[AU] Stone Bones Characters

Isida Kep'Tukari

Adventurer
Supporter
In Character Thread Out of Character Thread

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Kelsis the Bright-Eyed
Truename - Sashakiyamok
Female Sibeccai Akashic 1
Height: 5'8"
Weight: 158lbs
Fur: Pale gray, with black hair
Eyes: Black
Age: 16


Attributes
Str: 12 (+1)
Dex: 10 (+0)
Con: 11 (+0)
Int: 16 (+3)
Wis: 14 (+2)
Cha: 9 (-1)


Hit Dice: 1d6 + 0
HP: 6 [Max]
AC: 12 [10 + 2 Armor + 0 Dex]
Initiative: +0
BAB: +0
Melee: +1 [+1 Strength]
Ranged: +0 [+0 Dex]
Speed: 40’ [with Fleet of Foot feat]

Saves
Fort: +0 [+0 base, +0 Con] (+4 vs poison)
Ref: +0 [+0 base, +0 Dex]
Will: +4 [+2 base, +2 Wis]

Attacks-Weapons:
Ranseur: +1 [+1 Melee, 2d4 +1 damage [+1 Strength], x3, P]
Handaxe: +1 [+1 Melee, 1d6 +1 damage [+1 Strength], x3, S]
Dagger: +1 [+1 Melee, 1d4 +1 damage [+1 Strength], 19-20/x2, P]
Sling: +0 [+0 Ranged, 1d4 damage, x2, B, 50' range]


Feats: Fleet of Foot (ceremonial), Resistance to Poison (talent)

Skills:
Alchemy +7 [4 ranks]
Appraise +5 [2 ranks]
Craft (poisonmaking)* +5 [2 ranks]
Decipher Script +7 [4 ranks]
Disable Device +7 [4 ranks]
Knowledge (ceremony) +7 [4 ranks]
Knowledge (cosmology) +5 [2 ranks]
Knowledge (geography) +5 [2 ranks]
Knowledge (history) +5 [2 ranks]
Knowledge (magic) +5 [2 ranks]
Knowledge (nature) +5 [2 ranks]
Knowledge (religion) +7 [4 ranks]
Listen +6 [4 ranks]
Perform (dance) +2 [3 ranks]
Search +6 [3 ranks]


Languages - Common, Giant, Draconic, Celestial, Infernal.

Racial qualities: Speak common and giant; low light vision; +2 to Gather Information, Handle Animal, Innuendo, and Sneak checks; +2 Con, -2 Int.

Possessions:

Mule - 8 gp
Pack saddle - 15 gp

Wearing/Carrying
Leather jack (+2 AC, max Dex +0, check penalty 0) - 15 lbs [10 gp].
Ranseur - 15 lbs [10 gp].
Handaxe - 5 lbs [6 pg].
Dagger - 1 lb [2 gp].
Belt pouch - .5 lb [1 gp].
Sling & 10 sling bullets - 5 lbs [1 sp].
Silver torque - n/a weight [20 gp].

In backpack on mule - backpack - 2 lbs [2gp].
2 vials of acid - 2.5 lbs [20 gp].
1 pellet flash powder - 1 lb [35 gp].
Thieves' tools - 1 lb [30 gp].
Bedroll - 5 lbs [1 sp].
Flint and steel - n/a weight [1 gp].
3 sunrods - 3 lbs [6 gp].
Journal - 1 lb [5 gp].
Ink - n/a weight [8 gp].
Inkpen - n/a weight [1 sp]
10 sling bullets - 5 lbs [1 sp].
*1 dose (vial) snake venom - n/a weight (Injury, DC 12, Initial and Secondary damage 1d2 Dex)

Attached to pack saddle
Waterskin - n/a weight [1 gp]
50 ft. hemp rope - 10 lbs [1 gp].

Coin: 29 gp, 6 sp.

Appearance: Kelsis the Bright-Eyed is of medium height and build for a sibeccai woman, but her fur is a pale, almost silvery gray all over. The fur on her head is a deep black, and she wears it aggressively short, so her large ears are easily visible. Her large, dark eyes shine with an unusual intensity. She wears a simple leather jack for protection, and carries a ranseur in one hand, using it as a walking staff when not wielding it in combat. The ranseur has five shallow notches cut on it. Under her armor she wears simple, practical clothes; typically a loose shirt and sturdy breeches, gathered tight at the ankles and wrists, along with study sibeccai boots. All of her clothes are dark shades of brown or gray, and fairly utilitarian, with little extra finery. She has a covered handaxe stuck through one side of her belt, and keeps a dagger in her left boot. She wears a simple, though elegantly crafted silver torque around her neck.

Personality: Kelsis desires knowledge through experience, and seeks it out aggressively. This makes her somewhat of a thrill-seeker, though most would label her a fanatic. She wants, above all, to experience memorable and unique things to add her experiences to the akashic record. She doesn't believe she can do that if she is captured, and will not hesitate to use even underhanded means, up to and including poison, to secure her escape or prevent her capture in the first place. She also fears dying before she can complete her purpose, and is not squeamish about sending others to death's embrace. She feels that those that bar her way from living to complete her purpose will serve as a warning to others to not stop her. To date she has slain two rhodin raiders, a human highwayman, a hungry wolf, and poisonous snake. Kelsis is deeply religious, praying to the spirits of memory to guide her on her way through life. When prudence allows, she will often perform sibeccai religious rituals to help refresh her own spirit and purpose; these usually consist of elaborate and energetic dances around a fire, often with chanting.

She presents a curious mixture of traits. She does not avoid danger, but fears death. She doesn't shy away from wounds, but if she takes several, she may run to fight another day. While she has a great deal of knowledge of various topics, as many as some sages claim, she goes about as if armed for dire conflict. And while she seeks a higher purpose of having memorable experiences and leaving them for future akashics to use, she employs tactics some would call dishonorable. However, Kelsis never lies. She will refrain from mentioning if she thinks something isn't prudent to say, but she doesn't tell a deliberate untruth. If she says something, she means it. She hates having her word questioned. Her direct stare is somewhat unsettling, reflecting her intense purity of purpose.

Overall she is a fanatical, driven individual. However, those that are seeking out new and interesting things to do can always find a steadfast companion in Kelsis the Bright-Eyed. She appreciates those that don't swerve from their purpose, and becomes impatient with those that waver too long on decisions. While she's not impulsive, she dislikes spending too much time on anything, as she feels she must hurry to complete everything she feels she must in her life. She keeps a journal to record all of her important experiences to date. To prevent it from being easily translated, she writes every third word in a different language, switching from Draconic, to Infernal, to Celestial, and back in a fairly random pattern. One would have to know all three languages well to translate her journal on the fly.

Backstory: Kelsis grew up with a deep inner knowledge of something that most sibeccai don't even consider; the knowledge of her own mortality. She realized from an early age that while other races may live hundreds of years, the sibeccai were the fastest growing, and dying, race of the Lands of the Diamond Throne. Kelsis developed an inner terror that she wouldn't live long enough to make her mark on the world. She feared that she wouldn't be able to learn fast enough to make an name for herself. Her single-minded desire for knowledge led her to the path of the akashic. Training under another of the relatively rare sibeccai akashics, her mentor, Isakres the Clever-Handed, found her to be much more interested and able in the areas of obscure knowledge rather than the artistic skills. After setting her loose from her training, Kelsis traded her skill in languages for some tutoring in some underhanded or simply illegal techniques that she felt would be vital to her own personal quest of self discovery.

Kelsis now travels with a group of adventure-seeking individuals she has deemed trustworthy. Like a true-thrill seeker, she hopes her companions will lead her to great adventure, and allow her to find the experiences she craves to fulfill her life's purpose.
 
