Magic Kingdom for Sale* - Rogue's Gallery

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Magic Kingdom for Sale* OOC

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Quillia Yrtree Alamble
Female Gnome Wizard 12

Alignment: Neutral Good
Height: 3' 5''
Weight: 42lbs
Hair: Sandy Brown
Eyes: Dark Blue
Age: 73

Str: 10 (+0) [4 points, -2 racial]
Dex: 14 (+2) [6 points]
Con: 11 (+0) [1 point, +2 racial]
Int: 20 (+5) [10 points, +4 enhancement]
Wis: 14 (+2) [6 points]
Cha: 13 (+1) [5 points]

Class and Racial Abilities:
+2 Con, -2 Str, Small (+1 to AC and attacks, +4 to Hide checks), Low-light vision, Weapon familiarity (gnome hooked hammer), +2 bonus vs. illusions, +1 to DC of illusions, +1 attack bonus vs. kobolds and goblinoids, +4 dodge bonus to AC vs. giants, +2 bonus to Listen and Craft (alchemy) checks, Spell-like abilities (speak with animals (burrowing mammals) 1/day, dancing lights, ghost sound, and prestidigitation 1/day, DC: 11, 12 for ghost sound).

Hit Dice: 12d4
HP: 37
AC: 18 (+2 Dex, +1 size, +3 armor [from bracers], +2 deflection [from ring])
Init: +2 (+2 Dex)
Speed: 20ft

Saves:
Fortitude +6 [+4 base, +0 Con, +2 from cloak]
Reflex +8 [+4 base, +2 Dex, +2 from cloak]
Will +12 [+8 base, +2 Wis, +2 from cloak]

BAB: +6/+1
Melee Atk: +7/+2 (1d4+1+1d6 [all subdual]/x2/B, Headknocker, +1 merciful quarterstaff)
Ranged Atk: +10/+5 (1d8+2+1d6 fire/x3/50 ft./P, Heat, +2 flaming pistol)

Skills:
Concentration +5 [5 ranks, +0 Con]
Craft (alchemy) +15 [10 ranks, +5 Int]
Decipher Script +10 [5 ranks, +5 Int]
Knowledge (arcana) +21 [15 ranks, +5 Int, +1 Education]
Knowledge (architecture and engineering) +14 [8 ranks, +5 Int, +1 Education]
Knowledge (dungeoneering) +10 [5 ranks, +5 Int]
Knowledge (geography) +10 [5 ranks, +5 Int]
Knowledge (history) +8 [3 ranks, +5 Int]
Knowledge (nature) +15 [10 ranks, +5 Int]
Knowledge (the planes) +15 [10 ranks, +5 Int]
Spellcraft +22 [15 ranks, +5 Int, +2 synergy from Knowledge (arcana)]

Feats:
Education (Knowledge: arcana, Knowledge: architecture and engineering) (1st level)
Scribe Scroll (wizard bonus 1st level)
Exotic Weapon Proficiency (pistol) (3rd level)
Empower Spell (wizard bonus 5th level)
Point Blank Shot (6th level)
Improved Familiar (9th level)
Energy Substitution (sonic) (wizard bonus 10th level)
Precise Shot (12th level)

Languages: Common, Gnome, Lantanese, Draconic, Sylvan, Alzedo

Spells Prepared
Save DC +5
0th - detect magic, flare, read magic, prestidigitation.
1st - comprehend languages, expeditious retreat, mount, true strike x2, unseen servant.
2nd - darkvision, Gedlee's electric loop, Melf's acid arrow, rope trick, see invisibility.
3rd - blindsight, dispel magic, sonic fireball x2 (from Energy Substitution), haste.
4th - Empowered Melf's acid arrow, greater invisibility, stone shape, stone skin.
5th - major creation, overland flight, prying eyes, teleport.
6th - analyze dweomer, chain lightning.

Spellbook
0th - 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 fatigue
1st - alarm, comprehend languages, expeditious retreat, identify, magic missile, mount, speed swim, true strike, unseen servant
2nd - darkvision, Gedlee's electric loop, Melf's acid arrow, rope trick, see invisibility
3rd - blindsight, daylight, dispel magic, greater magic weapon, fireball, haste
4th - greater invisibility, polymorph, stone shape, stoneskin
5th - major creation, overland flight, permanency, prying eyes, teleport
6th - analyze dweomer, chain lightning, disintegrate, greater dispel magic, true seeing

Equipment:

Wearing or carrying
Heat (+2 flaming pistol, 18,000gp)
Headknocker (+1 merciful Small quarterstaff, 8,000)
Hairpin of the Uncanny Wit (as headband of intellect +4, 16,000gp),(acquired at 10th level)
Bracelets of Ironheart (as bracers of armor +3, 9,000gp)
Warding Word (ring of protection +2, 8,000gp)
Belt pouch 1gp
-Waterskin 1gp
-Silver dagger 10gp
wand of magic missile (5th level, 3,750gp)
wand of detect secret doors (750gp)
scroll of detect undead (25gp)
scroll of animate rope (25gp)
Tymora's Favor (cloak of resistance +2, 4,000gp)
Spell component pouch - Contains all focuses and material components for spells totaling 6,500gp

Heward's Handy Haversack (2,000gp)
-Spellbook (400 pages of vellum, wooden cover, waterproof, levitating, pungent, major elemental resistance, glammered [to resemble a poetry book]) (10,240gp)
-Powderkeg of smokepowder 400gp
-4 bags of bullets (40) 12gp
-Alchemist's lab 500gp
-Bedroll 5sp
-Everburning torch 110gp
-Acid (5 flasks) 50gp
-Alchemist's fire (3 flasks) 60gp
-Sunrods (5) 10gp
-Wine (3 bottles) 30gp
-50 ft. silk rope 10gp
-Paper (10 sheets) 4gp
-Ink (two vials) 16gp
-Inkpen 1gp
-Trail rations (20 days worth) 10gp
-Scholar's outfit 5gp
-Cold weather outfit 8gp
-Courtier's outfit with jewelry 80gp
-Bag of raspberry candies (5 lbs) 2gp

Money
389gp, 5sp

Preena, pseudodragon familiar: Tiny dragon; HD 7: hp 25; Init +0; Spd 15 ft., fly 60 ft. (good); AC 22, touch 14, flat-footed 20; Base Atk +2; Grp -8; Atk +7 melee (1d3+1 plus poison, sting); full Atk +7 melee (1d3+1 plus poison, sting) and +0 melee (1, bite); Space/Reach 2-1/2 ft./0 ft. (5 ft. with tail); SA poison; SQ blindsense 60 ft., deliver touch spells, dragon type, improved evasion, speak with master, telepathy, alertness, share spells, empathic link, speak with master; AL NG; SV Fort +4, Ref +3, Will +6; Str 11, Dex 11, Con 13, Int 10, Wis 12, Cha 10.

Skills and Feats: Hide +16/+24 in forest or overgrown areas, Survival +3, Listen +5, Search +2, Spot +5; Alertness.
Blindsense (Ex): Can locate creatures within 60 ft. by nonvisual means.
Dragon Type: Darvision 60 ft., low-light vision, immunity to sleep are paralysis effects.
Poison (Ex): Injury, Fortitude CD 12, initial damage sleep for 1 minute, secondary damage sleep for 1d3 days.
Telepathy (Su): Communicate telepathically with creature within 60 ft that speak Common or Sylvan.

Permanent Spells: greater magic fang (12th level caster) on Preena, familiar pocket on Quillia's inner vest pocket.

Appearance: Quillia is gnome who has seen a great deal in her travels. Her skin is nut-brown from the sun, and her voice carries the faint echo of many accents. Her sandy brown hair falls to the middle of her back and is usually in a bun on her head, held in place with an elaborate hairpin. Her eyes are deep blue. She favors deep jewel tones of ruby red, emerald green, golden topaz, and indigo blue. She wears a tunic of emerald green, with indigo trews and shirt, and a golden topaz vest with many pockets. All have some ruby red embroidery, and she wears some red stone earrings and a necklace of the same.

When traveling, she has Heat, her pistol, on her belt next to her potions. She carries Headknocker (her quarterstaff) in one hand, and keeps the other hand free. She wears elaborately made iron bracelets, and a cloak that shimmers with a faint steel color. Occasionally Preena will poke her head out of her large pocket in Quillia's vest, which has startled more than one person.

Personality: Quillia is generally a happy person, willing to help others, particularly when it comes to something magical or alchemical. There's nothing Quillia likes more than conversing with another that finds magic and alchemy as fascinating as she does.

Though she owes her allegiance to Mystra, Quillia prays to the gnome pantheon often, often invoking various names of those gods in many expressions.

Quillia also loves getting letters from her family, and writes them all a newsy letter every couple of weeks. If she's within range, she'll teleport back for an afternoon with her family every couple of weeks instead. If not, she pays a premium to make certain her letters get to the Alamble family home.

She hopes sometime soon to find a suitable husband so she can settle down. There have been several men, one of whom was (and still is) serious, in her life, but her wanderlust has broken up most of these relationships. Her one serious love, a bard called Yilltre Garlondo, was close to working out, but both weren't quite ready to settle down. She also writes him letters, often paying a wizard to scry out his current location so she can be sure where to send them. The two have been exchanging love letters for years, and Quillia has kept them all. Perhaps one day soon they will both be ready...

In lieu of a husband and children of her own, Quillia lavishes her love on Preena. She adores the little pseudodragon and lavishes attention on her. She considers her more like a little daughter rather than a familiar. Preena has her own special pocket in Quillia's vest to allow her to travel in complete comfort, in addition to a fine assortment of shiny gems to play with. Quillia always keeps a small bag of tidbits for the pseudodragon to eat.

In response to the trust and affection, Preena is fiercely loyal and protective of Quillia. The pseudodragon prevailed on the gnome to have greater magic fang permanently cast on her so she would be better able to protect her, should the need arise. Rendered invisible, there's almost nothing Preena wouldn't do for the wizard. They both have a great love for practical jokes and keep a small book of their greatest accomplishments of humor.

Quillia makes friends easily, and once her trust is gained, her loyalty is unshakeable. Though she likes to say she fears nothing, she would be devastated if her family or friends were taken from her. That is probably her one deepest fear.

Background: Quillia grew up in Lantan, where the wonders that most would give their teeth to see once was the stuff of common life. Her father, Beldebarble, was a fine gunsmith, while her mother, Narilly, both decorated the gunstocks with carvings and fine metals as well as making the smokepowder. As a young girl, Quillia spent a lot of time with her mother in her alchemy lab, and learned to love the mixing and experimentation. She also helped her father in demonstrating his firearms, as it was apparent she was a crack shot. Her younger brother, Gilbaril, helped her mother do the fancy work on the guns, while both older sisters learned their father's craft. The Alamble family was prosperous and lived a comfortable life.

When it became apparent that Quillia was an incredibly bright young woman, her parents suggested that she might find wizardry worthy of her talents. She had a much more mystical bent than anyone else in the family, and engineering, while interesting, didn't capture her attention as much as sporadic mentions of magic in books she read. They look her to a wizard academy in Myratma in Tethyr, where she was tested and found worthy. Quillia found the mysteries of magic to hold even more of her attention that alchemy, though she kept at it.

The great wealth of information that could be found at the academy whetted her appetite to see the rest of the world. After leaving the academy, she traveled widely, eager to see magic in many parts of Toril. She experimented with different types of magic, learning to make her spells more powerful, as well as bringing the potent power of sound to her more destructive spells. She credits her development of her sonic magic to Yilltre, her boyfriend, as his bard's appreciation for the power of sound was something she hadn't considered before.

Several years ago, Quillia rescued a trapped and frightened pseudodragon from an encampment of poachers she had stopped with the help of some followers of Chauntea. Though she let her go the minute she was well, the little beast continued to follow Quillia around for the next few days. Finally the pseudodragon said she wanted to be Quillia's friend and companion. Touched, Quillia cared for Preena (as that was her name) for several months. Preena brought a great deal of love and happiness into her life, and on the one-year anniversary of their meeting, both decided to make their association even closer. Preena underwent the ceremony of becoming Quillia's familiar, and the two have become a force to be reckoned with.
 
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Xael

First Post
Rezomael

Rezomael
Male Human Wizard 5/Lightning Rod 7
Alignment: Chaotic Good
Deity: Boccob?
Height: 5'10''
Weight: 144 lb.
Hair: Black, Long
Eyes: Blue
Age: 25
EXP: 68,000

Str: 18 (+4) [6 points, +4 Enhancement]
Dex: 14 (+2) [6 points]
Con: 16 (+3) [6 points, +2 Enhancement]
Int: 23 (+6) [10 points, +3 Levels, +4 Enhancement]
Wis: 10 (+0) [2 points]
Cha: 10 (+0) [2 points]

Class and Racial Abilities:
Medium, Summon Familiar, Greased Lightning (Ex), Sense the Strike (Ex), Kiss of Lightning 7/Day (Sp), Thunderbolt Mage, Electricity Resistance 15 (Ex), Heart of Lightning (Sp), Quick as Lightning 1/day (Sp), Evasion, Charge Metal (DC 12?) 3/day (Sp), Ride The Lightning 2/day (Sp), Spell-Like Abilities: Chain Lightning (DC 16) 1/day (Sp).

