[AE] A Warping of the Blood Rogue's Gallery

Isida Kep'Tukari

Adventurer
Supporter
Please put your characters in the following format.

Kelsis the Bright-Eyed
Truename - Sashakiyamok
Female Sibeccai Akashic 4
Height: 5'8"
Weight: 158lbs
Fur: Pale gray, with black hair
Eyes: Black
Age: 16


Attributes
Str: 12 (+1)
Dex: 10 (+0)
Con: 11 (+0)
Int: 17 (+3)
Wis: 14 (+2)
Cha: 9 (-1)


Hit Dice: 4d6 + 0
HP: 17
AC: 14 [10 + 4 Armor + 0 Dex]
Initiative: +0
BAB: +3
Melee: +4 [+3 base, +1 Strength]
Ranged: +3 [+3 base, +0 Dex]
Speed: 40’ [with Fleet of Foot feat]
Hero Points: 0

Saves
Fort: +1 [+1 base, +0 Con] (+4 vs poison)
Ref: +1 [+1 base, +0 Dex]
Will: +6 [+4 base, +2 Wis]

Attacks-Weapons:
Ranseur: +4 [+4 Melee, 2d4 +1 damage [+1 Strength], x3, P]
Handaxe: +4 [+4 Melee, 1d6 +1 damage [+1 Strength], x3, S]
Scartooth, battleaxe: +5 [+5 Melee, 1d10+2 damage/x3, S]
Dagger: +4 [+4 Melee, 1d4 +1 damage [+1 Strength], 19-20/x2, P]
Bite: +4 [+4 Melee, 1d6 +1 damage [+1 Strength], x2, P]
Sling: +3 [+3 Ranged, 1d4+1 damage, x2, B, 50' range]
Longbow: +3 [+3 Ranged, 1d8 damage, x3, P, 100’ range]


Feats: Fleet of Foot (ceremonial) [1st level]
Resistance to Poison (talent) [1st level]
Bite [3rd level]


Skills:
Alchemy +7 [4 ranks, +3 Int]
Appraise +5 [2 ranks, +3 Int]
Craft (poisonmaking)* +8 [5 ranks, +3 Int]
Decipher Script +6 [3 ranks, +3 Int]
Disable Device +8 [5 ranks, +3 Int]
Open Lock +5 [5 ranks, +0 Dex]
Knowledge (ceremony) +10 [4 ranks, +3 Int, +3 perfect recall]
Knowledge (cosmology) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (geography) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (history) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (magic) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (nature) +9 [3 ranks, +3 Int, +3 perfect recall]
Knowledge (religion) +11 [5 ranks, +3 Int, +3 perfect recall]
Knowledge (runes) +9 [3 ranks, +3 Int, +3 perfect recall]
Listen +6 [4 ranks, +2 Wis]
Perform (dance) +2 [3 ranks, -1 Cha]
Search +7 [4 ranks, +3 Int]
Spot +6 [4 ranks, +2 Wis]


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

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

Class Abilities: Skill memory (+2 2/day), Perfect Recall (already added in), Delve into Collective Memory (4/day with +7 to the check), Minor Akashic Ability (Sneak Attack +1d6).

Possessions:

Mule - 8 gp
Pack saddle - 15 gp

Wearing/Carrying
Leather coat (+4 AC, max Dex +6, check penalty -2) - 20 lbs [200 gp].
Scartooth, +1 battleaxe - 7 lbs [2,310gp].
Ranseur - 15 lbs [10 gp].
Handaxe - 5 lbs [6 gp].
Dagger - 1 lb [2 gp].
Belt pouch - .5 lb [1 gp].
Sling & 10 sling bullets - 5 lbs [1 sp].
Longbow & 40 arrows – 9 lbs [77 gp].
Silver torque - n/a weight [20 gp].

In backpack on mule - backpack - 2 lbs [2gp].
2 vials of acid - 2.5 lbs [20 gp].
1 pellet flash powder - 1 lb [35 gp].
Thieves' tools - 1 lb [30 gp].
Cold weather outfit
Winter blanket
Bedroll - 5 lbs [1 sp].
Flint and steel - n/a weight [1 gp].
3 sunrods - 3 lbs [6 gp].
Journal - 1 lb [5 gp].
Ink - n/a weight [8 gp].
Inkpen - n/a weight [1 sp]
10 sling bullets - 5 lbs [1 sp].
*3 doses (vials) snake venom - n/a weight (Injury, DC 14, Initial and Secondary damage 1d4 Dex)

2 Trollbane Crystals: This small red crystals pack a very big punch. When thrown they explode upon impact causing a massive explosion. Originally based off the alchemist's fire, a magister in Ka-Rone was thrown out of the city for having invented these nasty little crystals. With only a 10' range increment, the manual (were there one) would advise users to throw them as far as possible. These crystals are thrown as a grenade weapon and upon impact deal damage as an Alchemist's Fire. However they then explode as a fireburst with a little added punch. Each crystal deals 4d6 damage to a 10' radius and an extra 1d6 versus trolls in addition to the base damage.
Faint Evocation; Caster Level: 3; Craft Single Use Item, access to the Fire and Enemy Bane (giants) Templates, fireburst; Price: 225gp; (*2 = 450gp)

Poisoner's Amulet: This small copper coin from one of the countries far to the south has a square hole punched through the middle and a thin, plain chain tied through it. When created this amulet contains 50 charges. Each side contains a command word to activate one of its two abilities. One side allows the user to detect poison, while the other allows her to increase the potency of one dose of poison as a diminished advance poison (+1 DC). Each ability costs 1 charge and when all of the charges have been expended the coin crumbles to dust.
Faint Transmutation; Caster Level: 1; Craft Charged Item, detect poison, advance poison; Price: 1000gp;

Amrinthar's Web Blanket: Originally created by Amrinthar, a litorian greenbond who built these nets to stop Chorrim who had taken to raiding the tribes of the northern plains. When thrown, this net flies upto 150' to ensnare a 20'radius spread in a heightened eldritch web. The net weighs 10 pounds but requires no attack roll to hit. Anyone touching the webbing takes 1d4 points of electricity damage each round unless they make their reflex save (DC 13). Note that this net cannot be used to construct the two-dimensional Wall version of the spell eldritch web.
Faint Conjuration; Caster Level: 5; Craft Single Use Item, eldritch web; Price: 750gp;


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

Coin: 462gp, 8sp

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

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

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

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

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

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

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Rystil Arden

First Post
Vayj Rubyflame, Grand Magister of the the twins Gaerkayoth and Vyriea
Truename- Huitarinaziloparnalisechtlixitchasilitalos
Male Spryte Magister5

Height: 15''
Weight: 13 lbs
Hair: Pale-blue
Eyes: Bright-green
Age: 60

Abilities:
Strength 6 (-2, 2 points)
Dexterity 14 (+2, 4 points)
Constitution 14 (+2, 6 points)
Intelligence 21 (+5, 16 points)
Wisdom 8 (-1, 0 points)
Charisma 12 (+1, 4 point)

