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Tuesday, 6th June, 2006, 11:31 AM #1
Novice (Lvl 1)
The Last Gods RG - The Candlelight Avengers
Ok then! Members of The Candlelight Avengers should post their PCs here.
I'll do all the rolling but please post relevant stats in an OOC note or sblock. If using sblocks can you please address them? I don't want to mistake a sblocked sig for an OOC note (or vice versa).
I'll post any relevant game notes here and let you know if something changes in the OOC thread.
The Last Gods - The Candlelight Avengers OOC
The Last Gods - In Game - The Candlelight Avengers
Code:The Last GodsThe night air is chilly, but the crackling fire you've started warms your bones comfortably. Crickets chirp, and you smile up at the stars, glad for the quiet evening. There is a loud roar, and you are blinded momentarily as the campfire suddenly surges up into the air. The flames split down the middle, revealing an abyss that leaches the warmth from your soul. Out of this hellish place stumbles a black-cloaked figure clutching a sythe. Quickly you reach for your weapons. The strange apparition staggers for a moment. Then, gathering its strength, it pulls back the hood on its cloak. Beneath is a blackened skull with stars for eyes. "I am Azrael, Lord of the Undead" it hisses. "Or rather, I will be Azrael, after time itself has died." Even as Azrael speaks, decay begins to eat away at its body, and the god shudders. Holding one arm up to watch as tiny fissures form in its bones, the deity sighs, "Ah, sweet Entropy, come to claim me at last." Its gaze sweeps back to you. "But no, not just yet. First, I must set events in motion." Weakness begins to overcome Azrael, and it sinks to one knee. "Long ago, I became the most powerful of all the gods, in spite of my enemies' efforts to stop me. Delirious with power, I destroyed the other gods and eventually fell to feasting upon the souls of their worshippers. After devouring every living creature, I consumed the planets and, eventually, the stars themselves, until I was left alone, in darkness." The god struggles to finish its message as its bones turn to dust and blow away, "Unexpectantly, I felt remorse for what I had done. I grieved for the universe I had destroyed, but I lacked the power to recreate it. So, I have come to you, to beg you to do what I cannot." Azrael reaches into his cloak and produces a leather sack. "Take these items and use them." As Azrael dissolves, it gasps out, "Kill me tonight, or tomorrow will never dawn." All that remains is a pile of dust and a leather bag.PC Creation
Members of The Candlelight Avengers Bront - Human Scout(CV) 4/Swashbuckler 3/Dualist 3 (Damien Dulane) Isida - Human wu jen 6 (Complete Arcane)/candle caster 4 (Tome and Blood) (Kori Miron) Ringojim - Elven Sorceror 10 (Athear Caesin Liadon) Rystil Arden - Elan Psychic Warrior 8 / Illithid Slayer 2 (Jharvym) Ferrix - Human Knight 10 (Lord Knight Turin of Vo Mimbre) Lord Raven88 - Dwarven Fighter 1 / Wizard 6 / Runesmith 1 / Geometer 2 (Azrim Stonesplitter) Fenris - Human Fighter 1/Cleric of Kord 9 (Kerin Ke’larn)
Last edited by D20Dazza; Wednesday, 7th June, 2006 at 12:25 PM.
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Tuesday, 6th June, 2006, 11:59 AM #2
Acolyte (Lvl 2)
Appearance: Jharvym is a pale red-haired man whose lithe body ripples with muscle. Often, he sports wicked-looking claws and a mouth full of sharp fangs when he cannot hold his inner beast in check.Code:Name: Jharvym Class: Psychic Warrior 8 / Illithid Slayer 2 Race: Elan Size: Medium Gender: Male Alignment: CG Deity: XXXX Str: 18 Level: 10 XP: XXXX (45000?) Dex: 18 BAB: +8 HP: 72? (10d8+20) Con: 14 Grapple: +12 Dmg Red: XX/XXXX Int: 13 Speed: 40' Power Res: XX Wis: 22 Init: +4 Power Save: +6 Cha: 6 ACP: -0 Power Fail: XX% Base Armor Shld Dex Size Nat Defl Total Armor: 10 +8* +0 +4 +0 +2 +1 25 Touch: 16 Flatfooted: 21 *Inertial Armour, which is usually active for 10 hours per cast, but can be dispelled Base Mod Misc Total Fort: 6 +2 +3 +11 Ref: 2 +4 +3 +9 Will: 5 +6 +3 +14 Weapon Attack Damage Critical Claws of the Beast +12/+12 Xd6+4* 20/x2 Bite of the Wolf +7 2d8+2 20/x2 XXXX +X XdXX+X XX-XXxX *The damage from the claws depends on how many PP he spends. Typically, it will be 4d6 (full expenditure), 3d6 (cheap version), or a bit more if he uses Expansion. Languages: Common, Illithid Abilities: Elan Racial Abilities: -2 Charisma Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Medium: As Medium creatures, elans have no special bonuses or penalties due to their size. Elan base land speed is 30 feet. Elans (unlike most aberrations) do not have darkvision. Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends. Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours. Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Elans’ past lives expose them to wide ranges of language. Favored Class: Psion. Level Adjustment: +0. Psychic Warrior Class Abilities: Power Points: 52 Psionic Powers: 1-Expansion, Bite of the Wolf, Claws of the Beast, Vigour, Inertial Armour, Biofeedback 2-Hustle 3-Claws of the Vampire, Dimension Slide 4 Bonus Feats: Illithid Slayer Class Abilities: Favoured Enemy +2 (Illithid) Enemy Sense (Illithid)--can sense Illithids in 60 feet Brain Nausea--must make a Will saved DC 17 to eat his brain Other: Feats: 1st: Track 1st (PsyWar): Overchannel 2nd (PsyWar): Combat Reflexes 3rd: Combat Expertise 4th (ATB): +1 Wis 5th (PsyWar): Dodge 6th: Improved Natural Attack (claw) 8th (PsyWar): Metamorphic Transfer 8th (ATB): +1 Dex 9th: Karmic Strike Skill Points: 39 Max Ranks: 13/6.5 Skills Ranks Mod Misc Total Autohypnosis 13 +6 +19 Concentration 13 +2 +15 Knowledge(Psi) 7 +1 +8 Listen 3 +6 +9 Survival 3 +6 +9 Equipment: Cost Weight Boots of Striding and Springing 5500 Circlet of Wisdom +4 16000 Ring of Protection +2 8000 Bracers of Natural Armour +1 2000 Amulet of Health +2 4000 Cloak of Resistance +3 9000 Belt of Strength +2 4000 Gloves of Dexterity +2 4000 Total Weight:XXlb Money: 250pp XXgp XXsp XXcp Lgt Med Hvy Lift Push Max Weight: XXX XXX XXX XXX XXX Age: 149 (appears 22) Height: 5'7" Weight: 122lb Eyes: Green Hair: Red Skin: Pale
Background: Jharvym was a normal lad who grew up in a loving family with his sister and doting parents...at least until the illithids attacked. He watched his mother's brain sucked out in front of him, and his father's body explode with psionic force as he tried to protect his children. Presumably, his sister met a fate just as gruesome. But the illithids knew that young Jharvym had psionic potential, so they enslaved him completely to their will and kept him as a servant and a budding gourmet dinner, as fully developed psionic minds are the most delicious of all. Thankfully for Jharvym, his illithid master was slaughtered by a mixed group of elan and githzerai that had sworn to defeat the strong illithid presence for their own reasons. He used his guise as a dominated servant to plunge his claws into another illithid's brain while it wasn't expecting an attack, creating interest in his powers from both the githzerai and the elan. At the end of the battle, the githzerai offered to train him in the discipline of Zerthimon, and the elan offered to make him as a god among men. Intrigued by the more human-seeming elan, he decided to take them up on their offer, and he was forever changed, becoming a creature ironically far less human than a githzerai. He is haunted by his dual existence, and due to the lack of discipline that the githzerai might have offered, he is not always able to control the bestial impulses within him. An outcast from polite human society, Jharvym isn't a saint, and his ways of thinking are sometimes alien, but in the end, what he wants most of all is to protect the other children of the world from the evil ones who would shatter their innocence...that and perhaps some day, find a place where he can fit in, and find someone who loves him like his family once did. This latter, the young elan would never admit to anyone.
Last edited by Rystil Arden; Wednesday, 21st June, 2006 at 05:03 PM.
Tuesday, 6th June, 2006, 12:06 PM #3
Acolyte (Lvl 2)
Appearance:Code:Name: Damien Dulane Class: Scout(CV) 4/Swashbuckler 3/Dualist 3 Race: Human Size: Medium Gender: Male Alignment: CG Str: 14 +2 (14) Level: 10 XP: 55,000 / 66,000 Dex: 19 +4 (15) BAB: +9 HP: 78 / 78 (4d8+6d10+92) Con: 14 +2 (14) Grapple: +10 Dmg Red: XX/XXXX Int: 16 +3 (16) Speed: 50' Spell Res: XX Wis: 9 -1 (9) Init: +7 Spell Save: +X Cha: 12 +1 (12) ACP: -0 Spell Fail: XX% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +4 +0 +7 +0 +2 +2 25* Touch: 19 Flatfooted: 18** *Mobility and Improved Mobility each add +4 **Uncanny Dodge Base Mod Misc Total Fort: 5 +2 +2 +9 Ref: 8 +4 +2 +14 Will: 3 -1 +1 +3 Weapon Attack Damage Critical Rapier +1 of Frost +14 1d6+1d6C+3* 18-20x2 Longbow +1 +14 1d8+3 20x3 Dagger +13 1d4+2* 19-20x2 *+3 from Insightful Strike Languages: Common, Elven, Draconic Abilities: Human Racial Abilities: - +1 Skill Point per level - Bonus Feat: Dodge (Choice) Scout Class Abilities: - Skirmish (+1 AC, +1d6 Dmg if moved more than 10') - Trapfinding - Battle Fortitute +1 (Fortitute and Initiative bonus) - Uncanny Dodge - Fast Movement +10' - Trackless Step - Bonus Feat: Spring