg Red: -
    Int: 12  +1 (4p.)      Speed: 30'      Spell Res: -
    Wis: 17* +3 (10p.)     Init: +2        Spell Save: -
    Cha: 14  +2 (6p.)      ACP: -0         Spell Fail: -
    
    * +1 @ 4th level
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +2    +0    +2    +0    +0    +0    14
    Touch: 12              Flatfooted: 12
    
                             Base   Mod  Misc  Total*
    Fort:                      4    +2          +6
    Ref:                       1    +2          +3
    Will:                      4    +3          +7
    
    * +4 vs. spell-like fey abilities (Resist Nature's Lure)
    
    
    Action Points: 7/7
    
    Weapon                  Attack*  Damage     Critical
    Shortspear................+4.....1d6+1.........x2
    Shortspear, thrown........+5.....1d6+1.........x2, range 20'
    Shortbow..................+5.....1d6...........x3, range 60'
    
    * Coordinated Strike: +1 competence bonus if Animal Companion attacks same foe this round
    
    
    
    Languages: Common, Elven (Int bonus), Druidic (Druid bonus)
    
    Abilities:
    
    Animal Companion  
    Nature Sense: +2 Knowledge (nature), +2 Survival
    Wild Empathy: +7 (Druid level 5, +2 Cha) (+11 with companion)
    Woodland stride: nonmagical undergrowth does not damage / impair movement
    Trackless Step: No trail / untrackable in natural surroundings
    Resist Nature's Lure: +4 to saves vs. spell-like fey abilities
    Wild Shape 1/day, 5 hours (1 hour/druid level)
    
    Divine spells: 
    Level 0: 5
    Level 1: 4
    Level 2: 3
    Level 3: 2
    Spontaneous cast Summon Nature's Ally to replace prepared spell
    
    
    Feats: 
    Animal Affinity (+2 Handle Animal, +2 Ride)
    Martial Weapon Proficiency (Shortbow) (Bonus Human)
    Coordinated Strike (3rd Level)
    
    
    Skill Points: 30       Max Ranks: 5/2.5
    Skills                   Ranks  Mod  Misc  Total
    Climb......................3....+1....+5*...+9
    Concentration..............7....+2..........+9
    Diplomacy..................4....+2..........+6
    Knowledge:
    ~Nobility/Royalty(cc)......2....+1..........+3
    ~Nature....................6....+1....+2....+9 (+14 w/ Xen'drik herbs / med plants)
    Handle Animal..............7....+2....+2....+11 (+15 w/ companion)
    Ride.......................4....+2....+2....+8
    Spot.......................5....+3..........+8
    Listen.....................5....+3..........+8
    Swim.......................3....+1..........+4
    
    * Ring of Climbing
       
    
    
    Equipment:               Cost  Weight
    
    Water Breathe Scroll x2..1125gp..--
    Wand CLW (50cgs)........750gp....--
    Shortspear................1gp....3lb
    Shortbow.................30gp....2lb
    Arrows (14)...............1gp....3lb
    Leather Armor............10gp...15lb
    Backpack..................2gp...2lb
    Bedroll...................1sp...5lb (on Talbot)
    Fishhook..................1sp...--
    Flint and steel...........1gp...--
    Trail Rations x2..........1gp...2lb
    Torch x3..................3cp...3lb
    Waterskin.................1gp...4lb
    Holly and mistletoe.......--....--
    Traveler's Outfit.........--....--
    Saddle, riding...........10gp...25lb (on Talbot)
    Ring of Climbling
    Empowered Spell Shard (Call Lightning)
    
    
    
    Total Weight:34lbs      Money: 104pp 933gp 9sp 7cp 
    
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                43    86   130   260   650
    
    Age: 20
    Height: 5'9"
    Weight: 180lb
    Eyes: Green
    Hair: Dark Red
    Skin: Tan


    Coordinated Strike
    (Races of the Wild) During any round in which your Animal Companion or Special Mount makes a melee attack, you gain a +1 Competence bonus on your attack rolls against the same opponent.


    Appearance: Midian, for all that he tries, is always a bit disheveled. His hair has a tendency to cowlick. He's grown a beard since he never could manage to shave regularly. His clothes sport random smudges of dirt no matter how recently they were cleaned.

    Background:Midian was supposed to be a paladin. Priam the Righteous, his grandfather, started the line. His was a tale of noble quests and brilliant wars fought in the name of goodness. Midian's father, Rolav Rightson, carried on the fine tradition. Rolav married fellow paladin Verita del Pristien, and together the pair spread good and law with their every breath and smote all evil they came across. Even Midian's older sister, Penance, has heard the calling.

    It's not that Midian didn't try. He enrolled in the School of Chivalric Arts at the University of Wynarn. His way with animals helped him master riding. He showed some promise at archery. He studied his own lineage and that of all the important authority figures whose law he might be called to uphold. But each success was met with its own failure. Heavier armors dragged him down and turned him into a stumbling idiot. Try as he might, he could only get the feel for a handful of simple
    weapons well enough to be effective with them in close combat. And, most importantly, no matter how hard he prayed and focused, he simply couldn't hear the call.

    At least, not the call of the paladin.

    In Midian's third year at university, a visiting professor and druid named Byless Delavert joined the faculty. Midian had intended to take the elf's botany class for some easy filler, but Byless proved a fascinating, charismatic instructor. Midian found himself signing on for animal husbandry with Byless the next session. A few weeks in, Byless pulled the young man aside after class. The way of the paladin would never be Midian's, he declared, but with Byless's help, the elf was certain Midian would make an exemplary druid.

    It was far too late for Midian to change his course of study as far as the university was concerned. If he wanted his degree, it would have to be from the School of Chivalric Arts. So Midian continued, but Byless offered--and Midian accepted--private tutoring in the ways of the druid. He won his degree by the skin of his teeth and a lucky stab with a shortspear in his Advanced Sparring final. His stellar performance in his uncredited druid training, however, was Midian's true point of pride.

    The family Rightson still hopes that one day their youngest member will be gifted with a celestial mount, that his gaze will know evil at a glance and his sword arm have the power to smite that evil. Midian is content to have befriended Talbot, a heavy horse who--like him--hadn't taken to the training of a full-fledged warrior. And he hopes that one day his kin will come to accept the valor of his own, less well-trod path.

