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Monday, 29th October, 2007, 08:26 AM #1
Planescape 3.5e - Cold Black Mask (Character Gallery)
Wherein can be found the keynote characters of our Tale - as well as those who would Aid or Hinder them - and other individuals of import.
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Monday, 29th October, 2007, 08:42 AM #2
Male Tiefling Evoker 4
Alignment: Chaotic Good
Region: Thay, Faerun
Weight: 144 lbs
Hair: Blue-black, long and wavy
Str: 9 (-1) [1 point]
Dex: 14 (+2) [4 points, +2 race]
Con: 14 (+2) [6 points]
Int: 20 (+5) [13 points, +2 race, +1 level]
Wis: 10 (+0) [2 points]
Cha: 10 (+0) [4 points, -2 race]
Class and Racial abilities: Tiefling traits (Outsider type, Darkvision 60', +2 bonus on Bluff and Hide checks, +2 saves vs acid, spell-like abilities), Counterfire (5 times per day as an immediate action, when a visible enemy within 60 feet attempts a ranged attack or spell against Sindh, he can respond with a glowing arrow of force. On a successful ranged touch attack, this arrow deals 1d6 force damage. Both attacks are simultaneous; neither can disrupt the other). Proficient with all simple weapons. Arcane spellcasting.
Hit Dice: 4d4+8
Vitality Points: 20
Wound Points: 14
AC: 12 (+2 Dex) [Touch 12, Flat-footed 10]
Init: +2 (+2 Dex)
Fortitude +2 [+1 base, +2 Con, -1 Plucky] +4 vs Acid
Reflex +3 [+1 base, +2 Dex] +5 vs Acid
Will +5 [+4 base, +0 Wis, +1 Plucky] +7 vs Acid
Melee Atk: +0 (1d4/19-20/x2, dagger)
Ranged Atk: +4 (1d4/19-20/x2, dagger)
Trait:Code:Bluff +2 [0 ranks, +0 Cha, +2 race] Concentration +11 [7 ranks, +2 Con, +2 circlet of mages] Decipher Script +12 [7 ranks, +5 Int] Hide +4 [0 ranks, +2 Dex, +2 race] Knowledge: Arcana +14 [7 ranks, +5 Int, +2 Collegiate Wizard] Knowledge: Nature +9 [4 ranks, +5 Int] Knowledge: The Planes +12 [7 ranks, +5 Int] Spellcraft +12 [7 ranks, +5 Int]
Plucky (+1 Will save, -1 Fort save)
Murky-Eyed (Roll miss chance for concealment twice, take the worse roll)
Noncombatant (-2 to melee attack rolls)
Collegiate Wizard (1st Level)
Scribe Scroll (Wizard Bonus)
Energy Substitution: Electricity (Flaw Bonus)
Born of the Three Thunders (Flaw Bonus)
Spell Focus: Evocation (3rd Level)
Common, Infernal, Draconic, Dwarven, Elven, Gnome, Auran, Abyssal
Spells Known: DC 15+spell level (+1 Evocation)
Prohibited Schools - Enchantment and Necromancy
0th - Resistance, Acid Splash, Caltrops, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Electric Jolt, Flare, Light, Ray of Frost, Sonic Snap, Ghost Sound, Silent Portal, Amanuensis, Launch Bolt, Launch Item, Mage Hand, Mending, Message, Open/Close, Repair Minor Damage, Stick, Arcane Mark, Prestidigitation
1st - Alarm, Endure Elements, Shield, Benign Transposition, Kelgore's Fire Bolt, Grease, Mage Armor, Obscuring Mist, Unseen Servant, Identify, Ice Dagger, Magic Missile, Disguise Self, Nerveskitter
2nd - Glitterdust, Combust, Scorching Ray, Invisibility, Mirror Image, Knock, Rope Trick, Lesser Celerity
Spell-like Abilities: CL 4, DC 12
1/day: Comprehend Languages, Blur
arcanist's gloves, 500gp, - lbs
circlet of mages, 5,000gp, - lbs
signet ring, 5gp, - lbs
fancy robes, 50gp, 6 lbs
spell component pouch, 5gp, 2 lbs
2 daggers, 4gp, 2 lbs
Heward's handy haversack, 2,000gp, 5 lbs
(main compartment; contains 22/80 lbs)
~everlasting rations, 300gp, 2 lbs
~everfull mug, 200gp, - lbs
~100ft silk rope, 20gp, 10 lbs
~bedroll, 1gp, 5 lbs
~10 pieces of chalk, 1sp, - lbs
~5 empty vials, 5gp, 0.5 lbs
~3 daggers, 6gp, 3 lbs
~small steel mirror, 10gp, 0.5 lbs
~beeswax, 1sp, 1 lb
(side compartment 1; contains 6/20 lbs)
~pearl of power 1st-level, 1,000gp, - lbs
~5 potions of cure light wounds, 250gp, - lbs
~5 sunrods, 10gp, 5 lbs
~dagger, 2gp, 1 lb
(side compartment 2; contains 9/20 lbs)
~spellbook (55 pages used), free, 3 lbs
