RttToEE is very popular for both DMs and players. I must admit I'd like to put in a PC here as well. I'd probably want to play a human Rogue/cleric, or halfling Rogue/ftr. I"ll try to put him together. Do you have a date in the Greyhawk calendar when this would take place?
I´d like to join, with a character i made once for this same game (but never really started, we arrived at the tavern and that was all), a specialist wizard. It was an illusionist, but before detailing the character I´d like to know your stance on illusions, particulary how strongly do you take the limitation of illusions on creating "one object, creature or force", specially when the examples in the core rules and complete arcana suggest that in fact you can create several.
I play Illusions the way the rules present them, so I have no problems with multiples, as long as there is nothing breaking the spirt of the rules.
Last edited by Dragoon; 18th October 2005 at 04:04 AM..
As for my (potential) warlock, I assume this will not be an issue w/ Greyhawk? Though I have some cursory knowledge of the setting, I couldn't say I'm intimately familiar with all of its ins and outs. That's what Knowledge skills are for.
As for my (potential) warlock, I assume this will not be an issue w/ Greyhawk? Though I have some cursory knowledge of the setting, I couldn't say I'm intimately familiar with all of its ins and outs. That's what Knowledge skills are for.
Vardrin Theese CR 4 (7000 xp)
Male human warlock 4
CG Medium humanoid (human) Init +3; Senses darkvision*, see invisible*; Listen -1, Spot -1
* includes effects from see the unseen invocation Languages Common
---------------------------------------------------------------------------------------------- AC 19, touch 14, flat-footed 16 hp 27 (4d6+8 HD); DR 1/cold-iron Fort +4, Ref +5, Will +9
---------------------------------------------------------------------------------------------- Spd 30 ft., Climb 20 ft.*
* includes effects from spiderwalk invocation Melee longspear +2 (1d8/x3) or Melee dagger +2 (1d4-1/19-20) or Ranged dagger +7 (1d4-1/19-20) Base Atk +3; Grp +2 Attack Options Point-Blank Shot, Precise Shot Special Actionseldritch blast, frightening blast Combat Gear 2 potions of cure light wounds Invocations Known (CL 4, DC 14+lvl):
Least: frightful blast (2nd), see the unseen (2nd), spiderwalk (2nd)
---------------------------------------------------------------------------------------------- Abilities Str 9, Dex 16, Con 14, Int 10, Wis 8, Cha 18 Special Qualitiesdetect magic at will (Sp), deceive item (Ex) Feats Armor Proficiency (Light), Force of Personality, Point-Blank Shot, Precise Shot, Simple Weapon Proficiency Skills Bluff +4, Concentration +9, Diplomacy +4, Intimidate +4, Knowledge (arcana) +3, Knowledge (the planes) +4, Listen -1, Spot -1, Use Magic Device +11 Possessions belt pouches (2), dagger, longspear, mithral shirt +1, potions of cure light wounds (2), ring of protection +1, scroll case, traveler's outfit, vest of resistance +1, waterskin, 189 gp Patron Deity Trithereon
----------------------------------------------------------------------------------------------
Deceive Item (Ex): Can take 10 on Use Magic Device checks in stressful situations Eldritch Blast (Sp): 60-ft range, 2d6, CL 4 Frightful Blast (Sp): 60-ft range, 2d6, CL 4, Will DC 16 negate, shaken 1/min.
Showing My Work
Attributes
Str 10 (2)
Dex 16 (10)
Con 14 (6)
Int 10 (2)
Wis 8 (0)
Chr 17 + 1 @ 4th lvl. (13)
Classes
Vardrin has all levels in the Warlock class (CompArc), for 1d6 hp per level (thus 8+8+5+6=27 hp assuming 3+Con hp at even levels and 4+Con hp at odd levels). His BAB is +3 and his saving throws are initially +1/+1/+4. With feats and magic items this becomes +4/+5/+9 (+1 to all from magic items, +2/+3/+4 from abilities noting that Force of Personality allows Chr. bonus to be used for Will).
