[B]Name[/B]: Tutek
[B]Class[/B]: Ogre 4, Fighter 14
[B]Race[/B]: Ogre
[B]Size[/B]: Large
[B]Gender[/B]: Male
[B]Alignment[/B]: Chaotic Neutral
Str: 30/36 +10/+13 Level: 20 XP: 0
Dex: 14/16 +2/+3 BAB: +17 (+3 Ogre, +14 fighter) HP: 286 (3+9)x4+(8+9)x14
Con: 22/28 +6/+9 Grapple: +35 Dmg Red: 0
Int: 14 +2 Speed: 40' Spell Res: 0
Wis: 14 +2 Init: +3 Spell Save: +2
Cha: 08 -1 ACP: -3 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +9 +0 +3 -1 +10 +1 32
Touch: 13 Flatfooted: 28
Base Mod Misc Total
Fort: 13 +9 +7 +29
Ref: 5 +3 +7 +15
Will: 5 +2 +7 +14
[b]Weapon Attack Damage Critical[/b]
Sendesemcal +37/32/27/22 2d6+29 19-20x2
Throwing axe +32/27/22/17 1d8+15 x2
Gauntlet +30/25/20/15 1d4+13 x2
Languages: Common, Giant
Abilities:
Ogre:
-Abilities: STR +10, CON +4, DEX-2, INT & CHA -4
-BAB: +3
-Natural armor +5
-Speed: 40
-Reach 10'
-Darkvision 60', Low light vision
Feats:
Fighter feats ( Profs + (F))
Cleave (F)
Combat Expertise
Dodge (F)
Exotic weapon prof. Spiked Chain (F)
Great cleave
Greater wep. Spec (Spiked Chain)
Greater wep. Focus(Spiked Chain) (F)
Improved critical (Spiked Chain) (F)
Mobility (F)
Power attack (F)
Quick draw
Shield Proficiency
Spring attack
Weapon focus (Spiked Chain)
Weapon speci. (Spiked Chain) (F)
Whirlwind attack
Skills Ranks Mod Misc Total
Climb 7 +13 -2 +18
Intimidate 11 -1 +1 +11
Jump 10 +13 +6 +29
Listen 10 +0 +1 +11
Ride 4 +3 +1 +8
Spot 11 +0 +1 +12
Swim 10 +13 -5 +18
Spellcraft *10 +2 +1 +13
Knowledge Arcana *10 +1 +1 +12
*From Sendesemcal
Equipment:
Mithral fullplate of speed (50lb, 28000gp)
+5 Spiked Chain (20lb, 255550gp)
Spiked Chain (20lb, 25gp)
+2 Throwing Axe (Returning, Distance: 32316 gp)
Amulet of health +6 (36000 gp)
shirt of natural armor +5 (50000 gp)
Manual of bodily health +4, read. (110000 gp)
Ioun stones:
Deep red (8000 gp) +2 DEX
Pale green (30000 gp) +1 competence to attacks, checks, skills and saves
Dusty rose (5000 gp) +1 insight AC
Ring of evasion (25000 gp)
Boots of striding and springing (36000 gp)
Ring of Spell turning (98280 gp)
Potions:
Heroism x2 (1500 gp)
Reduce person x4 (1000 gp)
Enlarge Person x4 (1000 gp)
Invisibility x5 (1500 gp)
Belt of giant strength +6 (36000 gp)
Cloack of resistance +5 (25000 gp)
Everburning torch (110 gp)
Bed roll
Tent (20lb, 10 gp)
Waterskin
Stone of Good Luck (20000 gp)
Gauntlet of Rust (11500 gp)
Tome of understanding +4, read. (110000 gp)
Tome of clear thought +1, read. (27000 gp)
Money: 1070 gp
[B]Sendesemcal the Chained Sorceror[/b]
Adamantine Spiked chain +5
Intelligent Item
Int: 16, Wis: 14, Cha: 18 Languages: ?
Purpose: ?
Lesser powers: Detect magic at will, 10 ranks in spellcraft, 10 ranks in knowledge Arcana
Greater powers: ?
Abilities: 55200gp
Weapon properties:
Mighty Cleaving
Shock
Spell storing
Wounding
Properties: 200350gp
[B]Str[/B] 22 +6 5 pt [B]Hp:[/B] 6+[18*5]+[12*5]+[7*8]=212
[B]Dex[/B] 22 +6 6 pt [B]Exp:[/B] 200,000
[B]Con[/B] 20 +5 4 pt [B]BAB:[/B]+15/+10/+5
[B]Int[/B] 20 +5 4 pt [B]Grapple:[/B]+21
[B]Wis[/B] 22 +6 6 pt [B]Inititive:[/B] +10
[B]Chr[/B] 24 +7 5 pt [B]move[/B] 30 feet
counter:
00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
00000 00000 00[/s]
Levels 4, 8 and 12 ability increase: +1 to charisma at each.