~spellbook (blank), 15gp, 3 lbs
~scribing kit, 50gp, 1 lb
~sealing wax, 1gp, 1 lb
~dagger, 2gp, 1 lb
~5 pearls worth 100gp each, 500gp, - lbs
infinite scrollcase, 2,800gp, 3 lbs
~2 scrolls of comprehend languages, 25gp
~2 scrolls of disguise self, 25gp
~scroll of endure elements, 12.5gp
~scroll of benign transposition, 12.5gp
~2 scrolls of invisibility, 150gp
~scroll of rope trick, 75gp
~scroll of knock, 75gp
18 lbs; light load
0-30 light, 31-60 medium, 61-90 heavy
Currently Memorized Spells:
Sindr Mogh looks -- as he puts it -- "like somethin' that crawled outta th' swamp". He's short and stocky, with bronzed skin, red eyes, and a two foot long alligator-like tail at the base of his spine. He wears elaborate blue-grey robes covered in eldritch sigils and arcane marks in geometric designs. His long blue-black hair is cascades loose over his shoulders and down his back.
Sindr ("Jus' call me 'Cinder', it's close 'nough.") is unusually cheerful for a tiefling; few things seem to upset or discourage him, and his good intentions bleed through into his demeanor. On the other hand, he has a short attention span and a mischevious streak; much to his teacher's dissatisfaction, Sindr prefers flashy, showy spells and never put in enough time to learn the slower, more delicate arcana required to master spells from the Enchantment and Necromancy schools. He prefers Evocations above all else, although he has plenty of Illusions and Conjurations in his bag of tricks, and after a few acid splash misfires, he developed a healthy respect for Abjurations as well. Sindr would have neglected learning Divinations as well, but his master declared that, should Sindr not at least master the basics of the school, he would be discharged from his apprenticeship.
Sindr typically speaks in a rough country accent, but careful listeners note that, when he casts spells, his pronunciation is absolutely perfect. In fact, the accent is mostly an affectation. Sindr uses it as a way of breaking the ice with people; it's usually harder to hate someone for having the appearance of a demon when they speak like a country bumpkin.
There is no known fiendish blood in Sindr's ancestry; either the inheritance is from an age now forgotten, or it has something to do with the terrible magical storm that wracked the countryside the night he was born. Despite his blood-red eyes and the stub of a tail at the base of his spine, Sindr's parents chose to keep him and raise him as their own rather than abandon or kill him. Their love was a constant influence on his life, and when he showed signs of magical aptitude, his parents scraped together all of their available cash and sent him to one of the famed Thayan magical academies. His time there was a rude awakening for Sindr, but his natural skill at magic and his innate magical abilities kept him from suffering too badly at the hands of the other students. Still, he knew that he had no future as a Red Wizard of Thay, and when the chance came for him to abandon his homeland, he leapt at it.
Last edited by Zurai; Tuesday, 4th March, 2008 at 04:48 PM. Reason: updated memorized spells 3/4/08
Monday, 29th October, 2007, 09:05 AM #3
Acolyte (Lvl 2)
Character deity and background to be edited once we've worked out a group background for the primes.
Male Human Cleric 4/Ordained Champion 1
Str: 14 (+2) [6 points]
Dex: 10 (+0) [2 points]
Con: 14 (+2) [6 points]
Int: 10 (+0) [2 points]
Wis: 18 (+4) [8 points, +1 level boost, +2 item]
Cha: 14 (+2) [6 points]
Racial Abilities: 1 bonus feat at first level, +4 skill points at first level, +1 skill point/level past first
Class Abilities: Turn Undead, Divine Spells, Extra Domain (Good), Combat Feats (Sacrificed Good, Glory domain powers), Continued Advancement, Modified Spontaneous Casting.