Skills
Vardrin is single-mindedly focused on the goal of cleansing the taint of the things that created him. Thus his smattering of skills to know the enemy and his focus on skills to take the fight to the enemy.
Feats
1st: Force of Personality (CompAdv).
1st: Point-Blank Shot (Bonus: Human)
3rd: Precise Shot
Equipment
Belt Pouches (2): 1 gp, 1 lb
Dagger: 2 gp, 1 lb
Longspear: 5gp, 9 lb Mithral Shirt + 1: 2100 gp, 10 lb
Potions of cure light wounds (2): 100 gp, 1/5 lb. Ring of Protection +1: 2000 gp
Scroll case: 1 gp, 1/2 lb. Vest of Resistance +1 (CompArc): 1000 gp, 1 lb. Total: 5211 gp, ~27 lbs.
Invocations
All from CompArc. See the Unseen allows darkvision and see invisiblity for 24 hours while Spiderwalk grants the spider climb ability for 24 hours. Frightful blast modifies eldritch blast so that it forces a DC 16 Will save or the target becomes shaken for 1 minute.
Vardrin Theese is on a crusade to fight evil (in this case cults, evil outerplaner influence) with power taken from evil (his warlock abilities). He was wronged in the past by dark cultists of an extra-planar power; he turned their own arts against them by becoming a warlock. Fighting evil with evil may not be the wisest course of action (thus his low Wisdom), but he is highly motivated and forceful about it (thus his high Charisma).
Vardrin is happy to work with others, especially if it aligns with is overall cause. He'll take other, not directly "cause" directed work, to do good and raise funds.
Description
A red-haired, bearded tallish human male (6' 2") in his late twenties, Vardrin does not seem overly strong or mighty. However, he is very intense, giving off a strong sense of purpose. He is almost monomaniacal about his mission, but not to the point of suicidal actions. He speaks with passion, and all of his actions are forceful. This forcefulness, combined with a slightly otherwordly nature, is both off-putting and intriguing at the same time.
Background
To be fleshed out on request.
Tactics
To be fleshed out on request, but in general, Vardrin supports with his eldritch blast (or frightful blast on targets with apparent low Will) from the back, from the wall or ceiling if feasible using his spiderwalk invocation. He is constantly alert with his darkvision and ability to see invisible from his see the unseen invocation.
Utility
Vardrin serves best in a utility arcane role with his invocations. He has some minor knowledge about arcane and planar threats, and has a mastery of utilizing all magic items (and thus could fill other roles depending on the items used---for example, scrolls of rarely used, but useful, aracane/divine spells).
Last edited by stonegod; 18th October 2005 at 08:34 PM..
Reason: More equipment; misc details
Name: Ascalante
Class: Bard 2 / Paladin of Freedom 2
Race: Human
Gender: Male
Alignment: Chaotic Good
Deity: Trithereon
STR: 12 +1 (4 p.) Level: 4 XP: 7000
DEX: 14 +2 (6 p.) BAB: +3 HP: 33
CON: 14 +2 (6 p.) Grapple: +4 Dmg Red: -
INT: 14 +2 (6 p.) Speed: 30' Spell Res: 0
WIS: 10 (2 p.) Init: +6 Spell Save: x
CHA: 16 +3 (8 p./+1 4th lvl) Spell Fail: able to cast spells in light armor
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +5 +0 +2 +0 +0 +0 17
Touch: 12 Flatfooted: 16 ACP:
Base Mod Misc Feat Item Total
Fort: 3 +2 +3 +0 +1 +9Ref: 3 +2 +3 +0 +1 +9Will: 3 +0 +3 +0 +1(+3) +7 (+9 vs. Fear effects due to the Badge of Valor)
Weapon Attack Damage Critical
Cold Iron Longsword +5 D8+1 19-20/x2
Languages:
Common, two other Languages
Abilities:
Aura of Good, Bardic knowledge (+5), Bardic music 4/day, Detect Evil, Divine Grace,
Lay on Hands (6 hp/day), Smite Evil (1/day - Attack +3 / Dmg +4)
Bardic Music:
Countersong (Su) for up to 10 rounds,
Fascinate (Sp) can effect 1 creatures for up to 4 rounds,
Inspire Courage (Su) +1 to saves against charm or fear effects and +1 morale bonus on attack and damage rolls.
