S@squ@tch's Against the Giants - Team Gold RG II


What's on your mind?

+ Log in or register to post
Page 1 of 2 12 LastLast
Results 1 to 10 of 12
  1. #1
    Registered User
    Scout (Lvl 6)

    s@squ@tch's Avatar

    Join Date
    Jul 2006
    Location
    Carmel-not-by-the-sea, IN
    Posts
    4,172
    Reviews
    Read 0 Reviews

    ø Ignore s@squ@tch

    S@squ@tch's Against the Giants - Team Gold RG II

    Team Gold:


    Strahd_Von_Zarovich - Githzerai (LA 2) Rogue 1 Monk 5
    Vertexx69 - ??? crusader
    ScottDewar - dwarf cleric 8 (formerly played by renau1q)
    Tailspinner – gnome archivist 8 (formerly played by rolzup)



    DM Controlled PC:
    Virashil - Sorcerer 5/Dragonheart Mage 3

    Past Cast:
    EvolutionKB - warforged transmuter 3/master specialist 4/master transmorgifist 1 - smashed into scrap metal by hill giant
    stonegod - shifter druid 6/warshaper 2 - smashed into pulp by hill giant
    Zurai -- Human warlock 8 - rended in twain by pseudonatural apes in the jungle
    Nac Mac Feegle - Goliath Ranger 1/Fighter 2/Barbarian 4 - plane shifted by mind flayer
    OnlytheStrong – human cleric 8 - brain consumed by a mind flayer in the jungle
    Shayuri – warforged fighter 2/warblade 6 - smashed into pieces by hill giant
    Graf - fighter 2/rogue 2/dragonmarked heir 4 - smashed into pulp by hill giant




    3.5 Edition rules
    # of characters: 7 or 8
    Level: 8th
    Starting Equipment: 27K (8th) -- no item more than 1/2
    Alignment: No requirement, but if you plan an evil character, a good reason, plus a good cover, would be required.
    Ability Generation: 32 point buy
    Hit Points: Max HP at 1st level, leveling up, take 3/4 of the maximum possible roll for your hit points. For classes using a d6 or d10, round down, but make it up at the next level.
    Source Material: Core + Complete Series, Magic Item Compendium, Eberron Campaign Setting, Races of Eberron, subject to approval by me. No: Incarnum, Tome of Battle, Psionics
    Setting: Eberron -- so only races present on Eberron would qualify.
    Speed: Very important: I try to post once a day, I am looking for a fast paced game, but allowing time for character development and interaction with the world. This is a long series of modules, so I am looking for people into it for the long haul. Your posting record will be looked into and used with your character concept submission.
    Last edited by s@squ@tch; Sunday, 11th July, 2010 at 03:25 AM.
    Characters I play


    Toman Kenthur Fighter 5/Sorcerer 1/Dragon Disciple 2 - in Strahd's Lost Caverns of Tsojacanth
    Virashil N'al Sil Sorcerer 5/Dragonheart Mage 2 - in renau1q's RHOD
    Delkat Kraylin Cleric 6 - in Rhun's Ravenloft
    Marot the Deadly Warlock 6/Enlightened Spirit 2 - in Stonegod's Expedition to Castle Ravenloft
    Derrenil Llirthyn Cleric 7 - HM's Mystery of the Drow
    Lenuran of Lortmills Bard 6 - in Strahd's RttTOEE
    S@squ@tch's PbP Character Thread


    Games I DM

    Against the Giants - Team Black: RG IC OOC
    Against the Giants - Team Gold: RG IC OOC
    Against the Giants - Alternate RG:RG

 

  • #2
    Registered User
    Scout (Lvl 6)

    s@squ@tch's Avatar

    Join Date
    Jul 2006
    Location
    Carmel-not-by-the-sea, IN
    Posts
    4,172
    Reviews
    Read 0 Reviews

    ø Ignore s@squ@tch

    Persons of Interest

    1) Dalwir d'Lyrander: Captain of the Airship Precarious Retreat
    2) Barrak: House Tharashk finder/first contact - deceased
    3) Nardon: House Tharashk Contact
    4) Ganyon: House Tharashk Guide
    Characters I play


    Toman Kenthur Fighter 5/Sorcerer 1/Dragon Disciple 2 - in Strahd's Lost Caverns of Tsojacanth
    Virashil N'al Sil Sorcerer 5/Dragonheart Mage 2 - in renau1q's RHOD
    Delkat Kraylin Cleric 6 - in Rhun's Ravenloft
    Marot the Deadly Warlock 6/Enlightened Spirit 2 - in Stonegod's Expedition to Castle Ravenloft
    Derrenil Llirthyn Cleric 7 - HM's Mystery of the Drow
    Lenuran of Lortmills Bard 6 - in Strahd's RttTOEE
    S@squ@tch's PbP Character Thread


    Games I DM

    Against the Giants - Team Black: RG IC OOC
    Against the Giants - Team Gold: RG IC OOC
    Against the Giants - Alternate RG:RG

  • #3
    Registered User
    Scout (Lvl 6)

    s@squ@tch's Avatar

    Join Date
    Jul 2006
    Location
    Carmel-not-by-the-sea, IN
    Posts
    4,172
    Reviews
    Read 0 Reviews

    ø Ignore s@squ@tch

    Experience and Treasure

    1) Defeating the Air Elementals: 686 xp (All but Lo-Kag)
    2) Defeating the advanced Tendriculos: 343 xp
    3) Defeating the Pseudonatural Dire Apes: 400 xp (All original members) Domoris/Hudder added to group
    4) Defeating the Aquatic Gelatinous Cubes in the Canals of Titan's Teeth: 200 xp (Hudder/Domoris/Void/Darv/Dreadnought/Morph)
    5) Defeating Hill Giant in Titan's Teeth: 267 xp (Hudder/Domoris/Void/Darv/Dreadnought/Morph)
    6) Defeating Harpy in Titan's Teeth tower: 1200 xp (Hudder/Domoris/Void/Darv/Dreadnought/Morph)

    Found Treasure:

    Harpy:
    • Ring of Protection +1
    • Studded leather armor +3
    • Cloak of Protection +2
    • 16 magic arrows
    • 15 silver arrows
    • 5 adamantine arrows
    • Efficient Quiver
    • 2 magic potions
    • Garjon's Amulet
    • Large Mighty (+2) Flame Longbow +1
    • 1251 gp, 49 pp, 483 silver
    Characters I play


    Toman Kenthur Fighter 5/Sorcerer 1/Dragon Disciple 2 - in Strahd's Lost Caverns of Tsojacanth
    Virashil N'al Sil Sorcerer 5/Dragonheart Mage 2 - in renau1q's RHOD
    Delkat Kraylin Cleric 6 - in Rhun's Ravenloft
    Marot the Deadly Warlock 6/Enlightened Spirit 2 - in Stonegod's Expedition to Castle Ravenloft
    Derrenil Llirthyn Cleric 7 - HM's Mystery of the Drow
    Lenuran of Lortmills Bard 6 - in Strahd's RttTOEE
    S@squ@tch's PbP Character Thread


    Games I DM

    Against the Giants - Team Black: RG IC OOC
    Against the Giants - Team Gold: RG IC OOC
    Against the Giants - Alternate RG:RG

  • #4
    Registered User
    Waghalter (Lvl 7)

    Vertexx69's Avatar

    Join Date
    Jan 2007
    Location
    Reno, NV
    Posts
    2,662
    Reviews
    Read 0 Reviews

    ø Ignore Vertexx69
    King Grommet (the mad)
    DM Only
    Code:
    Name: King Grommet (the Mad)
    Class: Crusader/ Cleric/ Ruby Knight Vindicator
    Race: ?
    Size: Medium
    Gender: Male
    Alignment: Chaotic Good
    Domains: War, Strength
    Initiator Level: 5/1/2
    
    Str: 18 +4 (16, +2 lvl)                      Level: 8              XP: 33,000
    Dex: 10 +0 (10)                              BAB: +7/2           HP: 77 (10+3d8+4d10+32)
    Con: 18 +4 (16, +2 Raical, +2 Enh)     Grapple: +25      Dmg  Red: -/-
    Int: 08 -1 (8)                                 Speed: 20'           Spell Res: -
    Wis: 12 +1 (12)                              Init: -                 Spell Save: -
    Cha: 14 +2 (16, -2 Racial)                ACP: - 20            Spell Fail: -
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +11    +5    +0     +0    +0    +X     26(30)
    Touch: 10(14)          Flatfooted: 26(30)
    
                             Base   Mod  Misc  Total
    Fort:                      6    +4    +3    +11(13)
    Ref:                       1    +0    +3    +2(4)
    Will:                      6    +1    +5    +10(12)
    
    Weapon                  Attack   Damage     Critical
    Geared Chain                     +13    2d4+7     X2
    Spiked Gauntlet                  +11   1d4+4     X2
    
    Languages: Common, Dwarven, Giant
    
    Abilities:
    Steely Resolve 10: (Delay up to 10 dmg taken until end of next turn)
    Furious Counterstrike: (Gain +2 to hit/dmg while he has 10 dmg delayed)
    Imdomitable Soul: (+2 to will saves)
    Zealous Surge: (1/day reroll any save, must take new roll)
    Divine Recovery: (Use turn/rebuke attempt to recover 1 spent manuever as  swift action)
    Turn Undead: (5/day)
    Spells: (4/3+1)
    Manuevers (9)
    Stances (3)
    
    Spells:
    0: Create Water X2, Purify F/DX2
    1: Foundation of Stone, Lesser Vigor, Protection from Evil + Enlarge  Person
    
    Manuevers Known:
    Crusader's Strike
    Vangaurd Strike
    Stone Bones
    Douse the Flames
    Shield Block
    Shadow Jaunt
    Battle Leader's Charge
    Revitalizing Strike
    Divine Surge
    
    Manuevers Readied: 5(3) I'll roll 1d5 X3 on IC to pick granted  manuevers at start of combat, then 1d2 High/low for 2nd round, and get  the last on the 3rd before resetting with a fresh 3 from the list on the  4th round.
    1 Divine Surge
    2 Stone Bones
    3 Revitalizing Strike
    4 Shadow Jaunt
    5 Shield Block
    
    Stances Known: (
    Martial Spirit
    Stonefoot Stance
    Assasin's Stance (Default)
    
