Vasorn, The World Under Dragonfire Characters

Isida Kep'Tukari

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Quillia Yrtree Alamble
Female Gnome Wizard 12

Alignment: Neutral Good
Height: 3' 5''
Weight: 42lbs
Hair: Sandy Brown
Eyes: Dark Blue
Age: 73

Str: 10 (+0) [4 points, -2 racial]
Dex: 14 (+2) [6 points]
Con: 11 (+0) [1 point, +2 racial]
Int: 20 (+5) [10 points, +4 enhancement]
Wis: 14 (+2) [6 points]
Cha: 13 (+1) [5 points]

Class and Racial Abilities:
+2 Con, -2 Str, Small (+1 to AC and attacks, +4 to Hide checks), Low-light vision, Weapon familiarity (gnome hooked hammer), +2 bonus vs. illusions, +1 to DC of illusions, +1 attack bonus vs. kobolds and goblinoids, +4 dodge bonus to AC vs. giants, +2 bonus to Listen and Craft (alchemy) checks, Spell-like abilities (speak with animals (burrowing mammals) 1/day, dancing lights, ghost sound, and prestidigitation 1/day, DC: 11, 12 for ghost sound).

Hit Dice: 12d4
HP: 37
AC: 18 (+2 Dex, +1 size, +3 armor [from bracers], +2 deflection [from ring])
Init: +2 (+2 Dex)
Speed: 20ft

Saves:
Fortitude +6 [+4 base, +0 Con, +2 from cloak]
Reflex +8 [+4 base, +2 Dex, +2 from cloak]
Will +12 [+8 base, +2 Wis, +2 from cloak]

BAB: +6/+1
Melee Atk: +7/+2 (1d4+1+1d6 [all subdual]/x2/B, Headknocker, +1 merciful quarterstaff)
Ranged Atk: +10/+5 (1d8+2+1d6 fire/x3/50 ft./P, Heat, +2 flaming pistol)

Skills:
Concentration +5 [5 ranks, +0 Con]
Craft (alchemy) +15 [10 ranks, +5 Int]
Decipher Script +10 [5 ranks, +5 Int]
Knowledge (arcana) +21 [15 ranks, +5 Int, +1 Education]
Knowledge (architecture and engineering) +14 [8 ranks, +5 Int, +1 Education]
Knowledge (dungeoneering) +10 [5 ranks, +5 Int]
Knowledge (geography) +10 [5 ranks, +5 Int]
Knowledge (history) +8 [3 ranks, +5 Int]
Knowledge (nature) +15 [10 ranks, +5 Int]
Knowledge (the planes) +15 [10 ranks, +5 Int]
Spellcraft +22 [15 ranks, +5 Int, +2 synergy from Knowledge (arcana)]

Feats:
Education (Knowledge: arcana, Knowledge: architecture and engineering) (1st level)
Scribe Scroll (wizard bonus 1st level)
Exotic Weapon Proficiency (pistol) (3rd level)
Empower Spell (wizard bonus 5th level)
Point Blank Shot (6th level)
Improved Familiar (9th level)
Energy Substitution (sonic) (wizard bonus 10th level)
Precise Shot (12th level)

Languages: Common, Gnome, Lantanese, Draconic, Sylvan, Alzedo

Spells Prepared
Save DC +5
0th - detect magic, flare, read magic, prestidigitation.
1st - comprehend languages, expeditious retreat, mount, true strike x2, unseen servant.
2nd - darkvision, Gedlee's electric loop, Melf's acid arrow, rope trick, see invisibility.
3rd - blindsight, dispel magic, sonic fireball x2 (from Energy Substitution), haste.
4th - Empowered Melf's acid arrow, greater invisibility, stone shape, stone skin.
5th - major creation, overland flight, prying eyes, teleport.
6th - analyze dweomer, chain lightning.

Spellbook
0th - acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
1st - alarm, comprehend languages, expeditious retreat, identify, magic missile, mount, speed swim, true strike, unseen servant
2nd - darkvision, Gedlee's electric loop, Melf's acid arrow, rope trick, see invisibility
3rd - blindsight, daylight, dispel magic, greater magic weapon, fireball, haste
4th - greater invisibility, polymorph, stone shape, stoneskin
5th - major creation, overland flight, permanency, prying eyes, teleport
6th - analyze dweomer, chain lightning, disintegrate, greater dispel magic, true seeing

Equipment:

Wearing or carrying
Heat (+2 flaming pistol, 18,000gp)
Headknocker (+1 merciful Small quarterstaff, 8,000)
Hairpin of the Uncanny Wit (as headband of intellect +4, 16,000gp),(acquired at 10th level)
Bracelets of Ironheart (as bracers of armor +3, 9,000gp)
Warding Word (ring of protection +2, 8,000gp)
Belt pouch 1gp
-Waterskin 1gp
-Silver dagger 10gp
wand of magic missile (5th level, 3,750gp)
wand of detect secret doors (750gp)
scroll of detect undead (25gp)
scroll of animate rope (25gp)
Tymora's Favor (cloak of resistance +2, 4,000gp)
Spell component pouch - Contains all focuses and material components for spells totaling 6,500gp

Heward's Handy Haversack (2,000gp)
-Spellbook (400 pages of vellum, wooden cover, waterproof, levitating, pungent, major elemental resistance, glammered [to resemble a poetry book]) (10,240gp)
-Powderkeg of smokepowder 400gp
-4 bags of bullets (40) 12gp
-Alchemist's lab 500gp
-Bedroll 5sp
-Everburning torch 110gp
-Acid (5 flasks) 50gp
-Alchemist's fire (3 flasks) 60gp
-Sunrods (5) 10gp
-Wine (3 bottles) 30gp
-50 ft. silk rope 10gp
-Paper (10 sheets) 4gp
-Ink (two vials) 16gp
-Inkpen 1gp
-Trail rations (20 days worth) 10gp
-Scholar's outfit 5gp
-Cold weather outfit 8gp
-Courtier's outfit with jewelry 80gp
-Bag of raspberry candies (5 lbs) 2gp

Money
389gp, 5sp

Preena, pseudodragon familiar: Tiny dragon; HD 7: hp 25; Init +0; Spd 15 ft., fly 60 ft. (good); AC 22, touch 14, flat-footed 20; Base Atk +2; Grp -8; Atk +7 melee (1d3+1 plus poison, sting); full Atk +7 melee (1d3+1 plus poison, sting) and +0 melee (1, bite); Space/Reach 2-1/2 ft./0 ft. (5 ft. with tail); SA poison; SQ blindsense 60 ft., deliver touch spells, dragon type, improved evasion, speak with master, telepathy, alertness, share spells, empathic link, speak with master; AL NG; SV Fort +4, Ref +3, Will +6; Str 11, Dex 11, Con 13, Int 10, Wis 12, Cha 10.

Skills and Feats: Hide +16/+24 in forest or overgrown areas, Survival +3, Listen +5, Search +2, Spot +5; Alertness.
Blindsense (Ex): Can locate creatures within 60 ft. by nonvisual means.
Dragon Type: Darvision 60 ft., low-light vision, immunity to sleep are paralysis effects.
Poison (Ex): Injury, Fortitude CD 12, initial damage sleep for 1 minute, secondary damage sleep for 1d3 days.
Telepathy (Su): Communicate telepathically with creature within 60 ft that speak Common or Sylvan.

Permanent Spells: greater magic fang (12th level caster) on Preena, familiar pocket on Quillia's inner vest pocket.

Appearance: Quillia is gnome who has seen a great deal in her travels. Her skin is nut-brown from the sun, and her voice carries the faint echo of many accents. Her sandy brown hair falls to the middle of her back and is usually in a bun on her head, held in place with an elaborate hairpin. Her eyes are deep blue. She favors deep jewel tones of ruby red, emerald green, golden topaz, and indigo blue. She wears a tunic of emerald green, with indigo trews and shirt, and a golden topaz vest with many pockets. All have some ruby red embroidery, and she wears some red stone earrings and a necklace of the same.

When traveling, she has Heat, her pistol, on her belt next to her potions. She carries Headknocker (her quarterstaff) in one hand, and keeps the other hand free. She wears elaborately made iron bracelets, and a cloak that shimmers with a faint steel color. Occasionally Preena will poke her head out of her large pocket in Quillia's vest, which has startled more than one person.

Personality: Quillia is generally a happy person, willing to help others, particularly when it comes to something magical or alchemical. There's nothing Quillia likes more than conversing with another that finds magic and alchemy as fascinating as she does.

Though she owes her allegiance to Mystra, Quillia prays to the gnome pantheon often, often invoking various names of those gods in many expressions.

Quillia also loves getting letters from her family, and writes them all a newsy letter every couple of weeks. If she's within range, she'll teleport back for an afternoon with her family every couple of weeks instead. If not, she pays a premium to make certain her letters get to the Alamble family home.

She hopes sometime soon to find a suitable husband so she can settle down. There have been several men, one of whom was (and still is) serious, in her life, but her wanderlust has broken up most of these relationships. Her one serious love, a bard called Yilltre Garlondo, was close to working out, but both weren't quite ready to settle down. She also writes him letters, often paying a wizard to scry out his current location so she can be sure where to send them. The two have been exchanging love letters for years, and Quillia has kept them all. Perhaps one day soon they will both be ready...

In lieu of a husband and children of her own, Quillia lavishes her love on Preena. She adores the little pseudodragon and lavishes attention on her. She considers her more like a little daughter rather than a familiar. Preena has her own special pocket in Quillia's vest to allow her to travel in complete comfort, in addition to a fine assortment of shiny gems to play with. Quillia always keeps a small bag of tidbits for the pseudodragon to eat.

In response to the trust and affection, Preena is fiercely loyal and protective of Quillia. The pseudodragon prevailed on the gnome to have greater magic fang permanently cast on her so she would be better able to protect her, should the need arise. Rendered invisible, there's almost nothing Preena wouldn't do for the wizard. They both have a great love for practical jokes and keep a small book of their greatest accomplishments of humor.

Quillia makes friends easily, and once her trust is gained, her loyalty is unshakeable. Though she likes to say she fears nothing, she would be devastated if her family or friends were taken from her. That is probably her one deepest fear.

Background: Quillia grew up in Lantan, where the wonders that most would give their teeth to see once was the stuff of common life. Her father, Beldebarble, was a fine gunsmith, while her mother, Narilly, both decorated the gunstocks with carvings and fine metals as well as making the smokepowder. As a young girl, Quillia spent a lot of time with her mother in her alchemy lab, and learned to love the mixing and experimentation. She also helped her father in demonstrating his firearms, as it was apparent she was a crack shot. Her younger brother, Gilbaril, helped her mother do the fancy work on the guns, while both older sisters learned their father's craft. The Alamble family was prosperous and lived a comfortable life.

When it became apparent that Quillia was an incredibly bright young woman, her parents suggested that she might find wizardry worthy of her talents. She had a much more mystical bent than anyone else in the family, and engineering, while interesting, didn't capture her attention as much as sporadic mentions of magic in books she read. They look her to a wizard academy in Myratma in Tethyr, where she was tested and found worthy. Quillia found the mysteries of magic to hold even more of her attention that alchemy, though she kept at it.

The great wealth of information that could be found at the academy whetted her appetite to see the rest of the world. After leaving the academy, she traveled widely, eager to see magic in many parts of Toril. She experimented with different types of magic, learning to make her spells more powerful, as well as bringing the potent power of sound to her more destructive spells. She credits her development of her sonic magic to Yilltre, her boyfriend, as his bard's appreciation for the power of sound was something she hadn't considered before.

Several years ago, Quillia rescued a trapped and frightened pseudodragon from an encampment of poachers she had stopped with the help of some followers of Chauntea. Though she let her go the minute she was well, the little beast continued to follow Quillia around for the next few days. Finally the pseudodragon said she wanted to be Quillia's friend and companion. Touched, Quillia cared for Preena (as that was her name) for several months. Preena brought a great deal of love and happiness into her life, and on the one-year anniversary of their meeting, both decided to make their association even closer. Preena underwent the ceremony of becoming Quillia's familiar, and the two have become a force to be reckoned with.
 
