Burning Heretics OOC

moritheil

First Post
[sblock=Alatheil Dawnmist]
RACE (CR) : Fire Elf
CLASS (LEVEL) : Wizard 3
... NET LEVEL : 3
ALIGNMENT : NG
SIZE : Medium
SPEED : 30 ft.
TYPE : Outsider (native)

Short, impulsive, and warlike, Alatheil Dawnmist often strikes others as decidedly unlike the stereotypical graceful elven maiden. She enjoys the classical elven arts of swordplay and wizardry, and indeed surprised many by choosing to follow the path of magic instead of the way of the warrior.

Though few who are not connected to elven nobility would guess it, Alatheil actually hails from a distinguished noble line. Her grandfather served as an ambassador to the drow before the fateful split. While in Keswick, he lent his expertise to a series of magical experiments designed to tap into the power of the elemental planes. He came away with the essence of fire bound to his blood, and mages on both sides were delighted. Before further experiments could be planned, however, the elven nations rejected the drow offer of alliance and his time with the drow swiftly came to an end.

The drow continued their experiments after he left, but no longer content to merely tap the elements, they experimented with other sources of power, ultimately connecting themselves with the abyss. Nondrow recoiled in horror; the material plane was composed of the four elements, and to be stronger in one than others was arguably an abnormality, but still within mortal limits. To be partly formed of the stuff of the abyss was to no longer be elven. The drow did not see it that way, adding one more item to the list of ultimately irreconcilable differences between them.

Though Alatheil has no particular interest in matters of politics, nobility, and diplomacy, her training in them was inevitable given her family.

EXPERIENCE :
CASH : 5,000 gp - expenses

ABILITY SCORES 36 pt buy: 4+10+10+10+2+2
Str 12 (+1) (12/base)
Dex 18 (+4) (16/base 2/race)
Con 14 (+2) (16/base -2/race)
Int 18 (+4) (16/base 2/race)
Wis 10 (+0) (10/base)
Cha 8 (-1) (10/base -2/race)

SAVES
FORT +7 (1/wiz 2/con 4/fam)
REF +5 (1/wiz 4/dex)
WILL +3 (3/wiz) +2 vs. ench/fear/death; immune sleep

Familiar: Rat.

HIT POINTS : 16 (3d4 +6/con)

ARMOR CLASS
Standard : 22 (10/base 4/dex 4/armor)
Touch : 17 (10/base 4/dex)
Flat-Foot : 15 (10/base 4/armor)

INITIATIVE : +4 (4/dex)
BASE ATTACK : +2
RANGED : +7 (4/dex 1/enh)
MELEE : +7 (4/dex 1/enh)

WEAPONS
MW cold iron rapier [1d6 18-20x2]
Slam [1d8 x2, when Fist of Stone or Alter Self are up]
+1 Mighty Composite Longbow [1d8 +1enh +1str x3] Note: Darkwood

LANGUAGES
Common, Draconic, Elven (Silas), Elven (Arath), Spirit, Drow, High Corvese

RACIAL TRAITS
• +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma.
• Medium size.
• Land speed 30 feet
• Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells and effects.
• Low Light Vision.
• +2 racial bonus on Listen, Search and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for that door. An elf’s senses are so keen that she practically has a sixth sense about hidden portals.
• +1 racial bonus on attack rolls against creatures of the water subtype, including extraplanar creatures from the Elemental Plane of Water.
• -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the water or cold subtype or used by creatures of the water or cold subtype, including extraplanar creatures from the Elemental Plane of Water.
• Resistance to fire 5.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Free MWP: rapier, longsword, all straight bows.
• Favoured Class: Wizard.


CLASS FEATURES
Wiz: Bonus feats, Familiar; Elf Generalist: 1 more spell known at each level, 1 extra highest-level slot.
Enhanced Link: 2x familiar benefit within arm's reach (normal at 1 mile).