    Ape Animal Companion


    Code:
    Name: Garuk
    Race: Ape (animal companion)
    Size: Large
    Gender: Male
    Alignment: Neutral
    
    Str: 21  +5   HD: 4        
    Dex: 15  +2   BAB: +3*       HP: 29/29 (4d8+11)
    Con: 14  +2   Grapple: +12     
    Int: 2   -4   Speed: 30'/Climb 30'     
    Wis: 12  +1   Init: +2      
    Cha: 7   -2   ACP: 0   
    
    * 10' reach     
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +0    +2    +4   -1    +3    +0    14
    Touch: 11              Flatfooted: 12
    
    
    
                             Base   Mod  Misc  Total
    Fort:                      4    +2          +6
    Ref:                       4    +2          +6
    Will:                      1    +1          +2
    
    
    
    Weapon                  Attack   Damage     Critical
    Claws (x2)................+7.......1d6+5.........x2
    Bite......................+2.......1d6+2.........x2
    
    * 10' Reach
    * Attack 1 claw / full attack both claws & bite
    
    
    Abilities:
    
    --Ape--
    * Low-light vision
    * Scent
    
    --Animal Companion--
    1 bonus trick
    BAB as Druid of level = HD
    Good Fort / Ref saves (level = HD)
    Link 
    Share spells (5')
    
    Tricks:
    Base (6 slots for Int 2): 
    Animal Companion Bonus: Defend
    
    Feats: 
    Alertness (species feat)
    Toughness (species feat)
    
    Skills
    Listen +6
    Spot   +6
    Climb  +14
    
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               306    612   920  1840  4600


    Talbot (Animal Companion, dismissed)
    Size/Type: Large Animal (Heavy Horse)
    Hit Dice: 5d8+10 (31 hp)
    Initiative: +2
    Speed: 50 ft. (35 ft. carrying Midian and his gear)
    Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 10, flat-footed 12
    Base Attack/Grapple: +2/+9
    Attack: Hoof -1 melee (1d6+1*)
    Full Attack: 2 hooves -1 melee (1d6+1*)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: —
    Special Qualities: Low-light vision, scent, link, share spells, bonus trick (1)
    Saves: Fort +5, Ref +5, Will +2
    Abilities: Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
    Skills: Listen +5, Spot +5
    Feats: Endurance, Run

    Tricks (standard): Come, Guard, Heel, Stay, Work, Fetch
    Bonus Tricks (2): Track, Down

    Companion benefits:
    +2 HD (+12 HP)
    +2 Skill points from HD (+1 each listen / spot)
    +2 Nat Armor
    +1 Str/Dex
    2 Bonus Tricks
    Link
    Share Spells
    Evasion

    Code:
    Equipment:               Weight  
    
    Bedroll...................5lb
    Saddle, riding...........25lb
    
    Total Weight: 30lb (244lb carrying Midian and his gear)
    
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                200   400   600   n/a  3,000
    * A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage.


    Level Changes Log:
    Spoiler:
    level 5
    Hit Points, level 5 (1d8+2=5)
    4+1(int)+1(human) skill points: 3 Climb, 1 each Handle Animal, Spot, Listen
    Class Ability: Wild Shape (1/day)
    Wild Shape: 5 hours (1 hour/druid level)
    Spells per day:
    0=5
    1=4
    2=3
    3=2


    Level 4
    Hit points = 6+2=8
    + 6 skill points: 1 rank each Concentration, Swim, Know: Nature, Handle Animal, Spot, Listen
    BAB +3 (total)
    Saves: +1 Fort and Will Saves
    Resist Nature's Lure class ability
    +1 Wild Empathy
    +1 Ability Score (Wisdom)
    spells per day:
    0=5
    1=4
    2=3


    Level 3:
    Hit points = 4+2=6
    + 6 skill points: 2 ranks Swim, 2 ranks Concentration, 1 rank Spot, 1 rank Listen
    BAB +2 (total)
    Saves: +1 Ref save
    Trackless Step class ability
    +1 Wild Empathy
    spells per day:
    0=4
    1=3
    2=2
    Bonus Feat: Coordinated Strike


    Level 2: Hit points = 8+2=10

    +6 Skill points:1 rank Knowledge (Nature), 1 rank Handle Animal, 2 ranks Spot, 2 ranks Listen

    BAB (total) +1

    Saves (new base values): Fort +3, Ref +0, Will +3

    New Druid ability: Woodland stride
    Wild empathy +1

    +1 spell per day levels 0 and 1


    Treasure Log
    700gp - loot and reward vs. assassins.

    Spent: 253 gp into group funds for 3 scrolls of water breathing



    Spells Prepared
    Orisons (5, DC 13): Mending, Flare x2, Guidance, Create Water
    1st level (4, DC 14): Detect Snares and Pits, Entangle, Hide from Animals, Pass without Trace
    2nd level (3, DC 15): Barkskin, Bull's Strength, Lesser Restoration
    3rd level (2, DC 16): Call Lightning*, Wind Wall
    * attuned to empowered spell shard
    Last edited by jkason; Tuesday, 17th June, 2008 at 07:24 PM. Reason: New animal companion; Level Up :)

  • #14
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    Novice (Lvl 1)

    Jarval's Avatar

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    ø Ignore Jarval
    Glaw
    Spoiler:
    Male Warforged, 1st Level Ranger
    Deity: None as yet.
    Medium Living Construct.

    Hit Dice: 1d8+3 (11 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+2 Dex, +2 composite plating, +2 shield), touch 12, flat-footed 14
    Base Attack/Grapple: +1/+3
    Attack: +3 battleaxe (1d8+2) or +3 composite longbow (1d8) or +3 dagger (1d4+2) or +3 slam (1d4+2)
    Full Attack: As above.
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Favoured Enemy: Aberrations +2.
    Special Qualities: Track, Wild Empathy +0
    Saves: Fort +5, Ref +4, Will +1
    Abilities: Str 14, Dex 14, Con 16, Int 16, Wis 12, Cha 8
    Skills: Climb +6 (4), Concentration +7 (4), Craft (armoursmithing) +9 (4)*, Hide +6 (4), Jump +6 (4), Knowledge (Nature) +7 (4), Listen +3 (2), Move Silently +6 (4), Spot +3 (2), Survival +5 (4); *+2 bonus from masterwork tools.
    Feats: Track, Wild Talent
    Alignment: Chaotic Good

    Languages spoken: Common.

    Equipment: Explorer's Outfit, heavy wooden shield, battleaxe, composite longbow, 40 arrows, dagger, backpack (grappling hook, masterwork armoursmithing tools, 50' silk rope, 3 sunrods, 3 torches, whetstone), belt pouch (flint and steel, 5 gp, 9 sp, 6 cp). Total weight carried is 49.5 lb.


    Description: Glaw stands six feet tall, his body covered by dull beaten metal. Beneath the armour plating that covers his body are sinews of wood, run through with veins of green and blue crystal. A ridged diamond shot through with crystal is marked on his forehead, an angular stylised drop of water.

    He wears study dull green and brown traveller's clothes, and wide-brimmed brown felt hat. A bow and large axe are slung across his back, a quiver of arrows hangs from his belt, and a battered wooden shield is strapped to his right arm.


