Lost Tomb of the Sphinx Queen - Rogues Gallery

Malvoisin

First Post
Players, please post your approved character sheets here.

SBLOCKS not required for this thread, please.

Thanks,
Malvoisin
 
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Shayuri

First Post
Name: Kuma
Race: Human
Class/Level: Barbarian 1 / Sorceror 4 / Dragon Disciple 9
Gender: Male
Exp:

Desc
Kuma is a tall, burly human man bearing tribal tattoos over his upper arms and down his back. His shoulders are broad, and his musculature seems impossibly dense and defined, with almost no fatty tissues to cushion it. His size and build are relatively normal though, compared to the deep rust colored scales that crust his chest and portions of his back, arms, and head. A thick, bony ridge has developed over where his eyebrows once were, curving into a pair of vestigial horns that sweep back over his ears. His teeth have grown thick and viciously sharp, and his fingernails into reinforced claws. He wears a long loincloth of mithril chain and leather, along with a specially made breastplate of segmented mithril. He wields a two handed sword of black blade, inscribed with celestial runes that blaze with white fire when they touch evil. When Kuma rages, he often exhales thick plumes of smoke from his nostrils.

Strength (STR) 26 (10 pts +2 lvl +4 dragon disciple +4 item)
Dexterity (DEX) 12 (4 pts)
Constitution (CON) 21 (6 pts +1 lvl +2 dragon disciple +4 item)
Intelligence (INT) 12 (2 pts + 2 dragon disciple)
Wisdom (WIS) 10 (2 pts)
Charisma (CHA) 12 (4 pts)

Alignment: Chaotic Good
AC: 27 (10 +1 Dex + 10 armor + 3 natural +3 deflection)
Hit Points: 182/182
Movement: 40'

Init: +1
Base Attack Bonus: +9/+4
Melee Attack: +17/+12
Ranged Attack: +10/+5
Fort: +18
Reflex: +9
Will: +14

Race Abilities
Bonus Feat
Bonus skills

Class Abilities:
Rage 3/day
Fast Movement
-
Summon Familiar
-
Natural Armor +3
Ability Boosts: Str +4, Con +2, Int +2
Claws/Bite (1d4/1d6)
Breath Weapon 4d8 fire, 30' cone, 1/day
Blindsense 30'
Wings, 40' average

Skills:
Climb (Str) +12 (4 ranks + 8 Str)
Intimidate (Cha)+5 (4 ranks + 1 Cha)
Survival (Wis) +4 (4 ranks + 0 Wis)
Swim (Str) +12 (4 ranks + 8 Str)
Concentration (Con) +13 (8 ranks + 5 Con)
Knowledge (arcana) (Int) +9 (8 ranks + 1 Int)
Listen (Wis) +10 (10 ranks + 0 Wis)
Search (Int) +10 (9 ranks + 1 Int)
Spot (Wis) +10 (10 ranks + 0 Wis)

Feats
1 Eschew Materials
1 Power Attack
3 Cleave
6 Still Spell
9 Extra Rage
12 Hover

Languages - Common, Draconic

Spells

0 level - 6/6
Detect Magic
Light
Mage Hand
Mending
Prestidigitation
Arcane Mark

1st level - 7/7
True Strike
Shield
Weapon Shift

2nd level - 9/9
See Invisible

Money - 719gp, 4sp

Weapons -
Holy Adamantine Greatsword +2, +19/+14, 2d6+14, 19-20 x2, 8lbs, 35050

Armour -
Mithril Breastplate +5, +10 AC, 15lbs, -1 check, 15% fail, 29200

Gear -
- In Haversack
Bedroll, 1sp, 5lbs
Blanket, 5sp, 3lbs
50' silk rope, 10gp, 5lbs
Tent, 10gp, 20lbs
Waterskin, 1gp, 4lbs
10 days trail rations, 5gp, 10lbs

- On person
2 scroll cases, 2gp, 1lb
2 belt pouches, 2gp, 1lb

Magic -
Belt of Strength and Con +4, 40,000
Cloak of Resistance +4, 16000
Ring of Protection +3, 18000
Necklace of Adaptation, 9000
Wand of Stoneskin (25/50), 16750
Silversheen, 250

Background:
Kuma is one of a relative primative tribe of humans that lives in the steppelands of the frozen north. His tribe occupies a series of caverns and hollowed out tunnels carved into the walls of a dormant volcano that stands alone; the result of a violent eruption millenia ago. The lava pools and superheated rock in the depths below keep the temperature farther up relatively comfortable, even in the deep of winter, making it a much vied-for home. Kuma's clan has fought for and won their place there, and they guard it zealously. The tribe's legends state that once a great dragon-god laired here, and that it brought the people there to serve it and to be its favored. One day the dragon left, leaving behind a royal line of people who it had shared its essence with to rule in its stead, until it returned.

In time, the dragon blood of the royal line thinned to the point where it could no longer be seen. It became customary for any new chief to prove his link to the dragon god by proving his mettle outside the mountain...venturing into other lands and undertaking great deeds. On his return, he would sing his deeds to the tribe, and if they were sufficient, he would be accepted.

Kuma is of the blood of kings, among his people. In accordance with the traditions, he left the mountain and trekked the miles south to the warmlands. There he met worthy companions, and worthy challenges, and in battle proved his name. In the process though, he learned something that shook him to the core. He learned that dragons, while powerful, were not gods...and that the crimson drake that once ruled his people had almost certainly been a tyrant, and his tribe's ancestors, its slaves. Even as he struggled to awaken the vestiges of dragon heritage within himself, Kuma made a vow to find the dragon that had once ruled the mountain in the north; or one like it...and slay it. He would bring its head back with him to prove to the tribe once and for all that the legends were false...making sure that they would never again be the thralls of a wyrm. By might and by magic, he would turn the power of the dragon that lurked within him against that of the creatures themselves and buy his tribe freedom for all time.
 