FEATS
Cha 1 . Otherworldly (Native Outsider, 60' darkvision, MWP, +2 to diplomacy)
Wiz 1 . Scribe Scroll
Cha 3 . Weapon Finesse (+dex to attack)
Cha 6 .
Cha 9 .
Cha12 .
Cha15 .
Cha18 .
---------------[ Epic Threshold! ]---------------
Cha21 .
Cha24 .

SKILLS 6*6 = 36
Concentration +8 (6 ranks 2 con)
Diplomacy +3 (0 ranks -1 cha 2/other 2/kn)
Know (Arcana) +10 (6 ranks 4 int)
Know (Nobility) +9 (5 ranks 4 int)
Know (Planes) +10 (6 ranks 4 int)
Know (Religion) +9 (5 ranks 4 int)
Search +6 (2 ranks 4 int)
Spellcraft +12 (6 ranks 4 int 2/ka)

Spent 36 ranks

EQUIPMENT gp.
Adventurer's Outfit
Mithral Chain Shirt [1100 gp; AC4 6maxdex 0 ACP 10% ASF]
MW Mighty Composite Longbow [530 gp; Darkwood; 1d8+4 x3 add +1str bon to dmg]
Arrows, Regular (40) [4 gp]
MW cold iron rapier [340 gp; 1d6 18-20x2]

Metamagic Rod, Lesser Extend [3000 gp; extend up to 3rd level sp, 3/day]


WIZ SPELLS: 4 3+1 2+1
0 - arcane mark, detect magic, message, prestidigitation
1 - Burning Rage, Charm Person, Feather Fall, Fist of Stone
2 - Alter Self x2, Glitterdust

KNOWN
0 - all
1 - Burning Rage, Charm Person, Feather Fall, Fist of Stone, Ray of Enfeeblement
2 - Alter Self, Bladeweave, Glitterdust
[/sblock]

[sblock=alter self]Ice Mephit (MM) 4 s 30, Fly 50(perf) 2 Claws (1d3)
Salt Mephit (MM) 6 s 30, Fly 40(av) 2 Claws (1d3)
Minor Xorn (MM) 12 s 20, Burrow 20' Bite (2d8), 3 Claws (1d3), +4 to Spot and Search, All Around Vision
[/sblock]

[sblock=spells]Fist of Stone
Transmutation
V,S,M
Sor/Wiz 1
1 round/level (or 1 min?)
self

You gain +6/enh strength and a natural slam attack according to size.


Bladeweave(CAdv p144)
<Ill(pattern), V, 1 Swift Action, Personal, 1rnd/lvl(D)>
– Any round in which the caster attacks with a melee weapon, he/she can make an additional touch attack roll at his/her best attack bonus as a Free Action. If successful, the touched opponent is Dazed for 1 round (WillNeg, SR applies).[/sblock]
 

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Jack of Tales

First Post
Only if 1) you want to or 2) the other players request it. As the DM, I won't need it as I plan on making use of the wiki over yet another subscription filling thread.

The IC thread is up! Recruiting is still open. We have three players with finished characters and two partially-made characters. I'll cap us off at 6 players.

Note: While posting in the IC thread can you guys include your Name, class and current HP in the Title? Thanks!
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Jack of Tales said:
Swap approved. I agree about the familiars being typically ignored.

I made an RG gallery. There is a link in the first post, I'll also be including important NPC's and locations there. It will have the same information the wiki will have also.

EDIT: Scott it looks like you did something strange with the pointbuy for attributes. It's 38 pt buy, you have 45 pts of attribute points. If you need a fast/easy way to calculate it use: http://www.hackslash.net/?p=73

lets see...carry the two divide by omega to the omnicron power then induce the electron enhanced flux capacitor...

sorry, i forgot to cast my spell : madman's math before. got it fixed, i thinik :lol:

more details to come later!
 