Hit Dice: 5d4+7d8+36 (4+4*3+7*6+36)
HP: 94
AC: 12
Init: +2 [+2 Dex]
Speed: 40ft

Saves:
Fortitude +6 [+3 Base, +3 Con]
Reflex +10 [+6 Base, +2 Dex, +2 Lightning Reflexes] NOTE: Evasion
Will +9 [+9 Base, +0 Wis]

BAB: +7/+2
Melee Attack: +12/+7 (1d6+5/x3/S, +1 Nagaika)
Melee Attack: +12/+7 (1d4+4/19-20x2/P, Masterwork Dagger)

Skills:
Balance +4 [0 ranks, +2 Dex, +2 Synergy]
Climb +14 [0 ranks, +4 Str, +10 Competence]
Concentration +18 [15 ranks, +3 Con]
Hide +2 [0 ranks, +2 Dex]
Jump +10 [0 ranks, +4 Str, +2 Synergy, +4 Speed]
Knowledge, Arcana +21 [15 ranks, +6 Int]
Knowledge, Nature +23 [15 ranks, +6 Int, +2 Synergy]
Listen +0 [0 ranks, +0 Wis]
Move Silently +2 [0 ranks, +2 Dex]
Search +6 [0 ranks, +6 Int]
Spellcraft +23 [15 ranks, +6 Int, +2 Synergy] (+2 to decipher scrolls)
Spot +0 [0 ranks, +0 Wis]
Survival +15 [15 ranks, +0 Wis] (+2 In forests etc.)
Swim +4 [0 ranks, +4 Str]
Tumble +17 [15 ranks, +2 Dex]
Use Magic Device +7 [7 ranks, +0 Cha] (+2 with scrolls)

Feats:
Lightning Reflexes (1st)
Scribe Scroll (1st Wizard Bonus)
Quicken Spell (1st Human Bonus)
Exotic Weapon Profiency: Nagaika (3rd)
Energy Substitution: Electricity (5th Wizard Bonus)
Leadership (6th)
Landlord (9th)
Eschew Materials (12th)

Languages: Common, Elven, Dwarven, Draconic.

Spells Prepared (4/6/5/3/2):
Save DC 16 + Spell Level, Caster Level 7 (12 for Lightning spells)
0th - Detect Magic (2), Detect Poison, Read Magic.
1st - Endure Elements, Feather Fall, Grease, Mage Armor, Magic Missile (2).
2nd - Darkvision, Glitterdust, Scorching Ray (El), See Invisibility, Web.
3rd - Fireball (El), Fly, Lightning Bolt.
4th - Greater Invisibility, Solid Fog.

*El = Energy Substitution: Electricity.

Spellbook:
0th - 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 Fatigue.
1st - Alarm, Animate Rope, Burning Hands, Cause Fear, Charm Person, Chill Touch, Color Spray, Comprehend Languages, Detect Secret Doors, Detect Undead, Disguise Self, Endure Elements, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Grease, Hold Portal, Hypnotism, Identify, Jump, Mage Armor, Magic Missile, Magic Weapon, Mount, Nystul's Magic Aura, Obscuring Mist, Protection From Chaos/Evil/Good/Law, Ray of Enfeeblement, Reduce Person, Shield, Shocking Grasp, Silent Image, Sleep, Summon Monster I, Tenser's Floating Disc, True Strike, Unseen Servant, Ventriloquism.
2nd - Alter Self, Arcane Lock, Bear's Endurance, Bull's Stength, Cat's Grace, Darkvision, Eagle's Splendor, Fox's Cunning, Glitterdust, Invisibility, Knock, Levitate, Locate Object, Melf's Acid Arrow, Mirror Image, Owl's Wisdom, Protection From Arrows, Rope Trick, Scorching Ray, See Invisibility, Spider Climb, Web.
3rd - Arcane Sight, Blink, Clairaudience/Clairvoyance, Daylight, Dispel Magic, Fireball, Fly, Greater Magic Weapon, Haste, Heroism, Keen Edge, Lightning Bolt, Phantom Steed, Shrink Item, Sleet Storm, Slow, Tongues, Water Breathing.
4th - Detect Scrying, Dimensional Anchor, Dimension Door, Fire Shield, Greater Invisibility, Ice Storm, Illusory Wall, Leomund's Secure Shelter, Locate Creature, Polymorph, Scrying, Solid Fog, Stone Shape, Stoneskin, Thunderlance [FRCS page 75], Wall of Fire.


Equipment:

Wearing or Carrying: (Total value 48,327gp)
+1 Nagaika
Dagger
Headband of Intellect +4 (16,000gp)
Amulet of Health +2 (4,000gp)
Belt of Strength +4 (16,000gp)
Ring of The Lizard (+10 competence bonus to Climb) (10,000gp)
Belt Pouch (Total value 101gp)
-Antitoxin x2
Spell Component Pouch (Total value 455gp)
-2x Stoneskin Component
Bag of Holding 1 (Total value 16,239gp, 9sp)
-Boccob's Blessed Book (223 pages taken, 777 pages left)
-Scrying Focus
-Bedroll
-Caltrops
-Candle x10
-Scroll Case
-Flask x2
-Flint & Steel
-Grappling Hook
-Ink Vial x2
-Inkpen x5
-Small Steel Mirror
-Paper Sheets x10
-Perchament Sheets x10
-Trail Rations x50
-Waterskin x5
-Silk Rope 2x 50ft
-Sack
-Shovel
-Torch x2
-Whetstone
-Tinderwig x10
-Hourglass
-Bottle of Fine Wine

Money: 794gp, 1sp

Appearance: If looked at from afar, Rezomael would probably look like a normal wizard or scholar, due to his heavy blue-white robes and cloak. When he's inspected at closer range, some people - usually those who expect scholars to look more elegant and tidy - might start having second thoughts about it. Rezomael wears his long, waist-length and black hair unbound, and it's usually rather unkempt in look, an creates a rather strong contrast with his clothing. His robe and cloak are usually well-cleaned and tidy (when he's within civilization at least). His skin is pale, and his eyes are rather bright blue in color.

Personality: Rezomael's personality and mood depend much on the situation at hand. While in civilization he usually appears well mannered and calm, but when with trusted friends, he can usually drop the seriousness. In combat, he can be either calm planner that uses his spells in the most harassing and calculative way as possible, or he may decide to forget everything about strategy and charge towards the enemy, laughing madly and start slashing at them with his nagaika (whether or not this is effective, is rather irrelevant to him).

Rezomael enjoys studying new spells, and tries to collect as many as them as he can, to replace his reduced casting ability. He's always eager to spend his share of the loot on scrolls. While he knows a lot about nature and enjoys it, he is just as home in large cities. Rezomael finds both huge, geometrically designed stone cities and hundreds of years old ancient wild forests rather imperfect. He's actually a perfectionist who wants to combine the majestic buildings with the beauty of nature. Whether or not others share his view of this dualistic beauty, is completely other matter. He knows very well himself, that his plans are rather megalomanical, but doesn't let that bother himself too much. After all, nothing is going to happen, if you don't start working on it.

Background: Rezomael was born in Andeluvay. His father was a wizard, and died in a research accident when Rezomael was four years old. His mother was also a wizard, but had mostly retired from spellcasting business after giving birth to Rezomael's older sister two years before Rezomael was born. Rezomael spend his early childhood running around the city, driving his mother and older sister to the brink of insanity with his eagerness to stick his nose to about everything.

After his sister started to show a talent for magic, and started training under their mother, Rezomael slowly lost his interest in running around the town and started to show interest in magic instead. He soon started his training too, and convinced his mother and sister that he actually could stand still for a while. At the age of 17, Rezomael had mostly learned all his mother could teach, as had his sister. So they left for Albon, to study in the main Mage guild there.

Rezomael and his sister studied in Albon for few years, but Rezomael started showing signs of boredom. He was in his twenties, and hadn't really done anything memorable, he thought. He started paying less and less attention to his wizard training, and spend time again running outside instead. After a while, a powerful thunderstorm passed over the city and a lightning struck at their house, and while not doing that much damage, managed quite well to scare the hell out of him and his sister. And while his sister reacted with annoyance, Rezomael got excited and interested.

Rezomael started to direct his studies to lighting and it's causes, and his sister soon gave up on trying to steer him back to studying. Rezomael made long trips running after thunderstorms and researching in his own way, and actually managed to learn something.

*Insert meeting with others*

Followers: 8 1st level wizards. From the mage guild.
 
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Sephiroth no Miko

First Post
Phaeder (formerly Isaiah Ravensong)
Male Human Bard 8/Song Ghost 4

Alignment: Neutral Good
Height: 6'
Weight: 150 lbs.
Hair: Black
Eyes: Pale Grey (formerly Black)
Age: 27
XP: 68,000

Str: 11 (+0) [1 point, +2 class]
Dex: 16 (+2) [6 points, +2 enhancement]
Con: 10 (+0) [4 points, -2 class]
Int: 14 (+2) [6 points]
Wis: 10 (+0) [2 points]
Cha: 24 (+7) [13 points, +3 levels, +4 enhancement]

Human Traits:
Bonus feat at 1st level, 4 extra skill points at 1st level and 1 extra skill point at each additional level, favored class: any.

Bard Abilities:
Armor proficiencies (light, all shields except tower shields), weapon proficiencies (all simple, longsword, rapier, sap, short sword, shortbow, and whip), armored spellcasting, arcane spells, bardic knowledge (+16), bardic music (12/day, countersong, fascinate, inspire competence, inspire courage +2, inspire greatness, song of freedom, suggestion).

Song Ghost Abilities:
-2 Con, ghostly bond (the warrior), detect undead (at will), enhanced bardic music, incorporeal form, one foot in the grave, spiritual memory I (+2 Str), spiritual memory II (martial weapon proficiency).

Hit Dice: 12d6
HP: 50
AC: 21 (+3 Dex, +6 armor, +2 deflection)
Init: +3 (+3 Dex)
Speed: 30 ft.
ACP: 0

Saves:
Fort: +5 [+3 base, +0 Con, +2 from cloak]
Ref: +12 [+7 base, +3 Dex, +2 from cloak]
Will: +12 [+10 base, +0 Wis, +2 from cloak]
Conditional Modifiers: +4 vs. magic jar and soul bind, +2 vs. poison and paralysis, -2 vs. level-draining
Immunities: Exhaustion, stunning

BAB: +9/+4
Melee Atk: +10/+5 (1d6/18-20/x2/P, Last Ditch)
Ranged Atk: +13/+8 or +11/+11/+6 (1d8+1+1d6 sonic/x3/110 ft./P, Dolorous Lament)

Skills:
Bluff +15 [5 ranks, +7 Cha, +3 from circlet]
Concentration +10 [10 ranks, +0 Con]
Diplomacy +20 [6 ranks, +7 Cha, +4 synergy, +3 from circlet]
Gather Information +15 [3 ranks, +7 Cha, +2 synergy, +3 from circlet]
Handle Animal +12 [2 cc ranks, +7 Cha, +3 circlet]
Intimidate +25 [13 ranks, +7 Cha, +2 synergy, +3 from circlet]
Knowledge (history) +15 [13 ranks, +2 Int]
Knowledge (local) +10 [8 ranks, +2 Int]
Perform (sing) +25 [15 ranks, +7 Cha, +3 from circlet]
Perform (string instruments) +20 [10 ranks, +7 Cha. +3 from circlet]
Perform (wind instruments) +20 [10 ranks, +7 Cha. +3 from circlet]
Ride +4 [1 rank, +3 Dex]
Sense Motive +10 [10 ranks, +0 Wis]
Tumble +10 [7 ranks, +3 Dex]
Use Magic Device +20 [10 ranks, +7 Cha, +3 from circlet]

Feats:
Tireless (human)
Point Blank Shot (1st level)
Rapid Shot (3rd level)
Lingering Song (6th level)
Requiem (9th level)
Leadership (12th level)

Languages: Celestial, Common, Draconic, Dwarven, Elven.

Spells Known (3/5/5/5/2):
Save DC 17 + Spell Level, Caster Level 11th
0th - detect magic, ghost sound, lullaby, prestidigitation, read magic, summon instrument.
1st - comprehend languages, expeditious retreat, distort speech (MoF), harmony (PGtF).
2nd - alter self, blindness/deafness, cure moderate wounds, fortissimo (S&S).
3rd - dispel magic, haunting tune (MoF), hymn of praise (S&S), sculpt sound.
4th - celebration (MoF), harmonic chorus (S&S), shout.

Equipment:

Head: Circlet of Persuasion (4,500gp)
Eyes: Goggles of Night (12,000 gp)
Neck: Amulet of Charisma +4 (16,000gp)
Torso: +2 Mithral Glamered Chain Shirt (7,800gp)
Waist: --
Back: Cloak of Resistance +2 (4,000gp)
Wrists: --
Hands: Gloves of Dexterity +2 (4,000gp)
Finger: Ring of Protection +2 (8,000gp)
Finger: --
Feet: --

Melee Weapon: Last Ditch (masterwork rapier, 320gp)
Ranged Weapon: Dolorous Lament (+1 screaming bow of arcane might, 14,600gp)
-20 arrows (1gp)

Other Equipment: Heward's handy haversack, belt pouch, spell component pouch, scroll case, bedroll, winter blanket, waterskin (x2), trail rations (20 days), frenzywater, flint and steel, mess kit, steel mirror, notebooks (x3), parchment (x10), ink, inkpen, hooded lantern, farflame oil (x6), candles (x10), courtier's outfit, cold weather outfit, jewelry (50 gp), masterwork fiddle, masterwork flute, dagger, 80 arrows, 20 silver arrows, 20 cold iron arrows, wand of cure light wounds, wand of hunter's mercy, wand of shield, stonebreaker acid (x3), 2410 gp, 7 sp.

Appearance: Phaeder is a tall, slim man with an dramatic, fine-boned face. He wears his thick blue-black hair long and shaggy, falling nearly to his hips, and rarely bothers with it, except to make sure it's clean or to braid small glass beads in it before a performance. His eyes are a rather startling shade of palest grey, nearly colorless, save for a rim of black around each iris. He is fond of wearing dark, understated colors that stand in stark contrast to his pallid skin. He is not handsome in the classical sense but he has a certain aesthetic, starved beauty and the intense look of someone who speaks mostly with his eyes and body.