Hit Dice 5d6+10
HP: 32 [6 + 4*4 + 10]
AC: 17 (+2 Dex, +2 Size, +1 Armour, +1 Enhancement Bonus to Natural Armour, +1 Deflection)
Touch AC: 15, Flat-footed AC: 15
Init: +2 (+2 Dex)
BAB: +2
Melee Attack: +2
Ranged Attack: +5
Speed: 10 ft/30 ft fly
Hero Points: 2

Saves-
Fortitude +4 [+1 base, +2 Con, +1 Resistance from Mantle]
Reflex +4 [+1 base, +2 Dex, +1 Resistance from Mantle]
Will +4 [+4 base, -1 Wis, +1 Resistance from Mantle]

Attacks-Weapons:
Ebonflame +2 melee [+2 base, -2 St, +2 Size] (1d4-2 damage [-2 Str], 20/x2)

Feats:
Modify Spell (1st-level)
Brandish Magical Might [Ceremonial] (1st-level)
Runecaster [Ceremonial] (3rd-level)
--Used to Become a Spryte-- (5th-level)

Skills:
Alchemy +13 [8 ranks, +5 Int]
Concentration +10 [8 ranks, +2 Con]
Knowledge (dangerous beasts) +13 [8 ranks, +5 Int]
Knowledge (magic) +13 [8 ranks, +5 Int]
Knowledge (runes) +13 [8 ranks, +5 Int]
Search +13 [8 ranks, +5 Int]
Sneak +12 [0 ranks, +2 Dex, +2 Racial, +8 Size]
Spellcraft +15 [8 ranks, +5 Int, +2 Racial]

Languages: Common, Faen, Sylvan, Draconic, Celestial, Auran, Infernal

Class and Racial Abilities:
Loresong Faen abilities- +2 Intelligence, -2 Strength, +2 to Sneak, base speed 20, +2 to Spellcraft, 1/day- Detect Magic, Ghost Sound, Lesser Glowglobe, Low-Light Vision, Metamorphosis

Spryte abilities- +2 Dexterity, -2 Strength, Fey type, Tiny size, base speed 10, fly speed 30

Magister Abilities- Spellcasting, The Magister's Staff, Bonus Feat

Spell Slots per Day: 0th- 7, 1st- 6, 2nd- 3, 3rd- 2
Spells Readied: 0th-9, 1st- 7, 2nd- 4, 3rd- 3
Templates Known: Runic
Spellpower Check: +10

Items Carried:
Belt of Faileoris's Toughness [+1 Enhancement Bonus to Natural Armour, 2000 gold]
Lyana's Steadfast Emerald Locket [+1 Deflection Bonus to AC, 2000 gold]
Feathery Mantle of Gaelysiarai [+1 Resistance Bonus to Saving Throws, 1000 gold]
Staunch Bracelets of Voalieplian [+1 Armour Bonus to AC, 1000 gold]
Mystical Sapphire of Chaartaak [1 Bonus 1st-level spell, 1000 gold]
Ebonfall, Supreme Sacred Staff of the goddess Paelinae and her beloved Gaerkayoth [60 HP, 13 hardness, Break DC 31. Keep it around or Vayj is screwed, 0 gold]
Trail Rations, 10 days [5 silver]
Waterskin, 10 days [1 gold]
Backpack [1 gold]
Magister's Outfit [90 gold]
Golden Ring with Emerald Inset [500 gold]

Money:
7.5 gold
Assorted Jewels and Gems [1400 gold]

Appearance:
Vayj is a dashing yet frail Spryte, unusually tall for his kind, which still places him at a mere one foot three inches. His pale blue hair compliments the billowing deep-blue robes lined with silver and tiny sapphires that make up his magister's outfit, and his long hair is plaited back gently. His golden-emerald locket, which he refuses to remove under any circumstance, is a perfect match for his bright green eyes. He is highly protective of this locket, and cherishes its safety above even that of his Magister's Staff, willing, uncharacteristically for him, to kill anything and everything that dares to separate him from it. Ebonfall, his enchanted-obsidian staff, is also capped with a brilliant emerald.

Personality:
Vayj is usually inquisitive and cheerful, although he is prone to deep fits of sadness on occasion. Vayj's two favourite pastimes are studying eldritch mysteries and appreciating pretty girls. When it comes to girls, he prefers humans, sprytes who used to be loresong faens, and loresong faens, in that order. If he sees a pretty quickling faen or spryte who used to be a quickling faen, especially if she is unfettered, he becomes particularly agitated and uncomfortable and attempts to remove himself from the situation. He refuses to deal with such women on any regular basis, which has caused him to stay away from his homeland of Thayn. He finds mojh creepy, partly because their looks creep him out and partly because he finds a former female mojh to be a great waste and a former male mojh to be incomprehensible in its priorities.

Background: Its a secret! Although I am sending it via e-mail to Isida :)

Patron Deities:
Gaerkayoth, god of the sparkle of the emerald at the tip Vayj Silverwind's staff Ebonfall in the gleam of dawn
Vyriea, goddess of the act of worshipping Vyriea
Bliaryol, god of skipping breakfast in preparation to load up on fruit juice during an early lunch
Paelinae, goddess of allowing Vayj switch out his list of prepared spells for a set that will be more useful in combat
Jiibraal, god of pretending that your wings are tired in order to convince a pretty girl to let you sit on her shoulder and then dangling your legs in naughty places and hoping that she won't slap you because you're just a cute, innocent little spryte
Naylraeia, goddess of pretending that there is something dangerous behind your enemy's back and then flying away when she looks to see if its true.
Praidois, god of looking crosswise at Mojh because they are creepy and the Dracha at least have wings, and wings are cool.
Liyaariessa, goddess of composing poetry in the middle of something else that is probably more important and then insisting that your companions have no taste in art when they try to convince you that there are more important matters to which to attend.
Gaelysiarai, goddess of soaring through the balmy heights with the breeze in your face as you smile and look down on the people of the world instead of looking up at them all the time, for a change.
 
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hero4hire

Explorer
Did not bring book to add weights...

