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<blockquote data-quote="Steve Gorak" data-source="post: 2902506" data-attributes="member: 15132"><p>[CODE]</p><p>[b]Name: Curvik the elf[/b]</p><p>Class: Templar 1/Bard 2</p><p></p><p>Race: Elf</p><p>Size: Medium</p><p>Gender: Male</p><p>Alignment: Lawful neutral</p><p>Deity: Coraanu Star Racer, elements</p><p></p><p>[b][u]Abilities[/b][/u]</p><p>Str: 12 +1 (4 pts.) Level: 3 XP: </p><p>Con: 12 +1 (6 pts. -2 racial) BAB: +1 HP: 17 [spoiler](2d6+1d8 + 3 con)[/spoiler]</p><p>Dex: 18 +4 (10 pts. +2 racial) Grapple: +2 Dmg Red: </p><p>Int: 16 +3 (10 pts.) Speed: 40' Spell Res: 0</p><p>Wis: 10 +0 (2 pts.) Init: +8 Spell Save: +0</p><p>Cha: 12 +1 (4 pts.) ACP: -1 Spell Fail: 0%</p><p></p><p>Age: 23 [spoiler] [b] BAB Calculation [/b][/spoiler]</p><p>Height: 7'2" [spoiler] Bard 2/Temp 1[/spoiler]</p><p>Weight: 186lb [spoiler] +1 / +0 [/spoiler]</p><p>Eyes: Deep Blue </p><p>Hair: Black </p><p>Skin: tan</p><p></p><p>[b][u]Armor class[/u]:[/b]</p><p> [b]Total[/b] Base Armor Shld Dex Misc </p><p>Armor: [b]18[/b] 10 +4 +0 +4 +0 </p><p>Touch: 14 </p><p>Flatfooted: 14 </p><p></p><p>[b][u]Saves[/u]:[/b] [spoiler][b] Saves calculation[/b] [/spoiler]</p><p> [b]Total[/b] [spoiler]Base Mod Misc Bard 2/Temp 1 [/spoiler]</p><p>Fort: [b]+6[/b] [spoiler] +5 +1 +0 +3 / +2 [/spoiler]</p><p>Ref: [b]+7[/b] [spoiler] +3 +4 +0 +3 / +0 [/spoiler]</p><p>Will: [b]+5[/b] [spoiler] +5 +0 +0 +3 / +2 [/spoiler]</p><p> </p><p>[b][u]Weapons[/u]:[/b][size=1][indent] </p><p> Attack Damage Type Threat Range</p><p>[i]2 handed combat[/i]:</p><p>Elven Longblades +3/+3 1d8+1/1d6+1 S 18-20/x2</p><p> (regular sized & small) </p><p></p><p>[i]1 handed combat[/i]: </p><p>Elven Longblade +5 1d8+1 S 18-20/x2</p><p>Small Elven longblade +5 1d6+1 S 18-20/x2</p><p>Dagger +2 1d4+1 p/s 19-20/x2</p><p></p><p>[i]Ranged:[/i]: </p><p>Composite longbow +5 1d8+1 P ×3 110 ft. </p><p> (+1 str)</p><p>Dagger (thrown) +5 1d4+1 p 19-20/x2 10 ft.</p><p> [/size][/indent]</p><p></p><p>[b][u]Languages[/u]:[/b]Common, Elf, Pteran, Tri-Kreen, Dwarf.</p><p></p><p></p><p>[b][u]Abilities[/b]:[/u][sblock]</p><p>[b][I]Weapons and armor[/I][/b]</p><p>Elf: All bows, elven longblade is treated as a melee weapon (weapon familiarity)</p><p>Bard: Simple weapons+ blowgun, bard’s friend, crossbow (any), garrote, whip and widow’s knife.</p><p>Templar: Simple & medium armor + shield (except tower); 2 melee weapons: elven longblade </p><p></p><p>[b][I]Racial[/I][/b]</p><p>• Elven base land speed is 40 feet.</p><p>• Low-light vision: Elves can see twice as far as a human in moonlight and similar conditions of poor illumination, retaining the ability to distinguish color and detail.</p><p>• Proficient with all bows.</p><p>• Weapon Familiarity: Elven Longblade. All elves treat the elven longblade as a martial weapon.</p><p>• +2 racial bonus to Listen, Perform, Search and Spot checks. Elves have keen senses.</p><p>• [b]Resistance to extreme temperatures[/b]: Elves aren’t adversely affected by the heat of the day or</p><p>the chill of the night. They treat extreme heat or cold as if it were only very hot or cold, but suffer normally from abysmal heat, or from magical supernatural heat and cold.</p><p>• [b]Elf Run[/b]: After a minute of warm-up and a Concentration check (DC 10), elves can induce an elf run state.