Tyrzra'eln Explorers
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  1. #1

    Tyrzra'eln Explorers

    Put 'em 'ere

  2. #2


    Ayi-Morotik (Truename : [spoiler]Charad Heik[/spoiler])
    Female Giant Akashic1/Racial3
    Experience: 3301
    Hero points: 0
    Str 18 (base 14, +4 racial) 6 pts
    Dex 10 (base 12, -2 racial) 4 pts
    Con 18 (base 16, +2 racial) 10 pts
    Int 16 (base 16) 10 pts
    Wis 18 (base 16, +2 racial) 10 pts
    Cha 14 (base 14) 6 pts

    HD: 1d6+3d10+16; hit points: 38 (disabled 0 to -4, dying -5 to -18, dead -19)
    AC 17, touch 9, flat-footed 17 (+8 armor, -1 size)
    Init +0
    BAB +2; Grap +10
    Spd 20 ft., run 60 ft. (base 30 ft, heavy armor, light load : 168/200 without chest, add 90 lbs with chest, medium load in that case)
    SV Fort +7, Reflex +1, Will +7.

    +7 Melee, masterwork giantís sword 2d8+6, 19-20/x2
    +1 Ranged, giantís bow, 2d6, x3.

    Large, 9'10" tall, 555 lb, 72 yrs old
    Bronze skin, short platinum blond hair, blue eyes.

    Speaks Common, Giant, Draconic, Faen, Litorian, Celestial and Infernal.

    Skills (44 sp akashic (A), 15 sp racial Giant (G)), armor check penalty: -6
    +11 Concentration (4 ranks A, +4 con, +3 feat)
    +13 Craft - armor smith (4 ranks A, 2 ranks G, +3 int, +2 racial, +2 equipment)
    +12 Diplomacy (3 ranks A, 3 ranks G, +2 cha, +2 racial, +2 synergy)
    +4 Gather Information (2 ranks A, +2 cha)
    +7 Heal (3 ranks A, +4 wis)
    +6 Intuit Direction (2 ranks A, +4 wis)
    +12 Knowledge - ceremony (4 ranks A, 2 ranks G, +3 int, +3 book)
    +7 Knowledge - geography (2 ranks A, +3 int, +2 book)
    +9 Knowledge - history (3 ranks A, +3 int, +3 book)
    +4 Knowledge - nobility & courtesy (1 rank A, +3 int)
    +4 Knowledge - religion (1 rank A, +3 int)
    +7 Listen (3 ranks A, +4 wis)
    +8 Perform - storytelling (2 ranks A, 4 ranks G, +2 cha)
    +6 Search (3 ranks A, +3 int)
    +12 Sense Motive (2 ranks A, 4 ranks G, +4 wis, +2 racial)
    +7 Spot (3 ranks A, +4 wis)
    Speak Languages 2 ranks A

    Weapon and armor proficiencies
    - Simple and martial weapons
    - Light, medium and heavy armors
    - Shields.

    - Skill Focus - concentration (char 1)
    - Chi-Julud (ceremonial)
    - Focused Healing (GM bonus feat, ceremonial 100 gp)
    - Weapon Focus - giantís sword (char 3).

    In Chi-Julud, Ayi-Morotikís stats change as followed:
    hp 42; Grapple +14; Atk +11 melee (2d8+12/19-20); SV Fort +9, Will +3; Str 26 (+8), Con 22 (+6), Wis 10, Cha 10, Lots of skill changes.

    Giant (with 3 racial levels) Traits
    - +4 Strength, -2 Dexterity, +2 Constitution, +2 Wisdom.
    - Large.
    - 10-foot reach.
    - A Giantís base land speed is 30 feet.
    - +2 racial bonus on Craft, Diplomacy and Sense Motive checks.