While entertaining, Phaeder often dresses extravagantly and provocatively (to the mortification of his bonded spirit) to draw and hold the eyes, but while traveling or adventuring, he wears much plainer (and more functional) garb, though it remains comfortable and finely-made. His pale skin burns easily in the sun so he is often covered in a large winter-gray cloak edged with silver embroidery. He wears an ornate platinum circlet set with tiny opals on his brow, whose design is repeated in the exquisite necklace he wears around his neck (though that is often hidden from sight under his high-collared shirts).

Personality: Like his coloring, Phaeder is very much a person of contrasts. On stage, he can be quite flamboyant and engaging but off-stage, his personality seems to do a complete turnaround. Away from the spotlight, he tends to be quiet and reserved, and may even seem apathetic or coldly indifferent on a first impression. However, his friends know him to be a compassionate and charitable person, and quite devoted and affectionate to those he cares about. He can be a easy person to get along with, as he demands little other than a measure of courtesy and consideration, but a very hard person to know.

He has a slightly acerbic wit, incisive but not malicious, which he most often turns on himself, particularly as a way of dealing with stress. He is hard to anger, preferring to let things go rather than stew about them though he has little patience or tolerance for acts of willful malignance. Ever since his bond with Anshul was formed, this has only grown more marked, as the ghostly fighter's keen sense of justice has dragged what meager sense of righteousness Phaeder possesses to the forefront. Unfortunately for Anshul, Phaeder is acutely aware of his lack of combat prowess and tries to avoid a fight if at all possible, relying on his silver tongue to get him out of trouble or to sway his opponents over to his point of view. Phaeder is not at all cowardly and will fight if necessary; he simply dislikes facing his enemies in an arena in which he's at a clear disadvantage.

Phaeder's great passion is music, and though he tries not to get obsessive about it, he doesn't always succeed. Many a morning has found him bleary-eyed and ink-stained from a night of hunching over his notebooks, empyrean strains of lays and sonatas and paeans ringing in his head as he desperately tries to catch them on paper before they fade. Left unattended, he has a tendency to forego eating and sleeping in favor of composing, though between the vigilance of his ghost bond and his companions, this rarely happens anymore.

Sadly, the bard is not particularly lucky (or wise) in love and after a particularly disastrous affair involving a werespider (the group told him she seemed a little... bloodthirsty but did he listen?), has sworn off romance entirely. Of course, sharing one's body (and hence, one's intimate moments as well) with an opinionated ghost also tends to make things a little uncomfortable....

Background: Phaeder was born Isaiah in the slums of Chernevog, the by-blow of a passing adventurer and a common harlot. His mother died of plague when he was 6; amazingly, he survived, though the disease left him weakened and anemic. He has little memory of her save that her name was Evangeline and she had dark eyes and dark hair like his, both soft and black as ink. As a child, he was frail but quick and possessed little save his wits and an uncommonly fine voice. Left bereft of anyone who knew or cared about him, Isaiah knew he would die in the gutters without a protector but instead of joining the ubiquitous bands of street urchins like any sensible orphan, he went directly to Mistress Ariadne, a mysterious and powerful figure in Chernevog's seamy underworld, to offer his service.

Amused by the boy's offer and his audacity, she saw the potential in his agile mind and unpolished talent and so arranged to sponsor his training at the local Bard's Academy. Isaiah flourished there, developing a passion and facility for song and music he never knew he had. He became entranced with the sheer loveliness and purity found in notes and melodies and from that moment on, was lost.

After completing his apprenticeship, Isaiah served as eyes and ears for Mistress Ariadne for as a bard, he could gain access to places and people that were closed to her. In addition, he could also pass along secret messages coded in his songs for her agents and his minor spell abilities proved useful for identifying items or patching up the injured. In this, he served well and loyally enough, spending the majority of his free attention and efforts on his music and not paying much mind to his Mistress' schemes. As time passed, he managed to develop a laudable name for himself as Isaiah Ravensong (the latter was not a surname he chose but one bestowed upon him by his Mistress; he's never particularly cared for it but one does not say that to someone who's paid for one's training and living expenses for the last decade).

Unfortunately for Mistress Ariadne, she made a severe miscalculation when she had the daughter of one of the city's nobleman slain in a jealous rage for daring to seduce a favored consort. Within a week, the Watch was hammering on the door and the ensuing power struggles tore her delicate web of influence and connections asunder. No fool, Isaiah took advantage of the chaos to flee the corrupt city with what wealth he had earned from his patrons, helping those he could along the way that had not seemed like bad people at heart. He had been slowly growing disenchanted with the nature of his Mistress' 'business' over the years but had been torn between his loyalty and his conscience. She was not a nice person, but she had been relatively kind to him and given him the means to rise above his wretched poverty.

Isaiah spent a while wandering the countryside, avoiding big cities, and sleeping in hedgerows and singing for his supper as minstrels are wont to do. During his travels, he came across tantalizing references to a magnificent melody, the glorious chorus that underlies all of Creation and Time, and became intrigued. With his customary singularity of purpose, Isaiah sifted through libraries and archives of the priesthoods of Milil and Oghma (and whomever else would let him read their books), and pestered sages, historians, and fellow bards in search of elusive clues. He eventually came upon the story of an ancient city whose king and people had possessed a strange power that rendered them fierce and indomitable in battle and filled their mouths with a mighty voice that struck fear into the hearts of their enemies. But as their might grew, the city fell into darkness and the power deserted them, and it was destroyed, its people scattered or enslaved. Wondering if he had found a reference to the Song of Creation, Isaiah gathered a group of willing adventurers to explore the ruined city of Nas Emrys deep in the wilderness.

Isaiah's life was forever changed when he entered Nas Emrys in search of the fragments of the Song of Creation and came out with a piece of its history bound to his soul instead. He never talks about what he saw in the ruins or if he found traces the Song but his dark eyes has been leached of their former warmth and color and he sometimes sings with an unearthly beauty that surpasses a mortal throat. In the aftermath of his expedition to Nas Emrys, he forsook his birth name and the surname his Mistress had given him and re-named himself Phaeder, which simply meant "glowing" in the tongue of angels.

{Insert meeting up and mutual history with group here-- I was thinking they met up with him after he became a Song Ghost but it doesn't have to be that way. I just didn't want my history to impose. And if anyone wants to tie their history in some way to his, I'm open to ideas! :)}

Some mornings, Phaeder sometimes feels considerably older than his 27 years, and his body agrees with him, enervated by Anshul's constant presence. Still, he is determined to see the ghost's quest out.

Anshul Av-Ruad (bonded spirit)
CG Male Human Barbarian

Ghost Abilities: Corrupting Gaze, Frightful Moan, Manifestation, Telekinesis.

Appearance: To those with the ability to see into the Ethereal Plane, Anshul appears as a brawny warrior with short auburn hair and dark brown eyes. He is dressed in blood-soaked leather armor and still bears the marks of the grievous wounds inflicted by the wyverns that killed him. His skin is tinged with bluish-purple bruises and marbled with dark veins as a result of their poison coursing through his bloodstream. Though he is of the same height as Phaeder, he seems much more physically imposing due to his bulk.

Personality: A straightforward and direct man, Anshul is used to speaking his mind and has no qualms about sharing his opinions on anything from last night's roast to current battle tactics, whether it is appreciated or not. A warrior through and through, he misses the visceral thrill of cleaving through foes with a large sword (his preferred weapon in life was a falchion), and has been trying to convince his host be more forward about melee combat but with little success. Still, some of his martial prowess has rubbed off on bard, who now occasionally has to fight off sudden delusions about trading his rapier in for a nice zweihander. (They've compromised by getting Phaeder a bigger bow....)

After several years of inhabiting the same body together, the two of them have settled into an amicable partnership, punctuated by bouts of mild bickering. Anshul has a deep and abiding reverence for music (and in particular, for vocalists) due to an extraordinary cantor that once touched his life long ago; Phaeder reminds him somewhat of that person, but this latter tidbit is not something he shares with his host.

History: It'll all eventually come out in the adventure thread....

Farstepper, light warhorse: Large animal; HD 3d8+9; hp 22; Init +1; Spd 60 ft.; AC 14, touch 10, flat-footed 13; Base Atk +2; Grp -9; Atk Hoof +4 melee (1d4+3); Full Atk 2 Hooves +4 melee (1d4+3) and bite -1 melee (1d3+1); Space/Reach 10 ft./5 ft.; SQ low-light vision, scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Listen +4, Spot +4; Endurance, Run.
Gear: Riding saddle, bit and bridle, saddlebags (x2).

Followers (61): 20 1st-level experts, 10 1st-level barbarians, 10 1st-level fighters, 10 1st-level rangers, 2 2nd-level experts, 1 2nd-level barbarian, 1 2nd-level fighter, 1 2nd-level ranger, 3 3rd-level clerics, 2 4th-level rogues, 1 5th-level wizard. No cohort yet.
 

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Thanee

First Post
Allyra

Allyra Spellbinder
Female Human Wizard 5th/Incantatrix 6th/The Endless 2nd
XP: 66,076 + 12,000 (?)
Alignment: Neutral
Patron Deity: Boccob
Height: 5'6"
Weight: 111 lb.
Hair: Strawberry Blonde
Eyes: Green
Age: 27

Str: 9 (-1) [1 point]
Dex: 10 (+0) [2 points]
Con: 12 (+1) [6 points, -2 Lifeblood of Magic]
Int: 24 (+7) [13 points, +3 level, +4 enhancement]
Wis: 12 (+1) [4 points]
Cha: 14 (+2) [6 points]

Class Abilities:
Specialty School: Divination (Wizard 1st), Prohibited School: Evocation (Wizard 1st), Summon Familiar (Wizard 1st), Focused Study/Prohibited School: Illusion (Incantatrix 1st), Cooperative Metamagic 10/day (Incantatrix 2nd), Metamagic Effect 10/day (Incantatrix 3rd), Metamagic Spell Trigger (Incantatrix 5th), Seize Concentration (Incantatrix 6th), Arcane Blood (The Endless 1st), Lifeblood of Magic (The Endless 1st), Magic for Hours (The Endless 1st).

Hit Dice: 13d4+13
HP: 53 (+(1d10+10)x1.5 Temporary HP with False Life)
AC: 18 (+0 Dex, +4 Mage Armor, +4 Shield)
Init: +0 (+0 Dex)
Speed: 30 ft. (60 ft. with Expeditious Retreat, fly 40 ft. with Overland Flight)

BAB: +6
Grapple: +5

Saves:
Fortitude +9 [+3 base, +1 Con, +4 resistance, +1 luck]
Reflex +8 [+3 base, +0 Dex, +4 resistance, +1 luck]
Will +20 [+12 base, +1 Wis, +2 Iron Will, +4 resistance, +1 luck]

Skills:
Concentration +18 [16 ranks, +1 Con, +1 luck]
Craft (calligraphy) +9 [1 rank, +7 Int, +1 luck]
Craft (stonemasonry) +20 [12 ranks, +7 Int, +1 luck]
Craft (tailoring) +10 [2 ranks, +7 Int, +1 luck]
Heal +10 [8 ranks, +1 Wis, +1 luck]
Knowledge (arcana) +20 [12 ranks, +7 Int, +1 luck]
Knowledge (architecture and engineering) +20 [12 ranks, +7 Int, +1 luck]
Knowledge (dungeoneering) +10 [2 rank, +7 Int, +1 luck]
Knowledge (geography) +10 [2 rank, +7 Int, +1 luck]
Knowledge (history) +10 [2 rank, +7 Int, +1 luck]
Knowledge (local/Firespine Mountains) +9 [1 rank, +7 Int, +1 luck]
Knowledge (nature) +10 [2 ranks, +7 Int, +1 luck]
Knowledge (nobility and royalty) +10 [2 rank, +7 Int, +1 luck]
Knowledge (religion) +10 [2 ranks, +7 Int, +1 luck]
Knowledge (the planes) +16 [8 ranks, +7 Int, +1 luck]
Speak Language [4 cross-class ranks]
Spellcraft +36 [16 ranks, +7 Int, +2 synergy, +10 competence, +1 luck]

Languages:
Common, Dwarven, Draconic, Giant, Terran, Celestial, Abyssal, Infernal.

Feats:
Extend Spell (1st level)
Spell Girding (human bonus 1st level)
Scribe Scroll (Wizard bonus 1st level)
Alertness (granted by familiar)
Iron Will (3rd level)
Empower Spell (Wizard bonus 5th level)
Craft Wondrous Item (6th level)
Quicken Spell (Incantatrix bonus 1st level)
Craft Wand (9th level)
Persistent Spell (Incantatrix bonus 4th level)
Spell Focus: Enchantment (12th level)
Magical Artisan: Craft Wondrous Item (The Endless bonus 2nd level)

Spells per Day:
(4+1/6+1/6+1/6+1/5+1/4+1/3+1/2+1); Save DC +7 (+8 Enchantment School).
0th - Message (3), Prestidigitation, Detect Magic (S);
1st - 1 slot free, Shield (2), Ray of Enfeeblement, Expeditious Retreat, Feather Fall, Comprehend Languages (S);
2nd - 1 slot free, extended Mage Armor, Glitterdust, Tasha's Hideous Laughter, Invisibility, Mirror Image, See Invisibility (S);
3rd - 1 slot free, extended False Life, Suggestion, Displacement, Slow, Deeper Darkvision, Arcane Sight (S);
4th - 1 slot free, Dimension Door (2), Evard's Black Tentacles, Polymorph, Arcane Eye (S);
5th - 2 slots free, Hold Monster, Greater Blink, Prying Eyes (S);
6th - 1 slot free, Summon Monster VI, Mordenkainen's Lucubration, Analyze Dweomer (S).
7th - 1 slot free, Summon Monster VII, Greater Scrying (S).

