Jungle Deeps and Ocean Depths Characters

Isida Kep'Tukari

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Dorcha Vasson
Male Human Fighter 6/Devoted Defender 3
Region:
Waterdeep
Patron Diety: Kelemvor
Alignment: Lawful Neutral
Height: 5' 8''
Weight: 180lbs
Hair: Gray
Eyes: Gray
Age: 25

Str: 18 (+4) [6 points, +4 magical]
Dex: 15 (+2) [8 points]
Con: 10 (+0) [2 points]
Int: 16 (+3) [10 points]
Wis: 14 (+2) [4 points, +2 levels]
Cha: 10 (+0) [2 points]

Class and Racial Abilties:
1 feat at first level, 4 skill points at first level and 1 skill point at each additional level, Harm's Way, Defensive Strike, Deflect Attack +1.

Hit Dice: 6d10 + 3d12
HP: 75
AC: 20 (+2 Dex, +5 Armor, +3 Shield, +2 to AC only when defending another)
Init: +8 [+4 Improved Initiative, +2 Dex, +2 Thug)
Speed: 30ft (20ft in armor)
Armor Check Penalty: -3

Saves:
Fortitude +10 [+8 base, +0 Con, +2 from cloak]
Reflex +9 [+5 base, +2 Dex, +2 from cloak]
Will +7 [+3 base, +2 Wis, +2 from cloak]

BAB: +9/+4
Melee Atk: +16/+11 (1d8+8, x3, +2 warhammer)
Ranged Atk: +9/+3 (1d8+4, x3, 110ft. range, mighty composite longbow)

Skills:
Climb +7 [3 ranks, +4 Str]
Handle Animal +10 [8 ranks, +2 Cha]
Heal +3 [1 rank, +2 Wis]
Intimidate +6 [4 ranks, +2 Thug]
Knowledge (religion) +7 [4 ranks, +3 Int]
Listen +7 [3 ranks, +2 Wis, +2 Alertness]
Profession (fisherman) +5 [3 ranks, +2 Wis]
Search +10 [7 ranks, +3 Int]
Sense Motive +9 [7 ranks, +2 Wis]
Spot +12 [7 ranks, +3 Int, +2 Alertness]
Swim +12 [8 ranks, +4 Str]

Feats:
Thug (region)
Alertness (human)
Weapon Focus: warhammer (1st level)
Dodge (1st level fighter)
Weapon Focus: composite longbow (2nd level fighter)
Mobility (3rd level)
Spring Attack (4th level fighter)
Power Attack (6th level fighter)
Quick Draw (6th level)
Weapon Specialization: warhammer (9th level)

Languages
Common, Chondathan, Elven, Dwarven, Giant.

Equipment:
Belt of Giant Strength (+4) [16,000gp], +2 breastplate [4,350gp], +2 warhammer [8,312gp0, +2 cloak of resistance [4,000gp], +1 mithral large sheild [2,020gp], MW mighty composite longbow (+4) (30 arrows), potion of neutralize poison [750gp], 2 potions of cure light wounds [100gp], backpack, bedroll, 50ft. hemp rope, light war horse, bit and bridle, saddle, belt pouch, flint and steel, 3 sunrods, two flasks of alchemist's fire, iron holy symbol of Kelemvor, fishing net.

Appearance:
Dorcha is an evenly proportioned man that appears, at first glance, to be rather old. His hair is iron-gray and matches his eyes. His face is deeply lined, and it seems his face is set into an expression of sterness. He wears a simple, though well-crafted breastplate, a belt with iron studs, and a fine, silver-gray cloak. He carries a well-made mithral sheild that is emblazoned with Kelemvor's holy symbol, and a very sturdy-looking warhammer. His unstrong longbow is attached to his backpack.

Personality:
Dorcha is a somewhat deceptive man, though he himself rarely lies. He appears older than his years due to his prematurely gray hair and his deeply-lined face. Though he weilds a warhammer as his weapon of choice, typically a slow and ponderous weapon, he darts around the battlefield with the reflexes of a shark.

He has a deeply-ingrained sense of duty both to the dead and the living. He feels the dead should rest in peace, and the living should remain unharmed until their time comes. He also has a powerful love for the sea, and like the wizard he guards, can't bear to be away from it for long.

He tries to scare people off rather than confront them or fight them, and is a good judge of character. It's not advisable to try to pull something over on him, as he doesn't appreciate pranks. He's about a stone's throw away from being a stick-in-the-mud, and though he won't stop Halark from having some fun, he'll probably just try to blend into the background and sigh heavily.

Background:
Dorcha was a poor fisherman's son living in Waterdeep. He was always a very strong lad, but he was but one of five sons, and the youngest to boot. His father fostered him out to a childless uncle to earn his keep. However, his uncle didn't fish for fish, but rather fished for bodies. He was part of an auxiliary layman's order in the church of Kelemvor that was responsible for retreiving the bodies of drowning victims from the harbor of Waterdeep for proper burial. It was a surprisingly tough profession, as unscrupulous people would try to steal the bodies away for either their possessions or for some illegal activities. Dorcha learned early how to be swift and to present a strong enough face to drive off those jackels that fed (figuratively) upon the dead.

The church noticed his concern for the dead, as well as his strength and his clever hands. Though he did not have a vocation, he still had a strong sense of responsibility. The church took him in and trained him as a guard for the graveyards, in order to protect it from the bolder thieves and vandels that would try to exhume the dead or deface their monuments. However, his intelligence and utmost attention to duty convinced the head of the church guard to bring him in to guard the living rather than the dead.

He was tutored in the dogma of Kelemvor as well as in special defensive techniques to protect high-ranking officials of the church. His somewhat deceiving appearance and quick feet made him an ideal guard. While learning about the church structure, Dorcha came into contact with Halark Greywave, an intensely religious half sea elf wizard in the service of the Lord of the Dead. Dorcha was very impressed with Halark's command of such powerful magic in the service of his chosen god, as well as feeling a kind of kinship for another who understood the lure of the ocean. He attached himself to Halark, and has been his bodyguard now for nearly a full year.
 
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Douane

First Post
Doran Kalduras
Male Human Fighter 4/Ranger 1/Rogue 2/Devoted Defender 3
Region:
Waterdeep
Patron Diety: Mielikki
Alignment: CG
Height: 6' 4''
Weight: 179 lbs
Hair: Black
Eyes: Gray
Age: 28

Str: 14 (+2) [6 points]
Dex: 16 (+3) [6 points, +2 levels]
Con: 14 (+2) [6 points]
Int: 14 (+2) [6 points]
Wis: 10 (+0) [2 points]
Cha: 14 (+2) [6 points]

Class and Racial Abilities:
1 feat at first level, 4 skill points at first level and 1 skill point at each additional level, Favored Enemey: Undead, Sneak attack +1d6, Evasion, Harm's Way, Defensive Strike, Deflect Attack +1.

Hit Dice: 2D6 + 5d10 + 3d12
HP: 95
AC: 19 (+3 Dex, +6 Armor, +2 to AC only when defending another, +2 to Ac vs. one opponent when wielding two swords)
Init: +9 (+4 Improved Initiative, +2 Thug, +3 Dex)
Speed: 30ft
Armor Check Penalty: -2

Saves:
Fortitude +11 [+9 base, +2 Con]
Reflex +10 [+7 base, +3 Dex]
Will +2 [+2 base, +0 Wis]

BAB: +9/+4
Melee Atk: 2WF: +11/+6 (1d6+5, 19-20, x2, glassteel shortsword right hand); +10/+5 (1d6+3, 19-20, x2, shortsword left hand)
Ranged Atk: +12/+7 (1d4+2, 19-20, 10 ft. range, dagger)

Skills:
Bluff +17 [13 ranks, +2 Cha, +2 Cosmopolitan]
Diplomacy +12 [6 ranks, +2 Cha, +2 synergy from bluff, +2 synergy from sense motive]
Disguise +16(+18) [4 ranks, +2 Int, +2 synergy to act in character from bluff, +10 Hat of Disguise]
Forgery +6 [4 ranks, +2 Int]
Intimidate +19 [13 ranks, +2 Cha, +2 Thug, +2 synergy from bluff]
Innuendo +8 [4 ranks, +2 Int, +2 synergy from bluff / sense motive]
Listen +15 [13 ranks, +0 Wis, +2 Alertness]
Perform: Pan pipes +6 [4 rank, +2 Cha]
Read Lips +3 [1 rank, +2 Int]
Search +6 [4 ranks, +2 Int]
Sense Motive +13 [13 ranks, +0 Wis]
Spot +20 [13 ranks, +0 Wis, +2 Alertness, +5 Eyes of the Eagle]


Feats:
Cosmopolitan - Bluff (Region)
Alertness (1st level)
Improved Initiative (human)
Track (1st level Ranger)
Weapon Focus: Shortsword (1st level Fighter)
Thug (3rd level)
Combat Reflexes (2nd level Fighter)
Weapon Specialization: Shortsword (4th level Fighter)
Twin.Sword Style (6th level)
Improved Two Weapon Fighting (9th level)


Languages
Common, Chondathan, Elven, Illuskan

Equipment:
Eyes of the Eagle [1,000 GP]
Gem of Disguise [(=Hat of Disguise) 2,000 GP]
Glassteel Shortsword [3,310 GP]
Elven Chain +1 [5,150 GP]
Glove of Storing [2,200 GP]
Signet Ring of the Cassalanter Family [(= Purple Dragon Ring) 2,125 GP]
Pipes of Sounding and Haunting [8,300 GP]



Appearance:
A large, though graceful, man, Doran has lived most of his 28 years next to or in the City of the Sword Coast, if not the whole of Faerun. His clothes the very epitome of current Waterdhavian fashion, Doran also wears a certain amount of jewelry as further accessories to accentuate his good looks. Five rings alone on right hand, ranging from a simple golden band to delicate sliver snake biting its own tail with tiny opals as eyes, the big Cassalanter signet ring on his left, various bracelets circling his forearms, an earring and even an anklet constitute the most of his worn jewelry, but the most striking piece is certainly the large and finely cut aquamarine set into his forehead.

Doran also wears a pendant in the shape of a scimitar in honor of his patron deity Mielikki; while this choice might seem unusual (or even improper) to many it reflects his own education and point-of-view, as his parents were members of a somewhat more militant faction of Mielikki worshippers who never adopted Lurue as their symbol.

His long black hair is usually is kept unbound, excepting occasions when he expects fighting. While he likes to don his gleaming suit of chainmail to make that all-important favourable first impression, he is mostly seen without it. A very different matter are his weapons: As a result of combining his ranger training and customs (and equipment) of the City Guard Doran adopted a style of fighting with two shortswords, both of which never leave his side; not even on the most formal events.


Personality:
Above all, Doran is a professional. While he generally sees himself as one of the “good guys”, all such considerations will vanish once he takes a job on. To protect his client Doran will do almost everything, including, but not limited to, merciless dispatching of assailants to ensure that there won’t be any repeated attempts. Summing up, the normal Doran is a very, very different person from the bodyguard Doran.

The “private” Doran is a rather outgoing fellow and a charmer of somewhat “legendary” repute in certain circles. Many of his interpersonal skills were sharpened during his work for the various noble families of Waterdeep. However, often enough the shadier sides of his abilities came into play, usually when spoiled children decided to buck established traditions or to go “slumming”.