Bardic spells known:Level 0 (3/day)Level 1 (1/day)
Detect Magic Expedious Retreat, Swift (CV)
Light Inspirational Boost (CV)
Mage Hand
Read Magic
Feats:
Devoted Performer, Improved Initiative, Versatile Performer (String & Wind Instruments)
Skill Points: 55 Max Ranks: 7/3
Skills Total Ranks Mod Misc
Concentration + 6 4 +2
Diplomacy +10 3 +3 +4 (Synergy with Sense Motive & Knowledge:nobility and royalty)
Jump +10 6 +2 +2 (Synergy with Tumble)
Knowledge
(arcana) + 7 5 +2
(history) + 7 5 +2 (gives +2 Bonus to Bardic Knowledge)
(nobility and royalty)+ 7 5 +2
Listen + 3 3
Perform
(dance) + 5 2 +3
(sing) +10 7 +3
(string Instruments) +10 (7) +3 (free ranks through Versatile Performer)
(wind Instruments) +10 (7) +3 (free ranks through Versatile Performer)
Sense Motive + 5 5
Spellcraft + 7 4 +1 +2 (Synergy with Knowledge (arcana))
Tumble +10 6 +2 +2 (Synergy with Jump)
Equipment: Cost Weight
Badge of Valor 1000 gp 0 lb (Complete Adventurer)
Cold Iron Longsword 330 gp 4 lb
Explorer's Outfit 0 gp (8)lb
Mithril Shirt +1 2100 gp 10 lb
Vest of Resistance (+1) 1000 gp 1 lb (Complete Arcana)
Spell Component Pouch 5 gp 3 lb
Musical Instruments
Fiddle 5 gp 3 lb
Horn (Masterwork) 100 gp 3 lb
Flute (Masterwork) 100 gp 3 lb
Sunrod 2 gp 1 lb
Wand of
cure light wounds (50) 750 gp 1 lb
Backpack 2 gp 3 lb
Bedroll 1 sp 5 lb
Waterskin 1 gp 4 lb
Trail Rations (x2) 1 gp 2 lb
Total Weight: 27 lbs / 43 with Backpack Money: 3 gp & 9 sp
Lgt Med Hvy Lift Push
Max Weight: 43 86 130 260 650
Appearance/Personality:
Ascalante appears to be a friendly, traveling bard who never quite managed to earn the prestige and comfort of a secured employment with some noble patron. His boots and cloak, though well maintained, have seem many miles and years on the dusty roads and Ascalantes trusty sword and mail have more than once turned away overzealous bandits.
Ascalante is quite tall and of a slim and wiry build. His hair and carefully groomed mustache are showing more than a few streaks of grey. Most notably though are his brilliant blue eyes and his commanding voice that allow him to quiet even rowdy portside taverns full of drunken sailers if it need be. Despite his slim build, he's not a man who is easily intimidated.
Like most Bards, Ascalante enjoys to be the center of attention as well as entertaining people.
Unlike his appearance of a somewhat luckless bard, Ascalante actually choses his nomadic lifestile, being not only as a wandering ministrel and entertainer, but also a faithful Trithereonite with some loose ties to the church of the avenger (He also carries a small Badge (i.e. the Badge of Valor) recognized by other Trithereonites).
Therefore, Ascalante is not above meddling in local affairs and rousing people for some cause or another. A practice that hasn't earned Ascalante much sympathy in certain parts of the land.
Last edited by Erlkönig; 22nd October 2005 at 11:03 AM..
I will try and get my rogue posted tonight, they change my computer at work and now I don't have a CD-Rom and all my SRD files are on CD grrrrrr.
