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[AU] Lost Dreams Characters
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<blockquote data-quote="Zhure" data-source="post: 1176700" data-attributes="member: 308"><p>Vand, Human (Unbound)</p><p>5'6"; 125 lbs; Age 21</p><p>Mindwitch 3</p><p></p><p>14 STR +2</p><p>14 DEX +2</p><p>16 CON +3</p><p>10 INT +0</p><p>14 WIS +2</p><p>8 CHA -1</p><p></p><p>Saves:</p><p>Fortitude: +4 (+1 Mindwitch, +3 Con)</p><p>Reflex: +3 (+1 Mindwitch +2 Dex)</p><p>Will: +5 (+3 Mindwitch, +2 Wis)</p><p></p><p>Encumbrance: 58/116/175</p><p></p><p>Armor Class: 10 +2 Dex + 2 armor (leather jack) = 14</p><p>Touch: 12</p><p>Flat-footed: 12</p><p>Initiative: +2 Dex</p><p></p><p>Proficiencies:</p><p>Languages: Common, Giant</p><p>Armor: Light, Shield</p><p>Weapons: Simple</p><p></p><p>Skills:</p><p>+0 Bluff (1 ranks, -1 Cha)</p><p>+4 Concentration (1 ranks, +3 Con)</p><p>+3 Heal (1 ranks, +2 Wis)</p><p>+3 Innuendo (1 ranks, +2 Wis)</p><p>+4 Intimidate (5 ranks, -1 Cha)</p><p>+1 Knowledge: Arcana (1 ranks, +0 Int)</p><p>+1 Search (1 ranks, +0 Int)</p><p>+6 Sense Motive (4 ranks, +2 Wis)</p><p>+5 Sneak (3 cc ranks, +2 Dex, -0 Armor)</p><p>- Speak Language: Giant (1 cc ranks)</p><p>+1 Spellcraft (1 ranks, +0 Int)</p><p>+5 Use Magic Device (6 ranks, -1 Cha)</p><p></p><p>Special Abilities:</p><p>Witchery: Halve the duration of mind-influencing effects</p><p>Mindblade: free action, 1d6+level subdual, touch attack</p><p></p><p>Feats:</p><p>(Talent - 1st) Unique Spell (Astral Armor)</p><p>(Talent - 1st) Spell Affinity: Astral Armor (replace diminished version of spell with normal version)</p><p>(General - 1st) Sturdy (double CON bonus for 1st level)</p><p>(General - 3rd) Weapon Focus: Mind Blade</p><p></p><p>HIT POINTS: 6 (max) +3 (Sturdy) + 7 (2d6) +9 (3xCon) = 25</p><p></p><p>BAB = +2 (+2 Mindwitch)</p><p>+5 to hit with Mind Blade (+2 BAB, +2 Str, +1 Weapon Focus)</p><p>1d6+5 (1d6+1/level, +2 Str; subdual, touch attack)</p><p></p><p>Spells:</p><p>Readied </p><p>0th (4) Scent Bane, Read Magic, Glowglobe (Lesser), Seeker</p><p>1st (3) Transfer Wounds (Lesser), Astral Armor, Scent Tracker</p><p>Cast:</p><p>0th:3, 1st: 3</p><p></p><p>Equipment: </p><p>10 gp, Leather Jack (+2 AC, Max Dex: 6, 10% ASF, -0 ACP), 15 lb</p><p>2 gp Dagger, 1 lb</p><p>5 gp, Spell component pouch, 3 lb</p><p>10 gp, Silk rope, 50', 5 lb</p><p>1gp, Waterskin, 4 lb</p><p>1 gp, Flint & steel, 0 lb</p><p>25 gp scroll of Glowglobe (1st): 2, 0 lb</p><p>100gp scroll of Mindstab (1st): 4, 0 lb</p><p>750 gp Beastskin Woad (5th) <span style="font-size: 9px">This red pigment comes in a small clay jar. When this pigment is applied to a creature's skin it grants the creature +3 natural armor bonus for 12 hours. </span></p><p>1200 gp Bag of Clay Stone (1st) <span style="font-size: 9px">This small tan leather bag contains small round clay bullets. 3/day when the user reaches into the bag they can draw out a stone. The stone can be thrown as a mudball spell, becoming a ball of mud as it flies towards its target. </span></p><p>300 gp Advance Poultice (3rd) <span style="font-size: 9px"> when you apply these herbs to a wound, they help the healing process as battle healing(lesser) for 1d6+3 hit points. </span></p><p>250 gp Minor Poultices (1st): 5 <span style="font-size: 9px"> When you apply these herbs to a wound, they help the healing process as transfer wounds(lesser). 1d10+1 hit points of damage are converted to half that amount of subdual damage. </span></p><p></p><p>Wealth</p><p>Gold: 40</p><p></p><p><span style="font-size: 9px"><em>Note: Unique Spell (Astral Armor) is identical to Plant Armor in all ways, except it's special effect is to create a rippling sheet of astral energy (it is not a force effect in the normal sense) and it has the Psionic descriptor in lieu of the Plant descriptor.</em></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">History: The streets of Ao-Manasa were a rough place to grow up for a smart-mouthed, no-talent shepherd. Vand was smart-mouthed based on the comments townies threw back at him in his frequent confrontations. He was no good as a herdsman based on his father's criticisms. Every time he went to town, Vand would get into a fight, so in time he was relegated to staying in the hills tending sheep and Pa would go in to town to barter.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Vand never found out exactly what happend. Nobody was very forthcoming on the details, but Pa was the one in a fight for a change and whoever stabbed him made sure he wouldn't come back to complain about Vand's poor sheep-tending skills. True to form he abandonded the sheep to the hills and moved permanently to the city, to live off his "wits."</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Vand learned a few skills here and there, and discovered quite by accident he has an aptitude for magic. His knowledge of spells is rather limited, but his 'witchery' is pretty strong. He tends to use his mind blade almost constantly and reserves his spells for defensive purposes. Vand likes to think of himself as something of a man of mystery and a tough appearing customer.</span></p></blockquote><p></p>