    Personality: Glaw is a quiet soul, preferring to observe others than to get involved in the complexities of social interaction. He's usually terse when drawn into conversation, unless the topic turns to the natural world. Then he will expound at length on the habits of various creatures, the majesty of the forests, or the hazards of travel in the untamed wilds of Khorvaire.


    Background: Glaw has no memory of his creation, or training. His first memory is of standing hidden in the undergrowth of a forest clearing, watching the road that passed through it. Somewhat puzzled by this, he stepped out onto the road and followed it to the north. Several days walk, and meeting some very interesting farmers on the way, Glaw found himself in a city that he knew was called Fairhaven. Odd.

    Something drew him to the University, and he gave a name to one of the gatekeepers. He was shown through, given his own room, and told he would start his studies at the University the following day. Odd, but perhaps that is how humans do these things.

    A little over two years have passed since that day, and Glaw is still none the wiser as to his origin. Talking with other warforged, he has found that they all have some knowledge of their creation, but he has made no headway with finding whatever memories he has lost. In all honesty, he is little concerned by this. More important is where he is and what he does now. The past is gone, but the future is still to be shaped...

  • #15
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    Enchanter (Lvl 12)

    Shayuri's Avatar

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    Minnapolis, MN
    Posts
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    I Defended The Walls!

    ø Ignore Shayuri
    My communities:

    Description: In her natural form, Whisper is a tall, slim, statuesque female humanoid who keeps her true face hidden behind a full mask, with only slits for her eyes. She tends to favor clothing that clings to her body without revealing skin, and is fond of grandiose, sweeping capes and cloaks that she can swirl for dramatic effect. She removes the mask only when assuming shapes that are not her natural form.

    Personality: True to her chosen name, Whisper is quiet even when she speaks. Though good-natured and friendly, overall, her trust is hard won. She often prefers listening to talking, and loathes being forced to act before having gathered sufficient information. Whisper rarely displays strong emotions unless it is part of a ruse.

    Spoiler:
    Whisper
    Changeling Sorceror 6

    Strength (STR) 9 -1 1
    Dexterity (DEX) 14 +2 6
    Constitution (CON) 14 +2 6
    Intelligence (INT) 14 +2 6
    Wisdom (WIS) 12 +1 4
    Charisma (CHA) 20 +5 13

    Alignment: Neutral
    AC: 12
    Hit Points: 23/23
    Movement: 30'

    Base Attack Bonus: +3
    Init: +2
    Melee Attack: +2
    Ranged Attack: +5
    Fort: +5 Reflex: +5 Will: +7

    Race Abilities
    Shapechanger subtype
    +2 to save vs sleep and charm effects
    +2 to Bluff, Diplomacy, Sense Motive
    Natural Linguist - All language skills class skills
    Minor Shapechange (Su) - Change appearance as per Disguise Self, only
    changes are real, and do not affect clothing.

    Class Abilities:
    Summon Familiar (raven)
    Spellcasting

    Skills: 16+4+4+4+4+4
    Appraise +5 (0 ranks + 2 int + 3 familiar)
    Bluff +12 (5 ranks + 5 Cha + 2 racial)
    Diplomacy +11 (0 ranks + 5 cha + 4 synergy +2 racial)
    Disguise +15 (0 ranks + 5 cha + 10 shapechange)
    Concentration +10 (8 ranks + 2 Con)
    Knowledge: Arcana +8 (6 ranks + 2 Int)
    Knowledge: Local +7 (4 ranks + 2 Int +1 Feat)
    Knowledge: Nobility +8 (5 ranks + 2 Int +1 Feat)
    Spellcraft +12 (8 ranks + 2 Int + 2 synergy)

    Feats
    1 Education
    3 Extend Spell
    6 Empower Spell

    Languages - Common, Draconic, Goblin

    Spellcasting (Sorc CL 6, DC 15+lvl)
    0 - 6/6, 1 - 8/8, 2 - 6/6, 3 - 4/4
    Known:
    0 Level
    Acid Splash
    Mage Hand
    Prestidigitation
    Message
    Detect Magic
    Light

    1st Level
    Shield
    Magic Missile (3d4+3)
    Charm Person (DC16)
    Protection from Evil

    2nd Level
    Dimension Hop (DC 17)
    Glitterdust (DC17)

    3rd Level
    Manyjaws (DC 18)

    Money - 322

    Weapons -
    Dagger+1, +2 to hit, 1d4, 1lb, 1gp
    Light Crossbow +4, 1d8, 4lbs, 35gp
    Bolts (10) 1lb, 1gp

    Armour -
    None

    Gear -
    Backpack 2 2
    Bedroll 5sp 5
    Ink (1 oz. vial) 8 -
    Inkpen 1sp -
    Waterskin 1 4
    Spell Component pouch 5 2
    Small steel mirror 10 .5
    1 belt pouch 1 .5
    scroll case 1 .5
    6 sheets of paper 2.4 -

    Magicka -
    Artificer's Eye-thing
    Ioun Stone Cha +2
    Vest of Resistance +1
    Arcane Scrolls
    Empowered Spell Shard (magic missile)
    Dagger +1
    Lesser crystal of returning (set in Dagger +1)
    Vestment of Many Styles

    21.5 total
    Last edited by Shayuri; Thursday, 25th June, 2009 at 01:26 PM.

  • #16
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    Novice (Lvl 1)



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    ø Ignore Verbatim

    Patruk Sivid

    Spoiler:

    Patruk Sivid
    Male Human, 1st Level Necromancer
    Deity: None
    Alignment: Lawful Neutral
    Medium Humanoid (Human)

    Hit Dice: 1d4 (6 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
    Base Attack/Grapple: +0/+2
    Attack: +1 dagger (1d4+1) or +2 Light Crossbow (1d6)
    Full Attack: +1 dagger
    Space/Reach: 5 ft./5 ft.
    Special Attacks: N/A
    Special Qualities: Can cast arcane spells; 1 per day can cast Touch of Fatigue, Cause Fear, and Ghost Sound

    Saves: Fort +4, Ref +2, Will +3
    Abilities: Str 12, Dex 14, Con 14, Int 16, Wis 12, Cha 12
    Skills: +6 Concentration (4), +3 Heal (2cc), +7 Knowledge (Arcana) (4), +5 Knowledge (Nobility and Royalty) (2), +5 Knowledge (Religion) (2), +3 Ride (1cc), +4 Search (1cc), +7 Spellcraft (4)
    Feats: Scribe Scroll (class bonus), Summon Familiar (class bonus), Great Fortitude (1st lvl), Necropolis Born (Racial Bonus)

    Languages spoken: Common, Draconic, Gnomish, Dwarvish

    Equipment: Backpack, **3 sunrods, **spellbook (class bonus), **Explorer outfit (free), **waterskin, **trail rations (4 days), **scrollcase, **Blank travel journal, **3 vials of ink, **1 inkpen, Spell component pouch, Quarterstaff, Light crossbow w/20 bolts, Daggers (2). Belt pouch containing 22gp, 9 sp. Total weight carried is 22lb