Attack (Choice) Swashbuckler Class Abilities: - Bonus Feat: Weapon Finesse - Grace +1 (Compitence Bonus to Ref save) - Insightful Strike (Add Int bonus to damage on finesse weapons) Dualist Class Abilities: - Canny Defence (Int bonus added to Dex Bonus, max 1/Dualist Level unarmored) - Improved Reaction +2 (Initiative) - Improved Mobility (+4 vs AoO moving out of Threatened Squares) Other: - Fighting Defensively/Full Defense +3/+6 due to Tumble Feats: Human: Dodge (+1 Dodge AC vs 1 Opponent) 1st: Mobility (+4 AC vs Movement AoO) 2nd (Swashbuckler): Weapon Finesse (Dex with some Melee weapons to hit) 3rd: Quickdraw (Free action to draw or shethe a weapon, no AoO) 4th (ATB): +1 Dex 6th: Combat Intuition (Cv) - (Free action to assess opponent, +1 to Hit vs Melee Opponent attacked Previous round) 7th (Scout): Spring Attack 8th (ATB): +1 Dex 9th: Elusive Target (CW) (Tactical) - Negate Power Attack (Vs Dodge Opponent, Penalty still applies) - Diverting Defense (Dodged flanker misses 1st attack, may hit other flanker) - Cause Overreach (Free trip if missed by AoO from movement from threatened square) Skill Points: 132 Max Ranks: 13/6.5 Skills Ranks Mod Misc Total Balance 8 +4 +2 +14 Bluff 12 +1 +13 Climb 7 +2 (+2) +9(11) Diplomacy 9 +1 +4 +14 Disable Device 9 +3 +12 Escape Artist 5 +4 (+2) +9(11) Hide 8 +4 +12 Intimidate 6 +1 +2 +9 Jump 12 +2 +15 +29 Listen 6 -1 +5 Move Silently 8 +4 +12 Search 7 +3 +10 Sense Motive 12 -1 +11 Spot 6 -1 +5 Tumble 11 +4 +2 +17 Use Rope 6 +4 (+2) +10(12) Equipment: Cost Weight Amulet of Natural Armor +2 8000 Boots of Springing and Striding 5500 1 Bracers of Armor +4 16000 1 Gloves of Dexterity +2 4000 +1 Longbow Str +2 2550 3 Rapier +1 of Frost 8320 2 Ring of Protection +2 8000 Cloak of Resistance +1 3000 1 Dagger (4) 8 4 Backpack 2 2 -50' Silk Rope 10 5 -Climber's Kit 80 5 -Masterwork Thieves' tools 100 2 -Sun Rods (3) 6 3 -Trail Rations (2 days) 1 2 -Waterskin 1 4 -Smokestick (2) 40 1 -Everburning Torch 110 1 -Acid Flask 10 1 -Potion of Cure Light (2) 100 Total Weight:48lb Money: 161gp 0sp 0cp Lgt Med Hvy Lift Push Max Weight: 58 116 175 350 735 Age: 24 Height: 5'10" Weight: 155lb Eyes: Blue Hair: Blonde Skin: Tan
Damien has what would be considered by most to be rugged good looks. He has piercing blue eyes, blond hair that is well trimmed and flows down the back of his neck. He is always dressed impeccably, and has an air of nobility and self confidence around him.
Damien is an engaging and entertaining person. He enjoys the finer things in life, adventure, women, fine wine, women, fine clothing, and, of course, women. Despite often getting himself in trouble, he generally is an honest and honorable man, with a witty charm that tends to draw others, particularly women, to him well beyond his looks or status as a noble might otherwise indicate.
Damien Dulane is the 4th child of Barron David Dulane and his wife Denise. His family consisted of his older brothers, Donald and Daniel, and his slightly older sister Diane. His oldest brother Donald was only 4 years older, so the kids were all close together in age, and were generally schooled and kept together.
Donald was always the responsible one, and he was being groomed to be his father’s heir, a responsibility that seemed to suit him well. Daniel was a righteous and honorable soul, and after training in both spirit and arms, he earned the title of paladin. Diane was a beauty and drew much attention as she grew of age. Eventually she was betrothed and married to an up and coming young Barron Roland Wilmenster, who had caught Diane’s fancy as well.
And then there was Damien, a charmer and a bit of a rebel by heart. Despite being a rather bright boy, Damien did not do too well in most of his tutoring, though he did better when tutored with some of Diane’s friends and his mother’s ladies. Too far down to inherit the family estate, and not particularly ambitious to take on a rough military life, he took to learning how to sneak around the castle, occasionally playing tricks on his sibling or occasionally the help. Of course, he often found himself where he wasn’t supposed to be (even if he had been invited).
Damien caused many problems for both of his brothers. Donald was finding it hard to attract the interest of most of the court women because Damien would some how manage to steal their attention (and perhaps other things), and had even found himself in the company of a few of the elder courtly women as well, who were almost just as giddy as the younger girls over him. Daniel meanwhile, occasionally had to deal with defending his family’s honor over “misunderstandings”, often caused by Damien.