Leondegrance
Truename - n/a
Male Unbound Human Akashic 5
Height: 6'2"
Weight: 218lbs
Hair: Sandy Blond
Eyes: Blue
Age: 30


Attributes
Str: 14 (+2)
Dex: 14 (+2)
Con: 10 (+0)
Int: 17 (+3)
Wis: 10 (+0)
Cha: 14 (+2)


Hit Dice: 5d6 + 0
HP: 24
AC: 20 [10 + 5 Armor + 3 Shield + 2 Dex]
Initiative: +2
BAB: +3
Melee: +5 [+3 base, +2 Strength]
Ranged: +5 [+3 base, +2 Dex]
Speed: 30’
Hero Points: 2

Saves
Fort: +2 [+1 base, +0 Con, +1 item]
Ref: +4 [+1 base, +2 Dex, +1 item]
Will: +5 [+4 base, +0 Wis, +1 item]

Attacks-Weapons:
Magic Pick: +6 [+5 Melee, +1 Magic, 1d6+3 damage [+2 Str, +1 Magic] x4, P]
Handaxe: +5 [+5 Melee, 1d6+2 damage, [+2 Str] x3, S]
MW Hammer: +6 [+5 Melee,+1 Masterwork, 1d8+2 damage [+2 Str] x3, B]
MW Composite Longbow: +6[+5 Ranged, +1 Masterwork, 1d8+2 damage,[+2 Str] x3, P, 110’ range, ignores 2 points armor]


Feats:
Expertise
Improved Disarm
Night Owl
Way of Animals

Skills:
Appraise ■ 10 [rank 7 int 3]
Bluff ■ 10 [rank 8 cha 2]
Climb ■ 3 [rank 3 str 2 armor -2]
Decipher Script 11 [rank 8 int 3]
Diplomacy ■ 10 [rank 6 int 2 synergy 2)
Disable Device 13 (rank 8 int 3 item 2]
Disguise ■ 4 [rank 0 cha 2 synergy 2]
Forgery ■ 5 [rank 2 int 3]
Gather Info. ■ 10 [rank 8 cha 2]
Handle Animal 5 [rank 3 cha 2]
Intimidate ■ 4 [rank 0 cha 2 synergy 2]
Jump ■ 0 [rank 0 str 2 armor 2]
Knlg (history) 10 [rank 4 int 3 int 3]
Knlg (architecture) 10 [rank 4 int 3 int 3]
Knlg (magic) 12 [rank 1 int 3 int 3 item 5]
Knlg (science) 7 [rank 1 int 3 int 3]
Knlg (religion) 7 [rank 1 int 3 int 3]
Knlg (geography) 7 [rank 1 int 3 int 3]
Knlg (nature) 7 [rank 1 int 3 int 3]
Knlg (nobility) 7 [rank 1 int 3 int 3]
Search ■ 10 [rank 7 int 3]
Sneak ■ 8 [rank 8 dex 2 armor -2]
Spot ■ 5 [rank 5 wis 0]
Use Magic Dev. 14 (rank 8 cha 2 akashic 4)
Wilderness Srv. ■ 1 [rank 1 wis 0]

Languages - Common, Giant, Draconic, Auld Common.


Class Abilities: Skill memory (+2 2/day), Perfect Recall (already added in), Delve into Collective Memory (5/day with +8 to the check), Minor Akashic Ability (Skill Focus: +4 to Use Magic Device), Minor Akashic Ability (Minor Battle Memory +3 competence bonus to attack and damage rolls, +3 dodge bonus to Armor Class for 5 rds, 1/day)

Possessions:

Lt Horse - 75 gp
Wagon- 15 gp

Wearing/Carrying
+1 Leather coat (+5 AC, max Dex +6, check penalty -1) - 20 lbs [1350 gp].
+1 Long Shield (+3 AC, check penalty -1) [1170gp].
Belt pouch - .5 lb [1 gp].
MW Composite Longbow & 40 bodkin arrows – 9 lbs [620 gp].
MW Hammer [308gp]
+1 Heavy Pick [1308gp]
Hand-axe 5 lbs [6 gp]
3 pellet flash powder - 3 lb [105 gp].
MW Thieves' tools - 1 lb [100 gp].
Backpack [2gp]

In wagon or on horse -.
2 vials of acid - 2.5 lbs [20 gp].
Bedroll - 5 lbs [1 sp].
Flint and steel - n/a weight [1 gp].
10 sunrods - 10 lbs [20 gp].
10 sheets paper [4gp]
caltrops [1gp]
10 sticks chalk [1sp]
spade [2gp]
50' silk rope w/ grappling hook [11gp]
10 pitons [1gp]
10 days rations [5gp]
Bit and Bridle [2gp]
Protective Oil [25gp]

Magic Items
Malhavoc’s Manual of Mastering Minor Magicks: This book (supposedly penned by Malhavoc himself) gives the reader a +5 bonus on Knowledge-Magic skill checks when referred to. (as per Book +5, 250 gp base)
Additionally there are many Minor Spells within the pages of the Manual that can be used as Scrolls. Once a Spell is used, it disappears from the pages forever. Leondegrance has learned this by trial and error. The spells that are left are as follows;
Acrobatics (CL: 1 LVL: 1 25gp)
Analyze (CL: 1 LVL: 1 50gp)
Bash-Heightened (CL: 1 LVL: 1 25gp)
Detect Disease (CL: 1 LVL: 0 12.5gp)
Detect Poison (CL: 1 LVL: 0 12.5gp)
Learn Secret (CL: 1 LVL: 1 25gp)
Location Loresight (CL: 3 LVL: 2 150gp)
Precise Vision (CL: 1 LVL: 1 25gp)
Seeker-Heightened (CL: 1 LVL: 1 25gp)
True Strike (CL: 1 LVL: 1 50gp)
(All Craft Spell Completion Items, Total Cost 650gp)

Skill Stone: Not unlike the Akashic ability to draw upon the collective memory. These crystal stones, due to their unique composition, are able to store the ambient collective memory of the area and focus it through a user. Using the stone can add +10 competence to any skill used within one round of a charge being expended. They are typically created with 50 charges. (Canny Effort-Heightened, CL: 1, LVL: 1, Craft Charged Item, 750gp)

Parfum de Charme: This pungent perfume is said to be the distilled tears from a tree nymph. Regardless of it’s origins, one dose imitates the effect of a Charm spell. Leondegrance only has one dose. (Charm, CL: 1, LVL: 1, Craft Single Use Item, 50gp)

All-purpose fixit crème: This greasy goop comes in a small jar. One application to any broken item it will magically fix minor breaks, tears or punctures, as per the Repair spell.
(Repair, CL: 1, LVL: 0, Craft Single Use Item, 25gp)

Trollskin Bandages: These bandages are said to come from the skins of trolls and alchemically treated to transfer the troll’s regenerative properties. Each bandage turns 1d10+1 times 1.5 damage into half as much subdual damage. Leon carries 10 of these. (Transfer Wounds-Lesser, Modify Spell, CL: 1, LVL: 1, Craft Single Use Item, 60gp each)

Mojo-bag: Leondegrance wears this tiny leather bag, bound a leather cord around his throat. It was given to him by a Barbarian Shaman during his first adventure. It provides the wearer with a +1 resistance bonus to all saves. (as per Cloak of Resistance, 1000gp)

Everclean Explorer’s Ensemble: This magical outfit is Leon’s favorite. It is an explorer’s outfit (10gp base) that has been enchanted to cast Hygiene once per day upon the wearer.
(Hygiene, CL: 1, LVL: 0, Craft Constant Item, 200gp)

Monocular Magnifying Mystical Unmasker: This device looks like a large magnifying glass with gold-inlayed runes adorning it’s handle. It is, quite simply, a Detect Magic Wand with a Magnifying Glass built in(adding 100gp). One must look through the glass to use the Wand’s function. It comes built with 50 charges. (Detect Magic, CL:1, LVL: 0, Craft Charged Item, 475gp total)




Coin: 6pp 5gp 1sp

Appearance: Leondegrance has a naturally powerful build, but sports a bit of a belly from lack of exercise. He has somewhat of a "baby-face" that makes him look some years younger than his actual age. He sports a goatee to detract from the roundness of his face and his slight lack of chin. Despite this, Leon manages to present a somewhat attractive appearance, perhaps due to his mane-like head of hair. He can be most often garbed in his explorer's gear Despite daily usage for years, the outfit maintains a crisp "just bought" appearance. The magicks of his outfit allows Leon to maintain a meticulously clean appearance despite the harshest of conditions.