    Flaws:
    Shaky
    
    Feats: 
    - Weapon Proficiency - Spiked Chain (Bonus: Domain)
    - Weapon Focus - Spiked Chain (Bonus: Domain)
    - Extra Granted Manuever (Bonus: Flaw)
    1 Power Attack
    3 Martial Study (Shadow Jaunt)
    6 Cleave
    
    
    Skill Points: 33       Max Ranks: 11/7
    Skills                   Ranks   Mod  Misc  Total
    Knowledge Religion         8     -1   +12    +30
    Knowledge Planes           5(10) -1
    Intimidate                 5     +2   +9     +20
    Hide                       4(8)  +0   +2     +6
    
    Equipment:               Cost  Weight
    +1 Blueshine Mehcanus Gear 6,150g  50lb
    -  Restful Crystal           500g   -
    +1 Spiked Chain            2,325g  10lb
    - Least Crystal of Return    300g   -
    +1 Animated Tower Shield   9,180g  45lb
    Heartseeking Amulet        3,000g   -
    +2 Vest of Health          4,000g   1lb
    +1 Cloak of Resistance     1,000g   1lb
    Watch Lamp                   500g
    
    46g
    
    Total Weight:lb 
    
                               Lgt   Med     Hvy     Lift     Push
    Max Weight:             100    200    300    600    1,500
    
    Age: 35
    Height: 4'6"
    Weight: 180lb
    Eyes: green/black
    Hair: red
    Skin: pale
    Appearance:
    This strange being seems to have walked into
    the world out of a dream. Is he alive under all that armor or
    some strange precursor to the current incarnation of the warforged?
    Covered in jerkily moving cogs and gears, the animated if metallic
    voice that comes from within reminds everyone of speaking inside a
    metal hallway. The combat chain he weilds is hung with sharpened bits
    of broken cogs and gear-teeth, as is the tower shield that floats
    before him. A large half facegaurd jutts up from his chestplate
    to cover the lower portion of the goggled helmet that peeks
    from behind it. Is there anything but more gears under all those wheels,
    or is it the blood of a living creature that pumps those metallic limbs?
    Personality:
    To say "a bit uneven", or "a raving lune" is putting
    it mildly when referring to the self proclaim king of something or other.
    But for all his ticks and ill-timed outbursts of maniacal laughter, King
    Grommet has a good heart beating deep inside that steel chestplate.
    His extensive planar travels must have left him unhinged, or perhaps it
    was the fact that he was unfinged that lead him across the seams of reality,
    because why would any sane being want to go galavanting through the
    untold terrors that other planes can hold? While the mad tin can seems to
    be completely off his rocker most of the time, he is reliable in a fight
    and not afraid to absorb a hit for a companion if that is whats needed.
    And the universe loves nothing more than a kindly fool.
    Background
    So there was Grommet with his friend Widget the animated
    tower shield, just minding their own business on the bendy-melty plain,
    which is very pretty and drippy and flashy if they did say so. Walking
    and floating and even rolling sometimes along when Grommet heres a sound like
    metal rain but more all at the same time from behind this cloud of rocks.
    So Grommet hasn't heard this type of rain before and wanted to see if it
    was raining cooking pots or sommething like that. But then there was all this
    roaring and screaming and gurgling sounds, so Grommet runs up to see
    what made the sounds. He comes around the cloud of rocks to find a squad of
    Metal men just chopping and hacking apart a small bunch of traders passing
    through the bendy-melty plain like a short cut. Too bad they got found by these
    gear-tickin baddies, and got killed in a very orderly type manner.

    So Grommet runs over to help the merchants not get killed, by swinging his
    chain very hard into the head type areas of the clockmen. And boy let Grommet
    tell you they didn't like that one bit. Can you believe they tried to hack up
    grommet too when he interupted their little "order cleansing". The metal guys
    kept spouting things like "order must be restored" and "death to the chaotics"
    but Grommet didn't know what they meant. So the biggest metal man comes up
    to Grommet swinging a big hammer, but he's way too slow. Then the big
    clockman takes Grommet's chain right to the face and falls over onto some
    spikey metal rocks that had grown out of the ground behind him when he wasn't
    looking and screamed in a very non-robot way before he stopped kicking. The
    front of his head had been torn open by the hit, and wow was Grommet surprised
    when he looked inside to see it was a flesh man inside a clockman suit instead
    of just more gears and stuff.

    Even though all the merchants were killed too, Grommet was proud to be able to
    stop the clockmen from doing that to any other regular type folk in his
    favorite place to wander. Grommet pulled the dead flesh man out of the
    clockman suit and found that he quite like the look of it, now that it wasn't
    trying to kill him. So he cleaned out grimey insides while the landscape
    quietly and not so quietly churned and changed constantly. This puddle of
    mercury floated by as Grommet finished putting on the armor so he could see
    himself in his new trophy. He said to nobody in particular, "Wow Grommet looks
    good." And a little set of arms popped a crown-type gear over the top of his
    head and played playing little tune with a tin horn hidden somewhere in the suit,
    before folding the gear back into the collar. This pleased Grommet to no end and
    he spent the next several hours until hestarted refering to himself as King
    Grommet. The rip the clockmen had come out of looked very strange on the other
    side, all wheels and gears and swinging pendulums, but then it changed to an
    all black place and then an all white place. When it changed to a place with trees
    and plants and sunshine Grommet felt he was ready to share with people the
    news about his title and what their new king expected of them.
    Remember that every facet of our lives tries to become all consuming if we don't watch it. We need creative outlets like gaming to keep the trudge of daily life from grinding our souls into dust...
    - Vertexx69
    ____________________
    MyGames
    Living Eberron - OOC RG IC
    ToH - IC
    Death of the Dragons - RG IC
    B5 Outrageous Fortune - IC OOC
    Music Inspired Insanity - OOC RG IC
    Welcome to Slimy Lake - OOC RG IC
    Muare Castle - OOC RG IC

  • #5

    Arexus

    Code:
    Name: Arexus                 
     Class: Ranger 2 - Fighter 4 - Order of the Bow Initiate 2   
      Race: Human         Age: 29                       
    Height: 5'9"       Weight: 202#
      Size: M            Hair: (bald)
    Gender: M            Eyes: Green
     Align: CG           Skin: Fair
    
    Str: 18 (15 base + 1 level + 2 Belt)        
    Dex: 18 (15 base + 1 level + 2 Gloves)              
    Con: 14        
    Int: 10          
    Wis: 14                   
    Cha: 10   
    
    Action Points: 9
    Benefit: Roll 2D6k1 to add to any D20 roll
    Action Surge: as Immediate action, spend 2 AP for extra move/standard action         
    
    HP: 72
    AC:   Total  Base  Armor  Shld   Dex  Size   Def   Nat  Dodge  CExp   Touch   Flatfooted
            19    10     4      1     4     0     0     0     0      0      14        15
                                                                
    BAB: +8/+3  
    Grapple: +12   
                        
    Weapon:                     Attack    Damage   Critical   Type   
    +2 Comp Longbow (mighty +4) +14/+9     1D8+8    20/x3       P    
    MW Longsword (2 hands)      +13/+8     1D8+6   19-20/x2     S   
    
    Bow Combat MOdifiers:
    +1 to hit and damage within 30' (Point Blank Shot)
    Extra attack on full attack (all attacks at -2) (Rapid Shot)
    +5 damage vs Giants (Improved Favoured Enemy)
    +1D8 precision damage (Standard Action, must be within 30', not if immune to crits)
    
    Speed: 30'         
     Init: +4          
       SR: -
       DR: -
    
    Saving Throws
    
              Total  Base from classes  Stat Magic  Misc   
    Fort:      +10       +3 +4 +0        +2   +1     
     Ref:      +12       +3 +1 +3        +4   +1     
    Will:       +9       +0 +1 +3        +2   +1    +2 (feat)    
    
    Languages: 
    Common, Giant
    
    
    Racial Abilities:
    Bonus feat @ 1st Level
    4 extra skill points @ 1st level
    +1 skill point per level
    
    Class Abilities:
    Proficient with all armour and shields
    Proficient with all martial weapons
    Tracking
    Wild Empathy
    Favoured Enemy (Giants)
    Close Combat Shot
    
    Feats:
    1st - Point Blank Shot
    1st - Precise Shot (Human bonus)
    2nd - Rapid Shot (Ranger bonus)
    3rd - Iron Will
    3rd - Weapon Focus:Longbow (Fighter bonus)
    4th - Action Surge (spend 2 AP for extra move or standard action)
    6th - Improved Favoured Enemy:Giants
    6th - Weapon Specialisation:Longbow (Fighter bonus)
      
        
    Skill Points: 53  ((6x4+4) + (6+1) + ((2+1)x4) + ((2+1)x2)
    Max ranks: 11/5.5
    Armour Check Penalty: -2
    
    Skills                   Total..Rank..Ability..Misc
    Appraise...................+0.....0......0                        
    Balance....................+4.....0......4
    Bluff......................+0.....0......3
    Climb......................+5.....1......4                       
    Concentration..............+2.....0......2
    Craft (Bows)...............+5.....5......0                 
    Decipher Script...........N/A
    Diplomacy..................+0.....0......0                
    Disable Device............N/A          
    Disguise...................+0.....0......0                   
    Escape Artist..............+4.....0......4
    Forgery....................+0.....0......0
    Gather Information.........+0.....0......0  
    Handle Animal.............N/A
    Heal.......................+4.....2......2.....(+2 Healer's kit)                         
    Hide.......................+9.....5......4
    Intimidate.................+0.....0......0
    Jump.......................+7.....1......4.....+2 (item)                       
    Knowledge (Arcana)........N/A      
    Knowledge (Dungeoneering).N/A   
    Knowledge (Engineering)...N/A
    Knowledge (Geography).....N/A 
    Knowledge (History).......N/A       
    Knowledge (Local).........N/A 
    Knowledge (Nature).........+5.....5......0      
    Knowledge (Nobility)......N/A 
    Knowledge (Planes)........N/A
    Knowledge (Religion)......N/A                             
    Listen.....................+7.....5......2                      
    Move Silently..............+9.....5......4
    Open Lock.................N/A
    Perform....................+0.....0......0     
    Profession ().............N/A         
    Ride.......................+5.....1......4
    Search.....................+5.....5......0                       
    Sense Motive...............+2.....0......2                                            
    Sleight of Hand...........N/A 
    Speak Language.............+1.....1......0  
    Spellcraft................N/A      
    Spot.......................+7.....5......2                      
    Survival..................+15....11......2.....(+2 Synergy from Knowledge:Nature)                    
    Swim.......................+5.....1......4                         
    Tumble....................N/A
    Use Magic Device..........N/A
    Use Rope...................+4.....0......4
    