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Pinotage

Explorer
Aethor 'Gtharg' Silvermane

Name: Aethor 'Gtharg' Silvermane
Race: Dwarf (Size Medium)
Class: Rogue/Barbarian/Fighter
Level: 11/1/2 (14)
XP: 101100
Alignment: NG
Deity: Yondalla

Sex: Male
Age: 107
Height: 4'7"
Weight: 176 lb
Eyes: Brown
Hair: Brown

Description: Aethor Silvermane is a finely muscled dwarf with a neatly trimmed, greying, beard and braided brown hair. His eyes are warm, yet deep, behind a pair of firmly attached spectacles and his smile is friendly and welcoming. Around his head he bears a thin band of cloth inscribed with ancient dwarven runes and his body is covered in similar tattoos of ancient dwarven runes. He dresses in brown, comfortable clothing, with a long overtunic over his clothing and armor. Aethor is lively and spirited, and his voice can often increase in pitch if he gets excited. He walks and moves with confidence and a strong sense of purpose.

Abilities:

Code:
[B]Str:[/B] 10 (+0)
[B]Dex:[/B] 20 (+5) (+3 Level) (+2 Gloves)
[B]Con:[/B] 18 (+4) (+2 Race) (+2 Belt)
[B]Int:[/B] 12 (+1)
[B]Wis:[/B] 12 (+1) 
[B]Cha:[/B] 10 (+0) (-2 Race)

Development:

Level 1: Rogue 1, Two-Weapon Fighting
Level 2: Rogue 2
Level 3: Rogue 3, Weapon Finesse
Level 4: Rogue 4, +1 Dexterity
Level 5: Rogue 5
Level 6: Rogue 5/Barbarian 1, Iron Will
Level 7: Rogue 6/Barbarian 1
Level 8: Rogue 7/Barbarian 1, +1 Dexterity
Level 9: Rogue 7/Barbarian 1/Fighter 1, Extra Rage, Improved Two-Weapon Fighting
Level 10: Rogue 7/Barbarian 1/Fighter 2, Improved Buckler Defense
Level 11: Rogue 8/Barbarian 1/Fighter 2
Level 12: Rogue 9/Barbarian 1/Fighter 2, +1 Dexterity, Weapon Focus
Level 13: Rogue 10/Barbarian 1/Fighter 2
Level 14: Rogue 11/Barbarian 1/Fighter 2

Code:
[B]HP: [/B]        134 (11d6 + 1d12 + 2d10 + 56 Con)
[B]Current HP:[/B] 134/134
[B]AC:[/B] 30 (+10 Base +5 Dex +7 Mithral Shirt +4 Buckler +2 Deflection +2 Natural)
    17 (Touch Attack)
    30 (Flat-Footed) (Improved Uncanny Dodge)

(+4 Dodge Bonus against Monsters of the Giant Type)

[B]Fort:[/B] +16 (+4 Con +3 Rog +2 Bar +3 Ftr +4 Vest) (+18 vs. Poison)
[B]Refl:[/B] +16 (+5 Dex +7 Rog +0 Bar +0 Ftr +4 Vest)
[B]Will:[/B] +10 (+1 Wis +3 Rog +0 Bar +0 Ftr +2 Feat +4 Vest)

(+2 vs. Spells and Spell-like Effects)

Init: +5 (+5 Dex)

Feats: (7) Two-Weapon Fighting, Weapon Finesse, Iron Will, Extra Rage, Improve Two-Weapon Fighting,
Improved Buckler Defence, Weapon Focus (Short Sword)

Skills: (126/5/6)

Code:
Balance            +10 ( +3 Rank +5 Dex +2 Tumble) ACP
Bluff               +8 ( +5 Rank +0 Cha +3 Band)
Climb               +8 ( +8 Rank +0 Str)  ACP
Diplomacy           +7 ( +2 Rank +0 Cha +2 Bluff +3 Band)
Disable Device     +15 (+12 Rank +1 Int +2 Tools)
Escape Artist       +9 ( +4 Rank +5 Dex)  ACP
Gather Information  +4 ( +1 Rank +0 Cha +3 Band) 
Hide               +15 (+10 Rank +5 Dex) ACP
Intimidate          +9 ( +4 Rank +0 Cha +2 Bluff +3 Band)
Jump               +10 ( +8 Rank +0 Str +2 Tumble)  ACP
Listen             +12 (+11 Rank +1 Wis)  
Move Silently      +14 ( +9 Rank +5 Dex)  ACP
Open Lock          +12 ( +5 Rank +5 Dex +2 Tools)  
Sleigh of Hand      +8 ( +1 Rank +5 Dex +2 Bluff)  ACP
Search             +14 (+13 Rank +1 Int) (+16 with Stonecunning)
Sense Motive        +2 ( +1 Rank +1 Wis)
Spot               +17 (+11 Rank +1 Wis +5 Eyes)
Survival            +2 ( +1 Rank +1 Wis)  (+4 to Follow Tracks)
Tumble             +17 (+10 Rank +5 Dex +2 Jump) ACP
Use Magic Device   +20 (+17 Rank +0 Cha +3 Band)
Use Rope            +6 ( +1 Rank +5 Dex)

Combat:

BAB: +11
Grapple: +11
Opposed Disarm: +15 (Short Sword)
Opposed Trip: +5 (+9 with Stability)
Opposed Bull Rush: +0 (+4 with Stability)
+1 Attack Against Orcs and Goblinoids

Melee Attack:

+19/+14/+9 (+11 BAB +5 Dex +2 Weapon +1 Feat) - Adamantine Short Sword +2
+16/+11/+6//+16/+11 (+11 BAB +5 Dex +2 Weapon -2 Two-weapon Fighting -1 Buckler) - Adamantine Short Swords +2

Melee Damage:

1d6+2 (+2 Weapon Adamantine Short Sword Crit 19-20/x2)

Ranged Attack:

+17/+12/+7 (+11 BAB +5 Dex +1 Weapon) - Composite Longbow +1

Ranged Damage:

1d8+1 (+1 Weapon Composite Longbow Crit 20/x3 Range 110 ft)

Languages: Common, Dwarven and Halfling

Racial Abilities:

Darkvision 60 ft.