__________________ Prof Sharp: No, no, you can't! You have a 95 percent probability of failure! What sort of people would fight a battle with *those* odds?
I've always had a soft spot for Homlett and the Temple, and I'd like to try your rendition of the classic.
Atton always was different from the others, in the small farming village were he grew up, all the other kids were scared of him. Most adults found Atton charming until they made him angry, which they always did. His parents loved him though and tried to help him. None of it made it difference, when he was fourteen he killed another boy, when asked later Atton couldn't even remember why he did it. The locals blamed it on the small group of elves, and the lynchings that followed even made Atton shutter, but just a little. Then he met an odd little elf named Randall Floor'agg. Randall tought him the ways of the swordsman, and tempered that murderous instinct, and turned it into fighting ability. Now, Atton leaves his village out to find glory, and riches, but most of all to make his master proud of him.
(I have taken this background from a game I tried to enroll in but I belive has died)
Skills: Balance +8, Bluff +8, Climb +5, Diplomacy +6, Escape Artist +8, Jump +5, Sense Motive +7, Tumble +10, Search +6, Gather Information +6, Speak Language (Common, Elven, Gnome, Dwarven, Celestial, Halfling, Terran), Spot +2
Equipment: Keen Short-Sword, Mithiral Chain Shirt, Bedroll, Torch (2), Bracers of Armor +1, Elixer of Truth, 41 gp, 7sp, 1cp (Atton has spent some of his cash while traviling to Hommlet)
Appearance: Atton is pretty tall for a human, but quite slender. His almost albino skin has caused some weird looks in the past, he won't say where he got it from but one thing is for sure. It wasn't like that when he left his village.
Personality: Atton is a urbane man, quiet by nature. He has found that it is easier to fit in with other adventures if he pretends to fit a sterotype. As a result a purposly acts loud and boisterous. Atton's main flaw is his boarderline psycosis. Randall tempered that coldness, and Atton has found a healthy outlet for it in adventuring but he is still rather odd.
Last edited by Pate Pot Pete; 20th October 2005 at 12:02 AM..
Might use Paladin of Freedom if we have another Paladin. Thoughts?
Sure you can play a Paladin of Freedom, if you like.
Quote:
I'm also not too familiar with Greyhawk Dieties.. some ideas maybe?
Well if you are going the CG Paladin of Freedom route, probably the best choice would be, Trithereon, CG, god of Individuality, Liberty, Retribution, and Sel-Defense.
I'm guessing the game's already filled up, but if it's not, I'd love to participate. I can get a character fleshed out fairly quickly, if need be. I'll peek in tomorrow (later today) and see.
__________________ - Terraism
"Say, has anybody seen Terraism's still-beating heart around here anywhere? Thanks!" - Piratecat
Crap! I should have posted a PC as soon as I saw this thread... two days and it's already crowded
Well, in case I'm still in time, here's my submission. It's not a very original character, but after lots of weird races and new classes and prestige classes, I am in the mood for something pretty normal Sorry if there are mistakes or something is badly written, but I had to do it pretty quickly if I wanted a chance. Final calculations of attacks and AC are missing.