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Paxus Asclepius

First Post
Grim "Shadowman" Daergal
Male Svirfneblin3/Rogue3/Illusionist 5/Cagebreaker 7
Experience:
60,080
Alignment: Neutral
Height: 3'2
Weight: 45 lbs
Hair: No
Eyes: Dark Brown
Age: 59

Str 6 (-2) [-2 racial]
Dex 22 (+5) [10 points, +2 racial, +2 enhancement]
Con 12 (+1) [4 points]
Int 26 (+8) [16 points, +4 enhancement, 4th, 8th, 12th, 16th level increases]
Wis 12 (+1) [2 points, +2 racial]
Cha 4 (-3) [-4 racial]

Class and Racial Abilities:
+2 Dex and Wis, -2 Str, -4 Cha, Small (+1 to attack and AC, +4 to Hide), Stonecunning (+2 to Search to notice unusual stonework, may make those checks as though actively searching within 10 feet, can sense depth underground), darkvision 120 ft, low-light vision, SR 11+level, +2 racial bonus to all saves, +1 bonus to save DCs of illusion spells cast, +1 racial bonus to hit against goblinoids and kobolds, +4 dodge bonus to AC, spell-like abilities (1/day: blindness/deafness, blur, disguise self, save DC 17 {Charisma-based}), constant nondetection, +2 racial bonus to Craft: Alchemy and Listen, +2 to Hide (+4 underground), uncanny dodge, sneak attack +5d6, evasion.

Hit Dice: 3d8+10d6+5d4+18
Hit points: 81
AC: 26 (+5 Dex, +4 armor, +2 shield, +1 size, +4 dodge)
Init: +5 (Dex)
Speed: 20 feet

Saves:
Fortitude: +7 (+4 base, +1 Con, +2 cloak)
Reflex: +16 (+9 base, +5 Dex, +2 cloak)
Will: +13 (+10 base, +1 Wis, +2 cloak)

BAB: +7 (2 rogue, 2 wizard, 3 Cagebreaker)
Melee Atk: +14, 1d4-2 (18-20/x2)
Missile Atk: +18, 1d6

Skills: 72 from Rogue, 30 from Illusionist, 66 from Cagebreaker
Concentration +10 (9 ranks, +1 Con)
Decipher Script +15 [7 ranks, +8 Int]
Disable Device +24 [9 ranks, +8 Int, +7 tools]
Escape Artists +14 [9 ranks, +5 Dex]
Hide +34 [21 ranks, +5 Dex, +4 race, +4 size]
Knowledge: Arcana +22 [14 ranks, +8 Int]
Listen +24 [21 ranks, +1 Wis, +2 racial]
Move Silently +26 [21 ranks, +5 Dex]
Open Locks +21 [9 ranks, +5 Dex, +7 tools]
Search +12 [4 ranks, +8 Int]
Spellcraft +29 [21 ranks, +8 Int]
Spot +22 [21 ranks, +1 Wis]

Feats:
Scribe Scroll (bonus)
Spell Focus: Illusion
Greater Spell Focus: Illusion
Weapon Finesse
Dragonfoe
Extend Spell (bonus)
Dragonbane
Dragondoom
One more
Languages: Common, Draconic, Dwarven, Elven, Gnome, Infernal, Terran, Undercommon

Spells Prepared:
Save DC +8 (+11 Illusion)
0th: mage handx2, detect magic, ghost sound
1st: alarm, color spray, expeditious retreat, silent image, true strikex2
2nd: blur,invisibility, scorching rayx4
3rd: dispel magicx3, invisibility sphere, major image x2
4th: greater invisibility, haste(extended), ice storm, phantasmal killerx2
5th: persistent image, shadow evocationx2, teleport
6th: greater dispel magic, mislead, programmed image

Spellbook:
0th: All PHB except enchantment
1st: alarm, color spray, comprehend languages, expeditious retreat, identify, magic missile, protection from alignment, silent image, true strike
2nd: blur, hypnotic image, invisibility, scorching ray
3rd: haste, dispel magic, invisibility sphere, major image, vampiric touch
4th: greater invisibility, ice storm, phantasmal killer
5th: persistent image, shadow evocation, teleport, wall of force
6th: greater dispel magic, mislead, programmed image, true seeing
EQ:
-Gloves of Dexterity +2
-Headband of Intellect +4
-Master's picks (Masterwork thief's tools which also add a +5 competence bonus to Disable Device and Open Locks)
-+1 Studded Leather of Spellcasting
-+1 Mage-tuned small light crossbow
-quiver with 80 bolts
-Small Sword of Subtlety
-+1 buckler
-Cloak of Resistance +2
-adventurer's outfit
-Wand of magic missile 5th level (on side-scabbard)
-Wand of cat's grace (on side-scabbard)
-dust of illusion (in hip pouch)
-5 potions of cure light wounds (in potion bandoleer)

In scroll case:
scroll of Blink.

In backpack:
-bedroll
-eight day's rations.

Money: 2055 gold, 9 silver.

Permanent spells: See Invisibility, Detect Magic

Appearance: Grim's overall appearance is best described by his name. His gray skin, dark even for his kind, is scarred from the breath weapons of dragons and dragonkin, matching the mottling of his dark gray clothing perfectly. His weapons are blacked, his cloak (once a bright blue) and dyed into a charcoal gray and his headband (made of silver with golden tracery) carefully coated in ashen lacquer.

Personality: Grim is well-named (though it's a shortening of his full given name of thirty-one syllables); he hasn't smiled in the last 30 years, as far as anyone knows. His only goal is the liberation of his brethren from the dragons. He offers neither offense nor friendship, and takes no delight in the happiness or sorrow of others. He regards those who fight against the dragons as allies; those who aid them, his blood enemies.

Despite his seeming singlemindedness, there are still the remnants of an actual gnomish being within him, try as he might to suppress them. Unfortunately, on the rare occasions he has been offered friendship, he usually is unable to respond in kind, lacking even the beginnings of the social skills most about him possess. This in turn embitters him, furthering the cycle.

History: Like most svirfneblin, Grim grew up on the run. Unlike most, he was caught, and survived. After a deep dragon slaughtered most of his extended family, he and the dozen assorted relatives who survived (most by hiding under the rubble caused by the dragon's magic) were found by a group of drow resistance fighters. They were taken in, and those still capable of it were trained to help shelter and abet the fighters. After a decade or so, they found another svirfneblin community, and joined them, hoping that they could live the rest of their lives in peace, aiding from a safe distance those brave enough to combat the dragons directly. By a vicious quirk of fate, though, this community, too, was destroyed, when a fleeing partisan was traced there by a battalion of draconic lackeys. While the first blow had merely tempered him, this one broke Grim utterly. He has decided that attachment leads only to suffering, and that only when the dragons are gone can anyone truly live. Some allies have tried to draw him out of this self-imposed isolation, chiefest among them a drow woman among the Cagebreakers, but the extent of her success was only to convince him that he, too, would become a Cagebreaker. His training is now complete, save for the last requirement: to break free a number of slaves without assistance from the organization. This, he intends to do shortly.
 
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Kalanyr

Explorer
Elaugaugein Ark'en'ett
Male Drow 2/Wizard 6/Fighter 1/Spellsword 1/Dragonslayer 1
Alignment: Chaotic Good
Height: 5' 5''
Weight: 109 lbs
Hair: White
Eyes: Red
Age: 130

Str: 12 (+1) [4 points]
Dex: 16 (+3) [6 points , +2 race]
Con: 12 (+1) [6 points, -2 Race]
Int: 20 (+5) [10 points, +2 Level (4,8), +2 Race]
Wis: 12 (+1) [4 points]
Cha: 12 (+1) [2 points, +2 race]

Class and Racial Abilities:
Drow
+2 Dex, -2 Con, +2 Int, +2 Cha, Medium,
Immunity to magic sleep effects, and a +2 racial saving throw
against enchantment spells or effects, +2 racial saving throw
on Will saves against spells and spell-like abilities, SR 20,
Darkvision 120', +2 Racial Bonus on Search,Spot and Listen checks,
Always looking for secret/concealed doors within 5',
Exotic Weapon Proficiency (Hand Crossbow), Light Blindess
(Negated by Daylight Adaption).
Spell Like Abilities (Sp) 1/day Dancing Lights, Darkness, Faerie Fire
Caster Level 9

Spellsword
Ignore Spellfailure (10%)

Dragonslayer
Aura of Courage(Immune to fear). Allies within 10 feet gain a +4
morale bonus on saving throws against fear effects.
Damage Bonus (+1 Weapon Damage against Dragons)

HD: 2d8+6d4+2d10+1d8+11
HP: 64
AC: 20 (+3 Dex, +5 (+1 Mithral Chain Shirt) +1 vs 1 opponent (+1 Dodge, +2 Deflection)
Init: +3 (Dex)
Speed: 40 ft

Saves:
Fort +9 (+8 Base, +1 Con)
Ref +5 (+2 Base, +3 Dex)
Will +12 (+9 Base, +1 Wis, +2 Iron Will)

BAB: +6/+1
Melee Atk: +8 (+1 Keen Rapier 1d6+2 15-20/x2)
Ranged Atk: +11 (+1 Mty (+1) Composite Longbow 1d8+3 20/x3)

Skills:
Wizard 1 (24 Skill Points)
Fighter 1 (6 Skill Points)
Wizard 2-6 (30 Skillpoints)
Spellsword 1 (7 Skillpoints)
Dragonslayer 1 (7 Skillpoints)

Concentration: +13 [12 ranks + 1 Con]
Craft (Weaponsmith): +13 [6 ranks + 5 Int + 2 Tools]
Craft (Armourer): +13 [6 ranks + 5 Int +2 Tools]
Decipher Script: +16 [11 ranks + 5 Int]
Knowledge (Arcana): +17 [12 ranks + 5 Int]
Spellcraft: +19 [12 ranks + 5 Int + 2 Synergy)
Tumble: +7 [4 ranks +3 Dex]
Jump: +10 [0 ranks +1 strength +5 enhancement +4 speed]

Feats:
1 Endurance (+4 on Saves/Checks to avoid nonlethal damage)
Fighter 1: Dodge
Wizard 1: Scribe Scroll
3 Iron Will
6 Diehard (When reduced to between -1 and -9 hit points,
you automatically stabilize. May choose to act as if disabled when
dying.)
Wizard 5: Silent Spell
9: Daylight Adaption (Don't suffer from Light Blindness)

Languages: Automatic: Elven, Undercommon
Bonus Languages (4): Drow Sign Language,
Common, Draconic,
Gnome
Permanent Spells
Nondetection (1,500 XP).


Spells Prepared
(DC 15 + Spell Level), Caster Level: 8th
0th
1st
2nd
3rd
4th

Spellbook 1 (100/100 pages used)
0th - Resistance, Acid Splash, Detect Poison, Detect Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation (18 pages)
1st - Protection From Evil/Good/Law/Chaos, Shield, True Strike, Expeditious Retreat, Magic Weapon, Enlarge Person, Featherfall, Jump, Disguise Self (9 Pages)
2nd - Acid Arrow, Detect Thoughts, Blur, False Life (8 pages)
3rd - Amanuesis, Arcane Sight, Blink, Daylight, Deeper Darkvision, Dispel Magic, Displacement, Fireball, Fly, Haste, Heroism, Magic Weapon (Greater), Nondetection, Spiderskin, Tongues (45 pages)
4th - Black Tentacles, Invisibility (Greater), Globe of Invulnerability (Lesser), Enervation, Remove Curse (20 pages)

Spellbook 2 (23/100 pages used)
1st- Alarm, Endure Elements, Identify, Comprehend Languages, Magic Missile, Reduce Person, Know Protections, Speed Swim, Scatterspray (9 Pages)
2nd- Bear's Endurance, Bull's Strength, Cat's Grace, Invisibility, Mirror Image, See Invisibility, Spiderclimb

Equipment:

Wearing or carrying
Corellon's Blessing +1 Glamered Light Fortification Mithral Chain Shirt (5,800 gp) (10 lbs)
Ironbite+1 Dragonsbane Keen Cold Iron Rapier (20,340 gp) ( 2 lbs)
Memory of Moonlight +2 Dragonbane Mty (+1) Composite Longbow (18,500 gp) (3 lb)
Ring of Sustenance (2,500 gp)
Ring of Protection +2 (4000 gp)
Spellcomponent Pouch (5 gp) (2 lb)
Boots of Striding and Springing (5,500 gp)