    
    Money:
    PP:        GP: 50     SP:       CP:   
    
    Magic Items:
    +2 Mighty (+4) Composite Longbow (8.8K)
    Belt of Strength +2 (4K)
    Gloves of Dexterity +2 (4K)
    Vest of resistance +1 (1K)
    Efficient Quiver (1.8K)
    Lesser Fiend Slying Crystal (attached to bow) (3K)
    Boots of Translocation (2K)
    Bracers of Elusive Action (.8K)
    
    
    
    Equipment:
    Item                           Cost    Weight
    Travellers Outfit                -        -
    Chain Shirt                    100       25
    MW Buckler                     165        5
    MW Longsword                   315        4
    Knife                            2        1
    Backpack                         2        2
       Fletching Tools               5        5
       Waterskin                     1        4
       Hooded Lantern                7        2 
       Oil (1 flask)                 1        1 
       Flint and steel               1        - 
       Rope (silk) 50'              10        5
       Bedroll                      .1        5
       Blanket                      .5        3
       Trail rations (6 days)        3        6
       Sack (2)                     .2        1
    Belt Pouch (2)                   2        1 
       Potion of CLW x 4           200        -
       Potion of Enlarge Person    250        -
       Oil of Bless Weapon x 4     400        1
    Quiver
       Arrows x 20                   1        1
    (Efficient Quiver)
       Arrows x 60                   3       (3)
       10 torches                   .1      (10)
    
                              Total Weight: 135
                            Carried weight:  65 
    
                Light  Medium   Heavy 
    Max Weight:  100    200      300
    Stat Block
    Code:
    Current stats
    
    HP: 72/72    
    AC:19  AC(T):14  AC(FF):15 
    
              Total  Base from classes  Stat Magic  Misc   
    Fort:      +10       +3 +4 +0        +2   +1     
     Ref:      +12       +3 +1 +3        +4   +1     
    Will:       +9       +0 +1 +3        +2   +1    +2 (feat)    
                 
    Weapon:                     Attack    Damage   Critical   Type   
    +2 Comp Longbow (mighty +4) +14/+9     1D8+8    20/x3       P    
    MW Longsowrd (2 hands)      +13/+8     1D8+6   19-20/x2     S   
    
    
    Current Effects:




    Description

    Arexus is a young, powerfully built man. With a shaved head, he is almost as wide as he is tall, yet for all his slightly forbidding appearance, he has an easy smile, and his valour is without question, making him valued by his comrades just as he is feared by his foes. Dressed in soft greens and browns, and carrying a heavily recurved bow tipped with the horns of something that definitely wasn't 'animal' when it was alive, he looks like a typical woodsman.


    Background

    Arexus is a mercenary who has spent many years hiring his services (although 'hiring' is a misnomer as he often works for bed and food if his employers turn out to be too poor to pay) as either a caravan guard for merchants travelling through dangerous territory, or defending outlying villages from marauding bands of humanoids. Leading a party in pursuit of a band of ogres who had been killing and enslaving humans and elves alike, he discovered too late that the leaders were actually giants; he was one of only 2 survivors, but was captured and destined for the slave pens or food.


    Picture


    Last edited by grufflehead; Sunday, 1st August, 2010 at 06:59 PM.

  • #6
    Registered User
    Grandfather of Assassins (Lvl 19)

    Scott DeWar's Avatar

    Join Date
    Feb 2007
    Location
    Miscatonic U. professor of supernatural studies-Emeritus [Greater Nashville area, Tenn.]
    Posts
    20,201
    Reviews
    Read 0 Reviews
    OSRICEN PublishingPathfinderCircvs MaximvsGygax Memorial FundThe Perturbed Dragon

    ø Ignore Scott DeWar
    My communities:

    Code:
    Name: Dori Kundarak (formerly played by Rena1g)
    Class: Cleric 8
     (Racial Sub. level 1, Races of Stone 146)Starting Lvl: 8
    Race: Dwarf
    Region of Origin: Mror Holds
    Size: M
    Gender: M
    Alignment: NG
    Action Points: 9
    Deity: Sovereign Host (Domains: War, Good)
    
    Str: 16 +3 (08p.)	Level: 8	XP: 
    Dex: 12 +1 (04p.)	BAB: +6		HP: 84/84 (1d10+4,7d8+28)
    Con: 18 +4 (08p.)	Grapple: +9	Craft Points: 
    Int: 10 +0 (02p.)	Speed: 20'	Stat Increases: Str, Con
    Wis: 16 +3 (10p.)	Init: +1	Spell Save: +3
    Cha: 06 -2 (00p.)	ACP: -7		Spell Fail: 0%
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+9	+4	+1	+0	+0	+0	24
    Touch:	11	Flatfooted: 10
    
    Spell Res: None
    Dmg Red: None
    
    	Total	Base	Mod	Misc
    Fort:	+10	+6	+4	--
    Ref:	+3	+2	+1	--
    Will:	+9	+6	+3	--
    Notes:
    
    Weapon Attack Damage Critical Range
    Long sword +11/+6 1d8+4 19-20/x2
    Light Crossbow +9 1d8 19-20/x2 80 ft
    
    
    Sword of Virtue Beyond Reproach (MIC61) 
    (Functions as a +1 Holy Longsword, plus 2d6 if evil)
    gauntlets of giant fellin': xtra damage to large or larger creatures
    1 size larger = + 1d6
    2 sizes larger = + 2d6
    3 sizes largeer = +3d6 damage
    
    Notes:
    
    Languages: Common, Dwarven
    
    Abilities:
    Smite Giants (5/day, Add +4 to attack roll & +8 damage) 
         (Lose ability to turn undead)  uses 00000
    Spontaneous Casting (heal)
    
    Dwarf:
    +2 constitution / -2 charisma (already included)
    Can move 20 feet even if in heavy armor
    Darkvision (see 60 feet in pitch-dark)
    Stonecunning (+2 on searching stone, intuit depth)
    +4 to avoid being bullrushed while standing on ground
    +2 racial bonus on saves vs. poison
    +2 racial bonus on saves vs. spells / spell-like abilities
    +1 racial bonus to hit orcs and goblinoids
    +4 dodge bonus on AC against giants
    +4 stability bonus to avoid being tripped/bull rushed standing on ground
    +2 racial bonus on appraise checks if stone/metal
    
    
    
    Feats:  
    Weapon Focus (Longsword)(Bonus), 
    Augment Healing (Complete Divine), 
    Touch of Healing (Complete Champion), 
    Giant Banemagic (Secrets of Xen'Drik)
    
    Augment Healing - Add +2 points per spell level to the amount of 
         damage healed by any Conjuration [Healing] spell that you cast.
    Touch of Healing -  As long as you have a conjuration (healing) spell of
         2nd level or higher available to cast, you can spend a standard action 
         to touch a target creature and heal 3 points of damage per level of the
         highest-level conjuration(healing) spell you have available to cast. You can
         use this ability only on a target that has been reduced to one-half or fewer
         of its total hit points. The effect ends once you've healed the subject up to
         half its normal maximum hit points. This ability has no effect on creatures
         that can't be healed by cure spells. As a secondary benefit, you gain a +1
         competence bonus to your caster level when casting conjuration (healing) 
         spells.
    Giant Bane magic - Damaging Spells cause +2d6 dmg against giants, +2 to 
         save DC
    
    Spells prepared (Save DC 13 + spell level): 
    0 - 6 - 
    Create Water (2), Detect Magic, Mending, Purify Food & Drink, 
    Prestidigitation
    
    1st - (4+1) - 
    Divine Favor, Vigor, Lesser (CA) Resurgence, , Protection from Evil* (D) 1;
    
    2nd - (3+1) - 
    Bull's Strength, Restoration, Lesser, Deific Vengeance (CD 161), 
    Spiritual Weapon (D); 
    
    3rd - (3+1) - 
    Briar Web (CD 156), Vigor, Mass Lesser** (CD), Ring of Blades (CA 121) 
    Magic Circle Against Evil* (D); 
    
    4th - (2+1) - 
    Divine Power, Recitation (CD 176) Holy Smite* (D)
    
    Domains: War, Good 
    * = Good
    ** = Conj (Heal) (Cast at +1 level & +2 points/spell level of healing)
    
    Skill Points: 22	Max Ranks: 11/8
    Skills		Total	Ranks	Mod 	Misc
    Concentration	+15	11	+4	
    Heal		+8	5	+3	
    Perception	+3	0	+3	(I've lumped them all together as they're all the same)
    Know(Religion)	+3	3	+0	
    Know(Dungeon)	+3	3	+0	
    
    Notes:
    
    Equipment:					Cost	Weight
    Sword of Virtue Beyond Reproach	(MIC61)		9,315gp	 4lb
    +1 Blurring Displacement Fullplate (MIC 9 &10)		10,650gp 50lb
    +2 Heavy Steel Shield				4,170gp	 15lb
    Wand of Cure Light Wounds	(50)		750gp	 1lb
    Gauntlets of Giantfelling (MIC 103)		2,000gp	 -lb uses/day: 000
    Light Crossbow 					35 gp    4lb
    20 bolts					2 gp	 2lb
    Journal						5 gp     2lb
    
    
    Total Weight:78lb	Money: 78gp 
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	76	153	230	460	1150
    
    Age: 110
    Height: 4"1' 
    Weight: 190lbs
    Eyes: Dark Brown
    Hair: Black
    Skin: Tan
    Appearance: Dori is a heavily armored dwarf, always wearing his fullplate wear he goes. His black hair is usually matted from the sweat produced by this habit. Dori has a full beard, short by dwarven standards. His nose is sharp and angular, leaning to one side after being broken years ago.