Level 16: +1 to Str
+6 to each stat from headband or belt
[B]Encumbrance:[/B]
Carrying: 43.5 lb
Lite: to 173 lb Med: 174 to 346 LB Hvy: 347 to 520 LB
Lift over head: 520 LB Lift off ground: 1040 LB Push/ drag: 2600 LB
[B]SAVES: [U]base abil misc total[/U][/B]
[U]Fort[/U] 10 +5 +5 +20 *+5 vs undead effects
[U]Reflex[/U] 6 +6 +5 +17
[U]will[/U] 10 +6 +5 +21
Rogue: Fort: +0; Ref: +2; Will: +0
fighter: fort: +3; ref: +0; Will: +0
Scor: fort: +2; ref: +2; Will: +5
E. Knight: fort: +4; ref: +1; Will: +1
abj champ: fort: +1; ref: +1; will: +4
[B]special:[/B]
[U]Sepulchral vest[/U]: +5 Sacred bonus on save vs undead effects
[B][U]ARMOR CLASS:[/U][/B] 26 [36 w/ mage armor, gtr]
[B][U]TOUCH:[/U][/B] 25 [25 w/ mage armor, gtr]
[B][U]FLATFOOTED:[/U][/B] 20 [30 w/ mage armor, gtr]
[B][U] add +2 ac vs undead from Choker of Life Protection[/U][/B] [MIC]
[B][U] +1 shield bonus when fighting 2 weapon[/U][/B] Feat 2 wpn def
[B][U] +2 shield bonus When you are fighting defensively or using the
total defense action[/U][/B] Feat 2 wpn def
[Mage Armor, greater +6; prc: Abj Champ +5; dex +6;
ring of protection +3; natural + 6; shirt +1]
[B]WEAPONS: [U][I]**+2 att, +1d6 dam vs undead [gauntlets]**[/I][/U][/B]
[B][U][I]Melee[/I][/U][/B]
[U][B] att dam crit type[/B][/U]
Rapier +26/+21/+16 1d6+11 15-20/X2 P Keen, Speed
S. Sword +24/+19/+14 1d6+9 19-20/x2 P spell storing
Dagger +24/+19/+14 1d4+9 19-20/x2 P/S
Club +24/+19/+14 1d6+9 x2 B undead bane
vs undead: +26/+21/+16 3d6+11 B
[B][U][I]Melee, full round[/I][/U][/B] [pri. att at -2/-7/-12; off hand att at -2/-7/-12]
[U][B] att dam crit type[/B][/U]
Rapier +24/+19/+14 1d6+11 15-20/X2 P Keen, Speed
S. Sword +22/+17/+12 1d6+9 19-20/x2 P spell storing
[B][U][I]OR[/I][/U][/B]
[B][U][I]Melee, full round[/I][/U][/B] [pri. att at -2/-7/-12; off hand att at -2/-7/-12]
[U][B] att dam crit type[/B][/U]
Rapier +24/+19/+14 1d6+11 15-20/X2 P Keen, Speed
Club +22/+17/+12 1d6+9 19-20/x2 B undead bane
vs undead: +24/+19/+14 3d6+11 B
[B][U][I]OR[/I][/U][/B]
[B][U][I]Melee, full round[/I][/U][/B] [pri. att at -2/-7/-12; off hand att at -2/-7/-12]
[U][B] att dam crit type[/B][/U]
Rapier +24/+19/+14 1d6+11 15-20/X2 P Keen, Speed
dagger +24/+19/+14 1d6+9 19-20/x2 P/S returning
[B][U][I]Ranged[/I][/U][/B]
[U][B] att dam crit rng type[/B][/U]
Longbow +24/+19/+14 1d8+9 X 3 220' P distance
arrow, +1 +25/+20/+15 1d8+10 X 3 220' P
arrow, +2 +26/+21/+16 1d8+11 X 3 220' P
arrow, +25/+20/+15 1d8+14 X 3 220' P [U][B][I]undead bane[/I][/B][/U]
Dagger +24/+19/+14 1d4+9 19-20/x2 10' P/S returning
Club +24/+19/+14 1d6+9 x2 10' B undead bane
vs undead: +26/+21/+16 3d6+11 B
Rapier: +5, Keen, Speed
Longbow, Mwk, mighty +6 composite, +3, distance
arrows,+1 *30
arrows,+2 *20
arrows, undead bane +2 * 50
adamentine arrows +2 x 50
Short sword: +3, spell storing [disrupt undead, gtr; cl 18, 10d8 damage]
club: +3, undead bane, disruption
dagger, +3, returning
BAB/Att Calculations
[[U][B]str: +6, dex: +6, bab +15[/B][/U] [[I]prc +5, ftr +2, rog +0, scor +3, a. champ +5[/I]]
.
.
[B]FEATS/FEATURES:[/B]
Rog 1
Sneak attack +1d6; [URL="http://www.d20srd.org/srd/classes/rogue.htm#trapfinding"]trapfinding[/URL]
Scor 1 [URL="http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/draconic-bloodline"] bloodline info [/URL]
Class Skill:[B][U][I] perception; cantrips; [URL="http://www.d20srd.org/srd/feats.htm#eschewMaterials"] eschew materials [/URL];
Bloodline power: Claws (Su)[/I][/U][/B]
Starting at 1st level, you can grow claws as a free action.
[B][U][I]Bloodline Arcana[/I][/U][/B]:
Whenever you cast a spell with an energy descriptor that matches your
acid energy type, that spell deals +1 point of damage per die rolled.
Scor 3
[B][U][I]Bloodline power: Dragon Resistances (Ex):[/I][/U][/B]
At 3rd level, you gain resist 5 against acid type and a +1 natural
armor bonus.
