Spirit, the Cursed One
[sblock= Spirit, The Cursed Oned]
[sblock=Game Info]
Race: Elven
Class: Rogue/ [Fire] Wizard (Favoured Class: Rogue)
Level: 3/1
Alignment: Chaotic Good
Languages: Common, Draconic, Elven, Sylvan, Celestial
Deity: Goddess of Luck/Dreams[/sblock]
[sblock=Abilities]
STR: 11 :
http://invisiblecastle.com/roller/view/3021257/
DEX: 17 :
http://invisiblecastle.com/roller/view/3021258/ (+1 lvl 4)
CON: 12 :
http://invisiblecastle.com/roller/view/3021260/
INT: 16 :
http://invisiblecastle.com/roller/view/3021262/
WIS: 13 :
http://invisiblecastle.com/roller/view/3021265/
CHA: 08 :
http://invisiblecastle.com/roller/view/3021266/
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[sblock=Combat]
HP: 29 = [3d8 + 3] + [1d6+1] + 3 (favored class bonus)
AC: 15 = 10 + 2 (armor) + 0 (shield) + 3 (DEX)
AC Touch: 13 = 10 + 3 (DEX)
AC Flatfooted: 12 = 10 + 2 (armor) + 0 (shield)
INIT: +3 = +3 (DEX)
BAB: +2 = +2 (Rogue 3/Wizard 1)
CMB: +2 = +0 (STR) + 2 (BAB)
CMD: 15 = 10 + 0 (STR) + 3 (DEX) + 2 (BAB)
Fort: +2 = +0 (base) + 1 (stat) +1 (Trait)
Reflex: +7 = +4 (base) + 3 (stat)
Will: +3 = +2 (base) +1 (stat)
Speed: 30 ft
Damage Reduction: None
Energy Resistance: fire 5
Spell Resistance: None
Spell Failure: 10%[/sblock]
[sblock=Weapon Stats]
Elven Curveblade (melee): +7 = +2 (BAB) + 3 (DEX) +1 (Trait) +1 (MW) / DMG = 1d10+0(P), CRIT 18-20x2
Long Bow (ranged 100ft): +5 = +2 (BAB) + 3 (DEX)/ DMG = 1d8+0(P), CRIT x3
Long Bow using +1 Arrows: +6 = +2 (BAB) + 3 (DEX) +1 (enhancement)/ DMG = 1d8+1(P): +1 (enhancement), CRIT x3
Fire Jet: auto hit 20' line / DMG 1d6+0(fire) Special: Reflex save for half dmg = DC 13 (failure means target catches fire) Uses per Day: 6
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[sblock=Racial Traits]
[sblock=Elven Crunch Traits]
+2 Dexterity, +2 Intelligence, –2 Constitution
Medium
Normal Speed: 30 feet.
Low-Light Vision
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Elven Immunities: Immune to magic sleep effects; +2 racial saving throw bonus vs enchantment spells and effects.
Silent Hunter: Elves with this racial trait reduce the penalty for using Stealth while moving by 5
Can make Stealth checks while running at a –20 penalty (Includes the racial trait penalty reduction).
Keen Senses: +2 racial bonus on Perception skill checks.
Weapon Familiarity: Proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Common and Elven. High Intelligence: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. [/sblock]
[sblock=Class Features]
[sblock=Weapon and Armor Proficiency]
Rogue: All simple weapons, plus hand crossbow, rapier, sap, shortbow, and short sword.
Armour: Light armor, but not shields.
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[sblock=Rogue Class Features]
[sblock=Sneak Attack: +2d6]
Deal +2d6 extra damage if target is denied a Dex bonus to AC (whether target has Dex bonus or not), or when flanking target.
This extra damage is not multiplied on a Crit.