    Personality: Dori has a an aggressive streak, even for a dwarf, he favours dominating a conversation and will stubbornly defend his point, even once he's been proven wrong. He's got a sarcastic sense of humour and enjoys humour at others expense. Dori will protect those who can't protect themselves and will throw himself at any enemy, no matter their size. He enjoys the thrill of battle and sees it as honoring the Sovereign Host, using their granted powers to aid him and his allies.

    background

    Background: Dori Kundarak was born in the Mror Holds, specifically in Krona Peak. Dori was indoctrined from a young age in the massive temple devoted to the Sovereign Host, but he never took well to the training of Kol Korran. As a member of House Kundarak, Dori was expected assist in the Warding services that the house provides. Dori was selected to accompany an expedition to Xen'drik, and began extensive training in battling giants, both with magical means and how to convert his faith into a tangible power against the larger foes. House Kundarak had discovered the location of a potent dragonshard, which would greatly increase the dragonmarked abilities of the House.

    The below is an excerpt from Dori's Journal:
    The journey from Sharn was typically arduous. After securing passage aboard a Lyrander ship, we called upon an old contact Carnaby Goebb in Tavick's Landing. Resourceful as always, he provided us with a signal anchor stone for later use bargaining with the sahuagin.
    Fortunate indeed that I took this precaution. For all their airs, the Lyrander captains can be unholy fools when navigating Shargon's Teeth. Our esteemed commander assumed the bargain he struck with his sahuagin guide in Sharn guaranteed safe passage regardless of the route. Alas, the sea devils are as territorial as the Talentans, and we were promptly boarded by two dozen angry sentinels of a rival clan. Negotiations were proceeding poorly -- weapons were drawn, as I recall -- until I dropped Carnaby's signal stone off the starboard bow. We were soon joined by a rather glorious sahuagin priestess, resplendent upon her terrifying dragon eel.
    Our Lyrander captain suffered an unfortunate bout of seasickness at that sight and turned nearly as green as the sentinels. We were able to secure passage through the remaining waters by bartering directly with the priestess's representative, according to Carnaby's instructions. I never cease to marvel at the reach of that old dwarf's influence! The remainder of the journey was relatively uneventful, and I stepped onto Stormreach's battered wharves yesterday morn.
    We are to proceed on the morrow with the remainder of our company, attempting to uncover that dragonshard, travelling upriver and into the wilds. We expect to reach the ruins in three weeks time. Hopefully, we can reach there uneventfully, but with the jungles closing in around us I can't help, but feel that someone's watching us.

    Damnit, those drow are sneaky. They ambushed us and killed three o' me friends before we managed to push them back. The leader tells me that we'll be more careful, but why weren't we more careful in the first place?

    We arrived today at the ruins, not much more than some crumbled towers, with stones strewn about the clearing. We put up our base camp and proceeded to begin investigations. I've been taking care of those who've been succumbing to the jungle, their illnesses have been getting worse, but luckily I've been able to help.

    I'm all alone.... all alone, how'd they know we were there, we thought we were safe, all the wardings, all the spells, didn't do nothing. I ran... ran away and left them all, the giants didn't even try to stop me, why didn't I fight? What fell magic did they use against me? I don't know where I am, I'm stuck out here in this stinking jungle...I need to get back to Stormreach...
    Last edited by Scott DeWar; Wednesday, 7th September, 2011 at 11:48 PM.
    Check out Living Pathfinder! 76 83 92 102 109 115 members and counting!!

  • #7
    Current Status

    HP: 36/36
    SA: Daze (DC 9) 3/3 ; shatter (DC 11) 2/3 ; feather fall 3/3
    AP: 8/8

    character

    Male Githzerai Sleeping Tiger Monk 5 / Rogue 1
    Lawful Neutral

    Strength 14 (+2)
    Dexterity 24 (+7) (+2 Gloves)
    Constitution 10 (+0)
    Intelligence 8 (-1)
    Wisdom 20 (+5) (+2 Periapt)
    Charisma 12 (+1)

    Total Hit Points: 36 (42 with amulet of health worn)
    Action points: 8
    Speed: 40 feet [monk]

    Armor Class: 28 = 10 +7 [dexterity] +5 [wisdom] +1 [monk level] +4 [inertial armor] +1 [Ring]
    Touch AC: 28
    Flat-footed: 21
    Spell Resistance: 11

    Initiative modifier: +11 = +7 [dexterity] +4 [improved initiative]
    Fortitude save: +4 = 4 [base] +0 [Constitution]
    Reflex save: +13 = 6 [base] +7 [dexterity]
    Will save: +9/+11 = 4 [base] +5 [wisdom] +2 [vs. enchantment]
    Attack (handheld): +6 = 3 [base] +2 [strength]
    Weapon Finesse: +11 = 3 [base] +7 [dexterity]
    Attack (unarmed): +6 = 3 [base] +2 [strength] +1 [Weapon Focus]
    Weapon Finesse: +12 = 3 [base] +7 [dexterity] +1 [Weapon Focus]
    Flurry of Blows: +5/+5 [includes strength modifier]
    Attack (missile): +10 = 3 [base] +7 [dexterity]
    Grapple check: +4 = 3 [base] +2 [strength]


    Languages: Common Gith
    Unarmed Damage: 1d8 +2 [strength]

    Feats

    Weapon Finesse [sleeping tiger]
    Improved Initiative [sleeping tiger]
    Improved Unarmed Strike [monk]
    Power Attack
    Flying Kick (+1d12 dmg when charging)
    Weapon Focus (Unarmed Strike)

    Skills
    (27 sp Rogue ; 15 sp Monk)
    Name Key Ability Skill Modifier = Ability Modifier + Ranks + Misc Modifier .

    Appraise Int -1 = -1
    Balance Dex* 13 = +7 +3 +2 [tumble]
    Bluff Cha 1 = +1
    Climb Str* 2 = +2
    Concentration Con 0 = 0
    Diplomacy Cha 1 = +1
    Disable Device Int 4 = -1 +5
    Disguise Cha 1 = +1
    Escape Artist Dex* 8 = +7 +1
    Forgery Int -1 = -1
    Gather Information Cha 1 = +1
    Heal Wis 5 = +5
    Hide Dex* 20 = +7 +6 +2 [sleeping tiger] +5 [Cloak]
    Intimidate Cha 1 = +1
    Jump Str* 12 = +2 +4 +2 [tumble] +4 [speed 40]
    Knowledge (religion) Int 1 = -1 +2
    Listen Wis 5 = +5
    Move Silently Dex* 20 = +7 +8 +5 [Boots]
    Ride Dex 7 = +7
    Search Int 5 = -1 +6
    Sense Motive Wis 5 = +5
    Spot Wis 6 = +5 +1
    Survival Wis 5= +5
    Swim Str** 2 = +2
    Tumble Dex* 14 = +7 +7
    Use Rope Dex 8 = +7
    * = check penalty for wearing armor

    Githzerai Traits

    • +6 dexterity, -2 intelligence, +2 wisdom
    • Darkvision to 60 feet
    • Spell resistance 5+class level
    • Daze DC 9, shatter DC 11, feather fall 3/day each
    • Inertial armor +4 to AC
    • Character level +2

    Sleeping Tiger Monk Traits

    • Need Hide, Power Attack
    • AC Bonus for Wisdom
    • AC Bonus for level (begins level 5)
    • Flurry of Blows
    • Unarmed Strike
    • +2 on Hide
    • Fast Movement (already included)
    • Weapon Finesse (bonus feat level 1)
    • Evasion (level 2)
    • Improved Initiative (bonus feat level 2)
    • Fast Movement (level 3)
    • Still Mind level 3)
    • Ki Strike (level 4) unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction
    • Slow Fall (level 4)
    • Purity of Body (level 5) immunity to all diseases except for supernatural and magical diseases

    Rogue Traits

    • Sneak Attack +1d6
    • Trapfinding

    Void's Equipment

    Light load: 58 lb. or less.
    Medium load: 59-116 lb
    Heavy load: 117-175 lb.
    Lift over head: 175 lb.
    Lift off ground: 350 lb.
    Push or drag: 875 lb.


    Kama +1 (2302gp) (2 lb.)
    20 Shurikans (1 lb.)
    10 Shurikans +1 (2301gp) (0.5 lb.)
    Gloves of Dex +2 (4000gp) (0 lb.)
    Periapt of Wisdom +2 (4000gp) (0 lb.)
    Amulet of Health +2 (4000gp) (0 lb.) unworn.
    Cloak of Elven kind (2500gp) (1 lb.)
    Boots of Elven kind (2500gp) (1 lb.)
    Ring of Sustenance (2500gp) (0 lb.)
    Ring of Protection +1 (2000gp) (0 lb.)
    Monk’s outfit. (2 lb.)
    Thieves’ tools. (1 lb.)
    Backpack. (2 lb.)
    Winter Blanket (3 lb.)
    Caltrops (2 lb.)
    Potions: Magic Fang (4), Pass without trace(1), Invisibility (1), universal Solvent (1)

    Wealth - 276 gp 5 sp
    Total weight - 15.5 lb.


    level advancement stat

    Level 1: Rogue.
    Level 2: Monk
    Level 3: Monk.
    Level 4: Monk, +1 to Dex
    Leevl 5: Monk
    Level 6: Monk

    Background and Appearance

    Size: Medium
    Height: 6' 0"
    Weight: 145 lb
    Skin: Gray
    Eyes: Amber
    Hair: None

    Second generation to the ones who fought the Illithids, Void grew up on stories of exalted and heroic deeds and legends of glorified battles and bravery.
    In recent years, the great Sensai of his temple suspected an activity of Illithids in the Giant infested land of Xendrik.
    Void is asked by his sensei to track any activity that might occur in the ruined land, using his stealth abilities, Void can invade deep into the Giant's land and gather information of probability cooperation between Giants and Illithids.

    Void is a scout, infiltrator type of character, using stealth to overcome obstacles.
    He can't take down powerful opponents in melee but can slow them down with ranged attacks and then disappear.