    **= in backpack

    Spells Known

    0- all except (illusion and enchantment)
    1st- Cause Fear, Chill Touch, Ray of Enfeeblement, Magic Missle, Mage Armor, Shield

    Spells Prepared
    0 – Detect Magic, Read Magic, Light
    1 – Chill Touch, Mage Armor, Magic Missile


    Description: Patruk is a 22 year old man who stands just over 6’0 and while he does not have the most athletic build, he carries his 190 lbs well. He normally wears simple but sturdy breeches tucked into his riding boots, with a white shirt and brown vest completing his outfit. While his skin has a permanent olive tone to it, Patruk is never able to keep a tan for long even though he spends a great deal of his time outside while he studies his classes. His dark black hair has not seen a barber in almost a year and Patruk has taken to wearing a simple leather band to keep it pulled back. Patruk’s blue eyes have a slight gray haze over them that formed shortly after his return from the grave, but while it can be disconcerting to look at, it does not impair his vision in the least.

    History: Professor Camis,

    It has been told to me on numerous occasions that the path I walk will eventually lead me to my damnation, both by friends and teachers alike, but what they do not understand is that while others have a choice, mine has been made for me. I know that you and I have argued the concept of free will and destiny many times, but on the eve of my departing tomorrow, I had hoped to shed a little light through this letter on why it is that I have come to feel as I have. I do hope you will forgive me if I drift from time to time, but it is merely because I have not thought about my family for several years now.

    My parents made a good living for our family breeding and selling horses, both natural as well as magebred stallions. While the coin they earned should have been enough to satisfy the pride that all men are born with, sadly it was not enough to appease them. They sought to further increase their station by molding their children, my older brother, my twin sisters, as well as myself, into the very picture of nobility, however minor it might be. To accomplish this goal, they sent away for the finest teachers in Aundair and let it be known that our upbringing was in their hands, as well as informing us that failure to excel was not an option.

    Can you imagine being a child of eight years being shunned by your parents in the name of increasing your potential? I was not allowed to speak to them, save when Master Thrium wished to display the latest achievement I had reached, nor was I allowed to have extended contact with my siblings. It was as if I had no family, and it seemed I was the only one who noticed these facts.

    My brother took to the art of the sword like a eagle takes to the air, and it was shortly after his fifteenth summer that my father released his tutor of his duties and sent Brius to be formally trained as an officer, as no son of Timoth Sivid would be a common foot soldier.

    Dear sisters Rhea and Lauren were schooled in the arts of song and business respectively. Rhea’s voice was that of an angel’s, and while Lauren did not receive any of mother’s graceful looks, she was a master at all things involving the exchange of currency and the assignment of worth.

    And what was the hope for me, young Patruk? I was to be a priest and bring the favor of the gods upon our land. Ironic isn’t it that one who has long since ceased in believing in a divine power was asked to pay homage to one?

    When it became clear to my parents, through Master Thrium’s pleas not to release him from his duties, that I simply was incapable of achieving a state of enlightenment enough to embrace the glory of the gods, my parents were now faced with a dire predicament. What were they to do with me?

    I was nearing my seventeenth summer, almost a man in their eyes, and suddenly I was at the brink of being useless resource. While the years spent with Master Thrium had given me knowledge in a broad variety of subjects, the man had truly never taught me anything of substance. So, while my parents were once again trying to determine my fate, I decided to do something rash to show them that I was truly more than a pawn in their grandiose chess game and attempted to ride my father’s prize stallion. It was a ride that literally killed me.

    In the few seconds before Demonfyre’s hooves shattered my skull and brought my life to a premature end, I had never felt so alive. The contest between my will and the unbridled chaos of the stallion was unlike anything I had ever experienced. However, while I might have been having the time of my life, I was a stranger in Demonfyre’s eyes and had not earned the right to be upon his back. Although he nearly flipped himself in half to dislodge me, he tossed me aside like a child’s doll and even as I hit the ground, my fate was sealed. Lashing out in his frustration, the stallion’s hooves caught me as I was trying to get out of his way and in a blur of colors, my world turned to black.

    I once had a nursemaid who spoke of the angels who guided the souls of the dead to their homes in the heavens. While I do not know where she had received her information, I know that I personally only remember two things from my experience with death. The chill that still lingers in my bones, and the first sluggish beat of my heart.

    Timoth would never speak of the cost that he had to pay to have me returned, but the price must have been steep, as for the first time in as long as I could remember mother and father did not host their yearly ball. Mother tried to say it was because she was feeling under the weather, but I saw the lie for what it was and felt the accusing stares from the servants in the house.

    Then the dreams began and with them, the sealing of my fate. I would see myself atop the cold marble dais in the family tomb, my head bandaged to hide the severity of my wounds, and although my family and their associates were grieving, I could feel my body calling to me, telling me that there was a power waiting to be unlocked, if only I could do it.

    I withdrew into my chambers and began truly studying the books that Master Thrium had left behind after his release from duty. Mainly they were religious texts speaking on the theological aspects of life and death, but what I needed, what I craved, was the truth behind life’s greatest secret.

    I am saddened to say that my zealous approach into this placed my parents in an even less desirable position than where they were before my death, and subsequent rebirth. The offers of marriage quickly disappeared when my “condition” was passed as gossip among the servants, and when my father asked if I would consider taking some time away from the family home to “find” myself again, I leapt at the chance to escape their velvet walled prison.

    I am not sure what favors my father used to have my admittance to the University of Wynarn, nor do I truly care to be honest, but in my studies here I have come to realize that for every one question I can now answer, four more arise to take its place. I have also come to realize that while my studies do seem macabre, I do not wish to spend my life with corpses as my only companions.
    I have agreed to “study abroad”, as my friends call it, with some of my fellow graduates. While they also do not truly understand what it is I seek, they at least are willing to see beyond the stigma attached to my studies and take me for who I am, not whom people fear I will become. Traveling will also give me a chance to explore how death is treated by the different cultures, and to see if my experience with returning from death’s embrace has been shared by others.

    You must forgive me Professor, but the hour grows late and my candle has nearly burned its course. Before I end this, I wanted to say thank you for your patience over the years and for defending my eccentric ways to those who sought to send me away shortly after I arrived. I know it must have been difficult to defend someone who swore they could feel their blood itself flowing through their veins, but whether you ever believed me or not, it took strength to defend me. I will not forget that.

    I wish you luck with your new students, and should the day come where I can ever assist you, send the summons and I will return.

    Sincerely,
    Patruk Sivid
    Last edited by Verbatim; Thursday, 8th September, 2005 at 10:26 PM.