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dead_radish

Explorer
Kelthet
Truename - Ngash
Male Human Iron Witch 5
Height: 5'9"
Weight: 148lbs
Skin: Pale white (Albino)
Eyes: Red
Age: 24


Attributes
Str: 18 (+4) (+1 at 4th lvl, +1 Item)
Dex: 14 (+2)
Con: 16 (+3)
Int: 8 (-1)
Wis: 14 (+2)
Cha: 8 (-1)



Hit Dice: 6d6 + 18
HP: 45 Disabled: -3 Dying: -4 to -16 Dead: -17
AC (Typical): 18 [10 + 4 Armor + 2 Dex +1 Dodge+1 Def.]
AC (Against Iron): 19
AC (Against Swords): 20
AC (Flatfooted): N/A
AC (Touch): 14

Initiative: +2
BAB: +4
Melee: +8 [+4 Strength]
Ranged: +6 [+2 Dex]
Grapple: +8
Speed: 30

Saves
Fort: +5 [+2 base, +3 Con]
Ref: +4 [+2 base, +2 Dex]
Will: +7 [+5 base, +2 Wis]

Attacks-Weapons:
Iron Greatsword: +11 [+8 +2 Enhancement +1 WF, 2d6 +11 damage [+6 Strength, +2 enhancement +1 Natural Swordsman + WS], 19-20/x2, L]
MW Heavy crossbow: +7 [+6 Ranged +1 MW, 1d10 damage, 19-20/x2, P, 120' range]


Spells
Readied: 0: Glowglobe (Lesser), Hygiene, Saving Grace, Scent Bane, Detect Poison 1: Mudball, Safe Fall, Transfer Wounds (Lesser), True Strike 2: Lesser Beastskin, Cloak of Darkness, Icebolt
Spell Slots: 4/4/3
Spell DC: 12/13/14


Feats: Intuitive Sense (Ceremonial), Natural Swordsman (Talent), Weapon Focus (Greatsword), Defensive stance, Weapon Spec (Greatsword)

Skills:

Concentration +11 [8 ranks]
Open Lock +10 [8 ranks]
Heal +5 [3 ranks]
Intimidate +0 (-1 +1)
Knowledge (Dungeoneering) (For underground?) +5 [6 ranks]
Knowledge (Military): +2 [3 ranks]
Sense Motive +10 [8 ranks]
Speak Language: 3

Class Features: The Sight: Kelthet can determine the class and level of a creature he observes for at least one minute. Creatures that are disguised or attempting to avoid the witch's Sight can make a Will saving throw (DC 14).
Armor Song, Iron Blade
Languages - Common, Faen, Litorian, Sibeccai.

Possessions:

Wearing/Carrying
MW Heavy Crossbow - 9 lb [200 gp].
Exotic Amulet of Spell Knowledge (True Strike) [1000 gp].
Belt of the Bear (+1 Str) [1000 gp].
Ring of Magical Might (1st level). [1000 gp]
Darkwish dagger
Surehand pitons
Backpack [2 gp]
Iron Cloak - While this cloak seems to be made of fine chainmail, it weights the same as a cloak made from cloth. It grants the wearer a +1 bonus to Intimidate checks and adds a +1 deflection bonus to AC. 3,000gp
Ring of the Icehammer - This heavy iron band has a hammer-shaped sapphire set in the band. It is a charged item that can cast icebolt as a first level caster. (Works like a wand, has 50 charges.) 1,500gp.

In backpack
Potion of Lesser Battle Healing [300 gp]
3 Potions of Stabilization (Lesser Transfer Wounds) [150 gp]
2 Detonators of Touch of Nauseau [74 gp]
Detonator of Lesser Drain Away Speed [300 gp]
4 Tokens of Lesser Glowglobe [100 gp]
2 Tanglefoot bags [100 gp]
Thieves Tools [30 gp]
5 Alchemist's Frost Flasks [100 gp]
1 Vial of Antitoxin [50 gp]
Adventure's Gear (Tent, bedroll, blanket, etc) [100 gp]
5 changes of clothes, all similar in style [10 gp]
Coin: 47 pp, 11 gp, 30 sp.

Appearance: Kelthet would be a fairly average looking man, were it not for the fact that he is one of the rare people born albino. His condition isn't severe, and it doesn't affect him physically, but it certainly influences his reception. His pale, nearly transparent skin and red eyes disconcert a lot of people, and Kelthet doesn't do much to change that view - he's somewhat distant for the most part. He only really seems to come alive when discussing martial affairs or combat, or when actively engaging in battle or training. The fact that, on top of all that, he is an iron witch, a fairly odd profession, means that he often leaves people slightly disliking him, though without a clear reason. However he dresses well, and is courteous and polite to most people. His hair is long and trails down his back is an intricate braid, though it is often hard to tell, due to color. He tends to dress in deep grey and black colors, with slashes of bright scarlet (typically in the sleeves or pant legs), and his dress is usually more geared towards comfort and mobility than any real fashion or style.

Personality: Kelthet is fairly withdrawn - he's not antisocial, just focused - his interests almost all revolve around swords (I like swords), fighting, and occasionally, witchery. If he meets another warrior (who is willing to accept him as a fellow warrior, given his witchery), he is gregarious, sometimes to the point of annoyance. In today's terms, Kelthet is a sword-geek. As such, he's often at a loss for words when talking to others socially. Smalltalk and conversation are not things he's used to, and not things he was exposed to growing up - there are those in his home village that are not certain he can even speak. When he has a focused question or topic to discuss, he's somewhat articulate, but he's not all the bright either, so he tends to just nod and listen a lot. His wisdom occasionally surprises those around him, as does his facility with opening locks and closing wounds. However, having spent a lot of time on the fringes of conversation, he's fairly skilled in knowing people's true motives.

Backstory: Kelthet was born the fourth of four children. His parents had an eldest son to take over the business, a daughter to marry off, and a younger son to help in the fields and do chores. They weren't really expecting another son, and honestly, had no idea what to do with him. Their concern was compounded when they realized that the shock of white hair the boy had been born with wasn't going away, and his pale skin was not just from a hard birth. His odd red eyes (there were scandalous whispers of a Verrik in the Aerlis bloodline) only compounded the problems. So when a travelling Verrik wisewoman offered to take in the child and train him, they were more than willing. Kelthet was perhaps 2 and a half years old at that point, and his memories of his family are virtually non-existant.

The Verrik witch (as she clearly was) had noticed from an early age the child's potential. Being a Verrik, she was familiar with being an outsider, and took pity (in a coldly logical way, of course) on the boy. She also needed an apprentice, so it was a reasonable thing for her to do. Kelthet was given many tasks as a child, but he was slow to pick up on most of them. Still, the witch had plenty of fetch and carry work for him to do - getting water, moving rocks, plowing the garden. Kelthet was not incredibly skilled, but he did the work without complaint. In his little spare time, he would occasionally play with the older boys that lived nearby. Being younger, an albino, and apprenticed to a Verrik witch, Kelthet received more than his share of mockery, and of beatings. But as time passed, he quickly grew from the work he did, and the tussles he was in, and was soon able to best any two of the older boys. Once their play moved from simple fighting into "playing mageblade," Kelthet truly excelled.

He quickly took to the blade, easily defeating many of the other boys. There was only one lad, a particularly obnoxious one at that, who could beat him, and then just barely. One day, after a particuarly bad day with the Witch (Kelthet was having trouble with the spells she was attempting to teach him, and his frustration with the small cottage was growing), and a particularly bad beating at swordplay, Kelthet snapped. One of the witch's offhand remarks about "witch's blades" sprang to his mind, and suddenly, an iron sword, nearly 5 feet long, was in his grasp.

The other boy didn't have a chance - 3 feet of wood against 5 feet of steel is a forgone conclusion. Luckily, it was not a fatal wound, but it was clear that Kelthet could no longer stay in the village. That night he set out in the dark of night with only his few meager possessions and a newly made witchbag for company.

Since then he's been wandering the plains, with little real direction. He has signed on with a number of different merchant caravans and guard duties - his natural skill with the sword, coupled with his burgeoning witch abilities and his inborn strength, made him an effective warrior and a valued addition to any team, even if he wasn't much fun to be around. It was during these travels that he met (All party members) in various situations. His magical items are usually accumulated from his various tasks as thanks for jobs well done. He is particularly proud of his amulet of exotic knowledge, gained when he managed to single-handedly subdue a faen warparty set to make off with a crucial document carried by a minor noble. The amulet has allowed him to increase his already formidible combat skills when necessary.

Currently Kelthet is seeking new employment - he has enough hard coin to survive on, but without a job, he tends to wander aimlessly, without direction. He enjoys having a clear purpose and task. He has worked with most (all) of the PC's at one time or another, and seems to get along well enough with them - he is a fairly trusting person, once he has studied a person, and has found most of them to be worthy of his trust. Shortly after he left the village, he hid underground for a time. His odd appearance was almost common beneath the surface, and he felt a strange sense of "homeness" while beneath the earth - likely his connection to Iron manifesting. Since that time, he has often spent his free time beneath the surface, retreating there whenever he feels at a loss or threatened by events in the outside world.

---
Significant items:
Darkwish: "It brought me luck whenever I was underground or in the mountains, and it seems it has been found again... for the first time in many years. It seems you are the appropriate one to carry it. You may find the earth is more forgiving with Darkwish in your possession,"...."It may be weilded or carried, though some of its benefits are better if it can been seen by others. I found that when I encountered other stone spirits and elementals that they were more... forgiving if it was at least in plain sight on my belt."
 
