Life in Vein Characters


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dead_radish

Explorer
Matzerath
Unbound
Genderless mojh Akashic 1 / Unfettered 2
Height: 6'2"
Weight: 124lbs
Skin: light brown with subtle green and purple streaks
Eyes: Black
Age: 20


Attributes
Str: 14 (+2)
Dex: 14 (+2)
Con: 10 (+0)
Int: 18 (+4)
Wis: 8 (-1)
Cha: 14(+2)


Hit Dice: 1d6 + 2d8 + 0
HP: 18 [Max]
AC: 18 [10 + 3 Armor + 1 shield +2 dex +1 nat +1 unfettered]
AC is 19 against one visible foe in melee per round (parry bonus +1)
Initiative: +2
BAB: +2
Melee: +4 [+2 Strength]
Ranged: +4 [+2 Dex]
Speed: 30’

Saves
Fort: +0 [+0 base, +0 Con]
Ref: +5 [+3 base, +2 Dex]
Will: +1 [+2 base, -1 Wis]

Attacks-Weapons:
MW Greater Battle Claw: +5 [+4 Melee +1 MW, 1d8+2 damage [+2 Strength], 19-20x2, S]
Devanian MW Greater Battle Claw (Offhand): +5 [+4 Melee +1 MW, 1d8+1 damage [1/2*+2 Strength], 19-20x2, S]
Full Attack: +5/+5, 1d8+2/1d8+1
Mty +2 Cmp Longbow: +4 [+4 ranged, 1d8+2 damage, x3, P]
note: w/ bodkin arrows, ignore 2 pts of target's armor bonus to AC
Dagger: +4 [+4 Melee, 1d4 +2 damage [+2 Strength], 19-20/x2, P]

Feats: Sensitive (talent), Ambidexterity (talent), Two Weapon Fighting (general), Opportunist (ceremonial, unfettered bonus)


Skills:
Appraise +4 [0 ranks]
Balance +4 [0 ranks]
Bluff +8 [6 ranks]
Climb +5 [3 ranks]
Concentration +0 [0 ranks]
Craft (any) +4 [0 ranks]
Decipher Script + 7 [3 ranks]
Diplomacy +4 [0 ranks]
Disable Device +11 [5 ranks] (-2 w/o mw thief kit)
Disguise +7 [5 ranks] (+2 when knowingly observed in character)
Escape Artist +5 [3 ranks]
Forgery +7 [1 ranks]
Gather Info +2 [0 ranks]
Heal -1 [0 ranks]
Intimidate +8 [4 ranks]
Jump +2 [0 ranks]
K (Religion) +5 [1 rank]
K (Cosmology) +5 [1 rank]
K (Runes) +7 [1 rank]
K (science) +5 [1 rank]
K (Sailing) +5 [1 rank]
Listen -1 [0 ranks]
Open Lock +9 [5 ranks] (-2 w/o mw thief kit)
Perform +2 [0 ranks]
Ride +2 [0 ranks]
Search +8 [4 ranks]
Sense Motive +2 [3 ranks]
Sleight of Hand +7 [3 ranks]
Sneak +8 [6 ranks]
Spot +5 [6 ranks]
Swim +2 [0 ranks]
Use Rope +2 [0 ranks]
Wild Surv -1 [0 ranks]


Languages - Common, Draconic, Giant, Faen, Litorian, Infernal.

Racial qualities: Speak common and draconic; darkvision 60'; +2 to balance, K (runes), and forgery checks; +1 nat armor; +2 Int, -2 Con.

Possessions:
Magic Items
Ring of safe fall (1/day) [400 gp]
Necklace of Cleansing (Hygiene 2/day) [400 gp]

Wearing/Carrying
MW Studded Jack (+3 AC, max Dex +5, check penalty 0) - 20 lbs - [175 gp].
MW round shield (+1 AC, check pen 0) - 6lbs - [159 gp]
MW Greater Battle Claw - 3 lbs - [325 gp]
MW Devanian Battle Claw - 1.5 lbs - [525 gp]
Mty Cmp (+2) Longbow - 3 lbs - [300 gp]
Bodkin Arrows (20) - 1 lb - [10 gp]
Arrows (20) - 1 lb - [1 gp]
trollbane powder - 1 lb - [2 gp]
flashpowder - 1 lb - [35 gp]
smokebomb - 1 lb - [40 gp]
disguise kit - 8 lbs - [50 gp]
MW thieves' tools - 2 lbs - [100 gp]
silk rope 50' - 5 lbs - [10 gp]
backpack - 2 lbs - [2 gp]
belt pouch - .5 lbs - [1 gp]
expensive adventuring outfit - 2 lbs - [50 gp]
jewlery - 1 lb - [50 gp]
ink vial - 0 lbs - [8 gp]
inkpen - 0 lbs - [1 sp]
paper (5 sheets) - 0 lbs - [2 gp]

Coin:
80 gp
9 sp


Appearance: Like most mojh, Matzerath stands tall and gaunt. Most of his reptilian skin is a dull brown, but mottled with bright purple, green, and other vibrant colors. Matzerath takes great pride in these markings and thus always ensures he is clean and shiny. Every morning, upon waking, he uses his Amulet of Cleansing to ensure that he is fresh for the day. Despite his humble backgrounds, his garments resemble those of a wealthy knight. For special ocassions (or times when he needs to diguise himself), Matzerath dons several rings, necklaces, and bracelets all fit for a noble.
Certainly, Matzerath's most peculiar trait is the ruffled skin flaps behind his earholes. When angry, frightened, or otherwise suffering a strong emotional reaction, these flaps open into multi-hued frilled fans, running vertically down the sides of his head. Matzerath does not seem to have control over this reaction, and indeed, often seems unaware it is occuring.