[B][U][I]bloodline spell[/I][/U][/B]: MAGE ARMOR
Scor 5
[B][U][I]bloodline spell[/I][/U][/B] Resist Energy
[B][I]2 Weapon fighting[/I][/B] (Human)
[B][I]2 Weapon Defense[/I][/B] (Char lev 1)
[B][I]sudden silent [meta][/I][/B] (Char lev 3)
[B][I]somatic weaponry[/I][/B] (Fighter lv 1) -Comp mage pg 47
[B][I]Improved 2 wpn fighting[/I][/B] (Fighter lv 2)
[B][I]Practiced Spellcaster[/I][/B] (Char lv 6) Comp arcane pg 82
[B][I]Acidic splatter[/I][/B] (Char Lev 9) -Comp mage pg 37
[B][I]combat casting[/I][/B] (Eldrich Knight lev 1)
[B][I]craft arms and armor[/I][/B](Char Level 12 )
[B][I]greater two weapon fighting[/I][/B](Char Level 15 )
[I][B]Energy Substitution [meta] pre req: any meta
(comp arcane p 79)[/B][/I] (Char Level 18 )
future:
sudden still [meta]
Energy Admixture [meta] pre req: Energy Substitution (comp arcane p 79)
[U]Skill points[/U] 124
18*2 [int] + [[5+8]*4] [rog] + 2*2 [ftr] + 6*2 [scor] + 2*5
[prc: EK] + 2*5 prc: AC]
[B]SKILLS:[/B] Ranks Abil misc total
Appraise int +1 +5 -- +6
Balence dex +10 +6 +2 +18
Climb str +5 +6 -- +11 [+2 involving rope]
Conctr con +15 +5 +4 +24 [feat]
Craft: wps int +5 +5 -- +10
Craft: armor int +5 +5 -- +10
Disable Dev int +5 +5 +2 +12
Esc Art dex +5 +6 -- +11 +2 [involving rope]
Gath info cha +5 +7 +5 +17 [silver thread silk shirt]
Jump str +5 +6 +2 +13
Know: Arcana int +5 +5 +10 +20
Know: Local int +5 +5 -- +10
Know: Planes Int +Sp +5 +10 +15
Open Locks dex +5 +6 +2 +13
Perception Wis +15 +6 -- +21
Ride dex +1 +6 -- +7
Sense Motive wis +5 +6 -- +11
Spellcraft int +5 +5 +2 +12
stealth +10 +6 +15 +31 [silver thread shirt]
Swim str +1 +6 -- +7
Tumble dex +5 +6 +2 +13
Use Mag Dev cha +5 +7 +5 +17 [silver thread shirt]
Use Rope dex +5 +6 -- +11
mwk picks : +2 to opn locks and dis dev
headband: +10 to know planes and arcane
syn:
jump --> tumble
Know arcana --> spellcraft
Know Local --> Gather info
spellcraft --> use mag dev
Escape artist --> use rope checks involving bindings
Sense Motive --> Diplomacy
Tumble -->balence, jump
[B][U]LANGUAGES:[/U][/B] common; dwarvin, elvin, gnome, +2 more
.
.
[B][U]SPELLS: spells / day or known = lv 18[/U]
base: Scor 6
casts spells at: +4 levls from feat, effects only (praticed spell caster);
+ 4 lv from eldrich knight, effects only
+ 5 levels from Abjurent Champion
acid spells cast at [U]level 20 [/U]
all others: spells known/per day: [U]level 15[/U]
Casts effects as [U]19th leve[/U]l[/B]
[B]spells per day: spells kwn:[/B]
lv 0: unlimited = u 9
lv 1: 6 + 2 (ch) = 8 5
lv 2: 6 + 2 (ch) = 8 5
lv 3: 6 + 2 (ch) = 8 4
lv 4: 6 + 1 (ch) = 7 4
lv 5: 6 + 1 (ch) = 7 4
lv 6: 6 + 1 (ch) = 7 3
lv 7: 4 + 1 (ch) = 5 2
lv 8: 0 + 0 (ch) = 0 0
lv 9: 0 + 0 (ch) = 0 0
[B]SPELL LIST:[/B]
[I]* denotes spell compendium[/I]
[I]& denotes bonus spells frm scor[/I]
[U][B]0 level: [/B][/U]
Acid Splash
Detect magic
Detect Poison
Disrupt Undead
Light
Mend
Prestidigitation
* Electric Jolt
Ray of frost
[U][B]1st level: 00000 000[/B][/U].,.,.,.,[U][B]2nd level: 00000 000[/B][/U]
Expeditious retreat * Body of the Sun
Feather Fall dark vision
* low light vision Melf's acid arrow
magic missile * Orb of Acid, Lesser
* Persistent Blade & Resist energy
& Mage Armor spider climb
[U][B]3rd level: 00000 000[/B][/U].,.,.,.,[U][B]4 th level: 00000 00[/B][/U]
* Acid breath * force missiles
* Disrupt undead, Gtr * Orb of Acid
fireball shape stone
haste Stone skin
[B][U]5 th level: 00000 00[/U][/B].,.,.,.,[B][U]6 th level: 00000 00[/U][/B]
Fabricate Acid Storm
Planar Tolerance Elemental Body III
Reciprocal Gyre Heroism, Greater
Vitriolic Sphere
[B][U]7 th level: 000[/U][/B][B][U][s]00 [/s][/U][/B]
Limited Wish <<-----
Mage’s Sword
[B][U]Special:[/U][/B]
Acidic Splatter Feat [Su] (Comp mage pg 37): ranged touch attack + 21
with a 2nd lev or higher acid spell you can summon a glob
of acid that has a range of 5 ft / lv of highest spell available
and does 1d6 per level of spell available (at spell level 2 or
higher)
[COLOR=#000000]
removed:
7th level: banishment
[B][U]8 th level: [/U] [U]9 th level: [/U][/B]
* Form of the Dragon III Absorption
Polar Ray Shapechange
Sunburst
[/COLOR]
.