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Jaws

First Post
Wil

Wilitto 'Wil' Restat
Truename - Monigoth
Male Human Runethane 5
Height: 6' 1"
Weight: 200lbs
Hair: Black, slightly greasy
Eyes: Black
Age: 22


Attributes
Str: 8 (–1)
Dex: 10 (+0)
Con: 10 (+0)
Int: 18 (+4) [+1 at 4th level]
Wis: 10 (+0)
Cha: 17 (+3)


Hit Dice: 5d6 + 0
HP: 24
AC: 10 [10 + 0 Dex]
Initiative: +0
BAB: +2
Melee: +1 [–1 Strength]
Ranged: +2 [+0 Dex]
Speed: 30’

Saves
Fort: +1 [+1 base, +0 Con]
Ref: +1 [+1 base, +0 Dex]
Will: +4 [+4 base, +0 Wis]

Attacks-Weapons:
Dagger: +1 [+1 Melee, 1d4–1 [–1 Str], 19-20/x2, P]
Dagger: +2 [+2 Ranged, 1d4–1 [–1 Str], 19-20/x2, P, 10' range]


Spells: (Caster Level 5, Base Save: 14+spell level, 4/3/2) Typical spells readied:
0th - Canny Effort, Glowglobe (Lesser), Read Magic, Saving Grace, Scent Bane.
1st - Compelling Command, Detect Secret Doors, Resistance, Tears of Pain
2nd - Gusting Wind, Levitate.

6 Lesser Runes: armor, conjuring, knowledge, rest, sleep, warding



Feats: Tattooed Spell [twice] (Ceremonial) — Bypass Ward, Empower Rune; Exotic Spell [General] — Empower Rune (2nd level), Complex Spell — 2nd level spells

Skills:

Alchemy +5 [1 rank]
Appraise +5 [1 rank]
Balance +0
Bluff +3
Climb –1
Concentration +5 [5 ranks]
Craft (tattoos) +12 [8 ranks]
Craft (untrained) +4
Decipher Script +12 [8 ranks]
Diplomacy +3
Disable Device +12 [8 ranks]
Disguise +3
Escape Artist +0
Forgery +12 [8 ranks]
Gather Information +3
Heal +0
Intimidate +3
Jump –1
Knowledge (Magic) +12 [8 ranks]
Knowledge (Runes) +12 [8 ranks]
Listen +0
Open Lock +1 [1 rank]
Perform +3
Ride +0
Search +4
Sense Motive +0
Sneak +0
Spellcraft +12 [8 ranks]
Spot +0
Swim –1 (–6 with gear on body)
Use Magic Device +4 [1 rank]
Use Rope +0
Wilderness Survival +0


Languages - Common, Draconic, Faen, Giant, Undercommon.

Racial qualities: Speak common; One extra feat at 1st level (cannot be a talent), bonus of 4 extra skill points at 1st level and 1 extra skill point at each additional level.

Class Features: proficient with all simple weapons, runes (sp), spells, 6 lesser runes, erase rune, sense rune, invested rune.

Possessions:

Bit and bridle - 1 lb [2 gp]
Horse, light - 75 gp
Saddle, common riding - 25 lbs [10 gp]
Mule - 8 gp

Wearing/Carrying

Glowglobe Lantern - 2 lbs [3000 gp]
Amulet of the Spirit Shield - n/a [2550 gp]
Ties of the Bloody Strike - n/a [1200 gp]
Rune Oil - n/a [1000 gp]
Wind Wine - n/a [750 gp]
Fault-Finder, three inch wide lens of glass in a wooden frame. "Just look through it at any rock, and any faults or unstable rock will glow yellow." - n/a [I paid 40 gp to rent it]
Adventure’s outfit - 2 lbs [0 gp, starting outfit]
Thieves’ tools - 1 lb [30 gp]
Waterskin - 4 lbs (full) [1 gp]
Trollbane powder - 1 lb [10 gp]
Backpack - 2 lbs [2 gp]
Pouch, belt - 1/2 lb [1 gp]
2 Daggers - 2 lbs [4 gp]
Acid (flask) - 1 1/4 lbs [10 gp]
Alchemist’s fire (flask) - 1 1/4 lbs [20 gp]
Alchemist’s frost (flask) - 1 1/4 lbs [20 gp]
Flash powder - 1 lb [35 gp]
Thunderstone - 1 lb [30 gp]
Antitoxin (vial) - n/a [50 gp]
Caltrops - 2 lbs [1 gp]
10 Candles - n/a [.1 gp]
Case, map or scroll - 1/2 lb [1 gp]
Chalk, 1 piece - n/a [.01 gp]
Flint and steel - n/a [1 gp]
Ink (1 oz. vial) - n/a [8 gp]
Inkpen - n/a [.1 gp]
Mirror, small steel - 1/2 lb [10 gp]
7 Paper (sheet) - n/a [2.8 gp]
5 Parchment (sheet) - n/a [1 gp]
Sealing wax - 1 lb [1 gp]

Total weight of stuff on me: 25 1/4 lbs.

In sack on light horse - sack - 1/2 lb [.1 gp].
Bedroll - 5 lbs [.1 gp]
Blanket, winter - 3 lbs [.5 gp]
Rations, trail (7 days) - 7 lbs [3.5 gp]
Artisan’s tools, masterwork (tattoo kit) - 5 lbs [55 gp]
Cold weather outfit - 7 lbs [8]
Courtier’s Outfit (outdated) - 6 lbs [30 gp]
Rope, silk (50 feet) - 5 lbs [10 gp]
Dagger - 1 lb [2 gp]

Total Weight on Horse with me on it: 290 3/4 lbs.

In pack saddle on mule - pack saddle - 15 lbs [5 gp].
Feed (14 days) - 140 lbs [.7 gp]

Attached to pack saddle
Tent - 20 lbs [10 gp]

Total Weight on mule: 175 lbs.

Coin: 1 queen, 9 bobbers in belt pouch.

Appearance: Wil would be a handsome looking man if he would take care of himself. His pallid complexion, greasy hair, and crooked teeth are the cause for that. Wil wears slightly frayed, fancy, tailored clothes in a style that would be more fitting around 200 years ago. And because he doesn’t wear jewelry, he looks like a way out-of-place commoner when among nobles or courtiers. Because of his strange dress draws attention to himself and that he loves to talk is how most people warm up to him. His hair is not too long, almost touching his shoulders. It is usually slicked back. Wil is slightly overweight, but you wouldn’t really be able to tell unless he was unclothed. And if you do see him without a shirt, you will see a huge tattoo on his chest and stomach. It is a crocodile in a moving wave of golden light. If you have a good eye, you think they were drawn upside-down and are two separate ones.

Personality: Wil is always polite and smiling (though you wish sometimes he wouldn’t with teeth that looked like an accident in a graveyard). He is always talking. Wil will be the first to greet you and asking questions. He does have a strange sense of humor sometimes though.
When Wil is in battle he is the opposite of his social self; he stays back and uses his spells from a distance.

Backstory: Wil was born and raised in Atarin. Wil never knew his mother. He doesn’t even know her name. His father, Ored, isn’t a caring man. Ored told me my mother died giving birth to me. I think that she just up and left him. Ored is an Illuminator. My skill for drawing and painting and writing comes from copying what father did. I thought I would follow in his footsteps. Then on my thirteenth birthday (I didn’t know it was my birthday until then), a giant came into the shop my father worked at. I was there doing work that my father should have been doing. The giant, Ji-Hecma, took great interest in me. Next day I was on my way to the capital, De-Shamed, about 100+ miles to the north of Atarin. Ji-Hecma took me to a mojh runethane named Sisasoth and I was tutored. On my fourteenth birthday I did the Naming Ceremony with Ji-Hecma, Sisasoth, and the friends that I made. For 3 years I studied hard under the tutelage of Rune Lord Sisasoth.
Ji-Hecma and I then traveled. We were pretty much bounty hunters. Using our combined skills to hunt down and capture strange creatures of the Dark Depths for the highest bidder.
While hunting down a Skurg, we came afoul of a Shadow Troll. Ji-Hecma told me to run for the surface and wait for him there. I waited until I was out of food.
Now I am on the road again. Using my skills to make coin.

I have met every character (if they don't mind) on my travels. We have had good conversation and drink.
 