  • #17
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    ø Ignore Ferrix
    My communities:

    Teivel ir’Torn
    Spoiler:
    Human Swashbuckler 1

    Age: 18
    Gender: Male
    Height: 6’
    Weight: 170lb
    Eyes: Green
    Hair: Coppery-red
    Skin: Fair

    STR: 14 [+2] (6 points)
    DEX: 16 [+3] (10 points)
    CON: 14 [+2] (6 points)
    INT: 14 [+2] (6 points)
    WIS: 10 [+0] (2 points)
    CHA: 14 [+2] (6 points)

    Hit Dice: 1d10 + 2
    HP: 12
    Action Points:
    Armor Class: 17 (10 base + 3 Dex + 4 Armor)
    Initiative: +3
    BAB: +1
    - Melee: +3
    - Ranged: +4

    Speed: 30’

    FORT: +4 (2 Base + 2 Con)
    REFL: +3 (0 Base + 3 Dex)
    WILL: +0 (0 Base + 0 Wis)

    Abilities:
    - Bonus Feat
    - Bonus Skill Points
    - Weapon Finesse


    Feats:
    1st Level
    - Weapon Finesse
    - EWP: Spiked Chain
    - Combat Reflexes


    Skills:
    Balance +7 (4 ranks, +3 Dex)
    Bluff +6 (4 ranks, +2 Cha)
    Jump +6 (4 ranks, +2 Str)
    Sense Motive +4 (4 ranks, +0 Wis)
    Tumble +7 (4 ranks, +3 Dex)
    Diplomacy +6 (4 ranks, +2 Cha)
    Profession (barrister) +2 (2 ranks, +0 Wis)
    Use Rope +4 (1 rank, +3 Dex)
    Climb +3 (1 rank, +2 Str)


    Languages:
    - Common, Draconic, Elven


    Equipment:
    Melee weapons
    -Spiked Chain +4 (2d4+3, 20/x2) (25gp, 10lb)
    -Rapier +4 (1d6+2, 18-20/x2) (20gp, 2lb)
    -Dagger +4 (1d4+2, 19-20/x2) (2gp, 1lb)

    Ranged weapons
    -Shortbow +4 (1d6, 20/x3, 60ft.) (30gp, 2lb)

    Armor
    -Chain Shirt (+4 Armor Bonus, Max Dex +4, ACP -2) (100gp, 25lb)

    Mundane equipment
    -Explorer’s Outfit (-gp, -lb)
    -Signet Ring (5gp, -lb)
    -Identification Papers with Portrait (5gp, -lb)
    -Traveling Papers (2sp, -lb)
    -Backpack (2gp, 2lb)
    -Hammock (5gp, 1lb)
    -Silk Rope (10gp, 5lb)
    -Grappling Hook (1gp, 4lb)
    -Hooded Lantern (7gp, 2lb)
    -Whetstone (2cp, 1lb)
    -Waterskin (1gp, 4lb)
    -Trail Rations -4 days (2gp, 4lb)
    -Oil Flasks -10 (1gp, 10lb)
    -Arrows -40 (2gp, 6lb)

    -Magebred Mule (16gp)
    -Bit and Bridle (2gp, 1lb)
    -Riding Saddle (10gp, 25lb)
    -Saddlebags (4gp, 8lb)

    Weight Carried: lb
    Remain money: 19gp 7sp 8cp


    Description
    A dashing young man, Teivel has a mop of coppery-red hair which seems to have a life of its own, despite how often he gets it cut. With a sharp bone structure in his face, large green eyes and fair skin, he cuts a fine figure for the ladies in his finely tailored breeches and tunic, his cape swishing behind him.

    Personality
    Teivel ir’Torn has the wit about him, a sharp tongue, quite the manner for banter and a torrid fascination with hounding the attractive freshman at the Wynarn University. Always a play on the lips and a dashing smile, Teivel knows a bit of this, a bit of that, mostly because his parents forced it upon him to be raised proper. He had none of that in his youth, fed up they sent him to Wynarn to learn to channel his sharp knack for convincing others into the courts. Having slacked through his studies, joined the dueling club of which he promptly became the president in his second year, he prefers his unorthodox chain to the fanciful rapier. His studies complete, he would prefer not to go home and show his parents the lack of attention he gave to the money they spent on him.

    Background
    Last edited by Ferrix; Friday, 2nd September, 2005 at 08:03 AM.
    Lindy hopper, popper, dancer, philosopher, gamer, fledgling capoeirista, so on... so forth

    Quote Originally Posted by Wrahn
    You sir, have a talent for finding loopholes.
    The real hero is always a hero by mistake; he dreams of being an honest coward like everybody else.
    -Eco

    When one loses the deep intimate relationship with nature, then temples, mosques and churches become important.
    - J. Krishnamurti


    http://www.enworld.org/ennies/images...ini_banner.gif

  • #18
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    ø Ignore Prof Yeti

    Jaron Dain

    Basic Stats and Abilities
    Spoiler:
    Human Paragon 1/ Wizard 1
    Exp Points – 1,000
    Medium Humanoid (Human)
    Alignment: Neutral Good
    Deity: Aureon
    Home Region: Passage, Aundair
    Height: 5’10”
    Weight: 156 lbs.
    Hair: Blonde
    Eyes: Green (Dark)
    Age: 20
    Skin: Caucasian

    Action Points: 6

    Point Buy Level – 36

    Str: 10 (+0) [2 Pts]
    Dex: 16 (+3) [10 Pts]
    Con: 11 (+0) [3 Pts]
    Int: 16 (+3) [10 Pts]
    Wis: 13 (+1) [5 Pts]
    Cha: 14 (+2) [6 Pts]

    Class Features/ Racial Abilities – Human Traits (+4 Skill Points at 1st Level, +1 Skill Point/ Level, Bonus Feat at 1st Level), Light Armor Proficiency, Martial Weapons Proficiency [Longbow], Simple Weapons Proficiency [All], Arcane Spells, Familiar [Monkey - Torg]

    Hit Dice: 8 [d8], 3 [d4] + 0 [Con]
    HP: 11
    AC: 13 (+3 Dex), Touch – 13, Flat Footed – 10
    ACP: N/A
    Initiative: +3 (+3 Dex)
    Speed: 30 Ft.

