What's on your mind?
+ Log in or register to post
Results 1 to 10 of 48
Thread: The hero of Mergovie
Tuesday, 4th May, 2004, 01:56 AM #1
The hero of Mergovie
Ok the basic 32 point buy,
Here is a quick description of the place. Mergovie is a country about half the size of spain. It is surrounded by moutains except in the north east and the south west. In the north there is an access to the sea and in the south a great wall was build between the two mountains chain to prevent the southern barbarian from attacking the country. More than half of the military can be found in the south, at the current moment the country is not actively attacking the barbarian, they are used as a buffer against the Axyrian empire. They are also at peace with them. The common tongue is the mergovian. The country is one of the wealthiest country in the known world and is doing a lot of business with Axyr, it's colony and other sovereing countries. Axyrian being the language of commerce most people in Mergovie speaks it too.
The country is well known for it's bank and a lot of foreign investor hide their money there to escape taxes. Most rich Axyrian have money in those banks, Tax in the empire being enormous in order to finance the multiple conquests.
Some of the finest armor in the world are made in the south province (Olmar). Most of the trade are from the Northern province which have access to the sea. In the northern mountain (province of Korno) you can find the gnome and the dwarf, which lives off their precious stone and precious metal and commercialisation of some of their invention. At the extreme east there is Elf county, living off finished wood product and magic items. The elf are quite xenophobic and don't like to mix with other races, the elves that can be encoutered outside the county are usually adventurer or immigran who were fed up of the rigidity of the elven society. There is also the central province with the capital Tallos (like the god but nobody really know why). This is where most banks are. North of this province there is a region not under the control of the king, where orcs and ogres tribes can be found, they are considered a minor menace, and the king will eventually set up a campaing to gain total control of the area (at least he has been saying that for 10 years)
The country is lawful neutral, The justice system is incredibily cold and is applied to the letter. It's inhabitant are renown for their self discipline and for their lack of hospitality.
The legal money in the country is the Drar. It is the only country in the world to use paper as a currency. Every Drar can be converted in its equivalent in gold and vice versa in any bank of the country. There is enough gold in the vault of the country to match with every single Drar in circulation. Other currency are accepted based on their weight in metal. 1 Drar is equivalent to 1 Axirian gobelet (gold piece). Axirian money is the base for other world currency.
Tax are fairly low for all business and particular. All money earn by adventurer is free of tax. In order to be exempted from the tax adventurer must own a permit to prove that they’re only source of revenue is from adventuring. This permit cost 15 Drar per year.
The country is ruled by a monarchy which is counsel by rich bourgeois voting the law with the king. The king still has a lot of power because is the commander of the army.
The gods are the same as in Core rule book
Also every years during one month the twin planet comes very closes and can be seen easily with the naked eyes in the sky (about the size of a full moon) There is two sun but they are quite far so the temperature is around the same as northern France.
Ok that is a brief overview of the country, can help a bit with your background story.
The story will start in Prumen(I change the name) a small village at the border of civilisation, a few miles to the north lies orcs and kobolds tribes. It is the begining of spring.
The village is very quiet and has a small milicia. Each militian is paid a year of training to the local city: Mornomas. They are extremely disciplined for a militia.
2nd level, 900drar(gp) and a short story about the character.