item [B]cost weight[/B]
+1 stealthy Shirt 73,500 gp 1.0 lb
of the Jade Dragon
Rapier, +5, speed, keen 162,320 gp 2.0 lb
club, +3, undead bane 32,300 gp 3.0 lb [SIZE=1] pkt 2[/SIZE]
l. bow, mighty +2 comp, 18,600 gp 4.0 lb
+3, distance
%Arrows,+1 *30 810 gp 3.0 lb all in QOH
%Arrows,+2 *20 1,740 gp 2.0 lb [SIZE=1] pkt 1[/SIZE]/19 in QOH
%Arrows, +2 *50 4,350 gp 5.0 lb [SIZE=1] pkt 1[/SIZE]
%Arrows, +2 x 50 4,350 gp 5.0 lb [SIZE=1] pkt 1[/SIZE]
%Arrows, adamentine +2 x 50 7,000 gp 5.0 lb [SIZE=1] pkt 1[/SIZE]
dagger, +3, returning x2 100,604 gp 1.0 lb
[U]%S. Sword +3, spell storing 16,310 gp 2.0 lb [/U]
total 1 : 403,634 GP [2765 xp]
[B]SPECIAL MAGICAL ITEMS:[/B]
infinite scrollcase contents:
% denotes made by himself
[sblock]
1. - 5. magic missile cl 9 X 5 1125 gp
6. - 10. fireball cl 10 X 5 3750 gp
11. - 15. lightning bolt cl 10 x 5 3750 gp
16. - 20. acid arrow cl 9 x 5 2250 gp
21. - 25. clairvoy/clairaud cl 5 x 5 1875 gp
26. - 30. remove curse cl 7 x 5 3500 gp
31. - 35. stoneskin cl 7 x 5 3500 gp
36. - 40. Black Tentacles cl 7 x 5 3500 gp
41. - 45. Stone Shape cl 7 x 5 3500 gp
46. Break Enchantment cl 9 1125 gp
47. Dismissal cl 9 1125 gp
48. Fabricate cl 9 1125 gp
49. Tongues cl 5 375 gp
[U]50. empty empty empty[/U]
total 2 30,450 gp
[/sblock]
rod of absorption 50,000 gp in QOH
infinite scroll case 2,800 gp [SIZE=1] pkt 2[/SIZE]
Ring of Protection +3 18,000 gp Body slot: Ring 1
Ring of Sustenance 2,500 gp Body slot: Ring 2
Sepulchral vest 2,000 gp * Body slot: Torso; mic pg 133
Gauntlet's of Ghost touch 4,000 gp * Body slot: Hands; MIC PG
Choker of Life Protection 14,000 gp * Body slot: Throat; MIC PG
headband of mental superiority 144,000 GP Body slot: head +30,000 gp
+6 to int, wis, cha
Belt of Physical Perfection 144,000 GP body slot: waist
+6 to str, dex, con
Heward's Handy Haversack 2,000 gp
Quiver of "E" 1,800 gp
bag of holding type I 2,500 gp
Cloak of resistance +5 25,000 gp Body slot: shoulders
bracers natural armor +5 50,000 gp Body slot: arms
[U]Boots of striding & springing 5,500 gp Body slot: feet[/U]
total 3 498,100 gp
[B]Potions[/B]
total 4: 0 gp
[B]wands:[/B]
total 5: 0 gp
total 1 403,634 gp
total 2 30,450 gp
total 3 498,100 gp
total 4 0 gp
total 5 0 gp
spell components 25,447 gp
[U]share of chariot 8,300 gp[/U]
spent so far: 940,484 gp
[U][I][B]Cash:[/B][/I][/U] 3,000 pp held in bag of holding 60 lbs
cash invested in contents of bag of holding (type I): 13,816 gp
.
-Bag of holding Type I wt:15 lb cap:250lb [30 ft^3]
carrying: 125 lb [15 ft^3] + 60 lb
-Ring of Sustenance no need for food or water,
need 2 hours of sleep for 8 hours of rest
-Quiver of Ellohanna Always weighs 2 lb
* [U]Area 51:[/U] 60 arrows capacity
[30] +1 arrows, [28] +2 arrows & [2] +2 adamentine
* [U]Area 2:[/U] 18 javelin capacity
Holds Rapier, shortsword & Rod of absorb.
* [U]Area 3:[/U] 6 bow capacity
holds bow
-Heward's Handy Haversack
weight: 5 lb, item you want is always on top, no AOO to retrieve items
* pocket 1 20 lb or 2 ft^3 capacity; designated with: [SIZE=1] pkt 1[/SIZE]
holds 15 lbs of arrows
* pocket 2 80 lb or 8 ft^3 capacity; designated with: [SIZE=1] pkt 2[/SIZE]
* pocket 3 20 lb or 2 ft^3 capacity; designated with: [SIZE=1] pkt 3[/SIZE]
-Short sword +3, spell storing (disrupt undead, gtr)
-Club +3, undead bane: extra +2 and +2d6 dam vs undead
-Rapier +5, speed, keen: Doubles critical threat range
-Shirt of the Jade Dragon: +1 enchantment; shadow and silent gtr
[+15 stealth], +3 competence bonus on the wearer’s Charisma-based checks.
-Sepulchral vest +5 Sacred bonus on saves
vs undead effects for 1 round, 3 times per day
-Gauntlets of Ghost Fighting: Ignore miss chance of
incorporeal undead, +1d6 dam vs incorporeal undead
Magic item comp pg. 216
-Choker of Life Protection: Negate 3 neg levls per day,
+2 Ac vs undead, detect undead at will (for possessing two pieces of
set) Magic item comp pg. 216
-Blessed bandage: immediately stabilize target
-Boots spring and stride: + 10' movement and
+5 competence bonus to jump
[B][U][I]* Intelligent item: headband of mental superiority [+6 to int, wis, cha][/I][/U][/B]
* Mental Ability Scores: Two at 19, one at 10
* Communication: Speech, telepathy
* Capabilities: Four lesser powers and three greater powers
* Senses: 120 ft. darkvision, blindsense, and hearing
* Base Price Modifier: 20,000 + 10,000
Lesser powers:
* 10 ranks in knowledge planes
* 10 ranks in knowledge arcane
* to be determined by DM Jamal
* to be determined by DM Jamal
Greater power:
* Item can use [URL="http://www.d20srd.org/srd/spells/dismissal.htm"] dismissal [/URL] on a foe 1/day
* to be determined by DM Jamal
* to be determined by DM Jamal
Special purpose
* to be determined by DM Jamal
Special purpose power
* to be determined by DM Jamal
this might be all that is known [to give dm caveat] to enact, gems must be
inserted in blank spots to equal to what is needed to activate power
This headband was found as part of what was left of the bones and equipment
of the defeated Archlich Iredex. It seemed to call to Gerard while the dust of the
battle was still settleing. It or rather [B][I]SHE[/I][/B] revealed some of her
knowledge to him.
[sblock=history/background]
general gnotes phoar gnau:
The holy order of the Dragon Warriors
[CENTER][SIZE=6][B][I]"We hunt the things that
go bump in the night"[/I][/B][/SIZE][/CENTER]
Born to a prostitute near the docks, he was mostly raised by the madam
of the house...she always taught him how to be shrewd, but still with a
kindness that she showed to her girls. When his mother was working the
streets on night, she ran afoul of some Dormithian slavers who were
trying to take her on a more permanent basis, killing her when she
resisted fiercely. The madam heard of the incursion and sent her own
posse after them with the words, "I'll teach them filthy slavers to keep
their thievin' hands off my girls!"