Code:
Maija Haybloom
Race: Human , female
Alignment: Lawful Good
Class: Fighter (4th lvl)
Personal Description
Age: 24
Height: 175cm
Weight: 60kg
Details: Black long and straight hair kept in a braid, brown eyes, fair skin
Racial Features
Size: medium
Base Speed: 30ft
Skills: +1 extra
Languages: Common
Favored class: any
Special: bonus feat
Base Abilities (32-point buy)
Strength 16 (+3) Intelligence 10 ( 0)
Dexterity 14 (+2) Wisdom 14 (+2)
Constitution 14 (+2) Charisma 10 ( 0)
note on point-buy:
Str - 10 points
Dex - 6 points
Con - 6 points
Int - 2 points
Wis - 6 points
Cha - 2 points
total=32
Initiative +2
BAB +4
Attacks (melee) TBD
Attacks (ranged) TBD
AC TBD
ACP -2
ST Fort +4 +2 = +6
Refl +1 +2 = +3
Will +1 +2 = +3
Hp 10+10+5+5 + 4x2 (Con) = 38
Weapon prof. all simple and martial
Armor prof. all armor, all shields
Feats: Exotic Weapon Proficiency (Bastard Sword) - Str 13
Power Attack - Str 13
Cleave - Str 13
Eyes in the Back of Your Head - Wis 13
Combat Reflexes
Close-Quarter Fighting
Languages: Common
Skills: ab. ranks
Climb +3 3 acp
Jump +3 4 acp
Swim +3 acp x2
Balance +2 acp
Escape Artist +2 acp
Hide +2 acp
Move Silently +2 acp
Ride +2 3
Use Rope +2
Concentration +2
Appraise (0)
Craft (0)
Forgery 0
Search 0
Heal +2
Listen +2
Sense Motive +2
Spot +2
Survival +2 4/2
Bluff 0
Diplomacy 0
Disguise 0
Gather Information 0
Intimidate 0 7
Perform (0)
*tot points spent = 21
Equipment (5400gp):
Magic Bastard Sword +1 (2335gp)
Masterwork Breastplate (350gp)
Outfit (free)
Bag of Holding, type I (2500gp)
Belt Pouch (1gp) with Trail Ration (3x0,5gp) and Soap (0,5gp)
Waterskin (1gp)
5 Torches (?gp)
Flint & Steel (1gp)
Backpack (2 gp)
Whetstone (2 cp)
Appearance: Maija would not stand out particularly in a crowd. She's moderately good-looking but
nothing that would attract attention, and furthermore she usually doesn't care about
look. Her clothes are always chosen for comfort and never for fancy. To one looking
at her, she would usually look a bit distant, always silent and frowning at something.
Approaching or addressing her would rather cause a silent barb than anything.
Personality: While she has a strong sense of loyalty, the prevailing strength in Maija's inner self
is an innate desire to protect the happiness of the innocent against any evil threat.
It has always been a sort of "call" for her, and some have wondered why she wasn't even
blessed by the gods like paladins are, as she's not far from them in many ways.
A distinct trait of her personality is that while she is indeed very good-hearted, she is
also for some reason not very keen in displaying that. Instead, she is typically sullen,
either very silent or grumbling, and she tends to get easily irritated at the slightest
harassment. She can be furious and seriously dangerous to anyone who harms innocents,
but otherwise she's never prone to really hurt others even when angered.
Very generous and selfless by nature, she cares nothing for wealth or fancies. She used to
refuse any reward from the people who she helps, but later learned that for some people it is
a honest happiness to do so, and that she can always turn a reward into a better equipment to
protect the next in need.
One strange quirk of her is that she sometimes has an irresistable attraction for games
(not necessarily gambling). It is not clear if this comes from a certain weakness for proving
herself in challenges, or as a result of growing up as a child in a militia organization with
no time for games.
Background: Maija's heritage is not known to her. She knows that apprarently she was found abandoned
in a hay stack (which explains the surname given to her) when she was only a few weeks old,
by a local militia chief in the town of X. Rumors varied at that time about the reason of
her being abandoned, and there were even some speculation that she was indeed an illegitimate
child of the chief who only crafted a cover story.
She was raised however as nobody's daughter and adopted by military academy which provided for
her basic needs and education. She early displayed very good talents in the martial arts, and
a strong spirit of loyalty towards her friends and commmunity, so that it came very natural for
her to simply stay within the public militia and grow up as a young fighter.
A few years ago came the events which were going to bring dramatic changes to Maija's life.
Economy stalled in her region and eventually enmity grew towards other towns. The local community
slowly became more intolerant of their neighbors, and rumors of possible war spread quickly. More
aggressive leaders and demagogues rised in power, supported mostly by the landlords who wanted
war to cover for lost wealth, but soon the common people became afraid of the new state of things
and skeptic of the leader's plans. What was once a prosperous and liberal community, gradually
shifted towards more restricted and oppressive laws, and it was militia's duty to enforce these
on the people.