Total Cost: 21,145 gp Total Weight: 17 lb


In Heward's Handy Haversack (2000 gp) (5 lb)
Bedroll (5 lb) ( 1 sp)
Blanket, Winter (3 lb) (5 sp)
Grappling Hook (4 lb) (1 gp)
Hammer (2 lb) (5 sp)
Ink (1 Vial) (8 gp)
Ink Pen (1 sp)
Spellbook, Wizards (1st Level Wizard) (3 lb)
Spellbook, Wizads (15 gp) (3 lb)
Journal/Emergency Spellbook (15 gp) (3 lb)
Backup Spellcomponent Pouch (5 gp) (2 lb)
Mirror, Small steel (10 gp) (1/2 lb)
Rope (silk) (100 ft) (20 gp) (10 lb)
Tent (10 gp) (20 lb)
Whetstone (2 cp) (1 lb)
Waterskin (1 gp) (4 lb)
Sunrod (2 gp) (1 lb)
Vial of Antoxin (50 gp)
Masterwork, Artisan's Tools (55 gp) (Weaponsmith) (5 lb)
Masterwork, Artisan's Tools (55 gp) (Armorer) (5 lb)
Silver Holy Symbol (Corellon Larethion) (25 gp) (1 lb)
Trail Rations, 1 week (35 sp) (7 lbs)
Potion of Cure Moderate Wounds
Total Weight: 86.5 lb Total Cost: 276 gp 2 sp 2 cp

Purchased Spells
1st Level Spells (9 Pages)
Alarm (PHB Wiz 1) 150 gp
Endure Elements (PHB Wiz 1) 150 gp
Identify (PHB Wiz 1) 150 gp
Comprehend Languages (PHB Wiz 1) 150 gp
Magc Missile (PHB Wiz 1) 150 gp
Reduce Person (PHB Wiz 1) 150 gp
Know Protections (MaF Wiz 1) 150 gp
Speed Swim (MaF Wiz 1) 150 gp
Scatterspray (FRCS Wiz 1) 150 gp
1350 gp

2nd Level (14 pages)
Bear's Endurance (PHB Wiz 2) 300 GP
Bull's Strength (PHB Wiz 2) 300 GP
Cat's Grace (PHB Wiz 2) 300 GP
Invisibility (PHB Wiz 2) 300 GP
Mirror Image (PHB Wiz 2) 300 gp
See Invisibility (PHB Wiz 2) 300 GP
Spiderclimb (PHB Wiz 2) 300 gp
2100 GP

3rd Level (33 Pages)
Amanuesis (MaF Wiz 3) 450 GP
Arcane Sight (PHB Wiz 3) 450 gp
Blink (PHB Wiz 3) 450 gp
Daylight (PHB Wiz 3) 450 GP
Deeper Darkvision (Underdark Wiz 3) 450 gp
Displacement (PHB Wiz 3) 450 gp
Fireball (PHB Wiz 3) 450 gp
Fly (PHB Wiz 3) 450 gp
Magic Weapon (Greater) (PHB Wiz 3) 450 GP
Spiderskin (Underdark Wiz 3) 450 gp
Tongues (PHB Wiz 3) 450 gp
4950 GP

Level 4 (4 Pages)
Remove Curse (PHB Wiz 4) 600 GP
600 GP
Total 9000 gp


Total Carrying Weight: 22 lb Total Actual Weight: 17 + 5 +86.5 (108.5 lb)
Total Cost: 32,436 gp 2 sp 2 cp

Encumberance Threshold: Light <=43 lb Medium: <=86 Heavy: <=130 lb
Money
56 pp 3 gp 7 sp 8 cp

Appearance: Elaugaufein is very tall for a drow, standing five and a half feet tall. With his shoulder length white hair and glowing red eyes and dark purple skin he makes a disturbing sight. The finely wrought iron rapier slung at his waist and the bow over his shoulder don't do anything to counter this picture. When not glamoured the fine shirt of mithril chain he wears presents a formidable countenance to most. When glamoured it usually appears as simple robes of the kind worn by a wizard.

Personality: Elaugaufein is fairly quiet and withdrawn, despite the threat of the dragons that hold the Underdark together, his moral attitudes are regarded with barely contained hostility by most of his kinsmen, as such he has learned how to hold his tongue and stay in the background most of the time. However deeds of evil cause him to do all that he can to stop them.

Background: Brief (To Be Extended) Raised in small community ruled by Metallic Half-Dragon. Studied with both the Spellswords and the Dragonslayers but now seeks admission into the ranks of the Eldritch Knights, distrusted by them for his moral outlook and previous dabbling in other groups, has agreed to take on task for them.
 
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Velenne

Explorer
Durlp
Male Wererat Gnome Ranger 7 [LA 3]

Alignment: Chaotic Neutral
Height: 3' 6''
Weight: 46 lbs
Hair: Splotched black and gray
Eyes: Red
Age: 55

[Normal]
Str: 8 (-1) [2 points, -2 racial]
Dex: 18 (+4) [10 points, +2 @ 4,8HD]
Con: 14 (+2) [2 point, +2 racial, +2 Enhancement]
Int: 16 (+3) [10 points]
Wis: 18 (+4) [10 points, +2 racial]
Cha: 6 (-2) [-2 points]

[Dire Rat/Hybrid]
Str: 8 (-1) [2 points, -2 racial]
Dex: 24 (+7) [10 points, +2 @ 4,8HD, +6 racial]
Con: 16 (+3) [2 point, +2 racial, +2 racial, +2 Enhancement]
Int: 16 (+3) [10 points]
Wis: 18 (+4) [10 points, +2 racial]
Cha: 6 (-2) [-2 points]

Class and Racial Abilities:
Gnome
-- -2 str, +2 con
-- Small Size
-- Speed: 20
-- Weapon Familiarity: Gnome Hooked Hammer
-- +2 to saves vs. illusions
-- +1 to Illusion DC’s
-- +1 racial to-hit vs. kobalds + goblinoids
-- +4 dodge to AC vs. Giants
-- +2 to Listen, Craft(Alchemy)
-- Speak with Animals (burrowing mammals only) 1/day for 1 min.
-- Low-light Vision
Wererat
-- +2 Wis; +6 Dex, +2 Con in animal/hybrid
-- Shapechanger subtype
-- +2 Natural Armor
-- SA: Natural Weapon: Bite, 1d4 plus Curse of Lycanthropy (Fort DC 15 Neg.) and Disease (Fort DC 16 neg.)
-- SQ: Alternate Form, DR 10/silver, Scent, Rat Empathy, +8 to climb/swim in animal/hybrid
-- Weapon Finesse bonus feat.
Ranger
-- Wild Empathy [+5, +9 vs. rats]
-- Track, Endurance bonus feats
-- Favored Enemy: Dragons(+4), Monsterous Humanoids (+2)
-- Combat Style: Two-weapon Fighting, Improved Two-weapon Fighting
-- Animal Companion: Badger (Mole, Shelp)
-- Woodland Stride

Hit Dice: 11d8+22 [+33 in animal/hybrid]
HP: 90 [101 in animal/hybrid]
AC: 17 (+4 Dex, +1 size, +2 natural) [20 in animal/hybrid]
Init: +8 (+4 dex, +4 feat) [+11 in animal/hybrid]
Speed: 20', Climb 20' [40’, Climb 20’ in animal]

Saves:
Fortitude +9 [+7 base, +2 Con] [+10 in animal/hybrid; +2 vs. Spider Poison]
Reflex +11 [+7 base, +4 Dex] [+14 in animal/hybrid]
Will +6 [+2 base, +4 Wis]

BAB: +7/2
Melee Atk: +12/+12/+7/+7 (1d4+1 CON/1d6+1 CON, 20/x3/B, 20/x4/P, Poke’n’Prod)
Ranged Atk: +11/+6 (1d6 20/x3/50 ft./P, Shortbow?)
-- +3 to-hit in animal/hybrid
-- +4 to damage vs. Dragons
-- +2 to damage vs. Monsterous Humanoids

Skills: [20 Rat, 72 Ranger]
Balance +6 (2 ranks, +4 dex) [+9 in animal/hybrid]
Climb +5 (1 rank, +4 dex) [+13 in animal/hybrid]
Heal +9 (5 ranks, +4 wis)
Hide +18 (10 ranks, +4 dex, +4 size) [+21 in animal/hybrid]
Knowledge(Arcana) +7 [4 ranks (x2 cc = 8), +3 int]
Knowledge(Dungeoneering) +11 [8 ranks, +3 int]
Knowledge(Geography) +11 [8 ranks, +3 int]
Knowledge(Nature) +10 [7 ranks, +3 int]
Listen +12 [6 ranks, +4 wis, +2 racial]
Move Silently +14 [10 ranks, +4 dex] [+17 in animal/hybrid]
Search +15 [7 ranks, +3 int, +5 Enhancement]
Spot +12 [8 ranks, +4 wis]
Survival +14 [10 ranks, +4 wis]
Swim +1 [2 ranks, -1 STR] [+9 in animal]

Feats:
Weapon Finesse (Bonus)
Track (Bonus)
Endurance (Bonus)
Two-Weapon Fighting (Virtual)
Improved Two-Weapon Fighting (Virtual)
Weapon Focus: GHH (1st level)
Improved Initiative (3rd level)
Diehard (6th level)

Languages: Common, Gnomish, Draconic, Undercommon, Dwarven

Equipment:

Wearing or carrying
Poke’n’Prod (Small +1 Gnomish Hooked Hammer of Wounding, 18,000/ 18,000)
Ring of the Darkhidden - 6,700
Gwaeron's Boots - 6,000
Glove of Storing - 10,000
--Holding weapon
Amulet of Health +2 - 4,000
Cloak of Arachnida - 14,000
Goggles of Minute Seeing - 1,250

Backpack
3 Potions of Displacement - 2,250
3 Potions of Invisibility - 900
Potion of Bear's Endurance - 300
2 Potions of Magic Fang - 100
2 Potions of Cure Light Wounds 100

Money
0gp

Permanent Spells: Nondetection (CL 11).

History: Short version: Once part of a tribe but hunted by dragons to near-extinction for sport. Now a loner used by the underdark resistance for recon and intel. Long version coming soon.

Personality: Short version: Savage, cunning, craven, greedy and selfish.

Appearance: See pic below.

ratman4.jpg
 
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DrZombie

First Post
Iluvan'an Tesau, Jester of Death, Ishamael, Betrayer of Hope
Male Elven Bard 11
Alignment: Neutral
Height:5'1"
Weight: 105 lbs
Hair: Stark White
Eyes: Green
Age: 512

Str: 12 (+1) [4 points]
Dex: 20 (+5) [6 points +2 racial + 4 mag item]
Con: 10 (+0) [4 points, -2 racial]
Int: 14 (+2) [6 points,]
Wis: 10 (0) [2 points, ]
Cha: 18 (+4) [10 points,+2 lvl]

Class and Racial Abilities:
+2 dex -2 con. med, 30 spd, immune to magic sleep, +2 St enchant, Low-light vision, Weapon prof longsword, rapier, longbow,shortbow, +2 to listen, search and spot

Hit Dice: 11d6
HP:
AC: 22= 10+5+1+6
Init: +3 (+3 Dex)
Speed: 30ft

Saves:
Fortitude +3 [+3 base,]
Reflex +10 [+7base, +3 Dex,]
Will +7 [+7 base, +0 Wis, ]


BAB: +8/+3

Melee Atk: rapier+3 +12/+7 dmg 1d6+4(18-20/x2)

Ranged Atk:Comp Longbow+1 +17/+12 or +15/+15/+10, +1 when within 30 ft
dmg 1d8+1(x3)

Skills:
Appraise : 5 = 2+3
Balance : 9 = 5+5-1
Bluff : 8 = 4+4
Climb : 4 = 1+4-1
Concentration : 3 = 0+3
Decipher Script : 6 = 2+4
Diplomacy 8 = 4+4
Disguise 6 = 4+2
Escape artist 7 = 5+3-1
Gather Information 9=4+5
Hide 15=5+5+5
Jump 3=1+3-1
Knowledge (History) 7=2+5
Knowledge (Dragons) 5 = 3+2
Language : 3 (goblin, dwarven, Undercommon)
Listen :6 = 0+4+2
Move Silently : 15=5+5+5
Perform (sing) 18=4+14
Perform (harp) 9=4+5
Search : 4=2+0+2
Sense Motive : 5 = 0+5
Sleight of Hand : 9=5+5-1
Spellcraft : 5=2+3
Swim : 2=1+3-2
Tumble : 8=5+4-1
Use Magic Device : 10=4+6

Feats:Wapon Focus Comp Longbow, Point Blank Shot, Precise Shot, Rapid Shot.