    Akashic Traits
    - Skill Memory (+2) (Su): 1/day, after 1 full round of concentration, gain +2 insight bonus to any skill

    Possessions- Adventurerís outfit 4 lbs.
    - Large plate mail (3000 gp, 1000 gp since it is crafted) 100 lbs.
    - Masterwork Giantís sword (400 gp) 30 lbs.
    - Giantís bow (150 gp) 6 lbs.
    - 20 arrows (2 gp) 6 lbs.
    - whetstone (2 cp) 1 lb.
    - Map case (1 gp) 1/2 lb.
    - 5 sheets of paper (2 gp).
    - Waterskin (1 gp).
    * Backpack (2 gp) 4 lbs.
    * Bedroll (1 sp) 10 lbs.
    * 3 sunrods (6 gp) 3 lbs.
    * ceremony book +3 (90 gp) 2 lbs.
    * history book +3 (90 gp) 2 lbs.
    * geography book +2 (40 gp) 1 lb.
    * 3 candles (3 cp).
    * Flint & steel (1 gp).
    * Ink vial (8 gp).
    * Inkpen (1 sp).
    + Large chest (4 gp) 50 lbs. with average lock (40 gp) 1 lb.
    + Masterwork artisanís tools (55 gp) 5 lbs. (Iím guessing this is a good hammer, some pliers and other stuff)
    + Artisanís outfit (1 gp) 8 lbs. (With a large leather apron)
    + Coutierís outfit and 50 gp of jewelry (80 gp) 12 lbs.
    + Scholarís outfit (5 gp) 12 lbs.
    + 2 pounds of soap (1 gp) 2 lbs
    - Belt pouch (1 gp) 1/2 lb. containing 19 gp, 7 sp and 5 cp

    (- on self, loose)
    (* in or on backpack)
    (+ usually in chest)

    Towering at 9í10Ē, there is little doubt that Ayi-Morotik can be intimidating to many, especially under the Wardance. She can also be very regal and elegant if she wishes so. In fact, she carries a few different outfits with her and can fit in a lot of environments. When not in armor, she prefers to wear a simple nondescript white robe but she will usually wear what is appropriate for the occasion. She is somewhat beautiful, by Giantsí standards.

    Ayi-Morotik was born in De-Shamod, the capital of the Giantsí realm. Her parents, a male warmain and a female iron witch, were once agents of Vi-Noman, a powerful giantish merchant. After a few years of loyal service, Vi-Noman gave them a large place to open a shop and found a family. And so, the Red Anvil Smithies was founded and it soon became one of the largest and most respected weapons and armors providers of the city. The proprietors also had children during that time. Ayi was the youngest of three and the only girl. She was a very curious child and was very interested in the work of her parents. The metal fascinated her. It is hard and solid yet it could bent and not break. She would often go to the forges after the lessons from their akashic tutor. Her father taught her to be concentrated and focused only on the task at end.

    Instead of going to the Devanian war academy like her two older brother did, Ayi decided to go to the akashic guild and learn the art of touching the memories of the ancients. What could satisfied her great curiosity better than the minds of all those who have lived ? She soon found out that the history of her people was something that fascinated her. The stories of the great Giant armies, all under the influence of the wardance, defeating the dramojh were simply amazing, considering what the giants are now. Like the metal, the Hu-Charad had bent, changed after this victory. Following this example from the distant past, she became a student of the Chi-Julud and of the powers of change behind rituals and ceremonies.

    Eventually, she left the guild and came back to the forges but soon wanderlust came to her. She had read a about the world at the guild and she wanted to see it with her own eyes. She moved from city to city, always taking on different jobs. She did some smith work, of course, but she was also a child tutor, a merchant advisor, a bookkeeper, a simple storyteller and even a bodyguard. Where ever she was, she would try to learn about the customs and rituals of the people. When they needed it, she would also help and protect them, as a good Giant should. ďApply change where change is neededĒ as she would put it. Always seeking to better herself, she went through many rituals of the Shu-Rin during her travels. This changed her both physically and mentally.

    She has been hearing about the Tyrzra'eln for a while now. Her curiosity has gotten the better of her and she recently landed in Drak-skorn hoping to make new discoveries about this place.

    Ayi-Morotik is full of paradox. She is very curious about things yet very patient to analyze them. She likes both the noise of a forge and the tranquility of a library. She is tall and very strong yet she can be kind and gentle toward those she cares about. She is normally so calm yet she can become full of terrible fury when she wills herself into a Chi-Julud state.
    Last edited by GPEKO; Thursday, 18th December, 2003 at 03:50 PM.