  • #8
    Stats
    Code:
      Name: Tairil Swiftblade
     Class: Warblade 6/Fighter 1/Master of Nine 1  
      Race: Wood Elf     Age: 29                      
    Height: 5'7"         Weight: 124 lbs
      Size: M            Hair: Copper
    Gender: M            Eyes: Green/White
     Align: CG           Skin: Tanned
    
    Str: 20 (15 base + 1 Level + 2 Racial + 2 Gauntlets)        
    Dex: 16 (14 base + 2 Racial)              
    Con: 14 (16 base - 2 Racial)        
    Int: 14 (15 base - 2 Racial + 1 Level)
    Wis: 10                  
    Cha: 8            
    
    HP: 71
    AC:   Total  Base  Armor  Shld   Dex  Size   Def   Nat  Dodge  CExp   Touch   Flatfooted
            24    10     9      0     3     0     1     1     0      0      14        21
                                                                
    BAB: +7/+2  
    Grapple: +12  
                        
    Weapon:                     Attack    Damage   Critical   Type
    +1 Keen Glaive              +13/+8    1d10+8  19-20/x3     S
    Comp Longbow                +10/+5      1D8    20/x3       P
    Unarmed Strike              +12/+7    1d4+5    20/x2       B
    
    Speed: 20'        
     Init: +7          
       SR: -
       DR: -
    
    Action Points: -
    
    Saving Throws
    
              Total  Base from classes  Stat Magic  Misc   Special
    Fort:       +7         +5 +0         +2      
     Ref:       +7         +2 +0         +3          +2  
    Will:       +4         +2 +2         +0        
    
    Languages:
    Common
    
    
    Racial Abilities:
    +2 Spot/Search/Listen
    Immune to Sleep, +2 saves vs. charm effects
    +2 Str, Dex, -2 Int, Con
    
    Class Abilities:
    
    Feats:
    1st - Dodge
    1st - Martial Study: Setting Sun (Bonus, Flaw: Murky Vision)
    3rd - Adaptive Style
    5th - Improved Initiative
    6th - Blindfighting
    6th - Improved Unarmed Strike (Bonus)
      
        
    Skill Points: 66  ((6x9)+(4)+(8))
    Max ranks: 11/5.5
    Armour Check Penalty: -2
    
    Skills                   Total..Rank..Ability..Misc
    Appraise...................+2.....0......2                        
    Balance...................+14....11......3.....+2 (Synergy)
    Bluff......................-1.....0.....-1
    Climb......................+5.....2......5                      
    Concentration.............+13....11......2              
    Decipher Script...........N/A
    Diplomacy.................+11....10.....-1.....+2 (Synergy)                     
    Disable Device............N/A          
    Disguise...................-1.....0.....-1                  
    Escape Artist..............+3.....0......3
    Forgery....................+2.....0......2
    Gather Information.........-1.....0.....-1  
    Handle Animal.............N/A
    Heal.......................+0.....0......0                        
    Hide.......................+3.....0......3
    Intimidate.................-1.....0.....-1
    Jump......................+16....11......5.....+2 (Synergy)                                              
    Listen.....................+2.....0......0.....+2 (Racial)                  
    Move Silently..............+2.....0......4
    Open Lock.................N/A
    Perform....................-1.....0.....-1    
    Profession ().............N/A        
    Ride.......................+4.....1......3
    Search.....................+4.....0......2.....+2 (Racial)
    Sense Motive..............+11....11......0                                            
    Sleight of Hand...........N/A
    Speak Language............N/A  
    Spellcraft................N/A      
    Spot.......................+2.....0......0.....+2 (Racial)                      
    Survival...................+0.....0......0                    
    Swim.......................+5.....0......5                        
    Tumble....................+14....11......3.....+2 (Synergy)
    Use Magic Device..........N/A
    Use Rope...................+3.....0......3
    
    
    Martial Skills:
    Initiator Level:7
    
    Maneuvers Known: 9
    Maneuvers Readied: 5
    Stances Known: 2
    
    Maneuvers Known (* readied, ** stance):
      Desert Wind: Burning Blade*, Burning Brand
      Devoted Spirit:
      Diamond Mind: Moment of Perfect Mind*, Insightful Strike*
      Iron Heart: Steel Wind, Absolute Steel Stance**
      Setting Sun: Counter Charge*
      Shadow Hand:
      Stone Dragon: Stone Bones
      Tiger Claw: Hunter's Sense**, Soaring Raptor Strike*
      White Raven: Douse the Flames                
    
    Money
    PP:        GP: 400     SP:       CP:  
    
    Magic Items:
    +1 Mithril Plate Armor (11500)
    +2 Weapon (8,100)
    Natural Armor +1 (2000)
    Protection +1 (2000)
    Strength +2 (4000)


    Description
    Tairel is tall and muscular for an elf, but still moves with his race's traditional speed and grace, even when wearing his heavy armor. His most distinctive features are his eyes, which look like they were once green, but are now filmed over and mostly milky white. When he fights, his coppery hair trails out behind him like a banner.


    Personality
    Naturally reticent, Tairel can be well-spoken when he puts forth the effort, but always behaves as if the very act of speaking is physically draining to him. When in combat, nothing seems to phase him as he fights.


    Background
    Born among the Valenar elves, Tairel was flawed from birth by a defect in his sight. Growing up, he was despondent over his inability to join in the warrior culture of his homeland. His family, concerned for his well-being, searched for a way to interest him in other pursuits. For many years they were unable to find anything, until one year, a traveler, seeing Tairel's eyes, remarked on a resemblance between him and a famed blademaster of the Aerenal. Initially unsure about sending their child so far away, his parents finally decided to allow him to travel with the traveler on his way back to the lands of the Aerenal. There, he met Vaelas Mendyrian, swordsman and reclusive Master of Nine. Feeling a certain level of sympathy for Tairel, he agreed to train him in his ways, and so Tairel learned not only the ways of a martial adept, but also how hone his other senses to not only compensate for his murky sight but even be more perceptive than those born with perfect sight. <To be filled in more to allow contact with the party>


    Last edited by Xaositek; Monday, 19th July, 2010 at 03:17 PM.

  • #9
    Registered User
    Gallant (Lvl 3)

    Tailspinner's Avatar

    Join Date
    Apr 2003
    Location
    Texas
    Posts
    3,662
    Reviews
    Read 0 Reviews

    ø Ignore Tailspinner
    My communities:

    Darvakarrian "Darv" Zelheinskorvan, scholar and adventurer, at your service!



    Behold!
    Darvakarrian "Darv" Zelheinskorvan
    Male Gnome Archivist 8
    Alignment: Lawful Good

    Str: 8 (-1) 2 pts, -2 Racial
    Con: 14 (+2) 4 pts, +2 Racial
    Dex: 12 (+1) 2 pts
    Int: 20 (+5) 10 pts, +2 level, Spectacles of Intellect +2
    Wis: 18 (+4) 10 pts, Periapt of Wisdom +2
    Chr: 10 (+0) 2 pts

    Init +1

    Hit Points: 53 (6+4+5+4+5+4+5+4+16)
    AC: 19 (+7 Armor, +1 Dex, +1 Size,) Touch: 12, Flat: 18
    Init: +1

    Action Points: 9

    Base Atk/Grapple: +4 / -1
    Speed: 20' /x4

    Saves:
    Fort +10 (+6 base, +2 Con, +2 cloak)
    Ref +5 (+2 base, +1 Dex, +2 cloak)
    Will +12 (+6 base, +4 Wis, +2 cloak)

    +5 Melee, Masterwork Longspear, 1d6, 20/x3, Piercing (reach)
    +7 Ranged, Masterwork Shortbow, 1d4 20/x3, Piercing, 60 ft.

    Skills:
    Concentration: +13 (12 Ranks +1 Con)
    Decipher Script: +12 (7 Ranks +5 Int)
    Knowledge (arcana): +17 (12 Ranks +5 Int)
    Knowledge (dungeoneering): +19 (12 Ranks +5 Int +2 Archivist Bonus)
    Knowledge (history): +15 (10 Ranks +5 Int)
    Knowledge (nature): +19 (12 Ranks +5 Int +2 Archivist Bonus)
    Knowledge (religion): +15 (10 Ranks +5 Int)
    Knowledge (the planes): +7 (2 Ranks +2 Int)
    Spellcraft: +19 (12 Ranks +5 Int +2 Synergy)

    Languages: Common, Gnome, Giant, Draconic

    Feats
    Archivist of Nature (1st Level)
    Scribe Scroll (1st Level Bonus)
    Touch of Healing (3rd Level)
    Spontaneous Healer (6th Level)

    FEATS
    ARCHIVIST OF NATURE (HH 119)
    In addition to your studies of the darkness, you have spent time studying giants and fey.
    Prerequisite: Dark knowledge.
    Benefit: You can use your dark knowledge on giants and fey. You use Knowledge (nature) for dark knowledge checks regarding these two creature types.
    Normal: Without this feat, a character with dark knowledge can only use that class feature on aberrations, elementals, magical beasts, outsiders, and undead.

    SPONTANEOUS HEALER {GENERAL} (CD 84)
    Prerequisites: Knowledge (religion) 4 ranks, nonevil alignment, able to cast any cure wounds spell.
    Benefi t: You can use your spellcasting ability to spontaneously cast cure spells (from your class spell list) just as a cleric can. You may use this ability a total number of times per day equal to your Wisdom modifier.

    TOUCH OF HEALING {RESERVE} (CC 62)
    You can channel divine energy into healing with a touch.
    Prerequisite: Ability to cast 2nd-level spells.
    Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells.
    As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.