Class Features:

Languages: Common, Elven, Orc, Draconic, Goblin, Dwarven, Undercommon.

Equipment:
Mithral shadow silent moves breastplate +1(4000+3750+3750+200+1000=12700)
Gloves of Dexterity +4 (16000)
Composite Longbow +1 (1100 gp)
Amulet of natural armor +1 (2000 gp)
Rapier +3 (1020 gp)
Marble Elephant

Can't find the price for a harp, and I don't know if you're bothered for the flint and steel, wineskins, tent kinda list...

Money:

Appearance:
Tall for an elf at 6', he makes for a grim figure. His skin is white as snow, for he hasn't seen the sun in quite a while. When on a "mission" his face is painted in a twisted parody of a jester, with two black diamonds over his eues and a black, sneering grin on his lips. His hair is black, tied in an untidy ponytail. The make-up only enhances his mask-like face, expressionless except for the flickering of his eyes, as he continuesly scans his surroundings. He is dressed in black silks, with soft knee-high boots. From his belt hangs a simple rapier and a dagger. His black breastplate and his long black cape blurr his outline and shade his face. On his back a quiver is strapped. Next to it an ornate composite longbow hangs.

Personality:
His face is schooled to remain blank, showing no sign of sadness or joy, remorse or cruelty. He only lives for revenge, and will sacrifice anything for it. Seldom does he sing, but when he does, the sadness and sorrow silences even the most jaded drow. Many doubt his sanity, but few his dedication.
He can be heard muttering to himself sometimes, telling jokes, a sure sign violence is to follow.

Background:
512 years ago there was great joy and hope in the Elven kingdom of Shen'Tarra, for the queen had given birth to a twin, something only rarely seen in the long history of Elvenkind. The girl, Siannah, eldest by mere minutes, was educated as a priestess of the Elven God of Light, whilst the boy , Raen-Lothar, proved to be a natural singer who had a voice of the purest gold, therefore to be trained as a bard.
Shen'Tarra was the first nation to fall, completely taken by surprise on the night their Gods died. Most of her people were enslaved, amongst them the princeling twins.

The Black dragon Lanferrar, who headed the invasion force, soon learned of their identity. Raen-Lothar was brought before him, and was given the choice : either walk amongst his people, laughing and joking, and pick ten people to be sacrificed, or watch his sister getting tortured and raped.
He broke after six long days. Every month he had to choose. If he didn't laugh or joke, his sister was punished. Should he speak to any of his people about this, the same. Meanwhile, he was treated like a king, given two mute human slaves to pamper his every need. He was dressed in the finest clothes, and given leave to wander about freely.

His people looked at him, and he could hear them whisper : Betrayer, Sadist, Jester of Death.

And evry month he chose. Strangers at first, people he had never met. Simple folk, old people. Then acquintances, friends of the family. Trusted retainers were next, and last, his friends and familie. He was forced to watch them being sacrificed, as always.
Evry night he had to sing his mournfull dirges of the sacrificed to his master, who revelled in the sorrow and distress. If he didn't please, his sister would once again be brought forth from the dungeons, and he'd be forced to watch.

Four hundred years he watched, and waited. His hart grew still, dead in his chest, fueled only by hatred. When his family died he had to choose from the other slaves, or from the children, or the women, joking as he did so, for his masters petty cruelty knew no end.

Then, five years ago, an opportunity rose. The control over his voice, and over the powers in his blood, were finally strong enough. He managed to escape his quarters, and found his sister.

One final time his eyes misted as he watched her beautiful, green, mad eyes grow still.

He left under the cover of night, freeing both slaves and beast from the gladiatorpits, so he could escape amidst the confusion, the slaughter and bloodshed. Together with the prize gladiator of his master he made it to the underdark, and has been striking at the minions of his former master ever since.(the gladiator bit is optional, just a way to already introduce two characters)

His old name is long forgotten, as his master ordered him to reinstate the Elven tradition of being named by your own people. Therefore he is known as Iluvan'an Tesau, or Ishamael.


Edit : added magical items and new attack bonus.
 
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Velmont

First Post
Gortag Barrik
Male Orc Figther 10 / Barbarian 1
XP:59 925
Alignment: Neutral
Height: 6' 6''
Weight: 242lbs
Hair: Deep Black
Eyes: Dark Brown
Age: 19

Str: 25 (+7) [13 points, +4 racial, +2 level, +2 enhancement]
Dex: 13 (+1) [5 points]
Con: 18 (+4) [10 point, +2 enhancement]
Int: 6 (-2) [0 points, -2 racial]
Wis: 10 (0) [4 points, -2 racial]
Cha: 6 (-2) [0 points, -2 racial]

Class and Racial Abilities:
+4 Str, -2 Int, -2 Wis, -2 Cha, Medium, Darkvision 60', Light-Sensitivity.

Hit Dice: 1d12 + 10d10 + 33
HP: 120
AC: 25 (+1 Dex, +12 Armor, +1 Shield, +1 Nat)
Damage Reduction: 3/-
Init: +1 (+1 Dex)
Speed: 30ft

Saves:
Fortitude +14 [+9 base, +4 Con, +1 cloak]
Reflex +5 [+3 base, +1 Dex, +1 cloak]
Will +6 [+3 base, +0 Wis, +2 Feat, +1 cloak]

BAB: +11/+6/+1
Melee Atk: +22/+17/+12 (+2 Keen Adamantium Greataxe: 1d12 +14, 18/x3)
+18/+13/+8 (Adamantium Spiked Gauntlet: 1d4+7, x2)
+19/+14/+9 (Cold Iron Warhammer: 1d6+7, x3)
+19/+14/+9 (Silver Battleaxe: 1d6+6, x3)
Ranged Atk: +13/+8/+3 (Dart masterwork: 1d4+7, x2)

Skills:
Climb +13 [7 ranks, + 6 Str]
Jump +13 [7 ranks, + 6 Str]
Survival +4 [4 ranks + 0 Wis]

Feats:
Power Attack (1st level)
Cleave (1st level figther)
Improved Sunder (2nd level figther)
Weapon Focus: Greataxe (3rd level)
Weapon Specialisation: GreatAxe (4th level figther)
Dodge (6th level figther)
Great Cleave (6th level)
Greater Weapon Focus: Greataxe (8th level figther)
Iron Will (9th level)
Improved Critical: Greataxe (10th level figther)

Class Features:
Fast Movement
Rage 1/day

Languages: Common, Orc

Equipment:

Wearing or carrying
Claw of the Black Dragon (+2 Adamantium Keen Greataxe, 21,320gp)
Hide of the Black Dragon (+4 Adamantium Full Plate Mail with spikes, 32,700gp)
Painless Bracers (as amulet of health +2, 4,000gp)
Gauntlet of Dragon's Strength (as gauntlet of Ogre's power, 4,000gp)
Black Dragon's Wings (as cloak of protection +1, 1,000gp)
DragonHide Amulet (as amulet of natural armor +1, 2,000gp)
Silver Battleaxe masterwork (400gp)
Cold Iron Warhammer masterwork (324gp)
Buckler, masterwork (165gp)
14 Dart, masterworks (91gp)
Slave's Outfits (0gp)

Backpack
Bedroll
Blanket
Flint & Steel
Whetstone
Trail Ration, 1 week
Water Skin
Antitoxin x2
Holy Water x2

Money
0gp

Appearance: Having fought many time in the arena, scars of glory cover his body, but when he come into the arena, none can be seen, because he is wearing the black dragon suit. That suit have been build by a half-dragon to honor his ancestor dragon. Made with the dark and strong adamantium, this suit protect the wearer much more than any normal suit of armor. The plate mail have been made to looks like a black dragon hide. The scales all over the armor are so sharp that they can be use as a weapon as itself. The helmet looks like a dragon heads who is using his breath weapon. The gauntlet, with the same scales, can be use to deal great damage and they are enchanted to give some of the dragon's strength. A cloak is added to the suit, to represent the wings. Finally, a greataxe complete the suit, but his shape is near the one of a great wyrm finger, with his claw at the end.

Personality: To come

Background:

Born in an orcish tribe, from his youth, he was seen by the leader as one who will become a great warrior. He was as strong as many heroe's of the tribes told in the stories of the wises. He wasn't the brigthest of the warrior, but his strength and endurence was with no compare, and he was wise to not do things he was knowing he couldn't do.

With the years, he became a berserker, one who's rage give them great strength, and his was unbeatable, splitting his enemy in two with his axe. But when the dragon came for his tribe, it wasn't enough. But the worst, he didn't die on the battle field, as he sould had. The dragon was coming to get the best of their warriors for his own amusement, and he saw Gortag as the one with the best potential.

Him and 3 other member of his tribe was taken alive. They were carried in the arena. There, they starts to train in the modern art of war, where the tactics is a good as the honor and the strength. One by one, his clanmates were falling in the arena, against stronger opponent, but for him, it was easy ones. None were his match. He became familiar with the arena combat, and became better. The dragon was very proud of him. It seems his victory was pleasing his master. After a whole year, the true challenge arise. Figthers of great experience, true gladiators, all were worthy opponent, but the strength of the berserker was too great to be beaten. His master was pleased, but strangely, there was something he liked in the sound of the crowd.

One day, his master has come to give him a gift to carry in the arena. An a plate armor made by the child of his master at his honor. The amor was looking like a dragon. The whole armor was made fom a rare metal called adamantium, stronger than steel. He had to carry it for his next combat.

The combat came. When he entered the arena, an elf, one of his master follower was telling a story where his master had fougth with courage. The armor was pretty heavy, Gortag was feeling uneasy in it, but when the combat starts, it take no time to end it. More blow than usual was hitting him, but rare was the one piercing the armor. When he hit the opponent weapons, it broke in two. His opponent, desesperate, try to grab him and immobolize him, but the scale ripped the skin of his opponent, and Gortag killed him with his fist.

Two other combat followed without giving him a rest, and he won both. When the time was coming to go back to his cell, his master left him the armor for the night, and told him he should need to polish it when he would came back the day after to take the armor. It is during that night the elf came to him. He thought at first it was to take back the armor, but the elf wanted to escape and wanted his help. Gortag, wanted to avenge his tribe, and it is not by staying in his seel doing his master binding that he would be able to do it. He would miss teh crowd, but he would get his chance to fall in the battle field against the dragons and finish his live as a tre warrior, and maybe, even avenge his tribe by killing his master.
 
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Keia

I aim to misbehave
Zykovian Sarellion
Male Psionic [3] Half-Dragon Sapphire [4] Rogue 2 / Fighter 2 [Type: Dragon, Human Base]

Experience: 60,120 [56,000 + 4,120]
Alignment: ‘Neutral’
Height: 5' 11''
Weight: 178lbs
Hair: Blue Black
Eyes: Ice Blue
Age: 22

Str: 26 (+8) [6 points, +8 racial, +4 enhancement]
Dex: 16 (+3) [6 points, +2 enhancement]
Con: 16 (+3) [6 point, +2 racial]
Int: 16 (+3) [6 points, +2 racial]
Wis: 12 (+1) [4 points]
Cha: 14 (+1) [4 points, +2 racial]

Class and Racial Abilities:
+8 Str, +2 Con, +2 Int, +2 Cha, Low-light vision, Darkvision 60’, Natural Armor +4, Bite (1d6), Claw (1d4), Breath Weapon: 30’ Cone of Sonic Energy, 6d8 DC 18, Immunity to Electricity, Immunity to Sleep and Paralysis, Sneak Attack +1d6, Trap finding, Evasion.

Hit Dice: 6 + 1d6 + 2d10 + 7d8 [Racial] + 33
HP: 101
AC: 25 (10 Base +3 Dex, +6 armor [breastplate +1], +2 deflection [from ring], +4 Natural)
Init: +3 (+3 Dex)
Speed: 30ft

Saves:
Fortitude +8 [+3 base, +3 Con, +2 from cloak]
Reflex +8 [+3 base, +3 Dex, +2 from cloak]
Will +3 [+0 base, +1 Wis, +2 from cloak]

Save Conditionals: +4 bonus vs. attempts to read mind.