From his parents Doran has inherited a fondness for everything Elven. He still wields the short glassteel blade elves bestowed on one of his ancestors 12 generations ago as a reward for saving them and has since managed to get the local elves to make a set of their famed chainmail appropriate for a his size.

While his love for romping around in the wilds is decidedly smaller than that of his late parents (or any of his ancestors), he nevertheless enjoys relaxing in the wilder parts of Waterdeep’s environs so much that he will sometimes even do so if he has no “company”. Lately Doran has taken to playing his newly acquired set of pan pipes on these occasions which were given to him by a strange green-haired elf-maiden whom he “entertained” for a while.


Background:
As the son of two rangers working for the “outbound" department of the Waterdeep City Guard and charged with patroling the environs of Waterdeep, Doran would have probably followed suit in their footsteps as a ranger, if only due to a sense of tradition and not to an actual preference of his own. In fact, he simply lacked the understanding of nature both of his parents displayed and never felt any true connection his inner self to nature.

With the Times of Trouble and the attack of the Minions of Myrkul the life of young Doran changed rather drastically, as both of his parents were killed while valiantly defending the city along with so many others. In the aftermath he was taken in by the City Guard, as Doran already displayed a rather formidable fighting prowess for his age. Thus began his downfall.

The following years saw a steady decline in his general habits, status and morals. Growing somewhat corrupt and enjoying the "city life" to the max, he was finally expelled from the Guard and took up even less reputable fighting jobs for everyone who paid. He lacked any kind of inner focus and drifted from job to job, from inn to inn and from to bed to bed. Soon the City of Splendors would have claimed another victim, had Doran not one evening stumbled about an attempt to kidnap Miri Cassalanter, daugher of Ohrl Cassalanter, the head of this noble family. He managed to rescue her and bring her back safely to the family compound, even though he had to fight through another attempt. While the Cassalanters rewarded him generously for this, they also offered him something else: Since their daughter was obviously in danger, she needed a protector and the family trusted him enough as he had already proven himself once.

Doran took the chance they offered him and never looked back. Eventually he and the Cassalanters parted ways, but he kept his occupation, working for several other noble houses as a protector and bodyguard.

Though his past came back to haunt him, he never gave in to it.


Lately, Doran began to develop some doubts concerning his present situation. During a recent sparring match with Ohrl Cassalanter he had to admit that he had absolutely no idea when asked about his plans for the future. Having grown somewhat beyond the every-day conflicts (and routines) of Waterdeep and his chosen job, he finally took Ohrl‘s advice to venture truly beyond the city’s boundaries for the very first time.




Wishlist:

1. Bracers of Arrow Snaring
2. Special Shortsword (something funky and unusual, please! ;) )
[3. Ring of Swimming (not exactly because I want/need it, more to fit the probable campaign elements)]

I was very impressed with many of the magic items you did for your AU games, Isida, so if you have one (or more) interesting items like that on your mind, please include them!

As seen by my choice of the Pipes and chainmail over a chain shirt, overall effectiveness is not a exactly a primary concern. (Loved the Ioun Stones, too. Though they would probably clash with his other pieces of jewelry. :D )
 
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Wynter Wolf

First Post
Erik Von Horne
Male Human FTR 5/ BondBlade 5
Region: Dale Lands
Patron Deity: Torm
Alignment: Chaotic Good
Height: 5' 11''
Weight: 195lbs
Hair: Black
Eyes: Hazel
Age: 24

Str: 20 (+5) {10 Points, +2 lvl, +2 gauntlets}
Dex: 12 (+1) {4 Points}
Con: 16 (+3) {6 Points, bracers +2}
Int: 12 (+1) {4 Points}
Wis: 12 (+1) [4 points}
Cha: 12 (+1) {4 Points}

Class and Racial Abilties:
Awaken the Blade I, II, III ,Its a kind of magic I, II ,Weapon spec, Brothers in arms, Soul ofsteel
My one and Only, By your side I

Hit Dice: 10d10+20(+10)
HP: 107
AC: 25 (+1 Dex, +10 Armor, +4 Shield)
Init: +7 { +1 dex, +4 improved init, +2 Blooded}
Speed: 30ft(20ft in armor)
Armor Check Penalty: -6


Saves:
Fortitude +11 [+3 Con, +8 Class]
Reflex +3 [+1 Dex, +2 Class]
Willpower +3 [+1 Wis, +2 Class] 2 saves Mind affecting

BAB: +10/+5
Melee Atk: +20/+15 (1d8+10, 17-20/x2, Razor Sentinel)
Ranged Atk: +11/+6

Skills:
Craft Weaponsmith +14 (+13 ranks, +1 int)
Jump +40 (+11 Ranks, +5 str, +30 boots, -6 armor)
Swim +15(+10 ranks, +5 str, )
Spot +5 (+2 alertness, +2 blooded, +1 wis)
Listen +8 (+5 ranks, +2 alertness, +1 wis)
Sense Motive +6 (+5 ranks, +1 wis)
Ride +9 (+8 ranks, +1 dex)

Languages: Common, Chondathan, Elven

Feats:
Blooded, WF longsword, Alertness, Quick draw, Power Attack, Improved Crit LongSword, WS Long Sword, Cleave


Razor Sentinel: +3 Defender LongSword, Considered +4 for DR
Int 6 WIs 17 Chr 14
Grants x2 rolls for sense motive and listen
Speaks: Common, Elven, Telepathic


Equipment:
+2 Full Plate of the deep, +2 Large Steel Shield, Hewards Handy Haversack, Gauntlets of Ogre power, Bracers Of health +2, , 2 potion Cure serious, 3 potion cure moderate, Everburning torch, Horn of Good and Evil, Necklace of Fireballs type I, oil of timelessness, potion of spider climbing, Ring of jumping
Bed roll, Blanket, 1 wk trail rations, 2 gallons water.


Money 152gp

Appearance:
Well kept hair in a pony tail shoulder length, Neat appearance.

Personality: TO others Erik seems quite preocupied with the sword on his belt. Tho when you can talk to him he seems nice enough
He seems a little distrustfull of Arcane Spell casters.


Background:
Raised in Dagger dale Erik learned the art of crafting weapons from his father. At the age of 16 Erik joined the militia and blooded
himself early on during orc and zhentarim raids. Erik showing skill raised up in the ranks of the militia to seargent. When
on a cold winter night Erik on patrol encountered a Zhentarim agent. the battle ensued Erik versus the mage Erik knew he was outclassed but
he knew that he must win. Callin on the Guidance of Torm the only God he could think of at the time. He struck out at the Wizard as
the Wizard started casting, His aim true the sword struck deep, spoiling the spell causing it to missfire. The mages soul was sucked out of his
Body thru the sword as Erik felt the pull of his soul into the sword. In a brief painfull teror filled moment it was over. The wizard was dead
and Erik felt as if a piece of him was missing. Time grew to tell Erik the truth about what really happened. Now Erik wanders the Realms
seeking adventure the days as a militia man behind him. Erik still seeks the guidance of Torm in his travels.
 
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flyingricepaddy

First Post
Tholon Hazevo
Male Human Cleric 5/Harper Priest 5
Region:
Sliverymoon
Patron Diety: Selune
Alignment: Neutral Good
Height: 5' 10''
Weight: 155lbs
Hair: Bald, but his eyebrows and beard are brown
Eyes: Very pale blue
Age: 27

Str: 12 (+1) [4 points]
Dex: 12 (+1) [4 points]
Con: 12 (+1) [4 points]
Int: 14 (+2) [6 points]
Wis: 18 (+4) [10 points, +2 levels]
Cha: 12 (+1) [4 points]

Class and Racial Abilties:
1 feat at first level, 4 skill points at first level and 1 skill point at each additional level, Turn undead (+2, 4/day), Turn lycanthropes (+2, 4/day), Freedom of movement 10r/day, Milil's Voice (+1 Cha checks), Mielikki's Step (+10 speed), Lliira's Heart (+2 vs comp, fear), Selune's Radiance (low light vision), Mystra's Grace (+2 vs magic), Harper Lore (+11)

Hit Dice: 10d8+10
HP: 72
AC: 19 (+1 Dex, +5 Armor, +3 Shield)
Init: +1 (+1 Dex)
Speed: 80ft (+10 Mielikki's Step, x2 Boots)
Armor Check Penalty: 0

Saves:
Fortitude +10 [+8 base, +1 Con, +1 Survivor]
Reflex +3 [+2 base, +1 Dex]
Will +14 [+8 base, +4 Wis, +2 Iron Will]

BAB: +6/+1
Melee Atk: +8/+3 (1d8+2+1fire+1elec, x2, +1 hizagkuur heavy Moon's Hand)
Ranged Atk: +8 (1d8, 19-20 x2, 80ft. range, mw light xbow)

Skills:
Concentration +8 [7 ranks, +1 Con]
Diplomacy +17 [13 ranks, +1 Cha, +2 Sense Motive, +1 Milil's Voice]
Knowledge (arcana) +6 [4 ranks, +2 Int]
Knowledge (religion) +15 [13 ranks, +2 Int]
Listen +11 [5 ranks, +4 Wis, +2 Alertness]
Sense Motive +9 [5 ranks, +4 Wis]
Spellcraft +12 [10 ranks, +2 Int]
Spot +11 [5 ranks, +4 Wis, +2 Alertness]
Wilderness Lore +19 [13 ranks, +4 Wis, +2 Survivor]

Feats:
Survivor (region)
Alertness (human)
Track (1st level)
Iron Will (3rd level)
Extend Spell (6th level)
Jack of all Trades (9th level)

Languages
Common, Chondathan, Illuskan, Elven, Celestial

Spells

Equipment:
Hizagkuur heavy Moon's Hand +1 [5312], Masterwork Light Xbow [335], 2 daggers [4], Mithril Shirt +1 [2100gp], Darkwood Shield+1 [1257], Travel Cloak [1200], Boots of Striding and Springing [6000], Armband of Maximized Healing [7200], Headband of the Binder [2600], Medallion of Thoughts [12000], Handy Haversack [2000], Moonsalve (2) [5000], Moonmote [180], CLW wand [750], Potion of haste [750], Potion of wisdom [300]

Appearance:

Tholon is of slim build, and his face is fine-featured--this gives him a bit of an effeminate look, which is off-set by his neatly trimmed beard and his scarred and hairless scalp (owing to a regrettable wrestling match with an angry Efreet a few years back). His face is tanned and weathered, and his large eyes are remarkable (for a human, at least). The irises are a very light blue, contrasting dramatically with his pupils, and in certain lights they look almost luminous.

He wears a utilitarian cloak over a fine mithral shirt and sturdy looking travel clothes. On his back is a haversack, the centerpiece of a complex of straps securing a Moon's Hand, a crossbow, and a wooden shield stained black. A blue-green circlet sits over his brow, and around his neck is a silver medallion engraved with the image of seven stars around a pair of eyes, the symbol of Selune.

Personality:

Tholon usually acts quite practically, willing to do whatever it takes to get the job done. The jobs with which he preoccupies himself are typically altruistic ones, as one might expect from his vocation. His pragmatism and his altruism are not always in happy agreement, however, as in the past he has on occasion been accused of letting "the ends justify the means". When Tholon is in a contemplative mood, these accusations (and the question of whether they have any merit) never fail to enter his thoughts. He does his best to fulfill the demands of his chosen ideals, but because of his family background he is (even compared to his fellow Selunites) especially sympathetic towards those touched by madness.