Personality: While he shares many views with his brother Urgo, Matzerath has not chosen to adopt the same positive attitude as his sibling. The opposition he faced from giants in his life-saving effort to become a mojh has made him negative, angry, and resentful of any type of authority... especially giants. Matzerath has much in common with Champions of Freedom, but he is unwilling even to bind himself to a cause - in fact, he willingly sacrificed his truename during the Mojh transformation to throw off all chains and bindings, as well as sever his human side (a fact he has yet to reveal to his brother).

Matzerath revels in his mojh abilities and sees the mojh transformation as the only way for humans to achieve true potential. He does occasionally revel in the fact that his lack of gender makes others very uncomfortable, even going so far as to occasionally refer to himself or his brother as she (though he still thinks of himself as a male deep in his mind).

However, he does not revere the dramojh in any way. While self-centered and willing to lie, cheat, steal and even kill for what he wants, the young mojh is not without any moral compass. He directs these actions towards those he sees as abusive of their authority. Matzerath values personal freedom more than anything and may become uncharacteristically heroic if the freedom of another is threatened.

Matzerath hates giants and sees their anger over the mojh transformation as hypocrital, given their own tendencies toward ritual-based enhancement. Giants, Matzerath argues, are little better than the dramojh, both having imposed their rule on a land that is not their's. He is disgusted by those sibbecai willing to grovel at the feet of their giant creators, and feels an inherent pity towards them, as their transformation was not a choice, but a change forced on to them. Matzerath generally respects faen, verrik, and litorians, though he does tend to assume the worst about most everyone.

Backstory:
see Urgo's entry (may add my own later)
 
Last edited:

SeanWeasley

First Post
Arkas the Brown (a.k.a. Arkas the Astounding)

Arkas the Brown (a.k.a. Arkas the Astounding)
Truename - Tarthannamas
Male Loresong Faen Akashic 2/Runthane 1
Height: 3 ft. 6 in.
Weight: 48 lbs.
Hair: Brown
Eyes: Blue
Age: 24


Attributes
Str: 6 (-2)
Dex: 16 (+3)
Con: 14 (+2)
Int: 18 (+4)
Wis: 8 (-1)
Cha: 14 (+2)


Hit Dice: 3d6 + 6
HP: 20 [Max]
AC: 19 [10 +1 size +1 natural +4 armor (Rune of Armor) +3 (Dex)], 16 flat-footed, 14 touch.
Initiative: +3 [+3 (Dex)]
BAB: +1 [+1 Aks +0 Rth]
Melee: +0 [+1 -2 (Str) +1 size]
Ranged: +5 [+1 +3 (Dex) +1 size]
Speed: 20 feet

Saves
Fort: +2 [+0 Aks +0 Rth +2 (Con)]
Ref: +3 [+0 Aks +0 Rth +3 (Dex)]
Will: +4 [+3 Aks +2 Rth -1 (Wis)]

Attacks-Weapons:
Masterwork Composite Shortbow: +6 [+5 ranged +1 masterwork, 1d6 damage, x3 critical, 70 feet, P]
Dagger: +0/+5 [+0 melee/+5 ranged, 1d4 -2 (Str) damage, 19-20/x2 critical, 10 feet, P]


Weapon and Armor Proficiency: Arkas is proficient in the use of all simple and martial weapons and Heavy, Medium, and Light armors and shields.

Feats: Way with Animals (talent), Iron Flesh (ceremonial), Track (general)

Skills [skill point total = 68 = (8+4)x5 Aks2 + (4+4)x1 Rth1]*:
Bluff +8 [6 ranks +2 (Cha)]
Concentration +5 [3 ranks +2 (Con)]
Craft (cooking) +5 [1 rank +4 (Int)]
Diplomacy +10 [6 ranks +2 (Cha) +2 synergy (Bluff)]
Gather Information +5 [3 ranks +2 (Cha)]
Handle Animal +8 [6 ranks +2 (Cha)]
Heal +6 [3 ranks -1 (Wis) +2 synergy (Knowledge (nature)) +2 circumstance (healer’s kit)]
Knowledge (cosmology) +9 [1 rank +4 (Int) +4 perfect recall]
Knowledge (dangerous beasts) +14 [3 ranks +4 (Int) +4 perfect recall +3 circumstance (book)]
Knowledge (geography) +9 [1 rank +4 (Int) +4 perfect recall]
Knowledge (magic) +9 [1 rank +4 (Int) +4 perfect recall]
Knowledge (nature) +19 [6 ranks +4 (Int) +4 perfect recall +5 circumstance (book)]
Knowledge (runes) +14 [3 ranks +4 (Int) +4 perfect recall +3 circumstance (book)]
Knowledge (sailing and navigation) +9 [1 rank +4 (Int) +4 perfect recall]
Ride (Boar) +8 [3 ranks +3 (Dex) +2 synergy (Handle Animal)]
Search +10 [6 ranks +4 (Int)]
Sneak +15 [6 ranks +3 (Dex) +2 racial +4 size]
Spellcraft +9 [3 ranks +4 (Int) +2 racial]
Wilderness Survival +5 [6 ranks -1 (Wis)]

*Skill memory (+2) once per day (Su).