BAB: +3
Claws: +15 (1d8 + 1d4 [psionic] +9 (20 x2)
Bite: +9 (1d8 +8 20 x2) [-5 as not primary attack]
Mighty +6 Composite Longbow +1: +9 (1d8 + 7 (20 x3).

Skills:
Balance +5 [0 ranks, +3 Dex, +2 Synergy (Tumble)]
Bluff +27 [5 ranks, +2 Cha, +20 circumstance]
Climb +9 [2 ranks +8 Str, -1 ap]
Diplomacy +4 [0 ranks, +2 Cha, +2 Synergy (Bluff)]
Disable Device +10 [5 ranks +3 Int, +2 MW Tools]
Gather Information +5 [3 ranks, +2 Cha]
Hide +21 [4 ranks +3 Dex –1 ap, +15 circumstance]
Intimidate +8/+13 [4 ranks, +2 Cha or +7 Str, +2 Synergy (Bluff)]
Jump +11 [2 ranks +8 Str, +2 Synergy (Tumble) -1 ap]
Listen +6 [5 ranks, +1 Wis]
Move Silently +6 [4 ranks +3 Dex –1 ap]
Open Lock +9 [4 ranks, +3 Dex, +2 MW Tools]
Search +8 [5 ranks, +3 Int]
Sense Motive +6 [5 ranks, +1 Wis]
Sleight of Hand +5 [0 ranks, +3 Dex, +2 Synergy (Bluff)]
Spot +11 [5 ranks, +1 Wis, +5 competence (Eyes)]
Swim +9 [2 Ranks, +8 Str, -1ap]
Tumble +7 [5 ranks, +3 Dex, -1ap]
Use Magic Device +7 [5 ranks, +2 Cha]

Feats:
Deep Impact [Psionic](1st level)
Mental Adversary [Psionic] +3 Mode check bonus(1st – Human)
Power Attack(Fighter bonus 1st level)
Overwhelm Buffer [Psionic] may attack non-psionic(3rd level)
Weapon focus [Unarmed Strike](Fighter bonus 2nd level)

Languages: Common, Dwarven, Draconic, Undercommon

Powers Known
Save DC +6
0th - .
1st - .
2nd - Animal Affinity
3rd - Claws of the Vampire, Improved Biofeedback
4th - Fate of One, Inertial Barrier
5th - .
6th - Null Psionics Field
7th - .

Power Points [Uses] Available
Total Power Points: 40 per day
Note: Torc reduces cost of powers by 1

Psionic Combat:
Resting Mode: Force Multiplier +2
Mode Check: +10 [+7 Base +3 Mental Adversary]

Equipment:

Wearing or carrying
Claws, enchanted - +1 Charged
(16,000gps, no slot)
Mighty +6 Composite Longbow +1 (3,000gps)
Eyes of Ever-seeing, as Eyes of the Eagle (2,500gps)
Torc of Psionic Might, (10,000gp)
Mithral Breastplate +1, (5,200gp)
Belt of Dragon's [Giant's] Strength +4 (Obtained from assault)
Ring of Protection +2, (8,000gp)
Ring of Sustenance, (2,500gps)
Skin of the Chameleon, (4,500gps)
Gloves of Dexterity +2, (4,000gps)
Belt pouch 1gp
-Waterskin 1gp
-MW Thieves Tools 100gp
Cloak of Resistance +2, 4,000gp)
Quiver with 60 arrows, (3 gps)
Blue and Red Ankle Wraps [as Boots of Haste] (Obtained from assault)
Dorje of Astral Construct III (?? Charges) (Obtained from assault)
Power Stones of Concussion, Invisibility, and Identify (Obtained from assault)

Heward's Handy Haversack (2,000gp)
-Bedroll 5sp
-Acid (5 flasks) 50gp
-Alchemist's fire (3 flasks) 60gp
-Wine (3 bottles) 30gp
-50 ft. silk rope 10gp
-Paper (10 sheets) 4gp
-Ink (two vials) 16gp
-Ink pen 1gp
-Trail rations (4 days worth) 2gp
-Cold weather outfit 8gp
-Various Dorjes, stones, skin and eye from Kelvarix
Total Spent thus far: 32,991 gps

Money
7gp, 20sp

Permanent Spells: See Invisibility, Conceal Thoughts, Combat Prescience.

Appearance: Zykovian stands just under six feet tall and has a sculpted muscular build (without the popping veins). He wears a mithral breastplate (light armor) but keeps his arms bare. A torc rests on his left arm and wristbands of blackened scales. Zykovian wears leather pants and boots in dark greys, browns, dark blue or black, and wears a heavy cloak that flows behind him. A Longbow adorned with bone fragments is slung over his right shoulder and a quiver hangs over the opposite.
When not focusing on where he is standing, Zykovian tends to fade into the background. His blue black hair is long and braided, to stay out of the way – though the occasional wisp does fall over his face. His eyes are ice blue and have an exotic shape to them, slightly reptilian – one of the few hints that Zykovian is a half-dragon. His skin is tanned from his travels outdoors. In some areas, the skin blends into small darkened scales which become larger near his elbows, knees, chest and back. His fingers bear the final clue to his heritage . . . long darkened claws extend an inch or two from his fingers.

Personality: Zykovian has survived the breeding pens of the Sapphire Dragon Sarellion, and his experiences there have colored his personality. He has learned to be guarded in his actions and abilities, never revealing too much or being too good.
He was a ‘player’ at an early age, understanding what it took to survive. Zykovian constantly diverted attention from himself to others by either praising or condemning, as needed and appropriate, to shift the attention. As such, he frequently gathered ‘dirt’ on siblings, to use to his advantage at a future point.

Background: Attached separately, though more to follow.
 
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Zerth

First Post
Zass'sk
Male Lizardfolk 2 / Monk 15
Experience: 155,925 (153,000 + 2,925)
Alignment:
Lawful Neutral
Height: 7'0''
Weight: 296lbs
Hair: Green and gray scales
Eyes: Yellow
Age: 28

Str: 26 (+8) [10 points, +2 racial, +2 levels, +6 item]
Dex: 20 (+5) [6 points], +6 item, 22 (+6) with Whispertree
Con: 22 (+6) [8 points, +2 racial, +1 levels, +4 item]
Int: 8 (-1) [2 points, -2 racial]
Wis: 20 (+5) [6 points], +6 item
Cha: 8 (-1) [0 points]

Class and Racial Abilities:
+2 Con, +2 Str, -2 Int, +4 racial bonus on Balance, Jump and Swim checks, +5 natural armor, natural weapons: 2 claws (1d4) and bite (1d4), hold breath (4 x Con score [22] = 88 rounds), flurry of blows, unarmed strike, evasion, still mind, ki strike (magic, lawful), slow fall 70ft, purity of body, wholeness of body (30/day), improved evasion, diamond body, greater flurry, abundant step, diamond soul (SR 25), quivering palm (DC 19).

Hit Dice: 8 + 16d8 + 96
HP: 206
AC: 31 (+5 Dex, +5 Wis, +7 natural, +4 monk), 32 with Whispertree
Init: +5 (+5 Dex), +6 with Whispertree
Speed: 80ft

Saves:
Fortitude +15 [+9 base, +6 Con]
Reflex +17 [+12 base, +5 Dex], +18 with Whispertree
Will +14 [+9 base, +5 Wis], +16 vs. enchantment

BAB: +12/+7/+2
Grapple: +24
Melee Atk: +25 (2d8+13/x2/B, unarmed strike) or +25 (1d4+13/x2/S, claw) or
+25 (1d4+9/x2/P and S, bite) or +21 (1d6+9/x2/B, Whispertree)
Full Atk: +25/+20/+16 [+23/+23/+23/+18/+14 flurry] (2d8+13/x2/B, unarmed strike) and +23 (1d4+9/x2/P and S, bite) or
+25 (1d4+13/x2/S, 2 claws) and +23 (1d4+4/x2/P and S, bite) or
+21/+16/+12 [+19/+19/+19/+14/+10 flurry] (1d6+9/x2/B, Whispertree) and +23 (1d4+9/x2/P and S, bite)
Ranged Atk: +14/+9/+4 (1d6+8/x2/30 ft/P, javelin) or
(5d6 lightning bolt/save DC 14, javelin of lightning)

Skills:
Balance +13 [2 ranks, +5 Dex, +4 racial, +2 synergy]
Climb +16 [8 ranks, +8 Str]
Concentration +8 [2 ranks, +6 Con]
Jump +24 [10 ranks, +8 Str, +4 racial, +2 synergy]
Heal +10 [1 rank, +5 Wis, +2 feat, +2 healer's kit] (cc)
Survival +11 [4 ranks, +5 Wis, +2 feat] (cc)
Swim +26 [14 ranks, +8 Str, +4 racial]
Tumble +23 [6 ranks, +5 Dex, +2 synergy, +10 skin of nimbleness]

Feats:
Multiattack (1st)
Improved Unarmed Strike (monk 1st)
Improved Grapple (monk 1st)
Earth's Embrace (3rd)
Deflect Arrows (monk 2nd)
Self-sufficient (6th)
Improved Trip (monk 6th)
Improved Natural Armor (9th)
Power Attack (12th)
Improved Natural Armor (15th)

Languages: Common, Draconic.

Equipment:
Whispertree (+1 agility [+2] tonfa)
javelin of lightning
3 javelins

Wearing or carrying
Loincloth of Health +4 (takes up vest slot)
Skin of Nimbleness (Tumble +10)
Dragon's Claws (Bracers of Mighty Fists +5)
Strap of Prowess (Shoulder strap as Monk's Belt)
Paws of Cheetah (Legwarmers as boots of speed)
Headband of Perfect Exellence
Breath of All (Necklace of Adaptation)
Masterwork potion belt
-2 potions of Enlarge Person
-3 potions of Mage Armor
-3 potions of Barkskin +5
Belt pouch
-Waterskin
-Flint and steel
Heward's Handy Haversack
-Everburning torch
-Winter blanket
-Healer's kit (10)
-3 potions of Enlarge Person
-2 potions of Mage Armor
-3 potions of Barkskin +5
Money:
6,186gp

Appearance: Zass'sk is very big even for a lizardfolk, standing about 7 feet tall and weighing almost 300 lbs. He has a thick green scaly skin, with prominent teeth and sharp claws. The scales are yellow on his belly and there's a gray-colored stripe on his back from the top of his head all the way to the tip of his long tail. He wears a simple loincloth and some javelins are attached to a leather shoulder strap on his back. His ankles are covered with short legwarmers made of cheetah fur. He doesn't wear or need any shoes.

Personality: Zass'sk has been a loner and a wanderer for the most of his life. He cares deeply for the nature and has had many friends, who were druids. He is usually very calm and passive, almost gentle, but once you get him angered, the hulking lizardman is fearless and fierce, giving or asking no mercy.

Zass'sk likes to stroll around in the wild and sit down to think about the ways of the world. Once he finds a nice warm spot, he can literally stay in the place for ages meditating, hardly lifting a clawed finger. Sometimes he can be quite absent-minded, but on the other hand is extremely patient.

Although he respects the dragons for their might and the shared heritage, he has grown a deep dislike towards them during his life. He has lost too many dear friends to the whims of these arrogant and cruel beasts.

Background: Zass'sk was a friend of nature already at an early age. He never hesitated, when he was asked to join a Monk order, that had guarded a ancient druid grove so long as memory serves among his tribe.

The monks never challenged the dragons right to rule by might and generally wanted just live in peace near the grove, which was located in a large, desolate swamp. But they didn't want to forget the lifestyle and traditions of their own people, either. The druids had always been the wise ones and the leaders among the lizardkin, who never understood the obsession of their larger cousins to wipe out all existing magic-users. So the tribe hid the druids in the monastery, away from the dragons eyes. The dragons did not see the small tribe of lizardfolk as a threat, so an arrangement like this was actually manageable, when handled with great care.

But unfortunately it was just a question of time, until the new masters of the world found out about this unacceptable arrangement. They learned the secret from a traitor named Grass'khra, who was bitter and jealous when he wasn't elected as the tribe's leader. He craved for more power and went to the dragons, even if it meant betraying his tribe and own blood.