Ranged attacks can count as sneak attacks only if the target is within 30 ft
Nonlethal damage weapons: sap, whip, or an unarmed strike: can make a sneak attack that deals nonlethal damage instead of lethal damage. Can't use lethal dmg weapon to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue cannot sneak attack while striking a creature with concealment.
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[sblock=Trapfinding: +1]
Add 1/2 level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).
A rogue can use Disable Device to disarm magic traps.
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[sblock=Evasion (Ex)]
2nd lvl: If successful Reflex saving throwmade vs attack that normally deals half damage on a successful save; instead take no damage.
Evasion can be used only if wearing light or no armor.
Do not gain the benefit of evasion if helpless.
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[sblock=Rogue Talents]
At 2nd level, gain one rogue talent. Gain additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Lvl 2 Talent: Finesse Rogue: Gain Weapon Finesse as a bonus feat.
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[sblock=Trap Sense +1]
At 3rd level, a rogue gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Increase to +2 when the rogue reaches 6th level, to +3 at 9th level, to +4 at 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
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[sblock=Wizard Class Features]
[sblock=Wizard Spells]
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level.
[sblock=Spell DC 13 + spell lvl]
The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
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[sblock=Cantrips]
Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots.
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[sblock=Spells cast per day]
Current:
3 0 lvl Cantrips
3 1st lvl spells [1 + 1 INT Bonus + 1 Fire school spell]
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score.
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.
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[sblock=Spells Memorised]
Lvl 0
1 Resistence
2 Detect Magic
3 Daze
Lvl 1
1: Gravity Bow
Bonus: Mage Armour
Fire: Burning Hands
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[sblock=Spellbook]
[sblock= Spells Known in SpellBook]
Lvl 1: 6 Spells known
Abjuration:
Endure Elements
Protection from Evil
Conjuration:
Mage Armour
Divination:
Detect Secret Doors
Evocation:
Burning Hands
Transmutation:
Gravity Bow
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A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
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[sblock=Elemental Arcane Schools]
Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the four elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (Air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.
[sblock=Fire School (Opposite: Water)]
[sblock=Fire Supremacy (Su): Resist 5 Fire; Fire shield: 1 DMG]
You gain resistance 5 to fire.
In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.
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[sblock=Fire Jet (Su); 6/day; 20ft line; 1d6 dmg; Ref save DC 13: 1/2 dmg]
Standard action; Send forth a 20-foot line of fire. Anyone in line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier.
Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame.
You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
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[sblock=Bonus Languages]
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race. [/sblock]
[sblock=Bonus Feats]
At 1st level, a wizard gains Scribe Scroll as a bonus feat.
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
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[sblock=Wizard's Familiar]
A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.
[sblock=Spirit's Monkey Familiar: Will]
Monkey (Familiar)
Ape, Monkey CR 1/4
XP 100
N Tiny animal
Init +2; Senses low-light vision; Perception +5
[sblock=DEFENSE]
AC 16, touch 16, flat-footed 14 (+2 Dex, +2 size, +2 Natural)
hp 14 (4HD)
Fort +2, Ref +6, Will +3
[/sblock]
[sblock=OFFENSE]
Speed 30 ft., climb 30 ft.
Melee bite +5 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
[/sblock]
[sblock=STATISTICS]
Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +2; CMB +2; CMD 8
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[sblock=Skills]
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Perception +5;
Racial Modifiers +8 Acrobatics
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[sblock=Familiar Changes]
Use the basic statistics for a creature of the familiar's kind, but with the following changes.
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
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[sblock=Familiar Ability Descriptions]
All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. [+2 Perception and Sense Motive]
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
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[sblock=Arcane Spells and Armor: 10% Spell Failure]
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.
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[/sblock]
[sblock=Traits]
[sblock=Traits 1: Heirloom Weapon: Elven Curveblade]
You carry a weapon that has been passed down from generation to generation in your family.
Benefit: This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.