  3. #3

    Lo Derak Woodwitch1/greenbond1/mageblade 1 /Giant1

    Lo Derak
    Truename: Misterakderan

    Woodwitch1/greenbond1/mageblade 1 /Giant1

    Str 18 [15 base + 2 racial + 1 giant level 1, 8 pts]
    Dex 16 [17 base - 2 racial + 1 level 4, 13 pts]
    Con 11 [13 base, 5 pts]
    Wis 19 [18 base + 1 giant levels 1 2, 16 pts]
    Int 10 [2 pts]
    Cha 12 [2 pts]

    masterwork dire greatsword (athame)

    2 handed sword: +7 attack, 2d6+9 damage, 19-20x2 [To hit: +4 strenght +1 masterwork +1 athame +1 bonded item, Damage: +6 str (2 handed) +1 athame + 2 dire]

    Daggers melee: +4 attack, 1d4+4 damage, 19-20x2 [+ 4 str, +4 str]
    Daggers thrown: Range:10, +7 attack, 1d4+4 damage 19-20x2 [+ 4 str +3 dex, +4 str]
    longsword: 4 attack, 1d8+4 damage 19-20x2 [+ 4 str, +4 str]

    Mighty composite longbow: Range:110, +7 attack, 1d8+4 damage, x3 [+ 4 str +3 dex, +4 str] +2 against armor for bodkin arrows
    20 bodkin arrows
    20 regular arrows

    HP: 30 (I assumed full HP at level 1, 75% threrafter)

    AC: 21 when fully armored, flat footed 18, touch 13

    (10 base +3 Dex + 4 (nature's warding word) + 4 Masterwork leather coat)

    Exotic heavy weapons (level 3 feat)
    Bonded item - athame (ceremonial level 1, truename)
    Spell affinity - true strike (talent)
    Exotic spell: true strike (general, bonus feat, level 1)

    Skill points: 22 [16 (witch level 1) + 2 (greenbond 1) + 2 (giant 1) + 2 (mageblade 1)]
    Giant 1/ greenbond 1 /wood witch 1
    Skillpoints: 16 (witch 1) +4 (giant 2) +2 (greenbond 1)= 22

    Alchemy : + 0 [ 0 Ranks + 0 (Int) ]
    Bluff : + 1 [ 1 Ranks + 0 (Cha) ]
    Climb : + 8 [ 4 Ranks + 4 (Str) ]
    Concentration : + 2 [ 0 Ranks + 2 (Con) ]
    Craft (leatherworking) : + 3 [ 1 Ranks + 0 (Int) + 2 Giant bonus ]
    Diplomacy : + 4 [ 0 Ranks + 0 (Cha) + 2 Sense motive synergy + 2 Giant bonus ]
    Disguise : + 0 [ 0 Ranks + 0 (Cha) ]
    Gather information : + 1 [ 1 Ranks + 0 (Cha) ]
    Handle animal : + 0 [ 0 Ranks + 0 (Cha) ]
    Heal : + 9 [ 4 Ranks + 5 (Wis) ]
    Intimidate : + 0 [ 0 Ranks + 0 (Cha) ]
    Jump : + 4 [ 0 Ranks + 4 (Str) ]
    Inuit Direction : + 6 [ 1 Ranks + 5 (Wis) ]
    Knowledge (ceremony) : + 0 [ 0 Ranks + 0 (Int) ]
    Knowledge (geography) : + 0 [ 0 Ranks + 0 (Int) ]
    Knowledge (magic) : + 0 [ 0 Ranks + 0 (Int) ]
    Knowledge (nature) : + 0 [ 0 Ranks + 0 (Int) ]
    Listen : + 5 [ 0 Ranks + 5 (Wis) ]
    Perform(ballad) : + 0 [ 0 Ranks + 0 (Cha) ]
    Perform (storytellng) : + 0 [ 0 Ranks + 0 (Cha) ]
    Search : + 0 [ 0 Ranks + 0 (Int) ]
    Sense motive : + 12 [ 5 Ranks + 5 (Wis) + 2 Giant bonus ]
    Spellcraft : + 0 [ 0 Ranks + 0 (Int) ]
    Spot : + 5 [ 0 Ranks + 5 (Wis) ]
    Use magic device : + 0 [ 0 Ranks + 0 (Cha) ]
    Swim : + 4 [ 0 Ranks + 4 (Str) ]
    Wilderness survival : + 10 [ 5 Ranks + 5 (Wis) ]

    Nature sense: Can identify plants and animals, their species and special traits, with perfect accuracy. Can determine if water is safe or dangerous to drink.
    Infuse with life: heal 1d8+1 4x/day
    Witchery manifestation: Nature's warding word. Skin becomes bark like, granting natural armor bonus equal to wisdom bonus (currently +4)