Languages - Common, Faen, Giant, Sylvan, Terran, Troll.

Racial qualities: +2 Int, -2 Str; Small [+1 size bonus to Armor Class and attack rolls and a +4 size bonus to all Sneak checks]; +2 racial bonus to Sneak checks; base speed is 20 feet; +2 racial bonus to Spellcraft checks; Innate Spell-Like Abilities: 1/day – detect magic, ghost sound, and lesser glowglobe; Low-Light Vision; Automatic Languages: Common and Faen.

Runes: Known: Rune of Affliction, Rune of Armor; Abilities: Erase Rune.
Spells: Simple; Slots: 3 0th, 1 1st; Readied: 3 0th, 1 1st; Currently Readied: 0th: Enchanting Flavor, Scent Bane, Seeker, 1st: Scent Tracker.

Possessions:
*Faen-sized equipment (¾ weight and capacity)

Boar (trained for combat riding with the tricks attack, come, defend, down, guard, and heel) (HD: 3d8+12; HP: 25; Speed 40 feet; AC 16 (+6 natural), 16 flat-footed, 10 touch; BA/Grapple: +2/+4; (Full) Attack: Gore +4 melee (1d8+3); Space/Reach: 5 ft./5 ft.; Saves: Fort +6, Ref +3, Will +2; Abilities: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4; Skills: Listen +7, Spot +5; Ferocity, Low-Light Vision, Scent, Skill Application (Listen and Spot), Sturdy) [300 gp]
Common Riding Saddle* - 18 ¾ lbs. [10 gp]
Saddlebags* (3 ¾ cubic feet capacity) – 6 lbs. [4 gp]

Mule [8 gp]
Common Pack saddle - 15 lbs. [15 gp]
Subtotals: [337 gp]

On Person:
Belt pouch (1/5 cubic foot capacity) – ½ lb. [1 gp].
Dagger – 1 lbs. [2 gp]
Explorers Outfit* – 6 lbs. [10 gp]
Healer’s Kit – 1 lb. [50 gp]
Masterwork Composite Shortbow – 2 lbs. [375 gp]
- Arrows, Bodkin (20) – 3 lbs. [10 gp]
Wand of Lesser Transfer Wounds (50 charges) [750 gp]
Witchbag (1/8 cubic foot capacity) – 3 lbs. [5 gp]
Subtotals: 16 ½ lbs. [1203 gp]

In Witchbag:
Acorns of Mudball (3) (throw to activate) [150 gp]
Antitoxin (2 vials) [100 gp]
Fish Hooks (5) (and fishing line) [5 sp]
Flint&Steel [1 gp]
Glass Globe of Obscuring Mist (1) (break to activate) [50 gp]
Pinecones of Fireburst (3) (spark to activate) [150 gp]
Pipes (2)
Pipeweed (2 pouches)
Sewing Needle (2) (and thread) [1 gp]
Sling
Tindertwigs (6) [6 gp]
Whetstone – 1 lb. [2 cp]
Subtotals: ~3 lbs. [458 gp 5 sp 2 cp]

In Saddlebags:
Book +3 (Knowledge (dangerous beasts)) – 2 lbs. [90 gp]
Book +5 (Knowledge (nature)) – 3 lbs. [250 gp]
Book +3 (Knowledge (runes)) – 2 lbs. [90 gp]
Fine Wine (1 bottle) – 1 ½ lbs. [10 gp]
Knife [1 gp]
Mug
Subtotals: 8 ½ lbs. [441 gp]

On Mule:
Arrows (40) (spare) – 6 lbs. [2 gp]
Arrows, Bodkin (40) (spare) – 6 lbs. [20 gp]
Bedroll – 5 lbs. [1 sp]
Bullseye Lantern – 3 lbs. [12 gp]
Caltrops (4 bags) – 8 lbs. [4 gp]
Cheese Wheel (8 hunks) – 4 lbs. [8 sp]
Explorers Outfit* (spare) – 6 lbs. [10 gp]
Fine Wine (3 bottles) – 4 ½ lbs. [30 gp]
Ink (1 vial) (and quills) [1 gp]
Iron Pot (1 gallon capacity) – 2 lbs. [5 sp]
Oilskins (6 pint-flasks) – 6 lbs. [6 sp]
Sacks (1 cubic foot capacity) (2) – 1 lb. [2 sp]
Scroll Case – ½ lb. [1 gp]
- Paper (5 sheets) [20 sp]
Silk Rope (50 feet) – 5 lbs. [10 gp]
Soap – 1 lb. [5 sp]
Tent – 20 lbs. [10 gp]
Torches (6) – 6 lbs. [6 cp]
Trollbane Powder – 1 lb. [10 gp]
Waterskin [1 gp]
Winter Blanket – 3 lbs. [5 sp]
Subtotals: 88 lbs. [116 gp 2 sp 6 cp]

Stowed safely (using mud) inside the iron pot:
Acid (2 flasks) – 2 ½ lbs. [20 gp]
Alchemist’s Fire (4) – 5 lbs. [80 gp]
Subtotals: 7 ½ lbs. [100 gp]

Attached to pack saddle (using bags):
Feed (for mule) (8 days) – 80 lbs. [40 cp]
Trail Rations (8 days) – 8 lbs. [4 gp]
Subtotals: 88 lbs. [4 gp 4 sp]

Coins: 39 gp 8 sp 2 cp.