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[sblock=Trait 2: Resilient]
+1 trait bonus to Fortitude Saving Throw
[/sblock]
[/sblock]
[sblock=Profession: Bandit]
[sblock=Details]
Alignment: Non-lawful
Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill:
Appraise, Bluff, Climb, Disguise, Escape Artist, Intimidate, Perception, Ride, Stealth, Sense Motive
Bonus Feat: Choose either Blind-Fight or Persuasive.
Starting Money: 2d4x10
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Skills Chosen: Climb, Stealth, Perception
Bonus Feat: Blind-Fight
[/sblock]
[sblock=Feats]
[sblock=Weapon Finesse (Combat)]
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
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[sblock=Point-Blank Shot (Combat)]
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.[/sblock]
[sblock=Precise Shot (Combat)]
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
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[sblock=Blind-Fight (Combat)]
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.[/sblock]
[sblock=Scribe Scroll (Item Creation)]
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
See magic item creation rules for more information.
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[/sblock]
[sblock=Skills]
Max Ranks: 4 ACP:
Skill Points: 33 = [Base (08) + INT (03)/Level; FC (00)] (Rogue)
05 = [Base (02) + INT (03)/Level; FC (00)] (Wizard)
38 = Total
Code:
Skills Total Rank CS Stat ACP Misc
Acrobatics 12 3 3 +3 0 +3 (Monkey Familiar)
Appraise 07 1 3 +3 +0
Bluff 05 3 3 -1 +0
Climb 07 3 3 0 0 +1 (competence: Bandit)
Craft ( ) 03 0 0 +3 +0
Diplomacy -1 0 0 -1 +0
Disable Device 12 4 3 +3 0 +2 (MW Thieves Tools)
Disguise 04 2 3 -1 +0
Escape Artist 07 1 3 +3 0 +0
Fly 03 0 0 +3 0 +0
Handle Animal na 0 0 -1 +0
Heal 01 0 0 +1 +0
Intimidate -1 0 0 -1 +0
Knowledge (Arcana) 07 1 3 +3 +0
Knowledge (Dngnrng) na 0 0 +3 +0
Knowledge (Engnrng) na 0 0 +3 +0
Knowledge (Geography) na 0 0 +3 +0
Knowledge (History) na 0 0 +3 +0
Knowledge (Local) 07 1 3 +3 +0
Knowledge (Nature) 07 1 3 +3 +0
Knowledge (Nobility) na 0 0 +3 +0
Knowledge (Planes) 07 1 +3 +3 +0
Knowledge (Religion) na 0 0 +3 +0
Linguistics 07 1 +3 +3 +0
Perception 11 4 3 +1 +3(+2 racial, +1 competence: Bandit)
Perception(locate trap) 12 0 0 0 +1(Trapfinding)
Perform ( ) -1 0 0 -1 +0
Profession ( ) na 0 0 +1 +0
Ride 03 0 0 +3 0 +0
Sense Motive 05 1 3 +1 +0
Sleight of Hand 09 3 3 +3 0 +0
Spellcraft 08 2 3 +3 +0
Stealth 11 4 3 +3 0 +1* (competence: Bandit)
Survival 03 2 0 +1 +0
Swim 00 0 0 0 0 +0
Use Magic Device na 0 0 -1 +0
*reduce movement penalty applied to stealth by 5
[/sblock]
[sblock=Equipment]
Code:
Equipment Cost Weight
Elven Curveblade 80.0gp 7lb
Long Bow 75.0gp 3lb
(50) Arrows +1 2,300.0gp 6lb
Leather Armour 10.0gp 15lb
Masterwork Backpack 50.0gp 4lb
Trail Rations (5 days) 2.5gp 5lb
Rations, Wandermeal (23) 0.23gp 0lb
Spell Component Pouch 5.0gp 2lb
Masterwork Thieves Tools 100.0gp 2lb
Traveller's Outfit free 0lb
Spellbook free 3lb
Muleback Cords 1,000.0gp 0.25lb
Waterproof Bag 0.5gp 1/2lb
Bedroll 0.1gp 5lb
Blanket, Common 0.2gp 1lb
Candles (10) 0.1gp 0lb
Case, Scroll 1.0gp 1/2lb
Pocketed Scarf 8.0gp 0lb
Ear Plugs 0.003gp 0lb
Flask 0.003gp 1lb
Ink (2 oz) 16.0gp 0lb
Ink Pen 0.1gp 0lb
Paper, sheet (5) 2.0gp 0lb
Rope, Silk (50ft) 10gp 5lb
Sack (2) 0.2gp 1lb
Sewing Needle 0.5gp 0lb
Soap 0.01gp 0lb
Sunrod (2) 4.0gp 0lb
Waterskin (full) 1.0gp 4lb
Potion, Heal Light Wounds 50.0gp 1lb
Treasure: 3gp 9sp 9cp
Total Weight Carried: 67lb
Carrying Capacity:
Light: 0-133lbs