Domains: Good, War, Glory.
Hit Dice: 5d8 + 10
AC: 19 (+0 dex, +5 armor, +4 shield), Touch 10, FF 19.
DR: 4/- (Armor)
Init: +0 (+0 Dex)
Speed: 20 ft
Fortitude +8 [+6 base, +2 Con]
Reflex +1 [+1 base, +0 Dex]
Will +10 [+6 base, +4 Wis]
Melee Atk: Longsword +8 [1d8+2, 19-20/x2]
Knowledge (religion): +8 [8 ranks, +0 Int]
Concentration: +9 [7 ranks, +2 Con]
Diplomacy: +8 [6 ranks, +2 Cha]
Intimidate: +3 [1 ranks, +2 Cha]
Ride: +1 [1 rank, +0 dex]
Speak Language: Celestial [2 cc ranks]
1st: Spontaneous Healing (CD)
Human Bonus: Divine Vigor (CW)
War Domain: Martial Weapons Proficiency: Longsword (Core)
War Domain: Weapon Focus: Longsword (Core)
3rd: Augment Healing (CD)
Combat Feat: Power Attack (Core)
Combat Feat: Shield Specialization (Heavy Shield)
Spells per day: 5/4+1/3+1
Spells Currently Prepared
Masterwork Longsword (315gp)
+1 Heavy Steel Shield (1,170gp)
+1 Full Plate (2,650gp)
Helm of Wisdom +2 (4,000gp)
Sacred Scabbard (4,400)
Map Case (1gp)
Flint and Steel (1gp)
Trail Rations, 5 days (25sp)
Heavy Horse (200gp)
Military Saddle (20gp)
Money: 230gp, 4sp
Appearance: When outside the all-concealing heavy plate that normally obscures his form, Heinrich Stronghand is a man of average height and stocky build, with wide, powerful shoulders and a look of calm, strong surety in his dark eyes. Whether in or out of armor, his raiment is unadorned and simple, nothing that could catch on the battlefield or slow him in a fight. His movements are efficient and businesslike, with motion rarely wasted.
Personality: Heinrich is, by and large, a simple man. His beliefs are firm and uncomplicated, that there is evil in the world which must be opposed with every breath, unto death. As a soldier, he understands the necessity of compromise in the short-term, but as a messenger of God, he also knows that in the end all will be brought to the light of virtue or cast down into eternal suffering.
Basic Background: I'm leaving this relatively clear for now so I don't add even more weird-ass variables to getting the Prime party working together. He's a cleric, raised and trained by the church, but I'm open to working out further background details with other PCs.
Last edited by Nac Mac Feegle; Thursday, 17th January, 2008 at 08:37 PM.
"Paranoia is a lot like life insurance. Annoying, expensive, and rarely needed. And like life insurance, if you need it and you don't have it, it's too late already."
"This makes no sense at all. Your DM needs to be shot. With a hammer."
-quote from the Wizards web board
Monday, 29th October, 2007, 01:11 PM #4
Cutpurse (Lvl 5)
Whisper Gnome Psychic Warrior 2 / Scout 3
NG Small humanoid (gnome)
Init +7; Senses Low-light vision, darkvision 60-ft.; Listen +6, Spot +11,
Languages Common, Gnome, ?
AC 19, touch 16, flat-footed 14;
skirmish +1 AC, uncanny dodge
+4 dodge bonus to Armor Class against monsters of the giant type
WP 12, VP 26 (5d8 HD); DR 2/
Fort +7, Ref +9, Will +3
Spd 70 ft.