and no evil character please
Last edited by DarkMaster; Monday, 30th August, 2004 at 11:14 AM. Reason: Change god for core book gods
- EN World
- has no influence
- on advertisings
- that are displayed by
- Google Adsense
Tuesday, 4th May, 2004, 05:03 AM #2
Novice (Lvl 1)
Lieutenant Marcus Sevohan
Male Human Rogue 1/Fighter 1
Alignment: Neutral (originally chaotic neutral- his years in the militia have changed this and he is gradually moving towards lawful neutral)
Weight: 160 lbs
Str: 14 (+2) [6 points]
Dex: 14 (+2) [6 points]
Con: 12 (+1) [4 points]
Int: 14 (+2) [6 points]
Wis: 11 (+0) [3 points]
Cha: 15 (+2) [8 points]
Class and Racial Abilities:
Speed 30 ft, 1 extra feat, 4 extra skill points at 1st level and 1 extra skill point at each additional level, Sneak Attack +1d6, Fighter bonus feat
Hit Dice: 6 + 1d10 (half) + 2 (Con) +3 (toughness)
AC: 15 (+2 Dex, +2 armor, +1 shield)
Init: +6 (+2 Dex, Improved Initiative)
Fortitude +3 [+2 base, +1 Con]
Reflex +4 [+2 base, +2 Dex]
Will +0 [+0 base, +0 Wis]
Melee Atk: +4 (+1 base, +2 Str, +1 masterwork bastard sword)
Ranged Atk: +3 (+1 base, +2 Dex)
Diplomacy +6 [4 ranks, +2 Chr]
Gather Information +6 [4 ranks, +2 Chr]
Intimidate +6 [4 ranks, +2 Chr]
Spot +4 [4 ranks, +0 Wis]
Search +6 [4 ranks, +2 Int]
Move Silently +6 [4 ranks, +2 Dex]
Hide +6 [4 ranks, +2 Dex]
Bluff +6 [4 ranks, +2 Dex]
Handle Animal +7 [5 ranks, +2 Chr]
Ride +7 [5 ranks, +2 Chr]
Profession (militia) +5 [5 ranks, +0 Wis]
Wilderness Lore +1 [1 rank]
Exotic Weapon Proficiency (Bastard Sword)
Languages: Mergovian, Orc, Draconic
Leather Armor [10 dr]
Small Wooden Shield [3 dr]
Masterwork Bastard Sword [335 dr]
Mighty Composite Longbow (Str +2) [300 dr]
Belt pouch [1 dr]
Quiver w/20 arrows [1 dr]
4 Daggers [4 dr]
3 Sunrods [6 dr]
Light Warhorse [150 dr]
Bit and bridle [2 dr]
Military Saddle [20 dr]
Saddlebags [4 dr]
60 gp left over
Appearance: Marcus is tall and rail thin. His black hair is cut short and tied in back in a pony tail. His eyes are gray. He usually is dressed in his militia ensemble, leather armor with a green cloak. He carries a bastard sword, longbow and quiver, as well as a brace of daggers.
Personality: Marcus is very personable. He is somewhat more serious than he used to be (the result of 7 years in the militia). He is respected and liked by his men (he's not above joking with them), and takes his militia duties very seriously.
An only child than was neglected by his overworked mother (father abandoned them), Marcus got into much trouble as a youth (pranks, stealing, brawling, etc.). Fairly personable, he usually was able to talk his way out the trouble he got in. This continued until he was sixteen. He was caught red-handed stealing barrels of ale from the local tavern. The village elders had enough of his 'adventures'. He was given the choice of leaving the town for good, or 3 years service in the militia. Marcus chose the militia, and to everyone's surprise (himself included), it was a good fit, and he decided to stay in the militia once his time was up. The discipline has done him well. His natural leadership talents and skill with languages has helped him rise through the ranks. In 3 years he was sergeant, and in three more he made lieutenant. Marcus is content so far with his life in the militia. He is respected now, whereas he was looked down on before. He hopes one day to advance to the rank of captain of the militia.
Last edited by Cannibal_Kender; Tuesday, 4th May, 2004 at 11:38 PM.