Medium: 134-266lbs
Heavy: 267-400lbs [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 114
Height: 5ft
Weight: 85lb
Hair Color: Black
Eye Color: Light Silvery Blue
Skin Color: Olive but can turn a molten black with a tinge of orange when it comes into contact with fire.
[sblock=Apperance]
Spirit has a crooked nose, and walks with a slight limp, souvenirs of his childhood. His face, arms and hands are marked with scarlet birthmarks. His clothes, and hair are unkempt, old and worn but remarkably clean, as he looks after his appearance as best he can, whenever he can.
His tough life has wiped the look of innocence from his gaze. He often stares distantly as if he was in another world. He can often be caught talking seemingly to himself, however he is in fact talking to the mischievous spirits that haunt him.
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[sblock=Deamenaor]
The Cursed One is fascinated by bladed weapons. He is also obsessed with Spirits and finding a way to communicate with the spirit of the only person he has loved or been loved by, Rayne. In some way he believes part of her lives on in her pet monkey Will, who has become Spirit's familiar, and his only friend in the world. He has followed the whisperings of the spirits that have haunted his mind since birth in search of his lost roots. He is obsessively supersticious, always on the watch for signs, omens and portents in the simplest event. He is detached, almost other worldly sometimes. His virtues are compassion, thankfulness and perseverance. His vices are prejudice and foolishness. [/sblock]
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[sblock=Background]
The Cursed One never received a name when he was born. His mother died hours after his birth due to a fatal hemorrhage. The midwife attending her said that she didn't speak a word during those too short hours, after she saw the horrible scarlet birth marks that disfigured his face, hands and arms, she also refused to hold him. It was the same day that Farmer Frank's milk soured mysteriously and a wild dog massacred Polly Baker's best egg laying hens. It was the same day that Roy Smith was kicked while shoeing a horse and Aaron Butcher discovered all of his meat was riddled with strange luminescent worms. A terrible wind howled through the village that same day destroying the Orchard's prize cherry trees and tearing the chapel bell tower down upon the statue of Margot Volffenstein, the town's proud founder. And that same fateful night the star appeared in the sky above the village.
The villagers of Volfftain of course blamed these ill fated events upon the child, saying that surely it was a demon sent to meddle and harass them, a punishment brought upon them for allowing an elf to live amongst them in the first place. Everyone knew she was fleeing her past, and whatever she had run from, it couldn't be good. Lord knows, if she even knew who the father was. After a town meeting it was decided that the child was a burden that noone in the town was prepared to suffer a moment longer. The child was sold for 12 silver pieces to a travelling knife salesman who left the town early the next day with two pints of sour milk donated by Farmer Frank and a masterwork elven curve blade found in the child's house that had interested the knife salesman when he went inside to collect the child. That next evening the star fell from the sky, obliterating Volfftain from the map and killing every townsperson within 3 miles of the impact site.