Quite tired of all the trouble, the brothers drug Damien out to the practice yard and ran him ragged for almost a month. Damien was a natural swordsman fortunately, and took to fencing and dodging rather well. However, once he had honed his talent a bit with his brothers, they ‘suggested’ he leave for a bit, particularly after an incident where he was discovered by Daniel in a compromising position with a visiting dignitaries wife (not that Damien was aware of that fact at the moment). So, with his father’s blessing and some coin, Damien set off.
Damien’s (mis)adventures consisted of many things. Find the girl, save the village, find the other girls, slay the beast, take care of twins, dodge the father/brother(s), guard the caravan, speak for the merchant, distract the visiting noblewoman, and so on. Damien is a good man with a good heart, and really simply seems to draw more attention from the ladies than a man of his figure might expect. Perhaps it’s how he carries himself, or perhaps it’s just luck, but Damien has made a name, good or bad, as a made his name as a ladies man and a flashy fighter.
Jharvym - In some ways Jharvym reminds Damien of a slightly more uncouth version of himself. He seems like he's generaly a good hearted guy, but he's got a real temper to him, one that can put many barbarians to shame. His fighting style seems to work well with Damine's, and togeather they make a dangerous pair.
Damien - Damien has a very good opinion of himself, and simply wishes to share himself with the world. He just happens to be more successfull with women than with men in many cases. Of course, with his way with people, Damien is a natural choise as leader to the group. Now if only the others could see that...
Kori - Kori is wise, but is slow to act on her wisdom. When caution and patience are good, she can be a fantastic ally. However, sometimes Damien feels she can be too slow to act when the pressure is on, and that time waisted can sometimes make a difference between life and death. Damien considers Kori a good friend.
Athear - Seems like your standard calm elf, though he's a bit touchy about dragons. Seems a little off for a caster, but he's good support to have in a fight.
Kerin - A little more of a warrior and an optomist than most clerics Damien's been around, Kerin is a fine companion and a welcome sight on the battle field. Like most clerics, he's lacking that swagger of a true self-confident warrior.
Azrim - That dwarf is a little off. He's uptight for a dwarf, and even more obvlivious to his surroundings than any dwarf he's seen. He's big into studying, particularly in othere ways of spell casting. He's a good friend, and usefull in a scruff, but he's still... just off a bit.
Lord Knight Turin - If there's anyone who Damien should understand, it's Turin. Turin reminds Damien of his older brother Daniel, taking this knight and nobility thing a bit too seriously. He's a fine companion, and a good and loyal a friend you could ask for, but sometimes Damien has to wonder if it's his personality that keeps his armor so stiff.
Last edited by Bront; Saturday, 10th June, 2006 at 06:04 AM. Reason: Extra coin spent
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Tuesday, 6th June, 2006, 01:50 PM #4
Acolyte (Lvl 2)
Female Human wu jen 6 (Complete Arcane)/candle caster 4 (Tome and Blood)
Alignment: Neutral Good
Patron Deity: Nature spirits (Obad-Hai)
Height: 5' 2''
Weight: 127 lbs
Hair: Dark Brown
Eyes: Green Brown
Str: 8 (-1)
Dex: 11 (+0)
Con: 12 (+1)
Int: 18 (+4)
Wis: 16 (+3)
Class and Racial Abilities: Bonus feat at first level, 4 extra skill points at first level and 1 additional skill point at each level thereafter, no favored class. Arcane spells, watchful spirit (reroll initiative 1/day, take better roll), bonus metamagic feat, spell secret (one spell permanently modified with a metamagic feat, Extended see invisibility), elemental mastery (+2 to caster level, and +2 to saving throws versus spells of chosen element, which is earth). Her taboos for her spell secrets are: Cannot sleep touching the earth, cannot cut meat, cannot own more than one suit of clothes at a time.
Hit Dice: 10d4+10
AC: 14 (+0 Dex, +3 armor [bracers], +1 deflection [ring])
Init: +4 (+0 Dex, +4 Improved Initiative)
Fortitude +7 [+2 base, +1 Con, +2 from Great Fortitude, +2 from cloak]
Reflex +5 [+2 base, +0 Dex, +3 from cloak]
Will +14 [+8 base, +3 Wis, +3 from cloak]
Melee Atk: +4 (1d6-1/x2/B, quarterstaff)
Ranged Atk: +5 (1d4-1/x2/B, sling)
Concentration +14 [13 ranks, +1 Con]
Craft (alchemy) +17 [13 ranks, +4 Int]
Craft (candlemaking) +16 [10 ranks, +4 Int, +2 MW tools]
Craft (ceramics and pottery) +12 [6 ranks, +4 Int, +2 MW tools]
Knowledge (arcana) +17 [13 ranks, +4 Int]
Knowledge (nature) +10 [6 ranks, +4 Int]
Knowledge (religion) +11 [7 ranks, +4 Int]
Knowledge (the planes) +14 [10 ranks, +4 Int]
Spellcraft +19 [13 ranks, +4 Int, +2 synergy]
Great Fortitude (human bonus)
Extend Spell (wu jen 1st level bonus metamagic)
Combat Casting (1st level)
Improved Initiative (3rd level)
Extra Spell Secret (Silent dimension door) (6th level) [CA]
Extra Spell Secret (Silent teleport) (9th level) [CA]
Languages: Common, Draconic, Giant, Terran,
Save DC +4 - Due to Kori’s elemental mastery of the element of earth, all earth spells at cast at +2 caster level.