    Masterwork dire greatsword 700 gp (back)
    Masterwork leather coat 500 gp
    Mightly composite longbow (back)
    20 bodkin arrows
    20 regular arrows
    2 Daggers ( 1 left thigh (on a strap), 1 right side)
    1 longsword (left side)
    50 ft rope
    5 days rations
    Backpack 2 gp
    Belt Pouch 1 gp
    Adventurer's Outfit 5 gp
    Flint & Steel 1 gp
    Waterskin 1 gp
    Whetstone 2 cp

    Spell slots: 9/4 (greenbond 1: 2/1, witch 1: 2/0, mageblade 1: 2/0, Wisdom 20 (Witch): 1/1; Wisdom 20 (Greenbond): 1/1; Charisma 12 (mageblade); +1/+1)
    Spells known: 12/6 (greenbond 1: 5/3, witch 1: 2/0, mageblade 1: 2/0, Wisdom 20 (Witch): 1/1; Wisdom 20 (Greenbond): 1/1; Charisma 12 (mageblade); +1/+1)

    Spells prepared:
    level 0: Bash, Detect disease, detect magic, detect poison, glowglobe, Scent bane, Sense thoughts, hygiene.

    Level 1: safe fall, true strike


    Lo-Derak comes from a military family. His father and his eldest brother are part of the Stuard's guards in the city of De-Shamod.

    From an early age, his family could see that Lo-Derak was not iterested in the way of the warrior. However, they felt it was necessary to have him trained to fight skillfully. His masters realized that he had an intuitive but undisciplined knack for magic. Luckily, a Verrick housemaid realised his potential and brought this to his family's attention. They helped Lo Derak develop his talent through various mentorseven though this broke the family's tradition. They did not reject Lo-Derak, but neither did they accept his talent.

    Lo-Derak stayed for a few years in his mentor's forest, while learning his craft. He would still keep visiting his family, to study the way of the sword, but he knew that they did not understand him. However, one day, his family saw the value of his talent: while he was visiting, he cured his dying brother who was attacked by thieves while on guard duty. He never again was treated as an outsider.

    When Lo-Derak was fully trained, he felt an urge to explore the world, to see its wonders. During his wanderings, he heard of Tyrzra'eln and the fact that the merchant's guild of the the walled port city of Drak-Skorn was looking for explorers. So, Lo-Derak traveled to Drak-skorn to petition the Steward to become part of the next expedition.
    Last edited by Steve Gorak; Saturday, 31st January, 2004 at 08:13 PM. Reason: added specs for weapons & lenght of rope

  4. #4
    Vorcinax the Seeker Sibeccai1 /Mageblade1/Magister2

    HD 2d8+8+2d6+8 Hp 38
    Init +2
    Move 30 ft
    AC 17
    BAB/Grapple +2/+5
    Saves F+6 R+4 W+4
    Str 16 Dex 14 Con 18 Int 6 Wis 14 Cha 18
    Feats: Sensitive, Intuitive Sense, Improved Intuitive Sense, Sense the Unseen, Bite
    Skills: Spot 5 ranks +2 Wis = +7
    Spellcraft 3 ranks -2 Int = +1

    EQ: +1 leather coat, halberd (athame and staff), masterwork +3 mighty longbow, 60 arrows (20 bodkin)

    Vorcinax displayed an incredible sensitivity for magic, but was always considered far too dense to study it. Only his inherent charm allowed him to escape punishment for his idiocies. His parents attempted to get him trained in the martial techniques traditional among his family, but he was constantly distracted by the magics he could sense around him and in the jungle beyond. He often left the city, unable to explain either what he sought or what he found, but somehow learned a style of magic which allowed him to overcome his lack of intellect, working with his strengths alone.
    Last edited by Paxus Asclepius; Tuesday, 9th December, 2003 at 07:00 PM.

  5. #5
    Acolyte (Lvl 2)

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    Rathan (complete)
    Truename: [spoiler]Sharduk'Kahn[/spoiler]

    Warmain 2/Litorian(tiger) 2

    Str 15 [14 base + 1 litorian level 1, 6 pts]
    Dex 20 [17 base + 2 racial + 1 litorian level 1, 13 pts]
    Con 16 [16 base, 10 pts]
    Int 15 [8 pts]
    Wis 12 [14 base - 2 racial, 6 pts]
    Cha 11 [3 pts]

    HP: 48hp [2d12 + 2d8 + 12 + 3 (Sturdy)]
    BAB: +4 (+2 Warmain + 2 Litorian)
    Move: 30' (20' armor + 10' Litorian)
    Languages: Common, Litorian, Giant, Faen

    Medium, 6 ft. 6 in. tall, 180 lbs., 30 yrs. old.
    Light-brown fur with black and white stripe patterns. Dark eyes.