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Erekose13

Explorer
Phaern Starspike, Spryte Magister 5

Phaern Starspike
Truename - Tohrym
Male Spryte Magister 6 (fey)
Height: 14"
Weight: 12 lbs
Hair: long pale white
Eyes: silver
Age: 51


Attributes
Str: 6 (-2)
Dex: 22 (+6)
Con: 13 (+1)
Int: 16 (+3)
Wis: 10 (+0)
Cha: 8 (-1)


Hit Dice: 6d6 + 6
HP: 34 [Max]
AC: 19 [10 + 6 Dex + 2 Size +1 belt] (+4 w/ eldritch armor, +3 w/ beastskin(lesser), +1/size category above Tiny)
Initiative: +6
BAB: +3
Melee: +3 [+2 size -2 Strength] (+1/size category above Tiny)
Ranged: +11 [+2 size +6 Dex]
Speed: 10’, 30' fly (average)

Saves
Fort: +3 [+2 base, +1 Con]
Ref: +8 [+2 base, +6 Dex]
Will: +5 [+5 base, +0 Wis]

Attacks-Weapons:
Spryterod: +3 [+3 melee, 1d3-2 damage [-2 Strength], x2, B] (+1/size category above Tiny)
energy blade: +12 [+12 touch, 1d8 +5 damage [+4 Caster Level (7) +1 enchancement], 1-20/x2, S] (+1/size category above Tiny)
Ranged Touch +11 [+11 ranged touch, damage by spell]

Feats: Signature Spell Enchancement (ceremonial), Signature Spell (energy blade) (talent), Weapon Finesse (general), Spryte Metamorphosis (bonus), Compensate for Size

Skills:
Concentration +10 [9 ranks]
Knowledge (ceremony) +5 [2 ranks]
Knowledge (cosmology) +5 [2 ranks]
Knowledge (magic) +5 [2 ranks]
Knowledge (runes) +5 [2 ranks]
Search +10 [7 ranks]
Sneak +17 [6 cc ranks]
Spellcraft +10 [7 ranks]
Tumble +10 [8 cc ranks]

Languages - Common, Giant, Draconic, Faen, Litorian.

Racial qualities: low light vision; fly 30' (average); fey; tiny size (+2 AC, +2 attack rolls, +8 sneak); +4 Dex, -4 Str.

Class Abilities: magister's staff (hardness 14, hit points 62, DC to break 32), familiarity with magic (+2 saves vs. spells, spell-like abilities, supernatural abilities, +2 AC vs. spells)

Possessions:

Riding Dog - 150 gp
Saddle - 15 gp

Wearing/Carrying
Spryterod (Tiny quarterstaff) - 0.5lb [0 gp]
Amulet of Spell Knowledge (eldritch armor) - lbs [1000 gp].
Signature Spell Enhancement (+1 enhancement bonus) - lbs [2000 gp].
Backpack - lb [2 gp].
Exquisite Shirt (heightened Raiment, 50 charges, spell-trigger) - lb [850 gp].
Adventurer's Outfit - lb [0 gp].
Belt of Battle-Luck (as ring of protection +1) - lbs [2,000 gp].

In backpack
3 Salve of the Green (as Potion of Cure Light Wounds) - lb [150 gp].
Draught of the Green (as Potion of Cure Moderate Wounds) - lb [300 gp].
2 Vials of Sturdying Elixir (20hp) - lb [1,500 gp].
Vial Spellpower Elixir - lb [700 gp].
Powdered Andrecite - lb [300 gp].
Bedroll - 5 lbs [1 sp].
Flint and steel - lb [1 gp].
Sunrod - 0.5 lbs [2 gp].
Journal - 1 lb [5 gp].
Ink - 0 lbs. [8 gp].
Inkpen - 0 lbs. [1 sp].

Attached to saddle
Waterskin - lbs [1 gp].

Coin: 65 gp, 8 sp.

Spells: (Caster Level 6, Base Save: 13+spell level, 6/4/4/3) Typical spells readied:
0th - appropriate size, bash, canny effort, detect magic, disorient, hygiene, glowglobe (lesser), seeker, detect creature.
1st - eldritch armor, scent tracker, veil of darkness, distraction, transfer wounds (lesser), mindstab.
2nd - ability boost (lesser), beastskin (lesser), energy blade, cloak of darkness, mark of air.
3rd - flight, dispel magic, summon minor elemental, sorcerous blast.

Appearance: Phaern is, well, short. Standing at only 14" he is really tiny, though about the same height as most sprytes. He has long pale white hair that streams out behind him when he flies. He has two pair of pale wings that resemble shimmering dragonfly wings. His lean body is usually robed in a simple pair of brown breeches and an embroidered dark green shirt. His clothing often changes to match the occasion, from elegant evening wear to rich nobles robes even to simple peasants clothing.

He carries his magisters staff tucked into a small harness around his belt. The staff is more of a rod only about 4" long, it is made of ebony with runes carved along three sides. It has a small glass staff at the top. When he casts spells through it, three small bolts of white lightning flash up the runes gathering in the glass ball where they spin in a ball of light as the spell is completed.

His staff is hardly a weapon however, when in combat Phaern usually manifests his energy blade with which he is quite proficient. The blade, at three feet long is significantly bigger than Phaern. He usually creates a sword constructed of electic energy, though he will vary that as the situation calls for it.

Personality: Phaern enjoys the thrill of combat. He often girds himself with spells first, but when ready he launches himself at his opponent with zeal. He tried as a quickling to join a warguild or study under a famous quickling warrior, but his family had him tutored by a great loresong mage instead. Finding that he could use his speed and skill in combat despite his size made him very happy. Outside combat, Phaern is very friendly with his companions. He will drink heafty amounts competing with the biggest giants (usually losing, but hey its all fun). He loves to listen to stories about war and battle, losing himself in the tale.

Backstory: When Phaern was young his father, a loresong, wanted very much for him to follow the path of the staff. His father hired a great mage to tutor his young son, whose mind often wandered as the local warriors spoke of war. His mentor, Kourm, worked undergound in a special laboratory that he had constructed. Under his mentor Phaern practiced dilligently, finding that he was better with spells that could be used in combat. He practiced as often as he could at fighting illusory monsters in Kourm's underground workshop. He undertook his first ceremony there with his mentor and has always felt a natural connection to that place. He never did find out why Kourm had chosen something so un-faen for his workshop, but he enjoyed his time there none-the-less. Once he had learned the basics, he felt that he should seek out a famous warguild to study under. He has since found focus in his energy blade and will not give up the path of the mage, but he will always strive to increase his battle prowess through it. Only recently did he choose to undergo the transformation to Spryte. It is a big step for any faen to make, but Phaern thought that it would be sooo much fun to be able to fly too, that and it would make for many interesting tactical possibilities.
 
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Corinthi

First Post
Darthallys the Razor Tongued
Truename - Vlashinti
Male Sibeccai Mage Blade 5
Height: 5'9"
Weight: 188lbs
Fur: Rusty Auburn, with Darker Markings
Eyes: Black
Age: 21


Attributes
Str: 14 (+2)
Dex: 14 (+2)
Con: 16 (+3)
Int: 12 (+1)
Wis: 8 (-1)
Cha: 16 (+3)


Hit Dice: 5d8 + 15
HP: 47 [Max] Disabled: -3 Dying: -4 to -15 Deader than Disco: -16
AC: 18 [10 + 4 Armor + 2 Dex + 2 Shield]
Initiative: +2
BAB: +3
Melee: +5 [+2 Strength]
Ranged: +5 [+2 Dex]
Speed: 30’

Saves
Fort: +5 [+2 base, +3 Con]
Ref: +4 [+2 base, +2 Dex]
Will: +1 [+2 base, -1 Wis]

Attacks-Weapons:
Athame (+2 Masterwork, Dire Sibeccai Kopesh): +9 [+5 Melee +1 Luck +1 Weapon Focus +2 Enhancement, 1d10 + 6 damage [+2 Strength +2 Enhancement +2 Dire], 19-20/x2, S]
Masterwork Composite Longbow: +6 [+5 Ranged +1 Enhancement, 1d8 damage, x3, P]
Short Sword: +5 [+5 Melee, 1d6 + 2 damage [+2 Strength], 19-20/x2, P]

Feats: Exotic Weapon Prof, Heavy (general), Modify Spell (ceremonial), Bonded Item (Athame) (ceremonial), Weapon Focus (Sebeccai Kopesh) (general)

Skills:
Concentration +11 [8 ranks]
Intimidate +11 [8 ranks]
Speak Languages NA [6 ranks]
Handle Animal +6 [1 rank]
Gather Info +5 [0 ranks]

Spells
Zero level Slots: 4;
Prepared: Canny Effort, Enchanting Flavor, Ghost Sound, Repair (Lesser), Saving Grace
1st level Slots: 3;
Prepared: Acrobatics, Glamour, Mudball, Scent Tracker
2nd level Slots: 2;
Prepared: Battle Healing (Lesser), Beastskin (Lesser)

Languages - Common, Giant, Draconic, Litorian, Faen, Undercommon, Sylvan, Troll, Goblin, Rhodin

Racial qualities: Speak common and giant; low light vision; +2 to Gather Information, Handle Animal, Innuendo, and Sneak checks; +2 Con, -2 Int.