Spellbook:
0th - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation, Silent Portal [MoF], Launch Bolt [MoF];
1st - Alarm, Endure Elements, Protection from Evil, Shield, Mage Armor, Mount, Unseen Servant, Comprehend Languages, Detect Secret Doors, Identify, True Strike, Charm Person, Color Spray, Disguise Self, Nystul's Magic Aura, Silent Image, Ray of Enfeeblement, Animate Rope, Enlarge Person, Expeditious Retreat, Feather Fall, Jump, Reduce Person, Kaupaer's Skittish Nerves [MoF];
2nd - Arcane Lock, Resist Energy, Glitterdust, Web, Detect Thoughts, Locate Object, See Invisibility, Tasha's Hideous Laughter, Invisibility, Mirror Image, Misdirection, Blindness/Deafness, Command Undead, False Life, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Darkvision, Eagle's Splendor, Fox's Cunning, Knock, Owl's Wisdom, Rope Trick, Familiar Pocket [CA], Create Magic Tattoo [PGtF], Blindsight [PGtF], Lively Step [PGtF];
3rd - Dispel Magic, Magic Circle against Evil, Magic Circle against Law, Magic Circle against Chaos, Protection from Energy, Phantom Steed, Arcane Sight, Clairvoyance/Clairaudiance, Tongues, Heroism, Suggestion, Displacement, Invisibility Sphere, Major Image, Gentle Repose, Fly, Gaseous Form, Haste, Greater Magic Weapon, Shrink Item, Slow, Water Breathing, Repair Serious Damage [CA], Enhance Familiar [CA], Mestil's Acid Breath [MoF], Khelben's Suspended Silence [MoF], Amanuensis [MoF], Deeper Darkvision [UD];
4th - Dimensional Anchor, Lesser Globe of Invulnerability, Dimension Door, Evard's Black Tentacles, Leomund's Secure Shelter, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Charm Monster, Confusion, Animate Dead, Enervation, Polymorph, Rary's Mnemonic Enhancer, Stone Shape, Fortify Familiar [CA], Spell Enhancer [PGtF], Superior Darkvision [UE];
5th - Break Enchantment, Dismissal, Mordenkainen's Private Sanctum, Cloudkill, Leomund's Secret Chest, Major Creation, Mordenkainen's Faithful Hound, Wall of Stone, Contact Other Plane, Prying Eyes, Dominate Person, Feeblemind, Hold Monster, Magic Jar, Fabricate, Overland Flight, Passwall, Telekinesis, Permanency, Greater Blink [CA], Energy Buffer [T&B], Lutzaen's Frequent Jaunt [MoF], Kiss of the Vampire [MoF], Shape Metal [RoF];
6th - Antimagic Field, Greater Dispel Magic, Guards and Wards, Planar Binding, Summon Monster VI, Wall of Iron, Analyze Dweomer, True Seeing, Geas/Quest, Greater Heroism, Mass Suggestion, Disintegrate, Flesh to Stone, Mordenkainen's Lucubration, Move Earth, Imbue Familiar with Spell Ability [CA], Hardening [MoF], Stone Body [PGtF], Stone Metamorphosis [UD];
7th - Summon Monster VII, Greater Scrying.

Equipment:
Head: Headband of Intellect +4 (Loremaster's Will)
Eyes: Glasses of Arcane Understanding (Sapphire Glance)
Neck: --
Shoulders: --
Torso: Vest of Resistance +4 (Spellbreaker)
Body: Robe of Change (Mystic Garb)
Waist: Belt of Many Pockets (Deep Pockets)
Wrists: --
Hands: --
Finger: --
Finger: --
Feet: --

Other Equipment:
Boccob's Blessed Book (Boccob's Wisdom), Stone of Good Luck (Tymora's Charm), Wand of Shield (50 charges), Wand of True Strike (50 charges), Wand of Enlarge Person (50 charges), Explorer's Outfit, Bedroll, Winter Blanket, Scroll Case (2), Ink, Inkpen, Paper (10 sheets), Belt Pouch (2), Silk Rope 20', Silk Rope 30', Sack (3), Waterskin, Tindertwigs (10), Spell Component Pouch (2), Spellbook, Eye Ointment (500gp), Gem Dust (300gp), Gold Dust (750gp), Onyx (50gp; 12), Tattoo Inks (1000gp), Tattoo Needles, Crystal (100gp), Ivory Plaque (50gp), Sapphire Lens (1500gp), Silver Rod, 119 gp.

Glasses of Arcane Understanding: The wearer of these silverframed, blue crystal glasses gains a +10 competence bonus on all Spellcraft checks.
Moderate transmutation; CL 10th; Craft Wondrous Item, Arcane Sight; Price 10,000 gp.

Robe of Change: The wearer can change the appearance of the robe at will to resemble any kind of normal clothing. When taken off, the robe reverts to its normal form after one minute. If only parts of the clothing are taken off seperately, they simply vanish after one minute. To achieve more than simple quality, the wearer must make an appropriate Craft check.
Moderate transmutation; CL 9th; Craft Wondrous Item, Fabricate; Price 1,800 gp; Weight 1 lb.

Permanent Spells:
Detect Magic (CL 12th, Dispel DC 25) on Kira.

Persistent Spells:
persistent Shield (prepared, Metamagic Effect), extended Mage Armor (prepared), persistent Expeditious Retreat (prepared, Metamagic Effect), extended empowered False Life (prepared, Metamagic Effect), persistent See Invisibility (prepared, Metamagic Effect), extended Deeper Darkvision (prepared, Metamagic Effect), persistent Arcane Sight (prepared, Metamagic Effect), Rary's Mnemonic Enhancer (4th level slot), extended Overland Flight (6th level slot), empowered Energy Buffer (5th level slot, Metamagic Effect); persistent Shield on Kira (prepared, Metamagic Effect), extended Mage Armor on Kira (2nd level slot), persistent See Invisibility on Kira (2nd level slot, Metamagic Effect), extended empowered False Life on Kira (5th level slot), Energy Buffer on Kira (Mordenkainen's Lucubration).

Kira, raven familiar: Tiny magical beast (augmented animal); HD 13; hp 26; Init +2; Spd 10 ft., fly 40 ft. (average); AC 17, touch 14, flat-footed 15; Base Atk +6; Grp -7; Atk/full Atk Claws +10 melee (1d2-5); Space/Reach 2-1/2 ft./0 ft.; SQ low-light vision, darkvision 60 ft., improved evasion, share spells, empathic link, deliver touch spells, speak with master; AL N; SV Fort +3, Ref +5, Will +14; Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6.
Skills and Feats: Listen +5, Spot +7; Alertness, Weapon Finesse.

Appearance: Allyra is a woman of average height with a slender and willowy build. Her waist-long, strawberry blonde hair is worn open, some strands often falling over her slim face, where two mysterious green eyes give a subtle hint of the arcane power this woman is wielding. Allyra appears confident and calculating. Most would find her rather attractive. Her preferred clothing is of bright colors, a form-flattering white gown with a wide, sky blue cloak, framed with arcane symbols, and comfortable shoes. At almost all times she is wearing a finely crafted platinum headband with an emerald on the front, a pair of glasses, thin, deep blue sapphire lenses in a delicate silver frame, as well as a broad leather belt around her hips.

Personality: Curious, cunning, calculating. Allyra is constantly striving for perfection when it comes to magic. Magic is more important to her than anything else in her life. Her powerful magical talents also have left her with great self-confidence, but she is not a battle mage, more like an artist or an architect. In combat, she prefers to use compulsion and control spells to let others do the fighting for her, or at least hinder them to oppose her allies. She enjoys to create something lasting with her spells, to leave a testament of her magic. Naturally, spells which create something tangible, and something of a lasting nature are her preferred choice. While she doesn't see anything inherently evil (or good for that matter) in magic, her study of necromantic magic is something she pursuits only with the greatest care. The Loremaster Marblefist and her friends, with whom she has been adventuring for a few years now, have a special place in her heart as well, and she is someone to count on, when her skills are required.

Background: [SBLOCK]Noone knew where she came from. She was still a baby when Loremaster Marblefist found her. The good-hearted dwarf brought the human child with the bright golden hair into his home in Citadel Amber in the northwestern Firespine Mountains. He named her Goldencurls. Raising the child wasn't an easy task for the grizzled dwarf, but being one of the scarce dwarven mages had its advantages, since it usually took only a simple cantrip to keep her fascinated. Curious like every child, she wanted to know everything and having been subjected to magic constantly, this was something she was especially curious about. She showed a special interest in magic that would help her explain things she didn't understand, and for magic, that created something, something tangible and lasting, at least for a while. However, she often neglected the study of the magic of the elements, much to the Loremaster's regret, since this was one of his fields of expertise.
While Goldencurls grew older, the wise master realized, that it wouldn't be in her best interest to live among dwarves only. There were a few questions, concerning her heritage, he couldn't give her a good answer to, and so the two often visited the nearby village Rockbottom, which was located at the feet of the Firespine Mountains near the Sea of Song, and where many humans lived together with a few dwarves and some earth genasi. Like Citadel Amber, actually even moreso, lacking the fortifications, the villagers of Rockbottom lived in constant fear for attacks from the fire and stone giant tribes, which the dwarves were battling for centuries already. But normally, the village was a peaceful place, where fishers and miners lived. Goldencurls enjoyed to stay among other humans, but she was also happy to go back to her home to read in the many tomes Loremaster Marblefist had in his extensive library. The years passed and the little girl became a young wizardess. With great pride, the old dwarf saw his student develop a considerable magical talent. She also learned some more mundane skills, apart from her pursuit of knowledge, she was trained in the dwarven art of stonemasonry and architecture. When she was no longer a child, the name Goldencurls wasn't quite appropriate anymore, partially because she had grown into a woman and partially because her curly hair straightened over the years. Together they decided on a new name for her and henceforth she was known as Allyra Spellbinder.
The time had come for her to learn more about the world of Low'verok, not from the books, but to see it with her own eyes. She was sent on a long journey to travel around the Sea of Song and visit other places of civilization. Allyra left the mountains and travelled along the shore of the sea for a few months, while further honing her skills. She had developed a special talent for manipulating magical energies far beyond what wizards normally possess. On her journey, she passed through many towns and villages on the way, putting her spells to good use, until she finally ended up in the trade capital, Albon. There she observed with great interest, how magical spells were used to create undead creatures to help with the daily work. Necromancy hasn't been a focus of her studies so far, and so her curiosity was roused, naturally. She ended up studying magic with the Necromancer H'zzharr, who was sometimes employed by the city officials to deal with lawbreakers appropriately.
Unbeknownst to them, he was actually a fiend, a vile demon, whose studies were reaching much farther than everyone thought, deep into the twisted realms of death and beyond. While Allyra was intrigued about the new possibilities, which had been opened up to her, at first, at some point her morality wouldn't let her go on further, and so she confronted H'zzharr in a moment where he was distracted. With the element of surprise on her side, the fiend was quickly defeated and sent into the realms he had been exploring for years now. Allyra claimed the spellbook of the dead Necromancer and moved on, in case some of his friends would show up. Much to her dismay, she discovered, that there were only very few spells written in the book, most of them already known to her, his real spellbook must have been hidden somewhere else, outside of her grasp, as she was never able to find it. Only later she realized the great value of the book, which was now in her possession, when she started to add new formulas to the ones already written in there. It was one of the blessed books of Boccob. A great prize, indeed.
Allyra decided, that it was best to leave Albon for a while, before someone would ask too many questions. She had covered her tracks carefully, and knowing all too well about the power of divinatory magic, she was more than capable to do so. Not, that she felt wrong about what she had done, quite the opposite, but she surely wouldn't have liked to explain that without solid evidence to present along with the tale. So the wizardess joined a group of travellers, which were heading out at that time. Some more joined the trek, while others left along the way, and after a while, six of them had formed a quite successful adventuring group, known as The Hex, a quite fitting name Allyra had suggested. Her pursuit of the magical arts continued and Allyra further developed her metamagical abilities to a point where she was able to manipulate her spells on a whole new level. Together the six managed to become well-known in Low'verok and word of their deeds even travelled to the king in the capital of Andeluvay. It was just a matter of time, that he summoned The Hex to his court to assign them a much greater task, than what they had accomplished until then.[/SBLOCK]
 

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MAIN CHARACTER
Drakkon Cuspis
Brb3/Clr6/BndBlade3
Human
Alignment: CG
Height: 6’2”
Age: 34
Weight: 191 pounds
Hair: Platinum Blonde
Eyes: Sky Blue
Skin: Tanned


STR: 14 [6 points]
DEX: 10 [2 points]
CON: 14 [6 points]
INT: 12 [4 points]
WIS: 18 [10 points, +2 magic]
CHA: 12 [4 points]

Class and Racial Abilities: Domains –Chaos and Strength, Aura of Good and Chaos, Spells, Turn Undead, Rage 1/day, Fast Movement, Uncanny Dodge, Trap Sense, Awaken the Blade I, Always Yours, Awaken the Blade II, It’s a Kind of Magic I, Weapon Specialization, Brother’s In Arms, Soul of Steel

Hit Dice: 3d12+6d6+3d10+24
HP: 100
AC: 24 (+0 Dex, +8 +3 glammered breastplate, +4 +3 light wooden shield, +2 Ring of Protection)
Ini: +0
Speed: 40 ft.