The following punishment by the dragons was swift and merciless. Only a few non-casters survived - Zass'sk among them - who were not considered a threat anymore without the guidance of the druids. Zass'sk never understood such a display of cruelty against his tribe, who just wished to live their lives peacefully like it had always been. The powerful had the right to rule and to be respected, even merciless as such was also the way of the nature. The weak would perish so the strong could live, but with nature, it was always a question of survival, not unnecessary cruelty. The sometimes unforgiving cycles of nature existed so all life would prevail and grow stronger with each passing generation. But such is not the way of the dragons, they kill because they can, not because they need to - and they enjoy it. Zass'sk could never accept that or forgive the slaughtering of his tribe.

So Zass'sk became a renegade and fled underground. He had heard about the brave souls, who continued fighting for freedom, even if the battles were desperate at best and no more than a fool's hope remained. But it was better to die free than to live in tyranny and under constant fear. He had learned that the hard way. The dragons themselves might be too powerful to face in combat, but there were other ways to hurt them or maybe weaken them. And he could not rest until the treacherous Grass'khra would've paid for the ultimate travesty. The blood of the traitor would taste so sweet, even if it couldn't undo the crime.
 
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Dark Nemesis

First Post
Alyshia Ra’nier
Female Drow [2] Rogue [3] Wizard [5] Arcane Trickster [1]

Experience: 59,078
Alignment: Chaotic Neutral
Height: 5’2”
Weight: 118 lbs
Hair: White
Eyes: Red
Age: 122

Str: 12 (+1) [4 points]
Dex: 19 (+4) [6 points, +2 racial, +1 at level 8, +2 Gloves of Dex]
Con: 12 (+1) [6 points, -2 racial]
Int: 20 (+5) [8 points, +2 racial, +1 at level 4, +2 from headband]
Wis: 12 (+1) [4 points]
Cha: 14 (+2) [4 points, +2 racial]

Class and Racial Abilities:
+2 Dex, -2 Con, +2 Int, +2 Cha, Medium,
Immunity to magic sleep effects, and a +2 racial saving throw against enchantment spells or effects, +2 racial saving throw on Will saves against spells and spell-like abilities, SR 22, Darkvision 120', +2 Racial Bonus on Search, Spot and Listen checks, always looking for secret/concealed doors within 5', Weapon Proficiency (Rapier), Light Blindness, Spell Like Abilities (Sp) 1/day Dancing Lights, Darkness, Faerie Fire

Sneak attack +2d6, trapfinding, evasion, trapsense +1, ranged legerdemain 1/day.

Hit Dice: 2d8 + 3d6 + 5d4+ 1d4 + 11
HP: 55
AC: 20 (+4 Dex, +5 armor [Shadow Walker], +1 deflection [from ring])
Init: +4 (+4 Dex)
Speed: 30 ft

Saves:
Fortitude +3 [+2 base, +1 Con]
Reflex +12 [+8 base, +4 Dex]
Will +8 [+7 base, +1 Wis]

BAB: +4
Melee Atk: +6 (1d6 18-20/x2/P, +1 Dragonbane Rapier [+3 vs dragons, additional 2d6 damage vs dragons])
Ranged Atk: +9 (1d8, 19/20/x2/P, MW Crossbow)

Skills:
Concentration +17 [12 ranks, +1 Con, +4 feat]
Decipher Script +8 [3 ranks, +5 Int]
Disable Device +22 [13 ranks, +5 Int, +2 feat, +2 tools]
Escape Artist +4 [6 ranks, +4 Dex]
Gather Information +5 [3 ranks, +2 Cha]
Hide +21 [12 ranks, +4 Dex, +5 Armor]
Knowledge (arcana) +17 [12 ranks, +5 Int]
Listen +6 [3 ranks, +1 Wis, +2 racial,]
Move Silently +15 [6 ranks, +4 Dex, +5 armor]
Open Lock +21 [13 ranks, +4 Dex, +2 Feat, +2 tools]
Search +14 [7 ranks, +5 Int, +2 racial]
Spellcraft +15 [8 ranks, +5 Int, +2 Synergy]
Spot +9 [6 ranks, +1 Wis, +2 racial]
Tumble +10 [6 ranks, +4 Dex]

Feats:
Nimble Fingers (1st level)
Scribe Scroll (wizard bonus 1st level)
Combat Casting (3rd level)
Silent Spell (wizard bonus 5th level)
Spell focus (Evocation) (6th level)
Spell penetration (9th level)

Languages: Elven, Undercommon, Common, Abyssal, Draconic, Drow Sign Language, Goblin

Spells Prepared
Save DC +5, +6 Evocation
0th - Mage Hand, Flare, Read Magic, Prestidigitation.
1st - Mage Armor, Magic Missile, Magic Missile, Magic Missile, Magic Missile, Magic Missile, Ray of Enfeeblement, Ray of Enfeeblement.
2nd - Mirror Image, Melf’s Acid Arrow, Melf’s Acid Arrow, Tasha’s Hideous Laughter
3rd - Invisibility Sphere, Fireball, Fireball, Rope Trick.

Spellbook
0th - Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt
Undead, Flare, Ghost Sounds, Light, Mage Hand, Mending, Message, Open/Close,
Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue

1st - Alarm, Comprehend Languages, Charm Person, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement,
2nd - Melf’s Acid Arrow, Tasha’s Hideous Laughter, Mirror Image, Spider Climb
3rd - Arcane Sight, Heroism, Hold Person, Fireball, Invisibility Sphere, Fly, Rope Trick

Equipment:

Wearing or carrying
Dragon Biter (+1 dragonbane rapier, 6,000 gp)
MW Heavy Crossbow (350 gp)
Shadow Walker (+1 Chainshirt, shadowed, silent moves (8,500 gp)
Headband of Intellect ( headband of intellect +2, 4,000gp),
Ring of Protection +1 (1,000gp)
Serpentine Grace (Gloves of Dex +2, 4,000 gp)
Belt pouch 1gp
-Waterskin 1gp
-MW Thieves Tools 100gp
-Coral Urchin 5,325 gp
-Wand of Web 4,500 gp


Backpack (2 gp)
-Bedroll (1 sp)
-Scroll case (1gp)
-Flint and Steel (1gp)
-Grappling Hook (1gp)
-Spell component pouch
-Ink (two vials) 8 gp
-Inkpen 1sp
-Trail rations (10 days worth) 5 gp
-Mirror 10 gp
-Tanglefoot bags x5 150 gp
-Alchemist’s Fire x5 100 gp
-Antitoxin x2 100 gp
-Hemp Rope, 100 ft 2 gp
-Spellbook 15 gp
-Wand of Cat’s Grace 4,500 gp
-Scroll of Mirror Image - 150gp
-Scroll of Spider Climb - 150gp



Money
25 gp

Appearance: At first glance, there is nothing remarkable about Alyshia. She is only 5’2, with a slender build. She usually wears her long white hair down, with her bangs tied into braids on either side of her face. About six months ago, on a whim, she added crimson streaks to her hair. She found that she liked the style, and decided to keep it.

When out in the field, Alyshia favors a comfortable black leather outfit, tight fitting but not tight enough to reveal the presence of the shiny chainshirt that she wears underneath. At her side hands a rapier, and a crossbow is slung over her shoulder.

Background: Alyshia joined the resistance against the dragons at a very young age. She was trained by Ilmryn Colair, a drow Cagebreaker who had spent most of his life freeing slaves. She learned many lessons during the years that she spent with Ilmryn, but none more important than the lesson she learned on their final mission together. Ilmryn took his job very seriously, so seriously that it consumed every other aspect of his life. Heroism and dedication are all well and good, but there was nothing in Ilmryn’s life that would bring him joy, except for killing dragonkith and freeing slaves.

Their final mission together was supposed to be a simple one; just sneak in and free the slaves, without the ‘kith even knowing that they had been there. Ilmryn was so intent on completing the mission that he did not notice the ambush party until it was too late. Ilmryn lost his life that night, and Alyshia barely escaped with her life. She still misses her mentor, as he was like a father to her. She continues the work that he so loved, though she tries to avoid making the mistakes that he had. Dedication is a wonderful trait, but Alyshia has seen the folly of being too dedicated.

Pet Coral Urchin - This is a rather odd item, created by an aboleth with a strange sense of humor. He commanded his kuo-toan minions to bring him some of the life that lived in their home, and one of the things they brought him was a sea urchin. Amused by the spiky creature, he granted it intelligence, as well as some additional powers and kept it as an odd pet. When it grew old, he used a spell to convert it into a statue form, much like a figurine of wondrous power. When he died (of old age oddly enough), his goods were given to the resistance.

It appears as a spiky, white sphere about the size of a walnut when in figurine form. When commanded (the command word is "spike" in Undercommon), it becomes a fist-sized gray sea urchin. It is intelligent, and can converse in Common, Undercommon, and Aquan, though it has an odd sense of humor. It can fly at a speed of 40 ft., however it cannot go more than 500 ft. from the owner. The owner may "see" through its senses (it has blindsense out to 20 ft.), though they cannot use their own senses when using the urchin's senses. The urchin may be activated no more than 24 hours in a week, though they need not be continuous. If destroyed in figurine form, it is gone forever, if it is destroyed in urchin form, it immediately reverts and cannot be activated for a week.

Spike, awakened sea urchin
diminuative magical beast (aquatic)
Hit dice: 2d8+2 (16 hp)
Initiative: +2 (Dex)
Speed: 5 ft., 5 ft. climb, 10 ft. swim, 40 ft. fly (perfect)
AC: 18 (+2 Dex, +3 size, +13 natural)
Attacks: none
Damage: defensive only, see below
Face/Reach: 1ft/1ft
Special Attacks: Defensive spines
Special Qualities: Blindsense 20 ft., amphibious, share senses
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 2, Dex 14, Con 13, Int 12, Wis 13, Cha 14
Skills: Hide +14, Listen +6, Spot +6
Feats: Alertness

Amphibious: Spike can survive out of water for up to 13 hours. Dousing him in water can help him extend that two twice that much, but he must spend at least 4 hours immersed in water to replenish iteslf.

Defensive spines: Those that hit the urchin with a natural weapon take 1d2 damage from its spines.
 
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Isida Kep'Tukari

Adventurer
Supporter
Vasorn NPCs

Ok, here are your NPCs. Whee.

Ellimon Dragonstalker
Male Drow Rog 6/Dragonstalker 4 (ECL 12)

Alignment: Chaotic Neutral
Height: 4' 11''
Weight: 121lbs
Hair: Bald
Eyes: Dark Gray
Age: 157

Str: 13 (+1)
Dex: 19 (+4)
Con: 12 (+1)
Int: 14 (+2)
Wis: 12 (+1)
Cha: 4 (-3)

Class and Racial Abilities:
Immune to sleep, 1/day dancing lights, darkness, and faerie fire, darkvision 120 ft., light blindness (blinded by bright light for 1 round, -1 to all attack rolls, saves, and checks in bright light), SR 21, +2 bonus on Will saves against spells and spell-like abilities. Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge, hunting bonus (+4), sneak attack (dragon) +4d6, ignore natural armor 1/day.

Hit Dice: 2d8 + 6d6 + 4d8 +12
HP: 77
AC: 19 (+5 armor, +4 Dex)
Init: +4 (+4 Dex)
Speed: 30ft

Saves:
Fortitude +6 [+3 base, +1 Con, +2 from cloak]
Reflex +15 [+9 base, +4 Dex, +2 from cloak]
Will +9 [+6 base, +1 Wis, +2 from cloak]

BAB: +9/+4
Melee Atk: +10/+5 (1d4+1/19-20/x2, P, silver dagger)
Ranged Atk: +14/+9 (1d4+1/19-20/x2/30 ft./ P, Heartslayer (+1 dragonbane hand crossbow)

Skills:
Bluff +8 [4 ranks, +0 Cha, +4 Hunting Bonus]
Climb +14 [13 ranks, +1 Str]
Gather Information +4 [4 ranks, +0 Cha]
Hide +17 [13 ranks, +4 Dex]
Knowledge (arcana) +6 [8 cc ranks, +2 Int]
Listen +18 [13 ranks, +1 Wis, +4 Hunting Bonus]
Move Silently +17 [13 ranks, +4 Dex]
Search +19 [13 ranks, +2 Int, +4 Hunting Bonus]
Sense Motive +9 [4 ranks, +1 Wis, +4 Hunting Bonus]
Spot +18 [13 ranks, +1 Wis, +4 Hunting Bonus]
Survival +15 [13 ranks, +1 Wis, +2 Hunter]
Tumble +17 [13 ranks, +4 Dex]

Feats:
Hunter (Suvival is class skill, gain +2 bonus to Survival checks) (1st level)
Track (3rd level)
Blind Fight (6th level)
Point Blank Shot (9th level)

Languages: Common, Undercommon, Drow Sign Language, Draconic

Equipment:
Heartslayer (+1 dragonbane hand crossbow, 8,400gp, 30 bolts)
Blackwarden (+3 nightscale armor 10,150gp)
Swift Hands (as gloves of Dexterity +2, 4,000gp)
Luck's Favor (cloak of resistance +2, 4,000gp)
Ring of invisibility (20,000gp)
12 doses of purple worm poison (injury DC 24 1d6 Str/2d6 Str) (8,400gp)
Potion of cure moderate wounds (300gp)
Bedroll 5sp
Backpack 2gp
Waterskin 1gp
50 ft. silk rope 10gp
Silver dagger 10gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp

Money
115gp, 5sp

Appearance: Ellimon is a drow man badly scarred by old burns. Though his black armor covers nearly every inch of his skin, his uncovered face is scarcely recognizable as such. His nose is nearly melted, his ears all but gone, and his eyes stare out of pits of scar tissue. He gives an appearance of deadly purpose, with capped bolt quivers marked with a symbol of poison, his dragonslaying crossbow at his belt.