Possessions:

Wearing/Carrying
Leather Coat (+4 AC, max Dex +6, check penalty -2) - 20 lbs [200 gp].
Masterwork Dire Sibeccai Kopesh - 19 lbs [665 gp].
Long Shield - 15 lbs [20 gp].
Short Sword - 3 lb [10 gp].
Belt pouch - .5 lb [1 gp].
Silver Earrings - n/a weight [40 gp].
Silver and Lace Skullcap - n/a weight [90 gp].
Hand of the Suffering Healer - constant item that lets you use lesser transfer wounds five times per day. It looks like a simple leather glove with a sun stitched on the back in gold thread. [2,000gp].
Sling Bag of the Progidal - Type one bag of holding. [2,500gp].

In sling bag
x2 vials of antitoxin - n/a [100 gp].
x2 pellet flash powder - 2 lb [70 gp].
x2 tanglefoot bags - 8 lb [100 gp].
x2 smoke bombs - 1.5 lbs [80 gp].
x4 bags caltrops - 8 lbs [4 gp]
x2 winter blanket - 6 lbs [1 gp]
x10 candles - n/a [1 sp]
Mirror, small steel 1/2 lbs [10 gps]
x2 sewing needle n/a [1 gp]
Signal whistle n/a [8 sp]
Soap 2 lbs [1 gp]
x10 tindertwigs n/a [10 gps]
x2 Trollbane Powder 2 lbs [20 gps]
Courtier's outfit 6 lbs [30 gps]
Bedroll - 5 lbs [1 sp].
Flint and steel - n/a weight [1 gp].
x3 sunrods - 3 lbs [6 gp].
Journal - 1 lb [5 gp].
Ink - n/a weight [8 gp].
Inkpen - n/a weight [1 sp].
x2 waterskin - n/a weight [1 gp].
50 ft. silk rope - 5 lbs [10 gp].
Grappling hook - 4 lbs [1 gp].
x10 pitons - 5 lbs [1 gp].
Masterwork composite longbow - 3 lbs [400 gps].
x20 bodkin arrows - 3 lbs [20 gps].
Bowl of Health - This small ceramic bowl is a shallow basic five inches in diameter, decorated with a blue glaze depicting waves. When filled with water and used in a cleansing ritual (to wash the face, rinse out the mouth, clean hair, etc.) it casts hygiene on the user. It can be used three times per day in this manner. [600gps].

In belt pouch
Golden Gate, this small charm looks like a small gate made of gold. When opened, dimension door is cast on the opener (single-use item, 7th level). [1,400gps].
Tooth of the Benevolent Serpant, a nearly two-inch long serpant's fang that is kept stored in a tough bone tube. When thrust into a being's flesh, it instantly dissolves and casts neutralize poison on him or her. (Single use item). [200gps].
Fire Sheild, a minature buckler made from a red gem and carved with leaping flames. When crushed underfoot, the crusher is protected as if by protection from elements (fire) for 10 minutes or until discharged. (Single-use item). [150gps].
Reed of the Long Breath, this is a perfectly preserved dry reed sealed in amber. When placed in the mouth, the being is able to function as though water breathing had been cast on him or her. It lasts for two hours. (Single-use item). [150gps].

Coin: 75 gp, 9 sp.

Appearance: Darthallys (dar-THALL-lees) the Razor Tongued stands a bit short for a male sibeccai but has a stouter build with dark, rusty reddish brown fur all over his athletic form. The fur atop his head is about three shades darker red, almost the color of drying blood. His eyes dance with a dark humor generally unfound in sibeccai, an attitude mirrored in his frequent baring of teeth. Darthallys tends to dress to the nines, even armoring himself in a stylish leather coat, regardless of more economical choices. He's fond of silver jewelry and sparkling jewels, especially for formal events. Slung across his back is a vicious looking sibecca kopesh, adorned with all manner of peculiar and extraneous barbs and hooks. The blade appears to have been designed more for rending flesh that slicing it. Delving below the armor, one finds clothing designed for comfort and style, loose breeches and shirts crafted from impractical fabrics in loud colors, favoring reds and greens. His high leather boots are rather more sturdy, however, a concession to his chosen path.

Personality: Darthallys is a study of contrasts. First, he is named the Razor Tongued because of a casually vicious sense of humor. A being completely without empathy, he thinks nothing of making light of a situation even at someone else expense. He rarely is untrue, but does /very/ little to mask his speech or opinions in tact, and his opinions are rarely generous.

That said, he has nothing but respect for his boon companion, Atlas. Early in the giant's career, Darthallys latched onto the man, although not for any apparent reason. Despite being valiant warriors, the two have little in common. While Atlas is a man driven by principle, Darthallys seems to care for little other than his own creature comforts.

Second only to his devotion to Atlas is his devotion to a hedonistic lifestyle. Darthallys is content to spend money as though it were mere breath. He also extensively uses magic to make his life easier, even to the point of commissioning magics items only to keep himself clean. Despite his apparent disdain for all living creatures, Darthallys is very social, thoroughly enjoying the prospects of wine, women, and song.

Not that those comforts complete him for long. He has a short attention span, and a deep bloodthirst. The love of battle calls to the sibeccai, haunting his dreams with visions of blooded steel. Despite bitter complaints, Darthallys loves campaigning and the danger of mortal combat. And he seems just as willing to enter battle with the just as the unjust. Although Atlas has noticed a change over the years. Rather than trying to convince the giant to join him in a bit of pillaging for fun and profit, Darthallys has begun to develop /very/ small altruistic traits. Rather than arguing against noble causes and good deeds, Darthallys merely seems to accept the lot that fate has handed him and looks out for valuable loot to be pocketed along the way. Lord knows someone has to look out for his and Atlas' fiscal welfare.

Backstory:

As amazing as it might seem to some, Darthallys the Razor Tongued was not always the sauve, cool, and collected dealer of death that he is today. Actually, he was born into this world as the penniless son of a harlot. His mother was a disgrace in the eyes of her people, peddling her flesh for the amusement of others. The lowest of the low. She didn't even know who his father had been.

As the poverty stricken son of a prostitute, Darthallys' childhood was no bed of roses. He was tormented and picked on by those bigger and stronger. His mother was no caretaker either. She resented the boy for 'destroying' her youthful figure and costing her her only chance to become some rich merchant's mistress. He learned at a young age that his emotions were simply weapons that others could use to hurt him. Even as a child, Darthallys learned to use sarcasm, humor, and cynicism as shield to guard against such attacks, thus earning the moniker 'Razor Tongued'.

The Sibeccai have a saying. 'The hottest fire forges the stronger steel.' It's perhaps little surprise that from such a tormented youth emerged a young man with incredible potential. A potential that would have been wasted, if not for a chance encounter. Darthallys had fallen in with a gang of youth who rolled people for money. One evening they went to jump an old man who was walking with a cane. Imagine thier surprise when the old man drew a dagger and casually began thrashing them. while thier own blows would land inches away from the man's exposed flesh, his were unerring, leaving painful bleeding wounds that would not close. He could have killed them all without breaking a sweat, but was instead sneaking to embarass them, punish them for their imprudence.

It was the single worst beating Darthallys had ever taken in his life, and at the end Marcus asked simply, "You could be so much more. Interested?" Marcus was an artist in his own mind. An artist of the blade. As his years advanced, he wandered searching for a diamond in the rough he could train as his successor. He found that diamond in Darthallys. The young Sibeccai was fit, hearty passionate, and filled with a turbulent mix of conflicted emotions. Perfect.

Darthallys trained with Marcus for the better part of two years, a gruelling struggle in which he learned to harness his passion and channel it down his blade. He learned to trace patterns with his blade that would bring his desires to life. Most call it magic, Marcus called it art, and Darthallys called it power. Try as he might, Marcus was never able to dull the flames of rage in the Sibeccai's twisted heart. No matter how much rage he channeled, more was always bubbling under the surface. While some lessons were absorbed instantly by the pup, others were ignored or scoffed at. Darthallys couldn't seem to come to grips with the concepts of responsibility, mercy, or honor. The strong take what they wish and the weak provide it, regardless of what some dotty old man believed.

Marcus died wondering if he'd created a work or art, or a legacy of murder.

For a time, it looked as though murder was more likely. Darthallys began travelling as a travelling sellsword, caring little about the cause and everything about the coin. From cleansing caves of goblins, to collecting outstanding loans, to extracting revenge, he'd do it all. Then Darthallys met Atlas.

Atlas had it all. Wealth, status, power, strength...and yet, he channeled everything he had, everything he was, into helping others. At first Darthallys silently hated the giant. Atlas was an affront to everything that was. His very existence threw into question the underlying truths that Darthallys based his life on. But then Darthallys realized that Atlas must simply be making a clever bid for the Diamond Throne. By travelling amoung his lessers and assisting them against threats that are universally considered 'wrong', Atlas gains the respect and admiration of the unwashed masses. Rather than foolishly optimistic, Atlas is incredibly shrewd, even if he won't admit his plans.