In speech and demeanor, Tholon's behaviour can vary widely, although he always exhibits a sense of some sort of humour. At times of leisure, he is given to frivolity and flights of fancy; when times are dire, he is full of grim, gallows humour. At heart, he is a dreamer and a romantic, but this idealism has been worn thin by the often gritty nature of his work in his church and with the Harpers.

He is always eager for word from... well, just about anywhere. No news is too distant to be beyond his concern, or, for that matter, his potential involvement.

Background:

Tholon's parents once ran a small business in the spice trade in Silverymoon. Or so he has been told; he has no personal recollection of them himself.

Shortly before his first birthday (the story goes), Tholon's father was killed confronting a thief who was attempting to rob the family in the dead of night. Tholon's mother was witness to her husband's death, and the grief and shock drove her mad.

The Church of Selune took her and Tholon in, thinking that they might be able to care for her mind. Mother and child were given separate rooms (for the protection of the latter), but during her first night there Tholon's mother hanged herself.

And so Tholon was raised almost entirely by the Church of Selune. They saw to all his basic needs, as well as his mental and physical education. So it was only natural that he became a cleric of Selune when he came of age. And as a devout cleric of Selune, based in Silverymoon, it was just as natural that he be initiated into the Harpers fairly early in his career.

Within the clergy and the ranks of the Harpers, he played the role of a wanderer. Throughout his childhood and adolescence, he had known only Silverymoon, but had heard a great deal about other lands across Faerun and beyond, and this had filled him with a terrible wanderlust. He travelled first to the High Forest, then to Waterdeep, then to the Anauroch, and so on and so forth, always seeking a more distant and more exotic land in which to do the work of Selune. Periodically, he would return to Silverymoon, but always he would set out again after a month or two of rest.

Always, that is, until just over two years ago, when he returned to Silverymoon, and just settled in. After having been to the Dragonwall, the cities of Luiren, the markets of Calimshan, and any number of places in between, the energy and enthusiasm for the great journeys he used to enjoy seemed to have disappeared. He spent his time serving his church in Silverymoon, and working for the Harpers within the Silver Marches. He found himself content with this.

This sense of contentment was shattered a few moons ago, when a Windwalker of Shaundakul wounded his pride, and prompted him to do some research on the distant jungles of Chult. Armed with three arguably unrelated pieces of lore which he nonetheless believes to point to a prophecy concerning a great army of undead, Tholon now brushes off his travelling gear, and sets off for Chult....
 
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Zerth

First Post
elmf2L.jpg


Tiana DeWine
Female Human Ranger 1/Fighter 4/Lasher 4/Duelist 2

Region: Amn
Patron Diety: Tymora
Alignment: Chaotic Good
Height: 5' 5''
Weight: 122lbs
Hair: Black
Eyes: Brown
Age: 26

Str: 12 (+1) [4 points]
Dex: 20 (+5) [10 points, +2 levels, +2 bracers]
Con: 12 (+1) [4 points]
Int: 16 (+3) [6 points, +2 headband]
Wis: 10 (+0) [2 points]
Cha: 14 (+2) [6 points]

Class and Racial Abilties:
1 feat at first level, 4 skill points at first level and 1 skill point at each additional level, favored enemy (goblinoids), whip sneak attack +1d6, close combat, wound, whip lash, improved trip (whip only), third hand, crack of fate, lashing whip, canny defense, precise strike +1d6.

Hit Dice: 11d10 + 10
HP: 96
AC: 19 [+5 Dex, +3 Int, +1 deflection]
Init: +5 [+5 Dex]
Speed: 30ft.
Armor Check Penalty: None

Saves:
Fortitude +9 [+7 base, +1 Con, +1 luck]
Reflex +14 [+8 base, +5 Dex, +1 luck]
Will +5 [+2 base, +2 iron will feat, +1 luck]

BAB: +11/+6/+1
Melee Atk:
+18/+13/+8 (1d6+3 +1d6 precise strike, 18-20 x2, +2 rapier)
Ranged Atk:
+19/+14/+9 [+17/+17/+12/+7 with crack of fate] (1d6+7, 17-20 x2, 15ft. range, +1 keen mighty [+1] whip dagger)
+17/+12/+7 (1d6+1, x3, 70ft. range, mw. mighty [+1] composite shortbow), +1 Atk/Dam within 30ft.

Skills:
Balance +10 [2 ranks, +5 Dex, +2 synergy, +1 luck]
Bluff +8 [5 ranks, +2 Cha, +1 luck]

Climb +5 [3 ranks, +1 Str, +1 luck]
Craft (leatherworking) +10 [6 ranks, +3 Int, +1 luck]
Diplomacy +5 [+2 Cha, +2 synergy, +1 luck]
Escape Artist +15 [9 ranks, +5 Dex, +1 luck]
Hide +10 [4 ranks, +5 Dex, +1 luck]
Innuendo +7/+9 to transmit a message [6 ranks, +0 Wis, +1 luck]
Jump +9 [5 ranks, +1 Str, +2 synergy, +1 luck]
Knowledge (nature) +6 [2 ranks, +3 Int, +1 luck]
Move Silently +10 [4 ranks, +5 Dex, +1 luck]
Perform (rope tricks, whip tricks, dance) +6 [3 ranks, +2 Cha, +1 luck] (cc)
Spot +10 [9 ranks, +0 Wis, +1 luck]
Swim +5 [3 ranks, +1 Str, +1 luck]
Tumble +20 [10 ranks, +5 Dex, +2 synergy, +2 feat, +1 luck]
Use Rope +10 [4 ranks, +5 Dex, +1 luck]
Wilderness Lore +5 [4 ranks, +0 Wis, +1 luck]

Feats:
Cosmopolitan (region) [+2 Tumble, which is always a class skill]
Iron Will (human)
Dodge (1st level)
Track (1st level ranger)
Ambidexterity (1st level ranger)
Two-weapon Fighting (1st level ranger)
Exotic Weapon Proficiency: whip (1st level fighter)
Mobility (3rd level)
Weapon Focus: whip (2nd level fighter)
Weapon Specialization: whip (4th level fighter)
Point Blank Shot (6th level)
Weapon Finesse: rapier (9th level)

Languages:
Common, Chondathan, Elven, Giant, Goblin.

Equipment:

Weapons & ammunition:
+1 keen mighty (+1) whip dagger [8,525]
+2 rapier [8,320]
Masterwork mighty (+1) composite shortbow [450]
20 arrows

Wearing:
Stylish traveler's outfit
Boots of haste [8,000]
Headband of intellect +2 [4,000]
Bracers of dexterity +2 [4,000]
Glove of storing (contains the +2 rapier) [2,200]
Ring of protection +1 [2,000]

Masterwork Potion Belt [60] holds:
Potion of cure moderate wounds [300]
Potion of blur [300]
4 potions of mage armor [200]
3 flasks of alchemist’s fire [60]

Belt pouch holds:
Coin of Good Luck [10,000]
Flint and steel
2 sunrods

Backpack holds:
Waterskin
Bedroll
Silk rope
Grappling hook
3 sunrods
5 days trail rations

Money: 415gp

Appearance:
Tiana has long black straight hair and brown eyes. She has a small nose on her pretty enough face, and her skin is somewhat tanned. She dresses stylishly, wearing black silk trousers and a white shirt of the same material. On her feet are black leather boots with red flame-shaped decorations (boots of haste). She has added the decorations herself. On her forearms are stylish red leather bracers of dexterity. She has three rings on each hand and dagger-shaped earrings, all silver. On her head she wears a red silk sash (headband of int). In rough or cold weather she wears a wine-red hooded cloak. A well-made whip hangs by her waist. She carries a shortbow for attacks beyond her whip's range. Her magical rapier is usually kept out of sight in the glove of storing.

Personality:
Tiana is a woman with a strong character. She usually has an opinion about everything and just as often lets the people around her know just what it is. She can be very stubborn, when she sets her mind on something. Actually she is stubborn in every way imaginable.

She is kind-hearted and won’t tolerate cruelty or injustice. When she sees something she doesn’t approve she often does more than talking. She can’t just sit back and wait for someone other to come and correct things if she feels she could do it herself. Even so, if it means not always playing by the rules.

Tiana can also be very pleasant if she feels like it, because she is both witty and pretty with a good sense of humor. She is quick to get excited about new things, but equally quick to get bored and look for something new again. Loyality and friendship, however, are things she doesn't get bored of and she is just as determined and stubborn to stand up for her friends. She loves adventuring, dancing and working with leather, not necessarily always in that order.

Background:
Tiana grew up near Athkatla in Amn. Her family were respected artesans and that’s how she learned the skill of working with leather. She always used to sneak up behind her father and brothers when they went hunting and soon they had to regularly take her with them, because the stubborn girl wouldn’t give up trying.

Her father passed away, when she was 19 and after that the leatherworking business passed on to the children. Tiana wasn’t very interested anymore in the daily working routine and decided to leave Athkatla and travel around Amn and the neighboring lands with her uncle’s circus caravan. The uncle noticed the agility of the girl and she got to train with the acrobats. Soon after that with more skill and experience she had a show number of her own combining acrobatics and neat tricks with whips and ropes.

She had traveled with the circus for almost two years when the caravan was attacked by a horde of goblins. The attack was repelled, but not without losses. Tiana had managed to do well in the fight using her skill with the whip. She actually had loved the excitement and the life at circus didn’t taste the same anymore. She wanted to test her skills more and her friend the gypsy knife-tosser, a former adventurer who had taught her some fencing, encouraged her to try out adventurer’s life.

So Tiana left the circus and enlisted on a party of adventurers in the next town. They were on their way to north where they had heard about many job offerings for the adventurous sort. The life of an adventuress suited her perfectly. It was rough and dangerous, but certainly not boring. The next five years she traveled around with many different groups gaining wealth and getting better with her fighting skills along the way. She always worked in parties, that did just quests, never adventuring just for the money.

Just recently she had returned back to Athkatla to visit her family, when she met a group of travelers on their way to Chult. She had no other jobs at the time and had never been to Chult. She had heard about the mysterious land covered in jungle far to the south and the people in the group seemed nice enough so she decided to find out if the Lady of Luck was smiling to her once again.
 
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Jarval

Explorer
Mourn Calaudra
Male Sun Elf Conjurer 5/Alienist 5

Region: Sun Elf
Patron Diety: Oghma
Alignment: Chaotic Good
Height: 5' 9"
Weight: 155 lbs
Hair: Copper
Eyes: Green
Age: 142

Str: 12 (+1) [4 points]
Dex: 14 (+2) [6 points]
Con: 12 (+1) [6 points, -2 racial]
Int: 22 (+6) [10 points, +2 racial, +2 levels, +2 Headband of Intellect]
Wis: 12 (+1) [6 points, -2 Alien Blessing]
Cha: 8 (-1) [0 points]

Class and Racial Abilties:
- Immunity to magic sleep spells and effects.
- +2 racial saving throw bonus against Enchantment spells or effects.
- Low-light Vision
- Proficient with longsword, shortbow, longbow, composite longbow, and composite shortbow.
- +2 racial bonus on Listen, Search, and Spot checks.
- Favoured Class: Wizard
- Summon Familiar
- Prohibited schools: Enchantment and Illusion
- Summon Alien
- Alien Blessing (+1 to all saving throws, -2 Wis)
- Mad Certainty (Paranoia: Elves)
- Pseudonatural Familiar

Hit Dice: 10d4 + 10
HP: 44 [4 (1st) + 27 (levels) + 10 (Con) + 3 (Mad Certainty)]
AC: 21 [+2 Dex, +6 Armor (+2 Mithral Chain Shirt, +3 Shield (+1 Spined Shield)]
Init: +2 [+2 Dex]
Speed: 30 ft
Armor Check Penalty: -1 (with shield in hand) or 0.
Arcane Spell Failure Chance: 25 (with armor and shield readied), 10 (with armor only) or 0.