This pretty much started an overnight war between Domithians and
this one house...he escaped when the fight was brought to his 'home'
and as the building burned, he was slipped out the window to the streets
to escape
[CENTER][I]...as far as he knows, he alone survived....[/I][/CENTER]
living off the streets as a youngster means only one occupation:
thievery. Food snatching that led to pickpocketing and cutpurses which
led to plain street thuggery. He found a gang that dealt in those things,
but once again there was competition for territory and before he knew it
there was a war going on, where all of his gang were killed or assimilated
save him
[CENTER][I]...once again, he alone escaped...[/I][/CENTER]
Still needing to eat, so he started honing his skills in a more refined
form of thievery: cat burglar...case a joint, raid it, sell the stuff and
then eat for the first time in a week! that is until he cased the wrong
joint...that of the home and temple of Ge' Chen, sorcerer of the dragon
blood (read: dragon heritage feats)
This kind old man actually caught the young lad sneaking in his home
while he had just sat down to a quiet evening of rice and vedgies...he
casually and quietly followed him about his house watching how he showed
the greatest respect for every thing there, with the exception of the
occasionally snatched, easy to sell trinket. As the young Gerard was
readying his exit, the ancient master spoke up, asking him what he wanted
with the items he had taken. He answered with the only thing that came to
mind: the truth. With an audible gulp, he spoke of eating, bathing and maybe
some new clothing. The kind old master was wise so he invited him to join
him for food at his table. While Gerard ate and talked, the wise old master
listened and watched...the boy was showing strange, yet familiar actions...while
only a lit candle was all that illuminated the room Gerard was able to see even
in the dimmest of light available (low light vision)
this was only possible by the talent of a sorcerer like himself. He explained many
things to Gerard about what he might have experienced and invited him to stay
the night...with the promise that he will let him keep the trinkets taken if he would
listen to master Chen in the morning with the audience of one other. the next
morning found Gerard Hampton under warm blankets and a roof over his head. a
cup of hot tea, warm bath water, soap and clean clothing were in the room as
well....the smell of breakfast was just starting to reach his nostrols and that is
all it took for him to get moving.
tea drank, body washed and clean clothing donned, he walks to the commen room
to find master chen and one other (none other then Wyace himself). the old master
spoke of in born energies that can be shaped and called forth, that he wanted to
help him under stand them and to hone his abilities and at the cost of just learning.
Gerard was hooked...friendships were made over time, and he actually saw the old
master as his father...over the past year Gerard has now learned how to use those
energies, but the old hatred was always just under the surface...the Dormithian
slavers would pay someday...
Through time Gerard had been doing work for master Chen, every thing from
cleaning to running errands. Master Chen has been teaching Gerard the virtues
of objectivity and patience. Finally the day came when Master Chen thought
the young lad good enough to let in on the secrets of the monastery. He was
told of secrets of activity that former students have been doing: hunting down
and destroying undead through out the land, using the skills of scorcerous
arcane and being able to handle weapons. As they are not part of any temple,
they do not draw attention to themselves from the more nasty undead, but still
none the less powerful in their own right.
Many training missions and actual missions later, Gerard has become a trust
worthy opponent to the undead, having gifts bestowed upon him and rescuing
may artifacts from the depths of tombs controlled by the undead that he has
hunted and destroyed.
Keeping his actual work a secret had to have a cover, so he chose the
profession of a mild mannered Weaponsmith, working for a loyal Dwarvin smith
who calls himself Artemus Jones who was in the know of his actual connections.
As part of his discipleship into the secret order of dragon warriors was to
design a mundane item of great skill. His shirt is his masterpiece. It is silk,
hangs loosely almost to his knees. within the weave are what looks to be
draconic scales and on each scale are a myriad of complex arcane symbols. The
silk shirt is that of a dark jade color, much like that of the patina of an ancient
copper vessel with embroidered symbols of flat black.
When in public he always has his rapier and his dagger on hand, and a black silk turbin.
General information:
escaped the fires of his past and the cold of the lonely nights by the spell Endure elements
[/sblock]
[sblock=Material components and arcane foci:]
spell component pouch:
large chunk of phosphorescent moss
Powdered rhubarb leaf
adder’s stomach
Focus: A dart.
a dried carrot
bat guano
sulfur
licorice root
soft clay
tiny closed loop of copper wire
A tiny glass vial filled with aqua regia (Nitric Acid)
white ceramic cone x 2
50 small candels
special items (held in pouch 3 of haversack)
2 silvered daggers [w/ scabbards] 42 gp
glass sculpture of a humanoid (worth 50 gp). 50 gp
granite and diamond dust worth 5000 gp 5,000 gp
A flask of acid (10 gp) 00000 00000 00000 150 gp
sealed vial of tindertwigs 00000 00000 10 gp
sealed vial of water 00000 00000 10 gp
sealed vial of earth 00000 00000 10 gp
sealed vial of air 00000 00000 10 gp
pouch of 1500 gp diamonds 00000 00000 15,000 gp -1 [lim wish]
miniature platinum sword with a grip
and pommel of copper and zinc x 2 500 gp
a pouch of dragon scales (copper 00000 00000 00000) 1,500 gp
sunstone, powdered 10 gp 00000 00000 00000 150 gp
tinder twigs 00000 00000 00000 15 gp
[U]jade circlet worth 1,500 gp X 2 3,000 gp[/U]
total 25,447 gp
[/sblock]
[sblock= magical mystycal bag of equipment holding sack]
Type B: Magical: This can take the form of a Hewards Handy Haversack or
Bag of Holding. It's [B][U][I]carrying capacity is halved.[/I][/U][/B] It works
like a nonmagical Bag of Random Stuff, but there is [U]no price limit to
the gear that can be pulled out (Provided it is not magical)[/U]. Any
'[B]special' gear (Special/Alchemical substances/items, Special materials,
etc) costs twice as much.[/B] (IE an Adamantine Battleaxe would cost 6020
to pull out of the bag, or alchemist's fire for 40gp. )
Cost: Base bag + amount inside.