Crushed between her loyalty to the militia and the law, and her refusal to go against the people,
Maija's spirit staggered and began to question the meaning of her loyalty. She and other warriors
tried to pressure the local leaders to put the good of the common people first, but were addressed
with criticism by the majority of the militia. When some group of fighters even defected and
embraced a renegade status, Maija and the few other criticals who nonetheless stayed to serve were
seized by the majority and easily fell prey to a series of traps and false accusations, the aim of
which was to likely to craft an excuse for imprisonment or even execution, in order to get rid of
them, as they were now percieved as a threat to the establishment.
Before this could happen, war erupted as a harassed neighbouring town decided for a surprise attack.
Maija rushed to the battle alongside with those who had threatened her, driven by her sense of duty
to protect the city, but received no support during the fight. When the battle seemed to turn to
better, the leaders decided to counterattack the neighbor town by summoning a large number of demons
to raze the rival's town and destroy its population. Horrified by the prospect, Maija questioned the
decision, which was of course just what the leaders wanted to hear. In front of everyone, she was
finally stripped of all her grades and declared unworthy of the citizen status, and would have
probably been executed on the spot if the horns hadn't announced that the armies of other towns were
joining the battle. Her superiors turned to more important businesses, but not before attempting to
deliver her a mortal blow.
Humiliated, wounded and horrified, Maija fell before her pride, and did what she had never wanted
to do: she ran away.
Battered and bruised, in her heavy armor and with nothing to eat but sorrow, Maija wandered for days
through the woods, without resting and without turning her face back to where she came, until she
dropped asleep exhausted.
After the tragedy, Maija lived in the woods for months, getting used to a new life without a home,
and kept travelling always farther away from where she came. She now had nothing to fight for, except
survival. She never stopped in a town or village, but after some time her good nature brought her
occasions to give a help to people in trouble, and she is beginning to like her new life as an adventurer.
edit: I forgot to mention that I have left an "X" in place of Maija's original town, so that the DM can choose from where she is actually from, according to the setting needs! And the best excuse I could find for not being able to name a Greyhawk town...
__________________ "There is no survival without order, there is no evolution without chaos." "You have to see past the RAW to understand the rules of the game." "And rules are OVERRATED by the way!
Last edited by Li Shenron; 19th October 2005 at 05:45 PM..
Here's my submission. I'll keep peeking in to see how things are going, and here's to hoping there's room!
(Also, just curious - is it 7000 XP or gold we start with? It says XP, but I think everyone has used it as gold. And if I've misunderstood, I could definitely grab another 1600 gp! )
Code:
Name: Laumus ElzruilClass: Diviner 4
Race: Human
Gender: Male
Alignment: Lawful Neutral
Deity: Uncertain
Height: 5' 11"
Weight: 146 lbs
STR: 10 +0 (2 p.) Level: 4 XP: 7000
DEX: 14 +2 (6 p.) BAB: +2 HP: 17
CON: 12 +1 (4 p.) Grapple: +2 Dmg Red: -
INT: 18 +4 (13 p. +1) Speed: 30' Spell Res:
WIS: 10 (2 p.) Init: +6 Spell Save:
CHA: 13 +1 (5 p.) ACP: +0 Spell Fail:
Total Base Armor Shld Dex Size Nat Misc
Armor: 12 10 +0 +0 +2 +0 +0 +0
Touch: 12 Flatfooted: 12
Total Base Mod Misc Feat
Fort: +5 1 +1 +1 +2
Ref: +4 1 +2 +1 +0
Will: +5 4 +0 +1 +0
Weapon Attack Damage Critical
Quarterstaff +2 1D6 20/x2
Heavy Crossbow +4 1d10 19-20/x2
Languages:
Common
Suloise, Ancient
Draconic
Dwarven
Elven
Abilities:
Familiar: You have called a lizard, Darvus, as your magical companion.