Saves:
Fortitude +5 [+2 base, +1 Con, +1 Strong Soul, +1 Alien Blessing]
Reflex +7 [+2 base, +2 Dex, +2 Familiar, +1 Alien Blessing]
Will +11 [+8 base, +1 Wis, +1 Strong Soul, +1 Alien Blessing]

BAB: +4
Melee Atk: +6 (1d8+1, 19-20/x2, Masterwork longsword)
Ranged Atk: +7 (1d8+1, x3, 110. ft range, Masterwork mighty composite longbow)
or +7 (1d10+1, 19-20/x2, 120. ft range, Spined Shield)

Skills:
Concentration +14 [13 ranks, +1 Con]
Knowledge (Arcana) +19 [13 ranks, +6 Int]
Knowledge (The planes) +19 [13 ranks, +6 Int]
Listen +10 [5 ranks, +1 Wis, +2 Alertness, +2 racial]
Scry +16 [10 ranks, +6 Int]
Speak Language 3
Spellcraft +19 [13 ranks, +6 Int]
Spot +10 [5 ranks, +1 Wis, +2 Alertness, +2 racial]

Feats:
Scribe Scroll (Free for Wizard)
Alertness (1st level feat)
Strong Soul (Free Regional feat)
Spell Focus (Conjuration) (3rd level feat)
Craft Wonderous Item (bonus Wizard feat)
Augment Summoning (6th level feat)
Extend Spell (Metamagic Secret)
Spell Penetration (9th level feat)

Languages:
Abyssal, Auran, Celestial, Chultan, Common, Draconic, Elven, Infernal, Sylvan.

Spells:
Spells per day: 4+1/6+1/6+1/4+1/4+1/3+1
DCs: 16/17/18/19/20/21 (+2 for Conjuration spells)
Cantrips: Deftness, Detect Magic (x2), Mage Hand, Prestidigitation, Ray of Frost *.
Level 1: Grease *, Magic Missile (x3), Protection from Evil, Ray of Enfeeblement, Spider Climb.
Level 2: Cat's Grace, Choke * (x2), Melf's Acid Arrow * (x2), Resist Elements, Extended Mount *.
Level 3: Corpse Candle *, Dispel Magic, Fireball, Magic Circle against Evil, Tongues.
Level 4: Dimensional Anchor, Rary's Mnemonic Enhancer, Scrying, Summon Monster IV * (x2).
Level 5: Cone of Cold, Lesser Planar Binding *, Summon Monster V *, Teleport.

Spellbook:
Cantrips: Arcane Mark, Dancing Lights, Deftness (Dragon Magazine #302, p 49), Detect Magic, Detect Poison, Disrupt Undead, Flare, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost *, Read Magic, Repair Minor Damage (Tome & Blood), Resistance, Thunderhead (Dragon Magazine #302, p 49).
Level 1: Grease *, Identify, Magic Missile, Mount *, Protection from Evil, Ray of Enfeeblement, Spider Climb, Tenser's Floating Disk, True Strike.
Level 2: Cat's Grace, Choke * (Tome & Blood), Melf's Acid Arrow *, Resist Elements.
Level 3: Corpse Candle * (Tome & Blood), Dispel Magic, Fireball, Magic Circle against Evil, Tongues.
Level 4: Dimensional Anchor, Rary's Mnemonic Enhancer, Scrying, Summon Monster IV *.
Level 5: Cone of Cold, Lesser Planar Binding *, Summon Monster V *, Teleport.

* = Conjuration spell


Equipment:
Heward's Handy Haversack: (2,000 gp)
- 40 Arrows
- Bedroll
- Dagger
- Everburning Torch (90 gp)
- 2 Grappling hooks
- Potion of Cure Light Wounds (50 gp)
- 2 Potions of Cure Moderate Wounds (600 gp)
- 2 Quaal's Feather Tokens (Tree) (200 gp)
- 2 Scrolls of Identify (250 gp)
- 2 Scrolls of Mage Armor (50 gp)
- Scroll of Mount (25 gp)
- Scroll of Teleport (1,125 gp)
- Scroll of Tounges (375 gp)
- 100' Silk rope
- +1 Flying spiked chain (8,325 gp)
- Spellbook
- Stone of Alarm
- 5 Sunrods
- 10 Tindertwigs
- 4 Torches
- Wand of Magic Weapon (750 gp)
- 62 gp, 8 sp, 6 cp
Wearing / Carrying:
- 20 Arrows
- Broom of Flying (15,100 gp)
- Explorer's Outfit
- Glove of Storing (2,200 gp)
- +2 Headband of Intellect (4000 gp)
- 3 Dull gray Ioun stones (one painted green, one painted white, and one painted purple) (75 gp)
- Masterwork longsword (Regional gear)
- Masterwork mighty (+1) composite longbow (500 gp)
- +2 Mithral Chain Shirt (5,100 gp)
- Pouch (Spell Component)
- Retractable Armor (Dragon Magazine #302, p 74-75) (4,400 gp)
- +1 Spined Shield (2,670 gp)

Total Weight Carried: 43 lb
Load: Light


**********


Thorik: Pseudonatural Weasel Familiar; CR: ?; Size: T; Type: Magical Beast; HD: 10d4+10; hp 22; Init: +2; Spd: 20 ft, climb 20 ft; AC: 19 (flatfooted 17, touch 14), Attk: Bite +6 melee (1d3-4 dmg); SA: Attach, Scent, Empathic Link, Improved Evasion, Share Spells, Speak with animals of type, Speak with Master, Touch, Acid Resistance 15, Electricity Resistance 15, DR 5/+2, Alternate Form, True Strike 1/day; AL: CG; Sv: Fort +2, Ref +4, Will +9; Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 5.
Skills: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4.
Feats: Weapon Finesse (Bite).



**********


Appearance:
Bronze-skinned, with bright copper hair and green eyes, Mourn has the looks typical to many of his people. He dresses in practical but well tailored clothes, but his other possessions clearly indicate his love of magic. Three Ioun stones constantly orbit his head, and a golden circlet rests over his hair.

Few are ever likely to see him bare-chested, but if they do, a surprise awaits them. Several large patches of Mourn's skin have turned nearly transparent, showing the muscles and blood veins running underneath. Needless to say, Mourn is rather self-conscious about this fact, and ensures that these marks are covered at all times.


Personality:
Mourn Calaudra is in general an affable sort of man. He does have occasional spells of distraction, brooding over some metaphysical problem to the exclusion of those around him, making him seem somewhat distant, but in truth he holds nothing but good will for most of Faerun's people.

This all changes when he is in the presence of other elves, however. Ever since his mother's death, Mourn has been convinced that his kinsmen conspire against both his family and his research into the Far Realm. As a result his initial attitude to other elves ranges from deep suspicion to outright hostility. Unsurprisingly, this has caused him a fair amount of trouble...


Background:
Born on Evermeet, Mourn Calaudra has only recently arrived on the mainland of Faerun. Son of a wizard, Mourn followed in his mother's footsteps and learnt the art the elven people prize above all others. Magic came naturally to him, and he, like his mother, favours the school of conjuration. Through his childhood, he aided his mother in her studies of Conjuration, becoming well versed in both the lore and structure of the planes, as well as becoming fluent in several extra-planear languages.

During the spring of his 133rd year, he became ill with a deep fever. Lasting close to six months, the fever resisted every attempt to magically cure it. Mourn spent most of this time is a state of troubled semi-trance, muttering arcane formulae. Eventually, the fever slow abated, fading away in late autumn. It left a lasting mark on Mourn, with several patches of the skin on his back and chest turning translucent. All the healers who saw his condition expressed bafflement at this change, but judged Mourn to be back in full health.

But the marks on Mourn's skin where not the only effect of the fever. Mourn spent the winter surrounded by books, busily filling pages with spell formulas and planear diagrams. While he never spoke of what troubled his thoughts during the months-long trance, his mother could clearly see parallels with fevered murmuring and the pages of equations that he was now producing. Vestele joined her son in his research, but their search of volume after volume yielded very little result. A few vague descriptions of a place called only the "Far Realm" matched Mourn's memories of his fever-trance, but all of the books were gravely lacking in details.

Mourn's new formulae proved more productive, however, with creatures the young elf summoned strangely enhanced. Many of his peers disliked the changes evident in Mourn's summons, calling the warped creatures outside of even the bizarre natural order of the Outer Planes, but he put these view down to jealousy of his clearly superior callings.

His trances continued to produce more visions of the Far Realm, and to improve yet further on refinements to his summoning spells, providing Mourn with many happy hours of experimentation. Even Thorik, his weasel familiar, took on traits of his master's new learning, his form becoming near transparent, matching the marks on Mourn's torso.

This contentment in his work was shattered irrevocably by his mother's sudden death. Mourn's initial hunch as to the cause was confirmed by the healer who came to examine the body: Vestele had been poisoned! To Mourn's grief clouded (and by now, far from rational) mind, the list of suspects was obvious. Too many of his fellow mages had coveted his new finds. Too many had called his work unnatural or distasteful. They must be trying to stop his research, one way or another. The whole elven nation would put a stop to his work! How could so skilled an assassin have been hired, unless with the backing of the Royal Treasury?

In a paranoid panic, Mourn gathered together both his own and his mother's most potent items, before teleporting away from Evermeet. Arriving on the mainland of Faerun, he fled aimlessly, certain that squads of troops or cowled assassins must be dogging his steps. The wildlife of southern Chult suffered many losses as a nervous Mourn flew quickly north, arriving in Mezro only a few days later. He's lived in the city now for close to nine month, making a meager living from his magical skills. So far, his petitions to access the college library have been rejected, but Mourn remains optimistic. After all, his talents are self evident, and there seems to be little sign of any agents from Evermeet in the city...
 
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Erekose13

Explorer
Prince Undinar Deptholas

Prince Undinar Deptholas
male Water Genasi Fighter 6/Living Spell 4
Height: 5'11"
Weight: 178lbs
Skin: deep sea green, scaled
Hair: green kelp-like
Eyes: black
Age: 29
Region: Vilhon Reach
Patron Diety: Deep Sashelas
Alignment: CG
XP: 59,000

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

Racial qualities: Darkvision 60ft.(ex), Breathe Water(ex), Spell-like abilities: create water 1/day as 5th level druid, +2 Con, -2 Cha, swim 30'.