[QUOTE="Zhure, post: 1176700, member: 308"] Vand, Human (Unbound) 5'6"; 125 lbs; Age 21 Mindwitch 3 14 STR +2 14 DEX +2 16 CON +3 10 INT +0 14 WIS +2 8 CHA -1 Saves: Fortitude: +4 (+1 Mindwitch, +3 Con) Reflex: +3 (+1 Mindwitch +2 Dex) Will: +5 (+3 Mindwitch, +2 Wis) Encumbrance: 58/116/175 Armor Class: 10 +2 Dex + 2 armor (leather jack) = 14 Touch: 12 Flat-footed: 12 Initiative: +2 Dex Proficiencies: Languages: Common, Giant Armor: Light, Shield Weapons: Simple Skills: +0 Bluff (1 ranks, -1 Cha) +4 Concentration (1 ranks, +3 Con) +3 Heal (1 ranks, +2 Wis) +3 Innuendo (1 ranks, +2 Wis) +4 Intimidate (5 ranks, -1 Cha) +1 Knowledge: Arcana (1 ranks, +0 Int) +1 Search (1 ranks, +0 Int) +6 Sense Motive (4 ranks, +2 Wis) +5 Sneak (3 cc ranks, +2 Dex, -0 Armor) - Speak Language: Giant (1 cc ranks) +1 Spellcraft (1 ranks, +0 Int) +5 Use Magic Device (6 ranks, -1 Cha) Special Abilities: Witchery: Halve the duration of mind-influencing effects Mindblade: free action, 1d6+level subdual, touch attack Feats: (Talent - 1st) Unique Spell (Astral Armor) (Talent - 1st) Spell Affinity: Astral Armor (replace diminished version of spell with normal version) (General - 1st) Sturdy (double CON bonus for 1st level) (General - 3rd) Weapon Focus: Mind Blade HIT POINTS: 6 (max) +3 (Sturdy) + 7 (2d6) +9 (3xCon) = 25 BAB = +2 (+2 Mindwitch) +5 to hit with Mind Blade (+2 BAB, +2 Str, +1 Weapon Focus) 1d6+5 (1d6+1/level, +2 Str; subdual, touch attack) Spells: Readied 0th (4) Scent Bane, Read Magic, Glowglobe (Lesser), Seeker 1st (3) Transfer Wounds (Lesser), Astral Armor, Scent Tracker Cast: 0th:3, 1st: 3 Equipment: 10 gp, Leather Jack (+2 AC, Max Dex: 6, 10% ASF, -0 ACP), 15 lb 2 gp Dagger, 1 lb 5 gp, Spell component pouch, 3 lb 10 gp, Silk rope, 50', 5 lb 1gp, Waterskin, 4 lb 1 gp, Flint & steel, 0 lb 25 gp scroll of Glowglobe (1st): 2, 0 lb 100gp scroll of Mindstab (1st): 4, 0 lb 750 gp Beastskin Woad (5th) [size=1]This red pigment comes in a small clay jar. When this pigment is applied to a creature's skin it grants the creature +3 natural armor bonus for 12 hours. [/size] 1200 gp Bag of Clay Stone (1st) [size=1]This small tan leather bag contains small round clay bullets. 3/day when the user reaches into the bag they can draw out a stone. The stone can be thrown as a mudball spell, becoming a ball of mud as it flies towards its target. [/size] 300 gp Advance Poultice (3rd) [size=1] when you apply these herbs to a wound, they help the healing process as battle healing(lesser) for 1d6+3 hit points. [/size] 250 gp Minor Poultices (1st): 5 [size=1] When you apply these herbs to a wound, they help the healing process as transfer wounds(lesser). 1d10+1 hit points of damage are converted to half that amount of subdual damage. [/size] Wealth Gold: 40 [size=1][i]Note: Unique Spell (Astral Armor) is identical to Plant Armor in all ways, except it's special effect is to create a rippling sheet of astral energy (it is not a force effect in the normal sense) and it has the Psionic descriptor in lieu of the Plant descriptor.[/i] History: The streets of Ao-Manasa were a rough place to grow up for a smart-mouthed, no-talent shepherd. Vand was smart-mouthed based on the comments townies threw back at him in his frequent confrontations. He was no good as a herdsman based on his father's criticisms. Every time he went to town, Vand would get into a fight, so in time he was relegated to staying in the hills tending sheep and Pa would go in to town to barter. Vand never found out exactly what happend. Nobody was very forthcoming on the details, but Pa was the one in a fight for a change and whoever stabbed him made sure he wouldn't come back to complain about Vand's poor sheep-tending skills. True to form he abandonded the sheep to the hills and moved permanently to the city, to live off his "wits." Vand learned a few skills here and there, and discovered quite by accident he has an aptitude for magic. His knowledge of spells is rather limited, but his 'witchery' is pretty strong. He tends to use his mind blade almost constantly and reserves his spells for defensive purposes. Vand likes to think of himself as something of a man of mystery and a tough appearing customer.[/size] [/QUOTE]
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