0th – mage hand, open/close, prestidigitation, read magic
1st – animate water [CA], animate wood [CA], elemental burst [CA] (potential), fiery eyes [CA], hail of stone.
2nd – animate fire [CA], bear’s endurance, bull’s strength, rope trick, Extended see invisibility, warp wood.
3rd – earthbolt [CA], haste, magnetism [CA], steam breath.
4th – Silent dimension door, Extended displacement, dismissal, polymorph
5th – arc of lightning [CA], Silent teleport
Save DC +4 – Due to Kori’s elemental mastery of the element of earth, all earth spells at cast at +2 caster level.
0th – arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance.
1st – animate water [CA], animate wood [CA], backbiter [CA], elemental burst [CA] (potential), fiery eyes [CA], ghost light [CA], hail of stone [CA], hold portal, secret signs [CA], smoke ladder [CA].
2nd - animate fire [CA], bear’s endurance, bull’s strength, knock, rope trick, see invisibility, spider climb, swim [CA], wall of gloom [CA], warp wood.
3rd – corpse candle [CA], dispel magic, displacement, earthbolt [CA], fire wings [CA], haste, magnetism [CA], major image, remove curse, steam breath [CA], terra cotta warrior [CA], water breathing.
4th – dancing blade [CA], dimension door, dismissal, polymorph, rusting grasp, stoneskin, wall of bones [CA].
5th – arc of lightning [CA], major creation, metal skin [CA], passwall, stone shape, teleport, terra cotta lion [CA].
Components – animate fire (charcoal, sulfur, soda ash), animate water (vials of pure spring water mixed with cinnabar oil), animate wood (mixture of powdered cinnabar and ground peach pits), arc of lightning (2 small iron rods), bull’s strength (bull hairs), comprehend languages (soot and salt), corpse candle (several bits of rotting flesh, sealed in a jar), dancing blade (several small stick puppets), displacement (several loops of displacer beast hide), fire wings (several bird feathers), ghost light (bits of phosphorous), hail of stone (30gp worth of 5gp jade pieces, 6 castings’ worth), haste (licorice root shavings), magnetism (pieces of lodestone), major image (several bits of fleece), metal skin (several pieces of rhinoceros hide), passwall (sesame seeds), polymorph (several empty cocoons), rope trick (powdered corn and twisted loops of parchment), see invisibility (talc and powdered silver), spider climb (bitumen and several live spiders in a jar), steam breath (charcoal), stone shape (soft clay), stoneskin (1,250gp of diamond dust and granite, 5 castings’ worth), swim (goldfish scales), wall of bones (withered tree branch from a cemetery), wall of gloom (black sheep fleece), water breathing (several small reeds).
Focui – fire wings (golden phoenix amulet), secret signs (glass cone), smoke ladder (cord of green firewood, in bag of holding), terra cotta lion (terra cotta statue of a foo lion costing 10gp), terra cotta warrior (terra cotta statue of a warrior costing 1gp).
9,450gp spent to purchase and scribe additional spells
Equipment for Kori
bracers of armor +3 - 9,000gp,
traveler's outfit (free)
decanter of endless water – 9,000gp
cloak of resistance +2 – 4,000gp
ring of protection +1 – 2,000gp
Belt pouch - 1gp
-25 tindertwigs – 25
-wand of detect magic – 375gp
-2 Quall’s feather tokens, tree – 800gp
Quarterstaff – 0gp
Sling – 0gp, 20 bullets – 2sp
Bag of holding type I – 2,500gp - This bag appears as a simple blue linen laundry bag or carry-all.
-2 potions of cure moderate wounds – 600gp
-4 potions of cure light wounds – 200gp
-Everburning lamp - 110gp
-Five blank books - 75gp
-5 vials of ink - 40gp
-inkpen – 1sp
-hammock (A&E) – 5gp
-175 tindertwigs – 175gp
-MW chandler’s tools – 55gp
-MW potters/ceramicists’ tools – 55gp
-10 insectbane candles (A&E) – 1gp
-40 elegant tapers of various colors and styles, wrapped in oilskin and cotton – 20gp
-Kori's Spellbook – 200 linen paper pages with a birch bookcover and a tooled green leather slipcase. Hardness of 3, 6 hit points, 5 lbs. Major resistance (resistance 12 against acid, cold, electricity, and fire attacks), levitating, and waterproof – 6,061gp total. (CA) - 153 pages have been used to inscribe spells.