Class qualities:
Living Spell
- arrow 1/day, touch attack +11, 4d6 cold damage, Refl. save for half (DC 15)
- sphere 1/day, 20' diameter sphere, 2 versions, lasts 3 rounds.
-- Outward (2d4+3 cold damage to all within 10', Refl save for half (DC 15).
-- Inward (same damage unless target remains perfectly still)
Planar Magic Weapon I (frost).
Spell Attack I (single melee attack vs. target of Living Spell).

Hit Dice: 6d10+5d8+33
HP: 110 [Max@1st+75%after]
AC: 20 [10 + 5 Armor + 3 Shield + 2 Dex] (Check Penalty 0)
Initiative: +2
Speed: 30’, Swim 30'

Saves
Fort: +10 [+6 base, +3 Con, +1 Survivor] (+4 vs poison, sleep, paralysis, stunning)
Ref: +5 [+3 base, +2 Dex]
Will: +8 [+7 base, +1 Wis]
+2 save vs. water spells and effects

BAB: +10 Grapple: +14
Melee: +14 [+4 Strength]
Ranged: +12 [+2 Dex]

Attacks-Weapons:
Trident of Serenity +16/+11 melee [1d8 + 1d6 + 5 damage [+4 Strength, Frost], x2, 10', P]
Masterwork Mighty (+4) Aquatic Composite Longbow +13/+8 ranged [1d8 + 4 damage [+4 Strength], x3, 110' (60' underwater with aquatic arrows), P]
--- 20 arrows, 20 aquatic arrows

Skills: (fighter - 36, living spell - 16)
Knowledge (arcana) +7 [8 cc ranks + 1 rank]
Knowledge (planes) +6 [8 cc ranks]
Spellcraft +7 [8 cc ranks + 1 rank]
Swim +11 [8 ranks]
Climb +11 [8 ranks]
Spot +3 [4 cc ranks]
Wilderness Lore +6 [6 cc ranks + 2 Survivor]

Feats: Survivor (region), Dodge (1st), Mobility (F 1st), Expertise (F 2nd), Quickdraw (3rd), Spring Attack (F 4th), Whirlwind Attack (F 6th), Elemental Bloodline (6th), Weapon Focus (Trident) (9th)

Languages - Aquan, Common, Elven, Undercommon

Possessions:
Wearing/Carrying
Sure Striking Trident of Serenity *RoF - 4lbs [11,315gp]
Aquatic Longbow and arrows *RoF - 3lbs [1,058gp]
Sharkskin Armor +2 *RoF - xlbs [4,235gp]
Darkwood Shield +1 - 5lbs [1,257gp]
Gauntlets of Ogre Power +2 - 2lbs [4,000gp]
Travel Cloak *MoF - 2lbs [1,200gp]
Adventurer's Outfit - 5lbs

In backpack backpack - 2lbs [2gp]
Coral dolphin figurine of wondrous power *RoF - xlbs [10,000gp]
Wings of the Manta Ray this slick, matte, blue-gray leather cloak acts as the wings of flying but only underwater (essentially increasing the swim speed of the user to that used in the fly spell) - xlbs [5,500gp]
potion of spider climb [50gp]
potion of cure light wounds [50gp]
50' silk rope - 5lbs [10gp]
2 net bags - 1lb [2sp]
Jewelled flask - 1.5lb [85gp]
Waterskin - 4lb [1gp]

Coin: 336gp, 8sp
Encumbrance: Light (34.5lbs + armor)

Appearance: Undinar's skin is a deep sea green. He has small scales from the back of his neck to the base of his spine, they are a softer blue green color. His face, the front of his neck and his chest are a lighter shade of green. His hair is short kelp like strands of very dark green, it is usually swept back. He has deep black eyes and his hands and feet are slightly webbed. He can usually be seen wearing his sharkskin armor which is a deep grey and covered with many small teeth. The trident he carries is a pale white and looks like it is made of bone. The tines are deadly sharp but it radiates an aura of peace and serenity. Outfitted for adventuring he wears his long brown cloak which has many pockets and he carries his darkwood shield.

Personality: Undinar is a patient man, he believes that the slow pace of time will eventually wear away at everything like the riverbed that digs its way through the plains. He yearns to find a place that will accept him, which is why he has accepted his grandfathers quest. He can seem a little standoff-ish as he has trouble relating with land-dwellers. When he makes friends that accept him he will stick by them through thick and thin. He speaks with a slow voice that reminds those he speaks to of the sound of waves lapping at the shore. Peace, calmness and tranquility are words that would best describe him.

Backstory: Undinar's tale stretches back several years and across planes. He was originally found sleeping as a baby on the ocean floor by an aquatic elf. His adoptive mother told him that he was a gift sent by Deep Sashelas to the community. He lived with the community deep beneath the waves off Vilhon Reach in the Sea of Fallen Stars for many years. The elves cared for him as if he were indead a gift from their god.

Undinar trained at an early age in the defence of his adoptive clan. The community was often harrased by a cult of Sahuagin. The Sahuagin, who rode sharks, raided the kelp farms and coral beds of the elven community with impunity. Undinar helped the dolphin-riders - the city watch as it were - to rid the area of the foul creatures. When he was 15 he led a raid on their caves and fought against the leader of the cult, a foul priest named Sesshom. Together with the dolphin-riders he drove the cult from its caves and from the area near his home.

A few years later he was out patrolling the waterways beneath the sea and he came across a hermit, living out of the shell of a giant sea-crab. The hermit, named Lotharliss, recognized something in Undinar. Lotharliss was a half-water elemental who lived on his own caring for the coral reef near his home. They spoke many times after that initial greating and Lotharliss finally told Undinar what he had seen that first day, that they were related. According to the hermit, Undinar was one of his nephews.

Lotharliss told Undinar of the great water genie, Madripos, who often came to the Seas to explore and adventure. Madripos was a great king in another world and he had a large number of children and grandchildren scattered through out the seas of many planes. Lotharliss had once visited his father, who was very welcoming to any of his progeny.

Intrigued by the tales of his grandfather Undinar decided to seek him out. His departure from the elven community was a heart breaking one. He left with the blessings of the community and especially his adoptive mother. Upon leaving the dolphin-riders gifted him with the Trident of Serenity which he had used during the raid on the Sahuagin and a fine suit of sharkskin armor. He returned to Lotharliss who agreed to help him travel to the distant seas of King Madripos.

Undinar travelled a long long ways from his home. After many years he managed to find his way to the Kingdom of Madripos, the Marid. On the distant plane of Water, the Palace of the King stood in a giant coral city that hung as if suspended from someplace above. Undinar was welcomed into the court where he was introduced to the great King. Madripos always welcomed any of his progeny and listened to their tales with great interest. Undinar told his life story and the entire court listened intently. When he was finished Madripos spoke,

"You have sung a beautiful story my grandson. We have all enjoyed it very much." After much applause from the gathered creatures of the deep, the king continued, "My son Lotharliss did us a great service by helping you find our kingdom. The one thing that I dont think he told you was that to truely join us and sit in a place of honour in my court, I require something from you. Each of the beings around you have all contributed to this great palace in some way or another. My quest for you, if you desire it, is to find a rare treasure to be placed with the others arrayed around this room."

Undinar looked around the room and saw many bottles that sat upon coral shelves. Intrigued he looked back to the king, who continued, "I would like you to bring me a bottle of water from your native home. I require not just any water however, I would like you to find water from the Sacred Spring of Umbatoa which lies at the heart of a great jungle on the surface of your world. If you wish it, I will send you directly back so that you might begin your search."

Pondering the task set before him, Undinar looked around the palace at the majesty of the creatures assembled there. They all stared at him wondering if he would accept a quest that would take him far from the waters he knew to the realm of land-dwellers. He looked back to the King, his grandfather and replied, "I will accept your quest grandfather. I wish to return here and reside among such amazing company, in your presence."

With that, the king replied, "So be it." Undinar was wisked away from the grand palace. He whirlwind journey deposited him in a place more familar, the coral reefs of Lotharliss. He set off immediately for the land wanting to find out what he could of this great jungle. He had yet to set foot on land and with some trepidation took that first step on the journey that would compel him forever more.

Travelling through the massive city, Saradush, Undinar was struck by how land-dwellers always built their structures towards the heavens, as if there was something to envy up there. As this was the first of such cities that Undinar had seen, he decided that it might be possible to find someone to help direct him towards the spring. Having asked around, always noticing the strange looks he got, he found his way to the arcane library. There he met an interesting individual who agreed to help him with his request for information. Taesshan, the librarian who agreed to help, managed to find a tome that spoke of the Spring deep with in a place called the Jungle of Chult. He spoke of some mystical properties which Undinar didnt really understand. Thanking Taesshan for the information, Undinar made ready to continue on his journey. He was somewhat suprised when the dark-skinned human asked to join him, saying that he wanted to further research the mystical properties that the tome had spoken of. A week later the two of them left the city of Saradush becoming fast friends in their travels.


Patron Diety: Undinar follows Deep Sashelas, the patron diety of aquatic elves. Deep Sashelas was the diety revered by the aquatic elf community which adopted Undinar. Ever since he has remained true to his adopted family and their religious practices.
 
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Keia

I aim to misbehave
Rappai . . . .Working in her village
Female Grippli Cleric 7/Divine Oracle 4

[sblock]Region:
Grippli
Patron Deity: Is-aycha
Alignment: Neutral Good
Height: 2' 3''
Weight: 32lbs
Skin: Gray-Green with Blue markings
Eyes: Yellow
Age: 26
Experience: 57,700 xps [59,000 starting – 1,300 crafting]

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

Class and Racial Abilities:
Dark vision 60’, Marsh movement (no penalties to movement when traveling in marshes), +6 Hide bonus in swamps and forest, Turn Undead (3 per day), Scry Bonus (+1 level with Divination spells), Prescience Sense (Evasion, in armor), Uncanny Dodge (Dex bonus to AC).

Hit Dice: 6d8 + 4d6 + 30
HP: 82
AC: 22 (+3 Dex, +8 Armor, +1 Size)
Init: +3 [+3 Dex]
Speed: 40ft (40ft climb) [20 ft base + 20 Sandals]
Armor Check Penalty: -0

Saves:
Fortitude +13 [+6 base, +2 Con, +3 from cloak, +2 Survivor]
Reflex +9 [+3 base, +3 Dex, +3 from cloak]
Will +19 [+9 base, +7 Wis, +3 from cloak]

BAB: +7/+2
Melee Atk: +9/+4 (1d6+0, x3, MW Darkwood Staff)
Ranged Atk: +10/+5 (1d6+0, x2, 30ft. range, half-spear)

Skills:
Concentration +8 [6 ranks, +2 Con]
Diplomacy +16 [14 ranks, +2 Trustworthy]
Heal +14 [7 ranks, +7 Wis]
Hide +9 [0 ranks, +3 Dex, +6 in forest or swamp]
Jump +10 [0 ranks, +0 Str, +10 enhancement (boots)]
Knowledge (arcana) +4 [2 ranks, +2 Int]
Knowledge (History) +9 [7 ranks, +2 Int]
Knowledge (religion) +16 [14 ranks, +2 Int]
Sense Motive +9 [0 ranks, +7 Wis +2 Trustworthy]
Spot +12 [0 ranks, +7 Wis, +5 Eyes]
Spellcraft +6 [4 ranks, +2 Int]
Survival +11 [2 ranks, +7 Wis, +2 Survivor]

Feats:
Survivor (regional – bonus feat) [+2 Fortitude, +2 Survival]
Trustworthy (1st level)
Augment Healing (3rd level) [+2/lvl of spell to healing magic]
Craft Wondrous Item (6th level)
Leadership (9th level)

Languages
Common, Grippli, Celestial, Draconic.