    Weapon Focus - Litorian Warclub (General, level 3 feat)
    Opportunist (ceremonial, free at first)
    Exotic Weapon Proficiency, Heavy (Warmain bonus level 2 feat)
    Ambidexterity (talent, level 1)
    Exotic Armor Proficiency (GM Bonus feat)

    Fortitude: 9 = 6(base) + 3(Con)
    Reflex: 8 = 3(base) + 5(Dex)
    Will: 2 = 1(base) + 1(Wis)

    Litorian Warclub, Mwk: +7 melee or +3 /+3 melee (+4 BAB, +2 Str, +1 WF), 1d8+3 or 1d8+2/1d8+1 damage
    Punch Daggers: +6 melee or +2 /+2 melee (+4 BAB, +2 Str) 1d4+2 or 1d4+2/1d4+1 damage
    Litorian Bolas: +5 ranged (+4 BAB, +5 Dex, -4 Non Prof) 1d4 + Trip
    Mighty Composite Shortbow +2: +9 ranged (+4 BAB, +5 Dex) 1d6 +2 damage

    AC: 20 when fully armored, flat footed 15, touch 15
    10 (base) +5 (Dex) + 5 (Devanian Breastplate)

    Skill points: 28 [20 (Warmain 1 & 2) + 8 (Litorian 1 & 2)]
    Balance 7
    Climb 6
    Handle Animal 2
    Intimidate 6
    Jump 6
    Knowledge (architecture) 4
    Listen 3
    Search 6
    Sense Motive 2
    Sneak 6
    Spot 3
    Wilderness Survival 6

    Low-light Vision
    Sturdy: double Con bonus on 1st Warmain level hp
    Increased Speed: +10 move (Litorian 2)

    Devanian Breastplate, Mwk 950 gp
    Litorian Warclub, Mwk 660 gp
    Mighty Composite Shortbow +2 225 gp
    Arrows (20) 1 gp
    Arrows, Bodkin (10) 5 gp
    Litorian Bolas (2) 16 gp
    Punching Daggers (2) 4 gp
    Tanglefoot bag 50 gp
    Backpack 2 gp
    Belt Pouch 1 gp
    Adventurer's Outfit 5 gp
    Flint & Steel 1 gp
    Waterskin 1 gp
    Whetstone 2 cp

    Rathan was ever the individual in his youth, and it caused his downfall. When running with others in his tribe, he was competitive and antagonistic. The expected career for the martial Litorian youths was to become Oathsworn, swearing themselves to the protection of the tribe. Rathan felt that he was ready to walk this path, but in truth it was not his calling. As he and four others began to focus on honor and discipline, the less his rough-handed ways were appreciated. Finally he pushed one brother, Mathelor, too far and was challenged to single combat. The loser would leave the group and choose a different path. Rathan was larger and more brutal, but Mathelor was very skilled and ended the victor. Rathan looked to his brothers for support, but found only looks of disdain.

    Disgraced, Rathan broke from his brothers, those who had participated in his naming ceremony. He began to follow his own path. It was the first thing that truly made him feel at ease. He trained with any weapons he could find, concentrating more on the brutal aspects of warfare than the honorable combat his brothers had followed. Rathan whored himself out to many a company and lived the life of a mercenary. More jobs meant more coin for better equipment and a comfortable lifestyle.
    Last edited by Ruined; Thursday, 11th December, 2003 at 05:27 PM. Reason: Background added

  6. #6

    Dalovaer the Scribe

    Dalovaer (truename: Cheklexl)
    Human Male Magister 3

    Str: 10 (2 points) [+0]
    Dex: 10 (2 points) [+0]
    Con: 15 (8 points) [+2]
    Int: 18 (16 points) [+4]
    Wis: 15 (8 points) [+2]
    Cha: 16 (10 points) [+3]

    Hit Dice: 3d6+6
    hp: 16 (Dying/Dead -3/-15) [average 3.5 per level +6 rounded down]
    AC: 14 (eldritch armor) Touch: 14 Flat-footed: 14
    Initiative: +0
    BAB: +1
    Melee: +1
    Ranged: +1
    Speed: 30ft