Tuesday, 4th May, 2004, 05:36 AM #3
Acolyte (Lvl 2)
Appearance: Solomon is tall, and well built, with broad shoulders and narrow hips. He wears his hair long, usually in a pony tail, but sometimes loose, to help conceal his orcish heritage. He is trying to grow out his beard, but it too young to have a good one.Code:Name: Solomon Kreel Class: Ranger 4/Brb 1 Race: Half orc Size: Medium Gender: Male Alignment: Neutral Good Deity: Pelor Str: 17(19) Level: 5 XP: 10,000+ Dex: 14 BAB: +5 HP: 38 (1d8(8)+1d12(6)+3d8(14)+10) Con: 14 Grapple: +8 Dmg Red: none Int: 12 Speed: 40' Spell Res: none Wis: 14 Init: +2 Spell Save: +0 Cha: 8 ACP: -1 Spell Fail: N/A Base Armor Shld Dex Size Nat Misc Total Armor: 10 +4 +0 +2 +0 +0 +0 16 Touch: 12 Flatfooted: 14 Base Mod Misc Total Fort: 6 +2 +8 Ref: 4 +2 +6 Will: 1 +2 +3 Weapon Attack Damage Critical 1+ Dwarven Waraxe +10 1d10+7 20x3 Mighty +4 composite long bow +8 1d8+4 20x3 (assumed to be +1) Languages: Mergovian, Orc, Giant Abilities: Track, Favored enemy (orc), wild empathy +5(-1 chr +4 lvl +2 handle animal synergy), darkvision, fast movement, rage, Rapid shot (combat style), Endurance, animal companion, spells Feats: Stealthy, power attack Skill Points: 54 Max Ranks: 8/4 Skills Ranks Mod Misc Total Hide 7 +2+2-1 +10 Move Silently 7 +2+2-1 +10 Survival 5 +2 +7 Spot 7 +2 +9 Listen 5 +2 +7 Heal 5 +2+2 +9 Jump 2 +3-1 +4 Knowledge(nature) 1 +1 +2 +4 (+2 synergy from Survival) Knowledge(geography) 1 +1 +2 Knowledge(dungeoneering) 1 +1 +2 Ride 0 +2+2 +4 (+2 synergy from handle animal) Swim 1 Climb 2 +3-1 +4 Handle Animal 5 -1 +4 Search 5 +1 +6 Equipment: Cost Weight Masterwork chainshirt 250dr Composite Longbow +3 mighty 400dr Magic comp longbow mighty +4 magical from orc leader Dwarven Waraxe +1 50dr Gauntlets of ogre power Healers Kit 50dr Quiver, 20 arrows 1dr Backpack 2dr Waterskin 1dr Signal whistle 0.8dr Fishhook Ink bottle 4 sheets parchment 50' silk rope Hourglass Masterwork dagger Masterwork longsword Stone of continual light potion of CLW Total Weight:XXlb Money: 143gp XXsp XXcp Lgt Med Hvy Lift Push Max Weight: 76 153 230 XXX XXX Age: 16 Height: 5'11" Weight: 185 lb Eyes: Black Hair: Black, in pony tail Skin: khaki
Solomon grew up in a clan of human thieves, allied with a band of orc warriors, called the Green Ronin. This band was led by an evil rogue named Chontius Brachman. Together they robbed and kidnapped along a stretch of highway near Prumen, and sold much of their profits to the Drow, who accessed the surface from a nearby tunnel to the underdark. Solomon was born from a kidnapped woman, though he never knew his mother. He was raised by the thieves and the orcs somewhat brutally, although his intelligence and skills gained him some respect. From them, he was taught the skills of a highwayman. Although he admired the strength and ferocity of the orc barbarians, and learned much from them, the ways of stealth and strategy were much more interesting. He grew to fear & hate the drow, and learned the ways of stealth, which, along with his darkvision, gave him a fighting chance underground.
His life changed when he got to know one kidnapped victim. At first this young woman interested him because of her pretty face. But after a number of conversations, Solomon began to appreciate the nature of productive industry. The prisoner, Jessica, was being held for ransom, as her father, Frendor Almat, was a wealthy merchant. As she described her fathers business, Solomon became increasingly dissatisfied with the bandit trade. Finally he took it upon himself to rescue her. Though he’d come to love Jessica, he knew she belonged to another world, and could never be his. After returning her to her father, the broken hearted Solomon helped the local militia to destroy his former companions. Although the militia was initially skeptical of his motives, Marcus Sevohan, a leuitenent, trusted him and helped him feel welcome in his new duties. His strength, speed and silence gained him a healthy respect in the militia, and his bravery, loyalty, and discretion gained him friends among those who could look past his orc blood and checkered past. Though successful in destroying the Green Ronin, Chontius Brachman escaped, and Solomon fears he will try to gain vengeance upon him. Solomon is shy, and insecure, and perhaps because of this, greatly values those who show him friendship or kindness. He is loyal to a fault. He has worked hard since entering civilization, teaching himself to read and write and elementary manners. He is working on a sense of humor.