    Saving Throws –
    Fort: +0 [Base +0/ Con +0]
    Ref: +3 [Base +0/ Dex +3]
    Will: +4 [Base +4/ Wis +1]

    BAB - +0 [Base Melee – +0/ Base Ranged – +3]
    Melee +0 [Light Mace – 1d6/ 20 x2/ B]
    Melee +0 [Dagger – 1d4/ 19-20 x2/ 10 Ft./ S or P]
    Ranged +3 [Longbow – 1d8/ 20 x3/ 100 Ft./ P]

    Skill [Points ((4+3) x4)+4=32]
    Climb +6 [3 Ranks/ +0 Str/ +3 Familiar]
    Concentration +1 [1 Ranks/ +0 Con]
    Craft (Alchemy) +4 [1 Ranks/ +3 Int]
    Decipher Script +6 [3 Ranks/ +3 Int]
    Diplomacy [AL] +6 [4 Ranks/ +2 Cha]
    Jump +3 [3 Ranks/ +0 Str]
    Know – Arcana +7 [4 Ranks/ +3 Int]
    Know – History +4 [1 Ranks/ +3 Int]
    Know – Nature +4 [1 Ranks/ +3 Int]
    Know – The Plane +4 [1 Ranks/ +3 Int]
    Listen +4 [3 Ranks/ +1 Wis]
    Search +6 [3 Ranks/ +3 Int]
    Sense Motive +4 [3 Ranks/ +1 Wis]
    Spellcraft +4 [1 Ranks/ +3 Int]
    Spot +4 [3 Ranks/ +1 Wis]
    Swim +3 [3 Ranks/ +0 Str]

    AL = Denotes Adaptive Learning Skill

    Feats –
    1st – Point Blank Shot
    Bonus Human Feat – Precise Shot
    Bonus Wizard Feat - Scribe Scroll

    Languages: Common, Elven, Draconic, and Gnomish

    Magic
    Spoiler:

    Spells Per/Day
    DC 13+ Spell Level
    0 Lvl – 3, 1st Lvl – 1+1

    Spells Memorized
    0 Lvl – Detect Magic, Mage Hand, Prestidigitation
    1st Lvl – Color Spray, Magic Missile

    Spell Book
    0 - Lvl
    Acid Splash
    Arcane Mark
    Dancing Lights
    Detect Magic Daze
    Detect Poison
    Disrupt Undead
    Flare
    Ghost Sounds
    Light
    Mage Hand
    Mending
    Message
    Open/Close
    Prestidigitation
    Ray of Frost
    Read Magic
    Resistance
    Touch of Fatigue

    1 - Lvl
    Color Spray
    Comprehend Languages
    Feather Fall
    Identify
    Magic Missile
    Shield


    Familiar
    Spoiler:

    Name: Torg
    Type: Monkey
    Hit Dice:2
    Hit Points:8
    Initiative: +2
    Speed: 30', Climb 30'
    Armor Class: 15
    ~ Touch: 14
    ~ Flat-Footed:13
    Base Attack/Grapple: +0/ -12
    Attack: Bite +4 (1d3-4)
    Full Attack: Bite +4 (1d3-4)
    Space/Reach: 2-1/2 Ft./ 0 Ft.
    Special Attack: N/A
    Special Quality: Low-Light Vision, Darkvision 60', Alertness, Improved Evasion, Share Spell, Empathic Link, Master Bonus (Climb +3)
    Saves –
    ~ Fort: +2
    ~ Ref: +4
    ~ Will: +5
    Abilities –
    ~ Str: 3
    ~ Dex: 15
    ~ Con: 10
    ~ Int: 6
    ~ Wis: 12
    ~ Cha: 5
    Skills: Balance +10, Climb +10, Hide +10, Listen +4, Spot +4
    Feats: Weapon Finesse

    Equipment
    Spoiler:

    Wearing/ Carrying at hand

    Black Explorer Outfit (0) [Free]
    Light Mace (4 lbs) [5 Gp]
    Dagger (MW) (1 lbs) [302 Gp]
    Dagger [x2] (2 lbs) [4 Gp]
    Longbow (3 lbs) [75 Gp]
    Quiver of Arrow [14] (3 lbs) [1 Gp]

    Money Pouch 33 Gp, 8 Sp, 2 Cp (0.5 lb) [1 Gp]
    In or on Containers
    Bandoleer (MW) (0.5 lb) [5 Gp]
    ~ Flint/ Steel (0) [1 Gp]
    ~ Whetstone (1 lb) [2 Cp]
    ~ Chalk [x10] (0) [1 Sp]
    ~ Candle [x6] (0) [6 Cp]
    ~ ID Papers (0) [5 Gp]
    ~ Travel Papers (0) [2 Sp]
    ~ Papers - Noble Qui (0) [0]

    Haversack (2 lbs) [2 Gp]
    ~Spellbook (3 lbs) [Free]
    ~Water Skin (4 lbs) [1 Gp]
    ~Rations (1 lbs) [5 Sp]
    ~Scroll Case (0.5 lb) [1 Gp]
    ~Sun Rod (x4) (4 lbs) [8 Gp]
    ~Quiver of Arrows (3 lbs) [1 Gp]

    Mule (N/A) [8 Gp]
    ~Bit and bridle (1 lb) [2 Gp]
    ~Pack Saddle (15 lbs) [5 Gp]
    ~Feed (x2) (20 lbs) [1 Sp]
    ~Water Skin (x3) (12 lbs) [3 Gp]
    ~Rations (x7) (7 lbs) [3 Gp, 5 Sp]
    ~Explorers Outfit (x2) (16 lbs) [20 Gp]
    ~Bedroll (5 lbs) [1 Sp]
    ~Quiver of 20 Arrow (x2) (6 lbs) [2 Gp]
    ~Silk Rope (50’) (x2) (10 lbs) [20 Gp]
    ~Grappling Hook (x2) (8 lbs) [2 Gp]
    ~Scroll Case (0.5 lb) [1 Gp]
    ~Sun Rod (x4) (4 lbs) [8 Gp]
    ~Sack (x3) (1.5 lbs) [3 Sp]

    Total Carried – 32.5 lbs Light Load (Mule Load – 133.5 lbs Light Load)

    Total Money –
    33 Gp, 8 Sp, 2 Cp


    Appearance – Jaron is a Human male of average height and weight, approximately 5’10” and 156 lbs. His build is best described as wiry, like someone who spends much of his time running. With features that are somewhat sharp, but well proportioned, they give him a look that is both pleasant and intense. His hair is blonde almost to the point of looking white, worn long and reaching to his shoulder blades, while he wears a goatee he is meticulously groomed most of the times. But the most striking feature is his eyes, a dark green, which seem equally adept at conveying comfort and menace.

    He normally wears an outfit most accustom to those that spend their time exploring, consisting of a shirt, vest, pants, and knee high boots. His outfits are normally loose but not baggy, to maximize comfort without affecting his movement. The vest, pants, and boots are made from black Guar (lizard) hide known for its waterproof qualities. His shirts are normally dyed a dark green to match his eyes and made of cotton for comfort and durability. When the weather is not prohibitive he commonly wears a hooded robe of simple black with blue trim.

