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Plane of Abeo, A Place For Retired Adventurers

Awakened

First Post
Sounds great, Jamal, guess that puts us at
Jamal- "The Nameless One" Ranger 3/Monk 2/Tattooed Monk 5/Horizon Walker 2
Hellrazor- "Cray"- Ranger 6/Horizon Walker 4
Voda Vosa- ????
Darimaus- "Roy Jarend"- 2 Fighter, 2 Paladin, 1 Cleric, 3 Chameleon
 

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Jemal

Adventurer
ONe thing please, which really unnerves me(though EVERYBODY does it at first for some weird reason).. it's JEmal, not JAmal. thnx.


ALSO, I was reading through planar traits - Doesn't Timeless also mean you don't naturally heal?
 


Voda Vosa

First Post
Tim the enchanter, sorceror is been created. Sorry for the delay, but I like to pot the character when I have it all done. He he
 

Awakened

First Post
Sorry, Jemal, didn't mean to unnerve you. Jemal it is.
I'll look through my stuff in a second and find some good fits for Roy, and once Voda's done posting, do you guys wanna go ahead and get started?
 


Voda Vosa

First Post
Well, I still need to work on it ,but its pretty complete. I put some stuff from complete arcana. The items are tentative, tell me if you find something wrong, you probably will, I know myself, plus at these hours...
I took the liberty of making the highest level possible. I choose a heavy fire type spells, most of which Tim will not be able to use and set his alignment to chaotic. I think this will give some nice roll playing spice.

Brief background: With a dragon relative, not to far in the family tree, Tim was a special kid. He liked to burn up things. And we are not talking of small things. Onces when he has twelve, the angry boy, burned his father library in the city of Silverymoon. The wizard was out of his mind, all his work was now a pile of ashes, and all thanks to that demon son of his.
So Tim was sent to live with his uncle Thomas in the outsides of the town of Lorem. Thomas was a timber man, and he and his two sons, supply wood to the town. All was fine until the now teenager Tim, started a huge fire in the woods. One could blame the dry weather, or the strong wind, that fuel the fire with oxygen, letting it burn miles and miles of forest. But uncle Thomas wasn't so naive.
That was the moment that Tim's adventures begun.
Much things happened since that times, far, obscured by the mist of time.
Tim became a known sorcerer, a powerful pyromancer, who controled the element of fire at his will, and incinerated his foolish enemies in a fire living hell.
But then again, much time has pass since that glory days, when adventure and treasure were all for Tim. Despiste his draconic ancestors, his human blood made his body weakened as the years pass. He turned into a lone man, to confident in his own power, to even listen what the others had to say.
Tim recluses himself into the Nazher (is this spelled correctly?) near his natal town. From there, he surprised the travelers, looking for some defiant and proud rival. Many fell, burned in the arcane fire, until in Silverymoon, a group of adventurers, a group of people just like he was may years before, gathered to drive the insane sorerer out of the mountains.
Tim showed himself to the group, when they were searching him in the tricky passages of the mountains cliffs. The battle was fierce, but at the end the young blood prevail, and Tim was lucky to scape alive with a final teleport spell.
As fast as he could he grab some of the gold and belongings, and flee his cave, for the adventures to loot. They have earned it anyway, he thought.
That was the day that Tim realized that his time in Faerum have come to and end. At his age, he wasn't even able to keep the youngster out of his cave.
Fearing his inminent death, Tims memory brought up an ancient fragment of his life: A day like any other, at his father library, Tim saw a dusty book in a hidden place of the bookshelves. It contains information about a plane, the plane of Abeo, a place where no one ages, where life stopped, and remained. Where wounds healed at an amazing speed. Luckly for todays Tim, he remembered exactly the passage in the book that explained how to get there.

Description: Tim is a man of few words. With long thin grey beard, and his ragged tunic, whit goat horns in the hood, he reminds more to a crazy old man, than to the famus sorcerer he once was. For one that crosses words with him the first time, "The enchanter" as he calls himself -when he forgot he last name- may seem mysterious, and extravagant. His words may make no sense, and his exaggerations know no limits. A side from that, and his tendency to make anything he wishes, is not a really bad man. He use to mocks on people who don't follow his advise.

(heavy roll playing for me this time ^^)

Code:
 Name: Tim the Enchanter
Class: Sorcerer
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic neutral
Age: 58
Height: 5'11"
Weight: 132 lb.
Eyes: black
Hair: Grey
Skin: pale

Str:      5     -3                  Level: 12        XP: 66000
Dex:  14     +2                BAB: +5/+1     HP: 9 + (1d8+1)*11
Con: 12      +1                Grapple: -3     Dmg Red: 0
Int:    12      +1                Speed: 30'      Spell Res: 0
Wis:  10     +0                Init:+2              Spell Save: +3
Cha: 20      +5               ACP: -5            Spell Fail: 0%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +0    +0    +2    +0    +0    +4    16
Touch: 12              Flatfooted: 14

                           Base   Mod  Misc  Total
Fort:                      4     +1       +2      +7
Ref:                       4     +1                 +5
Will:                      8     +3                 +11

Weapon                Attack   Damage     Critical
Pending

Languages: Common

Abilities: 
Summon Familiar (rat)
+2 save against paralisis and sleep (Feat)
+2 save against fire spells and abilities (Feat) 