Start at level 2 (Ran1/Brb1)
Level 3 changes:
Take Ranger Level (2)
Add 7 hps
Add Power Attack as Feat
Select archery combat expertise (rapid shot)
Add skill points: Hide, Move Silently, knowledge (nature), Spot, Listen, Climb, Jump.
Level 4 changes
Add 6 hps
Skill points: Hide, Move Silently, spot, heal, search (3)
Level 5 changes
Add 7 HPs
+1 BAB, Fort & Ref saves
Animal companion; spells
Skills, 7 ranks: move silently, hide, search(x2), spot, knowledge (geography & dungeoneering)
Last edited by Manzanita; Tuesday, 16th May, 2006 at 08:34 PM. Reason: update leveling info
My PbP characters
Tuesday, 4th May, 2004, 08:07 AM #4
spellbook: 0: resistance, acid splash, detect poison, detect magic, read magic, daze,Code:Name: Jasper Conrad Class: Diviner Race: Human Size: Medium Gender: Male Alignment: Neutral Good Deity: Boccob Str: 8 -1 ( 0p.) Level: 5 XP: ? Dex: 12 +1 ( 4p.) BAB: +2 HP: 24 (4d4+8) Con: 14 +2 ( 6p.) Grapple: +1 Dmg Red: - Int: 21 +5 ( 16p.) Speed: 30' Spell Res: - Wis: 12 +1 ( 4p.) Init: +1 Spell Save: - Cha: 10 - ( 2p.) ACP: 0 Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor: 10 +1 11 Touch: 11 Flatfooted: 10 Base Mod Misc Total Fort: 1 +2 +3 Ref: 1 +1 +2 Will: 4 +1 +5 Weapons: Attack Damage Range Critical +1 Defending Dagger +2 1d4 19-20/x2 Languages: Atyxian, Mergovian, Celestial, Draconic, Elven Abilities: Specialization (divination, necromancy banned), Enhanced Awareness (gains Sense Motive as a class skill, +1 save DC on divination spells, 10 min casting time for Identify, 20' speed for Arcane Eyes, and loses familiar) Feats: Scribe Scroll, Skill Focus(Knowledge (arcana)), Eschew Materials, Craft Wondrous Item, Empower Spell Skill Points: 56 Max Ranks: 8/4 Skills: Ranks Mod Misc Total Concentration 8 +2 +10 Decipher Script 5 +5 +10 Knowledge(arcana) 8 +5 +3 +15 Knowledge(history) 8 +5 +13 Knowledge(the planes) 7 +5 +12 Knowledge(architecture) 5 +5 +10 Sense Motive 8 +1 +9 Spellcraft 8 +5 +2 +15 Equipment: Value Weight Uses bolts (20) 2dr 2lb +1 Defending Dagger 8302dr 1lb Headband of Intellect +2 4000dr -lb Wand of Magic Missile (lvl 1) 375dr 1lb 20 scholar's outfit 5dr 6lb backpack 2dr 2lb -Spellbook 0dr 3lb -everburning torch 110dr 1lb -adventuring license 15dr 0lb -cure light wounds potionx2 100dr 2lb -Mok Mok's keys -scroll of locate object -scroll of flame sphere -scroll of detect thoughts -scroll of levitate -scroll of lightning bolt -scroll of arcane sight -scroll of tongues -scroll of invisibility -scroll of dimension door light warhouse 150dr -military saddle 20dr 30lb -saddlebags 4dr 8lb -rations(8) 4dr 8lb -bedroll 1sp 5lb Total Weight: 22lb Money: 97dr 4sp 0cp Lgt Med Hvy Lift Push Max Weight: 26 53 80 160 400 Age: 20 Height: 6' 0" Weight: 184lb Eyes: Blue Hair: Short Brown
light, mage hand, mending, message, arcane mark, prestidigitation
1: shield, mage armor, identify, true strike, magic missile, tenser's floating disk, color spray, expeditious retreat, feather fall,
0: detect magic, daze, message, prestidigitation x2
1: identify, mage armor, color spray, charm person, magic missile x2
2: locate object, detect thoughts, flaming sphere x2
3: arcane sight, lightning bolt x2
Background: Jasper Conrad was born to a farmer's family in Prumen, and had a quiet childhood. Even when he was little, he was fascinated with books, and read everything he could get his hands on. His parents realized he would never be happy as a farmer, and sent him to live with his Uncle Joe in Mornomas.