Class Abilities:

+6d6 Sneak Attack
Trapfinding
Evasion
Trap Sense +3
Uncanny Dodge
Improved Uncanny Dodge
Special Ability (Slippery Mind)
Fast Movement
Rage 3/day

Load: Light (Light Up to 33 lb, Medium 34-66 lb, Heavy 67-100 lb)

ACP: 0

Speed: 30 ft (+10 Fast Movement) (20 ft) (Runx4)

Wealth:

60 pp, 105 gp, 45 sp, 50 cp

Weapons:

Adamantine Short Sword +2 (2)
Composite Longbow +1
Arrows (40)
Cold Iron Short Sword (2)
Silver Short Sword (2)

Armor:

Mithral Shirt +3
Buckler +3

Equipment:

Mwk Thieves' Tools
Ghostblight (2)
Antitoxin (4)
Everburning Torch
Sunrod (5)
Tanglefoot Bag (2)
Tindertwig (5)
Traveller's Outfit (3)
Wooden Holy Symbol (Yondalla)
Bedroll
Winter Blanket
Caltrops (3)
Chalk (3)
Flint and Steel
Small Steel Mirror
Flask of Oil (9)
Belt Pouch
Trail Rations (8)
Silk Rope 50 ft. (2)
Sack (4)
Torch (5)
Whetstone
Waterskin (3)

Magic:

Heward's Handy Haversack
Band of Persuasion
Gloves of Dexterity +2
Ring of Blinking
Ring of Protection +2
Amulet of Natural Armor +2
Belt of Health +2
Boots of Speed
Vest of Resistance +4
Eyes of the Eagle
Safewing Emblem

Wand of Conviction (25 charges, CL 6)
Wand of Silverbeard (25 charges, CL 2)
Wand of Magic Missile (25 charges, CL 9)
Wand of Lesser Vigor (2, 50 charges, CL 1)
Wand of Lesser Electricity Orb (25 charges, CL 9)
Wand of Longstrider (25 charges, CL 1)
Wand of Divine Insight (25 charges, CL 3)
Wand of Improvisation (25 charges, CL 10)
Wand of Alter Self (25 charges, CL 3)
Wand of Divine Favor (25 charges, CL 6)
Wand of Surefoot (25 charges, CL 1)
Wand of Spontaneous Search (25 charges, CL 1)
Wand of Benign Transposition (25 charges, CL 1)
Wand of Lesser Restoration (25 charges, CL 2)
Wand of Camouflage (25 charges, CL 1)
Wand of Resurgence (25 charges, CL 1)
Wand of Snake's Swiftness (25 charges, CL 1)
Wand of Embrace the Wild (25 charges, CL 1)

Scroll of Master Air (4, CL 4)
Scroll of Ectoplasmic Armor (2, CL 1)
Scroll of Shield (2, CL 1)
Scroll of Protection from Evil (2, CL 1)
Scroll of Bless Weapon (2, CL 2)
Scroll of Knock (2, CL 3)
Scroll of Silence (2, CL 3)
Scroll of Endure Elements (2, CL 1)
Scroll of Lionheart (2, CL 4)
Scroll of Restoration (1, CL 7)
Scroll of Greater Mage Hand (4, CL 1)
Scroll of See Invisibility (2, CL 3)
Scroll of Weapon Shift (4, CL 1)
Scroll of Blood Frenzy (2, CL 3)
Scroll of Heroics (2, CL 3)
Scroll of Invisibility (2, CL 3)
Scroll of Heroism (2, CL 4)

Potion of Cure Serious Wounds (2)

Background: Master Dwarven Smith Gundarak had always said that there was not a single dwarf worthy of wielding his finely crafted blades. As a child Aethor had spent many hours around the smith's forge, although more for the tales of heroism and bravery, and in admiration of his fine blades, than to learn the craft. Nevertheless, the Master Smith had imprinted on the young dwarf a sense of adventure and a love for short blades and other weapons. Eventually in many years to come, he would prove the Master Smith wrong and take up the finely crafted blades that only Gundarak could craft.

Despite his learning at the hands of the Master Smith, Aethor always had a sneaky and mischievous streak in him, and for the most part spent his time 'working' the dwarven clan mines all in the name of fun. He would spend hours wandering the ancient mining tunnels in the dark, learning his skills and exploring the unknown before returning to the forge to tell of his exploits. While Master Smith Gundarak never encouraged the dwarf, he was secretly pleased at his initiative and ingenuity.

For a time Aethor wandered the lands of the sun, and even joined in on one or two adventures. Being a generally good-natured soul, Aethor was always pleased to help. Returning from one such expedition the group had been waylaid by a small band of halfling barbarians, and while they had succeeded in talking their way out of a serious situation, Aethor had been impressed by the halflings and had decided to remain with them. For many years Aethor had spent time with the halfling riders and barbarians of the plains - running, hunting and living with them. So much so that Aethor even accepted their deity, Yondalla, as his own, and swore to defend the halflings from anything that would aim to hurt them.

During his stay, Aethor became a favored of the halfing priests and of Yondalla. While never accepting the ways of the priesthood, Aethor nevertheless carried a crude holy symbol with him as a reminder of his devotion. One of the few occasions that he left the halflings was to return to the forge, and in a impressive dual with Master Smith Gundarak prove himself worthy of his finest blades, Yondalla's short swords. Pleased with his accomplishments, Aethor spent a few more years wandering, always to return to those wild halflings of the plains. He grew in strength and power, skill and ability, and had mastered the nature of magic on the way. Always when returning to the wild plains, the halflings would cry 'Gtharg' meaning 'Spirited One', a word in an old language that summed Aethor up perfectly.
 

Gli'jar

First Post
From the Chronicles of Binder Isfendiyar Tal'Utel,
as penned by Feridun, scribe to the Pharoh Lohurasp

Now when the two armies met, many and fierce were the combats waged between them, and blows were given and received, swords flashed, teeth gnashed, showers of arrows descended on all sides, and fell magics erupted on the battlefield.

The blood of brave men was shed like unto the shedding of rain from a black cloud by the hands of the fiend Apep and those who served it. Dire was the wailing among the army of Ra, their hearts torn with anguish, and their hands were crossed upon their breasts, they were as humble as slaves upon these three stormridden days.

They were smitten with great slaughter, and the number of their dead was past the counting. Apep rejoiced in his victory, and his heart shouted within him when he learned that the armies of Ra were drawn back from the Abyss and broken.

But Ra, when he learned it, was afflicted, and wept sore. The man-jet boat had been assailed by the great serpent Apep. Ra was defeated, and the man-jet cast adrift into the Styx days earlier. With no guide through the underworld realm of Apep, the man-jet set adrift on the Styx.