[/sblock]
[sblock=appearance]
tall and deceptively slender
balding head, grizzled face; 4 slashing scars on his left cheek from a solid hit
by a ghast.
Facial hair is worn as a pointed Goatee and pencil thin mustache, the color of
the darkest coal. His skin is strangely pale, like one who spends too much
time in tunnels and caves. His eyes are a bright light brown.
He appears to be in his late 20s despite the balding pate. A band of oxidized
silver is upon his brow, inset with blue diamonds, even a few sets appear to
be gem-less.
His shirt appears to be made of silk an a black metal thread, arcane symbols
embossed within. The appearance of the shirt appears to be that of regal
leadership, but with colors that are subdues, better for stealthy movement,
perhaps. there seems to be an odd earthy presence, such as rich loam after
being disturbed by a plow.
[/sblock]
.
Ur of Greenhill, Dwarven Monk 11/Psionic Fist 9
Stats Points Leveling+Manuals Misc
Str 18/24 8 +4 vs Bull Rush or Trip
Dex 18/22 6 1+1
Con 18 4+2 Racial 2
Int 14 4
Wis 20/24 8 2
Cha 8 0-2 racial
HP 200 (Dead at -19, +20Hp/Hour (Earring of Regeneration))
AC 37 (10 + 6Dex + 7Wis + 4Monk + 3armor Torc +3natural Torc +4deflection Torc) +4 vs Giants
Move 80'
Power Points 86 (77 + 9 with Belt)
Ini +10 (4dex, 4Torc, 2 belt)
Saves
Fort 14/19 +2 Spells, +4 Suffocation, Immune to Poison and Disease
Ref 17/24 +2 Spells, Improved evasion
Will 18/25 +2 Spells, +2 Enchantments
Skills Skill points Rank Stat Bonus Other bonus Total
Appraise (Stone or metal, Int) 0 2 4 6
Auto-Hypnosis (Wis) 11 11 7 2 20
Balance (Dex) 12 12 6 2 20
Concentration (Con) 16 16 4 20
Handle Animal (CC, Cha) 2 1 -1 0
Jump (Str) 16 16 7 2 25 Jump (+20 at 80' speed, +25 Jump Skill): 45 -> Long Jump 55 feet on a 10, High Jump 13 feet
Perception (Wis) 19 19 7 26
Search (Int) 2 2 4 +2 Secret doors
Stealth (Dex) 24 24 6 30
Tumble (Dex) 17 17 6 2 25
Craft (Stonecutter/Stonemason, Int) 11 11 2 2 15
Know (Religion, Int) 8 8 2 10
Know (CC, Arc&Enginering, Int) 2 1 2 2 5
Languages: Common, Dwarven, Giantish, some Celestial
Feats
Source Level gained Description
Monk 1 AC Bonus (Ex): A monk can add his Wis modifier to his AC and gains an extra +1/5 level if unarmoredf and unencumbered. This bonus applies to Touch attacks and remains in effect when the monk is flat-footed.
Monk 1 Unarmed strike: If unarmored, the monk's unarmed attacks count as armed. Can choose to do subdual damage at no penalty. Count as both natural and manufactured weapons.
Monk 1 Flurry of Blows (Ex): As a full Attack action, the monk may make an extra attack at his highest BAB (2 attacks from 11th level onwards).
Monk 1 Improved Bull Rush: Bull rush does not provoke AoO from the defender. +4 bonus on the opposed Strength check. (Taken instead of Improved Grapple with Jemal's permission)
Monk 2 Evasion: No damage on successful Reflex saves for half damage. Light or no armor, not Helpless.
Monk 2 Combat Reflexes: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. You may also make attacks of opportunity while flat-footed.
Monk 3 Fast Movement (Ex): No armor and a Light load maximum. Else revert to 20' base dwarven movement.
Monk 3 Still Mind (Ex): +2 save vs all Enchantments.
Monk 4 Ki Strike (Su): Unarmed strikes considered magic weapons, then Lawful at 10th level.
Monk 4 Slow Fall (Ex): If within arm's reach of a surface, substract that total from any fall.
Monk 5 Purity of Body (Ex): Immunity to natural diseases.
Monk 6 Improved Trip: Trip attempts do not provoke AoO. +4 to strength check to Trip. Free melee attack on successful Trip. (Prone: -4 AC and ToHit, standing up provokes AoO)
Monk 7 Wholeness of Body (Su): Can Heal Monk Level X 2 HP per day as a standard action. HPs can be spread out into more than one use. 22 HP max at 11th level.
Monk 9 Improved Evasion (Ex): Half damage on failed Reflex saves for half damage. Not Helpless.
Monk 11 Diamond Body (Su): Immunity to all poisons.
Psionic Fist 12 Psionic casting (EPH): A Psionic Fist can manifest any power that has a power point cost equal to or lower than his manifester level. The Difficulty Class for saving throws against Psionic Fist powers is 10 + the power’s level + the Psionic Fist’s Wisdom modifier. To learn or manifest a power, a Psionic Fist must have a Wisdom score of at least 10 + the power’s level.
Psionic Fist 12 Monk Abilities (EPH): A Psionic Fist’s class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on.
Psionic Fist 16 Expanded Knowledge (EPH): Energy Burst: Add a power of a level you can manifest to your list of powers known, can come from any power lists. Must be at least 3rd level manifester.
Level 1 Power Attack: Up to +Base attack to damage for -that amount to the Tohit.
Level 3 Battle Jumper (UEast): Initiate a charge by dropping 5 to 30' on opponent, then either X2 Dam, or Trip +1 Size or Grapple +1 size. Jump check DC 15 or you fall prone. Jemal added: Cannot add damage multiplier (save crit), cannot Power Attack.
Level 6 Improved Natural Weapon (Unarmed): Treat weapon as one size category larger. Must have BAB +4.
Level 9 Wild Talent: As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic Item Creation feats.
Level 12 Up the Wall [Psionic]: When psionically focused, can move up walls during single move action.