SAVES:
Fort +13 [+11 base, +2 Con]
Ref +4 [+4 base )
Will +11 {+7 base, +4 Wis]

BAB: +10/+5
Melee Attack: Dartbane +3 Defender Keen Spellsword (Magic Missile) Longsword +14/+9 (1d8+7 15-20/x2)
Ranged Attack: Thunder of Kord Sonic Thundering Mighty Composite Longbow (+3 Str) +10/+5 (1d8+1d6 sonic+3 /x3)

SKILLS: (54 skill points)
Bluff +3 [4 ranks, +1 Cha]
Climbing +13 [0 ranks, +3 Str,+10 magic]
Concentration +6 [4 ranks, +2 Con]
Craft (Weaponsmithing)+7 [6 ranks, +1 Int]
Diplomacy +5 [4 ranks, +1 Cha]
Heal +5 [4 ranks, +1 Int]
Intimidate +7 [6 ranks, +1 Cha]
Jump +5 [2 ranks, +3 Str]
Knowledge (arcane) +3 [2 ranks, +1 Int]
Knowledge (religion) +7 [6 ranks, +1 Int]
Listen +8 [4 ranks, +4 Wis]
Sense Motive +5 [2 ranks, +4 Wis]
Spot +8 [4 ranks, +4 Wis]
Swim +5 [2 ranks, +3 Str]
Spellcraft +7 [6 ranks, +1 Int]

FEATS
Improved Critical (longsword)
Weapon Focus(longsword)
Alertness
Quick Draw

LANGUAGES:
Common, Celestial

SPELLS:
5, 3+1, 3+1, 2+1

Domain Spells:
Strength - 1st Enlarge Person, 2nd Bull's Strength, 3rd Magic Vestment
Chaos – 1st Protection from Law, 2nd Shatter, 3rd Magic Circle Against Law

Spells Prepared:
0th – Detect Poison, Detect Magic, Entropic Shield, Guidance
1st – Bless, Divine Favor, Remove Fear, Detect Evil
2nd – Cure Moderate Wounds,Bull’s Strength, Bear’s Endurance
3rd- Cure Serious Wounds, Searing Light, Magic Circle against Evil



Possessions:
Dartbane – Ironwood +1 Keen Spellsword Longsword

Thunder of Kord – Sonic Thundering Mighty Composite Longbow (+3 Str) – 8400 gp

+3 glammered breastplate – 16,200 gp

+3 light wooden shield – 9,003 gp

Ring of Protection +2 – 8,000 gp

Kord Holy Symbol (Periapt of Wisdom +2) –4,000 gp

Helm of Kord’s Messenger (Helm of Comprehend Languages and Read Magic) – 5,200 gp

Ring of Challenges Ring of Climbing – 2,500 gp

Bag of Holding Type I – 2,500 gp

4 Cure Moderate Wounds – 1,200 gp
Wand of Cure Light Wounds – 750 gp
4 potions Remove Fear – 200 gp
2 Elixirs of Swimming – 500 gp
4 Sunrods – 8 gp
Heavy Horse (Heaven’s Might) 200 gp
Riding Saddle – 20 gp
Bit and Bridle, Saddlebags – 10 gp
Chain (10 ft.) – 30 gp
50 ft. Silk Rope – 10 gp
1 flagon of ale – 2 sp
traveler’s outfit – 1 gp
various supplies
approx. 139 gp, 8 sp

Appearance

Drakkon, on first look, appears to be something out of a heroic poem. Tall, with strong features and a powerful body, his long blonde hair (hanging to his shoulders, and just starting to change to a light gray) could inspire some to compare him to ancient figures of old. He would look the part of perfection, save the "marks of Kord" he carries with him.

When one has served the God of Strength as long as Drakkon, one invariably earns marks of his blessing. In Drakkon's case, this involves a large scar running the length of his left cheek... a final gift from a cleric of Vecna. Across his chest and belly are several other long scars, remnants of the marks brigands gave him in his youth. Other marks, ranging from burns to chain scars to arrow marks, dot his back and legs. In his own words, Drakkon's body is a testament to Kord's Strength.

Drakkon usually travels about in a breastplate given to him by a grateful lord he and the Hex helped some time ago. Strapped to his side is his faithful companion for the past 20 years, his sword Dartbane, and upon his back one finds his other friend, the Thunderer of Kord. Drakkon usually also has a wooden shield, something he has carried since his first sally in Kord's name.

Background

Drakkon Cuspis has a rather odd background… nearly as odd as his name.

The boy was left an orphan at the age of 4 by a disease outbreak amongst his village. He was raised and brought to health by an uncle of his, who also happened to be a follower of the teachings of Kord, a deity that known by many, but not widely followed… many amongst the commoners find their faith placed not in the promises of salvation that others promised, but the visible feats of strength they could see.

Kord teaches the way of Strength, and that his how young Drak’s uncle raised him… to be stronger than the other boys. By age seven the boy had taken to sleeping on the bare floor, citing that the bed made him too soft. By age nine, he could swing a quarterstaff stronger than many adults. Soon he also had a reputation for being able to rescue other villagers caught in raging rivers, outswimming currents that would wear down many an adult.

This young brute rather quickly attracted the attention of the few worshipers of Kord in his village, and by age 12, he was brought into the local temple to Kord for training (the temple was merely the back of the village blacksmithy).

When Drakkon was 15, a group of bandits rode into his village. After the local mayor refused their demands for cash, the band of warriors took several villagers hostage. One of the hostages was Drakkon’s uncle.

The young man immediately rode out after his uncle and those who took him hostage. In an epic chase over the next three weeks, Drakkon managed to hunt down the bandits, and even kill their leader armed with a quarterstaff. Unfortunately, his uncle had already been slain.

The boy then dedicated his life and his strength to the only other thing he had known and respected; the Church of Kord. Over the next 20 years, he roamed throughout the country, seeking to show others the ‘Strength of Kord’ through his deeds, and (eventually, after he learned some eloquence) in words.

Impressed with his combat ability, the few local followers of Kord banded together to find Drakkon a weapon worthy of his skills... a longsword, unusually made with a few citrines in its hilt.

More recently, Drakkon and his blade faced an unusual encounter... they fought several clerics of Vecna, one of which held a sword of powerful magical ability. When Drakkon's blade this sword crossed... something strange happened.

Drakkon felt power surge into his sword, and almost dropped the blade. A few short cuts later, and the fighting cleric had proven Kord's strength again by crushing the Vecna cleric. But his blade felt strange still... it still radiated with unusual power.

Soon after, Drakkon found images in his mind that weren't his... feelings of heat when his sword was near a fire, cold when his sword was exposed to winter's chill. Rather quickly, the cleric realized his blade was special... it was communicating with him.

Soon he began taking advantage of his new companion. His blade became more than a tool, but also a fellow comrade at arms. Drakkon's obsession with his sword has led to a few legends among those who worship Kord... and still troubles his assistant Ishkabar.

Finally, after 20 years of service, slaying monsters, breaking chains, and being the powerful man that Kord required, he has been asked by the Church of Kord based in Alban to perform one final service… one that will take the rest of his life.

To the north, uncharted, unknown lands are being explored… lands populated by people that have never heard of Kord’s Strength. To these people the church has sent Drakkon, along with an assistant. To these people, the Church hopes to find a base of worshipers, that will increase Kord’s name until all shall know of His Greatness and Power.

Personality
Drakkon has seen years of service, and so far has, with the exception of his youthful inability to rescue his uncle, he has not met with failure. Because of this, he has supreme confidence in his ability to engage and destroy those who would harm him, others, or challenge the Strength of Kord.

His assistant, Ishkabar, has frequently had to restrain Drakkon from issuing and/or accepting… “inappropriate” challenges to Kord’s Strength. Ishkabar comes from a new sect of the Church… one that says that Kord’s Strength requires one to apply strength carefully, as well as forcefully. Drakkon, of course, comes from the “old school” of Kordic thought, demanding forceful and immediate application of “the blessings of Kord” on anyone who would challenge said deity or those around.

Drakkon’s chief interest is the mission he has been given by his Church… to find and convert followers to Kord through both words and feats of Strength. After enough followers have been established, Drakkon is to create a temple to the deity, to further spread the faith of Kord into the hinterlands, and eventually send forth missionaries of its own.

BONDBLADE
Dartbane CG
INT 13
WIS 13
CHA 10

+1 for the purpose of passing DR
+3 defender
Empathic Connection with Drakkon
+3 compentence bonus versus being disarmed




COHORT

Ishkabar Myrakis
Clr9 (Kord)
Human
Alignment: CG
Height: 5’4”
Weight: 131 pounds
Hair: Coarse Black
Eyes: Dark Brown
Skin: Dark Brown
Age: 27


STR: 14
DEX: 9
CON: 11
INT: 14
WIS: 15
CHA: 12

Class and Racial Abilities: Domains – Luck and Strength, Aura of Good and Chaos, Spells, Turn Undead

Hit Dice: 9d8
HP: 46
AC: 18 (-1 Dex, +9 +2 half-plate armor)
Ini: -1
Speed: 20 ft.

SAVES:
Fort +6 [+6 base]
Ref +1 [+2 base, -1 Dex)
Will +7 {+6 base, +2 Wis]

BAB: +6/+1
Melee Attack: +1 Heavy Flail +9/+4 (1d8+3)
Ranged Attack: Heavy Crossbow +5/+0 (1d10)

SKILLS:
Bluff +3,
Concentration +6,
Diplomacy +9,
Heal +6,
Intimidate +3,
Knowledge (arcane) +6,
Knowledge (religion) +6,
Listen +4,
Sense Motive +3,
Spot +4,
Spellcraft +8

FEATS
Negotiator,
Power Attack,
Cleave

LANGUAGES:
Common, Dwarven

SPELLS:
6/4+1/4+1/3+1/2+1/1+1

Spells Prepared:
0th – Detect Poison, Detect Magic, Purify Food and Drink, Guidance
1st – Bless, Divine Favor, Magic Weapon, Shield of Faith
2nd – Remove Paralysis, Spiritual Weapon, Zone of Truth
3rd- Cure Serious Wounds, Daylight, Magic Circle against Evil
4th – Death Ward, Neutralize Poison
5th – Atonement, Hallow

Domain Spells:
Luck - 1st Entropic Shield, 2nd Aid, 3rd Protection from Evil, 4th Freedom of Movement, 5th Break ENchantment
Strength - 1st Enlarge Person, 2nd Bull's Strength, 3rd Magic Vestment, 4th Spell Immunity, 5th Righteous Might

Possessions:
Wand of Cure Moderate Wounds (4,500 gp)
+1 Heavy Flail (2,015 gp)
Heavy Crossbow (50 gp)
+2 half-plate (4,600 gp)
6 potions Cure Light Wounds (300 gp)
1 oil Bless Weapon (100 gp)
Heavy Horse (Thunderhammer) (200 gp)
Traveler’s Outfit (1gp)
Gold Holy Symbol of Kord (100 gp)
4 flasks Holy Water (100 gp)
Leftover cash goes to food, supplies

BACKGROUND
Originally born along the southern sea, Ishakabar is a younger member of Drakkon's former temple. In addition to his studies as a devotee of Kord, wrestling and engaging in matches of power, Ishakabar proved himself useful in matches of wit as well.

Long ago did the temples of Kord realize that persons were needed with brains as well as brawn... if only to run the temple accounts and ensure that the neccessary funds for the spring Chainbreaking and Wrestling celebrations were available. Quickly, Ishakabar's sharp mind found him moved from a position of a mere acolyte into a post as an assistant to the temple's treasurer.

Now that the Church of the Mighty has commissioned Lord Drakkon to go forth and found a temple of his own in these wild lands, the temple has found fit to send this promising young man to not only be Drakkon's assistant and confidant, but to manage the funds of the new temple as well. Ishakabar, like most following Kord's blessing, finds this new adventure most exciting. While he has a head for numbers on his shoulders, Ishakabar also dreams of proving Kord's strength to the wild ones of this new realm as much as Drakkon proved it to others long ago.
 
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Serpenteye

First Post
Alessandra
Female Human Druid7/Ancient Mother5

Alignment: Neutral Good
Height: 5'2"
Weight: 98lbs
Hair: Light gray with white highlights.
Eyes: Ice Blue
Age: 62 Years

Str: 6 (-2) [1 points, -3 age]
Dex: 10 (+0) [5 points, -3 age]
Con: 12 (+1) [8 points, -3 age]
Int: 14 (+2) [4 points, +2 age]
Wis: 23 (+6) [10 points, +2 age, +2 sacred, +3 level.]
Cha: 16 (+3) [6 points, +2 age]

Class and Racial Abilities:
Animal companion, Nature sense, Wild empathy, Woodland stride, Trackless step, Resist nature’s lure, Wild shape (3/day)
Mother’s Wisdom, Tough Love I, Mother’s Arms I, Mother’s Eyes I, Tough Love II, Mother’s Arms II

Hit Dice: 7d8+5d8+12
HP: 86
AC: 17 (10+5[armour]+2[shield],)
DR: 3/-
Init: +0
Speed: 30ft

Saves:
Fortitude +15 [+9 base, +1 Con, +5 from cloak]
Reflex +8 [+3 base, +0 Dex, +5 from cloak]
Will +15 [+9 base, +6 Wis, +5 from cloak]

BAB: +10/+5
Melee Atk: +8/+3 (The Crone's Cane, 1d4 Str +1d4 Con damage, touch attack.)
Ranged Atk: +10/+5 ( )

Skills:
Skill Points: 105
Max Ranks: 15
Concentration:......... +16 [15 ranks, +1 Con]
Diplomacy:.............. +18 [15 ranks, +3 Cha]
Knowledge (nature):..+17 [15 ranks, +2 Int]
Listen:.................... +26 [15 ranks, +5 AM, +6 Wis]
Spellcraft:............... +17 [15 ranks, +2 Int]
Spot:..................... +26 [15 ranks, +5 AM, +6 Wis]
Survival:................. +15 [9 ranks, +6 Wis]
Speak Language (Goblin, Draconic, Giant) [6 ranks]

Feats:
Blind Fight (1st level)
Blindsight 5ft radius (Human bonus 1st level)
Eyes in the Back of Your Head (3rd level)
Leadership (6th level)
Wild Spell (9th level)
Extend Spell (12th level)

Languages:
Common, Elven, Sylvan, Goblin, Draconic, Giant, Druidic.