Spells: (Divine)
Domains: Protection, Travel, Oracle

Spells per day
Save DC: Spell Level +7
0th: 6; 1st: 7 + 1; 2nd: 6 + 1; 3rd: 6 + 1; 4th: 4 + 1; 5th: 3 + 1; 6th: 2 + 1

Spells Prepared:
Domains: 1st: Identify, 2nd: Augury, 3rd: Fly, 4th: Scrying, 5th: Teleport, 6th: Find the Path
0th: Create Water, Detect Magic (x2), Detect Poison, Purify Food and Drink, Read Magic
1st: Bless, Comprehend Languages, Divine Favor, Faith Healing, Wield skill (x2)
2nd: Augury, Bear’s Endurance, Bull’s Strength (x2), Hold Person, Silence
3rd: Blindness, Daylight, Magic Circle vs. Evil, Remove Blindness, Remove Disease, Water Breathing
4th: Know Vulnerabilities, Neutralize Poison, Recitation, Restoration
5th: Bear’s Heart, Flame Strike, True Seeing
6th: Harm, Heal


Equipment:
Amulet of Is-aycha (Amulet of Wisdom +4 and holy symbol) [8,000gp crafted, 640xps], +3 mithral breastplate of Maneuverability [20,200gp], MW Darkwood staff [340 gp], +3 cloak of resistance [4,500gp crafted, 320xps], +2 Gloves of the Grippli (as Gloves of Dex +2) [2,000gp, crafted, 160xps], Eyes of Awareness (As Eyes of the Eagle) [500gp crafted, 40xps], Sandals of Striding and Springing (As Boots) [1,250gp crafted, 100xps], potion of Cure Moderate Wounds (regional) [0gp], Wand of cure light wounds [750gp], explorer’s outfit [0gp], backpack [2gp], bedroll [2 sp], two flasks of alchemist's fire [40 gp], four vials of holy water [100 gp], Healer’s kit [50 gp].

Unique Items for Rappai

Bones of the Oracle - These bones allow one skilled in their use to determine things about the future. 5,000gp (seperate). (From Material Magica)

Mirror Rod - This shiny silver rod measures four inches long and appears otherwise unremarkable. Upon command, however, it transforms into an appropriate mirror for scrying. It can remain in mirror form for up to one hour before reverting, and then it must spend another hour as a rod before being activated again[/b] - 2,400gp (From BoEM)

Chalk of Portals - This silvery-gray chalk will allows one to draw a door on a wall, creating a passage two feet deep as per the passwall spell. This door remains for 1 hour, then vanishes. The chalk has enough for five uses. 3,500go (From Materia Magica)

Potion of cure moderate wounds - This potion is emerald green and the consistency of honey, with a scent of wildflowers. It is stored in a toughed gourd. 300gp

Money Remaining:
GP: 67 SP: 8

Appearance:
Rappai looks much like any other Grippli, except for two distinctive blue markings on her abdomen. The rest of her skin is a grey green with dark green colorations. She is one of the few Grippli who wear any armor – though it is a fine mithral breast plate, enameled in greens. Her yellow eyes gleam, and are quite expressive. Standing just over two feet tall, wearing a mithral breastplate and carrying a darkwood quarterstaff, Rappai makes an interesting adventurer


Personality:
Rappai is concerned for the future . . . her future, the future of her people, the future of the lands she called home. Most who worship Is-aycha consider the more natural aspects, Rappai however was more interested in traveling her lands, protecting those within, and learning what she could. Rappai isn’t one for combat, preferring to avoid any dangers that come her way.


Background:


Patron Deity:
Rappai follows Is-aycha, the grippli goddess of the forest for her protection and comfort in her travels. To her, there is no one else to follow.


Cohort:
Jarrijan, male grippli Monk 9: CR 9; Size S (2 ft., 4 in. tall); HD 9d8; hp 65; Init +5 (+5 Dex); Spd 40 ft., climb 20 ft.; AC 23 (+1 Armor, +5 Dex, +5 Wis, +1 Mnk, +1 Size); Attack +10/+5 melee (1d4+2/18-20, kukri), or +10/+7 monk (1d8+3), or +13/+8 ranged (1d4+2, 20 ft. range, dart), +6 grapple; SV Fort +6, Ref +11, Will +11; AL LG; Str 14, Dex 20, Con 11, Int 14, Wis 20, Cha 8.

Languages Spoken: Grippli, Common, Chultan, Sylvan.

Skills and feats: Balance +17, Escape Artist +19, Hide +14 (+20 in marsh or forested areas), Jump +37, Listen +17, Move Silently +11, Swim +10, Tumble +17; Disentangler (regional) Blind Fight (1st), Blindsight 5 ft. radius (3rd), Eyes in the Back of Your Head (6th), Mantis Leap (9th).

Monk Abilities: Unarmed Strike, Stunning Attack 8/day DC 19, Evasion, Deflect Arrows, Still Mind (+2 bonus vs. Enchantments), Slow Fall (50 ft.), Purity of Body (immunity to diseases), Improved Trip, Wholeness of Body (16 hit points per day), Leap of the Clouds, Improved Evasion.

Grippli Racial Abilities: Darkvision 60 ft., Marsh Move: take no penalties when moving across marshlands, swamps, or mud.

Possessions:
ring of jumping – green stone ring with a small frog carved on it
amulet of mighty fists +1 – small bead made from a dragon’s claws hung on a leather thong
masterwork kukri – made of the finest steel, this is mirror-bright
bracers of armor +1 – made of fine leather dyed dark green and black, tooled with a stegosaurus
10 masterwork darts (regional equipment)
belt pouch
grippli monk’s outfit
wooden holy symbol of Is-aycha (eye over forest canopy)

Jarrijan is one of the relatively rare grippli monks, called the Order of the Forest Watchers. They are heavily involved with the priesthood of Is-aycha, and strike to embody her watchful eye over all the grippli under their protection. They tend to both go on missions in small groups to stop people from harming the woods, or watch over a Wise One or Woodswalker. They consider this a great honor.

Jarrijan is very pleased to be guarding Rappai, The Seer. He too has strived to anticipate the ways of life, so that he is never caught off-guard, and feels a connecting with The Seer. He is a very serious grippli with gray and green coloration, and dark eyes. He is quiet and unassuming, content to stay in the background unless The Seer has need of his protection. If something needs to be done, he will simply do it, or try to anticipate it needing to be done, without direction from others.
[/sblock]
 
Last edited:

silentspace

First Post
Invelion
Male Sun Elf Wizard 5/Harper Mage 4/Mage Killer 2
Region:
Evermeet
Patron Diety: Corellon Larethian
Alignment: Chaotic Good
Height: 5'3"
Weight: 95 lb.
Hair: Copper
Skin: Bronze
Eyes: Gold
Age: 120

Experience: 57,544 (59,000 –1,456 crafting) (66,000 to Level 12)

Str: 8 (-1) [0 points]
Dex: 12 (+1) [4 points]
Con: 12 (+1) [6 points, -2 Sun Elf]
Int: 22 (+6) [16 points, +2 Sun Elf, +2 levels]
Wis: 8 (-1) [0 points]
Cha: 14 (+2) [6 points]

Class and Racial Abilties:
- -2 Con, +2 Int
- Medium-size, base speed 30ft
- immunity to magic sleep spells and effects
- +2 racial saving throw bonus against Enchantment spells or effects.
- Low-light Vision
- +2 racial bonus on Listen, Search, and Spot checks.
- Automatic search for secret or concealed doors within 5 ft.
- Automatic Languages: Common and Elven.
- Favored Class: Wizard.
- Racial Proficiency: longsword, shortbow, longbow, composite longbow, and composite shortbow.
- Wizard Proficiency: club, dagger, heavy crossbow, light crossbow, and quarterstaff.
- Racial Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Regional Bonus Languages: Aquan, Auran, Celestial, Chondathan, Illuskan, Sylvan
- Elf Wizard Substitution level: Generalist Wizardry
- Summon Familiar, Scribe Scroll
- Harper Knowledge +10 (+4 Levels, +6 Int), Oghma's Insight (Skill Focus Knowledge Arcana)
- Arcane Theory (Skill Focus Spellcraft), Extend Spell without preparation (3/day)
- Eschew Materials
- Improved Saves +1, Augment Summoning

Hit Dice: 11d4 +11
HP: 45
AC: 19 (+1 Dex, +4 Mage Armor, +3 Shield, +1 Ring)
Init: +1 (+1 Dex)
Speed: 30 ft., fly 40 ft.
Armor Check Penalty: -0

Saves:
Fort +8 [+2 base, +1 Con, +2 Great Fortitude, +2 cloak, +1 Improved Saves]
Ref +9 [+2 base, +1 Dex, +2 Lightning Reflexes, +2 cloak, +2 familiar]
Will +12 [+11 base, -1 Wis, +2 cloak]

BAB: +5
Melee Atk: +6 (1d6+1, x2, Rod of Thunder and Lightning)
Melee Atk: +4 (1d8-1, 19-20/x2, longsword)
Ranged Atk: +6 (1d4-1, 19-20/x2, 10ft. range, dagger)

Skills:
Bluff +7 [+5 ranks, +2 Cha]
Concentration +15 [14 ranks, +1 Con]
Craft Alchemy +17 [11 ranks, +6 Int]
Diplomacy +20 [+14 ranks, +2 Cha, +2 Bluff, +2 Sense Motive]
Disguise +4 [0 ranks, +2 Cha, +2 Bluff]
Hide +11 [0 ranks, +1 Dex, +10 Cloak]
Innuendo (send message) +4 [0 ranks, +2 Cha, +2 Bluff]
Intimidate +12 [8 ranks, +2 Cha, +2 Bluff]
Knowledge Arcana +21 [10 ranks, +6 Int, +2 Education, +3 Skill Focus]
Knowledge Architecture +7 [1 ranks, +6 Int]
Knowledge Dungeons +7 [1 ranks, +6 Int]
Knowledge Geography +7 [1 ranks, +6 Int]
Knowledge History +7 [1 ranks, +6 Int]
Knowledge Local +7 [1 ranks, +6 Int]
Knowledge Nature +7 [1 ranks, +6 Int]
Knowledge Nobility +7 [1 ranks, +6 Int]
Knowledge Planes +18 [10 ranks, +6 Int, +2 Education]
Knowledge Religion +7 [1 ranks, +6 Int]
Listen +3 [0 ranks, -1 Wis, +2 Sun Elf, +2 Alertness]
Move Silently +11 [0 ranks, +1 Dex, +10 Boots]
Search +8 [0 ranks, +6 Int, +2 Sun Elf]
Sense Motive +13 [12+2cc ranks, -1 Wis]
Spellcraft +23 [14 ranks, +6 Int, +3 Skill Focus]
Spot +8 [0 ranks, -1 Wis, +2 Sun Elf, +2 Alertness, +5 Eyes]