Melee rapier +10 (1d4-1)
Ranged sling +9 (1d3)
Base Atk +3; Grp -3 (-1 to escape a grapple)
Atk option Skirmish +1d6;
+1 racial bonus on attack rolls against kobolds and goblinoids
Power Points/Day 2;
Psychic Warrior Power Known (ML 2nd):
1stchameleon, psionic endure elements
Spell-Like Abilities (CL 1st):
1/dayghost sound, mage hand, message, silence (self only)
Abilities Str 8, Dex 20, Con 12, Int 12, Wis 13, Chr 10
SQ trackless step, trapfinding
Feats Dodge, Mobility, Speed of Thought, Up the Walls, Weapon Finesse
Flaws Murky Eyed
Traits Slippery, Quick
Skills Balance +7, Concentration +8, Escape Artist +13 (+14 to escape a grapple),
Hide +21 (+23 in dark conditions), Jump +30, Listen +6, Move Silently +17,
Tumble +15, Spot +11, Swim 0
Possessions Boots of striding & springing, gloves of agile striking, ring of sustenance,
2 potions of cure light wounds, masterwork deep crystal rapier, sling with 12 bullets
(3 silver, 9 cold iron), mithral chain shirt, masterwork buckler (enameled bracer),
silver dagger, cold iron dagger, black bodysuit, sashling, potion belt, sundark goggles,
bedroll, 2 sacks, talis deck
Treasure 39 gp, 7 sp, 2 cp
Height 3' 2" Weight 42 lbs Age 53 yearsAppearanceBackground
Monday, 29th October, 2007, 01:24 PM #5
Acolyte (Lvl 2)
Female Spiker Fighter 5
Alignment: Lawful Neutral
Home Plane: Acheron
Height: 4' 7''
Hair: Dark Bronze
Eyes: Steel Gray
Str: 18 (+4) [8 points, +1 level, +2 gauntlets]
Dex: 10 (+0) [2 points]
Con: 16 (+3) [10 points]
Int: 12 (+1) [4 points]
Wis: 14 (+2) [6 points]
Cha: 8 (-1) [0 points]
Class and Racial Abilities:
Extraplanar humanoid, 60 ft. darkvision, +1 natural armor, DR 2/bludgeoning, acid resistance 5, free Martial Weapon Proficiency with body spikes, natural spikes deal damage as per armor spikes. Max Dex of armor is reduced by one and ACP is worsened by 2. Bonus fighter feats, proficient with all simple and martial weapons, all armor and all shields.
Hit Dice: 5d10 + 3
DR: 2/bludgeoning, 4/-
AC: 19 (+5 armor, +3 shield, +0 Dex, +1 natural) [touch +10, flat-footed +19]
ACP: 8 [-7 from armor, -1 from shield]
Init: +0 (+0 Dex)
Speed: 30ft (20 ft. in armor)
Fortitude +8[+4 base, +3 Con, +1 cloak]
Reflex +2[+1 base, +0 Dex, +1 cloak]
Will +4[+1 base, +2 Wis, +1 cloak]
Melee Atk: +10 (1d6+3/P, armor spikes)
Melee Atk: +11 (1d6+6/P, +1 shield spikes)
Melee Atk: +10 (1d8+4/B, MW flail)
Ranged Atk: +5 (1d4+4/19-20/10 ft./P, dagger)
Craft (weaponsmithing) +11 [8 ranks, +1 Int, +2 MW tools]
Craft (armorsmithing) +11 [8 ranks, +1 Int, +2 MW tools]
Intimidate +8 [8 ranks, +0 Cha]
Listen +2 [0 ranks, +2 Wis]
Spot +2 [0 ranks, +2 Wis]
Power Attack (1st level)
Weapon Focus body spikes (fighter bonus 1st level)
Weapon Focus spiked shield (fighter bonus 2nd level)
Improved Shield Bash (3rd level)
Weapon Specialization shield spikes (fighter bonus 4th level)
Languages: Common, Infernal
+1 full plate 2,650gp
+1 heavy steel shield with +1 spikes 1,170gp + 2,310gp
Gauntlets of ogre power 4,000gp
Masterwork flail 308gp
5 daggers 10gp
Cloak of resistance +1 1,000gp
4 potions of cure light wounds 1,200gp
Very nice portable folding cot (spike-proof) 10gp
Belt pouch 1gp
Travelers outfit free
2 Explorers outfits 20gp
MW armorsmiths tools 55gp
MW weaponsmiths tool 55gp
Appearance: Slender and short for a spiker, no taller than most elves, Pierce gives the appearance of a slightly raw statue, perhaps something newly minted by a slightly sadistic mind. All metallic angles and points, her spikes show through gleaming full plate armor. Her dark bronze hair flows up and out of the top her helmet in a topknot, and she bears a heavy spikey shield on her left arm. Though she has a well-made flail at hand, she is rarely seen with it in her hand.