The Pharoh Lohurasp reigned in wisdom upon the crystal throne, and the armies were as wax under his hands. They came before Lohurasp, broken and defeated and Lohurasp was angry when he beheld them, and he remembered Apep from whom was sprung this evil, and he said,

"I marvel that you come before me; for while Ra languishes in the bondage of Apep,it beseeches us not to hold this war as ended, lest demons mock us with their tongues, and beset our kingdoms with their evil. It hath been told me that Ra is set adrift on the Styx, and that Apep and all his thralls are asailing the realm of man. I charge thee, deliver thy god."

The assembled choir debated on the manner to liberate Ra when Binder Isfendiyar stepped forward and said, "I am a servant of Ra, let him command his slave what he shall do."

And Lohurasp said, "Go forth."

Then Isfendiyar answered, "I go, but the road is not known to me."

And Lohurasp said, "An angel hath revealed it to me. Three roads lead unto the man-jet. One requires three months to traverse, but it is safe, and much pasture is found on its path. The second demands but a moon, yet it is a desert void of life. And the third asks but five days, but it is fraught with danger."

Then Isfendiyar said, "No man can die before his time is come. It behoveth a man of faith to choose ever the shortest path."

And Lohurasp said, "My army is yours. They will follow you to their end. Go then in faith, and I swear to thee, when thou hast done it, thy name shall be exalted in the land."

Now those who knew the dangers that were hidden in this path sought to deter him, but Isfendiyar would not listen to their voice. So he set forth with Lohurasp's army, and they marched until they came to the spot where the roads divided. Now it needed five stages to reach the manjet, and at each stage there lurked a danger. But Isfendiyar would not give ear to fear, and he set forth upon the road, and each day he overcame a danger, and each danger was greater than the last. On the first day he slew two raging wolves. On the second he laid low two evil demons that were clothed as maidens. On the third he overcame a dragon whose breath was poison. On the fourth day Isfendiyar slew a great magician who would have lured him into the paths of evil, and on the fifth he was nigh to have perished with his army in a deep snow that fell upon him through the might of the fiends. But he prayed unto Ra in his distress, and by the favor of the heavens the snow vanished from under his feet, but a flood of waters rose, but Isfendiyar overcame them also, and kneeled before Ra on the shore of the Styx.

Then they did as Ra desired. They returned and fought with swords and with arrows, with maces, and with fists, and with arcanr might and with divine right. Sore was the struggle, and a victory leaned unto neither side. They strove thus from the time of dawn until the sun had lengthened the shadows, and Apep was afraid lest the day should end in Ra's favour. Then Ra caught Apep in his arms and flung him upon the ground, that the torment of Ra would be avenged. Then Ra gave thanks unto Isfendiyar, and turned back unto the camp, bearing aloft Apep the defeated. The army of Ra, when they beheld it, set up a great shout, ut from the ranks of Apep there came the noise of wailing. And Ra was bowed down with anger, and he commanded the army should go forth and fall upon the army of Apep.

Now there was fought a battle such as men have not seen the like. The earth was covered with steel, arrows fell from the clouds like hail, the ground was torn with hoofs, magic fractured the landscape with mystical engeries and blood flowed like water upon the plains. The dead lay around in masses, and the feet of the horses could not stir because of them. Then Isfendiyar said to the chiefs of the army-

"Upon this field of vengeance, there will remain nought when the night is come save only the earth that turns, Ra, and his army."

Name: Binder Isfendiyar Tal'Utel
Class: Cleric 6 Radiant Servant of Ra 8
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Ra
Domains: Sun, Healing, Bonus Glory
Code:
[B]Str:[/B] 10 +0 (2 p.)     [B]Level:[/B] 14       [B]XP:[/B] 99,350/105,000
[B]Dex:[/B] 10 +0 (2 p.)     [B]BAB:[/B] +10/5      [B]HP:[/B]  75 (6d8+8d6)
[B]Con:[/B] 10 +0 (2 p.)     [B]Grapple:[/B] +10    [B]Dmg Red:[/B] --/--
[B]Int:[/B] 14 +2 (6 p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 20
[B]Wis:[/B] 22 +6 (10p.)     [B]Init:[/B] +0        [B]Spell Save:[/B] +0
[B]Cha:[/B] 17 +3 (6 p.)     [B]ACP:[/B] -1         [B]Spell Fail:[/B] 00%

level modifications Lv 4 & 8 Wis, 12 Cha 
Cloak of Charisma +2, And Periapt of Wisdom +4

                [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]          10    +9    +2    +0    +0    +0    +2    23
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 23

                      [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                  11    +0    +3     +14  
[B]Ref:[/B]                   4     +0    +3     +7 
[B]Will:[/B]                  11    +6    +5     +22  

[B]Weapon                     Attack   Damage     Critical[/B]
+1 Bane Heavy Mace*         +11/6    1d8+1        X2
+1 Light Crossbow           +17/12    1d6+1        19-20 X2
* Bane (Evil Outsider)

[B]Skill Points:[/B]  85      [B]Max Ranks:[/B] 17/8
[B]Skills                     Ranks  Mod  Misc  Total[/B]
Concentration                17    +0          +17
Craft (none)                 0     --          --
Diplomacy                    3     +3    +2*   +8
Heal                         17    +6    +2*   +25
Knowledge (arcana)           2     +2          +4
Knowledge (history)          3     +2          +5
Knowledge (religion          17    +2          +19
Knowledge (the planes)       3     +2          +5
Profession (none)            0     --          --
Sense Motive                 8     +6          +14
Spellcraft                   13    +2          +15
C/C Know Language (Infernal) 2
* +2 from healers kit, Synergy bonus Sense Motive

[B]Languages:[/B] Common Celestial Abyssal Infernal
[B] Equipment:[/B]
Worn/At the Ready                    Cost     Weight
+1 H. Mace of Bane (E. Outsider)  8312gp      8lb
+1 LIght Crossbow                 2335gp      4lb
Ammunition (10)                      1gp      1lb
Dagger                               2gp      1lb
Mithral Breastplate +4           20200gp     15lb
Explorers Outfit                     -gp    (worn)
Mithral Heavy Shield              1020gp      5lb
Cloak of Charisma +2              4000gp      1lb
Stand of Prayer Beads            25800gp       --
Scarab Of Protection             38000gp       --
Periapt of wisdom+4              16000gp       --
Phylactery of Undead Turning     11000gp       --
Vest of Resistance+3              9000gp      1lb
Ring of Protection +2             8000gp       --
Hewards Handy Haversack           2000gp      5lb