Joseph Conrad is a retired adventurer who made his small fortune tracking down monster lairs in the nearby mountains. He enrolled Jasper in the local wizard's academy.
To Jasper, entering the academy was like finally coming home. He excelled at his studies, and spent most of his time in the library, poring through the books they had on many topics. He eventually got a job there, and earned some money to help pay his tuition. He also became good friends with one other common visitor to the library, Oculus. Joseph however, grew disturbed by Jasper's bookish nature. Once Jasper graduated from his basic magic studies at the academy, Joe took him aside to determine what he should do next. Joe said that 'Conrads have fighting in the blood' and Jasper needed to 'go out and make a name for yourself.' Jasper thought it sounded awfully dangerous and wanted to continue his studies, but he could hardly say no since Joe had paid for his schooling. Joe gave him a horse, an adventurer's license, and some minor magical items, and sent him on his way.
Jasper first went home to Prumen to spend some time with his parents, but now he's ready to go out and find some adventure. Whatever that means.
Last edited by Kangaxx; Friday, 19th May, 2006 at 01:49 AM.
Tuesday, 4th May, 2004, 02:03 PM #5
I am actually not too experienced with the wizards specialist from UA, I will reread about them tonight, from what I remembers they were more powerfull than the common wizard. But it's Ok, I also uses a enhanced version of the sorcerer for those who are interested.
As for the prestige class no problem.
As for your background, I can suggest that you studied in Mornomas at the University of Magic, led by the "Grand Wizard" (nobody knows it's real name). The Grand Wizard is a grumpy old man, a former adventurer who retired to start the university. He spent the rest of his life there, experimenting magic, in your five years of study you never saw him. The rest is up to you. If you want to go that way I will provide you with extra info about the city.
Otherwise feel free to come up with another background story.
Tuesday, 4th May, 2004, 02:15 PM #6
Cool, I like social character. The militia is a full time job, and you are actually part of the army. When the king needs to raise an army he calls on the various militia to provide them with troops.
Your militia is located in a sensitive spot and is a bit overstaffed.
The captain of the militia is actually one of your friend (Since I assume you grew in the village) He is a bit less talented than you but he was called to fight at Brendenbak (the Barbarian capital). He was part of the army that was about to invade the city last year when a mysterious messenger brought and order from the king to bring back all the troops in the country. Nobody is really sure why the king gave that order.
Drommund (the captain) was seriously injured, while charging at enemy position during the final battle.
Tuesday, 4th May, 2004, 02:29 PM #7
If I understand correctly you are also part of the local militia? Because you are chaotic and have no knowledge of the militia, you have problems dealing with all that discipline and rules. The local militia uses you as a scout, to patrol the nearby area. He doesn't tell you directly, you feel that Drommond (the captain) prefer when you are not around the village. He uses you to infiltrate among the enemy tribes so you don't usually wear the uniform (don't forget that the barbarian country is a few day walk from here) You met Jessica while her father was on a business trip in the southern region and he still doesn't like you. Jessica still loves you secretly, but in the eyes of her father you are a lost cause.
Jessica father is the wealthiest man of the village he owns the wood cutting compagnie located a few miles in the north.