</p><p>This state allows elves to hustle for long distances as easily as a human can move normally, and run for long</p><p>distances as easily as a human can hustle. Each day that elves continues the elf run, they must make</p><p>additional Concentration skill checks to maintain their elf run state: A trivial check (DC 10) on the second</p><p>day, an easy check (DC 15) on the third day, an average check (DC 20) on the fourth day, a difficult check (DC</p><p>30) on the fifth day, and an heroic check (DC 40) on the sixth day. Once the elf fails a Concentration skill</p><p>check, he loses elf run benefits and suffers normal penalties for extended hustling and running. After a full day’s rest, the elf may attempt again to induce an elf run</p><p>state. With a group of elves, runners add their leader’s Charisma bonus both to their movement rate and to</p><p>any Fortitude checks related to movement.</p><p>• Automatic Languages: Common and Elven. Bonus Languages: Dwarven, Gith, Jozhal, Pterran, Scrab, Slig,</p><p>Tari and Thri-Kreen.</p><p>• Favored Class: Rogue.</p><p></p><p>[b][I]Templar[/I]:[/b]</p><p>Templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields).</p><p>[i]Spells[/i]: </p><p>(0) 5: [url=http://www.d20srd.org/srd/spells/detectMagic.htm]Detect magic[/url], [url=http://www.d20srd.org/srd/spells/detectPoison.htm]Detect poison[/url], [url=http://www.d20srd.org/srd/spells/light.htm]light[/url], [url=http://www.d20srd.org/srd/spells/mending.htm]mending[/url]</p><p>(1) 4: [url=http://www.d20srd.org/srd/spells/bless.htm]Bless[/url], [url=http://www.d20srd.org/srd/spells/cureLightWounds.htm]Cure light wounds[/url], [url=http://www.d20srd.org/srd/spells/shieldOfFaith.htm]Shield of faith[/url]</p><p></p><p>[i]Secular authority[/i]: Once per day per templar level, a templar can use secular authority within his city state.</p><p>The ability depends on ranks in Diplomacy (currenlty 6)</p><p>Diplomacy Ranks Ability</p><p> 2 Requisition Slave</p><p> 3 Intrude on Slave</p><p> 4 Accuse Slave</p><p> 5 Requisition Troops</p><p> 6 Intrude on freeman</p><p> 7 Judge slave</p><p></p><p>[i]Sigil[/i]: </p><p> Arcane Mark at will: The templar simply touches the item she wishes to mark, and concentrates for a full round.</p><p> Purify Food and Water at will: as the spell. Each use of this spell-like ability purifies one cubic foot of food or water, and requires a full round of concentration.</p><p> Slave Scent at will: The templar must grasp and hold his sigil, and after a full round of concentration, the spell’s effects last as long as the templar maintains concentration.</p><p></p><p>[b][I]Bard[/I][/b]</p><p>[i][url=http://www.d20srd.org/srd/classes/bard.htm#bardicMusic]Bardic music[/url][/i]</p><p>[i][url=http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge]Bardic knowledge[/url][/i]: +5 to Check [spoiler] +2 level 2 bard + 3 int [/spoiler] </p><p>[i]Smuggler +1[/i]: +1 to bluff and slight of hand checks </p><p>[i]Poison Use[/i]: Bards are trained in the use of poisons, andnever risk accidentally poisoning themselves when applying poison to a blade.</p><p>[i]Streetsmart[/i]: +2 competence bonus to Gather Information and Intimidate checks [/sblock]</p><p></p><p>[b][u]Feats: [/b][/u]</p><p>- Level 1 (bonus): Weapon finesse, elven longblade (or bard's friend, depending on availabilityof poison)</p><p>- Level 3 (bonus): 2 weapon fighting</p><p></p><p>[b][u]Skills[/b][/u] [size=1]</p><p>[b]Skill Points = 52 [/b][spoiler] (6 base + 3 int)*5 (Bard 2) + (4 + 3 int) (Templar) [/spoiler][indent]</p><p> Total [spoiler] Ranks Mod Misc [/spoiler]</p><p>Bluff (Cha) [B,T] +8 [spoiler] 6 +1 +1 smuggler [/spoiler]</p><p>Concentration (Con)[B,T] +7 [spoiler] 6 +1 [/spoiler]</p><p></p><p>Craft-poison(Int)[B.] +4 [spoiler] 1 +3 [/spoiler]</p><p>Craft-alchemy (Int)[B.] +4 [spoiler] 1 +3 [/spoiler]</p><p></p><p></p><p>Diplomacy (Cha) [B,T] +13 [spoiler] 6 +1 +6 Bluff, Sense motive & Knowledge (nobility) synergy[/spoiler]</p><p></p><p>Gather Info.