Scribed candle of major creation – 625gp, 50xp, cast at 10th level
Scribed candle of remove curse – 500gp, 40xp, cast at 10th level
Scribed candle of dispel magic – 500gp, 40xp, cast at 10th level
Scribed candle of corpse candle – 500gp, 40xp, cast at 10th level
Scribed candle of water breathing – 500gp, 40xp, cast at 10th level
Scribed candle of wall of bones – 500gp, 40xp, cast at 10th level
Scribed candle of smoke ladder – 125gp, 10xp, cast at 10th level
Scribed candle of ghost light – 12.5gp, 1xp, cast at 1st level
2 Scribed candles of knock – 150gp, 12xp, cast at 3rd level
2 Scribed candles of hold portal – 250gp, 20xp, cast at 10th level
4 Unfettered candles of fire wings – 600gp, 48xp, cast at 3rd level
2 Unfettered candles of bear’s endurance – 1,800gp, 144xp, cast at 12th level
2 Unfettered candles of bull’s strength – 1,800gp, 144xp, cast at 12th level
Appearance: Kori is a small, somewhat plump woman with dark brown hair and a snub-nosed face sprinkled with freckles. Her eyes are a mossy green, and her face often shows a gentle smile. She dresses simply, in a buff-colored robe, soft hat, simple shoes and a sash, with a blue linen bag slung around her shoulder and a dark brown cloak over all. She carries a quarterstaff, and has a water flask slung at her hip. Out of a belt pouch poke a stick and some twigs.
Personality: Kori is deliberate and persistent, sizing up a situation with care, then acting in the best interests of all those involved, whether they know it or not. She cares not if it is two women squabbling over a cabbage, or two noblemen having a duel, she tries to apply the ideas of natural harmony and beauty on a world often scarred with ugly words and actions. She uses the natural elements themselves as instruments of her chastisement. Her perfect representation of the elements is the candle, and she often has at least one burning in any room or at any campsight.
Background: Kori was born close to the woodlands, in a fairly large town where the amenities of a large community were merged with respect for nature. Kori often spent many hours in the various gardens around the town, rearranging the rocks and placing them for the best aesthetic affect. She loved the feel of earth and stone on her hands, and she felt the whispers of power in even the most innocuous of creatures an objects.
There were others in this town that had felt the same way, and young Kori found herself under the tutelage of Torvaden, an elderly wu jen who wanted to pass his secrets on to another of his spirit. She learned by watching and by being, as Torvaden would say. She would lay on the earth and meditate to become one with it, she would work at the forge and mines to see the power of metal, swim in rivers to learn the versatility of water, walk amongst woodlands and carve in the carpenter’s shop to embrace the feel of wood, and watch the dancing flames of candles to see both the stillness and fury of flame.
Torvaden had a much more esoteric art that he felt complimented his training, that of the chandler mage, the candle caster. The candle represented the combination of elements, the earth in the wax, wood in the wick, fire in the flame, metal in the pigments, and water in the running wax. While Kori had been experimenting with pottery and ceramics as another combining theme of the elements, her master’s candles offered the young girl a fascinating and unusual avenue to channel her abilities.
She knew from trader’s tales that few places, if any, were as pleasant at her hometown. Most, in fact, were rife with ugliness, abuse of the land, and discord. Kori realized that while she felt she was reaching a perfect accord with the elements, something was holding her back. She was young, and only had seen the tiniest corner of her world. And nothing could truly be in harmony while the rest of the unseen world warred with itself. Taking with her her knowledge of beauty and power of nature, she stepped into a larger world…
Stats for various animated creatures created by spellsSpoiler:
Last edited by Isida Kep'Tukari; Saturday, 10th June, 2006 at 05:16 AM.
Tuesday, 6th June, 2006, 02:38 PM #5
Novice (Lvl 1)
Athear Caesin Liadon
Originally Posted by Ringojim
Tuesday, 6th June, 2006, 11:52 PM #6
Scout (Lvl 6)
- Join Date
- Feb 2002
- Long Island, New York
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ø Ignore Fenris