Feats:
Education (Bonus Region)
Combat Casting (Lev 1)
Scribe Scroll (Wiz 1)
Alertness (Familiar)
Lightning Reflexes (Lev 3)
Extend Spell (Wiz 5)
Great Fortitude (Lev 6)
Skill Focus Knowledge Arcana (Harper Mage 1)
Skill Focus Spellcraft (Harper Mage 2)
Craft Wondrous Item (Level 9)
Augment Summoning (Magekiller 2)
Eschew Materials (Harper Mage 4)

Languages
Base: Common, Elven
Bonus: Aquan, Auran, Celestial, Draconic, Gnome, Sylvan

Spells Prepared:
DC 16 +spell level
0th: Daze, Detect Magic, Prestidigitation, Resistance
1st: Charm Person, Know Protections, Mage Armor, Magic Missile x2, Shield
2nd: Endurance, Invisibility, Mirror Image, Scorching Ray, Snilloc's Snowball Storm, Web
3rd: Blink, Dispel Magic, Fireball, Water Breathing x2
4th: Dimension Door, Improved Invisibility, Polymorph Self, Shadow Conjuration
5th: Cloudkill, Summon Monster V, Teleport
6th: Chain Lightning, Disintegrate, Summon Monster VI

Spells Per Day:
0th: 4 (4)
1st: 6 (4, +2 Int) +1 pearl of power
2nd: 6 (4, +2 Int)
3rd: 5 (4, +1 Int)
4th: 4 (3, +1 Int)
5th: 3 (2, +1 Int)
6th: 3 (1, +1 Int, +1 Generalist Wizardry)

Spellbook 1:
0th: Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Electric Jolt, Flare, Ghost Sound, Horizakaul's Cough, Launch Bolt, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Silent Portal, Stick
1st: Charm Person, Endure Elements, Expeditious Retreat, Grease, Identify, Jump, Know Protections, Mage Armor, Magic Missile, Spider Climb, Protection from Chaos/Evil/Good/Law, Shield
2nd: Endurance, Invisibility, Mirror Image, Scorching Ray, Snilloc's Snowball Storm, Web
3rd: Blink, Clairaudience/Clairvoyance, Dispel Magic, Fireball, Fly, Haste, Water Breathing

Spellbook 2:
4th: Dimension Door, Greater Invisibility, Polymorph, Scrying, Shadow Conjuration, Thunderlance
5th: Cloudkill, Contact Other Plane, Overland Flight, Permanency, Summon Monster V, Teleport
6th: Chain Lightning, Disintegrate, Summon Monster VI
Pages Used: 62/100 pages (4x8, +4x10, +2x12)

Equipment:
Scholar's Outfit [-gp; -#]
+2 Mithril Buckler [5,015gp; 2.5#] -0 ACP, 0% ASF
Rod of Thunder and Lightning [23,000gp; 6#] A long iron rod, studded with silver rivets just below the head. The head itself is made from a fist-sized sapphire with a jagged bolt of golden yellow in the heart of it.
Staff of Fire [2#] A magical darkwood staff, shod with gold, wrapped in red leather, decorated with phoenix feathers, having many red gemstones decorating the top.
Longsword [15gp; 4#]
Dagger [2gp; 1#]
Eyes of the Eagle [500gp, 40xp; -#]
Invelion's Cloak (Resistance +2, Cloak of Elvenkind) [3,100gp, 248xp; -#]
Ring of Protection +1 [2,000gp; -#] This ring is shaped like a small parrying dagger wrapped around the wearer's finger.
Ring of the Ram The massive silver ring has a ram's head carved on it.
Invelion's Boots (Boots of Speed, Elvenkind) [5,100gp, 408xp; -#]
Heward's Handy Haversack [2,000 gp; 5#]
- Ring of Underwater Breathing A magical ring made of platinum, engraved with a miniature underwater scene.
- Carpet of Flying, 3x5 (200lb capacity) [10,000gp, 800xp; -#]
- Quaal's Feather Token, Bird [300gp; -#] This is a miniature carving of a sparrow carved in applewood.
- Quaal's Feather Token, Tree [100gp; -#] This is a minature wooden oak tree, with the leaves stained green.
- Scroll of Knock [Region, -#]
- Scroll of Invisibility [Region, -#]
- Teeth and claws By spending an extra round casting a spell that causes damage, the damage can be increased by up to 15 points. Once cast, the tooth or claw vanishes into dust.
- Spellbook 1 [-gp; 3#]
- Spellbook 2 [15gp; 3#]
- Pearl of Power I [500gp, 40xp; -#]
- Candles, 10 [10cp; -#]
- Chalk, 10 pieces [1sp; -#]
- Flint and Steel [1gp; -#]
- Ink, 1 vial [8gp; -#]
- Inkpen [1sp; -#]
- Parchment, 3 [6sp; -#]
- Rations [5sp; 1#]
- Waterskin [1gp; 4#]
- Antitoxin, x3 [50gp; -#]
- Healing Salve, x15 (T&B, p72) [250gp; -#]
- 3pp, 46gp, 6sp [.5#]
- - - - -
- - - - -
- Cloak of the Manta Ray A dark leather cloak.
- Lich's phylactery A magical, palm-sized piece of coral, carved into a small, diamond-shaped cage. A glimmering, opaque light shines within.
- A pretty anklet [200 gp] An anklet made of some kind of glittering sinew, strung with perfectly round polished beads of garnets, topazes, and citrines.
- A gold bracelet [5,000 gp] A massive gold bracelet set with a emerald shark's tooth.
- 44,453 gp, 5 sp


Bedroll, slung over shoulder [1sp; 5#]
Total Weight: 20.5# (Light 26/Medium 53/Heavy 80)

Familiar: "Imperix" (Ferret)

Appearance:
Invelion looks very much like a Sun Elf, with copper hair, bronze skin, and sparkling gold eyes. He is a handsome Elf, thin, with an air of elegance and grace about him. He wears a simple scholar's outfit, which includes a smock/apron that he wears when doing alchemy. When not in use, the smock is folded over his belt. Imperix, his ferret familiar, almost never comes out of hiding. Few ever realize that Invelion has a familiar.

Personality:
Invelion is a very charming elf. His education and social graces are readily apparent in his manner of speech and action. He is quite elegant and diplomatic, and very civilized in all his interactions.

Background:
Invelion always felt lucky to be a Sun Elf, and luckier still to be born and raised in the magical land of Evermeet. Interested in Magic at a young age, Invelion was accepted to the University of Magic, where he excelled as a student. At the university he learned more of the world beyond Evermeet, and of the magical innovations created by other Wizards of Toril, many of them non-elves. Fascinated, he set off to travel Faerun. As a young student, he would Teleport to Faerun in the company of the more powerful Wizards, until eventually he was able to Teleport himself. He soaked up as much knowledge as he could, his thirst for knowledge gaining him easy entrance into the Harpers.

While a good Wizard and Harper Mage, Invelion knew he was also physically very frail, and had his weaknesses. He trained his body to increase his Fortitude and Reflexes, and as he advanced as a Wizard, began to follow the path of the Mage-Killer, though his focus was more survival than Mage-Slaying. Invelion is very conscious of his weaknesses as a Wizard and an Elf, and is always looking for ways to toughen himself. In this regard, he is focusing his studies on Arcana (to learn of new spells to increase his survivability), Alchemy (he's heard legends of exotic herbal concoctions that can toughen the body), and the Planes (searching for means to strengthen himself that are beyond the reach of most mortals). He is not sure what he will do in the future, although he's thinking of becoming an Archmage, Loremaster, or perhaps a Mindbender.

Growing up in Evermeet, Invelion was surrounded by Elves of all sorts, especially Sun Elves. He always enjoyed travelling Toril and meeting new people, but he often missed being surrounded by Elves. Once, in the markets of ___, he saw Mourn Calaborn, a curious Sun Elf and fellow student at the Evermeet University of Magic! Invelion shouted out a happy greeting to Mourn in Elven. Mourn turned in Invelion's direction, then quickly slipped away through the crowds. Well, that was strange, but perhaps he hadn't heard or seen Invelion properly. The markets were pretty crowded, after all.

Although Invelion has travelled extensively, he would always Teleport home. To one with Invelion's experiences though, 'home' can mean one of several places. His home village on Evermeet, the Evermeet University of Magic, or one of several Harper Guild locations.

Invelion has recently discovered the wonders of Chult. It was a tropical paradise, and Invelion found himself Teleporting in often, simply for some relaxation and conversation with the natives.

Tactics:
Invelion casts Mage Armor on himself every morning using the Harper Mage Extend Spell Ability. In combat he prefers blasting the enemy with Cloudkill, Fireballs, Snowball Storms, and Magic Missiles. (He plans on taking Spell Focus Evocation as he advances as a Mage Killer.) He supplements his evocations with Summoned Monsters (Augment Summoning) and Shadow Conjurations. He has Charm Person ready for when he surprises a foe. Additionally, he has many spells for protection, defense and utility: Shield, Invisibility, Mirror Image, Dimension Door, and Teleport. He is almost always flying, staying out of range of melee threats. He tries to avoid physical combat, but if necessary, he will Polymorph for melee.

Many of Invelion's spells were chosen for crafting purposes. He also creates his own alchemical items.

When travelling incognito, Invelion wears his smock over his clothes, and sells his services as an alchemist. He is quite a good alchemist, and has made relationships with several alchemy shops throughout Faerun, helping them out when he can in exchange for a little coin. When adventuring, Invelion flies. When he's with an adventuring party, he often flies just a few inches off the ground, staying amongst them. When scouting or spying, Invelion is usually polymorphed into some creature that fits seemlessly into the environment.
 
Last edited:

Lichtenhart

First Post
Mad Harry Rackham
Male Human Rogue 11
Region:
Tethyr
Patron Diety: Tymora
Alignment: Chaotic Good
Height: 5'4"
Weight: 132lb
Hair: Black
Eyes: Black
Age: 26

Human Abilities
1 feat at 1st level, +4 skill points at 1st level, +1 skill point at each level

Rogue Abilities
Sneak Attack +6d6, Evasion, Uncanny Dodge III, Defensive Roll

Str: 8 (-1) [0 points]
Dex: 20 (+5) [16 points, +2 levels]
Con: 12 (+1) [2 points, +2 enhancement]
Int: 14 (+2) [6 points]
Wis: 12 (+1) [2 points, +2 enhancement]
Cha: 14 (+2) [6 points]

Hit Dice: 11d6+11
HP: 62
XP: 59,000/66,000
AC: 19 (+5 Dex +4 armor)
Init: +11 (+5 Dex +4 Improved Initiative +2 Blooded)
Speed: 30ft
Armor Check Penalty: -0

Saves
Fort: +6 [+3 base +1 Con +2 resistance]
Ref : +11 [+7 base +2 Dex +2 resistance]
Will: +6 [+3 base +1 Wis +2 resistance]

BAB: +8/+3
Grapple: +7
Melee Atk : +14/+9 (1d8, 19-20x2, cutlass +1 [+2 vs disarm])
Ranged Atk: +14/+9 (1d4, 19-20x2, 30' range, masterwork hand crossbow)