(Cha)[B,T] +9 [spoiler] 6 +1 +2 streetsmart [/spoiler] </p><p>Hide (Dex) [B.] +3 [spoiler] 0 +4 -1 ACP [/spoiler]</p><p>Intimidate(Cha)[T] +5 [spoiler] 0 +1 +2 streetsmart, +2 bluff[/spoiler]</p><p>Knowledge (nobility)(Int)[B,T] +8 [spoiler] 5 +3 [/spoiler]</p><p>Listen (Wis) [B.] +2 [spoiler] 0 +0 +2 racial[/spoiler]</p><p></p><p>Literacy (none) 1 [spoiler] 1 [/spoiler]</p><p>Move Sil. (Dex) [B.] +3 [spoiler] 0 +4 -1 ACP[/spoiler]</p><p>Perform[oratory](C)[B.] +8 [spoiler] 5 +1 +2 racial[/spoiler]</p><p>Search (Int) +5 [spoiler] 0 +3 +2 racial[/spoiler]</p><p></p><p>Sense Motive (Wis) [B,T] +5 [spoiler] 5 +0 [/spoiler]</p><p>Sleight of Hand(Dex) [B.] +11 [spoiler] 5 +4 +1 smuggler, +2 bluff, -1 ACP[/spoiler]</p><p>Spot(Wis) +2 [spoiler] 0 +0 +2 racial[/spoiler]</p><p>Tumble (Dex) [B.] +8 [spoiler] 5 +4 -1 ACP[/spoiler][/INDENT][/size][/CODE]</p><p></p><p><strong><u>Possessions & Current Wealth</u>:</strong><span style="font-size: 9px"> [sblock] </span></p><p><span style="font-size: 9px">+1 Chittin armor (as chain shirt) 1100 Cp, 25 lb. , Worn on back</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">MW Elven Longblade 400 Cp, 3 lb. , Worn on back</span></p><p><span style="font-size: 9px">MW Elven Longblade (short) 400 Cp, 1.5 lb. , Worn on back</span></p><p><span style="font-size: 9px">short Elven Longblade - poisoned with 1 dose of 100 Cp, 1.5 lb. , Worn on left thigh</span></p><p><span style="font-size: 9px"> Black adder venom (Injury, DC=11, 1d6 Con/ 1d6 Con) 100 Cp, </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Dart (poisoned) 0.25 Cp, 0.5 lb. , Hidden on back, close to belt, 1 on each side</span></p><p><span style="font-size: 9px"> with large scorpion poison (Injury, DC=18, 1d6 St/ 1d6 Str) 100 Cp, </span></p><p><span style="font-size: 9px">Dart (poisoned) 0.25 Cp, 0.5 lb. , Hidden on back, close to belt, 1 on each side</span></p><p><span style="font-size: 9px"> with drow poison (Injury, DC=13, Unconsciousness/ Unconsciousness for 2d4 hours ) 37.5 Cp, </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Composite longbow (+1 str) 200 Cp, 3 lb. , back</span></p><p><span style="font-size: 9px">20 arrows (1 quivers) 1 Cp, 3 lb. , 1 on back, 1 in backpack</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">1 large sacks 1 gp, 0.05 lb, , Worn on back</span></p><p><span style="font-size: 9px">Waterskin (water) 1 gp, 2 lb, , in bag</span></p><p><span style="font-size: 9px">Trail rations (4 day) 2 gp, 2 lb, , in bag</span></p><p><span style="font-size: 9px">1 large sacks 1 gp, 0.05 lb, , in bag</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">2 x vial of "stun gas" DC=12, Inhaled, stunned 1 rnd/stunned 1d4 rnd 40 </span></p><p><span style="font-size: 9px">2 Tindertwigs 10 Cp, 0 lb. , In small pockets on belt</span></p><p><span style="font-size: 9px">2 potion of Cure light Wounds 100 Cp, 0 lb. , In small pockets on belt</span></p><p><span style="font-size: 9px">1 potions of pass without trace 50 Cp, 0 lb. , In small pockets on belt</span></p><p><span style="font-size: 9px">1 potions of protection from evil 50 Cp, 0 lb. , In small pockets on belt</span></p><p><span style="font-size: 9px">Flint & Steel, (1gp, -) 1 Cp, 0 lb. , In small pockets on belt</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"></span><u>Money (in left belt pouch)</u>: 5 Cp </p><p></p><p>Total weight carried: 42.1 lb</p><p></p><p></p><p>Max Weight: 43 lb Light, 86 lb medium, 130 lb heavy, 260 lb lift, 650 lb drag[/sblock]</p><p></p><p></p><p><strong><u>History</u>:</strong>[sblock]</p><p>Born as the third son of the chieftan of the Windrunner tribe, Kurvik was offered at the age of 14 to King Karak in Tyr as a way to strenghten ties (and avoiding war) between the city and the tribe. </p><p></p><p>Kurvik was brought into the Templar organisation but still kept in contact with his tribe. A few years ago, a significant number of his brethen were decimated in a slave revolt, which the tribe had assisted in trying to contain. Since then, the survivors of the tribe have spread, with most becoming merchants, traders and smugglers close to Tyr.</p><p></p><p>Kurvik, has always used his underground connections to improve his standing within the Templars. His superiors noticed his knack for getting information, and gave him relevant assignments. He recently agreed (not that he had much choice) to join a caravan and investigate rumors of wizards being part of the convoy.</p><p></p><p>Kurvik is a regular sized elf, with Reddish brown hair that he keeps well groomed. His left ear is scared in a way that marks his tribal affiliation to the Windrunners. </p><p></p><p></p><p>Elves are very rarely templars and he is an exception to the rule. He has been granted access to templar power, yet his authority is never stated as being from Karak or Tyr itself. He is able to wield his templar authority as a close contact and and trusted informant of the Templars of Tyr, though the extent of his connection is unknown to most. The only templar Kurvik deals with directly is Ruix Belcabar, a mid-level bureaucrat who counts on him for information regarding the constantly changing elf underworld. With fellow elves and criminal-types, Kurvik is an invaluable tool whom provides important favors for reasonable prices. In a way, he is a trusted liason between two worlds; never truly apart of either but respected by both. Belcabar sent him to look into what kind of trade is going on by elven communities between Urik and Tyr. He is returning from Urik with the Rockswift Tribe, whom have accepted Kurvik as a temporary member of the tribe due to him helping negotiate a special tax break for them when they return to Tyr. The Rockswift have just caught up to the Urik caravan and have been traveling with them; compromising their usual swift travel to bleed the caravan guards of their wages with wine and food and out-trade the many merchants in the caravan. Kurvik has found some very interesting individuals (the other PCs) whom are about to enter Tyr and he finds it useful to learn all about them before they enter the city. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Steve Gorak, post: 2902506, member: 15132"] [CODE] [b]Name: Curvik the elf[/b] Class: Templar 1/Bard 2 Race: Elf Size: Medium Gender: Male Alignment: Lawful neutral Deity: Coraanu Star Racer, elements [b][u]Abilities[/b][/u] Str: 12 +1 (4 pts.) Level: 3 XP: Con: 12 +1 (6 pts. -2 racial) BAB: +1 HP: 17 [spoiler](2d6+1d8 + 3 con)[/spoiler] Dex: 18 +4 (10 pts. +2 racial) Grapple: +2 Dmg Red: Int: 16 +3 (10 pts.) Speed: 40' Spell Res: 0 Wis: 10 +0 (2 pts.) Init: +8 Spell Save: +0 Cha: 12 +1 (4 pts.) ACP: -1 Spell Fail: 0% Age: 23 [spoiler] [b] BAB Calculation [/b][/spoiler] Height: 7'2" [spoiler] Bard 2/Temp 1[/spoiler] Weight: 186lb [spoiler] +1 / +0 [/spoiler] Eyes: Deep Blue Hair: Black Skin: tan [b][u]Armor class[/u]:[/b] [b]Total[/b] Base Armor Shld Dex Misc Armor: [b]18[/b] 10 +4 +0 +4 +0 Touch: 14 Flatfooted: 14 [b][u]Saves[/u]:[/b] [spoiler][b] Saves calculation[/b] [/spoiler] [b]Total[/b] [spoiler]Base Mod Misc Bard 2/Temp 1 [/spoiler] Fort: [b]+6[/b] [spoiler] +5 +1 +0 +3 / +2 [/spoiler] Ref: [b]+7[/b] [spoiler] +3 +4 +0 +3 / +0 [/spoiler] Will: [b]+5[/b] [spoiler] +5 +0 +0 +3 / +2 [/spoiler] [b][u]Weapons[/u]:[/b][size=1][indent] Attack Damage Type Threat Range [i]2 handed combat[/i]: Elven Longblades +3/+3 1d8+1/1d6+1 S 18-20/x2 (regular sized & small) [i]1 handed combat[/i]: Elven Longblade +5 1d8+1 S 18-20/x2 Small Elven longblade +5 1d6+1 S 18-20/x2 Dagger +2 1d4+1 p/s 19-20/x2 [i]Ranged:[/i]: Composite longbow +5 1d8+1 P ×3 110 ft. (+1 str) Dagger (thrown) +5 1d4+1 p 19-20/x2 10 ft. [/size][/indent] [b][u]Languages[/u]:[/b]Common, Elf, Pteran, Tri-Kreen, Dwarf. [b][u]Abilities[/b]:[/u][sblock] [b][I]Weapons and armor[/I][/b] Elf: All bows, elven longblade is treated as a melee weapon (weapon familiarity) Bard: Simple weapons+ blowgun, bard’s friend, crossbow (any), garrote, whip and widow’s knife. Templar: Simple & medium armor + shield (except tower); 2 melee weapons: elven longblade [b][I]Racial[/I][/b] • Elven base land speed is 40 feet. • Low-light vision: Elves can see twice as far as a human in moonlight and similar conditions of poor illumination, retaining the ability to distinguish color and detail. • Proficient with all bows. • Weapon Familiarity: Elven Longblade. All elves treat the elven longblade as a martial weapon. • +2 racial bonus to Listen, Perform, Search and Spot checks. Elves have keen senses. • [b]Resistance to extreme temperatures[/b]: Elves aren’t adversely affected by the heat of the day or the chill of the night. They treat extreme heat or cold as if it were only very hot or cold, but suffer normally from abysmal heat, or from magical supernatural heat and cold. • [b]Elf Run[/b]: After a minute of warm-up and a Concentration check (DC 10), elves can induce an elf run state. This state allows elves to hustle for long distances as easily as a human can move normally, and run for long distances as easily as a human can hustle. Each day that elves continues the elf run, they must make additional Concentration skill checks to maintain their elf run state: A trivial check (DC 10) on the second day, an easy check (DC 15) on the third day, an average check (DC 20) on the fourth day, a difficult check (DC 30) on the fifth day, and an heroic check (DC 40) on the sixth day. Once the elf fails a Concentration skill check, he loses elf run benefits and suffers normal penalties for extended hustling and running. After a full day’s rest, the elf may attempt again to induce an elf run state. With a group of elves, runners add their leader’s Charisma bonus both to their movement rate and to any Fortitude checks related to movement. • Automatic Languages: Common and Elven. Bonus Languages: Dwarven, Gith, Jozhal, Pterran, Scrab, Slig, Tari and Thri-Kreen. • Favored Class: Rogue. [b][I]Templar[/I]:[/b] Templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields). [i]Spells[/i]: (0) 5: [url=http://www.d20srd.org/srd/spells/detectMagic.htm]Detect magic[/url], [url=http://www.d20srd.org/srd/spells/detectPoison.htm]Detect poison[/url], [url=http://www.d20srd.org/srd/spells/light.htm]light[/url], [url=http://www.d20srd.org/srd/spells/mending.htm]mending[/url] (1) 4: [url=http://www.d20srd.org/srd/spells/bless.htm]Bless[/url], [url=http://www.d20srd.org/srd/spells/cureLightWounds.htm]Cure light wounds[/url], [url=http://www.d20srd.org/srd/spells/shieldOfFaith.htm]Shield of faith[/url] [i]Secular authority[/i]: Once per day per templar level, a templar can use secular authority within his city state. The ability depends on ranks in Diplomacy (currenlty 6) Diplomacy Ranks Ability 2 Requisition Slave 3 Intrude on Slave 4 Accuse Slave 5 Requisition Troops 6 Intrude on freeman 7 Judge slave [i]Sigil[/i]: Arcane Mark at will: The templar simply touches the item she wishes to mark, and concentrates for a full round. Purify Food and Water at will: as the spell. Each use of this spell-like ability purifies one cubic foot of food or water, and requires a full round of concentration. Slave Scent at will: The templar must grasp and hold his sigil, and after a full round of concentration, the spell’s effects last as long as the templar maintains concentration. [b][I]Bard[/I][/b] [i][url=http://www.d20srd.org/srd/classes/bard.htm#bardicMusic]Bardic music[/url][/i] [i][url=http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge]Bardic knowledge[/url][/i]: +5 to Check [spoiler] +2 level 2 bard + 3 int [/spoiler] [i]Smuggler +1[/i]: +1 to bluff and slight of hand checks [i]Poison Use[/i]: Bards are trained in the use of poisons, andnever risk accidentally poisoning themselves when applying poison to a blade. [i]Streetsmart[/i]: +2 competence bonus to Gather Information and Intimidate checks [/sblock] [b][u]Feats: [/b][/u] - Level 1 (bonus): Weapon finesse, elven longblade (or bard's friend, depending on availabilityof poison) - Level 3 (bonus): 2 weapon fighting [b][u]Skills[/b][/u] [size=1] [b]Skill Points = 52 [/b][spoiler] (6 base + 3 int)*5 (Bard 2) + (4 + 3 int) (Templar) [/spoiler][indent] Total [spoiler] Ranks Mod Misc [/spoiler] Bluff (Cha) [B,T] +8 [spoiler] 6 +1 +1 smuggler [/spoiler] Concentration (Con)[B,T] +7 [spoiler] 6 +1 [/spoiler] Craft-poison(Int)[B.] +4 [spoiler] 1 +3 [/spoiler] Craft-alchemy (Int)[B.] +4 [spoiler] 1 +3 [/spoiler] Diplomacy (Cha) [B,T] +13 [spoiler] 6 +1 +6 Bluff, Sense motive & Knowledge (nobility) synergy[/spoiler] Gather Info.(Cha)[B,T] +9 [spoiler] 6 +1 +2 streetsmart [/spoiler] Hide (Dex) [B.] +3 [spoiler] 0 +4 -1 ACP [/spoiler] Intimidate(Cha)[T] +5 [spoiler] 0 +1 +2 streetsmart, +2 bluff[/spoiler] Knowledge (nobility)(Int)[B,T] +8 [spoiler] 5 +3 [/spoiler] Listen (Wis) [B.] +2 [spoiler] 0 +0 +2 racial[/spoiler] Literacy (none) 1 [spoiler] 1 [/spoiler] Move Sil. (Dex) [B.] +3 [spoiler] 0 +4 -1 ACP[/spoiler] Perform[oratory](C)[B.] +8 [spoiler] 5 +1 +2 racial[/spoiler] Search (Int) +5 [spoiler] 0 +3 +2 racial[/spoiler] Sense Motive (Wis) [B,T] +5 [spoiler] 5 +0 [/spoiler] Sleight of Hand(Dex) [B.] +11 [spoiler] 5 +4 +1 smuggler, +2 bluff, -1 ACP[/spoiler] Spot(Wis) +2 [spoiler] 0 +0 +2 racial[/spoiler] Tumble (Dex) [B.] +8 [spoiler] 5 +4 -1 ACP[/spoiler][/INDENT][/size][/CODE] [b][u]Possessions & Current Wealth[/u]:[/b][size=1] [sblock] +1 Chittin armor (as chain shirt) 1100 Cp, 25 lb. , Worn on back MW Elven Longblade 400 Cp, 3 lb. , Worn on back MW Elven Longblade (short) 400 Cp, 1.5 lb. , Worn on back short Elven Longblade - poisoned with 1 dose of 100 Cp, 1.5 lb. , Worn on left thigh Black adder venom (Injury, DC=11, 1d6 Con/ 1d6 Con) 100 Cp, Dart (poisoned) 0.25 Cp, 0.5 lb. , Hidden on back, close to belt, 1 on each side with large scorpion poison (Injury, DC=18, 1d6 St/ 1d6 Str) 100 Cp, Dart (poisoned) 0.25 Cp, 0.5 lb. , Hidden on back, close to belt, 