Background and Personality: Everyone comes to Acheron to find fighters. There are many of the planes who will fight, and many more that are bred to it, by nature and profession. But few that are born with it in their blood, who breathe it every day, who live it with each motion, whose very bodies are a testament to battle. My kin are some of those few. Spikers, kin of the bladelings, we live for the battle that comes from the crashing metal of Acheron.
Yet for all those that have hired my siblings and clan, I have yet to see outside my own world. My blades are sharp, my flail is heavy, my shield is thirsty for blood, but I was not chosen to walk with the war clans. Honor in battle is life, blood in battle is life, indeed, battle itself defines who we are. Why was I not chosen?
Uncertainty plagued me, was carried in every thrust and stop, every slash and swipe. It diminished me even as I grew stronger in my craft. How could I fail when I hadn't even begun?
It is said that hate in a warrior leans to reckless action, that desire would rob me of my edge, that curiosity only annoyed potential employers.
Yet I hate that I was not chosen. I desire to fight beyond the cube of my clan. And I am curious about those that have left and never returned.
I have broken from my sept and clan, I have finally journeyed away from Acheron, and I hope this Sigil, this Cage, holds the battle I seek. If I fail myself this time, at least I will have died trying.
My name is Pierce Spinecrusher, I am a spiker from the Infernal Battlefields of Acheron, and I am here to fight.
Last edited by Isida Kep'Tukari; Friday, 30th November, 2007 at 02:36 PM.
Tuesday, 30th October, 2007, 06:08 PM #6
Novice (Lvl 1)
Male Human Psychic Warrior 5
Alignment: Lawful Good
Religion: The Path of Enlightenment
Region: Shou Lung, Kara-Tur
Weight: 140 lbs
Hair: Black, worn in a topknot
Str: 18 (+3) [10 points, +2 gauntlets]
Dex: 13 (+1) [5 points]
Con: 14 (+2) [6 points]
Int: 12 (+1) [4 points]
Wis: 14 (+2) [5 points, +1 level]
Cha: 8 (-1)
Racial and Class Abilities: Bonus skill points, bonus feat. Psionic powers, bonus feats (Psionic or Fighter), simple and martial weapon proficiency, all armor proficiency, shield proficiency (except tower shields).
Hit Dice: 5d8+10
Vitality Points: 36
Wound Points: 14
AC: 18 (+1 Dex, +4 armor, +3 shield) [Touch 11, Flat-footed 17]
Init: +1 (+1 Dex)
Speed: 20 ft.
Fortitude +7 [+4 base, +2 Con, +1 cloak]
Reflex +3 [+1 base, +1 Dex, +1 cloak]
Will +4 [+1 base, +2 Wis, +1 cloak]
Melee Atk: +8 (1d8+4, 19-20/x2, +1 longsword)
Ranged Atk: +5 (1d8+4, x3, mwk composite longbow)
Autohypnosis 10 (6 ranks, +2 Wis, +2 synergy)
Climb 10 (6 ranks, +4 Str)
Concentration 12 (8 ranks, +2 Con, +2 synergy)
Jump 9 (5 ranks, +4 Str)
Knowledge: the planes 2 (1 rank, +1 Int)
Knowledge: psionics 8 (5 ranks, +1 Int, +2 synergy)
Power Attack (1st Level)
Dodge (Human Bonus)
Cleave (PW Bonus, 1st Level)
Psionic Weapon (PW Bonus, 2nd Level)
Mobility (3rd Level)
Psionic Meditation (PW Bonus, 5th Level)
Powers Known: DC 12+power level
1st Biofeedback, Expansion, Vigor
2nd Body Adjustment, Hustle
+1 longsword, 2,330 gp, 4 lb.
Masterwork composite longbow (+4 Str), 800 gp, 3 lb.
+1 breastplate, 1,350 gp, 30 lb.
+1 heavy steel shield, 1,170 gp, 15 lb.
Gauntlets of ogre power, 4,000 gp, 4 lb.
Belt of one mighty blow, 1,500 gp, 1 lb.
Cloak of resistance +1, 1,000 gp, 1 lb.
40 arrows, 2 gp, 6 lb.
Monk's outfit, - gp, - lb.
Backpack, 2 gp, 2 lb., contains:
-Bedroll, 1 gp, 5 lb.
-Everfull mug, 200 gp, - lb.
-Everlasting rations, 350 gp, 2 lb.