Personality:
Leondegrance is a friendly sort, but can come off as somewhat arrogant, though well intentioned. He loves all things ancient, especially magical artifacts. He especially enjoys his many "toys" and has a fondness for anything that has a dual purpouse, and has armed himself accordingly.

Backstory:
Leondegrance was born the bastard child of a local Duke. While he possessed no claims to titles or land, he was afforded the privilege of a education at a University, and excelled in many subjects. His teachers would often comment on the lad's natural aptitudes, but his lack of focus on any particular subject, and a definitive lack of trying to do his "personal best." That was, until he visited the ruins of an ancient temple. Unbeknownst to him it was an Akashic Node. Leon was overwhelmed by images of the past at that ancient site. Slowly he learned the extant of his abilities, and found unlike other akashics, his powers extended somewhat into the animal kingdom. Leon also began to then immerse himself with any subject regarding past mysteries, and began his career as an archeologist/treasure hunter.
 
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ender_wiggin

First Post
Ra-Pharod
Truename - Targomenrisitacor
Male Giant (1) Greenbond (4)
Height: 7'6"
Weight: 408 lb
Skin: Tanned
Eyes: Black
Age: 134


Attributes
Str: 16 (+3) [5 points, 2 race, 1 racial class]
Dex: 10 (+0) [4 points, -2 race]
Con: 14 (+2) [6 points]
Int: 12 (+1) [4 points]
Wis: 18 (+4) [10 points, 1 level, 1 racial class]
Cha: 11 (+0) [3 points]


Hit Dice: 4d6 + 1d10 + 10
HP: 37 (6 + .75*18 + .75*10 + 10) (-3 dying, -15 dead)
AC: 15 (10 + 5); 10 touch; 15 flatfooted
Initiative: +0
BAB: +2
Melee: +4 [+3 base, +1 Strength]
Ranged: +3 [+3 base, +0 Dex]
Speed: 30’
Hero Points: 0

Saves
Fort: +6 [+4 base, +2 Con]
Ref: +1 [+1 base, +0 Dex]
Will: +8 [+4 base, +4 Wis]

Attacks-Weapons:
MW Maul: +6 [+6 Melee, 1d12 +3 damage [+3 Strength], x2, B]
Heavy Javelin: +2 [+2 Ranged, 1d8 +3 damage [+3 Strength], x2, P]


Feats:
Modify Spell (1st, general)
Focused Healing (1st, ceremonial)
Peaceful Mage (3rd)


Skills: (38/8)
Concentration +10 (8)
Heal +12 [8 ranks, +4 Wis, +2 synergy, +2 healer’s kit]
Knowledge (Giants) +9 [8 ranks, +1 Int]
Knowledge (Nature) +9 [8 ranks, +1 Int]
Listen +8 [4 ranks, +4 Wis]
Spellcraft +7 [6 ranks, +1 Int]
Survival +8 [4 ranks, +4 Wis]



Languages - Common, Giant, (Sylvan/one floating)

Racial qualities: Speak common and giant; +2 Str, -2 Dex, +2 Diplomacy and Sense Motive, +2 to Craft skills, Knowledge (giants) as a class skill, proficient in simple weapons, light armor and shields, +1 Str, +1 Wis.

Class Abilities: Nature Sense, Nature's Gift (lesser) [+2], Infuse with Life (2d8+4), Trackless Step

Spells per day (4/4/2)
DC +4

Spells Readied (8/5/4)
0th – detect magic, detect poison, detect disease, glowglobe, read magic, minor illusion, ghost sound, scent bane
1st – plant armor, transfer wounds, obscuring mist, illusory object, mind stab
2nd – muddy ground, ability boost, gusting wind, see invisibility

Possessions:
MW Maul – 324gp (24 lbs)
6 heavy javelins – 12gp (24 lbs)
+1 green chain shirt – 1,250gp (25 lbs) [This chain shirt has been treated with a durable green paint.]
Backpack – 2gp (2 lbs)
Bedroll – 1 sp (5 lbs)
Flint and steel – 1gp
Fishhook and fishing net – 4gp, 1sp (5 lbs)
Hooded lantern – 7gp (2 lbs)
10 flasks of oil – 1gp (10 lbs)
10 days’ worth of trail rations – 5gp (10 lbs)
Wooden Bracer of Tem'nar: This stiff oaken bracer fits tightly to the wearer's arm. Upon command (command word - "Oak Tree" in Draconic) the bracer slowly begins to transform. The transformation takes one full round. Pieces of wood seem to fold out of it until a full shield sits attached in place of the bracer. Etched into the surface of the shield is the symbol of Tem'nar, at twined circle surrounding a strong oak tree. This shield provides a +2 shield bonus while conferring no armor check penalty, spell failure chance, or maximum dexterity. Each use drains a charge from the bracers eventually they will become brittle and break off. The shield lasts for 2 hours/charge. Normally they are made with 50 charges. Rumor tells of a companion bracer for the other arm which grows into a suit of bark armor for the wearer.
Faint Conjuration; Caster Level: 2nd; Craft Charged Item, plant armor; Price: 1700gp.
Bag of Clay Stones: This small tan leather bag contains small round clay bullets. 3/day when the user reaches into the bag they can draw out a stone. The stone can be thrown as a mudball spell, becoming a ball of mud as it flies towards its target.
Faint Evocation; Caster Level 1th; Craft Constant Item, mudball; Price: 1200gp.
Hand of the Suffering Healer – This glove lets the wearer use lesser transfer wounds five times per day. It looks like a simple leather glove with a sun stitched on the back in gold thread. (Constant item.) 2,000gp. (1st level spell * 1st level caster * 2,000gp.)
Amulet of spell knowledge – analyze – This red iron amulet is in the shape of a lens. The user can ready this spell as if it were on his class list. 1,000gp
2 potions of lesser battle healing – 600gp
1 potion of see invisibility – 600gp

Money left over
293 gp, 3sp (money and magical equipment is hidden in tree trunk at the edge of town)


Appearance/Background/Personality:
Ra Pharod was 92 years at the time. He could remember rather vividly – it was the arm that disturbed him the most. Some ungodly creature had been attached instead, and the combination made the young giant’s head spin and stomach turn. The fight had been brief; more words were tossed than spells.