Appearance: Arkas, a young loresong forester, grew up deep in the Harrowdeep. He loved the place so brimming with life. All those animals, that seemed to like him - even to understand him. But then he was sent to some boring place by his parents – they wanted him to become an akashic, like them. Arkas used his akashic training to strengthen his bond with nature, reliving his own experiences in the Harrowdeep and tapping into the collective memories of generations of foresters. He also began to dabble in the ways of magic and runes, learning the power of symbols and the written word, and how he could use spells to enhance his wilderness skills, even granting him the keen senses of his woodland friends.
After he set out to learn more than contained in his books, he came about some settlements - not in the woods, and with interesting species and habits. Especially things they call "engineering" and "science" seem most wondrous, but he still knows little about it. Arkas is eager to have fun and to learn the ways of civilized folks, though the forest is where his heart is.
 
Last edited:

Clonz

First Post
Urgo'Nangoroth the Mojh
Truename - Sysnanthartelock

Mohj: Runethane 1 / Akashic 2
Height: 6'4"
Weight: 120 lbs
Scales: Blackish Green (right arm) or Green (rest of the body) with purple hints at joints and around the eyes & mouth. If close, one can see that the left arm has thousands of tiny characters and runes tatooed on the skin (these tatoos stop at the wrist).
Eyes: Black
Age: 20

Attributes
Str: 8 (-1) [0 points]
Dex: 14 (+2) [6 points]
Con: 12 (+1) [14-2 racial, 6 points]
Int: 18 (+4) [16+2 racial, 10 points]
Wis: 14 (+2) [6 points]
Cha: 12 (+1) [4 points]

Hit Dice: 1d6 + 1, 1d6+1, 1d6+1
HP: 18
AC: 13 [10 +2 dex +1 natural armor]
Initiative: +2
BAB: +1
Melee: 0 [-1 Strength]
Ranged: +3 [+2 Dex]
Speed: 30’

Saves
Fort: +1 [+0 base, +1 Con]
Ref: +2 [+0 base, +2 Dex]
Will: +7 [+5 base, +2 Wis]

Attacks-Weapons:
Dagger: 0 [1 melee - 1 strength, 1d4-1 damage, 19-20/x2, P]
Dagger(thrown): +3 [+3 ranged, 1d4-1 damage, 19-20/x2, P]
Heavy Crossbow: +3 [+3 ranged, 1d10 damage , 19-20/x2, 120ft, P], 10 bolts

Feats: Peaceful mage (ceremonial), Spell affinity - fireburst (talent), Energy mage - fire (ceremonial)

Skills: 68 skill points
[ (8+4 (Int))x4 Akashik 1, 8+4 (Int) Akashik 2, 4+4 (Int) Runethane 1:
Alchemy + 10 [ 6 Ranks + 4 (Int) ], +2 with Alchemist's lab.
Appraise + 9 [ 5 Ranks + 4 (Int) ], +2 with magnifying glass for small items
Balance + 4 [ 0 Ranks + 2 (Dex) + 2 (Mojh bonus) ]
Bluff + 6 [ 5 Ranks + 1 (Cha) ]
Concentration + 7 [ 6 Ranks + 1 (Con) ]

Craft (tatoo) + 5 [ 1 Ranks + 4 (Int) ]
Decipher Script + 5 [ 1 Ranks + 4 (Int) ]
Diplomacy + 7 [ 2 Ranks + 1 (Cha) + 4 (Bluff + sence motive synergy bonus) ]
Disguise + 3 [ 0 Ranks + 1 (Cha) + 2 (Bluff synergy bonus when acting in character and observed) ]

Forgery + 11 [ 5 Ranks + 4 (Int) + 2 (Mojh) ]
Intimidate + 3 [ 0 Ranks + 1 (Cha) + 2 (Bluff synergy bonus) ]
Innuendo + 5 [ 1 Ranks + 2 (Wis) + 2 (Bluff synergy bonus to transmit, Sence motive synergy bonus to receive messages) ]

Knowledge (Architecture) + 9 [ 1 Ranks + 4 (Int) + 4 (perfect recall) ]
Knowledge (ceremony) + 10 [ 2 Ranks + 4 (Int) + 4 (perfect recall) ]
Knowledge (Cosmology) + 9 [ 1 Ranks + 4 (Int) + 4 (perfect recall) ]

Knowledge (Dangerous beasts) + 9 [ 1 Ranks + 4 (Int) + 4 (perfect recall) ]
Knowledge (Engineering) + 9 [ 1 Ranks + 4 (Int) + 4 (perfect recall) ]
Knowledge (Geography) + 9 [ 1 Ranks + 4 (Int) + 4 (perfect recall) ]

Knowledge (history) + 9 [ 1 Ranks + 4 (Int) + 4 (perfect recall) ]
Knowledge (magic) + 14 [ 6 Ranks + 4 (Int) + 4 (perfect recall) ]
Knowledge (nature) + 9 [ 1 Ranks + 4 (Int) + 4 (perfect recall) ]

Knowledge (Nobility and curtosy) + 9 [ 1 Ranks + 4 (Int) + 4 (perfect recall) ]
Knowledge (religion) + 9 [ 1 Ranks + 4 (Int) + 4 (perfect recall) ]
Knowledge (runes) + 16 [ 6 Ranks + 4 (Int) + 4 (perfect recall) + 2 (Mojh) ]

Knowledge (Science) + 9 [ 1 Ranks + 4 (Int) + 4 (perfect recall) ]
Sense motive + 7 [ 5 Ranks + 2 (Wis) ]
Spellcraft + 10 [ 6 Ranks + 4 (Int) ]
Sleight of Hand + 5 [ 1 Ranks + 2 (Dex) + 2 (Bluff synergy bonus) ]

Spot + 2 [ 0 Ranks + 2 (Wis) ]

Languages - Common, Draconic, Giant, Faen, Celestial, Infernal.