[b]Items in Haversack[/b]
Stone Salve (2 uses)              8000gp      2oz
Healers Kit (10 Uses)               50gp      1lb
Silver Holy Symbol                  25gp      1lb
Spell Component Pouch                5gp      2lb
Bedroll                              1sp      5lb
Flint and steel                      1gp       --
Torch (3)                            3cp      3lb
Waterskin (4)                        4gp     16lb
Rations, trail(per day) (5)         25sp      5lb
Case (2)                             2gp      1lb
Holy Water (4)                     100gp      4lb
Scroll of Break Enchantment       1125gp
Scroll of Banishment              1650gp
Scroll of Dispel Evil             1125gp
Scroll of Greater Disp. Magic     1650gp
Misc. Spell Components            5500gp

[B]Total Weight:[/B] 41lb     [B]Money:[/B]90gp 3sp 7cp    

                           [B]Lgt   Med     Hvy   Lift  Push[/B]
[B]Max Weight:[/B]            33   34-66  67-100   200   500
Abilities:
Class Features:
All of the following are class features of the cleric.
--Weapon and Armor Proficiency: All simple weapons, with all types of
armor (light, medium, and heavy), and with shields (except tower shields).
--Aura (Ex): Neutral Good Overwhelming
--Spells: Divine, DC 10+spell level+6 Dawn meditation/supplication
--Domains: Sun & Healing
--Spontaneous Casting: healing spells
--Turn Undead (Su): 14/day (W/ Extra Turning, Level considered 18 due to
Phylactery of undead Turning)
Turning Check 1d20+3(cha)+2(know religion)+2(glory domain)=1d20+7
Turning Damage (2d6(base)+1d6(glory)+18(level W/Phylac.)+3(cha))=3d6+21
--Bonus Languages: Celestial, Abyssal, Infernal and those granted by race

All of the following are class features of the Radiant Servant of Ra
--Weapon and Armor Proficiency: All simple weapons and martial weapons,
with all types of armor (light, medium, and heavy), and with shields.
--Extra Greater Turning 3+Cha per day = 6
--Radiance: Spells with light descriptor, radius of illumination doubled and
treated as one level higher for all purposes
--Spells: Divine, Stacks with Cleric
--Turn Undead (Su): Levels stack with Cleric
--Divine Health (EX): Immune to all diseases, including magical
--Maximize Healing (EX) (Supercedes Empower Healing ability): When a RSoR
casts a domain spell from the healing domain that spell is affected as though
by the maxamized spell feat. It does not use up a higher level slot.
--Aura of Warding (SU): All allies within 10', including RSoR gain a +2 bonus
on all will saves
--Bonus Domain: Glory
--Positive Energy Burst (SU): Std action, 8d6 to all undead within 100' DC 18
for 1/2 dmg. uses 2 turning attempts.

Racial Features:
Humans
--Medium
--Human base land speed is 30 feet.
--1 extra feat at 1st level.
--4 extra skill points at 1st level and 1 extra skill point at each additional level.
--Automatic Language: Common. Bonus Languages: Any (other than secret
languages, such as Druidic).
See the Speak Language skill.
--Favored Class: Any. When determining whether a multiclass human takes an
experience point penalty, his or her highest-level class does not count.

Feats: 1st--Augment Healing
Bonus 1st--Extra Turning
3rd--Zen Archery
6th--Divine Spell Power
9th--Extra Turning
12th--Domain Spontaneity (Glory)
[/size]
Domain Abliities and Memorized Spells:[sblock]Healing Domain
Granted Power

You cast healing spells at +1 caster level.
Healing Domain Spells

1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5. Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9. Heal, Mass: As heal, but with several subjects.

Sun Domain
Granted Power

Once per day, you can perform a greater turning against undead in place of a regular turning.
The greater turning is like a normal turning except that the undead creatures that would be
turned are destroyed instead.
Sun Domain Spells

1. Endure Elements: Exist comfortably in hot or cold environments.
2. Heat Metal: Make metal so hot it damages those who touch it.
3. Searing Light: Ray deals 1d8/two levels, more against undead.
4. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
5. Flame Strike: Smite foes with divine fire (1d6/level damage).
6. Fire Seeds: Acorns and berries become grenades and bombs.
7. Sunbeam: Beam blinds and deals 4d6 damage.
8. Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Glory Domain
Granted Power

Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
Glory Domain Spells

1. Disrupt undead
2. Bless weapon
3. Searing light
4. Holy smite
5. Holy sword
6. Bolt of glory
7. Sunbeam
8. Crown of glory
9. Gate

Current Spells Memorized

Orisons, 6
Purfy food and drink, Create Water, Detect magic (x2), Guidance
1st Level, 7+1(Domain)
Omen of Peril, Nimbus of Light, Bless, Prot. from Evil, Sanctuary, Shield of Faith, Detect Evil, (CLW)
2nd Level, 7+1(Domain)
Align Weapon, Augury, Consecrate, Curse of Ill Fortune, Deific Vengence, Resist Energy, Owl's Wisdom, (CMW)
3rd Level, 5+1(Domain)
Prot From Energy, Visage of the Deity, Lesser, Dispel Magic (X2), Ring of Blades, (CSW)
4th Level, 5+1(Domain)
Recitation (X2), Divine Power, Restoration, Assay Resistance, (CCW)
5th Level, 4+1(Domain)
Vigor, Greater, Flame Strike, Righteous Might, Spell Resistance, (CLW, Mass)
6th Level, 4+1(Domain)
Visage of the Diety, Vigorous Circle, Heal, Blade Barrier, (Heal)
7th Level, 2+1(Domain)
Destruction, Summon Monster VII, (Regeneration)

Active Spells: Renewal Pact (500 exp), Stalwart Pact (250 exp)


Age: 32
Height: 5'9"
Weight: 150lb
Eyes: Brown
Hair: Shaved
Skin: Burnt Sienna
Appearance: Highly polished armour glints from under the cloak of the man that stands before you. When light shines across his face one can see the tattooed symbol of Ra on his cheeks and the odes to Ra on his shaved head. His sun darkened skin stands contrast to the sun blazed symbol of Ra which is worn firmly across his cest.