Vile words, the darkbond had said. Hissed, rather, in a most inhumane manner. A few moments later, Pharod was badly wounded, both arms bleeding from repeated fighting with the dark one’s minions. He knew it wasn’t a fight he could win, but rather than stand by the grove, he fled.

He fled until his legs were stone and jelly at the same time; and then ran some more. There was terrible sensation in his chest; was he wounded there? He searched for an entry wound and couldn’t find one. Had it been a spell? Pharod discovered quickly that he wasn't wounded in the chest. What the terrible feeling was, he didn't discover until later. It was shame.

Months later, his forest was defiled and Pharod didn’t know how to reclaim it, only that he must, or not only his life would have been a waste, but the culmulative lives within the forest would have been subjected to an evil of unfathomable darkness. It was not something Pharod could live with. Or die with. Reclaim it he must, but where to start? That was the real question.

Balthazar found him in a most unkempt state, wandering the streets of Jerad drunk and feverish. His faen friend was most interested in Pharod’s tale; never had he seen him in such bad shape. Pharod’s dark hair had grown to unpresentable lengths and the loose clothing Pharod wore were now rags from use. He hadn’t washed in days. Weeks, maybe. He owned no home and shared no friends. As far as his belongings; what he could sell, he had long since sold. What was too sacred to sell, he had hidden in the trunk of a tree on the outskirts of town. He didn’t know whether it was still there, but he didn’t care much...
 
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RillianPA

First Post
Lord Balthazar D’still y Aybara de Silva
Truename - Silithosamanolia
Male Quickling Spryte 3, Unfettered 2
Fey
Height: 15"
Weight: 10lbs
Skin: Tan
Hair: Well kept shoulder length dark blue hair
Eyes: Emerald
Age: 40


Attributes
Str: 10 (+0)
Dex: 23 (+6)
Con: 10 (+0)
Int: 16 (+3)
Wis: 10 (+0)
Cha: 10 (+0)

Hit Dice: 2d8 (8 + 1 x 6) + 3d6 (3 x 5) + 0
HP: 29
AC: 21 [10 + 2 Armor + 6 Dex + 2 size + 1class]
Initiative: +6
BAB: +4
Melee: +6 [+4 base, +0 Strength, +2 size] or +12[+4 base, +6 Dex, +2 size]
Ranged: +12 [+4 base, +6 Dex, +2 size]
Speed: 10’ ground, 30’ Fly (Perfect)
Hero Points: 2
Experience: 13000

Saves
Fort: +1 [+1 base, +0 Con]
Ref: +12 [+6 base, +6 Dex]
Will: +1 [+1 base, +0 Wis]


Attacks-Weapons:
DawnsEdge: +13 [+13 Melee [+1 Enhance], 1d4 + 1 damage [+1 Enhance], 19-20/x2, P]
Faen Nunchuku: +13 [+13 Melee [+1 MW], 1d4 damage, x2, B, Cause –1AC to Opponent, +2 to Parry]
Sprytebow: +13 [+13 Ranged [+1 MW], 1d4 damage, x3, P, 50' range]


Feats:
Intuitive Sense (ceremonial) [1st level]
Born Leader (talent) [1st level]
Weapon Finesse [Unfettered Bonus 2nd lvl]
Spryte Metamorphosis [3rd level]


Skills:
Bluff +7 [7 ranks, +0 Cha]
Diplomacy +14 [6 ranks, +0 Cha, +4 Synergy(Bluff + Sense Motive), +4 Born Leader]
Innuendo +4 [2 ranks, +0 Wis, +2 Synergy(Both)]
Knowledge (faen) +5 [2 ranks, +3 Int]
Knowledge (nobility and courtesy) +7 [4 ranks, +3 Int]
Search +7 [4 ranks, +3 Int]
Sense Motive +7 [7 ranks, +0 Wis]
Sneak +16 [2 ranks, +6 Dex, +8 size]
Spot +5 [5 ranks, +0 Wis]
Tumble +22 [8 ranks, +6 Dex, +8 size]


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

Racial qualities: Speak Common and Faen; low light vision; +4 Dex, -4 Str, Fey, Tiny (+2 AC, +2 Attack, +8 Sneak, +8 Tumble, Tiny weapons), 5ft space/reach, Fly 30’, Knowledge(Faen) class skill.

Class Abilities: +2 Dex, Flight Manueverability Perfect, Faen Spell Template, +1 Spell level, Bonus Feat (Unfettered), AC Bonus +1.
Parry – Add Int Bonus to AC vs one Melee Opponent (max half level), Current: +1
Spell-Like Abilities (Caster lvl 5, DC 10 + spell lvl):
At Will: Detect Magic
1/day: charm (heightened), ghost sound, lesser glowglobe, invisibility (self), dispel magic, unknown (self), suggestion

Possessions:
Capacity (in lbs): Lt 16.5, Med 33, Hvy 50
Wearing/Carrying
Leather Jack (+2 AC, max Dex +6) – 1.5 lbs [20 gp]
DawnsEdge, +1 dagger - 1 lb [2,302gp]
Faen Nunchuku, Masterwork - 1 lb [302 gp]
Sprytebow, Masterwork - 1 lb [330 gp]
Belt pouch - .5 lb [1 gp]
20 arrows – 1 lbs [1 gp]
Explorer’s Outfit - .8lb[free]
Signet Ring - n/a weight [5 gp]
Silver Coronet – n/a [100 gp]
Heward’s Handy Haversack 5lbs [2000gp]
Total Carried weight: 11.8

In Haversack :
2 Pouches of caltrops - 4 lbs [2 gp]
100 arrows (tied into bundles of 20) – 5lbs [5gp]
1 pellet flash powder - 1 lb [35 gp]
2 Nobles outfit – 2lb [150 gp]
Winter blanket
Bedroll - 5 lbs [1 sp]
Flint and steel - n/a weight [1 gp]
3 sunrods - 3 lbs [6 gp]
Journal - 1 lb [5 gp]
Ink - n/a weight [8 gp]
Inkpen - n/a weight [1 sp]
Waterskin - 4lbs [1 gp]
50 ft. silk rope - 5 lbs [10 gp]
Rations, trail(x5) – 5lbs [25sp]
Days Used:
10 candles – n/a [5cp]
Case, map or scroll - .5 [1gp]
Chalk, 1pc – n/a [1cp]
Fishhook - n/a [1sp]
Mirror, Small Steel - .5lb [10gp]
Oil, 3x 1pint flask – 3lbs [3sp]
Paper, 5x sheets - n/a [2gp]
Pouch, belt - .5lb [1gp]
Sack x 3 – 1.5lbs [3sp]
Sealing Wax – 1lb [1gp]
Sewing Needle - n/a [5sp]
Soap – 1lb [5sp]
5 empty vials - .5lb [5gp]
Whetstone – 1lb [2cp]