Racial qualities:
Darkvision: Mojh can see in the dark up to 60 feet.
+2 racial bonus to Balance checks.
+1 natural armor bonus to Armor Class.
Automatic Languages:Common and Draconic.

Runes: 2 known, 1 existence
lesser runes known: Rune of Armor, Rune of knowledge

Spell Stots: 3/1 (2/0 Runethane 2, +1/+1 Int)

Spells readied 3/1 (3/1 Runethane 2, +1/+1 Int)
(0) Detect magic, minor Illusion, detect poison
(1) Fireburst

Possessions:
Mules ; Quantity: 2 ; Unit price: 8 gp [ 0 lb ] ;Tot. Cost: 16 ;Tot. Weight: 0

Closed wagon with lock (good) on door. ; Quantity: 1 ; Unit price: 200 gp [ 0 lb ] ;Tot. Cost: 200 ;Tot. Weight: 0

Chests 1 ; Quantity: 1 ; Unit price: 2 gp [ 25 lb ] ;Tot. Cost: 2 ;Tot. Weight: 25
good lock on chest ; Quantity: 1 ; Unit price: 80 gp [ 1 lb ] ;Tot. Cost: 80 ;Tot. Weight: 1
Alchemist's lab ; Quantity: 1 ; Unit price: 500 gp [ 40 lb ] ;Tot. Cost: 500 ;Tot. Weight: 40
Masterwork artisants tools (forgery) ; Quantity: 1 ; Unit price: 55 gp [ 5 lb ] ;Tot. Cost: 55 ;Tot. Weight: 5
Merchants scale ; Quantity: 1 ; Unit price: 2 gp [ 1 lb ] ;Tot. Cost: 2 ;Tot. Weight: 1
Ink (1 oz vial) -red ; Quantity: 1 ; Unit price: 8 gp [ 0 lb ] ;Tot. Cost: 8 ;Tot. Weight: 0
Ink (1 oz vial) -blue ; Quantity: 1 ; Unit price: 8 gp [ 0 lb ] ;Tot. Cost: 8 ;Tot. Weight: 0
Ink (1 oz vial) -yellow ; Quantity: 1 ; Unit price: 8 gp [ 0 lb ] ;Tot. Cost: 8 ;Tot. Weight: 0
Ink (1 oz vial) -black ; Quantity: 5 ; Unit price: 8 gp [ 0 lb ] ;Tot. Cost: 40 ;Tot. Weight: 0
Inkpen ; Quantity: 20 ; Unit price: 0.1 gp [ 0 lb ] ;Tot. Cost: 2 ;Tot. Weight: 0
paper (sheet) ; Quantity: 25 ; Unit price: 0.4 gp [ 0 lb ] ;Tot. Cost: 10 ;Tot. Weight: 0
parchment ; Quantity: 50 ; Unit price: 0.2 gp [ 0 lb ] ;Tot. Cost: 10 ;Tot. Weight: 0
Chalk (piece) ; Quantity: 50 ; Unit price: 0.01 gp [ 0 lb ] ;Tot. Cost: 0.5 ;Tot. Weight: 0
Sealing wax (red) ; Quantity: 2 ; Unit price: 1 gp [ 0 lb ] ;Tot. Cost: 2 ;Tot. Weight: 0
Sealing wax (yellow) ; Quantity: 2 ; Unit price: 1 gp [ 0 lb ] ;Tot. Cost: 2 ;Tot. Weight: 0
Sealing wax (blue) ; Quantity: 2 ; Unit price: 1 gp [ 0 lb ] ;Tot. Cost: 2 ;Tot. Weight: 0
Sealing wax (black) ; Quantity: 2 ; Unit price: 1 gp [ 0 lb ] ;Tot. Cost: 2 ;Tot. Weight: 0
Sealing wax (white) ; Quantity: 2 ; Unit price: 1 gp [ 0 lb ] ;Tot. Cost: 2 ;Tot. Weight: 0

Chests 2 (unlocked) ; Quantity: 1 ; Unit price: 2 gp [ 25 lb ] ;Tot. Cost: 2 ;Tot. Weight: 25
Bedroll ; Quantity: 1 ; Unit price: 0.1 gp [ 5 lb ] ;Tot. Cost: 0.1 ;Tot. Weight: 5
Blanket, winter ; Quantity: 1 ; Unit price: 0.5 gp [ 3 lb ] ;Tot. Cost: 0.5 ;Tot. Weight: 3
Cold weather outfit ; Quantity: 1 ; Unit price: 8 gp [ 7 lb ] ;Tot. Cost: 8 ;Tot. Weight: 7
Back pack ; Quantity: 1 ; Unit price: 2 gp [ 2 lb ] ;Tot. Cost: 2 ;Tot. Weight: 2
Pack saddle ; Quantity: 1 ; Unit price: 15 gp [ 0 lb ] ;Tot. Cost: 15 ;Tot. Weight: 0