Spells Prepared
caster Level: 9, Save DC: +6
0th -6 ...
1st -6 ...
2nd -6 ...
3rd -4 ...
4th -3 ...
5th -2 ...

Equipment:
... (cloak of resistance +5, 25,000gp)
The Crone's Cane (Rod of Withering, 25,000gp) (A gnarled, twisted rod of Ironwood.)
Masterwork Darkwood Breast Plate Armour, 300gp, (+5 AC, +3 maxdex, -4 acpen)
Heavy Wooden Shield, 7gp, (+2AC, -2acpen)

Heward's Handy Haversack (2,000gp)
-50 ft. silk rope 10gp
-Trail rations (20 days worth) 10gp
-Scholar's outfit 5gp
-Cold weather outfit 8gp

Money 4627gp

Name, Animal Companion:
Dog. Bonus HD +4, Natural Armor Adj. +4, Str/Dex Adj. +2,
Bonus Tricks 3,
Link, share spells, Evasion, Devotion.

Leadership Score: 12+3+1 (Fairness and generosity) -2(to cohort)(animal companion)
Name, Cohort:
10th level

Appearance:

Personality:

Background:
She was a mother first and foremost, for all of her adult life. Nine children sprung forth from her womb, she dedicated her life to their care, and all but one of them died. One was still-born, two died of the plague, one in a fire and one was killed by a boar. The other three went out to fight in the war, only one returned and he came back crippled for life, both body and soul maimed, mutilated and broken beyond repair.
His wounds ran too deep for her to treat, though she spent years trying, and she had to deliver him to the care of a private hospital. Heartbroken, a broken woman herself, she went out into the world. She left everything behind to build a new life, and to earn the money she needed to pay the hospital-bills.
... ... ... ...
In time she forgave herself for her betrayal and adopted a new family for herself. Eventually she came to the realisation that her children were all the children of the world, and that she could care for them best in her new life as an adventurer. Life is so fragile... It could need some champions.
 
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Nac Mac Feegle

First Post
Shal Lightbearer
Male Human Cleric 5/Forbiddance of the Divine 7
Alignment: Neutral Good
Height: 5' 10''
Weight: 123lbs
Hair: Blond
Eyes: Grey-Blue
Age: 22

Str: 10 (+0) [2 points]
Dex: 12 (+1) [4 points]
Con: 12 (+1) [4 point]
Int: 12 (+1) [4 points]
Wis: 20 (+5) [8 points, +1 progression points, +4 enhancement bonus]
Cha: 22 (+6) [10 points, +2 progression points, +4 enhancement bonus]

Class and Racial Abilities:
One bonus feat at first level, +4 skill points at first level, +1 skill point/level past first, Spellcasting, Turn Undead, Forbiddance +4, Enemy of God III: Gnolls, Fire Giant, Trolls, Domain Powers: healing spells at +1 caster level, greater turning 1/day

Hit Dice: 5d8+7d6
HP: 75
AC: 22 (+1 Dex +9 armor, +1 deflection [from ring], +1 nat. arm. [from amulet])
Init: +1 (+1 Dex)
Speed: 20ft

Saves:
Fortitude +9 [+6 base, +1 Con, +2 cloak]
Reflex +6 [+3 base, +1 Dex, +2 cloak]
Will +16 [+9 base, +5 Wis, +2 cloak]

BAB: +7/+2
Melee Atk: +8/+2 (1d4+2+1d8) [all subdual]/x2/P, Pelor’s Hand, +1 merciful heavy mace)

Feats: Negotiator, Skill Focus: Diplomacy, Leadership, Landlord, Extra Turning, Empower Turning

Skills:
Bluff +14 (10 cc ranks, +6 cha, +3 circlet)
Diplomacy +47 (15 ranks, +6 cha, +2 negotiator, +3 skill focus, +15 choaker, +6 synergy)
Intimidate +13 (8 cc ranks, +6 cha, +3 circlet
Knowledge: Nobility and Royalty +6 (10 cc ranks, +1 int)
Knowledge: Religion +6 (5 ranks, +1 int)
Sense Motive +10 (10 cc ranks, +5 wis)

Languages: Common, Celestial

Spells Prepared
Save DC +5
0th – create water x3, purify food and drink x3
1st – command x2, comprehend languages, divine favor, shield of faith, sanctuary x2, *endure elements
2nd – bear’s endurance, enthrall, hold person, restoration (lesser). spiritual weapon, *cure moderate wounds
3rd – daylight x2, magic vestement, prayer, *searing light
4th – divination, divine power, restoration, tongues, *cure critical wounds
5th – command (greater), flame strike, righteous might, *flame strike
6th – mass bear’s endurance, geas/quest, *heal

Equipment:

Wearing or carrying
Pelor’s Hand (+1 merciful heavy mace, 8,000gp)
Pearl of Wisdom (+4 Wisdom, Party Loot)
Cloak of the Eagle (Cloak of Charisma +4, 16,000gp)
Circlet of the Golden Tongue (Circlet of Persuasion, 4,500gp)
Choker of the Missionary (+15 to diplomacy, 22,500)
Pelor’s Gaurdance (+1 Full Plate Mail, 2,500gp)
Warding Word (ring of protection +1 , 2,000gp)
Trueheart (boots of natural armor +1, 2,000gp)
Belt pouch 1gp
Waterskin 1gp
Pelor’s Gift (vestements of resistance +2 , 4,000gp)
Silver Holy Symbol (25 gp)
500 gp worth of Diamond Dust.

Appearance: Shal rarely wears his armor, believing that it hinders in his attemps to win over people. Rather, he usually travels in plain, brown vestements with the Radiant Sun of Pelor on the chest. He is of average height and fairly slight build, but radiates a sense of control around him. When going into battle, Shal wears full Plate Mail embossed in gold foil so that it shines brightly. The symbol on it is the Radiant Sun.

Personality: Shal is a kindly man, who distains unnecessary violence (although he realizes the need for some fighting). He is rather easygoing, but can be somewhat fanatical about his god and his duty. He is somewhat obsessed with the task of "converting the heathens" and bringing them into the Church of Pelor.

Background: Shal was an orphan, raised by the Church of Pelor. As a child, he decided to become a priest, looking up to the elders of the Church as role models. Upon reaching the age of 16, Shal was ordained as a cleric of Pelor, and began his duties. Quickly he rose in placement as his skill both in clerical magics and in the calling of converting the unfaithful became known. Soon he started to feel confined by the small church he worked from, and so decided to try his luck in the world, aiding people and proselytizing. *Insert Group Meeting Here.* Now he has realized what he believes to be the life work set before him by Pelor. He now leads a group of devoted missionaries and builders into the wilderness to convert and the build.

Money
17gp, 5sp

Followers (35/3/1/1): 35 Artisans (Experts, with many craft skills), 3 cleric 2s, 1 cleric 3, 1 cleric 4.

Cohort:

Tabitha Sunbearer
Female Human Paladin 10
Alignment: Lawful Good
Height: 5' 4''
Weight: 107lbs
Hair: Black
Eyes: Green
Age: 21

Str: 18 (+4) [8 points, +1 progression, +2 enhancement]
Dex: 10 (+0) [2 points]
Con: 16 (+3) [8 point, +1 progression]
Int: 10 (+0) [2 points]
Wis: 14 (+2) [6 points]
Cha: 14 (+2) [6 points]

Class and Racial Abilities:
One bonus feat at first level, +4 skill points at first level, +1 skill point/level past first, Spellcasting, Turn Undead, Aura of Good, Detect Evil, Smite Evil 3/day, Divine Grace, Lay on hands (20 points), Aura of Courage, Divine Health, Special Mount, Remove Disease 2/week

Hit Dice: 10d10
HP: 107
AC: 24 (+0 Dex +11 armor, +2 shield)
Init: +0 (+0 Dex)
Speed: 20ft

Saves:
Fortitude +12 [+7 base, +3 Con, +2 cha]
Reflex +5 [+3 base, +0 Dex, +2 cha]
Will +7 [+3 base, +2 Wis, +2 cha]

BAB: +10/+5
Melee Atk: +13/+8 (1d10+1d6+5) 17-20/x2/S, (Radiant Justice, +1 merciful bastard sword) and +13/+8 (1d4+3) x2/B (Pelor’s Shielding Hand, +1 large steel shield)

Feats: EWP: Bastard Sword, Two Weapon Fighting, Improved Two Weapon Fighting, Improved Critical: Bastard Sword, Improved Shield Bash

Skills:
Concentration +12 (9 ranks, +3 con)
Handle Animal +11 (9 ranks, +2 cha)
Knowledge: Nobility and Royalty +9 (9 ranks, +0 int)
Ride +8 (8 ranks, +0 dex)
Sense Motive +12 (10 ranks, +2 wis)

Languages: Common

Spells Prepared
Save DC +2
1st – Divine Favor, Restoration (Lesser)
2nd – Bull’s Strength, Shield Other

Equipment:

Wearing or carrying
Radiant Justice (+1 merciful Bastard Sword, 8,000 gp)
Divine Salvation (+3 Bronzewod Full Plate Mail, party gear)
Gauntlets of Righteousness (+2 Strength, 4,000)
Pelor’s Shielding Hand (+1 Large Steel Shield, 1,000)


Money

500 gp

Appearance, background, et. al. up hopefully by later tonight.
 
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Ferrix

Explorer
Trekt Loreseeker

Trekt Loreseeker
Male Dwarf Ranger 5/Finder of the Lost 5/Grim 2
Alignment: Neutral
Height: 3 ft. 11 inches
Weight: 154 lb.
Hair: black
Eyes: dark green
Age: 70 years

Str: 18 (+4) [8 points, +1 lvl, +2 gauntlets]
Dex: 16 (+3) [6 points, +2 lvl]
Con: 16 (+3) [6 points, +2 racial]
Int: 12 (+1) [4 points]
Wis: 12 (+1) [4 points]
Cha: 10 (+0) [4 points, -2 racial]

Racial Abilties: Darkvision 60?, Stonecunning, Weapon Familiarity (Urgrosh, Waraxe), Stability, +2 bonus vs. poisons, +2 bonus vs. spells & spell-like effects, +1 attack bonus vs. orcs and goblinoids, +4 dodge bonus vs. giants, +2 appraise & craft checks (stone or metal work)

Ranger Abilities: track, 1st favored enemy (magical beasts) +4, combat style (twf), endurance, animal companion, 2nd favored enemy (aberrations) +2

Finder Abilities: Alertness, Memory of the Past, Scent, Haunted by the Past, Find the Living Truth

Grim Abilities: Grim Certainty, Grim Presence 1/day, Grim Fortune

Hit Dice: 5d8+5d8+2d10+36
HP: 113
AC: 25 (+3 Dex, +7 Armor, +3 Shield, +2 deflection), flatfooted 22, touch 15
Init: +7 [+3 Dex, +4 feat]
Speed: 20 ft
Armor Check Penalty: -1

Saves:
Fort +13 [+8 base, +3 Con, +2 cloak]
Refl +10 [+5 base, +3 Dex, +2 cloak]
Will +8 [+5 base, +1 Wis, +2 cloak]

BAB/Grapple: +10/+5//+13
Attacks:
+1 ghost touch adamantine waraxe +15/+10 melee (1d10+5, 19-20/x3, slashing)
+1 ghost touch adamantine waraxe +13/+8 melee (1d10+5, 19-20/x3, slashing) and +1 bashing spiked small shield +13 (1d8+3, 20/x2, piercing)
+2 shatterspike +16/+11 melee (1d8+6, 19-20/x2, slashing & bludgeoning)
+2 shatterspike +14/+14/+9 melee (1d8+6/1d8+4, 19-20/x2, slashing & bludgeoning)
+1 composite (+4 str) longbow +14/+9 ranged (1d8+5, 20/x3, piercing)

Skills (91+6sp, max ranks 15/7.5):
Survival +11 [10 ranks, +1 wis]
Search +9 [8 ranks, +1 int]
Gather Information +7 [4cc+3 ranks, +0 cha]
Intimidate +11 [5cc+6 ranks, +0 cha]
Hide +11 [8 ranks, +3 dex]
Move Silently +11 [8 ranks, +3 dex]
Spot +11 [8 ranks, +1 wis, +2 alertness]
Listen +11 [8 ranks, +1 wis, +2 alertness]
Swim +5 [1 ranks, +4 str]
Climb +5 [1 ranks, +4 str]
Appraise +4 [3 ranks, +1 int]
Knowledge (geography) +3 [2 ranks, +1 int]
Knowledge (legends) +4 [3 ranks, +1 int]

Feats: improved initiative (1st level), track (ranger 1), two-weapon fighting (ranger 2), improved shield bash (3rd level), endurance (ranger 3), deathblow (6th level), alertness (finder 1), improved critical: waraxe (9th level), leadership (12th level)

Languages: Common, Dwarven, Goblin

Equipment: +2 bashing spiked small shield (4169gp), +2 mithril breastplate (8200gp), +1 ghost touch adamantine waraxe (11030gp), +1 composite (+4 str) longbow (2800gp), ring of protection +2 (8000gp), periapt of health (7400gp), cloak of resistance +2 (4000gp), gauntlets of ogre power +2 (4000gp), wand of cure light wounds (750gp), mess kit of purity (purify food & drink, 1 cubic foot, use-activated) (1000gp), shatterspike (24000gp), random mundane gear (1000gp), 1318gp

Shatterspike: This strange weapon appears to be a longsword with a chain on the hilt that to a spiked flail head, seemingly carved out of obsidian, yet is as strong as steel. Known as a gyrspike (S&F), it has been given several enchantments to make it easier to use. It is a +2 gyrspike that gives its wielder the free use of both the Exotic Weapon Proficiency (gyrspike) feat as well as the Improved Sunder feat.