    GNOME ABILITIES
    • -2 Strength, +2 Constitution
    • Base land speed of 20 feet.
    • Low-Light Vision
    • Spell-like abilities: 1/day - speak with animals(burrowing), dancing lights, ghost sound, prestidigitation
    • Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons, rather than exotic weapons.
    • +2 racial bonus on saving throws against illusions
    • +1 modifier to the DC for all saving throws against illusion spells you cast.
    • +1 racial bonus on attack rolls against kobolds and goblinoids
    • +4 dodge bonus to AC against giants
    • +2 racial bonus on Craft(alchemy) and Listen checks

    ARCHIVIST ABILITIES
    • Dark Knowledge: 5/day, Darv can draw upon his knowledge of aberrations (dungeoneering), elementals (the planes), fey (nature), giants (nature), magical beasts (arcana), outsiders (the planes), or undead (religion). If he succeeds at the relevant knowledge check (DC:15), he grants his allies special abilities.
    ¤ Tactics: Grants a +1 (or more) bonus to attack rolls.
    ¤ Puissance: Grants a +1 (or more) bonus on saving throws to allies within 60 feet.
    ¤ Foe: Grants a 1d6 (or more) damage bonus on weapon damage.
    • Lore Mastery: Darv gains a +2 bonus to all Decipher Script checks and to Knowledge (nature) and Knowledge (dungeoneering) checks.
    • Still Mind (Ex): Darv gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

    Spells Known:
    Orisons: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
    1st Level: Bless, Entangle, Guiding Light, Lesser Vigor, Longstrider, Repair Light Damage, Sanctuary, Shield of Faith, Winged Watcher
    2nd Level: Barkskin, Close Wounds, Hold Person, Mass Snake's Swiftness
    3rd Level: Blessed Aim, Dispel Magic, Fell the Greatest Foe, Mass Lesser Vigor, Prayer
    4th Level: Flame Strike, Moon Bolt, Panacea, Repair Critical Damage, Restoration, Spike Stones

    Spells Prepared:
    Spells Per Day: 4/6/5/5/4
    Orisons: Cure Minor Wounds, Detect Magic, Light, Read Magic
    1st Level: Bless, Lesser Vigor, Longstrider, Repair Light Damage, Shield of Faith, Winged Watcher
    2nd Level: Barkskin, Close Wounds, Close Wounds, Hold Person, Mass Snake's Swiftness
    3rd Level: Dispel Magic, Fell the Greatest Foe, Mass Lesser Vigor, Mass Lesser Vigor, Prayer
    4th Level: Flame Strike, Flame Strike, Moon Bolt, Repair Critical Damage

    SPELLS
    BARKSKIN
    Transmutation
    Level: 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: 10 min./level [80 min.]
    Saving Throw: None
    Spell Resistance: Yes (harmless)
    Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. [+3]
    The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

    BLESS
    Enchantment (Compulsion) [Mind-Affecting]
    Level: 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: 50 ft.
    Area: The caster and all allies within a 50-ft. burst, centered on the caster
    Duration: 1 min./level [8 min.]
    Saving Throw: None
    Spell Resistance: Yes (harmless)
    Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
    Bless counters and dispels bane.

    BLESSED AIM (SC)
    Divination
    Level: 1
    Components: V, S
    Casting Time: 1 standard action
    Range: 50 ft.
    Effect: 50-ft.-radius spread centered on you
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: No
    This spell grants your allies within the spread a +2 morale bonus on ranged attack rolls.

    CLOSE WOUNDS (SC)
    Conjuration (Healing)
    Level: 2
    Components: V
    Casting Time: 1 immediate action
    Range: Close (25 ft. + 5 ft./2 levels) [45 ft.]
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will half (harmless); see text
    Spell Resistance: Yes (harmless)
    This spell cures 1d4 points of damage +1 point per caster level (maximum +5) [1d4+5].
    If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to –10 hit points, for example, leaving the character at negative hit points but stable.
    Used against an undead creature, close wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw).

    CREATE WATER
    Conjuration (Creation) [Water]
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels) [45 ft.]
    Effect: Up to 2 gallons of water/level [16 gallons]
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
    Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

    CURE MINOR WOUNDS
    Conjuration (Healing)
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will half (harmless); see text
    Spell Resistance: Yes (harmless); see text
    When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage.
    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

    DETECT MAGIC
    Divination
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 60 ft.
    Area: Cone-shaped emanation
    Duration: Concentration, up to 1 min./level (D) [8 min.]
    Saving Throw: None
    Spell Resistance: No
    You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
    1st Round: Presence or absence of magical auras.
    2nd Round: Number of different magical auras and the power of the most potent aura.
    3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
    Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
    Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
    Code:
                                    --------------------- Aura Power ---------------------
    Spell or Object	                Faint	      Moderate  Strong	   Overwhelming
    Functioning spell (spell level)	3rd or lower  4th-6th   7th-9th    10th+ (deity-level)
    Magic item (caster level)	5th or lower  6th-11th  12th-20th  21st+ (artifact)
    Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
    Code:
    Original      Strength  Duration of Lingering Aura
    Faint         1d6       rounds
    Moderate      1d6       minutes
    Strong        1d6x10    minutes
    Overwhelming  1d6       days
    Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
    Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
    Detect magic can be made permanent with a permanency spell.

    DETECT POISON
    Divination
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels) [45 ft.]
    Target or Area: One creature, one object, or a 5-ft. cube
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
    The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    DISPEL MAGIC
    Abjuration
    Level: 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level) [180 ft.]
    Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.
    Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.
    You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
    Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
    If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
    If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
    You automatically succeed on your dispel check against any spell that you cast yourself.
    Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.
    For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.
    For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
    For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
    For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
    If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
    You may choose to automatically succeed on dispel checks against any spell that you have cast.
    Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.

    ENTANGLE
    Transmutation
    Level: 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Plants in a 40-ft.-radius spread
    Duration: 1 min./level (D) [8 min.]
    Saving Throw: Reflex partial; see text
    Spell Resistance: No
    Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
    Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.

    FELL THE GREATEST FOE (SC)
    Transmutation
    Level: 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level [8 rounds]
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)
    The subject gains the ability to deal greater damage against larger creatures. For every size category of an opponent bigger than the subject of the spell, the subject deals an extra 1d6 points of damage on any successful melee attack. For example, a Medium creature would deal an extra 1d6 points of damage against a Large creature, 2d6 against Huge, 3d6 against Gargantuan, or 4d6 against a Colossal creature.
    Material Component: A dragon’s claw or a giant’s fingernail.

    FLAME STRIKE
    Evocation [Fire]
    Level: 4
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level) [180 ft.]
    Area: Cylinder (10-ft. radius, 40 ft. high)
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes
    A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

    GUIDANCE
    Divination
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute or until discharged
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes
    This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

    GUIDING LIGHT (SC)
    Evocation [Light]
    Level: 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Targets: Creatures in a 5-ft.-radius burst
    Duration: 1 minute/level (D) [8 minutes]
    Saving Throw: None
    Spell Resistance: Yes
    Bright lights shine at the targets. The lights grant a +2 circumstance bonus on ranged attack rolls against any highlighted target. If a creature gains total cover or total concealment relative to you, or if it leaves the area, the spell ends for that target.

    HOLD PERSON
    Enchantment (Compulsion) [Mind-Affecting]
    Level: 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level) [180 ft.]
    Target: One humanoid creature
    Duration: 1 round/level (D); see text [8 rounds]
    Saving Throw: Will negates; see text
    Spell Resistance: Yes
    The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
    A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

    INFLICT MINOR WOUNDS
    Necromancy
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes
    When laying your hand upon a creature, you channel negative energy that deals 1 point of damage.
    Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

    LIGHT
    Evocation [Light]
    Level: 0
    Components: V, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Object touched
    Duration: 10 min./level (D) [80 min.]
    Saving Throw: None
    Spell Resistance: No
    This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
    A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

    LONGSTRIDER
    Transmutation
    Level: 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 hour/level (D) [8 hours]
    This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.
    Material Component: A pinch of dirt.

    MENDING
    Transmutation
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 10 ft.
    Target: One object of up to 1 lb.
    Duration: Instantaneous
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)
    Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
    Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

    MOON BOLT (SC)
    Evocation
    Level: 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level) [720 ft.]
    Target: One living or undead creature, or two living or undead creatures that are no more than 15 ft. apart; see text
    Duration: Instantaneous
    Saving Throw: Fortitude half (living target) or Will negates (undead target)
    Spell Resistance: Yes
    A moon bolt strikes unerringly against any living or undead creature in range.
    A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4) [2d4]. If the subject makes a successful Fortitude saving throw, the Strength damage is halved.
    An undead creature struck by a moon bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a –2 penalty on attack rolls and Will saving throws for the next minute.

    PANACEA (SC)
    Conjuration (Healing)
    Level: 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will half (harmless); see text
    Spell Resistance: Yes (harmless)
    This spell channels positive energy into a creature to wipe away its afflictions. It immediately ends any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage + 1 point per caster level (maximum +20) [1d8+8].
    Panacea does not remove ability damage, negative levels, or drained levels. Used against an undead creature, panacea deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw), but it has no other effect.

    PRAYER
    Enchantment (Compulsion) [Mind-Affecting]
    Level: 3
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: 40 ft.
    Area: All allies and foes within a 40-ft.-radius burst centered on you
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes
    You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.

    PURIFY FOOD AND DRINK
    Transmutation
    Level: 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 10 ft.
    Target: 1 cu. ft./level of contaminated food and water [8 cu. ft.]
    Duration: Instantaneous
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)
    This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
    Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

    READ MAGIC
    Divination
    Level: 0
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 min./level [80 min.]
    By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
    Read magic can be made permanent with a permanency spell.
    Focus: A clear crystal or mineral prism.

    REPAIR CRITICAL DAMAGE (SC)
    Transmutation
    Level: 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Construct touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 4d8 points of damage +1 point per caster level (maximum +20) [4d8+8].

    REPAIR LIGHT DAMAGE (SC)
    Transmutation
    Level: 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Construct touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5) [1d8+5].

    RESISTANCE
    Abjuration
    Level: 0
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
    Resistance can be made permanent with a permanency spell.

    RESTORATION
    Conjuration (Healing)
    Level: 4
    Components: V, S, M
    Casting Time: 3 rounds
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Restoration dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
    Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
    Restoration does not restore levels or Constitution points lost due to death.
    Material Component: Diamond dust worth 100 gp that is sprinkled over the target.

    SANCTUARY
    Abjuration
    Level: 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level [8 rounds]
    Saving Throw: Will negates
    Spell Resistance: No
    Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.

    SHIELD OF FAITH
    Abjuration
    Level: 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level [8 min.]
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level) [+3].
    Material Component: A small parchment with a bit of holy text written upon it.

    SNAKE’S SWIFTNESS, MASS (SC)
    Transmutation
    Level: 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level) [180 ft.]
    Targets: Allied creatures in a 20-ft.-radius burst
    Spell Resistance: Yes (harmless)
    The subjects can immediately make one melee or ranged attack. Taking this action doesn’t affect the subjects’ normal place in the initiative order. This is a single attack and follows the standard rules for attacking.
    This spell does not allow the subjects to make more than one additional attack in a round. If a subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails for that individual.