    Dain is known to carry a light mace, as well as a daggers tucked into both boots, with a third dagger sheathed on his left side. At times he is also known to carry a Longbow, with a quiver over his back for a left-hand draw. For ease with smaller objects he is known to wear a bandoleer usually crossed from left shoulder to right hip. His final common item is one that he acquired only recently, but has become a staple of his attire. It is a rather simple looking leather haversack dyed a deep black with metal bits dulled.

    Personality – If there were just one word to describe Jaron Dain, it would be “Driven”. He is known as a friendly and jovial person, that is easy to get along with and a font of knowledge just for the asking, and sometimes even if you don’t. But if he has a task at hand to focus on he does just that no matter the obstacles set before him.

    Background –
    Spoiler:

    Jaron Dain was born in the nation of Aundair, or more specifically the city of Passage.
    His father is Gerent Dain, an expatriate Sorcerer and defector from Korth in Karrnath, now the owner and proprietor of the Dragon’s Moon Inn in Passage. His mother is Vila Moran Dain, an Artificer native to Passage in Aundair, and an equal to her husband in every sense. Jaron’ family also includes two younger siblings, a brother named Arvin (Age – 18), and a sister named Serena (Age – 16).

    From a very early age Jaron listened to the tales of the war with an intellect far beyond his years. At his fathers knee he began to see that the costs were far more that the benefits to any person or country. And for all the bravery, nobility, and sacrifice of some just as many reveled in the brutality and wanton destruction. While always a good-hearted child the lessons learned help solidify the traits that would mold the man Jaron would become in later days. At the same time he heard the tales of far away lands from couriers of House Orien. And these held much more fascination for the boy. He dreamed of one day seeing the halls of the Dwarves of Mror, or the dinosaur rode by the Halfling of Talenta.

    But it wasn’t until his 14th year that things began to change and his dreams came closer to reality. Because it was at this time that a curious Gnome, called Gorman Fradus, moved into the Inn. Almost immediately Jaron became enthralled by his stories and seemingly endless knowledge. Hardly a day went by that the two could not be found pouring over one of the Gnomes many books. Until after two years Gorman suddenly announced it was time for him to leave Aundair, and return home to Zilargo. But before leaving he gave Jaron two items to remember him. The first was a puzzle box (but that is for another time) but the second held something far more precious for the boy. It was a letter of acceptance to the University of Wynarn.

    For Jaron it was a dream come true, and he promised Gorman that he would make him proud. So for the last four years he poured over old books and learned languages of various races. Until after graduation he finds himself with the problem of so many who have a similar dream, “Where do I go first?”


    Thoughts on Fellow Students
    Spoiler:

    Ozmar: Boromar - Warforged Scout
    Spoiler:

    Boromar is the first Warforged that Jaron has had a chance to get to know. And he has enjoyed the opportunity very much. Luckily he has also been able to learn a bit of woodcraft from him as well. His take on the world is fascinating.

    Bront: Johan d'Deneith - Human Paladin
    Paladins were never frequent customers of his families Inn but many of the ones he saw took themselves much to serious. Johan though seems a bit more personable.

    jkason: Midian Rightson - Human Druid
    I was always fascinated by his magic and seemingly magical rapport with animals. But then I probably frayed a few nerves with my constant questions.

    ShaggySpellsword: Tel Montayne - Half-Elf Ranger
    Probably spent the most time with Tel in combat practice, but I still don’t seem to have half his ability. He taught me some good lessons, though mostly by example. And while not a noble like Johan or Teivel, he has a nobility all his own.

    Jarval: Glaw - Warforged Ranger
    When I first saw Glaw I thought what luck, but he seems quiet and introspective. And while I hope to have more time to get to know him, we just don’t have much in common. But like so many of my other classmates I am in awe of their skill related to woodlore.

    Ferrix: Teivel ir'Torn - Human Swashbuckler
    Now this is someone I can understand. And while I am not quite the womanizer he is, I enjoy the fact he rarely finds a party he doesn’t like. He has a flair for combat that I would really like to learn more of in the future. But he just seemed to have far more knowledge in the combat arts.

    Verbatim: Patruk Sivid - Human Necromancer
    While I admit some reservations about his chosen area of magical study, in other ways he was always ready to speak on his studies. The world of magical studies is definitely one that I would like to learn more of in the future. And while some find him odd his drive to understand his chosen vocation is something I can easily understand.

    Krug: Plonk - Gnome Artificer
    Plonk can make things that both fascinate me, as well as, hold a bit of fear. He is one of the most personable people I have found. And his drive and thirst for knowledge are something I can relate to easily.

    Primus: Kala Moonsight - Shifter Druid
    Female, beautiful, in an exotic way, someone I would like to get to know better. Of course this is as her more bestial nature also makes me leery. Since I have had little time around her it seems best to take things slow. If there were a woman not to be trifled with, it would be her.

    Shayuri: Whisper - Changeling Sorceress
    Whisper, while not the first changeling I have known, seems to have their ability to feel both mysterious and fascinating. And while she seems to prefer to be alone I have always enjoyed her company.

    SelcSilverhand: Vhir Leraek - Human Spirit Shaman
    Some of the funniest moments I remember from my time is watching Johan and Vhir interact. If ever there could be two people that were opposites these are them. But again I always fund our talks about magic and the spiritual very enlightening.
    Last edited by Prof Yeti; Tuesday, 30th May, 2006 at 02:49 PM. Reason: Updated for Restart

  • #19
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    ø Ignore Mista Collins

    Seria ir'Taynath

    STAT BLOCK:
    Spoiler:
    Seria ir'Taynath
    Female Human, 4th Level Rogue
    Alignment: NG
    Deity: None
    Hometown: Passage, Aundair
    Action Points: 6
    Medium Humanoid (Human)

    Hit Dice: 4d6 (17 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+3 Dex, +5 armor, +1 Deflection), touch 14, flat-footed 16
    Base Attack/Grapple: +3/+3
    Attack: +6 light crossbow (1d8), +4 MW rapier (1d8) or +3 dagger (1d4)
    Full Attack: +6 light crossbow (1d8), +4 MW rapier (1d8) or +3 dagger (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak Attack +2d6
    Special Qualities: Trapfinding, Evasion, Urban Tracking, Uncanny Dodge, Trap Sense +1
    Saves: Fort +1, Ref +7, Will +3
    Abilities: Str 10, Dex 17, Con 10, Int 16, Wis 14, Cha 14
    Skills: Bluff + 7(5), Diplomacy +12(5), Disable Device +10(7), Gather Info +13(7), Hide +10(6), Intimidate +10(6), Knowledge(local) + 9(6), Listen +9(5), Move Silently +10(6), Open Lock +10(7), Search +12(7), Sense Motive +9(7), Sleight of Hand +10(5), Spot +9(5)
    Feats: Investigator, Urban Tracking, Alertness
    Alignment: Neutral Good
    Current XP: 6,000 XP

    Languages spoken: Common, Gnome, Elven, Dwarven

    Equipment:
    Glamerweave Traveler's Outfit, Ring of Protection +1, Mithril Chainshirt +1, Leather Armor, Light Crossbow (10 Bolts), 20 Sleep Bolts, Dagger, Backpack, Thieves' Tools, Ink (1 oz. vial), Inkpen, Sealing Wax, Scroll Case with 10 Sheets of Parchment, Signet Ring, Belt pouch containing 210 pp, 7sp, 10cp. Total weight carried is 30.5/33lb.