At his side is a heavy mace hanging from a good think leather cord, and ready for use. On some kind of sling, is a light crossbow that sits across his back.

A silver holy symbol of Ra rests on a good think chain with a small gold disk is worn around the neck and his fingers constantly work a strand prayer beads. Several small pouches, and some sort of small kits rest at his belt and a good sturdy pack sits nearby.

Background: Taking after his brother, Monitor Jai Tal’Utel, Isfendiyar Tal'Utel entered the faith. The younger of the pair, Isfendiyar watched his brother rise through the ranks of the clergy. When Jai chose the path of Monitor he left the monastery,forgoing the
ecclesiastical duties of the faith, focus on becoming a warpriest, battling the foes of light.

Isfendiyar however chose a different path. The path of Binder was more to his disposition. Where his brother has both the mentality and physicality of a war priest, Isfendiyar possessed a healing ability and the iron determination in facing the foes of light. It is for these reasons, Isfendiyar chose to focus his abilities on helping those who could not
help themselves.

While on a journey to aid a razed village, Isfendiyar and his entourage were attacked by the undead villagers and their creators. It was a trap, and though outnumbered, the undead fell to the prayers, faith, steeled determination and holy might of Ra. Many of Isfendiyar’s friends and compatriots died that day and it was at this point that Isfendiyar decided he would partake in the journey, as did his brother, and begin his life as an adventurer cleansing the world of those enemies of light. It is the path he follows to this day.

Personality:Binder Isfendiyar Tal'Utel is a pious cleric of Ra, personal priest to the Pharoh Lohurasp. Raised within the confines of the temple of Ra he respects those of authority and listens to those within his Order although he is apt to follow his own calling when he deems it necessary. The war with Apep left him confident, sometimes overly so, of his abilities and he takes the responsibility of his positions, both a Binder of no small merit and as personal priest to the Pharoh very seriously.
 
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Rayex

First Post
Royce

Royce Bal'dera

Male Desert Elf Warmage 10 / Elemental Savant 4

Alignment: Chaotic Neutral
Size: M
Speed: 30 ft.
Space: 5ft.
Reach: 5ft.

STR: 08 (-1) 2points - 2racial
DEX: 14 (+2) 4points + 2racial
CON: 16 (+3) 6points + 2enchantment
INT: 20 (+5) 6points + 6enchantment
WIS: 08 (-1) 0points
CHA: 23 (+6) 10points + 3level + 4enchantment

HP: 10d6 + 4d4 + 42con

AC: 18 (10base + 2dex + 2armor + 4enchantment) / 12 / 16

Fortitude: 10 (4base + 3con + 3resistance)
Reflex: 12 (4base + 5int + 3resistance)
Will: 13 (11base - 1will + 3resistance)
+2 racial bonus to enchantment spell or effects

Resistance: Fire 10
Immunities: Sleep effects,

Base Attack Bonus: +7

Attacks:
Shiv'rooc: +7/+2 (7base - 1str + 1enchantment), 1d6 damage, Threat 18-20/x2


Spells:
Spells per day: 6/8/8/7/7/7/6/3
DC: 10 + spell level + 6cha
Overcome Resistance: 1d20 + 14CL + 2competence
Warmage Edge: 7 (5int + 2extra edge)
Spells known through Advanced Learning:
1st: Tenser's Floating Disc.
3rd: Leomund's tiny Hut.

Skills:
Total Skill Points: 68
Max Skill Rank: 17
Concentration: 20 - 17ranks + 3con
Knowledge (arcana): 22 - 17ranks + 5int
Knowledge (the planes): 16 - 11ranks + 5int
Spellcraft: 22 - 17ranks + 5int

Feats:
Level1: Insightfull Reflexes- Use Intelligence instead of Dexterity on
Reflex Saves
Level3: Explosive Spell (Metamagic)
Level6: Extra Edge - Gives an additional +1 bonus to edge per 4 warmage
levels.
Bonus Warmage Level7: Sudden Empower
Level9: Energy Substitution (fire)
Bonus Warmage Level10: Sudden Enlarge
Level12: Energy Admixture (fire)

Languages:
Common
Elven
Draconic
Goblin


Class features/abilities:
Armored Mage: Can wear Medium Armor and not suffer Arcane Spell Failure.
Warmage Edge: Adds Intelligence modifier to damage dealt by spells.
Advanced Learning: At 3rd and 6th level can add a new spell to his known
spells. Must be of the Evocation School, and be on the wizard/sorcerer spell
list.
Sudden Empower: Gain this feat as bonus feat.
Sudden Enlarge: Gain this feat as bonus feat.
Elemental Specialty: All spells that deal energy damage now deals fire
damage.
Resistance to Energy: Gain resistance to fire 10.
Immunity to Sleep: Gains immunity to sleep effects.
Energy Penetration: When casting a spell of the Fire energy type, gains +2
competence bonus on checks to overcome spell resistance.

Proficiency:
Scimitar, Rapier and Shortbow
Simple Weapons
Light Armor
Medium Armor
Light Shields

Gear:

Coat of the Fiery Guardian
When Royce woke up from his years long slumber he wore this piece of esquisite leather armor.
It is a red-brown color, decorated by etched images of a firey inferno. When looking at it just the right way one can almost see the face of a laughing fire elemental, cleverly intertwined in the fire.
On the backplate in a vertical column, a series of fiery inscriptions in Ignan read the message "Who dare to defy Ibn Al'Van. Who dare to brave the fiery waste. Fear me and be consumed."
Crimson Coat of Ilpharrz, 28,300gp - Complete Arcane

Crown of Al'Vanisho
The second and perhaps most impressive item that Royce wore when he woke up is a circlet of silver, shaped in the front as a crown of flames.
It is burning with a bright light that cannot be quenched or extinguished. The magical flame does not hurt the wearer.
When born the crown makes the bearer see everything more clear, as if a fog had been liftet from its mind.
Headband of Intellect +6 - 36,000gp
Got a Continual Flame spell cast on it.