The knife salesman, seeing the flash caused by the tremendous impact from his hilly vantage point, saw a great business opportunity and returned to the charred remains of the village to aquire as much metal from the fallen star as he could safely stack on his knife wagon. The unnamed child's cries of hunger grew strangely quiet as Jack Knife stacked the metal up next to his improvised crib, comforted by the eerie whisperings that entered his head.
Jack the Knife grew ill and died months later after selling the metal for a tidy fortune in [Major Town]. The child was found wailing in the back of Jack's knife wagon out on the outskirts of town near the gypsy tents. He was sold for 30 gold pieces to the local assassin's guild. The magnificent curved blade found next to the child was given with him. Strangely enough keeping the blade close to the child seemed to comfort and quieten him.
As soon as he learnt to talk he was sent to the streets to beg. His training in the art of death began at the age of 6. While not a complete incompetent, he was not gifted. This lead to many severe and cruel beatings at the hands of his masters, frustrated by his inability to progress. He never made friends. The other children he trained with were scared of him, his strange eyes, his chilling presence that made the hair on their arms stand on end. They'd never heard him speak to anyone, but he was constantly whispering in a hushed tone to himself. The beatings finally ended after the boy received a particularly severe beating from one the the strictest and most feared masters, Ren Twofingers. Quite suddenly the boy turned to face his master, his eyes glowing with an intense radiant fire and screamed -Stop! All the boys who were witness to the event said that Twofingers left the room shaking, without saying a word. The next morning Twofingers was found dead in his bed, his heart had stopped. The child's blade was also found in the room, apparantly confiscated from the boy as a punishment for his incompetence and lack of ruthlessness. Every person who had witnessed the confrontation grew chronically ill and died within a week. The blade was returned to the boy, or rather, he was allowed to retrieve it from the room himself. Nobody else showed any desire to even want to touch it.
The Cursed One, or so he was called when he was sold shortly after to the local thieve's guild for 50gp, was 13 when he began to learn the art of thievery, an art he showed great promise at. So much so he quickly became his master's favoured student and, despite his strangeness, won the heart of a beautiful young halfling girl 4 years his senior, Rayne Quiksilver. He fell deeply in love with her and was happy for the first time in his life. She even gave him his second name, Spirit. Rayne, having talent with the true Art, initiated Spirit into the arcane secrets so he could better understand the spirits that tormented him.
His success both thieving, and in love, not to mention his talent to understand the Art, stirred the envy of one of the older boys, Merrik Gryffis, a vengeful and spiteful wee halfling rogue who also fancied Rayne. He conspired with his peers to set the Cursed One up so he would botch an important job and lose face. They primed the building Spirit was to burgle, an important city businessman's three storied mansion to catch ablaze. The job had to be white glove, subtle and without raising any attention. Setting fire to the place would bring Spirit shame and recrimination from the Masters.
The incident went awry, and Rayne, who had unexpectedly accompanied Spirit on the job was accidently killed as the building collapsed in the fire caused by Merrick. As Spirit knelt weeping in her blood, holding her limp hand, seemingly impervious to the rising flames ablaze around him, Rayne's pet monkey, Will, climbed onto his shoulder and began shrieking. Will refused to climb down, even when Spirit was finally forced to flee the scene when he finally noticed the heat and his head began to pin from the thick smoke. As he stumbled, face blackend from the fire, he thought about how death seemed to follow him, whereever he went. Indeed, he was the Cursed One. A curse upon any who came too close to him. He stumbled through the streets, the loot he had been assigned to aquire in a sack over one shoulder, Will, clinging tightly to the other.