Darthallys decided to ride Atlas' coattails into a position of power and authority. By being the Giant's bloodied right hand, he could keep Atlas' hands clean, while gaining the clever Giant's trust. Although, after two years of following the Giant around, Darthallys is beginning to have doubts. Either Atlas is the shrewdest individual in existance, or maybe he actually is a genuinely decent fellow. And, truth be told, Darthallys isn't entirely certain he cares at this point. Something about travelling with this Giant is showing that being ... 'good' can be rewarding. If nothing else, the wenches are happier to see a rescuer than a pillager.
 
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Rybaer

First Post
Leesea Elmsbreath
Truename - Bribilee
Female Spryte (Loresong) - Akashic 5
Height: 13"
Weight: 11lbs
Hair: Blonde, almost white
Eyes: Bright blue
Age: 94


Attributes
Str: 5 (-3)
Dex: 16 (+3)
Con: 12 (+1)
Int: 20 (+5)
Wis: 10 (+0)
Cha: 14 (+2)


Hit Dice: 5d6 + 5
HP: 29 [Max]
AC: 20* [10 + 3 Armor + 2 Shield + 3 Dex + 2 Size]
* - gets +1 AC per size category difference with opponent
Initiative: +3
BAB: +3
Melee: +2* [-3 Strength + 2 Size]
* - gets +1 per size category difference with opponent
Ranged: +8 [+3 Dex + 2 Size]
Speed: 10’ walk, 30' fly [average]

Saves
Fort: +2 [+1 base, +1 Con]
Ref: +4 [+1 base, +3 Dex]
Will: +4 [+4 base, +0 Wis]

Attacks-Weapons:
Diminutive silvered dagger +2 (+1 per size category difference) (1d3-3, 19-20/x2, plus possible 1d6 sneak attack)


Feats: Compensate for Size (general), Opportunist (ceremonial), Spryte transformation

Skills:

Appraise +7 [2 ranks]
Balance +5 [0 ranks]
Bluff +7 [5 ranks]
Diplomacy +10 [6 ranks]
Disable Device +11 [6 ranks]
Forgery +6 [1 rank]
Gather Info +8 [6 ranks]
Heal +2 [2 ranks]
Intimidate +6 [2 ranks]
Jump -1 [0 ranks]
Knowledge (architecture) +10 [0 ranks]
Knowledge (ceremony) +11 [1 rank]
Knowledge (cosmology) +10 [0 ranks]
Knowledge (dangerous beasts) +14 [4 ranks]
Knowledge (engineering) +11 [1 ranks]
Knowledge (geography) +12 [2 ranks]
Knowledge (history) +14 [4 ranks]
Knowledge (magic) +11 [1 rank]
Knowledge (nature) +11 [1 rank]
Knowledge (nobility) +14 [4 ranks]
Knowledge (religion) +11 [1 ranks]
Knowledge (runes) +11 [1 rank]
Knowledge (science) +10 [0 ranks]
Listen +2 [2 ranks]
Open Lock +7 [4 ranks]
Search +7 [2 ranks]
Sense Motive +4 [4 ranks]
Sleight of Hand +13 [8 ranks]
Sneak +19 [8 ranks]
Spot +4 [4 ranks]
Tumble +11 [8 ranks]
Use Magic Device +14 [8 ranks]


Languages - Common, Faen, Giant, Draconic, Verrik, Undercommon.

Racial qualities: Speak common and faen; low light vision; +2 Dex, +2 Int, -4 Str; Size tiny; flight 30' (average).

Class abilities: Skill Memory (+2, 2/day), Perfect Recall, Delve Into Akashic Memory (+10), Minor Akashic Ability (+4 inherent bonus to Use Magic Device), Minor Akashic Ability (Sneak attack +1d6)

Possessions:
Diminutive silvered dagger - 0.5lb [5GP]
Masterwork studded leather jack (tiny, full AC) - 2lb [200GP]
Darkwood shield (tiny) - 0.5lb [257GP]
Unerring Stone (stone blast, 2d6 dmg, +10 to attack roll, 2/day) [3200GP]
Headband of Piercing Thoughts (mind stab 3/day, caster lvl 1) [1200GP]
Wand - Energy Weapon (diminished, lvl 1, caster 1, 1d6 dmg touch attack - 50 charges) [750GP]
Wand - Fireburst (lvl 1, caster 4, 3d6 dmg - 25 charges) [1500GP]
Wand - Illusory Object, Lesser (lvl 1, caster 1, 50 charges) [750GP]
Mists of Fogdale (cloudy white marble, casts Obscuring Mist 1/day) [400GP]
Water of Many Eyes (precise vision potion) [100GP]
Elixer of Green x3 (cure light wounds potion 1d8+1) [150GP]
Detonation - Disorient x3 [111GP]
Detonation - Charm [75GP]


Wearing/Carrying
Traveler's outfit - 0.5lb [0.5GP]
(alternate) Courtier's outfit - 0.6lb [15GP]

In backpack
Tiny bedroll - 1lb [0.1GP]
Tiny waterskin - neg [1GP]
Sunrod (1) - 1lb [2GP]
Tindertwig (5) - neg [5GP]
Thieves' tools - 1lb [30GP]



Coin:
18PP, 11GP, 4SP

Appearance:
Leesea Elmsbreath, in spite of her tiny spryte's frame, tends to fill up the space around her. Her hair is blonde, almost white, generally worn in a long braid. Her blue eyes are very bright and reflect the depth of her intelligence. Her wings have a very slight blue hue to them, the same color as her eyes.

She generally dresses very elegantly. Most of her professional life has been among nobility or politicians, so she tries to blend in with their circles. When in her sneaky spying mode, she will tend to wear more practical (often darker) clothing.


Personality:
Leesea is very much a typical faen in some respects, and very much an outsider in others. She is energetic and pleasant, eager to talk with anyone about nearly anything. She is very proud of her intellect and akashic abilities, so much so that she overlooks her own shortcomings.

Leesea has the ability to focus very intently on any activity, as long as she is learning something new in the process. Once she feels that she has exhausted the experience, she grows quickly bored.

Leesea also has a strong voyeuristic streak in her. She loves to study people - the way they act and interact. In her opinion, this is best done when the subject is unaware he or she is being watched. This, along with her akashic training, is what led her to a career in spying...or "political and social intelligence" as she likes to call it.



Backstory:
Leesea was born in Narrowyn, in the heart of the Harrowdeep, to a family with a strong magister tradition. Both of her parents and most of her eight siblings studied magic. While certainly smart enough to follow that path, Leesea's rebellious nature showed itself at an early age and she pursued studies in nearly everything aside from spellcasting. Eventually, her parents relented and let her travel to Erdaenos to study with the Akashics of the Pinnacle Society.

She thrived in her studies and found that accessing the akashic memory came easy to her. Through the Society, she hired out to do a number of different jobs. It didn't take long for her to determine that spying was one of her favorites.

Then life threw Leesea a twist. She fell in love with another faen, Thristle Elmsbreath, a simple farmer, while visiting her family in Narrowyn. Thristle convinced her to stay and marry him. Together, they raised three children - Mylos, Hallie, and Seelore - who are now all young adults. During this time, Leesea was generally happy and focused her energies on raising the family.

As the children grew older, however, she felt that she had neglected her true passion...studying and training her akashic skills. So strong became this sense of loss for her passion that her marriage began to suffer. She still loved Thristle dearly, but the monotony of daily life finally became too much. Unannounced, she slipped away from the town for several days. When she returned, Leesea startled everyone by having undergone the transformation to a spryte. She poured her heart out to her husband and, much to her surprise, he took it all very well. He had seen her depression growing and wanted only to let her follow her passions, even if it meant leaving him behind. Thristle wished her well and urged her to come home when she was ready. He would continue to tend the gardens and watch over the children and (soon) grandchildren.

After forty-four years, Leesea returned to the Pinnacle Society and threw herself into her studies like never before. Over the last five years, she has become a respected (if still a bit junior) member of the Society and has hired out to several nobles and political figures, generally in an advisory or intelligence-gathering role.

In her aside studies and research, Leesea has found tantalizing hints about a magic item called the Grythsm Focus. Purportedly, this item was constructed by a Verrik a few hundred years earlier and allows the user to more efficiently and accurately delve into the akashic memory. Her investigations have suggested that it was last seen 120 years ago in the Dorth Manor. Dorth Manor was a small, secure domain constructed by the dramohj far below the surface of Serran. While the dramohj are long gone, others have occupied the site from time to time.