SpellsCode:Kerin Ke’larn Human Male Fighter 1/Cleric Of Kord Level 9 XP: 45,000 Neutral Good Str 20 (18) (+5) Dex 13 (+1) Con 15 (+2) Int 11 (+0) Wis 20 (18) (+5) Cha 15 (+2) Size: Medium (6'6", 275 lbs) HP: 76 BAB: +7/+2 Init: +1 Move: 20' AC: 23 (10 +11 armor + 1 dex +1 Def) Fortitude:+12 (+8 Base +2 Con +2 Cloak) Reflex:+6 (+3 Base +1 Dex +2 Cloak) Will:+12 (+6 Base +4 Wis +2 Cloak) Attacks: Greatsword (+15/+10 attack, 2d6+9 dmg/19-20x2) Composite Longbow (+9/+4 attack, 1d8+5 dmg/20x3) Feats: 6 Weapon Focus Greatsword Improved Unarmed Strike Improved Grapple Extend Spell Power Attack Cleave Skills (bonus/ranks): Climb (+5/1) Concentration (+5/3) Diplomacy (+9/7) Handle Animal (+3/1) Heal (+13/8) Kn: Religion (+11/11) Kn: Planes (+7/7) Ride (+2/1) Languages Known: Common Class Features: Simple Weapon Proficiency Martial Weapon Proficiency Light Armor Proficiency Medium Armor Proficiency Heavy Armor Proficiency Shield Proficiency Domains: Strength, Luck Turn Undead 5/day, +2 turning check, 2d6+11 damage Spells per day: 0:6 1st:6+1 2nd:5+1 3rd:4+1 4th:3+1 5th:2+1 Equipment: Plate Armor +3 Light Fortification (17,650 gp) Greatsword +2 (8,350 gp) Composite Mighty (+4) Longbow +1 (2,800 gp) Periapt of Wisdom +2 (4,000 gp) Ring of Protection +1 (2,000 gp) Cloak of Resistance +2 (4,000 gp) Pearl of Power 2nd level spell (4,000 gp) Pearl of Power 2nd Level spell (4,000 gp) Gauntlets of Ogre Strength +2 (4,000 gp) 3x Wand of Cure Light Wounds 50 charges each (2,250 gp) Backpack Holy Symbol of Kord (silver) 20 arrows quiver Explorers outfit light warhorse military saddle 250 gp
Code:Domains: Luck and Strength LUCK DOMAIN Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll STRENGTH DOMAIN Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day. Spells per day: 0:6 1st:6+1 2nd:5+1 3rd:4+1 4th:3+1 5th:2+1 Prepared (Typical): (D) indicated Domain Spell Orisons:Create Water, Cure Minor Wounds, Detect Magic, Light, Resistance,Resistance, 1st Level:Divine Favor, Entropic Shield, Hide from Undead, Protection from Evil, Remove Fear, Shield of Faith, Enlarge Person (D) 2nd Level: Align Weapon, Cure Moderate Wounds, Cure Moderate Wounds, Extended Shield of Faith, Silence, Bulls Strength (D) 3rd level: Remove Curse, Remove Disease, Searing Light, Wind Wall, Protection from Energy (Cold) )(D) 4th level: Death Ward, Extended Water Breathing, Restoration, Freedom of Movement (D) 5th level: Flame Strike, True Seeing, Righteous Might (D)
Last edited by Fenris; Friday, 9th June, 2006 at 07:47 PM.
Wednesday, 7th June, 2006, 02:47 AM #7
Novice (Lvl 1)
Spells Memorised (4/5/5/4/2/1)Spoiler:
Jharvym - Good lad and good fighter whos has a hard upbringing, but needs to learn a little more respect for laws and traditions, and a bit more self-control.
Damien - An otherwise honest and honourable man who doesn't take things seriously enough, especially women. While he's a canny fighter if you scratch too far beneath the surface, you'll won't find much of substance.
Kori - Kori has a good head on her shoulders and is both dependable and reliably while calm and caution are admiral traits, sometimes this needs to be set aside for decisive action. As a fellow arcane caster she weilds an unusual magic that utilises the basic elemental forces and blends it with a strange spellcasting traditon that uses candles, with seeming a bit odd at first glance, it's effectiveness can't be denied, fascinating just fascinating. Azrim feels comfortable discussing the deeper things of magic with Kori and respect her opinion.
Athear - A kind hearted Elf who can seem abit cool and aloof upon first meeting him, none-the-less he's reiable in a fight, unless it's against dragons. Whie kind-hearted Athear has little regard for the laws of the land or tradition, especially when it comes to defending the 'downtrodden'. While a powerful master of Sorcerer Azrim finds it hard to relate to him on an intellectual level.
Kerin - A good bright lad who's as strong as an ox and twice as bright, as a follower of Kord he's a solid reliable fighter. He needs to spend a bit more time thinking things through though instead of just relying on blind luck. Still he's good to have around even if he can be a little loud and has a habit of asking personal questions (such as "How are you"), still he can't be faulted for his honest straight forward way.
Lord Knight Turin - A noble warrior after Azrim's own heart, he cares well for himself and his set of plate armour, honourable, reliable and self-less Azrim finds the greatest connection with Turin, out of the whole band, Lord Turin also understands the importance of the rule of law, and show respects in all his dealings. While an good honourable man Lord Turin has a skewed view of the world and tends to look upon things in a very black and white fashion, not realising the wisdom of an unbiased informed decision devoid of his achaic views of right and wrong.
Last edited by Lord_Raven88; Thursday, 8th June, 2006 at 10:11 PM.
I don't suffer from insanity, I enjoy every moment of it.
Wednesday, 7th June, 2006, 07:06 AM #8
Novice (Lvl 1)
- Join Date
- Jul 2002
- San Francisco, California, United States
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ø Ignore Ferrix
Lord Knight Turin of Vo Mimbre
Lord Knight Turin of Vo Mimbre
Lawful Good Human Knight 10
Height: 6 ft. 2 in.
Weight: 215 lb.