    DESCRIPTION:
    Spoiler:
    The woman in front of you has a warm smile and blue eyes that are framed by blonde hair covered by a white trilby hat brandishing several yellow feathers from what must be Aundairian Goldfinches. The fabric of her clothing seems to shift between shades of white and yellow and is very hard to describe, yet it is very striking and strangely beautiful. Underneath her traveler's outfit though is a suit of leather armor that seems to be brand new and never worn. Tucked behind her belt is a dagger appearing more a decoration than a weapon, as it matches her clothing and its shades of yellow and white. Slung across her back is a backpack that seems to be carrying everything she needs. In her left hand is a light crossbow that has yellow and white ribbon tied to the end of the tiller. The quiver hangs from her belt.

    The woman stands no taller than 5'6" and no heavier than 125lbs. She has a look of innocence as her eyes take everything thing around her, even the detail of your clothing. With a chuckle and a smile she extends her right hand wearing a signet ring depicting three Aundairian Goldfinches flying above a vineyard, also known as the seal of House ir'Taynath. She introduces herself as Seria ir'Taynath, eldest daughter of Devon and Feintia ir"Taynath of Passage.


    PERSONALITY:
    Spoiler:
    Very observant and detail orientated, Seria is always seeking the facts and the truth. She does not jump to conclusions as often as others because she likes to think things through thoroughly after many facts are collected. As an intelligent woman, Seria enjoys discussions on many subjects, even those she is not familiar with or knows very little about. She strives her best to always wear a smile. Seria has a warm personality and is easily to get along with.


    BACKGROUND:
    Spoiler:
    Life for Seria has been pretty easy and enjoyable so far. As part of the ir'Taynath family in Passage, she was able to enjoy the finer things in life because of her family’s financial situation. Because Devon ir'Taynath had enough wealth to pay tuition for all his children to attend the University of Wynarn, Seria was lucky enough to receive the education she did.

    With an interest in criminal behavior, investigation and the laws of Khorvaire, Seria decided to study as much as she could on these subjects. Studying hard and staying focused helped Seria graduate just short of having perfect grades in all her courses and ranked fifth overall in her graduating class. One of Seria ir'Taynath's favorite courses was The Sociology and Psychology of Deviant Behavior taught by Jurian d'Tharashk. Seria worked really hard to obtain high marks in Jurian d'Tharashk's course and he took notice. Jurian d'Tharashk became a mentor to Seria and she spent much time in his office after lectures discussing many subjects dealing with criminal organizations and spy networks.

    On the day of graduation Jurian d'Tharashk mentioned that House Tharashk was sponsoring some students to help them investigate some reports and that I should talk to Master Fedal or Noble Qui ap'Gwyddi of House Tharashk. First reporting to Master Fedal, Seria discovered a group of students have already been sent and her name was supposed to be recommended also.

    Already behind, Seria decided to visit Noble Qui ap'Gwyddi and see if he had any information on where she could meet up with the others. After some searching she discovered the situation at the Golden Caravel tavern. Following leads and information gathered from patrons of the tavern Seria was able to track them to the sewer entrance they entered. Knowing that she would be in danger if she followed them down there and not having anyone but herself to rely on, Seria decided to sit and wait for them to come back.

    And so she waits.....


    CLASSMATES:
    Spoiler:

    Bront: Johan d'Deneith - Human Paladin
    Coming from a wealthier family, Johan and Seria have quite a bit in common. Seria can remember a few times where Johan tried to convince her to tutor him in one of his classes. Luckily Seria has heard many of the stories and saw the truth in some. He has a free spirit personality that Seria finds comforting, but only when others are around.

    jkason: Midian Rightson - Human Druid
    Only having the course Customs of Khorvaire together their second year at university, Seria has little personal experience with Midian. She slightly remembers a few conversations and discussions after class on different food styles across the Five Nations. Midian once told her he was going to become a paladin just like his father and his father's father. She sensed the lack of self-confidence in his voice and thought to herself that she hopes he finds some other path for his own sake of self-assurance.

    Ferrix: Teivel ir'Torn - Human Swashbuckler
    Someone Seria knows very little about. He slacked off in many of his classes, but she heard about his ability with a chain. This was something she found fascinating. Other than the fact that he resents his family, she doesn't know enough of Teivel judge his personal worth and character.

    Primus: Kala Moonsight - Shifter Druid
    One of the only few Dreamsight shifters at the University of Wynarn, Seria has heard tales of her wild personality. Seria wishes she could have had the opportunity to have a course with Kala and get to know her. Oh the conversations they could have and the questions she would ask!

    Shayuri: Whisper - Changeling Sorceress
    Whisper and Seria had a few classes together dealing with laws and customs of different nations. Seria recalls a few nights going over assignments where she would do all the talking and Whisper would remain silent. Those were some weird study sessions. It is hard to keep a conversation with someone who doesn't speak all that often. Seria is looking forward to traveling with Whisper again.

    Prof Yeti: Jaron Dain - Human Paragon/Wizard
    Jaron was a student Seria got along with on many levels. Being both were from Passage, they would spend many days hanging out and talking about the different sights. It took sometime before Seria realized that Jaron was the son of Gerent Dain, who owns the Dragon’s Moon Inn. Jaron's dedication to his education was just the same as Seria's, if not more. She admired this in the man. She was ecstatic when she heard that Jaron was to be part of the group offered a job with House Tharashk.


    level advancement

    3rd level Advencement
    Class: Rogue
    +1 BAB
    +1 to Fort, Will
    Sneak Attack +2d6
    Trap Sense +1
    Hit Points: +5

    Feat: Alertness

    Skill Points: 12
    +1 ranks to: Gather Info, Knowledge(local), Open Lock, Search, Sense Motive
    +3 ranks to: Sleight of Hand
    +4 ranks to: Intimidate

    4th level Advencement
    Class: Rogue
    +1 BAB
    +1 to Reflex
    Uncanny Dodge
    Hit Points: +2

    +1 to Dex

    Skill Points: 12
    +1 ranks to: Gather Info, Open Lock, Search, Sense Motive, Hide, Move Silently
    +2 ranks to: Intimidate, Disable Device, Sleight of Hand
    Last edited by Mista Collins; Wednesday, 6th February, 2008 at 11:02 PM. Reason: added equipment

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