Chests 3 (unlocked) ; Quantity: 1 ; Unit price: 2 gp [ 25 lb ] ;Tot. Cost: 2 ;Tot. Weight: 25
Book + 2 of runes ; Quantity: 1 ; Unit price: 40 gp [ 1 lb ] ;Tot. Cost: 40 ;Tot. Weight: 1
Book + 2 of magic ; Quantity: 1 ; Unit price: 40 gp [ 1 lb ] ;Tot. Cost: 40 ;Tot. Weight: 1
Book + 2 of spellcraft ; Quantity: 1 ; Unit price: 40 gp [ 1 lb ] ;Tot. Cost: 40 ;Tot. Weight: 1
Book + 2 of history ; Quantity: 1 ; Unit price: 40 gp [ 1 lb ] ;Tot. Cost: 40 ;Tot. Weight: 1

Chests 4 (unlocked - padded) ; Quantity: 1 ; Unit price: 2 gp [ 25 lb ] ;Tot. Cost: 2 ;Tot. Weight: 25
Alchemist's fire ; Quantity: 3 ; Unit price: 7 gp [ 1.25 lb ] ;Tot. Cost: 21 ;Tot. Weight: 3.75
Alchemist's frost ; Quantity: 3 ; Unit price: 7 gp [ 1.25 lb ] ;Tot. Cost: 21 ;Tot. Weight: 3.75

Chests 5 (unlocked - padded) ; Quantity: 1 ; Unit price: 2 gp [ 25 lb ] ;Tot. Cost: 2 ;Tot. Weight: 25
Antitoxin ; Quantity: 2 ; Unit price: 16.67 gp [ 0 lb ] ;Tot. Cost: 33.34 ;Tot. Weight: 0
Acid ; Quantity: 2 ; Unit price: 7 gp [ 1.25 lb ] ;Tot. Cost: 14 ;Tot. Weight: 2.5
Flash powder ; Quantity: 2 ; Unit price: 12 gp [ 1.25 lb ] ;Tot. Cost: 24 ;Tot. Weight: 2.5
Smoke bomb ; Quantity: 2 ; Unit price: 13.34 gp [ 1.25 lb ] ;Tot. Cost: 26.68 ;Tot. Weight: 2.5
Tanglegfoot bag ; Quantity: 3 ; Unit price: 16.67 gp [ 4 lb ] ;Tot. Cost: 50.01 ;Tot. Weight: 12
Thunderstone ; Quantity: 2 ; Unit price: 10 gp [ 1.25 lb ] ;Tot. Cost: 20 ;Tot. Weight: 2.5
Tindertwig ; Quantity: 20 ; Unit price: 0.34 gp [ 0 lb ] ;Tot. Cost: 6.8 ;Tot. Weight: 0
Trollbane powder ; Quantity: 3 ; Unit price: 3.34 gp [ 1 lb ] ;Tot. Cost: 10.02 ;Tot. Weight: 3
Sunrod ; Quantity: 3 ; Unit price: 0.67 gp [ 1 lb ] ;Tot. Cost: 2.01 ;Tot. Weight: 3
Smokestick ; Quantity: 3 ; Unit price: 6.67 gp [ 0 lb ] ;Tot. Cost: 20.01 ;Tot. Weight: 0

Hung on wall:
Waterskin ; Quantity: 1 ; Unit price: 1 gp [ 0 lb ] ;Tot. Cost: 1 ;Tot. Weight: 0
Iron Pot ; Quantity: 1 ; Unit price: 0.5 gp [ 2 lb ] ;Tot. Cost: 0.5 ;Tot. Weight: 2
Trail rations (per day, on shelves) ; Quantity: 10 ; Unit price: 0.5 gp [ 1 lb ] ;Tot. Cost: 5 ;Tot. Weight: 10
10ft ladder (Top of wagon) ; Quantity: 1 ; Unit price: 0.05 gp [ 20 lb ] ;Tot. Cost: 0.05 ;Tot. Weight: 20
Shovel ; Quantity: 1 ; Unit price: 2 gp [ 8 lb ] ;Tot. Cost: 2 ;Tot. Weight: 8

Wearing/Carrying
Dagger (Front left) ; Quantity: 1 ; Unit price: 2 gp [ 1 lb ] ;Tot. Cost: 2 ;Tot. Weight: 1
Dagger (front right) ; Quantity: 1 ; Unit price: 2 gp [ 1 lb ] ;Tot. Cost: 2 ;Tot. Weight: 1
Adventurer's outfit ; Quantity: 1 ; Unit price: 5 gp [ 2 lb ] ;Tot. Cost: 5 ;Tot. Weight: 2
Amulet of spell knowledge-true strike (around neck) ; Quantity: 1 ; Unit price: 1000 gp [ 0 lb ] ;Tot. Cost: 1000 ;Tot. Weight: 0

Belt pouch (left) ; Quantity: 1 ; Unit price: 1 gp [ 0.5 lb ] ;Tot. Cost: 1 ;Tot. Weight: 0.5
Magnifying glass ; Quantity: 1 ; Unit price: 100 gp [ 0 lb ] ;Tot. Cost: 100 ;Tot. Weight: 0
Antitoxin ; Quantity: 1 ; Unit price: 16.67 gp [ 0 lb ] ;Tot. Cost: 16.67 ;Tot. Weight: 0
Tindertwig ; Quantity: 5 ; Unit price: 0.34 gp [ 0 lb ] ;Tot. Cost: 1.7 ;Tot. Weight: 0
Flint and steel ; Quantity: 1 ; Unit price: 1 gp [ 0 lb ] ;Tot. Cost: 1 ;Tot. Weight: 0
20gp red gem ; Quantity: 3 ; Unit price: 20 gp [ 0 lb ] ;Tot. Cost: 60 ;Tot. Weight: 0
little sack for coins (front left) see coins below