Feats:  
Draconic Heritage (red dragon)
Draconic Power ( Fire)
Energy sbustitution (Fire)
Weapon focus (ranged spells)
Combat casting
Dodge


Skill Points:45        Max Ranks: 15/7
Skills                             Ranks   Mod  Misc  Total
Concentration                   10    +1               +11
Spellcraft                            9    +1              +10
Bluff                                     7    +5              +12
Craft (Alchemy)                   7    +1              +8
Knowledge (Arcane)           8    +1              +9
Profession (Alchemist)       4    +1               +5
 

Equipment:               Cost  Weight
Cloack of Charisma +2           4000gp 
Magic eating robe +4            25000gp    
Backpack                  2gp         

                   Money:  59000/ 88000

                         Weith: 93lb

                                  Lgt   Med   Hvy  
Max Weight:           1-16  17-33 34-50

Spell DC: 5 (Cha) + Spell Level + 1 ( if fire )

Known Spells:

Level 0: 
Light
Daze
Dancing lights
Mage hand
Arcane Mark
Acid Splash
Message
Resistance
Flare
Fire splash (feat)

Level 1: 
Burning Hands
Magic Missile
Fireburst
Familiar pocket
Shield

Level 2: 
Scorching ray
Invisibility
Levitate
Melf's acid arrow
Mirror Image
Melf's Fire Arrow (feat)

Level 3: 
Fireball
Lightning bolt
Heroism
Firebolt (feat)
Flame Arrow

Level 4: 
Ice storm
Fire Storm (Feat)
Fire Shield
Stoneskin

Level 5: 
Teleport
Arc of Lightning
Arc of Fire (Feat)

Level 6: 
Desintegrate

Spell slots:
Lvl 1 = 8
Lvl 2, 3, 4 = 7
Lvl 5 = 1
Lvl 6 = 3
 
Last edited:

Jemal

Adventurer
Awakened - No problem.. Just don't do it again. ;)

Working on stats for Nameless right now, will post ASAP.

EDIT: N/m, still working.
 
Last edited:

Jemal

Adventurer
Allright, here's what I've got so far.

[sblock=The Nameless Monk]
Nameless One
Human Ranger3/Monk2/Tatooed5/Horizon2
AL: LG HT: 5'10" WT: 180 Hair: Bald Eyes: Green Age: 65

STR: 18 (+4) [6 Points + 4 Enhancement]
DEX: 18 (+4) [6 Points + 4 Enhancement]
CON: 12 (+1) [4 Points]
INT: 12 (+1) [2 Points + 2 Age]
WIS: 24 (+7) [8 Points + 3 Level + 4 Enhancement + 2 Age]
CHA: 12 (+1) [2 Points + 2 Age]

HP: (12d8+12) AC: 31 (10 base + 4 Dex + 7 Wis + 1 Monk + 3 Armour + 2 Deflection + 2 Nat Armour + 2 Shield)
Touch AC: 24 Flat-Footed AC: 25
Saves: FORT: +14 (13 base + 1 con) REF: +14 (10 base + 4 dex) WILL: +15 (8 base + 7 wis)
Init: +4

Bab: 9 Melee: 16, Ranged: 13, Grapple: 17, Trip 4.
Attacks:
Unarmed : +16/11, damage: 1d8+4
Flurry: +14/14/9, damage: 1d8+4
Staff(2-handed): +18/13, damage 2d6+7
Staff(dual-wield) : +16/11, damage 2d6+5; +16, damage 2d6+3
Staff Flurry: +14/14/9, damage 2d6+5; +14, damage 2d6+3
DISARM: Staff +26, Unarmed + 16

Skills(Total/Ranks)[102 Points] :
Knowledge:Religion(+9/8), Knowledge:Geography(+9/8), Spot(+22/15), Listen(+22/15), Diplomacy(+21/15), Sense Motive(+18/11), Tumble(+9/5), Survival(+22/15) *10 points*

Feats: [6] Improved Two Weapon Fighting, Weapon Focus(staff), Expertise, Improved Disarm, Intuitive Attack(Wis to Attack), X

Class Features:
Ranger - Track, Wild Empathy, Combat Style(2-Weapon Fighting), Endurance
Monk - Flurry of Blows, Unarmed Strike, Evasion, Improved Grapple, Deflect Arrows, Unarmed damage(1d8), AC Bonus(+1), Speed (+20)
Tatooed - Crane(Immune nonmagical Diseases/Poisons/Magical Aging, Timeless body.); Ocean(No need to eat, sleep, or drink); White Mask(Immune to Detect thoughts, Detect Lies, Magical Alignment discernment, +10 Bluff)
Horizon Walker - Terrain Mastery (Underground-60'Darkvision; Desert-Immune Fatigue, Exhausted becomes Fatigue)

Languages: Common, Celestial

Equipment: 88,000
+1 Merciful (both ends) Staff (16,600)
Gloves of Dex + 4 (16,000)
Belt of Str + 4 (16,000)
Periapt of Wisdom + 4 (16,000)
Bracers of Armour + 3 (9,000)
Vest of Nat Armour + 1 (2,000)
Ring of Deflection + 2 (8,000)
Circlet of Diplomacy + 5 (2,500)

1,900 GP
[/sblock]
 

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