Crimson Shroud of Ronnja.
The only keepsake Royce has from his parents.
It was always worn by his mother at feasts and gatherings. This deep orange cloak makes the bearers presence more apparent, and people will more willingli follow and listen to the owner.
After getting the runes on the back of his leather coat translated by a traveling scholar, Royce decided to bear this cape at all times, hiding the message for unwanted eyes.
Cloak of Charisma +4 - 16,000gp

Dinner's Ready
Apart from his extreme fear of anything liquid, this is the only thing Royce inherited from his fater.
From an early age his father, being the paranoid man he was, lectured Royce in the dangers of eating and drinking. Especially drink was dangerous. Royce never came to understand why it was, but still to this day he fears any liquids, and will not eat unless absolutely forced to it.
This ring, pried from his fathers stiff fingers after the raid, provides
the wearer with sustenance and energy through the day.
Ring of Sustenance - 2,000gp

Band of the Unseen Servant
The only item at a holy shrine at the top of a deserted pyramid, Royce found a simple ring of Ivory.
On the inner side of the band a phrase was inscribed in hieroglyphs. After some research Royce was able to translate the phrase himself, and when he did he chuckled darkly to himself, no-one in particular and the world in general.
The phrase was "Now you see me, now you don't"
Ring of Invisibility - 20,000gp

Gythasinxionsi's Gift
One late night alone on the dunes Royce encountered a wounded Gynosphinx.
Spending the night in eachothers company, the two souls exchanged stories, anecdotes and riddles. The sphinx promised Royce a price in the form of a magical item, should the young elf be able to tell the sphinx a riddle she would not be able to solve. It was in the early morning that Royce was able to trick the sphinx and tell a riddle she was not able to solve.
"It occurs once in every minute, twice in every moment, and yet never in one hundred thousand years."
The sphinx handed him a pink stone and turned to fly away when she looked over her shoulder and said "Thank you, addled one, for your company. May our paths meet again." with a wide grin.
Royce was left with the feeling that in reality he should not have won the stone.
Pink Rhomboid Ioun Stone - 8,000gp (+2constitution)

Shiv'rooc
This blade, the only martial weapon Royce is in possession of, looks like an ordinary, though well made, scimitar. Its hilt is wrapped in rugged leather, and the blade is the best steel.
Royce worked with a band of mercenaries called the "Sting of the Scorpid" for a time, untill he found out they were working for a wealthy merchant trading in slaves. In his anger he confronted the leader of the band to single combat, and the leader accepted. The fight was a long one, and in the end they were both bleeding heavily, soaking the sand with red, sticky goo. The leader charged one last time, striking Royce in the shoulder with his scimitar. At the impact a fiery explosion combusted from the scimitar, and both the combatants were fully engulfed in flame. They should both have perished, but to Royce's suprise he was left unsinged from the fire. The leader was not as lucky, and when Royce took up the blade and turned to the rest of the mercenaries, whom by right of combat should be under his command now, they fled.
After countless unsucessfull tries to get the blade to work properly, Royce lost his temper, threw the blade away, and as an afterthought sent a fiery ball of explosion its way. What happened amazed and thrilled him at the same time; the blade seemed to absorb the spell cast at it, and for a few seconds it glowed with an orange light before turning back to its usual self.
+1 Scimitar of Spellstoring - 8,315gp


Belt of Many Pockets - 11,000gp
Vest of Resistance +3 - 9,000gp
Lesser Rod of Maximize - 14,000gp
Potion of Fly x2
Potion of Haste
Potion of Gaseous Form
Potion of Cure Serious Wounds x4
Spell components worth of 388gp
Left: 6000gp

Info:
Being a son of a nomad Royce early on learned the dangers of the desert. It was fated, he now "knows", that the tribe would be exterminated. It had been an exceptionally hot night on the dunes and the gurads was tired and unfocused. The savage orcs went through the camp like a hot knife through butter. None were left alive - except Royce. He was lucky and survived, but not unhurt. He suffered a vicious blow to the head that would forever leave him slightly addled. He wandered alone for days, crawling from one oasis to another. One day his strength ended, and he fell asleep.

Ten, or so, years later he woke up in the desert again. Any recollection of past years were gone, but a new-found strength of mind had surfaced. He soon encountered a band of goblins, bickering amongst themselves and tossing around the remains of what looked like a elven baby. A fury filled his mind, and his vision was blurry as he attacked the goblins without fear. Minutes later the goblins were no more, all that remained was ashes and bones. Amazed at his own, till now unknown, abilities Royce started to carefully tap into his now considerable powers. He could throw around spells of destruction with ease - and spells dealing with fire even more easily.

So now he wanders the desert seeking for anything that might tell him what he did the last ten years and where his powers came from.
 

D20Dazza

Explorer
Name: Arriana
Female Catfolk (LA+1) Rogue 7/ Dungeon Delver 6 (Complete Adventurer)
Alignment: Chaotic Good
Patron Deity:
Height:
Weight: lbs
Fur: Brindle
Eyes: Green Yellow
Age:
XP: 100,100

Str: 8 (-1) 0 point
Dex: 20 (+5) 10 point
Con: 10 (+0) 2 point
Int: 18 (+4) 8 point
Wis: 10 (+0) 2 point
Cha: 16 (+3) 6 point
+4 dex, +2 cha (racial), +3 int (level)

Racial Abilities
base speed: 40'
low light vision
+2 racial bonus on listen & move silently
+1 natural armour
auto lang: common, feline
bonus lang: draconic, gnoll, halfling & sylvan
fav class: ranger
LA: +1

Class Abilities
Rogue
Weapon and armour prof - all simple weapons, hand crossbow, rapier, short bow, shortsword; light armourSneak Attack +4d6
Trapfinding
Evasion - Successful save versue half damage spell results in no damage.
Trap sense +2 - +2 Refles saves and AC to avoid traps
Uncanny Dodge - Retain Dex bonus to AC if flat-footed or struck by an invisible opponent

Dungeon Delver
Darkvision
Deep Survival - class level added to Survival checks when underground
Trap sense +2 - stacks with rogue ability
Reduce - reduce person 3/day (caster level equals class level)
Stone cunning - as dwarf
Augury 2/day - free action (caster level equals class level)
Skill mastery - (choose 3+Int bonus worth of skills) Take 10 even if stressed or distracted
Improved Evasion - no damage on successful saves versus certain attcks (like fireball, dragon breath) and half damage on a fail.
Blindsense 1/day - 1 minute per caster level, no need to make Spot or Listen checks to locate a target within range (30')
Passwall 1/day - (caster level equals class level)