Level 15 Shock Trooper (CW): On succ Bull Rush, move foe left or right as well as back; if push into same square as another, both suffer a free Trip attack. Must Have power Attack, Improved Bull rush, +6 BaB.
Level 18 Knock Back (RoS): Free Bull rush on successful Power Attack. Must have Power Attack, improved Bull Rush, Size Large or larger.
Powers
Powers (9 powers of 5th level or lower)
1 Expansion (1st, EPH, D): 1 Standard, Personal, 1r/L, Large (1PP), Huge (7PP), Swift (+6PP), 1min/L(+2PP).
2 Catfall (1st, EPH): Immediate action, Personal, land on your feet and -10' fallen/1PP
3 Psionic Lion's Charge (2nd, EPH): Swift, Personal, Can make a full attack after a charge (3PP), +1dam/1PP.
4 Hustle (2nd, EPH): Swift, Personal, 1 Extra move action this round (3PP)
5 Empathic Transfer (2nd, EPH): Standard, Touch, Tranfer 2d10 HP of dam (3PP) + 2d10/1PP. Also poison, disease and Ability Damage.
6 Body Adjustment (2nd, EPH): 1round, Personal, +1d12 HP (3PP) + 1d12/2PP
7 Psionic freedom of movement (4th, EPH): 1 Standard, Personal, 10min/L, as spell of same name (7 PP).
8 Body Equilibrium (2nd, EPH): 1 standard, Personal, 10 min/L, Walk on any surface (3PP) Running makes you sink.
9 Sustenance (2nd, EPH): Standard, instantaneous, No need to drink or eat for one day (3PP)
EK Energy Burst (3rd L Psion, EPH): 1 Standard, 40' Burst, 5d6 dam with either +1 dam, +1 dam&Fort save, -1 dam&ignore Hardness or +2 save DC&+2 Power resistance (5PP) + 1d6/PP (+1 DC for every 2PP invested), Reflex save for half.
Head Earring of Regeneration (Left ear) Small golden hoop with the tiny words "Come back. M.V." engraved within in dwarvish
Eye Goggles of True Sight Leather goggles with brass fittings and diamond lenses of the palest blue. Ususally worn on his forehead.
Neck Torc of the Dragon Scales Golden-red scaled torc with dragon heads as the two balls .
Neck Empowered Spell Shard On its own silver chain
Vest Chains of Resistance Heavy chains with a hand-sized metal shield where they cross across his chest and back.
Robe
Belt Belt of Divine Prayer Simple rope belt with knotted ends. Woven with the hair of the faithfull.
Cape
Bracer Bracers of Mighty Fists Leather bracers with simple gold fittings at top and bottom. The leather is abundantly illustrated with graven images of mighty battles with giant-kin.
Gloves Gloves of Dexterity Tough fingerless leather gloves
Ring, right Ring of Metal and Stone Smooth adamantium ring with softly waving lines in high relief.
Ring, right Ring of Returning Glassy silver ring with a mirror finish
Boots Anklets of Freedom Shaped like slim iron manacles with one broken link still attached to each
Cost (k$)
135 Earring/Ring of Regeneration (inapropriate slot X1.5) [+20 HP/h]
109 Goggles of True Seeing (Ring of True Seeing, CL 10, 30 min/day, Standard to activate, 54K), Power Sight (20CL, Infinite, Swift action to activate, 36K) and Blindfold of True Darkness (Blindsight 30', immune to Gazes, Standard to activate/put on, 9K)
99.5 Torc/Bracers of armor +3 (MIC, 22K), Natural Armor +3 (18K) and Protection +4 (Deflection bonus, 32K), +4 competence on ini (5K, Jemal)
9 Empowered Spellshard (Energy Burst) (MIC, 6K)
25 Chains/Cloak of Resistance +5 to all saving throws
68 Belt of Divine Prayer/ ring of str +6 (36k) and Wisdom +4 (16k, inapropriate slot X1.5)
150 Bracers/Amulet of Mighty Fists +5 (Enhancement Tohit and Damage)
37 Gloves of Dexterity +4 and Titan's Grip (+8 Grapple, 14k)
192 Ring of Metal and Stone (Ring of Earth Glide 15min 3/day (RoS, 144k), +1 Gauntlet of Metaline (MIC, +2) Sundering (MIC, +1) (32k)) [Glide through rock and soil like an earth elemental;Improved Sunder +1d6 dam; Command word gives unarmed attack the Silver, Adamantine (present setting) or Cold Iron property]
113.28 Ring of Returning (Ring of Spell turning (98.28K), Gloves of Arrow Snaring, Greater (10K)) [9 Levels of spells, 3/day; Snatch arrow Feat 5/d] UR's POWER ITEM!
3.4 Anklets/Boots of Freedom (Agile Leaping (MIC, 0.6K) and Jumping (MIC 2.5K)) [10 rounds of Haste per Day; Can stand up from prone as a Swift action that does not provoke; Only need 10' of running start, 3 Charges/d each granting +10 to next Jump check]
2.5 Beltpouch of Random Stuff (Bag of Holding I) [Weight 15 lbs, can store 125 lbs and 30 cubic feet.]
In Bag of Holding section of Beltpouch (Right belt):
0.5 Magic Bedroll (MIC) [Endure elements and regain 1 HP/L upon waking]
Raven's metal vase (With Ur's subtle hand print on it)
1.27 In Random Stuff section of Beltpouch
On Belt:
10 Immovable Rods X2 (5K each, for swinging "flight")
7.25 Bottle of Air [Standard action to breathe and then can hold breath]
1.5 Diary of CorAl/Tome of Wordly Memory (MIC) in leather holster and tied with a silvered chain to belt [1 min, +5 to Know 3/day, Standard if Rank 5 or higher]
27.5 Manuel of Dex+1
8.3 My Share of the Charriot of the Clouds
- Desert adventure: A river was drying up, and we needed to conduct a ritual to summon a powerful water genie in order to restore it. Enemies of the nearby city, Gebe, sent bands of monsters and adventurers to try to stop the summoning, and we had to fend them off while continuing the ritual.