2 Trollbane Crystals: This small red crystals pack a very big punch. When thrown they explode upon impact causing a massive explosion. Originally based off the alchemist's fire, a magister in Ka-Rone was thrown out of the city for having invented these nasty little crystals. With only a 10' range increment, the manual (were there one) would advise users to throw them as far as possible. These crystals are thrown as a grenade weapon and upon impact deal damage as an Alchemist's Fire. However they then explode as a fireburst with a little added punch. Each crystal deals 4d6 damage to a 10' radius and an extra 1d6 versus trolls in addition to the base damage.
Faint Evocation; Caster Level: 3; Craft Single Use Item, access to the Fire and Enemy Bane (giants) Templates, fireburst; Price: 225gp; (*2 = 450gp)

Ring of Dawn’s Fiery Aura - This electrum ring is studded with small round rubies along its band. Each of the rubies has been bathed in the light of exactly five dawns since being drawn from the earth, and was blessed in the name of a different Dawn god at each bathing. At will, as a move equivalent action, the possessor can call forth the power of the Dawn Gods, wreathing his hand (or approximate appendage) or weapon held, with flames. The flames bring with them the soothing warmth and hope of the dawn, but do not harm the possessor. The flames bestow an additional +1d6 fire damage on a successful hit, then dissipate. Price 3,000gp

Coin: 241gp, 1sp, 2cp

Appearance: Lord Balthazar D’still y Aybara de Silva is tiny. He is slim and tan with dark blue hair and piercing emerald eyes. He keeps his hair carefully styled and shoulder length, wearing a carved silver coronet (the symbol of his birthright). He only ties his hair back when he is expecting vigorous activity (which he typically avoids). On his left hand is a platinum ring set with a small green jade stone, carved in the shape of a rising sun. He wears a stylized leather jack for protection, carrying a faen nunchuku on one hip, and DawnsEdge on the other. His traveling clothes are all of the finest materials, in dark greens and blues.

Personality: Balthazar carries himself with pride and languor, typically riding the shoulder of a companion, instead of bothering to flap his wings (or Blehn forbid, allowing his feet to touch the ground). Balthazar plays the careless, bored noble, but those who spend any time with him quickly learn that his curiosity is his driving characteristic. While not foolish, he seeks out new places, creatures, beings, activities, and events. While most sprytes follow the path of magic, Balthazar’s training from his childhood as a quickling left him unable to abandon the path of the warrior. If born a loresong faen, Balthazar almost certainly would have become an investigator or even an archeologist. This overwhelming curiosity left him no choice but to experience the Metamorphosis. His parents would never have approved, but Balthazar simply didn’t consult them.

Balthazar is a Born Leader. While he has never sought a position of authority, and has actively avoided becoming caught up in the governing of his father’s domain, he has always found that people look to him for guidance.

Backstory: Balthazar is the child of one of the more powerful faen in ruling court of Harrowdeep. Balthazar’s parents are both Loresong Faen. Surprised that their child was born a quickling, they accepted that Antina had spoken, and decided to train him to fulfill his natural abilities.

Trained from birth to be a master of dueling techniques, his dawn-light weapon practices have gone beyond ritual. Balthazar discovered that each morning’s blade work revealed the existence of a new god to him. Balthazar calls these the Dawn Gods, and his peculiar ability to discover a new one each day has affected him strongly. He considers it a great loss to the faen people if he misses a morning practice, for he is sure no one will ever discover the god he lost the chance to reveal. Each of the god’s names and purpose is carefully recorded in Balthazar’s journal, and made available to any faen who expresses interest. Currently, Balthazar stores a number of filled journals in his fathers home.

Recently Balthazar has left his home in the Harrowdeep, and begun traveling the world with his friend.
(incomplete)

Gods:
Phssst: god of the dawn ritual of blade practice
Seminito: god of the dawn ritual of blade practice revelation of new gods
Antina: god of birthing surprises.
Blehn: god of never allowing your feet to touch the ground when you have perfectly good wings
Laznial: god of not bothering to flap your wings when you have large companions or servants with perfectly good shoulders to rest on.
Yuilianta: god of making both Blehn and Lanial happy at the same time.

A sampling of the Dawn Gods:
Deralar: god of the red color that washes over steel in the early dawn
Anthan: god of the almost perfect dawn practice that leaves you breathless but inspired
Tyral: god of the dawn practice interrupted by rude goblins
Priminor: first god of the dawn
 
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Jolmo

First Post
Ke'ch'rhal
Truename - Helartatayn
Male Dracha 3 Ritual Warrior 2
Height: 6'3"
Weight: 210lbs
Scales: Red, with dark crest
Eyes: Yellow
Age: 20


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


Hit Dice: 2d10 + 3d8 + 20
HP: 55
AC: 23 [10 + 3 natural + 4 armor + 2 shield + 2 Enchantment + 2 Dex]
Initiative: +2
BAB: +3
Melee: +7 [+3 base, +4 Strength]
Ranged: +5 [+3 base, +2 Dex]
Speed: 40’ [with Fleet of Foot feat]
Hero Points: 0

Saves
Fort: +9 [+4 base, +4 Con, +1 Cloak]
Ref: +5 [+2 base, +2 Dex, +1 Cloak]
Will: +7 [+4 base, +2 Wis, +1 Cloak]

Attacks-Weapons:
Swordaxe: +9 [+7 Melee + 1 Weapon Focus + 1 Masterwork, 1d8 +6 damage [+4 Strength + 2 Dire], 19-20x3, S]
Bite: +7 [+7 Melee, 1d6 +4 damage [+4 Strength], x2, P]
Composite Longbow: +6 [+5 Ranged + 1 Masterwork, 1d8 +4 damage [+4 Strength], x3, P, 110' range] (ignore 2 points of armor bonus)


Feats:
Fleet of Foot (ceremonial) [1st level]
Defensive Move [1st level]
Ritual Combat [1st level ritual warrior]
Heavy Exotic Weapon Proficiency [3rd level]


Skills:
Concentration +12 [8 ranks, +4 Con]
Knowledge(ceremony) +8 [6 ranks, +2 Int]
Knowledge(dracha) +6 [4 ranks, +2 Int]
Knowledge(dragons) +4 [2 ranks, +2 Int]
Listen +8 [6 ranks, +2 Wis]
Spot +10 [8 ranks, +2 Wis]
Survival +8 [6 ranks, +2 Wis]


Languages - Draconic, Common, Goblin, Faen

Racial qualities: Speak Draconic and common; Darkvision 60'; +2 natural armor; +2 Con, -2 Cha.

Class Abilities: +1 natural armor; Flight (average); Bite Feat; Bonus Feat; +3 Str, +2 Con; Combat Rites: 8/2/-/-.

Possessions:

Wearing/Carrying
Masterwork dire swordaxe - 19 lbs [1120 gp].
Masterwork mighty(+5) composite longbow - 3 lbs [700 gp].
Dagger - 1 lb [2 gp].
Handaxe - 5 lbs [6 gp].
Masterwork devanian chain shirt +1 (+5 AC, max Dex +8, check penalty 0) - 20 lbs [1550 gp].
Masterwork devanian light shield +1 (+3 AC, check penalty 0) - 3 lbs [1190 gp].
40 Bodkin arrows - 6 lbs [20 gp].
Crystal Flame Necklace - no weight [1080 gp].
Silver Scale (Cloak of Resistance +1) - 1 lb [1000 gp].