As he arrived back at the guild, the front door was open and unguarded, something unheard of. Even from the street Spirit could hear the great commotion from inside. Merrik, shocked and fearful of being found to blame, had taken the initiative, returning to the Guild to blame the Cursed One for the fire and Rayne's tragic death. The Cursed One fled into the night for fear of his life. As he left the city, the spirits whispered to him that the fire had been no accident, that he was not responsible, that the only person responsable was Merrick, a detail that Spirit has not forgotten to this day. As he travelled aimlesslyhe became obsessed with his magical studies. They made him feel closer to Rayne. pored adoringly, tirelessly over the spell book she had given him to write his first spell, what she had called 'the most useful thing a Finder could ever know', which was a spell that created a floating disc to pile loot upon. She never referred to herself as a thief, too many bad connotations. And so, as Spirit, a lost Finder, with nowhere to go, wandered aimlessly from place to place, deep in mourning, Will grew dangerously ill. This saved Spirit from his own illness of spirit. Spirit tended Will with the greatest care and attention for weeks until finally Will recovered the will to live. His eyes however had turned from brown to green, the same colour eyes as Rayne. Comforted by Will's presence, and feeling somehow that Rayne was close to him, living on in someway as a part of Will, he bagen to listen to the spirits once again. He couldn't talk to Rayne, or communicate in any way. But he could hear spirits, so maybe he could learn.
The spirits whispered that they knew where his father was, in a forest ablaze with fire. Inside he would find the answers to the questions that pained him. So he followed their whisperings, that lead him to the edge forest ablaze with fire. In there, they whispered, your father, your people, your answers however painful, are in there.
Spirit was discovered he was strangely resistent to the burns caused by fire, but not the heat that dehydrated his body. He would not survive long if he were to enter. Nor would Will, who often raced away from his arms to find something shiney or hidden that escaped normal vision. And the flames would certainly catch the pages of his precious spellbook. Entering was enevitable, but he would have to find a way to do so, without putting the things he cared for at risk.
Since then he has lived on the edge of the forest, occaisionally entering for short periods of time. He has learnt a spell that makes him more resistent o the side effects of the heat, but as yet hasn't found a solution to protect either Will from the flames or his spellbook.
The Cursed One has been a long time without contact of other living creatures and as his sadness fades and his lonliness grows he has begun to yearn friendship and companionship once more. He longs to be given a name once more.
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[sblock=Adventure Log] None yet[/sblock]
[sblock=Level Ups]
Lvl 2: gain a level in Rogue Class; now level two: HP: 1d8 +3; Rolled 4+2 = +6hp
Gain +1 Bonus to Trapfinding
Gain Evasion
Gain Rogue Talent: Finesse Rogue
Lvl 3: Gain a level in Wizard Class: HP: 1d6 +1; rolled 3+1 = +4hp
Gained Cantrips
Gained level 1 Wizards Spells: Known 6
Gained Wizards Familiar: Monkey
Gained Scribe Scroll feat
Gained Arcane Elemental School: Fire
Gained Flame Jet
Gained Fire Supremacy
Lvl 4: Gain a level in Rogue Class; now level 3: HP = 1d8+2; 7+2 = +9 hp
+1 BAB (+2), +1 Reflexes (+3), +1 Dexterity
Skill Points: 8+3 = 11 (+1 Bluff, +1 Climb, +1 Disable Device, +1 Kn: Planes, +1 Linguistics, +1 Perception, +1 Sleight of Hand, +1 Spellcraft, +1 Stealth, +2 Survival)
Sneak Attack Increases: 2d6 dmg
Trap Sense: +1
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LINKS:
http://www.enworld.org/forum/playin...ing-sky-campaign-saga-scouring-gate-pass.html
http://www.enworld.org/forum/talkin...-sky-campaign-saga-conversion-pathfinder.html
[MENTION=84167]HolyMan[/MENTION] : Here is my character ready for your approval. Let me know what you think. I had no idea how much gold he starts with at level 3, so let me know if equipment is wrong.
Let me know what you think or whether I've messed anything up
Cheers J
Edit: Argh! Added +3 to HP modifier again, following the error I made last time. I'll add this correctly on the sheet though. Sorry.