-Ink (three vials), 24 gp, - lb.
-Inkpen, 1 sp, - lb.
-Parchment (ten sheets), 2 gp, - lb.
-Sunrods (five), 10 gp, 5 lb.
78 lbs; light load
0-100 light, 101-200 medium, 201-300 heavy
20 pp, 58 gp, 9 sp
Last edited by Blind Azathoth; Wednesday, 31st October, 2007 at 08:25 PM.
Tuesday, 6th November, 2007, 08:08 AM #7
Novice (Lvl 1)
Anthony (Tony) Orchidaceae
Class: Beguiler 4
Dexterity: 12 +1
Constitution: 12 +1
Intelligence: 16 +3 Level 4 bonus
Wisdom: 12 +1
Charisma 18 +4
Fort: +2 (Base+1, Con+1)
Ref: +2 (Base+1, Dex+1)
Will: +5 (+4, Wis+1)
Cloaked Casting (+1 DC)
Darkvision 60 ft.
Electricity Resistance: 5
Fire Resistance: 5
Bless 1/day at character level
Calm Emotions 1/day
Bluff +11 (7 ranks, Cha +4)
Diplomacy +16 (7 ranks, Cha +4, Misc +5)
Forgery +10 (7 ranks, Int +3)
Knowledge (Sigil) +10 (7 ranks, Int +3)
Listen +10 (7 ranks, Wis +1, Misc +2)
Search +10 (7 ranks, Int +3)
Sense Motive +10 (7 ranks, Wis +1, Misc +2)
Speak Language (1 rank)
Spellcraft +10 (7 ranks, Int+3)
Spot +3 (Wis +1, MIsc +2)
Skill Focus: Diplomacy
Leather Armor: 10 gp 15 lb.
Dagger: 1 gp 1 lb.
Hewards Handy Haversack: 2000 gp 15 lb.
Bag of Holding 1: 2500 gp 15 lb.
Rust Colored Bag of Tricks: 3000 gp
Mimir: 2000 gp
Pen of Endless Ink: 80 gp
Paper Sheets x20: 4 sp
Map/Scroll Case x2: 1 gp 0.5 lb.
Small Steel Mirror: 10 gp 0.5 lb.
Description and Background
An apple a day keeps the zombie elephants away.
Check out Dwarf Fortress. The fantasy world simulator by Bay 12 Games!
Tuesday, 5th February, 2008, 05:16 AM #8
Spellbinder (Lvl 16)
Race: Human (fey)
Class/Level: Bard 5
Strength (STR) 8
Dexterity (DEX) 14
Constitution (CON) 14
Intelligence (INT) 14
Wisdom (WIS) 10
Charisma (CHA) 19
Alignment: Chaotic Good
Hit Points: 6+4d6+10 (30)
Base Attack Bonus: +3
Melee Attack: +2
Ranged Attack: +5
Bardic Knowledge (+7)
- Inspire Courage (+1)
- Inspire Competence
Bluff +12 (8 ranks + 4 cha)
Get Information +12 (8 ranks + 4 cha)
Diplomacy +16 (8 ranks + 4 cha + 4 synergy)
Knowledge: Local +10 (8 ranks + 2 int)
Knowledge: Factions +5 (3 ranks + 2 int)
Perform (sing) +15 (8 ranks + 4 cha + 3 feat) Special: +2 if combining performance styles
Sleight of Hand +10 (8 ranks + 2 dex) +10 if using Sticky Fingers
Listen +8 (8 ranks + 0 wis)
Sense Motive +8 (8 ranks + 0 wis)
Use Magic Item +9 (5 ranks + 4 Cha)
1 Fey Heritage
1 Skill Focus: Perform
3 Versatile Perfomance (Dance, string instrument)
Languages - Common, Draconic
Spellcasting (Bard CL 5, DC 14+lvl
Slots: 0 - 3/3, 1 - 3/3, 2 - 1/1
0 - Dancing Lights, Ghost Sounds, Message, Prestidigitation, Light, Lullaby
1 - Expeditious Retreat, Inspirational Boost (SC), Disguise Self, Sticky Fingers
2 - Invisibility, Minor Image, Suggestion
Money - 1140
+1 crossbow, +6 to hit, 1d8+1 dmg, 80', 2335gp
MW rapier +3 to hit, 1d6-1 damage, 320
+1 mithril chain shirt, +5ac, 10lbs, 1100gp
Mw sitar, 100gp
Spell component pouch, 5gp
Cloak of Charisma +2, 4000
Vest of Resistance +2, 4000
Last edited by Shayuri; Tuesday, 5th February, 2008 at 06:28 AM.