Leesea has utilized both the akashic memory as well as old written records in an effort to find Dorth Manor. She has hired small companies of adventurers to join her in exploring two sites, but neither panned out. She continues to find new hints and leads in her research, and has made it a personal goal to find Dorth Manor and eventually the Grythsm Focus.
 
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rangerjohn

Explorer
Atlas
Truename - Heart of Stone Mountain
Male Giant 3/Champion of Life 2
Height: 9'4"
Weight: 762 lbs
Hair: Brown
Eyes: Hazel
Age: 65


Attributes
Str: 20 (+5)
Dex: 12 (+1)
Con: 18 (+4)
Int: 12 (+1)
Wis: 12 (+1)
Cha: 10 (0)


Hit Dice: 6d10+24
HP: 64[Max] 0[Disabled] -5[Dying] -18[Dead]
AC: 20/21/24 [10 + 10 Armor +1 Dex -1 size][ +1 vs swords Natural Swordsman Feat] [+3 called shield]
Initiative: +1
BAB: +5
Melee: +9[+5 Strength] [-1 size]
Ranged: +5 [+1 Dex] [-1 size]
Speed: 30’ [20']

Saves
Fort: +10[+6 base, +4Con]
Ref: +3 [+2 base, +1 Dex]
Will: +6 [+5 base, +1 Wis]

Attacks-Weapons:
Giant's Bastard Sword +1: +9 [+8 Melee,+1 Enhancement 2d8 +9 damage [+1 enhancement ][+1 Natural Swordsman Feat][+7 Strength],19-20 x2, S]
One Handed: +10 [+9 Melee,+1
enhancement 2d8+7 damage [+5 Strength] [+1 Enhancement, x3, S]
Masterwork Mighty Giant's Bow: +6 [+5 Ranged, +1Enhancement 2d6 +5 damage [+5 Strength], x3, P 100']
Dagger: +9[+9 Melee, 1d6+5 damage, [+5 Strength] 19-20/x2, p,]
Dagger,Thrown:+5[+5 Ranged, 1d6+5 damage, [+5 Strength 19-20/x2, P 10']


Feats: Natural Swordsman (Talent), Wealthy (Talent), Exotic Weapon Proficiency (General)

Skills:
Craft (Weaponsmithing) 8 [5ranks]
Diplomacy 8 [6 ranks]
Heal 5 [4 ranks]
Knowledge (ceremony) 3[2 ranks]
Sense Motive 6 [3 ranks]
Spot 3[2 ranks]
Swim 7 [2 ranks] [2 in armor]


Languages - Common, Giant, Undercommon.

Racial qualities: Speak common and giant; +2 to Craft, Diplomacy, and Sense Motive checks; +2 Con,+4 Str, +2 Wis, -2 Dex; size Large, -1 B.A.B, -1 AC, 10' reach.

Possessions:


Wearing/Carrying
+1 Dragonscale (+10 AC, max Dex +1, check penalty-6 ) - 50 lbs [5150 gp].
+1 Giant's Bastard Sword -12 lbs [2,370 gp] note bears everburning enchantement.
Masterwork Mighty Giant's Bow(+5) - 6 lbs [ 950 gp].
Dagger - 2 lb [4 gp].
Belt pouch - 1 lb [ 2 gp].
20 arrows- 6 lbs [2 gp].
Torque of Storm's Shelter- n/a weight [2400 gp].-this torque allows the wearer to cast protection from energy [electricity] twice a day, for 10 minutes each use.
Signet ring- n/a weight [10 gp]
Jewlry- n/a weight [350 gp]
Hand's of Life's Hope-n/a weight [1,500 gp]-These armbands are metal engraved with a branching vine. They allow the wearer to cast lesser battle healing. (Treat as a spell-trigger wand, 43 chg).
Explorer's Outfit- 16 lbs {n/a cost]
Oil of Lesser Beastskin (+2) n/a weight [300 gp]
Detonation of Lesser Drain Away Speed-looks like a glass orb filled with glue. -n/a weight [300gp]


In backpack - backpack - 2 lbs [2gp].
noble outfit -20 lbs [150 gp]
1 week trail rations -14lbs [7 gp]
whetstone -2 lbs [4 cp]
Flint and steel - n/a weight [1 gp].
10 pitons- 10 lbs [2 gp]

On backpack
Bedroll - 5 lbs [1 sp].
rope, silk 100'- 10 lbs [20 gp]
2 waterskins -16lbs [4 gp]









Attached to pack saddle


Coin: 90 pp, 121 gp, 7sp. 6cp.

Appearance: Atlas is quite imposing at 9'4" and 764 lbs. Dressed in his exquisite dragonscale and armed with his giant bastard sword and bow. He has Brown hair and hazel eyes.


Personality: Despite his martial appearance he is as at home in the courts as the battlefield. Coming from being the son of a minor noble. He greatly feels the giant noble obligations of protecting the innocent and down trodden. He also has a deep abiding hatred of the undead.


Backstory:
 
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Hardhead

Explorer
Indacalis the Rock (In-DAK-a-lis)
Truename - Garodoaramudar
Male Sibeccai Greenbond 5

Height: 5'4"
Weight: 156lbs
Fur: Deep, rich brown.
Eyes: Black
Age: 16


Attributes
Str: 8(-1)
Dex: 14 (+2)
Con: 16 (+3)
Int: 8 (-2)
Wis: 18 (+4)
Cha: 14 (+2)


Hit Dice: 5d6 + 15
HP: 39 [Max]
AC: 12 [10 + 0 Armor + 2 Dex]
Initiative: +2
BAB: +2
Melee: -1 [-1 Strength]
Ranged: +4 [+2 Dex]
Speed: 30'

Saves
Fort: +5 [+2 base, +2 Con, +1 Magic]
Ref: +4 [+1 base, +2 Dex, +1 Magic]
Will: +9 [+4 base, +4 Wis, +1 Magic]


Attacks-Weapons:
Handaxe: +1 [+1 Melee, 1d8-1 damage [-1 Strength], x3, B]
Crossbow (Light): +4 [+4 Ranged, 1d8 damage, 19-20 x2, P, 80' range]


Feats: Elemental Mage (Earth), Blood as Power, Brandish Magical Might

Default Readied Spells

0 Detect Disease, Detect Magic, Glowglobe (Lesser), Hygine, Read Magic, Saving Grace, Scent Bane, Seeker
1 Compelling Command, Mudball, Plant Armor, Predict Weather, Safe Fall, Scent Tracker
2 Ability Boost (Lesser), Battle Healing (Lesser), Beastskin (Lesser), Earth Burst
3 Attack from Within (Earth), Sorcerous Blast, Summon Minor Elemental (Earth)


Skills:
Handle Animal +5 [1 rank]
Intuit Direction +5 [1 rank]
Wilderness Survival +10 [6 ranks]


Languages - Common, Giant.

Racial qualities: Speak common and giant; low light vision; +2 to Gather Information, Handle Animal, Innuendo, and Sneak checks; +2 Con, -2 Int.

Possessions:

Horse (Light) - 75 gp
Saddle (Riding) - 8gp

Wearing/Carrying
Crossbow & 20 bolts - 5 lbs [35 gp]
Cloak of Resistance +1 [1000 gp]
Ring of Creature Loresight [2000 gp] [Constant Item - 1x1x2000]
Belt Pouch [1 gp]
. Powdered Steel [200 gp worth]
Bottomless Backpack [2,000gp]
. Box of Healing Fungus [2400 gp]
. Bedroll - 5 lbs [1 sp].
. Flint and steel - n/a weight [1 gp].
. Rations (5 days) [ 2.5 gp]
. Oil of Scent Bane (4 doses) [100 gp]
. Waterskin - n/a weight [1 gp]
. 50 ft. silk rope - 10 lbs [10 gp]
. 1 potion of resistance [50 gp]
. 1 potion of saving grace. 50gp.
. Coin: 991 gp, 4 sp.


Light Hourse [75 gp]


Appearance: Indacalis is a short, lankey Sebacci. His fur is a deep, earthy brown, and his hair matches exactly. His garments are worn, though his cloak, especially, seems to be of particularly fine make (indeed, it's magical). He constantly keeps a handaxe at his side, but rarely uses it in combat, being physically weak. He keeps a permanent (i.e. Heightened) Glowglobe floating beside him at all times. In conversation, he seems to be almost a contradiction. Though it's clear relatively fast that he's not too bright (INT 6), at the same time he has an intensity about him that's magnetic (CHA 14) and his words somehow seem wise and philosophical, though it's a philosophy born of experience, and not introspection (WIS 20 - Think Forrest Gump, in his ability to be "wise but dumb," but not nearly so corney ;) ).