Belt pouch (right) ; Quantity: 1 ; Unit price: 1 gp [ 0.5 lb ] ;Tot. Cost: 1 ;Tot. Weight: 0.5
Tindertwig ; Quantity: 1 ; Unit price: 0.34 gp [ 0 lb ] ;Tot. Cost: 0.34 ;Tot. Weight: 0
Trollbane powder ; Quantity: 1 ; Unit price: 3.34 gp [ 1 lb ] ;Tot. Cost: 3.34 ;Tot. Weight: 1
Smoke bomb ; Quantity: 1 ; Unit price: 13.34 gp [ 1.25 lb ] ;Tot. Cost: 13.34 ;Tot. Weight: 1.25

Sash (padded) ; Quantity: 1 ; Unit price: 0.1 gp [ 0.5 lb ] ;Tot. Cost: 0.1 ;Tot. Weight: 0.5
Alchemist's frost ; Quantity: 1 ; Unit price: 6.34 gp [ 1.25 lb ] ;Tot. Cost: 6.34 ;Tot. Weight: 1.25
Alchemist's fire ; Quantity: 1 ; Unit price: 6.34 gp [ 1.25 lb ] ;Tot. Cost: 6.34 ;Tot. Weight: 1.25



Back (strap)
Heavy cross bow (back) ; Quantity: 1 ; Unit price: 50 gp [ 9 lb ] ;Tot. Cost: 50 ;Tot. Weight: 9
10 Bolts ; Quantity: 1 ; Unit price: 1 gp [ 2 lb ] ;Tot. Cost: 1 ;Tot. Weight: 2


Coins= 26.31 gp
Weight carried (with cross bow & bolts) = 21.25 lb
Weight carried (no cross bow & bolts) = 10.25 lb



Amulet of Spell Knowledge (True strike): This smooth-cut stone contains a single complex or exotic spell that the wearer adds to her repertoire. She can now choose to ready this spell as if she had normal access to it.
Moderate transmutation; Caster Level varies (just high enough to cast spell implanted in stone); Craft Constant Item, varies (creator must know spell implanted in stone); Price: (level of spell implanted) squared: 1,000 gp;Weight:—


Appearance:

Urgo'Nangoroth's right arm has personal notes tatooed in it to prepare his 0 and first level spells. The characters are tiny, and one must be less than 2" away to recognise them.

Personality:

Urgo'Nangoroth (the re-awakened one, in Draconic - Urgo for short) is very intellectually curious. He sees his Mojh-dom as a a great gift that was bestowed upon him, and has an unusual appreciation for life. For a Mojh, he is very "human" and friendly.

He is somewhat disapointed that others view his Mojhdom with suspicion, as specially since the transformation saved his life. also, because of his history, he dislikes the idea that the Giants are the sole decision makers in the Land of the Diamond Throne. He understands the hitorical role of the Tall ones, but he feels that that other races need more power. The Giants, like all people, have a biased view of life. Balance can be acheived if more races participate in ruling the land. Just as anybody else he meets, he will judge Giants on an individual level.

He is intrigued by faens, the only other race that has a "transformation ritual". He views those faens that choose to become sprites as kindred spirits (even though they sometimes make no sence at all).

Since he is still new to Mojhdom, he has not gotten used to refering to himself as genderless. He also refers to his brother as "him" and not "it".

He is protective of his brother. Urgo understands his pain and his dislike of giants, but is afraid that he may go too far and get hurt one day. However, he is very grateful to have him. Most mojh are very lonely, but because his twin underwent the transformation with him, he doesn't have this feeling of isolation.


Backstory:

- Relatively modest family with head of household that works for the Giants, city/town X.
- Fatal congenital disease started to affect at about age 15. Unknown disease, but every year, we became weaker, and weaker. Also, we could have become disfigured as humans (see why below, also, this could explain why we may not have a 100% exact Mojh physiology (I'm thinking of the things on your head that open when you get mad; I haven thought of anything specific for my character, maybe a weird color or something)).
- The giants refused to help our parents in sending us to a known Mojh enclave at location X. At the begining, the request to the giants was for financial assistance, but the giants not only refused, but started spying on the family to make sure our goal didn't happen. They also intimidated them.
- Faked funeral, so we could disapear without hurting the family. This adds a bit of spice to our story. We need to figure out the details (did we get spare bodies? Since we were disfigured, we had to modify them in some way. Was only our direct tfamily involved, or did we get help. I'm thinking hat The mojh fromthe enclave could have helped us, and the fact that strange lizard-like creatures were walking about in our neck of town could have freaked the giants even more...
- We got transformed/re-awakened. Here we are. Why are we going to the town we'll be starting in? Maybe we heard the forgery business is good there? Maybe I'm looking for a special ingredient for may alchemical formulation. Maybe I want to buy a book from a know alchemy guru there...
 