Appearance: A ball of solid muscle, Trekt wears his hair and beard short, it never having grown incredibly long on its own he prefers to keep it neat. He wears a cloak of heavy brown wool pulled tight about him at all times, covering a breastplate of burnt mithril. He carries a waraxe slung over his shoulder, it?s adamantine blade and haft scrolled with a ghostly blue script, strapped to the axe is a small steel shield with a single flanged spike raised from its center. His eyes leap from under his charred mithril helmet, green orbs of a curious vendetta against all that is lost.

Personality: Trekt is focused and almost crazed, his yearning to seek the wonders of the lost ages spreads across his face and then is lost again with the flare of his green eyes? intensity. The opportunity to explore the uncharted west has given him at least a moment of focus in his continuous scramble to recover the past.

Background: Trekt grew up in a dwarven community outside of the mountains, in the hills near a large moor. His father was a carpenter and his mother a scout with the militia. His mother taught him the ways of the wilds and the swamps but he never truly connected with his father. Surprisingly agile for a dwarf he was soon recruited into the same scouting band that his mother led. He would have leapt through the ranks with his skill but he soon became fascinated by the swamps and moors nearby, spending much of his free time there. His neglect of the scouting band soon fell upon him and he was dismissed much to his mothers dismay. He left his community, saddened by his separation from his kin, but feeling it was for the best. He continued to investigate the moors and swamps, soon traveling across the continent to expand his knowledge of them.

His time in the swamps has awakened a powerful connection to the hidden and forgotten places as well showing through in his grim if crazy determination to explore and discover. For quite some time he has been traveling with a band of adventurers and has been offered the opportunity to explore and build a new land and he hopes to discover the past of that land as well.

Cohort
Grik
Male Goblin Rogue 9
Alignment: Neutral
Height: 3 ft. 6 inches
Weight: 46 lbs.
Hair: none
Eyes: blue
Age: 23

Str: 10 (--) [4 points, -2 racial]
Dex: 20 (+5) [10 points, +2 racial, +2 lvl]
Con: 12 (+1) [4 points]
Int: 16 (+3) [10 points]
Wis: 12 (+1) [4 points]
Cha: 6 (-2) [0 points, -2 racial]

Racial Abilities: small size, base speed 30 feet, darkvision 60 ft., +4 racial bonus on move silently and ride checks

Class Abilities: sneak attack +5d6, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge

Hit Dice: 9d6+9
HP: 51
AC: 27 (+5 Dex, +6 Armor, +4 Shield, +1 deflection, +1 size), flatfooted 27, touch 17
Init: +9 [+5 Dex, +4 feat]
Speed: 30 ft
Armor Check Penalty: -1 (buckler)

Saves:
Fort +4 [+3 base, +1 Con]
Refl +11 [+6 base, +5 Dex]
Will +4 [+3 base, +1 Wis]

BAB//Grapple: +6/+1 // +2
Attacks:
+1 rapier +13 melee (1d4+1, 18-20/x2, piercing)
masterwork cold iron dagger +13 melee (1d3, 19-20/x2, piercing)
masterwork shortbow +13 ranged (1d4, x3, 60 ft., piercing)

Skills (132sp, max ranks 12/6):
Survival +7 [6cc ranks, +1 wis]
Hide +21 [12 ranks, +5 dex, +4 size]
Move Silently +21 [12 ranks, +5 dex, +4 racial]
Spot +13 [12 ranks, +1 wis]
Listen +13 [12 ranks, +1 wis]
Search +15 [12 ranks, +3 int]
Disable Device +15 [12 ranks, +3 int]
Open Locks +17 [12 ranks, +5 dex]
Appraise +8 [5 ranks, +3 int]
Tumble +13 [8 ranks, +5 dex]
Decipher Script +15 [12 ranks, +3 int]
Swim +4 [3 ranks, +0 str]
Climb +4 [4 ranks, +0 str]
Jump +4 [5 ranks, +0 str]

Feats: combat reflexes (1st level), improved initiative (3rd level), shield proficiency (6th level), weapon finesse (9th level)

Languages: Common, Goblin, Dwarven

Equipment (12000gp): +1 rapier (2320gp), +2 mithril chain shirt (5100gp), +3 buckler beetle (party loot), ring of protection +1 (2000gp), masterwork shortbow (360gp), quiver and 60 arrows (3gp), masterwork cold iron dagger (304gp), potion of cure moderate wounds x2 (600gp), silversheen x2 (500gp), elixir of hiding (250gp), potion of sanctuary x2 (100gp), potion of delay poison (300gp), 150gp worth of mundane equipment, 23gp

Appearance: Grik is an unassuming goblin, his bald head is flat and wide and his long ears make him almost comic. He wears an explorers outfit of green and brown, underneath the glint of shining mithril can occasionally be seen. At his hip rests a rapier of fine quality and a small buckler shaped like a beetle rests atop of his backpack.

Personality: Grik is incredibly quiet and intelligent for a goblin, he managed to survive his youth through sheer cunning although he didn?t much appreciate the way he was often treated for his lack of viciousness. He is very much indebted to Trekt for saving him from his own fellows when he was chosen for a vile sacrifice to their gods. He is reserved and adept at what he does.

Background: Griks youth is full of violence. A small goblin, he was constantly abused physically and mentally by his peers and for such reasons he attempted to be seen as little as possible, exploring the surrounding caves and swamps of his homeland. It wasn?t until his goblin tribe began the war against the humans that Grik felt fully apart from his people, but he did not have time to flee for he was chosen, due to his less than vicious nature, as a due sacrifice to the gods to bless the campaign. His luck however struck true for once and in the middle of the sacrifice which was occurring in an ancient temple within the swamps was he rescued by a dwarf by the name of Trekt. This surprised Grik but he found that he and the dwarf had similar interests and has since developed a great deal of affection for the dwarf.

Followers (10/1):
Gaelyn Sursen, female forest gnome druid (2nd level)
Chitter the Rust Monster: Once a mount for the gnome druid of the Swordbane Clan, Chitter is surprisingly tame and rather cute. Fed copious amounts of scrap metal, he will even even avoid rusting someone's metal armor... if he's full. Another friendly druid was able to figure out Chitter's commands, so he possibly could be ridden by some Small creature with no metal on them.
10 1st level rangers (2 halflings, 2 elves, 2 humans, 2 half-orcs, 2 dwarves)
 
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Lady Shatterstone

First Post
Dubheasa DarkStar
Female Void Genasi Wizard 7/Bound Woman 5

Alignment: Lawful Neutral
Patron Deity: Wee Jas- Goddess of Death and Magic
Height: 5ft 2in
Weight: 105lbs
Hair: Raven
Eyes: Dark Green
Age: 24

Str: 10 (+0) [2 points]
Dex: 15 (+2) [8 points]
Con: 12 (+1) [6 points, -3 racial, +1 level]
Int: 20 (+5) [10 points, +4 racial]
Wis: 14 (+3) [6 points, +2 level]
Cha: 6 (-2) [0 points, -2 racial]

Class and Racial Abilities: +4 Int, -2 Con, -2 Cha. Lacks smell and taste, additional –1 to Con, -4 to Craft (alchemy). They may absorb a certain number of spells per day, which scales with level (see below). They always recognize a Sphere of Annihilation for what it is, and may control it as if they had a talisman of the sphere. They have DR 1/-. Summon Familiar, bonus feats, arcane spells, Bound Woman, Unruffled, Spells, Shielding Conversion, Skin of Steel, Purity of Body, Wrapped Soul I (SR 12), Darkvision.

Void Channeling (Su): A void genasi may channel magical or psionic energy into the Plane of Vacuum. They can channel a number of spell levels equaling half their character level per day(so a 10th level Void Genasi could channel one 5th-level spell, or 5 1st-level spells, or any combination thereof). Similar to counterspelling, the Void Genasi must ready an action to absorb the spell, which much be targeted specifically at them (not an area of effect spell). If the spell is of the appropriate level limit or lower, it is channeled and the Void Genasi does not suffer its effects. If the spell or power is higher than the Void Genasi can channel, they take the full effect, but their capacity for the day is not diminished. The Void Genasi can use Spellcraft or Psicraft to determine the spell targeting them (provided they can see the caster) as to choose whether or not to attempt to absorb the effect.

Hit Dice: (1d8) + 12d4 + (13)
HP: 57
AC: 17 (+2 Dex, +3 natural, +2 armor)
Init: +2 (+2 Dex)
Speed: 30ft

Saves:
Fortitude +6 [+6 base, +1 Con]
Reflex +8 [+6 base, +2 Dex]
Will +12 [+9 base, +3 Wis]

BAB: +5
Melee Atk: +5
Ranged Atk: +5

Skills:
Concentration +16 [15 Ranks, Con +1]
Craft: Alchemy +18 [13 Ranks, Int + 5]
Decipher Script +20 [15 Ranks, Int + 5]
Knowledge: Arcane +20 [15 Ranks, Int + 5]
Knowledge: Geography +8 [3 Ranks, Int + 5]
Knowledge: History +7 [5 Ranks, Int + 2]
Knowledge: Local +7 [2 Ranks, Int +5]
Knowledge: Nature +10 [5 Ranks, Int + 5]
Knowledge: Religion +20 [15 Ranks, Int + 5]
Profession: Herbalist +12 [10 Ranks, Wis + 2]
Spellcraft + 21 [14 Ranks, Int + 5, +2 synergy from Knowledge (arcana)]

Feats:
Still Spell (1st level)
Scribe Scroll (wizard bonus 1st level)
Skill Focus (Concentration) (3rd level)
Spell Focus (Transmutation) (wizard bonus 5th level)
Iron Will (6th level)
Quicken Spell (9th level)
Extend Spell (12th level)

Languages: Common, Draconic, Dwarven, Elven, Sylvan

Spells Prepared
Save DC +5 (add additional spells per day)
0th - 4touch of fatigue, daze, detect poison, ghost sound.
1st - 6 shocking grasp, expeditious retreat, obscuring mist, disguise self , charm person, alarm
2nd - 4alter self, touch of idiocy, blurr, bear’s endurance
3rd - 3displacement, blink, tongues.
4th - 6bestow curse(x2), polymorph self(x2), charm monster, Geas,Lesser.
5th - 4hold monster, telekinesis, wall of force, dismissal.
6th - 2eyebite, repulsion.

Spellbook: ALL
0th - 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 fatigue
1st - alarm, comprehend languages, expeditious retreat, disguise self, silent image, obscuring mist, shocking grasp, Tenser’s floating disk, charm person, shield
2nd - alter self, touch of idiocy, blurr, bear’s endurance
3rd - displacement, blink, tongues
4th - bestow curse, polymorph self, charm monster, Geas,Lesser
5th - hold monster, telekinesis, wall of force, dismissal
6th - true seeing, flesh to stone, repulsion, eyebite

Spellbook: BOUND WOMAN
4th – bestow curse, polymorph self
5th – hold monster, telekinesis, wall of force, dismissal
6th – true seeing, flesh to stone, repulsion, eyebite

Equipment:

Backpack (2gp)
Bedroll (1sp)
Blanket (5sp)
Scroll Case (1gp)
Flint and Steel (1gp)
Trail Rations [60days] (30gp)
Waterskin [3] (3gp)
Explorer’s Outfit (10gp)
Spell Components Pouch (2gp)
Spell Book (2) (30gp)
Riding Saddle (10gp)
Bit and Bridle (2gp)
Saddle Bags (4gp)
Corcoran- Light Horse (75gp)


Weapons:

Daggers [2] (4gp)
Crossbow (35gp)
Bolts [4 of 10] (4gp)
Quarterstaff (0gp)

Magic Items

Heward’s Handy Haversack (2,000gp)
Ring of Chameleon Power (12,700 gp)
Ring of Protection +3 (18,000gp)
Belt of Resistance +3 (9,000gp)
Cloak of the Bat (26,000gp)
Headband of Comprehend Language and Read Magic (5,200gp)
Amulet of Health +2 (4,000)
Wand of Magic Missile 5th (3,750gp)

Potions:

Cure Light Wounds [8] (200gp)
Curse Moderate Wounds (300gp)
Haste (750gp)
Tongues (750gp)
Invisibility (300gp)

Scrolls:

Enthrall (200gp)
Delay Poison (200gp)
Hypnotic Pattern (150gp)
Tasha’s Hideous Laughter (150gp)
Unseen Servant (25gp)
Zone of Truth (1,000gp)
Suggestion (375gp)


Money
2,547 gp


Appearance:
Dubheasa’s delicate figure is wrapped in glossy black leather. Her top is composed of wide strips that run horizontally around her. There is a strap around her neck similar to a choker and one that bisects her torso vertically from her collarbone to just above her navel. Each strap of her top meets in the back and is tied off with knots. Her pants are made of the same leather as her top and fit her like a second skin. They rise only to her hips and are also tied off in a knot with leather cord. Around her hips is a wide black belt from which her daggers hang. Her feet are dressed in soft black leather boots that lace up to mid-calf.