Personality: Ellimon is gruff and taciturn, and hates dragons with a fiery passion. He desires their death more than anything in the world. When not engaged in dragon-hunting he prefers quiet reading of lore, brewing poisons, and oddly enough, cooking.

Background: Once a slave forced to guard a young red dragon’s hoard, when a group of adventurers breached the lair and made off with some of his loot, the red blamed Ellimon. He burned him virtually to death and threw him into a deep canyon, not even bothering to eat him. Miraculously he was found by the resistance and healed, and he now dedicates his life to dragon slaying. He has slain two singled-handedly already, and is eager to add more to the list.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Renea Cagebreaker
Female Drow Rog 3/Wiz 5/Cagebreaker 3(ECL 13)

Alignment: Chaotic Neutral
Height: 4' 6''
Weight: 95lbs
Hair: White
Eyes: Dark Gray
Age: 126

Str: 8 (-1)
Dex: 18 (+4)
Con: 7 (-2)
Int: 17 (+3)
Wis: 14 (+2)
Cha: 10 (+0)

Class and Racial Abilities:
Immune to sleep, 1/day dancing lights, darkness, and faerie fire, darkvision 120 ft., light blindness (blinded by bright light for 1 round, -1 to all attack rolls, saves, and checks in bright light), SR 22, +2 bonus on Will saves against spells and spell-like abilities. Sneak attack +3d6, trapfinding, evasion, trap sense +1, summon familiar, spells, ranged legerdemain 1/day, impromptu sneak attack 1/day.

Hit Dice: 2d8 + 3d6 + 5d4 + 3d4 - 22
HP: 31
AC: 18 (+4 Dex, +3 armor, +1 ring)
Init: +4 (+4 Dex)
Speed: 30ft

Saves:
Fortitude +4 [+3 base, -2 Con, +3 from cloak]
Reflex +15 [+9 base, +4 Dex, +3 from cloak]
Will +10 [+6 base, +2 Wis, +3 from cloak]

BAB: +5
Melee Atk: +4 (1d4+1/19-20/x2, P, silver dagger)
Ranged Atk: +9 (1d4+1/19-20/x2/30 ft./ P, Heartslayer (+1 dragonbane hand crossbow)

Skills:
Decipher Script +10 [7 ranks, +3 Int]
Disable Device +22 [14 ranks, +3 Int, +2 Nimble Fingers, +3 Skill Focus]
Escape Artist +11 [7 ranks, +4 Dex]
Knowledge (arcana) +17 [14 ranks, +3 Int]
Listen +14 [10 ranks, +2 Wis, +2 Alertness]
Open Lock +19 [14 ranks, +3 Int, +2 Nimble Fingers]
Search +20 [14 ranks, +3 Int, +3 Skill Focus]
Spellcraft +19 [14 ranks, +3 Int, +2 synergy]
Spot +18 [14 ranks, +2 Wis, +2 Alertness]

Feats:
Scribe Scroll (wizard bonus)
Nimble Fingers (1st level)
Skill Focus (Search) (3rd level)
Silent Spell (5th level wizard bonus) – polymorph, expeditious retreat, dispel magic
Spell Mastery (6th level)
Skill Focus (Disable Device) (9th level)

Languages: Common, Undercommon, Drow Sign Language, Draconic, Terran

Spells Prepared
Save DC +3
0th - detect magic x2, read magic x2.
1st - comprehend languages, detect secret doors, expeditious retreat, Tenser’s floating disk.
2nd - cat’s grace, Silent reduce person, rope trick, see invisibility.
3rd - clairaudience/clairvoyance, dispel magic, Silent knock, nondetection.
4th - detect scrying, locate creature.

Spellbook
0th - acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
1st - alarm, comprehend languages, detect secret doors, erase, expeditious retreat, identify, reduce person, Tenser’s floating disk
2nd - cat’s grace, knock, rope trick, see invisibility
3rd - clairaudience/clairvoyance, dispel magic, nondetection, secret page
4th - detect scrying, locate creature, polymorph, remove curse

Keha, hairy spider familiar: Fine magical beast; HD 11d8: hp 23; Init +2; Spd 20 ft., climb 10 ft. ; AC 23, touch 20, flat-footed 19; Base Atk +5; Grp -6; Atk +3 melee (1d2-5 plus poison); full Atk +3 melee (1d2-5 plus poison); Space/Reach ½ ft. by ½ ft./0 ft. ; SA poison; SQ poison immunity., darkvision 60 ft., deliver touch spells, improved evasion, alertness, share spells, empathic link, speak with master, speak with animals of its kind; AL CG; SV Fort +3, Ref +11, Will +6; Str 1, Dex 14, Con 10, Int 8, Wis 10, Cha 2.

Skills and Feats: Climb +6, Hide +25, Jump +4, Spot +15; Alertness.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage is 1 point of temporary Dexterity damage.

Equipment:

Luck's Favor (cloak of resistance +3, 9,000gp)
Potion of cure moderate wounds (300gp)
Scaleseeker (+1 dragonbane hand crossbow, 8,400gp, 30 bolts)
bracers of armor +3 (9,000gp)
ring of protection +1 (2,000gp)
wand of detect secret doors (750gp)
wand of magic missile, 5th level caster
10 scrolls of alarm (250gp)
5 scrolls of identify (625gp)
2 scrolls of rope trick (300gp)
3 scrolls of dispel magic (1125gp)
scroll of detect scrying (700gp)
3 scrolls of polymorph (2,100gp)
scroll of secret page
spellbook
spell component pouch - small bell and length of silver wire (focus for alarm), small ball of wool (about 20 castings' worth, for daze), tiny pouch of earth from a grave (about 20 castings' worth, for disrupt undead), a small block of wax in waxed paper (about 10 castings worth, for ghost-sound), a small pouch of phosphorescent moss and a little jar of fireflies (about 10 castings' worth, for light, a short piece of copper wire (focus for message), a brass key (focus for open/close), a crystal prism (focus for read magic), 5 miniature cloaks (material component for resistance), small pouch of soot and salt (20 castings' worth, for comprehend languages), 4 100gp white pearls and 4 snowy owl feathers (material components for identify), powdered corn and twisted loops of parchment (20 castings' worth, for rope trick), 10 empty cocoons (material component for polymorph), a small bottle of mercury and a dropper (material components for Tenser’s floating disk), small pouch full of powdered iron (20 castings’ worth, for reduce person), a small pouch of talc and powdered silver (20 castings' worth, for see invisibility), several pinches of cat fur (20 castings’ worth, for cat’s grace), a small horn and a glass eye (foci for clairaudience/clairvoyance), small pouch of diamond dust (15 pinches, for nondetection), small pouch of herring scales and small bottle of will-o’-wisp essence (15 castings’ worth, for secret page), 10 mirror shards and 15 miniature brass hearing trumpets (components for detect scrying), small pouch of bloodhound fur (component for locate creature).
Masterwork thieves’ tools
Bedroll 5sp
Backpack 2gp
Waterskin 1gp
50 ft. silk rope 10gp
Silver dagger 10gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp

Money
103gp, 7sp

Appearance: Renea is a small, almost frail-seeming drow woman that moves with extreme grace. She wears simple practical clothes with many pockets to hold her tools and components. Her white hair is usually in a braid and under a dark hood, and her eyes are large for her face.

Personality: Raised in the resistance, Renea has never personally suffered the hardships many of the freed slaves have. Regardless she has seen the results of draconic cruelty too much to bear them any good will. While she may not have the passionate drive to kill that others have, she works with quiet persistent devotion toward the downfall of dragon rule. Her cool head has actually saved her more enthusiastic fellows more than once. She frequently practices her skills in illusion and locksmithing during her free time, often having her familiar, Keha, assist her.

Background: Renea was born in the free Underdark and raised to fight dragons from an early age. She showed an aptitude for wizardry and lockpicking early and became one of the youngest to be permitted to go on a Cagebreak. She has made a study of the traps in dragon lairs and is considered an expert on them. If you wish to bypass such protection, you speak to Renea.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Dessa Cagebreaker
Female Duergar Rog 4/Wiz 5/Cagebreaker (Arcane Trickster) 6 (ECL 17)

Alignment: Chaotic Neutral
Height: 3' 11''
Weight: 108lbs
Hair: Bald
Eyes: Black
Age: 112

Str: 14 (+2)
Dex: 20 (+5)
Con: 12 (+1)
Int: 16 (+3)
Wis: 15 (+2)
Cha: 6 (-2)

Class and Racial Abilities:
Stonecunning (+2 to Search to notice unusual stonework, may make those checks as though actively searching within 10 feet, can sense depth underground), darkvision 120 ft., stability (+4 to avoid being bull rushed or tripped), +2 racial bonus on saving throws versus all poisons, +2 racial bonus on saving throws against spells and spell-like effects, +1 racial bonus on attacks against orcs and golbinoids, +4 dodge bonus to AC versus giants, +2 racial bonus on Appraise checks related to stone or metal items, +2 racial bonus on Craft checks related to stone or metal, immunity to paralysis, phantasms, and magical or alchemical poisons, +4 racial bonus on Move Silently checks, +1 racial bonus on Listen and Spot checks, 1/day enlarge and invisibility as a 30th level wizard, light sensitivity (-2 penalty to attack rolls, saves, and checks in bright light), sneak attack +5d6, trapfinding, evasion, trap sense +1, uncanny dodge, summon familiar, spells, ranged legerdemain 2/day, impromptu sneak attack 1/day.

Hit Dice: 2d8 + 4d6 + 5d4 + 6d4 + 17
HP: 78
AC: 18 (+5 Dex, +3 armor, +1 ring)
Init: +5 (+5 Dex)
Speed: 20ft

Saves:
Fortitude +8 [+4 base, +1 Con, +3 from cloak]
Reflex +18 [+10 base, +5 Dex, +3 from cloak]
Will +15 [+10 base, +2 Wis, +3 from cloak]

BAB: +8/+3
Melee Atk: +10/+5 (1d4+1/19-20/x2, P, silver dagger)
Ranged Atk: +13/+8 (1d4+1/19-20/x2/30 ft./ P, Heartslayer (+1 dragonbane hand crossbow)

Skills:
Decipher Script +10 [7 ranks, +3 Int]
Disable Device +17 [14 ranks, +3 Int]
Escape Artist +14 [9 ranks, +5 Dex]
Hide +5 [+5 Dex]
Knowledge (arcana) +17 [14 ranks, +3 Int]
Listen +22 [18 ranks, +2 Wis, +2 Alertness]
Open Lock +17 [14 ranks, +3 Int]
Search +21 [18 ranks, +3 Int]
Spellcraft +19 [14 ranks, +3 Int, +2 synergy]
Spot +22 [18 ranks, +2 Wis, +2 Alertness]
Tumble +23 [18 ranks, +5 Dex]

Feats:
Scribe Scroll (wizard bonus)
Eschew Materials (1st level)
Blind Fight (3rd level)
Silent Spell (5th level wizard bonus)
Weapon Finesse (6th level)
Weapon Focus (dagger) (9th level)
Point Blank Shot (12th level)
Precise Shot (15th level)

Languages: Common, Dwarven, Undercommon, Draconic

Spells Prepared
Save DC +3
0th - detect magic x2, ghost sound, ray of frost.
1st - expeditious retreat, grease, magic missile x2.
2nd - Silent expeditious retreat, scorching ray, see invisibility, web, whispering wind.
3rd - fly, lightning bolt, slow x2, water breathing.
4th - polymorph, solid fog, wall of ice.
5th – transmute rock to mud, wall of force.
6th – chain lightning.