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Voda Vosa

First Post
I give you:
Zarpox Tremen
Hope you like it.
Oh, and tell me about any error you see. He must be full of them! Lol.
Code:
Name: Zarpox Tremen 
Class: Warlock
Race: Human
Size: Medium
Gender: Male
Alignment: Caotic neutral
 

Str: 14 +2 (6p.)     Level: 3        XP: 
Dex: 16 +3 (10p.)     BAB: +2         HP: 9+6+6
Con: 16 +3 (10p.)     Grapple: +4     Dmg Red: 1/cold iron
Int: 10 +0 (2p.)     Speed: 30'      Spell Res: 0
Wis: 08 -1 (0p.)     Init: +2        Spell Save: +0
Cha: 16 +3 (10p.)     ACP: 0          Spell Fail: 0%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +5    +0    +3    +0    +1    +0    19
Touch: 13              Flatfooted: 15

                         Base   Mod  Misc  Total
Fort:                      1    +3          +4
Ref:                       1    +3          +4
Will:                      3    -1          +2

Weapon                Attack   Damage     Critical
MW  Falichon            +5     2d6+3       18x2
Eldrich Blast              +6     2d6            (?) 

Languages: Lasttin, iskani, Keldonian.

Abilities: Endrich blast (electric blue) (2d6); Detect magic(Like the spell).
	
Feats: Weapon focus (Spell like abilities: eldrich blast), Point black shot, Weapon proficience (Martial Weapons)

Skill Points: 8+2+2          Max Ranks: 6/3
Skills               Ranks  Mod  Misc  Total
Use Magic Device         2    +3          +5
Spellcraft               2    +0          +2
Bluff                    6    +3          +9
Knowledge(planes)        2    +0          +2



Equipment:                      Cost  Weight                  
+1 Mithral Chain shirt         2200gp   
Clothings                   
4 potions of CLW               200gp
4potions of MAge armor         200gp
Tent                             10gp
Bedroll                           1gp
Blanquet                          5sp
Trail rations                     5sp
Rope hemp
MW Falichon                    375gp
Amulet of Natural Armor       2000gp
 
      Money: 13gp

Spell DC: 3 (Cha) + Spell Level

 [B]Invocations:
               Least:[/B] Hideous blow (as a one turn action, the user can channel an Eldrich blast throw a weapon, dealing the additional damage of the eldrich blast, along with any effect it has), Darkness (Like the spell).  

Age: 33
Height: 1.8 meters
Weight: 80 kg
Eyes: Blue
Hair: Black
Skin: Pale

Zarpox is somehow tall, with penetrating blue eyes. His hands are thin and fast. He is very

thoughtfull and speculative, and never take others ideas lightly without questioning. His

eldrich blasts are used very usually, agains enemies, against stubborn objects which seems

not to be in the correct place, and anything that the warlock think must be must be "fixed"

.His chaotic behaviour is strong, making him a dreadfull rival, though it is hidden beneath

his friendly face and his big smile. Bluffing and lieing are usual when he interact with

other persons.


Zarpox is a cunning warlock, descendant from a long tradition magic user family, that was cast out because a deal with demons they had in an early past. The Tremen family swear vengeance upon those wizards that have cast them away, and ever since, what was a prominent wizard breeding family, became a warlocks and wild mages clan.
Zarpox is one of the offsprings of the now feared Termen family, but he didn't take that to seriously, he prefers to find the easiest way to became wealthy and powerful. Ever since he left his home, Zarpox wanders around, looking for something easy and productive to do.
His last "Productive thing" was protect a cart of 'not that much wealthy' merchants from a middle size city in the north of Keldon, to a small farming town, lost in the middle of a wide plain, known for the common presence of orcs. The farming village itself was kind of a wooden fort, but any one outside the village is inexistent to the local militia. So, Zarpox decided to earn some easy money, and seat down in the front cart, and sleep all the way. Luckily he wake up when the first merchant has slain with an arrow in his chest.
Making use of his fiendish powers, Zarpox summoned a magical darkness over the cart he was in, and waited for the assailants to make their way in it. With swings of his falichon, he killed one after another, protected by the veil of magical darkness. When the effect dissipated, five orcs were ling in the dusty road, lifeless.

Recently, a friend of him, Vincent Wyce, told him about his new guild of adventurers, they seem like a wise choice for a wealthy future, Zarpox thought, and there he was, sitting on the wooden floor of the building of the "Redtol Wyverns", half sleep, half polishing his sword.
 
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