    SPIKE STONES
    Transmutation [Earth]
    Level: 4
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level) [180 ft.]
    Area: One 20-ft. square/level
    Duration: 1 hour/level (D) [8 hours]
    Saving Throw: Reflex partial
    Spell Resistance: Yes
    Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
    Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed.
    In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
    Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
    Spike stones is a magic trap that can’t be disabled with the Disable Device skill.
    Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones.

    VIGOR, LESSER (SC)
    Conjuration (Healing)
    Level: 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: 10 rounds + 1 round/level (max 15 rounds) [15 rounds]
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.
    The effects of multiple vigor spells do not stack; only the highest-level effect applies.

    VIGOR, MASS LESSER (SC)
    Conjuration (Healing)
    Level: 3
    Components: V, S
    Casting Time: 1 standard action
    Range: 20 ft.
    Target: One creature/2 levels, no two of which are more than 30 ft. apart [4 creatures]
    Du ration: 10 rounds + 1 round/level (max 25 rounds) [18 rounds]
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    All subjects gain fast healing 1, enabling them to heal 1 hit point per round until the spell ends and automatically becoming stabilized if they begin dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.
    The effects of multiple vigor spells do not stack; only the highest-level effect applies.

    VIRTUE
    Transmutation
    Level: 0
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min.
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)
    The subject gains 1 temporary hit point.

    WINGED WATCHER (CSc)
    Transmutation (Polymorph)
    Level: 1
    Components: V, S
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round/level (D) [8 rounds]
    You take the form of an owl (MM 277) or raven (MM 278), as chosen when you cast the spell. Even though your Intelligence changes to 2, you retain your normal ability to understand your surroundings (unlike a normal animal). See the polymorph subschool description below for more details.
    As its name suggests, this spell’s most common use is for unobtrusive observation, but it also allows a druid to overcome obstacles that hinder overland travel.

    The Polymorph Subschool
    A spell of the polymorph subschool changes the target’s form from one shape to another. Unless stated otherwise in the spell’s description, the target of such a spell takes on all the statistics (mental and physical) and special abilities of an average member of the new form in place of its own, except as follows.
    • The target retains its own alignment (and personality, within the limits of the new form’s ability scores).
    • The target retains its own hit points.
    • The target is treated as having its normal Hit Dice for the purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
    • The target retains the ability to understand the languages it understands in its normal form. If the new form is normally capable of speech, the target retains the ability to speak these languages as well. It can write in the languages it understands, but only if the new form is capable of writing in some manner (even a primitive manner, such as drawing in the dirt with a paw).
    In all other ways, the target’s normal game statistics are effectively replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features (even if the new form would normally be able to use those class features).
    If the new form’s size is different from the target’s normal size, its new space must share as much of the original form’s space as possible, squeezing into the available space (PH 148) if necessary. If insufficient space exists for the new form, the spell fails.
    Any gear worn or carried by the target melds into the new form and becomes nonfunctional. When the target reverts to its true form, any objects previously melded into the new form reappear in the same location on its body they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the target’s feet.
    The spellcaster can freely designate the new form’s minor physical qualities (such as hair color and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under the spellcaster’s control, but they must fall within the norms for the new form’s kind. The target of a polymorph spell is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    If the target of a polymorph spell is slain or rendered unconscious, the spell ends. Any part of the body that is separated from the whole remains polymorphed until the effect ends.

    Equipment:
    Spectacles of Intellect +2 (4000gp, 0#, worn)
    Periapt of Wisdom +2 (4000gp, 0#, worn)
    Cloak of Resistance +2 (4000gp, 1#, worn)
    Healing Belt (750gp, 1#, worn)
    Dimension Stide Boots (2000gp, 1#, worn)
    Survival Pouch (3100gp, 5#, belt)
    +2 Chainmail of Easy Travel (5,800gp, 20#, worn)
    Masterwork Longspear (305gp, 4.5#, carried)
    Masterwork Shortbow (330gp, 1#, back)
    Backpack (2gp, 2#, back)
    Wand of Lesser Vigor (750gp, 0#, backpack)
    Wand of Cure Light Wounds (750gp, 0#, backpack)
    Quall's Feather Token: Swan Boat (400gp, 0#, backpack)
    Daggers (2) (4gp, 2#, backpack)
    Sunrods (3) (6gp, 3#, backpack)
    Prayerbook (0gp, 3#, backpack)
    Blank Book (5gp, 3#, backpack)
    Inkstick (3gp, 0#, backpack)
    Small Steel Mirror (10gp, 0.5#, backpack)
    Magnifying Glass (100gp, 0#, backpack)
    Treasure (65pp, 35gp, 2#)
    Total (27000gp, 49#)

    MAGIC ITEMS
    CLOAK OF RESISTANCE
    This garment offers magic protection in the form of a +2 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

    DIMENSION STRIDE BOOTS
    While wearing dimension stride boots, you gain a +2 competence bonus on Jump checks. This is a continuous effect and requires no activation. In addition, the boots have 5 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to teleport a short distance (with no chance of error). You must have line of sight and line of effect to your destination. You can’t use the boots to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the boots’ activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring other creatures. 1 charge: Teleport 20 feet. 3 charges: Teleport 40 feet. 5 charges: Teleport 60 feet.

    EASY TRAVEL
    When wearing armor that has this property, you can carry up to a medium load as if it were a light load (ignoring the maximum Dexterity bonus, check penalty, and reduced speed normally incurred by a medium load). These reductions apply only to penalties for the load you carry, not to any reduction in speed caused by the armor itself. In addition, you can walk for up to 10 hours in a day before having to make Constitution checks to avoid taking nonlethal damage (PH 164).

    FEATHER TOKEN : SWAN BOAT
    A small feather token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day and is usable once.

    HEALING BELT
    While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.) 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage.

    PERIAPT OF WISDOM
    Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually increases the possessor’s Wisdom score in the form of an enhancement bonus of +2.

    SPECTACLES OF INTELLECT
    These spectacles add to the wearer’s Intelligence score in the form of an enhancement bonus of +2.

    SURVIVAL POUCH
    Five times per day, you can reach into a survival pouch and retrieve your choice of one of the following items. You can draw out the same item five times in one day, draw out five different items, or produce any combination of up to five items. Each item lasts for 8 hours or until indicated below, whichever comes first. Trail rations for one Medium creature for one day. Two gallons of water stored in a waterskin. The waterskin disappears if it is emptied completely. A tent and two bedrolls sized for Medium creatures. A 50-foot coil of hempen rope. A shovel. A campfire (about 2 feet square). The fire can be left to burn, or it can be pulled apart to produce eight lit torches. Each removed torch lasts for 1 hour and reduces the remaining burning time of the campfire by 1 hour. If the fire is extinguished, the unburnt portion vanishes. A composite shortbow (+1 Str bonus) and a quiver of 20 arrows. The bow disappears 1 round after the last arrow has been drawn from the quiver. A mule with bit, bridle, saddle, and saddlebags (treat as a summoned creature, except that it will not fight for you).

    WAND OF CURE LIGHT WOUNDS
    Channel positive energy that cures 1d8+1 points of damage.
    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

    WAND OF VIGOR, LESSER
    The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. Duration is 11 rounds.
    The effects of multiple vigor spells do not stack; only the highest-level effect applies.

    APPEARANCE
    Even in full armor, with a weapon in hand and gouts of fire thundering down from the heavens at his command, Darv looks like someone who belongs in a library, with books piled high around him. Short, skinny, and pale, with large brown eyes blinking behind his spectacles, Darv does not cut an impressive figure. Frankly, he's not even sure if he *could*.

    PERSONALITY
    Darv is eager to have adventures of his own, rather than reading about those of others. The chance to advance his own knowledge is, of course, nice...but by the heavens, he wants to know what danger feels like! That said, he takes his role as healer very seriously indeed, and strives to keep his companions' best interests in mind. It's just that sometimes, he gets a little...over-enthusiastic, shall we say?

    HISTORY
    Not everyone in Zilargo is a spy, no matter what rumors say. Yes, Darv's father was...and his mother...and his favorite uncle, and quite possibly his cousin...but not Darv. He never had the knack. His honest face hid nothing more than an honest heart, and none could really fault him for that.

    He drifted into a life of academia, which somehow managed to both bore him and satisfy him all at once. Yes, he was good at research...but wasn't there something more? Darv was, in truth, more than a little surprised by his own aptitude for magic. But once he discovered it, he threw himself into it whole-heartedly, realizing that *here* was his chance to do something meaningful. And exciting. Girls, they like exciting, don't they?

    CHARACTER ROLE
    Healing and support. He can give his allies a bunch of bonuses with Dark Knowledge and the proper spells, he's got the various Cure spells thanks to the Spontaneous Healing feat, and he's capable of making himself durable enough to move around the battlefield. Between battles, he can use the Wand of Vigor and his Healing Touch feat to heal his allies up to full without too much trouble. In theory, at least.

  • #10
    Registered User
    Thaumaturgist (Lvl 9)

    Dragonwriter's Avatar

    Join Date
    Aug 2007
    Location
    Southern California, US
    Posts
    2,465
    Reviews
    Read 0 Reviews

    ø Ignore Dragonwriter
    My communities:



    Chardarran, Human Sorcerer

    Name: Chardarran (Char) Ajjurakil
    Player: Dragonwriter

    Race: Human (dragonblood)
    Class: Sorcerer 6/Pact-Bound Adept 2 (Dragon Magic)
    ECL: +0 mod/total 1
    XPs: 28,000 current/36,000 next level

    Patron God: None, worships dragons as gods. Specifically, a Mature Adult Blue Male named Acophisinian.
    Alignment: Lawful Neutral
    ===================================
    Str: 8 (0 points)
    Dex: 16 (6 points +2 item)
    Con: 16 (6 points +2 item)
    Int: 12 (4 points)
    Wis: 8 (0 points)
    Cha: 22 (16 points +2 level +2 item)
    ===================================
    HP: 49 (4+21+24)
    AC: 17 (+3 Dex, +5 Armor, -1 Flaw)
    Init: +3
    Speed: 30 feet
    BAB: +4
    Mel: +3
    Rng: +7
    Fort: +5 (+2 SOR +0 PBA +3 CON)
    Refl: +8 (+2 SOR +3 PBA +3 DEX)
    Will: +7 (+5 SOR +3 PBA -1 WIS)
    ===================================
    ACTION POINTS: 9
    ===================================
    Special Abilities
    Race: Bonus feat, +4 skill points at level 1, +1 skill point at all levels beyond 1

    Class: Spellcasting, Metamagic Specialist (Alternate Class Feature, PHB2, traded familiar, usable 4/day);
    Pact-Bound Adept: Improved Pact +1 (Unbridled Fury of the Storm), Dragoncast 3/day.