Tuesday, 4th May, 2004, 04:29 PM #8
The only UA variant which I thought was more powerful than the normal version was the conjurer. The one I took gives up a familiar to get sense motive as a class skill and slight improvements to some div spells. The University sounds perfect, I'll work that into his background.Originally Posted by DarkMaster
Tuesday, 4th May, 2004, 05:06 PM #9
I don't have my notes on Mornomas with me but on the top of my head. The city is located near the King's River(very large river that crosses the country from the sea to the southern west wall) About 25 000 people live in the city. The leader of the city is a Baron. The harbor is located in the center of the city and is lower in altitude than the rest of the city a sharp cliff separates the harbor and poor section, from the other section, only two access lead from one section to another, it provides the guard a better control on who is getting in or not.Originally Posted by Kangaxx
That is where the two most famous Inn are located(harbor section), the Golden Lion owned by a female Half orc that brew her own beer (one of the best in the country) and where some semi-legal gladiator fights are held and the Kobold sailor own obviously by a Kobold who promotes a lot of young bards and he his an excellent cook.
At the Golden lion there is a table reserved by a wizard fraternity. And there is always at least one persons from the fraternity there(that was part of the deal with Mamomet (the half-orc). And since she is well known for throwing herself people out, the young apprentice try to keep their side of the deal.
The wizard university is located in the southern part of the city among with the other schools of knowledge in a magnificient park reserved for student, teacher and scientist. Right in the center of the university there is the "Grand Wizard" tower. On top of the tower there is a huge Golden globe that can be seen from miles.
There is more but that should be enough to help you for your background, do not hesitate to add more stuff.
Last edited by DarkMaster; Tuesday, 4th May, 2004 at 05:08 PM.
Tuesday, 4th May, 2004, 08:53 PM #10
Code:"Oculus" Cloistered Cleric 1/Domain Wizard 4 (Transmutation Domain) Experience: Medium-size humanoid Race: Male Human Alignment: LN Deity: Fharlanghn Age: 20 Height: 5'4", 120# Str 8 -1 (2 pts) Dex 14 +2 (6 pts) Con 14 +2 (6 pts) Int 19 +4 (16 pts, +1 level) Wis 12 +1 (4 pts) Cha 8 -1 (0 pts) Initiative: +6 Speed: 20 ft Armor Class: 15 (+3 Armor, +2 Dex) HD 1d6 + 4d4 (half) + 10 HP 26 ACP -3 (-3 Medium Load) ASF 15% (Studded Leather Armor) Saves: Fort +5, Ref +5, Will +7 Note: UA Fractional Base Bonuses used [UA p 73] - Fort: +5-5/6 [+2-1/2 Cleric, +1-1/3 Wizard, +2 Con] - Ref: +5-2/3 [+1/3 Cleric, +1-1/3 Wizard, +2 Dex, +2 Familiar] - Will: +7-1/2 [+2-1/2 Cleric, +4 Wizard, +1 Wis] BAB: +2 Grapple: +1 Shortspear +1 (1d6-1, x2, 20r, P) Light Crossbow +4 (1d8, 19-20/x2, 80r, P) Feats Able Learner (Human) Skill Focus Knowledge Religion (Level 1) Scribe Scroll (Wizard 1) Improved Initiative (Level 3) Skills: 72 pts (11x4 + 7x4) Appraise 5 (1 Rank +4 Int) Bluff 3 (4 Ranks -1 Cha) Concentration 9 (7 Ranks +2 Con) Diplomacy 5 (4 Ranks -1 Cha +2 Knowledge Nobility) Knowledge Arcana 11 (7 Ranks +4 Int) Knowledge History 9 (5 Ranks +4 Int) Knowledge Local 8 (4 Ranks +4 Int) Knowledge Nature 11 (5 Ranks +4 Int +2 Survival) Knowledge Nobility 9 (5 Ranks +4 Int) Knowledge Planes 10 (6 Ranks +4 Int) Knowledge Religion 14 (7 Ranks +4 Int +3 Skill Focus) Listen 3 (0 