Having a lizard as your familiar grants you a +3 bonus to Balance checks
(and the Alertness feat while he is within five feet.)
Specialized: +2 to Spellcraft, +1 spell slot/level for Divination spells;
banned school Necromancy
Wizard Spells Known:
Level 2 detect thoughts, glitterdust, locate object, rope trick scorching
ray
Level 1 color spray, comprehend languages, disguise self, enlarge person,
grease, identify, master's touch, scholar's touch, shield
Level 0 acid splash, arcane mark, dancing lights, daze, detect magic, detect
poison, disrupt undead, flare, ghost sound, light, mage hand, mending,
message, open/close, prestidigitation, ray of frost, read magic, resistance,
touch of fatigueWizard Spells Prepared:
(5/5/4)
Detect Magic []
Light [][]
Mage Hand []
Touch of Fatigue []
Comprehend Languages []
Disguise Self []
Grease []
Scholar's Touch []
Shield []
Detect Thoughts [][]
Glitterdust []
Scorching Ray []
Feats:
Great Fortitude (Human), Improved Initative (1st), Extend Spell (3rd),
Scribe Scroll (Wiz 1)
Skill Points: 43 Max Ranks: 7/3
Skills Total Ranks Mod Misc
Balance + 5 0 +2 +3 (from familiar)
Concentration + 7 6 +1
Decipher Script +10 6 +4
Knowledge
(arcana) +11 7 +4
(history) + 9 5 +4
(nature) + 6 2 +4
(religion) + 5 1 +4
(the planes) + 9 5 +4
Speak Language - 1 -
Spellcraft +13 7 +4 +2 (Synergy with Knowledge
Survival + 1 1 +0 (arcana))
Equipment: Cost Weight
Quarterstaff 0 gp 2 lb
Heavy Crossbow 50 gp 8 lb
Bolts (20) 2 gp 2 lb
Explorer's Outfit 0 gp (8)lb
Cloak of Resistance +1 1000 gp 1 lb
Spell Component Pouch 5 gp 3 lb
Spellbook 0 gp 3 lb
Belt Pouch 1 gp .5 lb
Coin ---- 2 lb
Pearl of Power I 1000 gp -- lb
Handy Haversack 2000 gp 5 lb
Bedroll 1 sp 5 lb
Waterskin 1 gp 4 lb
Trail Rations (x4) 3 gp 4 lb
Sunrod 2 gp 1 lb
Scroll Case 1 gp .5 lb
Wand of Enlarge Person 750 gp -- lb
Scribed Scrolls (cost listed for scroll + scribing)
Master's Touch 125 gp ----
Rope Trick 350 gp
Total Weight: 21.5 lbs / 26.5 with Backpack Money: 109 gp & 9 sp
Lgt Med Hvy Lift Push
Max Weight: 33 66 100 200 500
Darvus, lizard familiar
Tiny Magical Beast; 4d4 (8 hp); Init +2 (Dex); Speed 20 ft, climb 20 ft; AC 16
(+2 size, +2 Dex, +2 NA) touch 14, flat-footed 14; Base Atk/Grapple: +2/-10,
Atk Bite +6 melee (1d4-4); Space/Reach 2 ft./0 ft; SA --; SQ Low-light
vision, improved evasion, share spells, empathic link, deliver touch spells;
AL LN; SV Fort +2, Ref +4, Will +5; Str 3, Dex 15, Con 10, Int 7, Wis 12,
Cha 2
Skills: Balance +10, Climb +12, Hide +10, Listen +3, Spot +3
Feats: Weapon Finesse (bite)
Description: Laumus picked up Darvus early on in his training, the lizard a
common sight in the warm climes in which he lives. The two have been
through a lot together - even if Darvus didn't see most of it, since he was,
when given the choice, sleeping. When active, however, Darvus is a bit of a
scamp, attracted to shiny objects and, especially as they've moved north,
heat sources.