    Other: Flaw: Vulnerable: -1 penalty to AC for bonus feat.
    Sacrificed a 3rd-level Spell Slot (and GP) for Dragonpact: Unbridled Fury of the Storm, can use Shocking Grasp 3/day and Protection from Energy (electricity) 2/day as Spell-Like Abilities at Caster Level 8. (Diplomacy check here, DC 18: 20)

    ===================================
    Feats: Draconic Heritage (blue) (Human, Complete Arcane, among others), Extend Spell (1st), Draconic Vigor (bonus, Flaw, Dragon Magic), Blue Dragon Lineage (3rd, Dragon Magic), Energy Substitution (cold) (6th, Complete Arcane)

    ===================================
    Languages: Common, Draconic, Undercommon

    ===================================
    Skills
    Trained or Untrained: +X (=Rank + Stat Mod + Other)
    Bluff +15 (=9+6+0)
    Concentration +14 (=11+3+0)
    Diplomacy +8 (=2+6+0)

    Trained Only: +X (=Rank + Stat Mod + Other)
    Knowledge (arcana) +12 (=11+1+0)
    Spellcraft +12 (=11+1+0)
    ===================================
    Magic Items (location, weight): Cloak of Charisma +2 (4,000 GP, shoulders, 2 lbs),
    Ring of Sustenance (2,500 GP, right middle finger),
    Amulet of Health +2 (4,000 GP, neck)
    Gloves of Dexterity +2 (4,000 GP, hands)
    Handy Haversack (2,000 GP, back, 5 lbs)
    +1 Mithral Chain Shirt of Twilight (5,100 GP, chest, 12.5 lbs)
    2 Scrolls of Regroup (L3, CL5, PH2): 750 GP (375 GP each, haversack)
    3 Scrolls of Identify: 375 GP (125 GP each, haversack)
    2 Scrolls of Silence (CL 3): 400 GP (200 GP each, haversack)
    4 potions of Cure Light Wounds (CL 1): 200 GP (50 GP each, haversack)
    (23,325 GP Spent)
    (Dragonpact for 3rd-level Spell Slot, beat DC by 2: 900 GP)
    ===================================
    Other Equipment:
    Weapons: Club (0 GP, 3 lbs, +3 melee, 1d6-1 damage), Light Crossbow (35 GP, 4 lbs, +7 ranged, 1d8 damage, 80 ft. range increment)

    Armor, Clothes: +1 Mithral Chain Shirt of Twilight (5,100 GP, 12.5 lbs, +5 Armor, +6 Max DEX, -0 Armor penalty, 0% Arcane Spell Failure), Savage’s clothing (free, weight not counted)

    -----------------------------------
    Container: Haversack Main Pocket

    Contents: Bedroll, winter blanket, flint and steel, hempen rope (50 ft.), 2 empty sacks, 2 bags of caltrops, everburning torch, spell component pouch


    Container: Haversack Right Pocket

    Contents: 2 Scrolls of Regroup (L3, CL5, PH2), 3 Scrolls of Identify, 2 Scrolls of Silence (CL 3), 4 potions of Cure Light Wounds (CL 1), 3 flasks of alchemist’s fire, 5 flasks of acid, 3 flasks of alchemist’s spark, 2 smokesticks, 2 noxious smokesticks, 2 tanglefoot bags


    Container: Haversack Left Pocket

    Contents: coinage and gems

    -----------------------------------
    Money
    PP: 25
    GP:9
    SP: 9
    CP: 10
    Gems/Other: 3 sapphires worth 300 GP each, 1 star sapphire worth 1,000 GP
    -----------------------------------
    Load
    Light: 0-26 lbs.
    Medium: 27-53 lbs.
    Heavy: 54-80 lbs.
    Current: 0 lbs.
    ===================================
    Magic
    Caster Level: 7
    Spells per day: 6/8/8/4 (5 normally, sacrificed 1 for Dragonpact)
    Lvl 0 Spells (7 known): Resistance, Acid Splash, Detect Magic, Read Magic, Ghost Sound, Message, Light
    Lvl 1 Spells (5 known): Orb of Fire (Complete Arcane), Grease (PHB), Shield (PHB), Magic Missile (PHB), Ray of Enfeeblement (PHB),
    Lvl 2 Spells (3 known): Kelgore’s Grave Mist (PH2), Vertigo (PH2), Scorching Ray (PHB)
    Lvl 3 Spells (2 known): Fireball (PHB), Haste (PHB),
    Lvl 4 Spells: none yet
    ===================================
    Description (include Age, gender, height, weight, physical description):
    Chardarran is a tall, lanky human, though quite slim and possessed of few obvious muscles. His 19 year-old body reaches a reasonable 6’2” and his slight build gives him a weight of 135 pounds. His face and body are heavily tattooed, all in a draconic motif, and his skin occasionally gains a blue-ish hue, if the sun is landing on him just right. His eyes are a vibrant, bright blue, yet always hard as ice, while his black hair is worn in a long braid, down to the center of his back.
    Among his visible tattoos is a trio of multicolored snakes running along each arm, with their heads at his shoulders. Lightning bolts are inked into his neck. Multiple patches of blue scales have been drawn in numerous places, all of them placed over scars from his youth. Around his face, though, the most intricate work was done. A second set of eyes, these reptilian in shape, rest above his eyebrows, while a set of fangs has been placed around his mouth and more lightning bolts run around the edge of his face and into his hairline. Altogether, it creates a strange and somewhat disturbing appearance.

    He customarily dresses in the manner of his people, wearing simple fur and leather garments, an iridescent chainmail shirt tossed on top of them.
    ===================================
    History

    Chardarran Ajjurakil has had much to deal with in his lifetime. Char, as he is often called by outsiders (it makes no difference to him), was born to a particular tribe of the Seren barbarians, the Ajjakahn. The night of his birth was marked by a great storm and a flight of blue dragons passing over his tribe’s camp. Among the elders, it was said the child had been marked and chosen by the dragons.
    For years, the child was raised as all male Seren children, to be a warrior. But he was weak, perplexing the elders, huntmasters and warriors. They thought he would be a mighty warrior, chosen by their dragon-gods, to lead the people in battle, yet he could barely swing an axe! They grew angry with him, and he was the subject of quiet ridicule from his peers. But one day, the young boy was sick of the teasing. In a fit of rage, he focused on the current source of his anger, another boy named Harr’ak and a year older than Char, and loosed his first spell, conjuring a flaming orb and throwing it at Harr’ak’s chest!
    It knocked its target to the ground and ignited his furs. Quick intervention from the other members of the tribe saved Harr’ak’s life, and the elders finally saw what Char had been marked for: not battle with weapons, but the power of the dragons themselves. The next thing to happen was for both the good of the tribe and the safety of Char. A small band, led by one of the elders, took Char into Argonessen, along a winding, ceremonial trail and left him at an ancient temple dedicated to the dragons. He was to remain there and pray until either the dragons told him to leave or took him away. Three days and nights passed, Char obediently waiting in the temple. On the fourth day, also his thirteenth birthday, a great storm rose up. Char remained, refusing to let the weather beat him from what he saw now as his destiny. At midnight, the storm abated and a mighty blue dragon was standing outside the temple, watching the boy.
    Chardarran stood in awe. Here before him was a living god to his people. It called him out of the temple and stared down at him, as if evaluating whether he would be a meal or an asset. After what seemed like an eternity to Char, it spoke to him, as it could see he was touched by both its own kind and the Progenitor Wyrms. The dragon, Acophisinian, took Char with it to its lair, there to teach the boy the magic of the dragons. For years, he learned about the magic in his blood and how the flight of the azure-scaled beasts had affected his birth and abilities. He grew stronger, all the while his tribe unknowing of what had come to pass. After 5 years of being sequestered with Acophisinian, the dragon told him to leave. But things would not be so simple as that…
    The dragon didn’t just tell Chardarran Ajjurakil to leave. It told him to go out, leave his people and explore the world. It wanted him to develop his dragon-given powers, seek out ancient sites or arcane might and learn. Most of all, it wanted him to go to Xen’drik and find a relic of the old world and bring it back to the dragon. This would be how Char would repay Acophisinian for all the teaching and study.
    It took some time for Char to reach Xen’drik, curious as he had been made about the rest of the world. He accrued some wealth, living among the outsiders and employing his magical skill, eventually reaching into an ancient magic taught to him by Acophisinian: the magic of the dragonpact, an arcane ritual that would bond a sorcerer and dragon mystically, granting each of them a boon of the other in the form of power. To this day, Char does not know just what dragon he made his pact with, but he knows his pact grows stronger and hopes one day to master that power…
    Last edited by Dragonwriter; Monday, 19th July, 2010 at 04:42 PM. Reason: forgot one little thing... Stupid spell components.

  • + Log in or register to post
    Page 1 of 2 12 LastLast

    Similar Threads

    1. S@squ@tch's Against the Giants - Team Gold OOC - Recruiting
      By s@squ@tch in forum Talking the Talk
      Replies: 736
      Last Post: Friday, 20th April, 2012, 04:56 PM
    2. S@squ@tch's Against the Giants - Team Gold
      By s@squ@tch in forum Playing the Game
      Replies: 1386
      Last Post: Sunday, 18th September, 2011, 03:18 PM
    3. S@squ@tch's Against the Giants - Team Gold
      By s@squ@tch in forum General RPG Discussion
      Replies: 28
      Last Post: Thursday, 11th August, 2011, 07:07 PM
    4. Recruiting -- S@squ@tch's Against the Giants - Team Gold
      By s@squ@tch in forum Talking the Talk
      Replies: 204
      Last Post: Wednesday, 22nd September, 2010, 10:48 PM
    5. Recruiting - S@squ@tch's Against the Giants, Team Gold
      By s@squ@tch in forum Talking the Talk
      Replies: 8
      Last Post: Tuesday, 17th February, 2009, 09:16 PM

    Posting Permissions

    • You may not post new threads
    • You may not post replies
    • You may not post attachments
    • You may not edit your posts
    •