Skills (Rogue - 154)
Balance +11 [4 ranks +5 Dex +2 synergy]
Bluff +16 [14 ranks +2 Cha]
Climb +3/+5 [3 ranks -1 Str (+2 synergy - ropes)]
Diplomacy +10 [4 ranks +2 Cha +4 synergy]
Disable Device +10 [6 ranks +2 Int +2 competence]
Disguise +10 [6 ranks +2 Cha +2 synergy]
Escape Artist +17/+19 [6 ranks +5 Dex +6 competence (+2 synergy - ropes)]
Gather Information +5 [3 ranks +2 Cha]
Hide +16 [11 ranks +5 Dex]
Innuendo +5 [2 ranks +1 Wis +2 synergy]
Intimidate +10 [6 ranks +2 Cha +2 synergy]
Jump +11 [10 ranks -1 Str +2 synergy]
Listen +11 [10 ranks +1 Wis]
Move Silently +16 [11 ranks +5 Dex]
Open Lock +15 [6 ranks +5 Dex +4 competence]
Pick Pocket +10 [3 ranks +5 Dex +2 synergy]
Profession (sailor) +5 [4 ranks +1 Wis]
Search +11 [9 ranks, +2 Int]
Sense Motive +6 [5 ranks +1 Wis]
Spot +11 [8 ranks +1 Wis +2 Blooded]
Tumble +16 [9 ranks +5 Dex +2 synergy]
Use Magic Device +11 [9 ranks +2 Cha]
Use Rope +10/+12 [5 ranks +5 Dex (+2 synergy - tying)]

Feats
(Bonus)Blooded
(1)Improved Initiative
(H)Combat Reflexes
(3)Weapon Finesse (Cutlass)
(6)Expert Tactician [S&S, page 38]
(9)Quicker Than The Eye [S&S, page 40]

Languages
Common, Chondathan, Alzhedo, Goblin

Equipment
Eel's Skin (Vest of Escape) [2000gp]
This gray jerkin, that Harry wears over his chain shirt, formerly belonged to a friend of his father, a member of the Shadow Thieves. The old pirate sent Harry to him for a while so he could learn something of his trade. He learned well.
Mithral Byrnie (Mithral Shirt +1) [2100gp/10lb]
This light, sleveless chain shirt has a curious story: when Harry was still in Calimshan, a wizard approached him and offered him this magic armor to steal his cousin's spellbook. Less than an hour later, the cousin too hired him to do the same. To be fair, Harry made them both happy...err... he hopes so, at least.
Bracer of Resistance +2 [4000gp/0.5lb]
This copper band was... unattended on a chiffonier, in a calimshi-te palace Harry was... admiring, so he picked it up, just for safekeeping, obviously. Since it was designed for a wrist far bigger than his own (*gulp*), Mad Harry wears it on his arm, just below his shoulder. Ain't it a shame he hasn't found the owner yet?
Sune's Whisper (Earring of Wisdom +2) [4000gp]
Harry got this large ring shaped earring from a cleric of Sune he hid and saved from rape while masquerading as one of the Nelanther pirates. Well, she gave him this and a kiss, and he still thinks the kiss was the better present. (It takes up the hat slot.)
Belt of Health +2 [4000gp/1lb]
This belt is made of 5 five pieces of hard dark leather jointed with rings of blackened iron. It's Mad Harry's only loot from an incursion in an old dwarven vault under Myratma, since the stone guardian the dwarves left there wasn't keen on parting with the rest, at least as Harry wasn't keen on parting with his limbs.
Sunset's Edge (Gold Cutlass +1) [5315gp/6lb (FRCS 97)]
Aaah, a man lives for some little satisfactions. Like stealing your captain's favorite sword after having lured him into the the trap the Tethyirian navy set out for him. It suits that son of a bilge rat. He was right about the golden blade, though. You never worry about rust, and it's always killing sharp. No better sword in the Sea of Swords, I say.
Kiss of the Sea (Pearl of the Sirines) [15300gp]
This beautiful, golden-pink like the dawn, pearl was one of the few things Irongut never parted with. That he left it behind while travelling to Chult is one more reason of worry to Harry. The young rogue always thought it was just his father's lucky charm, and maybe he wasn't too far away from the truth, given how he discovered its powers.
Scroll Case [1gp/0.5lb]
--Ink [8gp]
--Disappearing ink [5gp (FRCS 96)]
--5 Empty vials [5gp]
--4 Inkpens [4sp]
--10 sheets of parchment [2gp]
--Spyglass [1000gp/1lb]
--Sextant [50gp/0.5lb]
--Compass [50gp/0.5lb]
Traveler's Knapsack (Heward's Handy Haversack) [2000gp/5lb]
See the story of the Mithral Vest. The other wizard offered this backpack. Later, he wanted to complain but, sadly, Mad Harry had already left Memnon. What did he have to complain about, anyway?
--Potion of Cure Moderate Wounds [regional]
Harry bargained for this potion and the wand below at the temple of Ilmater in Velen before setting out after his father.
--Wand of Cure Light Wounds [200gp]
This wand is little more than a battered birch twig, the end wrapped in silver wire. It has 13 charges left.
--Talis deck [2gp (FRCS 96)]
--Hammock [1sp/2lb (FRCS 96)]
--Tent for one person [5gp/10lb (A&EG 26)
--Masterwork Hand Crossbow [400gp/3lb]
--20 Masterwork bolts [140gp/2lb]
--30 Bolts [3gp/3lb]
--3 Daggers [6gp/3lb]
--Blackjack [1gp/3lb]
--Trap-springer (see below) [8000gp/3lb]
This appears to be a coiled spring of steel wire, three inches across and three inches tall. Mad Harry found it on the floor while he was... helping to collect the coins scattered after a weird gnome blew up half the bar he was at by accidentally adding some kind of alchemical concoction to his whisky.
--Silk rope (150') [30gp/15lb]
--Small steel mirror [10gp]
--Disguise kit [50gp/8lb]
--Small magnet [10gp/1lb (A&EG 24)]
--Everburning torch [90gp/1lb]
--Assorted clothes [30gp/10lb]
--Pair of sturdy boots [1gp/1lb]
--Waterskin [1gp/4lb]
--7 Trail rations [3gp5sp/7lb]
Money Belt [4gp/*1lb* (A&EG 24)]
--16pp
--21gp

Encumbrance: Light load (25lb/26lb)

Appearance
Harry is a short and thin man to the point of being gaunt, but what he lacks in strenght he makes up for in agility and quickness. When he's not under one of his many disguises, his hair and eyes are black as night, to the point you couldn't tell his pupils, and his skin has taken a copper tone thanks to the many hours under the sun of the Sea of Swords. His narrow eyes are fearsome when he's angry, but most often his lips curl into in an open and charming smile, despite his chipped front teeth. He always wear pratical sleeveless shirts that don't hinder his movements (even his armor is sleeveless) and knee-lenght breeches. He's used going around barefoot, and will put on boots only when necessary.

Personality
Harry is the son of an old pirate and grew up without a mother: not a good environment if he was to grow some responsibility, respect of the laws, or good sense. Anyway, he's a good natured guy, he tries to have his way in the world, but without hurting the others, and if someone has to get hurt, he makes sure it's someone who deserves it or who can take it.
He wouldn't mind a life of wealth and comfort, but later when he'll be old, not now, now he's out there for the fun, for the next great challenge, for the next big adventure. Luck never stays long in the same spot, and so he does. He has an unshakable faith that as long as he keeps daring his good luck won't let him down. He earned his nickname (a name he's very proud of) this way: he's the one that will do crazy things, and the one that will drive you mad.
Though he gets along with all kind of people, it's not easy for him to build strong ties with someone, but if he does, it is for life, and he will do anything for his friends.

Background
Irongut Rackham was one of the many pirates of the Dragon Coast, and a very faithful follower of the Smiling Lady. So when a night he drank himself senseless, missing his ship, which was wrecked by a storm leaving no one alive, he caught that as a little reward from Tymora. Especially because he was the last one left alive to know the location of his captain's treasure. Since the captains left many debt and angry creditors, Irongut thought better to retrieve the treasure in secret and leave the Dragon Coast as soon as he could. He fled southwest, and sought fortune among his 'colleagues' in the Nelanther Isles, but they were a very different sort from his old companions so he retired to the lands of Tethyr, that at the time were plagued by a civil war, and offered his mercenary services.
Eventually in that period he ended up losing a lot of money and gaining a son. Now, you're probably going to tell me that it takes also a woman to make a son; well, Irongut and little Harry struck a deal: they could lie to everyone else but not to each other, and they were never to speak of such things as 'mothers'. Harry doesn't remember her, and his father never even told him her name. When he grew up, he did some investigations, but unfortunately he couldn't find out anything.
Irongut taught his little son everything he knew, the art of navigations as well as those of gambling, the ways of Lady Luck and the ways of a knife in the dark. They set up in Velen, where Irongut opened a little shipwright shop as a cover for... more interesting trades, and where Harry grew up and learned to love the sea. When the boy was twelve, the old pirate took what remained his old captain's treasure and brought him to Arabel, where he could receive the blessing directly from the hands of Lady Luck, who appeared there in the Lady's House during the Times of Troubles.
As Harry grew up, his father was always there to encourage him on his first, hesitant adventures, mostly trips in Amn and Calimshan for quests more of less (often less) legal, then his bolder undertakings, like working undercover in the Nelanther Isles for the Tethyrian pirate hunters.
When he returned from this mission he didn't find his father. Irongut left him a letter, saying that he had to leave suddenly for Tikira Lake, in the lands of Chult, where he hoped to find something he has looked for in the last decades and was almost hopeless to find by now. He left behind to Harry his lucky dice (he always said he would carry them in the grave with him) and his pearl to assure him he would be back, in no more than two months, according to the letter, with a big surprise for him.
Two months and a tenday later, after no notice from his father, Mad Harry left for Chult. He was in sight of the land, when a terrible storm overturned the ship, making it quickly sink. Harry was badly hurt and starting to drown in the rough seas, but when he clutched his father's pearl to him, he suddenly found he was able to breathe the water as easily as air, and move much easier than before. He was able to get to land, where he collapsed, his strenght drained.
When he woke the next day, he was pleased to find his pack of things had washed up on shore. But he was in the middle of nowhere. Trusting his luck, Harry struck out into the jungle. He managed to wander about a week, not getting into too much trouble, until he fell through a hidden weak spot into the forest floor. The fall dazed him just long enough for some kind of moving plant to get him wrapped up. Weakened from the long journey, Harry hasn't been able to get free yet, much to his supreme annoyance. But he's been catching glimpses of some terrible dark thing lurking down the passageway, and he knows he'd rather not meet it...



Trap-springer
When the appropriate command words are spoken, this little magic spring can perform the following services.
Slink - The device springs end over end up to 100 feet along any passage, counting paces aloud as it goes.
Sunk - When this command is given and a race is named (dwarf, elf, gnome, etc) the trap-springer magically alters its weight to approximate an average weight for the racial type named, thus triggering any pressure plates or pit traps along its course.
Heel - The device will return
Stay - The trap-springer extends horizontally or vertically, making the device rigid and allowing the its owner to measure the height, depth, or length of any passage, or to use the coil as a ladder (or more correctly, a rope). It can stretch itself up to 60' and it's strong enough to support 3,000 pounds.
Rung - Same as Stay, but the device offers a single coil at 1' intervals to act as a foothold. This reduce the lenght it can extend to 50' but lowers the DC of Climb and Balance checks while using it by 10.
 
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