Thursday, 14th February, 2008, 10:21 PM #9
Male Human Warlock 5
Alignment: Chaotic Neutral
Str: 8 (-1) [0 points]
Dex: 18 (+3) [10 points, +2 item]
Con: 12 (+1) [4 points]
Int: 14 (+2) [6 points]
Wis: 10 (+0) [2 points]
Cha: 16 (+3) [8 points, level bonus]
Class and Racial abilities: Human Racials (+1 skill/level, bonus feat), invocations (least), detect magic, DR 1/cold iron, deceive item
Hit Dice: 5d6+5
Vitality Points: 25
Wound Points: 12
AC: 16 (+4 Dex, +2 armor) [Touch 14, Flat-footed 12]
Init: -2 (+4 Dex, -6 flaw)
Fortitude +2 [+1 base, +1 Con]
Reflex +5 [+1 base, +4 Dex]
Will +4 [+4 base, +0 Wis]
Melee Atk: +2 (1d4, spiked gauntlet)
Ranged Atk: +7 (3d6, eldritch blast)
Bluff +17 [8 ranks, +3 Cha, +6 inv]
Diplomacy +8 [0 ranks, +3 Cha, +6 inv, -1 trait]
Disguise +10 [7 ranks, +3 Cha]
Intimidate +8 [0 ranks, +3 Cha, +6 inv, -1 trait]
(the planes) +10 [8 ranks, +2 Int]
Sense Motive +9 [8 ranks, +1 trait]
Use Magic Device +11 [8 ranks, +3 Cha]
Speak Language [1 rank]
Suspicious (+1 Sense Motive, -1 Diplomacy and Intimidate)
Unreactive (-6 init)
Able Learner [human bonus]
Point Blank Shot [flaw bonus]
Precise Shot [1st]
Extra Invocation (Eldritch Spear) [3rd]
Common, Abyssal, Infernal, Celestial
Invocations Known: DC 13+effective level
Eldritch Blast 3d6
Least: Baleful Utterance, Eldritch Spear, Beguiling Influence, See the Unseen
spiked gauntlet 5gp 1lb
gloves of eldritch admixture 2.5k
bracers* of dex +2 4k
chronocharm of the horizon walker .5k
+1 chain shirt 1.25 25lb
third eye improvisation 1k
*alternate slot from Magic Item Compendium appendix
wands: 2.25k gp total
scrolls: 100gp total
26 lbs; light load
0-26 light, 27-53 medium, 54-80 heavy
Vervain is a gaunt figure, usually in motion, gesticulating with his spiky right gauntlet or pacing. There is a slightly detached quality to his mania, enhanced by the faceted flickering crystal adhering to his forehead. He wears fine clothes, complemented by a very trendy cloak. His hat is a floppy sort, with a plume, sitting atop hair swept neatly back into a short tail. Under the cloak, one might hear the clink of metal rings, or catch sight of a number of scrolls and wands ruining the line of his vest.
Well, he used to be the sort that would compact with evil agents and willingly introduce himself to them as "Vervain". Now, he's the sort that thinks that if a fool kid spent all that effort to get various entities to call him something ridiculous like that, he can live with it. He's not so keen on living with the evil agents. He's also friendly (since it never pays to make enemies) and forward thinking (as it's not real pleasant to dwell on the past.)
It was supposed to be an arcane apprenticeship. After a few months of sacrificing cats, the young-lad-soon-to-be-known-as-Vervain had figured out that: 1. Whatever he was learning, it sure as hell wasn't mage hand 2. It was pretty darn evil 3. They were out of cats, but his master was chalking out another diagram in the cellar.
An apt pupil, he managed to arrive at a workable solution, that is, attack his master first and offer him to the arriving demon in exchange for power. The circumstances might allow one to roughly classify this as self-defense, but that really doesn't excuse Vervain for killing his family later.
Fortunately for his soul, age has mellowed him and the intervening years have allowed the trio of guilt, conscience, and chafing under the not-so-gentle direction of an endless swarm of creatures more powerful than he to cultivate a mighty sense of discontent with his station in life.