Spellbook
0th - acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
1st - alarm, animate rope, comprehend languages, detect secret doors, expeditious retreat, feather fall, grease, magic missile.
2nd - scorching ray, see invisibility, web, whispering wind.
3rd - fly, lightning bolt, slow, water breathing.
4th - polymorph, solid fog, stone shape, wall of ice.
5th – major creation, persistent image, transmute rock to mud, wall of force.
6th – chain lightning, shadow walk

Softsqueak, bat familiar, diminutive magical beast. HD 15; hp 39; Init +2; Spd 5 ft., fly 40 ft. (good); AC 20, touch 16, flat-footed 18; Base Atk +8/+3; Grp –9; Atk -; Full Ark -; Space/Reach 1 ft./0 ft.; SA -; SQ blindsense 20 ft., improved evasion, share spells, empathic link, deliver touch spells, speak with master; AL N; SV Fort +4, Ref +12, Will +12; Str 1 Dex 15, Con 10, Int 8, Wis 14, Cha 4.
Skills:
Decipher Script +9 [7 ranks, -1 Int]
Disable Device +13 [14 ranks, -1 Int]
Escape Artist +11 [9 ranks, +2 Dex]
Hide +14 [+2 Dex, +12 size]
Knowledge (arcana) +13 [14 ranks, -1 Int]
Listen +26 [18 ranks, +2 Wis, +4 blindsight, +2 Alertness]
Move Silently +6 [4 ranks +2 Dex]
Open Lock +13 [14 ranks, -1 Int]
Search +17 [18 ranks, -1 Int]
Spellcraft +15 [14 ranks, -1 Int, +2 synergy]
Spot +26 [18 ranks, +2 Wis, +4 blindsense, +2 Alertness]
Tumble +20 [18 ranks, +2 Dex]
Feats: Alertness.

Equipment:
Throatcut, +1 distance, returning, dragonbane dagger (32,302gp)
Luck's Favor (necklace [as cloak] of resistance +4, 16,000gp)
cloak of arachnida (14,000gp)
Potion of cure moderate wounds (300gp)
bracers of armor +3 (9,000gp)
ring of protection +2 (8,000gp)
portable hole (20,000gp)
potion of delay poison (300gp)
spellbook
Bedroll 5sp
Backpack 2gp
Waterskin 1gp
50 ft. silk rope 10gp
Silver dagger 10gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp

Money
63gp, 5sp

Appearance: Dessa is a grim-faced duergar woman that bears many scars on her body. She wears closely-tailored clothes in shades of gray, and even all of her jewelry is matte, flat, and without any frills.

Personality: Dessa is a cynical woman who tends to look for the worst possible situation and plan accordingly. This trait, combined with her formidable intelligence has put her at the head of the Cagebreakers, as she is able to extract her people from the worst situations.

Background: A slave in one of the mines for most of her youth, Dessa bears scars on her back from her overseers whips. Rescued during a Cagebreak, she has spent the ensuing years aggressively pursuing training as a Cagebreaker, then in turn teaching those who wish to learn the craft. She had led dozens of successful Cagebreaks.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Guran Deepshadow
Male Svirfneblin Half Shadow Dragon Fighter 4 (ECL 10)

Alignment: Chaotic Neutral
Height: 3' 6''
Weight: 52lbs
Hair: Bald
Eyes: Dark Gray
Age: 32

Str: 21 (+5)
Dex: 16 (+3)
Con: 18 (+4)
Int: 10 (+0)
Wis: 12 (+1)
Cha: 11 (+0)

Class and Racial Abilities:
+2 Dex and Wis, -2 Str, -4 Cha, Small (+1 to attack and AC, +4 to Hide), Stonecunning (+2 to Search to notice unusual stonework, may make those checks as though actively searching within 10 feet, can sense depth underground), darkvision 120 ft, low-light vision, SR 11+level (15), +2 racial bonus to all saves, +1 bonus to save DCs of illusion spells cast, +1 racial bonus to hit against goblinoids and kobolds, +4 dodge bonus to AC, spell-like abilities (1/day: blindness/deafness, blur, disguise self, save DC 12 {Charisma-based}), 1/day speak with animals (underground creatures only), constant nondetection, +2 racial bonus to Craft: Alchemy and Listen, +2 to Hide (+4 underground), +8 Str, +2 Con, +2 Int, +2 Cha, immune to sleep and paralysis effects, immune to energy drain, natural armor of +4, bite 1d4, claw 1d3, breath weapon 1/day bestows one negative level, Fort save 14 negates.

Hit Dice: 6d8 + 4d10 + 40
HP: 98
AC: 27 (+5 armor, +3 Dex, +4 racial dodge, +4 natural, +1 size)
Init: +3 (+3 Dex)
Speed: 20ft

Saves:
Fortitude +10 [+4 base, +4 Con, +2 racial]
Reflex +6 [+1 base, +3 Dex, +2 racial]
Will +4 [+1 base, +1 Wis, +2 racial]

BAB: +4
Melee Atk: +11 (1d0+10/19-20/x2, S, Scaleslayer, +1 dragonbane greatsword)
Ranged Atk: +8 (1d4+3/x3/70 ft./ P, (+1 mighty composite (+2) shortbow)

Skills:
Hide +8 (+10) [+3 Dex, +4 size, +2 racial (+4 underground)]
Listen +10 [7 ranks, +1 Wis, +2 racial]
Spot +8 [7 ranks, +1 Wis]

Feats:
Animal Friend (1st level)
Combat Reflexes (1st level fighter bonus)
Weapon Focus (2nd level fighter bonus)
Animal Friend (3rd level)
Weapon Specialization (4th level fighter bonus)

Languages: Common, Undercommon, Draconic

Animal Companions
Guran has eight bats (for a total of 4HD) as animal companions. They usually act as his eyes and ears, and he would never ask them to attack. They are Flitter, Squeak, Fuzz, Shadow, Whisper, Silence, Silly, and Itchy.
Bat, diminutive animal. HD 1; hp 2; Init +2; Spd 5 ft., fly 40 ft. (good); AC 17, touch 16, flat-footed 15; Base Atk +0; Grp –17; Atk -; Full Ark -; Space/Reach 1 ft./0 ft.; SA -; SQ blindsense 20 ft.; AL N; SV Fort +2, Ref +4, Will +2; Str 1 Dex 15, Con 10, Int 2, Wis 14, Cha 4.
Skills and Feats: Hide +14, Listen +8, Move Silently +6, Spot +8; Alertness.

Equipment:

+1 mighty composite (+2) Small shortbow (2,525gp)
Scaleslayer, +1 dragonbane Small greatsword (8,350gp)
+1 mithril shirt (2,250gp)
Wyrmfang amulet (allows natural weapons to overcome DR as if they were magic) (2,500gp)
Potion of cure moderate wounds (300gp)
Bedroll 5sp
Backpack 2gp
Waterskin 1gp
50 ft. silk rope 10gp
Silver dagger 10gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp

Money
72gp, 3sp

Appearance: Guran is a small, solidly-built svirfneblin covered with fine shadow-black scales. His face comes out in a draconic muzzle, and his hands end in sharp claws. His dark black eyes do not reflect the light. He wears an elegant mithril shirt, and carries a greatsword decorated with dragon’s teeth.

Personality: Guran is a young man full of passion to end draconic cruelty. He is very eager to prove himself, as his heritage works against him. He is quite willing to follow those in authority, though sometimes his draconic tendencies to follow only the strongest come to the fore.

Background: Guran’s mother was a breeding slave of a great shadow wyrm. When she became pregnant she was to be moved to a different part of the wyrm’s domain. However, the Underdark resistance attacked and liberated many of the slaves, including Guran’s mother. Therefore the half-dragon child was born in the resistance camps and raised to fight against his brethren.

~~~~~~~~~~~~~~~~~~~~~~~~~~~

Kilvash Godeater
Female Human Rogue 7/Godeater (Harvester of Divinity) 7 (ECL 14)

Alignment: Chaotic Neutral
Height: 5' 8''
Weight: 132lbs
Hair: Black
Eyes: Blue
Age: 35

Str: 14 (+2)
Dex: 18 (+4)
Con: 12 (+1)
Int: 17 (+3)
Wis: 15 (+2)
Cha: 13 (+1)

Class and Racial Abilities:
Sneak attack +4d6, trapfinding, Evasion, trap sense +2, Uncanny dodge, divine sustenance, sense divinity 500 ft., harvest lesser energy, harvest greater energy, divinity strike 3/day.

Hit Dice: 7d6 + 7d8 + 14
HP: 89
AC: 19 (+5 armor, +4 Dex)
Init: +4 (+4 Dex)
Speed: 30ft

Saves:
Fortitude +8 [+7 base, +1 Con]
Reflex +11 [+7 base, +4 Dex]
Will +9 [+7 base, +2 Wis]

BAB: +10/+5
Melee Atk: +12/+7 (1d0+4/17-20/x2, S, Bloodrinker, +1 keen, dragonbane bastard sword)
Ranged Atk: +15/+10 (1d8+1/19-20/x2/80 ft./ P, (+1 light crossbow)

Skills:
Climb +13 [12 ranks, +1 Str]
Concentration +18 [10 cc ranks, 12 ranks, +1 Con]
Decipher Script +10 [8 ranks, +3 Int]
Disable Device +8 [5 ranks, +4 Dex]
Escape Artist +14 [10 ranks, +4 Dex]
Hide +14 [10 ranks, +4 Dex]
Knowledge (arcana) +19 [10 cc ranks, 11 ranks, +3 Int]
Knowledge (religion) +20 [10 cc ranks, 12 ranks, +3 Int]
Listen +12 [10 ranks, +2 Wis]
Search +14 [10 ranks, +4 Int]
Sleight of Hand +9 [5 ranks, +4 Dex]
Spot +12 [10 ranks, +2 Wis]
Use Magic Device +11 [11 ranks, +1 Cha]

Feats:
Dodge (1st level human bonus)
Mobility (1st level)
Expertise (3rd level)
Exotic Weapon Proficiency (bastard sword) (5th level Godeater bonus)
Spring Attack (6th level)
Whirlwind Attack (9th level)
Godstrike (12th level)

Languages: Common, Undercommon, Draconic, Dwarven

Equipment:

+1 light crossbow (2,335gp, and 30 bolts)
Bloodrinker, +1 keen, dragonbane bastard sword (18,335gp)
+1 spell resistance 13 mithril shirt (7,250gp)
Potion of cure moderate wounds (300gp)
Gloves of burrowing (14,400gp)
two flasks of godsblood
bag of holding (2,500gp)
200 pounds of godflesh
100 pounds of transformed godsflesh
Masterwork thieves’ tools
Bedroll 5sp
Backpack 2gp
Waterskin 1gp
50 ft. silk rope 10gp
Silver dagger 10gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp

Money
67gp, 23sp

Appearance: Kilvash is compact, well-proportioned woman with an energetic sparkle in her blue eyes. She bears a strange mark over her entire face that resembles a black spider with its legs outstretched. Her black hair is cut short, and her skin is pale. She wears a mithril shirt that seems to bend light every so slightly, and carries a bastard sword whose edge seems enough to wound the wind.

Personality: Kilvash is a tirelessly energetic woman with a relentlessly upbeat personality. Unlike Dessa, Kilvash looks to the bright side of things, seeking out the best possible scenario. She is often the one that raises everyone’s spirits during times of defeat and despair.

Background: Kilvash was born a slave, but engineered her own escape at the tender age of twelve. Wanding in the Underdark for days, somehow managing to avoid both those searching for her and the myriad of natural hazards, she stumbled upon one of the wells of godsblood left over from the death of Lolth, the drow spider goddess. She drank from it and became filled with a strange power. Not long after the resistance found her, and was delighted that she had found a source of the potent godsblood. When she began developing the ability to sense it, she was trained as one of the rare Godeaters and sent out to find the useful godsflesh, a stone-like substance that can be incorporated into magical items or transformed into something like metal to make powerful weapons.
 
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