Appearance: Roughly average height, and a bit on the slim side, Laumus disdains the robes that other wizards so often wear, choosing instead to wear a simple - and functional - traveling outfit of tan and gray. Even when most people find it reasonably warm, he often has his cloak pulled close, still not used to the northern climes. With brown eyes and shoulder-length dirty blond hair, he doesn't stand out in a crowd, which is as he'd prefer it.
Personality: Laumus is quiet, especially around those he doesn't know well. A pureblood Suel in the north - especially after the Scarlet Brotherhood's activities in recent years - is often the subject of distrust, or at least less-than-enthused greetings. Still, he enjoys the company of others, and wouldn't be averse to more contact - he's shy and out-of-place, not avoidant. For now, his usual company consists of the lizard often perched on his shoulder - but Darvus isn't the best conversationalist.
Once he opens up a bit, Laumus is a pleasant sort, and very bright. He often sees a path through situations that others don't, but he tries to avoid giving anything that sounds like orders, being hesitant to take charge. As such, he phrases most as helpful suggestions, and often backs down if challenged on the point. (As a sidenote, when Darvus is paying attention, Laumus tends to be at least a little more forceful - probably because the blasted lizard tends to bite when he senses weakness.)
Motivations: Now that he's away from the Brotherhood, Laumus has discovered that he rather likes the adventuring life. Always eager to expand his knowledge - of any sort - he has decided to stay in Hommlet for the time being, interested in pursuing the tales of the Temple of Elemental Evil, and assuming that, as ruins, it should be empty enough that he can poke around without too much risk.
Background: Raised far to the south, in the lands of the Scarlet Brotherhood, Laumus is the son of a wizard of the Scarlet Sign, the elite casters of the ethnocentric empire. His father, however, died when he was young, as a result of the Brotherhood's land grab during the Greyhawk wars. As such, Laumus was raised by his mother - a tyrant of a lady - and some of his father's associates. The latter noticed Laumus's intelligence early on, and expected great things of him - to exceed his father's passable talents as a mage, at least. After a fashion, they were right.
Laumus learned quickly, devouring bits of arcane lore they put before him, and he was always eager for more tutelage. He spent as much of his time as he could in the presence of older mages, quietly observing and running errands - not just because he wanted to learn, but also to avoid the mother who's expectations he constantly failed to live up to. As a child, he accepted the notion that the Suloise were the greatest of peoples. As he aged, however, and studied more and more history - where it was often evident, even in the biased tomes provided, that the Suloise caused incalcuable destruction time after time - he began to doubt the validity of the belief. When, after he'd proven himself competent as a wizard, he began helping with (what his mentors considered routine) experiments, often on non-Suel slaves, he gave up on it... and, stupidly, spoke of his change of heart to his mother.
Events preceeded apace, and it wasn't long before Laumus was being "re-educated" by his "betters" - an experience he prefers not to think about. When he had convinced them he had seen the error of his ways, he was slowly allowed to return to his previous lifestyle, but he didn't stay long. Filching a few objects of minor power from the Sign, he fled north, making his way through the Spine Ridge and the swamp that lay beyond. Unaccustomed to travel, especially over harsh terrain, it was slow going - but, through resourcefulness and luck, he made it out safely. When he eventually arrived in Naerie, he poured out a tidy sum to pay for passage across the Azure Sea, to Highport, in the Pomarj. From there, he made his way north, through Celene and into Furyundy. Ocassionally, he lent aid to mercenary bands and adventurers, making a bit of coin and testing his skill, but, for the most part, he traveled alone... eventually reaching Hommlet, where he was intrigued by the stories of the fallen Temple of Elemental Evil, and - finally having stopped peering over his shoulder for agents of the Brotherhood (who, as it turns out, have better things to do than chase one foolish Suel across the Flaeness) - decided to stop traveling for a time, and see what he could learn about the place. His curiosity is piqued.
__________________ - Terraism
"Say, has anybody seen Terraism's still-beating heart around here anywhere? Thanks!" - Piratecat