Ranks +1 Wis +2 Alertness) Ride 4 (0 Ranks +2 Dex +2 Saddle) Spellcraft 16 (7 Ranks +4 Int +3 Skill Focus +2 Knowledge Arcana) Sense Motive 5 (4 Ranks +1 Wis) Speak Language 1 (1 Ranks) Spot 3 (0 Ranks +1 Wis +2 Alertness) Survival 6 (5 Ranks +1 Wis) in nature 8 (+2 Synergy Knowledge Nature) on other planes 8 (+2 Synergy Knowledge Planes) Languages: Automatic: Mergovian Speak Language: Axyrian Bonus: Celestial, Abyssal, Infernal, Draconic Cloistered Cleric Abilities Turn Undead: +1 [-1 Cha, +2 Synergy Knowledge Religion] Lore (Ex): +7 [1 Cloistered Cleric, +4 Int, +2 Synergy Knowledge History] Domains: Travel, Luck, Knowledge Bonus spells: 0-message; 1st-erase, identify, unseen servant Domain Wizard Abilities Summon Familiar, Scribe Scroll Domain: Transmutation Wizard Spells Known 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand (d), Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Resistance, Touch of Fatigue 1: Alarm, Charm Person, Color Spray*, Disguise Self, Expeditious Retreat (d), Feather Fall*, Hold Portal, Identify*, Mage Armor, Magic Missile*, Ray of Enfeeblement, Reduce Person, Shield, Silent Image, Tenser's Floating Disk*, True Strike* 2: Acid Arrow, Knock d: Domain Spell *: Learned from Jasper's Spellbook Spellbook (32/100 pages used) 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand (d), Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue 1: Alarm, Charm Person, Disguise Self, Expeditious Retreat (d), Hold Portal, Jump, Mage Armor, Magic Aura, Ray of Enfeeblement, Reduce Person, Shield, Silent Image 2: Acid Arrow, Knock, Hideous Laughter, Resist Energy, Scorching Ray, Spectral Hand, Levitate (d) Equipment: Studded Leather Armor (25 dr, 20#) Heavy Wooden Shield (on back) (7dr, 10#) Shortspear (1 dr, 3#) Crossbow, Light (35 dr, 4#) Bolts x10 (1 dr, 1#) Traveller's Outfit (1 dr, -#) Holy Symbol, Wooden (1 dr, -#) Wand of Magic Missile, 1st Level, 24 charges (375 dr, -#) Wand of Eternal Scorching Ray, 2/day Spell Component Pouch (5 dr, 2#) Scroll Case (1 dr, 0.5#) Scroll: Comprehend Languages (Divine) Scroll: Disguise Self (Arcane) Scroll: Hold Person (Arcane) Scroll: Knock (Arcane) Scroll: Obscuring Mist (Divine) Scroll: Protection from Evil (Divine) Scroll: Read Magic (Arcane) Scroll: Reduce Person (Arcane) Scroll: Shield (Arcane) Scroll: Shield of Faith (Divine) Scroll: Silent Image (Arcane) Pouch (1 dr, .5#), over shoulder Cult of Enirdnas book, from Frendor Almat's study (- dr, 3#) Pearl of Power Adventurer's Permit (15 dr, -#) Candle (0.01 dr, -#) Chalk (0.01 dr, -#) Flint and Steel (1 dr, -#) Ink (8 dr, -#) Inkpen (0.1 dr, -#) Paper (0.4 dr, -#) Sack (0.1 dr, .5#) Spellbook (15 dr, 3#) 100dr gem, 46.98 dr (1#) Carried Weight: 48.5# (26/53/80) "Greywind" Light Warhorse (150 dr) Bit and Bridle (2 dr, 1#) Longspear (5 dr, 9#) Saddle, Military (20 dr, 30#) Saddlebags (4 dr, 8#) Bedroll (0.1 dr, 5#) Lantern, Hooded (7 dr, 2#) Oil x3 (.1 dr, 1# ea) Rations x7 (0.5 dr, 1# ea) Waterskin (1 dr, 4#) Bucket (0.5 dr, 2#) Subtotal.. 71 lb Oculus.. 120 lb Oculus' Equipment.. 