1 on each side with drow poison (Injury, DC=13, Unconsciousness/ Unconsciousness for 2d4 hours ) 37.5 Cp, Composite longbow (+1 str) 200 Cp, 3 lb. , back 20 arrows (1 quivers) 1 Cp, 3 lb. , 1 on back, 1 in backpack 1 large sacks 1 gp, 0.05 lb, , Worn on back Waterskin (water) 1 gp, 2 lb, , in bag Trail rations (4 day) 2 gp, 2 lb, , in bag 1 large sacks 1 gp, 0.05 lb, , in bag 2 x vial of "stun gas" DC=12, Inhaled, stunned 1 rnd/stunned 1d4 rnd 40 2 Tindertwigs 10 Cp, 0 lb. , In small pockets on belt 2 potion of Cure light Wounds 100 Cp, 0 lb. , In small pockets on belt 1 potions of pass without trace 50 Cp, 0 lb. , In small pockets on belt 1 potions of protection from evil 50 Cp, 0 lb. , In small pockets on belt Flint & Steel, (1gp, -) 1 Cp, 0 lb. , In small pockets on belt [/SIZE][U]Money (in left belt pouch)[/U]: 5 Cp Total weight carried: 42.1 lb Max Weight: 43 lb Light, 86 lb medium, 130 lb heavy, 260 lb lift, 650 lb drag[/sblock] [b][u]History[/u]:[/b][sblock] Born as the third son of the chieftan of the Windrunner tribe, Kurvik was offered at the age of 14 to King Karak in Tyr as a way to strenghten ties (and avoiding war) between the city and the tribe. Kurvik was brought into the Templar organisation but still kept in contact with his tribe. A few years ago, a significant number of his brethen were decimated in a slave revolt, which the tribe had assisted in trying to contain. Since then, the survivors of the tribe have spread, with most becoming merchants, traders and smugglers close to Tyr. Kurvik, has always used his underground connections to improve his standing within the Templars. His superiors noticed his knack for getting information, and gave him relevant assignments. He recently agreed (not that he had much choice) to join a caravan and investigate rumors of wizards being part of the convoy. Kurvik is a regular sized elf, with Reddish brown hair that he keeps well groomed. His left ear is scared in a way that marks his tribal affiliation to the Windrunners. Elves are very rarely templars and he is an exception to the rule. He has been granted access to templar power, yet his authority is never stated as being from Karak or Tyr itself. He is able to wield his templar authority as a close contact and and trusted informant of the Templars of Tyr, though the extent of his connection is unknown to most. The only templar Kurvik deals with directly is Ruix Belcabar, a mid-level bureaucrat who counts on him for information regarding the constantly changing elf underworld. With fellow elves and criminal-types, Kurvik is an invaluable tool whom provides important favors for reasonable prices. In a way, he is a trusted liason between two worlds; never truly apart of either but respected by both. Belcabar sent him to look into what kind of trade is going on by elven communities between Urik and Tyr. He is returning from Urik with the Rockswift Tribe, whom have accepted Kurvik as a temporary member of the tribe due to him helping negotiate a special tax break for them when they return to Tyr. The Rockswift have just caught up to the Urik caravan and have been traveling with them; compromising their usual swift travel to bleed the caravan guards of their wages with wine and food and out-trade the many merchants in the caravan. Kurvik has found some very interesting individuals (the other PCs) whom are about to enter Tyr and he finds it useful to learn all about them before they enter the city. [/sblock] [/QUOTE]
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