    FORT: +3 [+1 base +2 Con]
    REF: +1 [+1 base +0 Dex]
    WILL: +7 [+3 base +2 Wis +2 Iron Will Feat]

    Staff +1 (+1 BAB)(1d6 damage/crit x2)

    Corrupt Mage (Ceremonial) (1st lvl)
    Unique Spell [Spectral Hand] (Talent) (1st lvl)
    Iron Will (General) (1st lvl)
    Exotic Spell (Eldritch Armor) (Bonus Human)
    Focused Healing (Ceremonial) (3rd lvl)
    Exotic Spell (Learn Secret [lesser]) (Bonus DM)

    Skills: (28 skill points [2 base +4 Int x4 1st level +4 bonus human]) (1st lvl)
    (7 skill points [2 base +4 Int +1 bonus human]) (2nd lvl)
    (7 skill points [2 base +4 Int +1 bonus human]) (3rd lvl)
    Bluff +5 (2 ranks, +3 Cha) [cc]
    Concentration +6 (4 ranks, +2 Con)
    Craft (scribe) +7 (3 ranks, +4 Int)
    Decipher Script +7 (3 ranks, +4 Int)
    Intimidate +7 (4 ranks +3 Cha)
    {History} +9 (5 rank, +4 Int)
    {Magic} +15 (6 ranks, +4 Int, +5 Book)
    {Runes} +7 (3 rank, +4 Int)
    {Cosmology} +8 (4 ranks, +4 Int)
    Spellcraft +8 (4 ranks, +4 Int)

    Languages: (2 skill ranks +4 INT + Common)
    Common, Infernal, Giant, Draconic, Rhodin, Litorian, Troll

    Spells per Day (Slots): (5/3/2)
    Spells Readied: (7/5/3)
    0: Bash, Detect Magic, Disorient, Ghost Sound, Glowglobe (lesser), Read Magic, Touch of
    1: Eldritch Armor, Object Loresight, Stone Blast, Touch of Disruption, Touch of Pain
    2: Gusting Wind, Scream, Spectral Hand

    Spells Known: (Simple, Complex)
    0: All per the Arcana Unearthed
    1: All per the Arcana Unearthed plus Eldritch Armor (Exotic Spell Feat) and Learn Secret (lesser) (Exotic Spell Feat)
    2: All per the Arcana Unearthed plus Advance Poison (Corrupt Mage Feat) & Spectral Hand (Unique Spell Feat)

    Magister's Staff (0 gp, 4 lbs)
    Scholars Outfit (5 gp, 6 lbs)
    Satchel {as sack} (1 sp, .5 lbs)
    contains Book +5 - [Knowledge{Magic}] (250 gp, 3 lbs)
    Bedroll (1 sp, 5 lbs)
    2 scroll cases (2 gp, 1 lbs)
    one contains 5 sheets of parchment (1 gp)
    4 Belt pouches (4 gp, 2 lbs)
    #1 contains a vial of ink and an inkpen (8 gp, 1 sp)
    #2 contains sealing wax (1 gp, 1 lbs)
    #3 contains flint and steel (1 gp)
    #4 contains 41 gp and 6 sp
    Waterskin (1 gp)
    Signet ring (5 gp)
    10 candles (located in various robe pockets) (1 sp)
    2 flasks Alchemist's Fire (located in robe pockets) (40 gp, 2.5 lbs)
    2 flasks Alchemist's Frost (located in robe pockets) (40 gp, 2.5 lbs)
    2 vials Flash Powder (located in robe pockets) (70 gp, 2 lbs)
    2 doses of Advanced Poultice (1d6+3 hp healing) (600 gp)
    1 emerald worth 500 gp (spell catalyst)

    Total cost/wt: 1528 gp, 4 sp/29.5 lbs (light load up to 33 lbs)

    Dalovaer dresses in simple gray scholars robes. His shoulder length black hair is unkempt, but clean, and he looks at the world through gray, lifeless eyes.
    Dalovaer appears much older than his 24 years should allow, probably closer to 40, do mostly to the Book's influence on him. His face is gaunt and withdrawn, while black circles have formed under his eyes, as if from too little sleep. His body language would suggest a person that is weary, both physically and mentally, as if he carried a great burden upon his shoulders. Ink stains his fingers and hands, giving hint to his former profession as a scribe, and he walks somewhat stooped from spending many years hunched over old texts and parchments in the Library of Erdaenos. He leans heavily on a simply-carved walking staff.