Belt Pouches
Belt pouch - .5 lb [1 gp].
. 2 Sacks - 1 lb [.2 gp].
Belt pouch - .5 lb [1 gp].
. 2 Crystals for Acrobatics - no weight [100 gp]
. 5 Stones for Destructive Focus - .5 lb [250 gp]
. 5 Rings for Guided Shot - no weight [250 gp]
. 10 Eggs for Imagined Healing - .5 lb [300 gp]
. Whetstone - 1 lb [.02 gp]
. Flint and steel - no weight [1 gp]
Belt pouch - .5 lb [1 gp].
. Bottle with 5 doses for Enchant Weapon - no weight [150 gp]
. Box with 2 doses of face paint for Olfactive Focus - no weight [100 gp]
. Case with needles for Acupuncture (2 fort, 4 ref, 2 will) - no weight [400 gp]
. 10 Boxes for Skill Focus - .5 lb [500 gp]
. Case with 2 doses of powder for Surpress Scent - no weight [100 gp]
Belt pouch - .5 lb [1 gp].
. 5 days trail rations - 5 lbs [2.5 gp]
Belt pouch - .5 lb [1 gp].
. 5 days trail rations - 5 lbs [2.5 gp]
Waterskin - 4 lbs [1 gp]
Bedroll - 5 lbs [.1 gp]
Belt pouch - .5 lb [1 gp].
. 12 pp; 34 gp; 25 sp; 18 cp.

Total weight: 82.5 lbs

Crystal Flame Necklace:This necklace is made of small fire colored crystals in different sizes. The crystals are created by dragons to contain part of their breath. When broken from the string, they will explode within seconds, giving just enough time to be thrown at a group of enemies first. Currently, there are 5 big (2d6x1.5) and 8 small (1d6x1.5) crystals on the necklace. The crystal is thrown as a ranged touch attack, and explodes in a 10-foot-radius burst. A successful reflex saving throw (DC 11) halves the fire damage inflicted. (Faint Evocation; Caster Level: 2/1; Craft Single Use Item, Fireburst; Modify Spell; Price: 120/60 gp per crystal; Total Price: 1080 gp)

Component Rituals:
The following rituals all require a magical component to perform, which will be destroyed in the ritual. In addition, they take a move-action to perform, and provokes attacks of opportunity. They are all rank 1 rites.

Acrobatics (+5 competence bonus to Balance, Climb, Jump, and Tumble for 10 minutes) - A small crystal, created by Akashics to contain the instinctual memories of great acrobats, is consumed by the warrior in a ritual which lets him assimilates the memories for a time. The crystal costs 50 gp. (Faint Transmutation; Caster Level: 1; Craft Single Use Item, Acrobatics)

Acupuncture (+3 luck bonus to one saving throw category, chosen at the purchase of the needles, for 1 minute) - Tiny needles, enchanted to strengthen the body in various ways are inserted at specific points in the body, needles for different parts of the body are enchanted in different ways, and so cannot be used interchangeably. A set of needles costs 50 gp and their magic is drained when the effect ends. (Faint Abjuration; Caster Level: 1; Craft Single Use Item, Saving Grace (heightened))

Destructive Focus (+5 competence bonus to attack and damage to one melee attack, made within a round after the ritual) - A perfectly round stone, strengthened with magic, is crushed in the warriors hand. The concentration and strength required to do so helps him focus on making his next attack more powerful. The stone required costs 50 gp. (Faint Abjuration; Caster Level: 1; Craft Single Use Item, Bash (heightened))

Magic Weapon (+1 enchantment bonus to one weapon for 15 minutes) - Sprinkling his weapon with enchanted water, further augmented by the warrior's ritual, it becomes better able to strike through some magical defences, and also causes slightly more damage. The water costs 30 gp for one use. (Faint Transmutation; Caster Level: 1; Craft Single Use Item, Magic Weapon; Modify Spell)

Guided Shot (+5 competence bonus to attack and damage to one ranged attack, made within a round after the ritual) - Throwing a ring, enchanted to attract arrows, in front of him the warrior fires straight through it as he can see his target through it. The ring is cut in half by the arrow, but the arrow flies true to hit its mark. The ring required costs 50 gp. (Faint Transmutation; Caster Level: 1; Craft Single Use Item, Seeker (heightened))

Imagined Healing (Transmute 1d10x1.5 +1 points of damage to half that amount of subdual damage) - Breaking open a porcelain egg, enchanted to visualize to the one opening it his inner image of himself, the warrior concentrates intently on seeing himself in a healed state, and forces his body to close his wounds. Even though the wounds heal visually, they are still sore and discomforting. The egg costs 30 gp. (Faint Transmutation; Caster Level: 1; Craft Single Use Item, Transfer Wounds (Lesser); Modify Spell)

Olfactive Focus (gain Scent ability for 10 minutes) - Marking his face with a magical paint in a pattern accenting his nose, the warrior becomes more aware of his sense of smell, letting him access all information in it. The paint costs 50 gp for one use. (Faint Abjuration; Caster Level: 1; Craft Single Use Item, Scent Tracker)

Skill Focus (+10 competence bonus to one skill check, made within a round after the ritual) - Opening a tiny box, magically prepared to ignite the incense contained within, the warrior moves it ritually around his body, strengthening his focus on the task before him. The incense and box costs 50 gp. (Faint Transmutation; Caster Level: 1; Craft Single Use Item, Canny Effort (heightened))

Surpress Scent (leave no scent for 10 minutes) - Covering himself with a fine magical powder which absorbs his smell for a time, the warrior performs a ritual which lets him keep from emitting any new smell. The powder costs 50 gp. (Faint Abjuration; Caster Level: 1; Craft Single Use Item, Scent Bane (heightened))

Appearance:
Ke'ch'rhal has yellow eyes and red scales, with a much darker red, almost black, horned crest running down from the top of his head, along his back and halfway down the tail. He has a pattern of short sharp horns in the same dark red color across his skull. His wings are of a lighter red color, and moves constantly, emphasising his words and supporting his balance.

Dressed in a devanian chain shirt over a short vest and trousers of simple Drachan cut, which still looks somewhat odd to most people in this new land. (Even without the holes for wings and tail that is.) Around his neck is a necklace of red crystals, and between his wings rests a slim cloak, glittering as silver scales, gifts from the dragons to protect him in his duties. On his left arm, he carries a loosened shield, emblemed with a dragons head. Attached to his back is a great composite bow and a big quiver, and at his side hangs a sword with numerous spikes and bladed protrusions, one as big as an axehead. On his belt are several pouches containing a variety of miscellaneous items as well as a simple dagger and an axe, more designed for utility than fighting.

Personality:
Ke'ch'rhal is dedicated to improving himself, and to proving his worth; to himself, other dracha, the dragons, or whoever happens to be nearby. He always tries to stay self-sufficient if possible, and if ever forced to accept someones aid, he makes sure to repay the debt in full.