Personality: Fanatically devoted to the Green, Indacalis has lost much of his sense of individuality as a Greenbond. His only desire is to fathom the wishes of the Green, and do what it needs. He thinks of himself as an extension of the Green, and little more. His own comfort, his own wishes, his own desires are only barely acknowledged. The Green, in all it's glory is the only thing that matters. This singlemindedness lends him an intensity of personality and drive that become evident to anyone that spends more than a few moments talking to him.

Background: The runt of his litter, he seemed inferior to his brothers and sisters in most ways. Both weak and stupid, Indacalis never fit in. In a family that prized their steadfast service to the giants since claw became hand, he was a vast disappointment unable to serve either in a physical or mental capacity. Compounded on that, he had a host of "imaginary friends," an unheard of thing for the none-too-imaginative Sebacci. In time, he would realize that these friends were nature spirits (though he cannot call upon or see them at will yet, *they* contacted *him* as a child). But that was not until much later.

Indacalis grew up miserable, dismissed by his family even when he was young, and ran away when he was 10 (Sebbacci reach adulthood quickly. For them, 10 is teenage). He found a cave not far outside of his home town of Mi-Theron and began to live out of it. On his own, he quickly learned to be self-sufficient, living off the land. Occassionally, he would return to the city to sell pelts of trade for supplies, always avoiding his family.

One day, while out hunting, he happened upon a human Greenbond named Jarik. Somehow, Jarik made Indacalis feel at ease, and Indacalis, always ready to travel further from his home - from his shameful past as a disappointment - asked to accompany Jarik on his travels. Jarik acceeded to the the sebacci's request, and soon realized Indacalis's potential as a Greenbond. During the next several years, Indacalis traveled as Jarik's apprentice, adventuring with him, and learning the ways of the Green. Recently, Jarik pushed the sebacci to leave and go his own way. His apprenticeship was over. Now, Indacalis is traveling with no particular goal in mind, simply searching for what is is the Green's would have him do.
 
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manifold

First Post
Indacalis mark 2

Indacalis the Rock (In-DAK-a-lis)
Truename - Garodoaramudar
Male Sibeccai Greenbond 6

Height: 5'4"
Weight: 156lbs
Fur: Deep, rich brown.
Eyes: Black
Age: 16

Attributes
Str: 8(-1)
Dex: 14 (+2)
Con: 16 (+3)
Int: 8 (-1)
Wis: 18 (+4)
Cha: 14 (+2)

Hit Dice: 6d6 + 18 + 4 [Sturdy]
HP: 50 [Max]
AC: 12 [10 + 0 Armor + 2 Dex] 16 [10 + 4 Plant Armor + 2 Dex]
Initiative: +2
BAB: +3
Melee: +2 [-1 Strength]
Ranged: +5 [+2 Dex]
Speed: 30'

Saves
Fort: +7 [+3 base, +3 Con, +1 Magic]
Ref: +5 [+2 base, +2 Dex, +1 Magic]
Will: +10 [+5 base, +4 Wis, +1 Magic]


Attacks-Weapons:
Handaxe: -3 [+1 Melee, 1d8-1 damage [-1 Strength], x3, B not proficient]
Crossbow (Light): +4 [+4 Ranged, 1d8 damage, 19-20 x2, P, 80' range]
Quarterstaff +1 [+1 melee, 1d6-1 damage [-1 Str] x2 B]


Feats: Elemental Mage (Earth), Blessed Mage, Sturdy, Modify Spell

Default Readied Spells

0 Canny Effort, Detect Disease, Detect Poison, Hygine, Read Magic, Scent Bane, Seeker, glowglobe (lesser)
1 Plant Armor, Stone Blast, Transfer Wounds (Lesser), Detect Secret Doors, Charm, Precise Vision,
2 Battle Healing (Lesser), Earth Burst, Darkvision, Ability Boost (Lesser), Levitate
3 Attack from Within (Earth), Remove Disease, Summon Minor Elemental (Earth), Conjure Repast

Skills:
Handle Animal +5 [1 rank +2 Cha +2 Racial]
Intuit Direction +5 [1 rank +4 Wis]
Sneak + 4 [+2 Dex +2 Racial]
Wilderness Survival +10 [6 ranks +4 Wis]
Gather Information +4 [+2 Cha +2 Racial]
Spot + 4 [+4 Wis]
Listen +4 [+4 Wis]
(Speak Terran; wating for level 7 to afford.)

Languages - Common, Giant.

Racial qualities: Speak common and giant; low light vision; +2 to Gather Information, Handle Animal, Innuendo, and Sneak checks; +2 Con, -2 Int.

Possessions:

Horse (Light) - 75 gp
Saddle (Riding) - 8gp

Wearing/Carrying
Crossbow & 20 bolts - 5 lbs [35 gp]
Quarterstaff - 4 lbs
Handaxe - 5 lbs [sheathed on belt]
Cloak of Resistance +1 [1000 gp]
Ring of Creature Loresight [2000 gp] [Constant Item - 1x1x2000]
Belt Pouch [1 gp]
. Powdered Steel [200 gp worth]
Bottomless Backpack [2,000gp]
. Box of Healing Fungus [2400 gp]
. Bedroll - 5 lbs [1 sp].
. Flint and steel - n/a weight [1 gp].
. Rations (5 days) [ 2.5 gp]
. Oil of Scent Bane (4 doses) [100 gp]
. Waterskin - n/a weight [1 gp]
. 50 ft. silk rope - 10 lbs [10 gp]
. 1 potion of resistance [50 gp]
. 1 potion of saving grace [50gp]
. Coin: 991 gp, 4 sp.

Appearance: Indacalis is a short, lankey Sebacci. His fur is a deep, earthy brown, and his hair matches exactly. His garments are worn, though his cloak, especially, seems to be of particularly fine make (indeed, it's magical). He constantly keeps a handaxe at his side, but rarely uses it in combat, being physically weak. He keeps a permanent (i.e. Heightened) Glowglobe floating beside him at all times. In conversation, he seems to be almost a contradiction. Though it's clear relatively fast that he's not too bright (INT 6), at the same time he has an intensity about him that's magnetic (CHA 14) and his words somehow seem wise and philosophical, though it's a philosophy born of experience, and not introspection (WIS 20 - Think Forrest Gump, in his ability to be "wise but dumb," but not nearly so corney ).

Personality: Fanatically devoted to the Green, Indacalis has lost much of his sense of individuality as a Greenbond. His only desire is to fathom the wishes of the Green, and do what it needs. He thinks of himself as an extension of the Green, and little more. His own comfort, his own wishes, his own desires are only barely acknowledged. The Green, in all it's glory is the only thing that matters. This singlemindedness lends him an intensity of personality and drive that become evident to anyone that spends more than a few moments talking to him.

Background: The runt of his litter, he seemed inferior to his brothers and sisters in most ways. Both weak and stupid, Indacalis never fit in. In a family that prized their steadfast service to the giants since claw became hand, he was a vast disappointment unable to serve either in a physical or mental capacity. Compounded on that, he had a host of "imaginary friends," an unheard of thing for the none-too-imaginative Sebacci. In time, he would realize that these friends were nature spirits (though he cannot call upon or see them at will yet, *they* contacted *him* as a child). But that was not until much later.

Indacalis grew up miserable, dismissed by his family even when he was young, and ran away when he was 10 (Sebbacci reach adulthood quickly. For them, 10 is teenage). He found a cave not far outside of his home town of Mi-Theron and began to live out of it. On his own, he quickly learned to be self-sufficient, living off the land. Occassionally, he would return to the city to sell pelts of trade for supplies, always avoiding his family.

One day, while out hunting, he happened upon a human Greenbond named Jarik. Somehow, Jarik made Indacalis feel at ease, and Indacalis, always ready to travel further from his home - from his shameful past as a disappointment - asked to accompany Jarik on his travels. Jarik acceeded to the the sebacci's request, and soon realized Indacalis's potential as a Greenbond. During the next several years, Indacalis traveled as Jarik's apprentice, adventuring with him, and learning the ways of the Green. Recently, Jarik pushed the sebacci to leave and go his own way. His apprenticeship was over. Now, Indacalis is traveling with no particular goal in mind, simply searching for what is is the Green's would have him do.

Box of Healing Fungus - this small stone box looks as if it was freshly
hewn
out of a small boulder, with a lid that is attached with cunning stone
hinges.
Inside is a thick layers of dirt, on top of which grow three mushrooms.
If the
box is kept closed most of the time and some decaying vegetable matter
is
thrown in once a week, the mushrooms can be plucked and eaten as per
lesser
battle healing. The mushrooms grow back overnight. (Constant item,
lesser
battle healing for 1d6+1 3/day.)
 
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