Dubheasa is a breath-taking beauty. She has green eyes as deep as an evergreen grove. Her hair is darker and more glossy then a raven’s plumage, which she wears down to the small of her back, but held out of her face by a thin headband. Her skin rivals the purest cream in color and texture. Unlike most Bound Women she does not cover every inch of flesh. Her face, and the spaces between the straps of her top, as well as her shoulders and her mid drift are bare for all to see. When she does happen to be around other people she is wrapped in her black cloak and her hair is completely down to help hide her face.


Personality:

Dubheasa is a reserved woman to the point of being cold or mean. She willing chose her place as a Bound Woman for she is fond of quite and solitude. When she is the presence of others she is silent, living the life of “ do not speak, until spoken to.” When she does speak it is in short to the point sentences with no fluctuation or feeling.

Dubheasa does have a soft spot for simple beauty. A sunset or sunrise, the awesome majesty of mountains, or a gentle hidden brook fills her heart and soul with pleasure far beyond the flesh. A day beside a lake gives her more joy then the thought of a man in her bed, for the wonders of nature are extremely rare in the Plane of Vacuum.



Background:

Dubheasa is a Void Genasi hailing from the Plane of Vacuum. She left her home in search of tools to make her magic stronger. The stronger her magic the more she could do to keep life existing in the Plane of Vacuum. When she turned twenty-two she set out to find a portal to another plane of existence. When she finally found one she took it where ever it would go.

Stepping out of the portal and into a large and busy city, Dubheasa stood stunned. Never had she imagined there could be so many people in one place, she moved herself to a narrow alley to watch the chaos. She saw so many different types of men and women and children. Suddenly someone grabbed her from behind; he was strong and very rough with her. As he tried to pin her against the alley wall she managed to grab one of dragger and give him a throat full of it. No one in the bust street took any notice of the attack or of her. Throughout the rest of the day she watched her back and the people out and about very closely. There were two women who caught her eye. They were covered from head to toe with the exception of their strange eyes. Those who pasted them paid little to no attention to them except to give repulsed or pitying glances. Dubheasa approached them to inquire about their lifestyle and the looks from the passers by.

The two women explained that they were Bound Women, and as such did not partake in the pleasures of the flesh. Instead used those desires to spawn greater magic and power within their selves. As for the looks from the people there were a combination of repulsion from men for the life they had chose and that quite a few did not even consider them women because of their choice. The pity from women was for what they believed the Bound Women were missing out on. The Bound Woman life style was becoming very appealing to Dubheasa between her desire to preserve her home and the nasty encounter earlier, so she asked to join their ranks and was gladly accepted.

After a very short time she had mastered what there was learn. From the beginning the city was almost too much for her, all the noise and the cramped condition finally got to her and she packed what little she acquired determined to find a silent place to continue building her magic. She managed enough extra gold to buy a horse and gear for him. He was a beauty of a stallion with a reddish coat that shimmered in the sunlight. She named him Corcoran and that very day they set out for the wilds outside the city’s gates.

With a fair amount of travel they finally reached a sparkling lake. For the last five days they had not seen anyone, and when they reached the lake there were no settlement of any kind or a threat from any creatures to be seen. Dubheasa decided that this was where she and Corcoran would stay until the itch to travel over took them or until she had gathered herself enough to return to the Plane of Vacuum.


Familiar

Dark Star
Void Genasi Familiar (lesser umbral blot)
Tiny Outsider
Hit Dice: 1d8+0 (28 hit points)
Initiative: +3
Speed: fly 30 ft. (perfect)
Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16
Base Attack/Grapple: +3/-7
Attack: Tentacle +10 melee (1d2-4)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: Blot
Special Qualities: Familiar qualities, ooze traits, blindsense 30 ft., flight
Saves: Fort +6, Ref +9, Will +10
Abilities: Str 2, Dex 16, Con 10, Int 9, Wis 13, Cha 6
Skills: Hide +15, Tumble +7, Escape Artist +7, Move Silently +7
Feats: Weapon Finesse (tentacle)
Environment: Plane of Vacuum

A lesser umbral blot appears to be no more than a small blob of opaque black jelly. However, it moves with intelligence, flies with more grace than the birds, and is usually found in only the most shadowy of places. It is thought to be one of the extremely few native inhabitants of the Plane of Vacuum. It is only seen on the Material Plane as the familiar of Void Genasi wizards.. What its purpose is, scholars are not certain, and the Void Genasi don’t care to enlighten them.

Skills: Lesser umbral blots have a +10 racial bonus to Hide checks in shadowy areas. That is not included in the stat block ahead..

Blot (Ex): A lesser umbral blot may attempt to blind a sighted opponent by placing its opaque body over their eyes. It makes a touch attack, provoking an attack of opportunity. If it succeeds, it places its body over two of the eyes of a Huge or smaller opponent, effectively blinding them for one round. The victim can remove the lesser umbral blot with a successful grapple check..

Flight (Ex): Like a beholder, a lesser umbral blot’s body is naturally buoyant, which allows it to fly at a speed of 30 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Ooze traits: The body of a lesser umbral blot is rather like jelly. While it is not mindless, and thus is subject to mind-affecting effects, it is not subject to critical hits, and is immune to poison, sleep effects, paralysis, polymorph, and stunning.

Familiar Traits: Dark Star has the following familiar traits: alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind.

Additional Skills: As a familiar, Dark Star shares its master’s skill ranks. Thusly it has the following: Concentration +15, Craft: Alchemy +12, Decipher Script +14, Knowledge: Arcana +14, Knowledge: Geography +2, Knowledge: History +4, Knowledge: Local +1, Knowledge: Nature +4, Knowledge: Religion +14, Profession: Herbalist +11, Spellcraft + 15.
 
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Keia

I aim to misbehave
Shalla Faslurin (Female Elan Kineticist/Spirituel)

In Progress

Shalla “Crimson” Faslurin
Female Elan Psion (Egoist) 5/ Spirituel 7

Alignment: Neutral Good
Height: 5' 4''
Weight: 105lbs
Hair: Strawberry Blonde [or Fiery Red]
Eyes: Green
Age: 29
XP: 68,000 xps + ??? – 2,000xps

Str: 12 (+1) [4 pts]
Dex: 18 (+4) [6 pts, +4 Gloves]
Con: 14 (+2) [6 pts]
Int: 22 (+6) [8 pts, +3 levels, +4 Headband]
Wis: 14 (+2) [6 pts]
Cha: 08 (-1) [2 pts, -2 racial]

Class and Racial Abilities: -2 Cha, Aberration (no darkvision), Medium size, naturally psionic (+2 power points), resistance (can spend 1 power point to gain +4 racial bonus to saving throws until next action), resilience (can reduce damage by 2 for every 1 power point she spends), repletion (can spend 1 power point and not need to eat or drink for 24 hours). Psionic powers, bonus feats (2), psychokinesis discipline. Psionic node [Healing, Foresight], Channel Power, Extra Channeling.

Hit Dice: 4 + 4d4 + 7d6 + 22
HP: 70
AC: 19 (+4 Dex + 5 Armor)
Init: +4 (+4 Dex)
Speed: 30ft

Saves:
Fort +10 [+6 base, +2 Con, +2 cloak]
Refl + 9 [+3 base, +4 Dex, +2 cloak]
Will +13 [+9 base, +2 Wis, +2 cloak]

Save Conditionals:

BAB/Grapple: +5
Melee Atk: +10 (1d4+2/s/19-20)
Ranged Atk: +10 (1d4+2/s/19-20)

Attack Conditionals: +2d6 damage for 2 power points

Skills:(Points 70 pts: 6 at 4pts/lvl; 8 at 5 pts/lvl; 1 at 6 pts/lvl)
Concentration +14 [12 ranks, +2 Con]
Diplomacy +8 [9 ranks, -1 Cha]
Heal +9 [7 ranks, +2 Wis]
Knowledge (religion) +14 [8 ranks, +6 Int]
Knowledge (psionics) +18 [12 ranks, +6 Int]
Listen +2 [0 ranks(cc), +2 Wis]
Psicraft +18 [10 ranks, +6 Int, +2 synergy]
Speak Language [1 rank(cc)]
Spot +17 [5 ranks(cc), +2 Wis, +10 competence(eye)]

Feats:
Psionic meditation (1st lvl) [move action to regain focus]
Empower psion (psion bonus 1st) [Expend Focus – x1.5 effects for +2 PPs]
Expand power [Precognition] (3rd lvl)
Craft universal item (psion bonus 5th)
Point blank shot (6th lvl)
Quick draw (9th lvl)
Weapon finesse (12th lvl)

Languages: Celestial, Common, Draconic, Dwarven, Elven, Sylvan

Power Points Per Day: 164 = Psion 12th (126) + Int 22 (36) + 2 racial.

Powers Known
Save DC +6 (+7 for Kinetics*)
1st - control object*, defensive precognition(node), energy ray*, force screen, inertial armor, offensive precognition, precognition(from feat), Vigor(node).
2nd - clairvoyant sense (node), control air*, empathic transfer(node), energy missile*, identify, psionic tongues.
3rd - body adjustment(node), danger sense(node), dispel psionics, energy retort*, time hop, touch sight.
4th - divination-psionic(node), energy ball*, energy adaptation*, freedom of movement, greater empathic condition relief(node), inertial barrier*, mind wipe.
5th - energy current*, power resistance, restore extremity(node), second chance(node), true seeing,
6th - disintegrate, dispelling buffer*, psionic contingency(node), psionic restoration(node), temporal acceleration

FORESIGHT NODE
Granted Power: Once per day, a Foresight node power may be activated as a quickened action which does not count against the number of quickened actions in a single round.
1 Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.
2 Clairvoyant Sense: See and hear a distant location.
3 Realized Potential: Target gains +1 competence bonus for attacks and saves, +2 comp for skills.
4 Divination, Psionic: Provides useful advice for specific proposed action.
5 Second Chance: Gain a reroll.
6 Psionic Contingency X: Sets trigger condition for another power.
7 Fate of One: Reroll any roll you just failed
8 Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9 Hypercognition: You can deduce almost anything.

HEALING NODE
Granted Power: You cast psychometabolism powers at +1 caster level.
Healing Node Powers
1 Vigor: Gain 5 temporary hit points.
2 Empathic Transfer: Transfer another’s wounds to yourself.
3 Body Adjustment(a): You heal 1d12.
4 Greater Empathic Condition Relief: As Condition Relief but restores 1d4+1 rounds worth of debilitating conditions. (only for self as an instant power).
5 Restore Extremity: Cures 10 points/level of damage, all diseases and mental conditions.
6 Psionic Restoration: Restores level and ability score drains.
7 Psionic Revivify: Return the dead to life before the psyche leaves the body (within 1 round plus lvls or Spirituel).
8 True Metabolism: Regenerate 10 hit points per round.
9 Psychic Chirurgery: Repair psychic damage, impart knowledge of new powers (limited to healing domain only).


Equipment
Crimson Tears (Matched set of +1 Deep Crystal Teleporting Daggers (18,604gp)
Mithral Chain Shirt +1 (2,100 gps)
Golden Circlet of Intellect +4 (crafted 640 xp, 8,000gp)
Psionatrix of Psychokinesis (crafted 320 xp, 4,000gp)
Impetuous Guard (hooded crimson cloak of resistance +2 (4,000gp)
Throwing Gloves of Dexterity +4 (crafted 640 xp, 8,000gp)
Third Eye - Aware (crafted 400 xp, 5,000gp)

Bedroll 5sp
Acid (5 flasks) 50gp
Waterskin 1gp
50 ft. silk rope 10gp
Paper (10 sheets) 4gp
Ink (two vials) 16gp
Inkpen 1gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp
MW thieves' tools 100gp
Explorer’s outfit 0gp

Money
8,770 remaining of 58,667 gp, ?? sp,

Appearance: Shalla looks most like the fairy tale vision of Little Red Riding Hood . . . that is until you get up close, or she speaks for any length. Short for an Elan, Shalla has strawberry blonde hair and a lightly tanned skin. Attractive of face and body, though she’ll never win any beauty contests. Her cloak of crimson hides comfortable clothes in leathers, traditionally in tans and browns. A dagger bandolier is hung across her chest from left to right, and a pair of daggers rest comfortably on her hips.

Personality: Impetuous, outspoken, brazen, obnoxious . . . no one makes a worst first impression than Shalla. She’s disrespectful until someone’s earned her trust . . . then she’s just rude. Woe to any who antagonize her companions however – it’s alright that Shalla picks on them (that’s just to show that she likes them), it’s not alright when someone else does.

She frequently spits, then fries it in the air with a bolt of fire from her finger. She makes her own clothes and it shows . . . and she doesn’t really care, she’s in too much of a hurry to really care how she looks.

Background: Shalla Faslurin was well know for her aggressive nature. As an adventurer, she earned the moniker of “Crimson” because of condition she left her foes. Early in her adventures, she discovered her best friend Dawn, who was an adventuring companion. When the group disbanded, the pair remained together, forming an excellent balance between the bondsword and the psion. Mostly standing on the side of the law, Shalla and her best friend, Dawn, became one of the most sought after bounty hunting duos the land had seen in years. ‘Crimson Dawn’ was a phrase no one with a price on their head wanted to hear.

Only after apprehending a particularly nasty Half-Troll rogue (trust me, you don’t want to know) did Shalla uncover a psionic codex among the remains of those that died at his hand. Taking the Codex for herself, and giving the bounty to her friend, Shalla spent several weeks studying the codex and learning of the power of the godminds. The particular godmind Shalla’s codex referenced was one which seemed to translate into common as Ferris. Following the codex’s precepts, Shalla learned of the spirituel and was on her way. This knowledge has not reduced her impetuousness (though she is right more often), and the healing has been a great boon to herself and Dawn.

Shalla has spent time helping those less fortunate more recently. In fact, she was actually polite to others (other than Dawn of course – Shalla isn’t crazy) on several occasions . . . though Dawn thinks that this is only a phase.
 
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