Thought Admiral

First Post
Eryic Darumen
Truename - Flanelis
Human Male Wind Witch 3
Height: 6'1"
Weight: 167 lb
Hair: long, dirty blonde
Eyes: blue
Age: 21

Attributes * = change
Str: 12 (+1)*
Dex: 14 (+2)*
Con: 14 (+2)*
Int: 14 (+2)*
Wis: 16 (+3)
Cha: 08 (-1)*

Hit Dice: 3d6+6
HP: 21 (was 18, adjusted for Con only) [Max]
AC: 12 [10 + 2 Dex] (+1 deflection when wielding witchblade),
(+4 Eldritch Armor)
Initiative: +5
BAB: +2
Melee: +3 [+1 Strength]*
Ranged: +4 [+2 Dex]*
Speed: 30’

Saves
Fort: +3 [+1 base, +2 Con]*
Ref: +3 [+1 base, +2 Dex]*
Will: +6 [+3 base, +3 Wis]

Class Abilities: Witchery Manifestion: Blade, spellcasting, Air Resistance 20
Spell Slots per Day: 3/3
Spells Readied per Day: 4/3

Spells readied: 0 - Bash, Detect Magic, Ghost Sound, Lesser Repair; 1 - Eldritch Armor, Mind Stab, Lesser Transfer Wounds

Attacks-Weapons:
Witchblade +5 (shortsword: 1d6+1, longsword: 1d8+1, greatsword: 2d6+2, all 19-20/x2)

Feats: Weapon Focus (Witchblade), Energy Mage (electricity), Affinity for Skill (Listen) Talent, Blessed Mage

Skills (4+2+1):
Bluff +5 [6 ranks]
Concentration +8[6 ranks]
Disguise +5 [6 ranks]
Listen +13 [6 ranks + 4 affinity]
Sense Motive +9 [6 ranks]
Spellcraft +8 [6 ranks]
Use Magic Device +5 [6 ranks]


Languages - Common, Faen, Verrick

Racial qualities: +1 skill point/level, bonus feat

Possessions:
Grey robes
sandals

Wearing/Carrying
Grey robes - 1 gp
witchbag - 5 gp
waterskin - 1 gp
backpack - 2 gp
15 yellow gems (electricity template component) - 300 gp
Amulet of Spell Knowledge (Truestrike) - 1500 gp
Amulet of Spell Knowledge (Raiment) - 750 gp
Miniature silver shield (doubles duration of abjuration spells) (1) - 100 gp

Coin:
89 gp, 15 sp, 50 cp

Appearance: Tall and thin, Eryic's long face is often fixed in a stony, strong look. His long blond hair stretches down his back, dirty and unkempt. His eyes are blue, icy, and stern. He wears nothing but dirty grey robes and sandals, tied by a blue sash, with his witchbag tied to it. He wears only a backpack, and appears to have no weaponry. His wiry frame and billowing robes hide the strength in his arms and body.

Personality: Quiet and enigmatic, Eryic does not appear to be the friendliest person. Despite this, his presence is undeniably commanding and strong. He is zealous about his beliefs, some might say overly so. He does what is necessary, and when it is necessary. While not opposed to violence (he enjoys his witchery and using his skills in combat), he is willing to avoid it if possible. He enjoys the company of verrick, faen, and especially humans. He is neutral about litorians. - this is all ok.

But strike this - He finds mojh abhorrent and disgusting; humans who have twisted the Natural Order and run away from their birth.

OK with this part. Figure some issues with authority. - He is distrustful of giants at best, hateful at worst, and he feels the sibeccai are nothing more than proverbial lapdogs for their giant masters. However, he is not so blinded by his beliefs; giants, sibeccai, and even mojh have their uses. He prefers to rely on his witchery and wits. Though he has little formal education

Backstory: One of the few humans raised in the desert homeland of the verrick, Eryic discovered his witchery powers at a young age. His father and mother, a simple blacksmith and housewife, respectively, encouraged him to develop his abilities, as they might help to raise him into a more lucrative position. He would also hear his father and mother discuss their expatriatism. His mother longed for their home city, now known as Ao-Mansa, but the father insisted on keeping with the family tradition of staying out of the Lands of the Diamond Throne until they were properly returned to the human peoples. His father greatly disliked Giant rule, and he made sure his family knew that.

He did his best to split his time between crafting (his first passion and truest love) and witchery. - Dump the crafting bit.

His verrick Master, Llarz Drx'eryc, was stern and harsh at times, but he cared deeply for Eryic and taught him many valuable lessons; mainly, self-reliance. As he grew up, Drx'eryc taught the young man about his people's history, their plight with the Dramojh, and the giant's eventual rescue and establishment of the Diamond Throne. Even as a young man, Eryic could not understand why his people were ruled by a foreign race. He questioned his master, but was always given unsatisfactory answers. As he grew, his skills as a witch improved. He would never be as skilled as his adopted kin, but his magnetic personality and plethora of skills more than made up for his shortcomings. Many of Eryic's verrick brothers and sisters deeply admired him.

Eventually, the young man decided his training had progressed long enough. Bidding his master and family farewell, he set out to travel the lands of the Diamond Throne.

He knows little about Giant rule over humans (having spent his entire life with Verrick), but he strongly believes that it is time for humans to reclaim the lands that were once theirs. He feels that giant rule is completely unwarranted; they saved Man from the Dramojh, true, but at best the giants could only ask for a joint union of the two cultures. Now he fears his people will be slowly pushed aside, nothing more than forgotten relics of a broken past. He will do everything he can to stop this from happening.
__________________
 

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