    Age: 24
    Gender: Male
    Height: 5'10"
    Weight: 130 lbs
    Eyes: Gray
    Hair: Black, shoulder length and unkempt
    Skin: Pale, yet leathery, as if he'd spent too much time in the sun as a youth

    Dalovaer was born in the city of Erdaenos, the 3rd son in a family of scholars and scribes. He trained most of his youth to be a scribe, and earned a position as a Copier in the Library of Erdaenos when he was 17. As a Copier, Dalovaer had access to the most ancient books that were kept under lock and key in the rear halls of the Library. It was here that Dalovaer came across what he simply calls The Book.

    The Book, being simple in appearance, would surprise most readers with its contents. Inside, it is filled with page after page detailing ritual sacrifice and the Black Arts. Dalovaer, somewhat disgusted, set the book aside at first, not realizing that he had subconsciously placed the book into his satchel. When he arrived at home the next morning, he found the book while preparing for bed, and curiosity got the better of him. He began to read the pages that morning, and didn't stop until the night bells rang at the Library, calling him back to duty. Confused that so much time could pass so quickly, Dalovaer returned to work, but found he could not take his mind from The Book, and soon began bringing it with him. The Book quickly consumed all of Dalovaer's waking thoughts, and he became somewhat obsessed with it. So obsessed that one dark night at the Library, the Head Copier had come to see how Dalovaer progressed in his work, and found him sitting behind a desk, reading The Book. Seeing also how Dalovaer's work was piling up beside him (for he had done nothing but read the book now for 4 months), the Head Copier became irate and began to belittle Dalovaer. The young, obsessed man ignored the other until he snatched The Book up away from Dalovaer. In a rage Dalovaer cut out the man's heart with the decorative knife all Copiers kept to open packages and manuscripts with. This act of brutality completed the ceremony for which Dalovaer had been unwittingly preparing himself, and as the man's blood sprayed across the book, a wash of Dark engulfed Dalovaer.

    Unknown to Dalovaer, The Book is actually the physical form of a minor Demon Lord, trapped ages ago my the Council of Magisters. In order to free himself from his prison, the Demon Lord has twisted Dalovaer's soul, instilling within him the gift of corrupted magic, and filled his subconscious with a burning desire to free the Demon Lord.

    Having fled the Library of Erdaenos, Dalovaer lived in the ruins surrounding Erdaenos for many months, until The Book felt that he was ready to venture into the outside world. He now travels the land in search of a way to release the Demon Lord, and has recently arrived in the giantish city of Drak-Skorn searching for magic, in hopes of finding that which him free from the coldness that has woven itself throughout his soul. The trip on the faen airship was gave Dalovaer the much desired time to sit back and read his book again, for he has had little time for such matters in the past few weeks.

    ...The Book's influence on Dalovaer accounts for the following feats....Corrupt Mage, Focused Healing, Exotic Spell, Unique Spell...it is also responsible for most of Dalovaer's knowledge skills and his ability to speak the Infernal language.

    Dalovaer does not consider himself "evil", and does not go out of his way to commit "evil" acts. He is always preoccupied with his book however, and would violently protect both himself and The Book if either were threatened. Neither does he realize that he is being influenced by the spirit of an ancient Demon Lord, though he does believe that he is under the effect of some magical malady. He believes he is searching for a cure for the magical illness that drains his strength and leaves him weary and weak, while in reality he searches for a way to release the Demon Lord from it's magical prison.
    Dalovaer is so preoccupied with The Book, that he finds himself reading it every chance he gets, and must make a conscious effort to sleep and eat when he is at rest.
    In battle, his attack spells are always cast with the Corrupted Template, as this is the only magic that he knows.