He doesn't have much humor and tends to look obliviously at someone making a joke, failing to get the point of it. When faced with an obstacle, Ke'ch'rhal will typically try the most direct rout first, and only if that fails try to think of a way around it. When he has time over, Ke'ch'rhal tends to use it to practise his combat rites and stances for hours on end.

Backstory:
Ke'ch'rhal was amongst the first Dracha sent over to Serranstel, the ancient Land of the Dragons, a year ago to scout the land and it's people. Wandering wherever he heard of something interesting occuring, he tried to help the people when he could, to show them the greatness of the dragons he served through his actions.

For four months he stayed in a village where he had helped drive of some goblins harassing the local farmers, learning the basics of combat rites from a grizzled human veteran who had retired there. After that time he set out again to wander the world and prove it his worth.
 
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Erekose13

Explorer
Scinathar

Scinathar
Truename: Scormrynix
Mojh 3/ Winter Witch 2 (caster level 4)
Height: 5'10"
Weight: 130lbs
Scales: Blue-green
Eyes: Black
Age: 100
Experience:13,000/16,500

Attributes
Str: 10 (+0)
Dex: 16 (+3)
Con: 12 (+2)
Int: 16 (+3)
Wis: 16 (+3)
Cha: 8 (-1)


Hit Dice: 3d8 + 2d6 + 5
HP: 35, dying -2, dead -12
AC: 16 (+3 Dex, +2 natural armor, +1 deflection) 20 w/eldritch armor
Init: +3 (+3 Dex)
BAB: +3; Grapple: +3
Melee: +3
Ranged: +6
Speed: 30ft.
Hero Points: 2

Saves:
Fortitude +2 [+1 base, +1 Con]
Reflex +4 [+1 base, +3 Dex]
Will +9 [+6 base, +3 Wis]


Attacks-Weapons
Melee Atk +3: Morningstar - 1d8+5 damage/x2 crit, piercing/blunt, 8 lbs
Ranged Atk +7: Light Crossbow w/ 20 bolts - 1d8+1 damage, 19-20/x2 crit, range increment 80ft, piercing, 6 lbs


Feats:
Resistance to Magic [Talent]
Intuitive Sense [1st]
Sense the Unseen [Racial]
Energy Mage (Cold)[3rd]


Skills: (44 sp, 8/4)

Balance +9 [4 ranks, +3 Dex, +2 racial]
Concentration +9 [8 ranks, +1 Con]
Knowledge (arcana) +11 [8 ranks, +3 Int]
Spellcraft +11 [8 ranks, +3 Int]
Knowledge (runes) +13 [8 rank, +3 Int, +2 racial]
Forgery +7 [+3 Int, +2 racial]
Search +6 [3 ranks, +3 Int]
Wilderness Survival +8 [5 ranks, +3 Wis]


Languages: Common, Litorian, Draconic, Faen

Class and Racial Abilities:
+2 racial bonus to balance checks
+2 knowledge (runes), forgery
Darkvision 60'
+2 Natural AC
Innate Magical Ability: Detect Magic at will; lesser beastskin, touch of fear, destructive grip, share armor 1/day; levitate 2/day
Sense the Unseen
free use of the Dragon Spell Template
Cast Spells: requires material components and verbal and somatic components. With 1 component missing spells take double the casting time, with all components missing spells take quadruple the casting time.
Witchery: Cold Resistance 20
Manifestations: Freezing Word (Fort save DC 14, balance DC 14) 6/day, Range: 30ft, Duration: 20 minutes


Possessions:

heavy horse ~ Korm
riding saddle, bit and brittle, saddlebags

Wearing/Carried:
Light Crossbow+1 w/ 20 bolts
Morningstar
2 Daggers
Alchemist's Frost
Traveler's Clothes
backpack
2 belt pouches
dirty crimson cloak w/ hood
map case
waterskin
10 pieces of chalk
6 days rations
witchbag
diamond dust (8 uses, 200gp)
ring of protection +1
amulet of spell knowledge (eldritch armor)
ring of magical might (1st)
detonation of sorcerous blast (5th - water)
5 x healing salve, lesser (transfer wounds, lesser)
5 x sunrods


Coin: 199gp, 9sp, 0cp

Spells per day - 4/4/1, base save DC 13+spell level; Caster Level 4.
0th - (4) contact, sense thoughts, read magic, web splat (grimoire 2)
1st - (5) unhand (grimoire 2), obscuring mist, blast of cold (grimoire 2), cloud the mind (grimoire 2), eldritch armor
2nd - (1) mark of frost (grimoire 2)


Appearance: Scinathar is a Mohj. It's neither male or female. It stands almost 6' tall, and by all glances of his skinny, blue-green scales most would assume it weighs close to 140 or 150, but who knows (besides the gods). It's limbs are long and gangly looking, and it has long fingers good for manipulating hand held objects. Across its head and down its back is a ridge of sharp, dark blue scales that set it apart from other mohj, and its green scales have a slight, blue tint to them. The transformation was a success, but Scinathar looks different than other mohj. Some speculate it's destined for greatness, others say its destined to bring down a great travesty upon the land. Scinathar doesn't know which; it just wants to find its place and survive. It has a tounge that slithers out, almost like a snake. This startles many non-mohj, who don't understand and never will.

It wears a long brown cloak, dirty to try and make itself look poor so others won't bother it. It walks with a walking stick that's as tall as it is. Scinathar doesn't talk to much, unless spoken to directly. Scinathar doesn't understand large cities or customs of large gatherings. Not even as a human previous did it understand why people gravitate towards gatherings.

Scinathar is puzzled even more by this hidden inclination that has caused it to travel north, where people are gathering because of these rumors of rare metal and mysterious magics playing around up there. Something calls, perhaps something powerful, and Scinathar wants to find out what that something is.

Scinathar also wants to try and discover, for itself, how it is that mohj came to be in the first place. Scinathar knows it may take it's entire lifetime to understand this.

Personality: Scinathar, upon the transformation, really does see everybody else as vastly different. Everyone is nonmohj. He is mohj. It's that simple. When it refers to other nonmohj, it will make a reference like man-person or giant-guard or faen-person, or sometimes simply nonmohj. The mojh knows it's looks offsets others, and part of it is curious about that, and part of it loves that. Scinathar doesn't see the use of long conversations, so when it speaks it is too the point, and it's tone may come off commanding. It's not intentional, its just that small talk doesn't impress the mojh, and it sees it as a waste of time.

Background: Quick overview: Travelled alongside a bound litorian oathsworn. Drawn by fate to Deepstorm a powerful witchery site. Became its guardian (one of three) and was granted winter witch powers. Worked with Verrik conclave and Deepstorm to heal the region. Deepstorm granted vision on vague darkness looming over the faraway town of Jerad. Scinathar set out to discover what it was and why Deepstorm had wanted him to be involved. (will elaborate later)
 
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