Hit Dice: 13d6
HP: 63
AC: 26 (+5 Dex, +8 armor [+4 mithril chain], +2 deflection [ring], +1 natural armour) +4 versus traps (Trap sense)
*+4 Mithril chain - 12.5lbs; +6 Dex; ACP 0;
Init: +5 (+5 Dex)
Speed: 40ft

Saves:
Fortitude +7 [+7 base, +0 Con]
Reflex +15 [+10 base, +5 Dex] +4 versus traps (Trap sense)
Will +4 [+4 base, +0 Wis]

BAB/Grapple: +9/+4 - +8 Grapple
Melee Atk: Rapier +9/+4 (1d6-1+1d6+1/18-20x2/Piercing)
Ranged Atk: Hand Crossbow +16/+11 (1d4+2d6+2 (evil)/19-20/x2/60' Piercing)
Ranged Atk: +1 Shock Bolts +17/+12 (1d4+2d6+2 (evil)+1d6 (elec)/19-20/x2/60' Piercing)
Ranged Atk: +1 Flaming Bolts +17/+12 (1d4+2d6 (evil)+1d6 (fire)/19-20/x2/60' Piercing)

Skills: - rogue only (8+2x4=40)+(8+2x2=20)+(8+3x8=88)+(8+4x2=24) = 172
4 Appraise [0 ranks, +4 Int]
13 Balance [8 ranks, +5 Dex]
3 Bluff [0 ranks, +3 Cha]
9 Climb [10 ranks, -1 Str]
9 Craft (Stonemasonry) + [5 ranks, +4 Int]
8 Decipher Script [4 ranks, +4 Int]
3 Diplomacy [0 ranks, +3 Cha]
20 Disable Device [11 ranks, +5 Dex, +2 Nimble Fingers+2 m'work TT (skill mastery)
4 Disguise [0 ranks, +4 Int, ]
8 Escape Artist [3 ranks, +5 Dex]
4 Forgery [0 ranks, +4 Int]
3 Gather Information [0 ranks, +3 Cha][/B]
20 Hide [15 ranks, +5 Dex]
3 Intimidate [0 ranks, +3 Cha]
-1 Jump [0 ranks, -1 Str]
14 Knowledge (dungeoneering) + [10 ranks, +4 Int]
4 Knowledge (local) [0 ranks, +4 Int]
10 Listen [6 ranks, +0 Wis, +2 Alertness, +2 Racial]
20 Move Silently [13 ranks, +5 Dex, +2 Racial] (skill mastery)
20 Open Lock [11 ranks, +5 Dex, +2 Nimble Fingers, +2 m'work TT] (skill mastery)
3 Perform [0 ranks, +3 Cha]
0 Profession [0 ranks, +0 Wis]
20 Search [16 ranks, +4 Int] (skill mastery)
0 Sense Motive [0 ranks, +0 Wis]
5 Sleight of Hand [0 ranks, +5 Dex]
18 Spot [16 ranks, +0 Wis, +2 Alertness]
13 Survival [13 ranks, +0 Wis] +6 (class level) when underground
-1 Swim [0 ranks, -1 Str]
20 Tumble [15 ranks, +5 Dex] (skill mastery)
19 Use Magic Device [16 ranks, +3 Cha] (skill mastery)
5 Use Rope [0 ranks, +5 Dex]

Feats:
Alertness - +2 Listen and Spot checks
Blind-fight - reroll any miss chance due to concelament once; invisible attackers do not gain a bonus to hit (unless it's a ranged attack); darkness and poor invisibility result in 3/4 movement instead of half
Nimble Fingers - +2 Disable Device and Open Lock
Rapid Reload - reload hand crossbow as a free action; fire as often as youcan a bow
Quick Draw - draw weapon as a free action

Languages: Common, Feline, Draconic, Gnoll, Halfling, Sylvan

Equipmenti
Hand crossbow (2lb)
*+2, Distance (+1), Holy (+2) - 50,400gp - double range; +2d6 dmg vs evil.
50 +1 Shock Bolts - 8,350gp - seek foes out that have cover, negates any miss chance
50 +1 Flaming Bolts - 8,350gp - +1d6 fire dmg
Rapier 2lb
*+1, Frost (+1) - 8,320gp - +1d6 frost damage DMG.
Chain Shirt
* Mithril (4,000gp), +4 - 20,250gp DMG.
Everlasting Rations - 350gp HoB.
Ring of Protection +2 - 8,000gp DMG.
Ring of Lockpicking - 4,500gp - +5 Open Lock checks, knock 1/day by touching a portal Cadv.
Spool of Endless Rope - 2,000gp - small spool attached to belt that can dispense up to 500' of rope, any rope cut off is replenished Cadv.
Burnoose of Moonless Nights - 33,000gp - 3/day draw hood and gain total concealment as if under the effect of a greater invisibility spell - effect lasts 10 rounds Sstrm.
Replenishing Skin - 1,000gp - water bottle fills with clean water over a 1-4 hour period Sstrm.
Wand of Detect Magic 50 - 375gp
Wand of Light 50 - 375gp
Wand of CLW 50 - 750gp
Wand of Delay Poison 50 - 4,500gp
Wand of Magic Missile 50 - 3rd - 2,250gp
Wand of Cats Grace 50 - 4,500gp
Bag of Holding Type 1 - 2,500gp
1 Potion of Levitate - 300gp
Slippers of Spider Climbing - 4,800gp
Masterwork Thieves Tools - 100gp
Chime of Opening 10 - 3000gp
20 bolts - 2gp

Money
28gp, sp

Appearance: Arriana is attractive, for a cat. She has brindle striped fawn fur and green yellow eyes that sparkle with intelligence. She generally wears a Burnoose under which is a light chain shirt. A leather satchel hangs at her side and a wide belt holds a small spindle, a holster for her light crossbow and a scabbard for her rapier. A quiver of bolts is strapped to each of her otherwise bare thighs and a slender wand is strapped cunningly to her forearm (sheathed wands of mm). Arriana's tail has a mind of it's own and swishes and sways provacatively most of the time. Her tail is sotted with a tip of white fur

Personality: Arriana loves puzzles, riddles and games. She appreciates a good joke but hates being the butt of jokes. She is moody and slips from overly friendly sexual wildchild to petulant baby regulalry.

Background:
 
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