    Spectral Hand (from DM Screen/Player's Guide pg 17)

    Necromancy [Negative Energy]
    Level: 2 (Complex)
    Casting Time: Standard Action
    Range: Medium (100 feet + 10 feet/level)
    Effect: One spectral hand
    Duration: 1 minute/level (D)
    Saving Throw: None
    Spell Resistance: No
    A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch-range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch-range spell that you cast of 4th level or lower can be delivered by the spectral hand. The spell gives you a +2 bonus to your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your directions. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, or if you are not directing it, the hand returns to you and hovers.
    The hand is incorporeal and thus normal weapons cannot harm it. It has improved evasion (one-half damage on a failed save against an area spell and no damage on a successful save), your save bonuses, and an Armor Class of at least 22. Your Intelligence modifier applies to the hand's Armor Class as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.
    Diminished Effects: The duration becomes 1 round per level, and the hand offers no special bonuses. The hit points are lost no matter what happens.
    Heightened Effects: No hit points are risked, but the hand still has 1d4 hit points. It adds a +4 bonus to your melee touch attack roll and the range becomes long (400 feet + 40 feet per level).
    Magic Item Creation Modifier: Constant X2.
    Last edited by Dragonkin; Saturday, 3rd January, 2004 at 01:31 AM. Reason: Character change from Korgani to Dalovaer

  7. #7
    Quote Originally Posted by Dragonkin
    Here's a simple character to help round out the spell casters

    Korgani the Silver (still in progress....)

    Um, DragonKin, can you let me know:
    a) If you've already signed up at the OCC board (& what name you used) :rolleyes:
    b) if you havent signed up, there looks like there may be room & I may allow u to join
    c) are you the one that contacted me at my msn email

    Basically, who da heck r ya

    OOC link

    Last edited by NarlethDrider; Tuesday, 9th December, 2003 at 10:43 PM.

  8. #8
    Mojh, 3rd-Level Mojh/1st-level Runethane
    Medium Humanoid (Mojh)
    Hit Dice: 3d8+3 +1d6+1 ( 27hp)
    Initiative: +2
    Speed: 40 ft.
    Armor Class: 16 (+2 Dex, +4 natural armor), touch 12, flat-footed 14
    Base Attack/Grapple: +3/+5
    Attack: Sickle +5 melee (1d6+2/x2) or Lt. Crossbow +5 ranged (1d8/19-20/x2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Breath weapon, Bite, Spells.
    Special Qualities: Darkvision 60 ft., Mojh traits
    Saves: Fort +2, Ref +3, Will +7
    Abilities: Str 14, Dex 14, Con 12, Int 21, Wis 14, Cha 14
    Skills: Balance +4, Forgery +8, Knowledge Arcana +12, Knowledge Runes +14, Search +12, Spellcraft +12, Concentration +8, Knowledge Cartography +7, Craft Cartography +7, Disable Device +7, Decipher Script +7, and Survival +5.5.
    Feats: Sense the Unseen, Bite, Attune to magic item, Fleet of Foot, Tough Hide.
    Alignment: Neutral Good

    Mojh Traits (Ex): Mojh possess the following racial traits.
    ó -2 Constitution, +2 Intelligence.
    óMedium size.
    óA Mojhís base land speed is 30 feet.
    óDarkvision out to 60 feet.
    óTail gives +2 to balance
    óNatural Armor of +3
    ó+2 to Knowledge Runes and forgery
    óLanguages: Common, Draconic, Verrik, Faen, Giant,
    óBreath Weapon: 4/day 3d6 Damage in a 30í cone. DC: 14
    óDetect Magic at will.
    óBite +4 to hit 1D6+2 damage

    Runethane traits:
    2 lesser Runes (Armor, Warding)
    Erase Runes
    Spells: Cantrips=2, 1st level=0

    Hewardís Haversack [2,000gp]
    Light crossbow [35gp]
    2 quivers of bolts <20> [2gp]
    Sickle [5gp]
    Winter blanket [5sp]
    4 scroll cases [4gp]
    1 oz. Ink [8gp]
    2 ink pens [2sp]
    10 sheets of parchment [2gp]
    Book +1 Cartography [10gp]
    Artisanís tools (cartography) [5gp]

    I have spent my life trying to find out who I am. When I was a human I could not find comfort in what I was. Weak and frail as I was since birth I longed for a new start with a strong body. When I heard that I was chosen by the Mojh to be transformed into one of them I was both terrified and elated. My work had payed off and I was to get the new life I so dearly needed.
    Now I'm powerful and have taken this body to the limits of it's traits. I'm faster than most and I've been able to use my bite like the draconic masterpiece that I am. Now it's time to leave this place and start my wholey new life. I take with me only the tools of my trade and my magical pack that I was given at "rebirth". Look out new world, I'm coming.
    Last edited by Argent Silvermage; Thursday, 1st January, 2004 at 01:36 PM. Reason: update and finalize

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