Eyes: Bright Green
STR: 18 [+4] (15 roll, +1 level, +2 enh)
DEX: 13 [+1] (13 roll)
CON: 18 [+4] (18 roll)
INT: 12 [+1] (12 roll)
WIS: 14 [+2] (13 roll, +1 level)
CHA: 16 [+3] (16 roll)
Hit Dice: 10d12 + 40
Armor Class: 30 (10 base + 1 Dex + 10 Armor + 7 Shield + 1 Defl + 1 Natural)
- Melee: +14/+9
- Ranged: +11/+6
FORT: +10 (3 Base + 4 Con + 2 Feat + 1 Res)
REFL: +5 (3 Base + 1 Dex + 1 Res)
WILL: +10 (7 Base + 2 Wis + 1 Res)
- Human Bonus Feat
- Human Bonus Skill Points
- Knight’s Challenge 5 + Cha Mod/day
- Fighting Challenge +2
- Knight’s Code
- Shield Block +1
- Bulwark of Defense
- Armor Mastery (Medium & Heavy)
- Test of Mettle
- Vigilant Defender
- Shield Ally
- Call to Battle
- Shield Specialization
- Mounted Combat
- Shield Ward
- Combat Focus
- Combat Vigor
- Great Fortitude
Diplomacy +11 (6.5cc ranks, +3 Cha +2 Syn)
Knowledge (nobility & royalty) +6 (5 ranks, +1 Int)
Ride +11 (8 ranks, +1 Dex, +2 Syn)
Handle Animal +8 (5 ranks, +3 Cha)
Intimidate +16 (13 ranks, +3 Cha)
Jump +3 (4 ranks, +4 Str, -5 ACP)
Climb +3 (4 ranks, +4 Str, -5 ACP)
- Common, Celestial
Armor & Shield
-Ironstead (+10 AC, Max Dex 1, ACP –4, 35% ASF) +2 Adamantine Sectioned Armor (22000gp, 60lb)
-Vanguard (+5 AC, ACP –1, 15% ASF) +3 Steel Heavy Shield (9170gp, lb)
-Heartbrand +15/+10 (1d8+4, 19-20/x2) +1 Starmetal Longsword (7015gp, 4lb)
-Rivenoak +15/+10 (1d8+4, 20/x3) +1 Lance (2310gp, 10lb)
-Vernalbloom +12/+7 (1d8+4, 20/x3, 110ft.) Masterwork Comp (+4) Longbow (800gp, 3lb)
Miscellaneous Magical or Psionic Items
-Ring of Protection +1 (2000gp, -lb)
-Amulet of Natural Armor +1 (2000gp, -lb)
-Cloak of Resistance +1 (1000gp, 1lb)
-Gauntlets of Strength +2 (4000gp, 1lb)
-Blur x2 (600gp)
-Cure Moderate Wounds x2 (600gp)
-Adventurer’s Outfit (gp, -lb)
-Whetstone (2cp, 1lb)
-Signet Ring (5gp)
-Trail Rations (5 days, 2.5gp, 5lb)
-Masterwork Manacles, 2 sets (100gp, 4lb)
-Bedroll (1sp, 5lb)
-Quiver (40 arrows, 2gp, 6lb)
-Magebred Heavy Warhorse (800gp)
-Bit & Bridle (2gp, 1lb)
-Masterwork Military Saddle (210gp, 40lb)
-Chain Barding (400gp, 100lb)
-Saddlebags (4gp, 8lb)
-Feed (5 days, 2.5sp, 50lb)
Weight Carried: lb
Remaining money: 179gp 1sp 3cp
Turin is a tall, broad shouldered man with a chiseled face and physique. Constantly in a suit of gothic fullplate, it’s adamantine finish polished to a silver-blue mirror. Silky black hair falls to his pauldrons from beneath his burnished helm. He carries himself with a distinct noble air, polite, slightly lofty, and occasionally oblivious. At his hip rests a sheathed longsword and slung across his back is a large shield emblazoned with the Mimbre heraldry.
Turin is honorable, noble and fearless to a fault. Willing to charge headlong into an insurmountable battle should it be for honor or noble cause, there is no second thought. Some attribute this as a flaw, driven to impeccable taste and dignity, he has no time for self-questioning. He is a man of utter virtue and character. While he is disdainful of deceit from those he calls friends, he knows that he cannot change others hearts with a heavy hand. Prone to oscillate between moments of uncanny wisdom in his advice and brash courage in his action, few fully understand this Knight.
Magebred Heavy Warhorse; CR 2; Large Animal; HD 4d8 (38hp); Init +2; Speed 50 feet; AC 23 (-1 Size, +2 Dex, +8 Natural, +4 Armor); Bab +3, Grapple +12; Atk +7 melee (1d8+5, x2, hoof); Full Atk: +7/+7 melee (1d8+5, x2, hooves); SQ: Low-light vision, Scent; SV Fort +9, Refl +6, Will +2; Str 20, Dex 15, Con 21, Int 2, Wis 13, Cha 6. Listen +5, Spot +4; Endurance, Run, Improved Natural Attack (hoof).
Last edited by Ferrix; Friday, 16th June, 2006 at 05:01 AM.
Lindy hopper, popper, dancer, philosopher, gamer, fledgling capoeirista, so on... so forth
The real hero is always a hero by mistake; he dreams of being an honest coward like everybody else.Originally Posted by Wrahn
When one loses the deep intimate relationship with nature, then temples, mosques and churches become important.
- J. Krishnamurti