18.5 lb Carried Weight: 209.5# (230/460/690) "Taka" Weasel Familiar Tiny Animal HD 5 (13 hp) Initiative: +2 Speed: 20 ft, climb 20 ft Armor Class: 16, touch 14, flat 14 (+2 size, +2 Dex, +2 Natural Armor) Base Attack/Grapple: +1/-11 Attack: Bite +5 melee (1d3-4) Space/Reach 2-1/2 ft/0 ft Special Attacks: Attach Special Qualities: Low-light Vision, Scent Saves: Fort +3, Ref +4, Will +7 Abilities: Str 2, Dex 15, Con 10, Int 7, Wis 12, Cha 5 Skills: Balance +10, Climb +10, Concentration +6, Diplomacy +3, Hide +10, Knowledge Arcana +4, Knowledge History +3, Knowledge Nature +5, Knowledge Nobility +3, Knowledge Planes +4, Knowledge Religion +4, Listen +1, Move Silently +8, Spellcraft +6, Sense Motive +2, Spot +3, Survival +5 (+7 in nature or on other planes) Feats: Weapon Finesse Familiar Abilities (Wizard Level 4) Master gains Alertness Feat Int 7, +2 Natural Armor Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells Notes: Weasels have a +4 racial bonus on Move Silently, +8 racial bonus on Balance and Climb Checks. They use their Dex modifier for Climb checks, and can always take 10 on Climb checks. Taka's base hd gives him 2 ranks in move silently and 2 ranks in spot.
Cleric Spells Prepared (DC 11 +spell level)
0 (3) : Create Water, Detect Magic, Resistance
1 (1+1+d): Command, Obscuring Mist, Entropic Shield (d)
Wizard Spells Prepared (DC 14 +spell level)
0 (4+d) : Daze, Dancing Lights, Prestidigitation, Ghost Sound, Mage Hand (d)
1 (3+1+d): Charm Person, Mage Armor, Ray of Enfeeblement, Shield
Expeditious Retreat (d)
2 (2+1+d): Hideous Laughter, Scorching Ray, Scorching Ray, Levitate (d)
Oculus is a very small and thin man, standing only 5'4" tall and weighing 120#. He is obviously not very strong, although he does look healthy. He has sun-bleached blonde hair and light grey eyes, and he is well-tanned from his travels. All of his clothing is dark grey. He wears wool breeches, a sturdy leather belt, and a vest over his shirt. Depending on the situation, he may be wearing a dark grey hooded cloak. He carries a Spear and a light crossbow slung over his shoulder, and a dark leather shoulder bag. Taka, his weasel familiar, sometimes sticks his head out of Oculus' bag to take a look around.
His horse Greywind carries a military saddle, saddlebags, and a longspear.
Oculus is a man of contrasts. His natural intelligence and curiosity led him to the academic pursuits of the cloistered cleric, joining a monastery in the capital city of Tallos. Yet at the same time, he was drawn to the wide world around him, and yearned to travel. At the monastery with the other cloistered clerics, Oculus' favorite spot to study was at the top of the library's tower, above the central dome, with its beautiful views of Tallos and the surrounding landscape beyond. His fellow clerics came to call him Oculus, as that is where he would always be found. When he wasn't in the library, Oculus would ride out of Tallos and explore nature. Carrying a longspear for protection against aggressive animals, he gained some small skill in Survival, which he felt balanced out his time studying the dusty old tomes of the monastery.
As Oculus studied more about the world, an ambition grew within him to become a Loremaster. He decided to take up the study of wizardry, because it will make it easier for him to qualify to become one. He enrolled at the University of Magic in Mornomas, and studied to take up the transmutation wizard domain, which he felt would help him for when he was ready to follow his dream of travelling the world. At the University of Magic he met the Diviner Jasper Conrad, and became good friends with him. When Jasper told him his father wanted him to gain some experience as an adventurer, Oculus jumped at the chance to go with him. His desire had always been to see more of the world, so Oculus bought an Adventurer's Permit and set off to see the world with his good friend Jasper.
Last edited by silentspace; Monday, 21st August, 2006 at 05:26 PM.