- Kaainsbridge adventure: Cultsts posing as Zann worshippers are trying to influence king Gilgamesh through his brain-washed son who was slumming it in Kaaainsbridge, away from the more staunchy atmosphere of the capital of Enki. The party foils the attempt, earning themseves the ennimity of the abobination-worshipping Brothers of the Deep.
|
|
My character's quest then took her here, partly in search of knowledge outside the realm, and partly to help her avoid 'Imperial Entanglements.' At least for much of her adventures. More recently, the faction that she was up against was outmanuevered, allowing her more free access to her homeland. Of course, by then she liked it here too.
Okay, assuming we go with Binder's framework, which seems very good to me, then I'd install a natural barrier to Rauland opposite the border with Dorminth; a mountain range spanning the eastern side of the country. On the other side of those mountains is a desert...and through that desert, if one knows the ways, one can eventually arrive at a place who's name comes roughly to Eternal Empire of the Jade Throne, or sometimes by an older name Under the Five Pillars of Heaven. The 'pillars' are a ring of tall, unusually narrow mountains that surround the Empire's outer perimeter, creating a barrier of sorts that helps keep it moist and temperate despite the nearby arid area...as well as forming a natural defense against intruders.
Trade with the Eternal Empire comes via merchants who pay desert tribes to convey them along routes that use the few oases in carefully planned legs that allow them to cross the barren white sands without, quite, dehydrating. The goods that come from this are luxury goods, in fashion with the wealthy who are always in search of something new that their peers don't have or can't get...and can pay the exorbitant sums that would entice a man to take the monumental risk of making that journey.
When Mei Ying made the crossing, it was in disgrace; one of the few survivors of a monastic tradition that was found to be heretical in its teachings. In disguise she went with the caravan through the desert and across the treacherous mountain pass until she took refuge in the trading city on the other side. During a raid on that city by monstrous creatures, she revealed herself...and later that evening had to fend off an assassin that had also waited in the caravan, hoping to find his quarry among the workers. Having helped the other members of the group during the attack, they now helped her against her assailant. She elected to go with them after that, and had many adventures at their side.
Eventually, when she grew strong enough, she returned to the shadow of the Five Pillars of Heaven, and confronted the faction that had persecuted the order she'd belonged to...calling for their conflicting beliefs to be put to the test in a sanctioned trial of combat.f
After a difficult, grueling battle that tested her to her limits, Mei Ying restored the honor of her tradition and exposed the crimes of her enemies. However, after doing what she could to set her order back on its path, she found that the monastic life no longer appealed to her. The world was so much bigger than the cradle of the Pillars, and she could not help but feel it was now a cage.
=
I was thinking of Rauland as an actual country, a kingdom to be precise. If we're talking city-state, then we're talking about an entirely different scale.... A scale that, IMHO, does't fit too well with opposing, and winning, against the conquering clutches of a full-blown foreign *empire* (Dormith).
As briefly mentionned before, I'm personnaly thinking of Rauland as a chaotic land rich in natural ressources (mostly wood, fertile soil for farming and sun-dappled meadows for raising cattle, metals would come from trade (dwarfs? Historically Kadrath? That would certainly have put the pinch on Rauland when Dormith invaded then)). The country rises as one goes inland, crumpling into tree-covered hills from which the rocky points of Tutek's mountains eventually burst through, climbing the sky. Cities/major town would be rare (just the one city?), clustering near the coast, at the mouth of rivers (the main method of transportation into the heart of the country -- though the fore-country would have plenty of trails and sea-side earthen roads). Rauland's natural wealth would flow/float down these rivers - um, let's make it a single large one called The White - to be traded with the neighbouring countries at Gerard's city which sits on both sides of the White (much calmer and siltier, almost lazy in its flowing at this point -- and much browner). Under Rauland's green covering sits the ruins of at least two ancient kindgoms, including the crumbling Sounding Wall, once meant to keep Tutek's ancestors at bay (there is even a rumour that much of the foundation of Gerard's city was originally from a much older (and stranger, some say non-human (quasi-human?)) city that occupied the same spot).
In this context, I suggest we relocate the capital further along the coast and a bit inland, in a large town that's much less cosmopolitan/forward-thinking than Gerard's city. Would have made for some interresting tension, I think.
My point being that Rauland, however we end up defining it, should have it's own personality (and not be defined simply as a meeting point for other cultures (that can be what defines Gerard's city, if you want Scott)).
---
My sense is that the whole lich affair took place in Rauland though, since Mei's backstory is that she didn't return to the Empire until after it all completed.
--
Well, how about this: The Lich adventure might have begun in Rauland with the Storm King adventure, at the conclusion of which clues pointing towards the Eternal Empire were uncovered as the PCs were drawn East by a chase scene through the desert with many near misses, hit-and-run ambushes and sudden twists as we pursued the badly beaten Storm King himself (and the last of his monstrous retinue). We run him to ground at the very gates of the empire, with the quest ending *in* the Empire with the finding and then the destruction of his Lich lord and master (a (culture-shock) adventure unto itself) -- at which point the next adventure would have been Mei Ying's Good Name adventure (restauring her tradition's good name in the Empire (some interesting politicing/high-court action there, I imagine )), followed by a short adventure through Braham's desert on our way back (ideas @kinem ?), followed by the Great Draught adventure when we got back to Rauland and found that the situation had gone a bit downhill since our leaving.
I rather like the idea of an "oriental" flavored Zann tradition (fits well with the monk theme and the idea of adventurers as cross-cultural vectors), so wherever Ur winds up finding the book (Rauland or the Empire -- maybe in a deserted, eerily quiet "summer" mountain island lair of Iridex's in Rauland, with only traps, oozes and incorporeal servants/guards eternaly waiting?), we can always say that its ideas originally came from the east. The book's author could be the last earthly incarnation of Zann before ascending, an incarnation of an already Godly eastern Zann, or just a Zann-inspired prophetess depending on who you ask (Ur, with his Rauland outlook, would of course favor option 1). Her name is, and always has been, Ciana An Dailiang ("Peaceful Jade of the Great Bridge")... Acceptable/interresting?