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Viridian Plague Rogue's Gallery
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<blockquote data-quote="unleashed" data-source="post: 2302091" data-attributes="member: 31408"><p><strong>Trayah, Lacerta Shaman</strong></p><p></p><p>[SBLOCK=Trayah]<strong>Trayah or Spirit-Seeker (Spirit seeking descendant of the Tra line)</strong></p><p><strong>Lacerta Shaman 10</strong></p><p><strong>Experience Points (required):</strong> 46,700 (55,000 for 11th level)</p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Homeworld:</strong> Chuliit</p><p></p><p><strong>Height:</strong> 6’4”</p><p><strong>Weight:</strong> 219lbs</p><p><strong>Eyes:</strong> Black</p><p><strong>Skin:</strong> Deep forest green with lighter leaf green on the underside of the head and tail, and the front of the torso</p><p><strong>Age:</strong> 35</p><p></p><p><strong>Strength</strong> 13 (+1) [11 base, +2 racial]</p><p><strong>Dexterity</strong> 10 (+0) [12 base, -2 racial]</p><p><strong>Constitution</strong> 10 (+0) [10 base]</p><p><strong>Intelligence</strong> 16 (+3) [14 base, +2 racial]</p><p><strong>Wisdom</strong> 27 (+8) [17 base, +4 racial, +2 level (4,8), +4 enhancement]</p><p><strong>Charisma</strong> 16 (+3) [16 base]</p><p></p><p><strong>Class and Racial Abilities</strong></p><p>+2 Str, -2 Dex, +2 Int, +4 Wis; Monstrous Humanoid type; Darkvision 60 feet; Natural Attacks (3 attacks -- 2 claws 1d6 damage [primary], bite 1d8 damage [secondary]. The secondary attack can be used in conjunction with iterative weapon attacks with the hands); +3 Natural Armour; Totem Affinity (Jaguar: +2 to Dexterity, and +2 to Balance and Jump checks 1/day for 10 minutes); +2 to Balance checks; Turn Spirits 6/day; Spirit Companion; Spirit Sense; Spirit Empathy +13; Spirit Pact; <span style="color: Red">Channel Spirit 2/day</span>.</p><p></p><p><strong>Armour Class:</strong> 17 (10 base, +3 natural, +2 armour, +2 deflection) [touch 12, flat-footed 17]</p><p><strong>Armour Check Penalty:</strong> 0</p><p><strong>Arcane Spell Failure:</strong> 0%</p><p><strong>Hit Dice:</strong> 10d8+10 (8,6,5,4,4,5,4,8,4,<a href="http://invisiblecastle.com/find.py?id=925115" target="_blank">4</a>)</p><p><strong>Hit Points:</strong> 62 </p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 40 feet (30 feet base)</p><p></p><p><strong>Base Attack Bonus/Grapple:</strong> +7/+8</p><p></p><p><strong>Weapons</strong></p><p>+8 melee [1d6+1; 20/x2; slashing; 2 claws] and +3 melee [1d8; 20/x2; piercing; bite]</p><p>+8/+3 melee [1d6+1; 20/x2; bludgeoning; club]</p><p>+7 ranged [1d3+1; 20/x2; 50 feet; bludgeoning; sling w/stones]</p><p></p><p>+14/+9 melee [1d8+3; 20/x2; slashing, jaguar’s claw <em>spiritual weapon</em> -- 10 rounds]</p><p>+9/+4 melee [2d6+2; 20/x2; bludgeoning; club <em>shillelagh</em>]</p><p>+7 ranged touch [1d6+5; 20/x2; 120 feet; fire; <em>produce flame</em>]</p><p>+7 ranged touch [4d8; 20/x2; 160 feet; <em>searing light</em>]</p><p></p><p><strong>Saves</strong></p><p>Fortitude +7 [7 base, +0 Con]</p><p>Reflex +3 [3 base, +0 Dex]</p><p>Will +15 [7 base, +8 Wis]</p><p></p><p><strong>Skills [91 points; max ranks: 13]</strong></p><p>Balance +2 or +5 (totem affinity) [0 ranks (cc), +0 Dex or +1 Dex totem affinity, +2 racial, +2 totem affinity]</p><p>Concentration +13 [13 ranks, +0 Con]</p><p>Diplomacy +11 [8 ranks, +3 Cha]</p><p>Heal +16 or +18 (healer’s kit) [8 ranks, +8 Wis, +2 circumstance]</p><p>Jump +6 or +8 (totem affinity) [0 ranks (cc), +1 Str, +5 competence, +2 totem affinity]</p><p>Knowledge (nature) +18 [11 ranks, +3 Int, +2 Spirit Sense, +2 synergy Survival]</p><p>Knowledge (spirits) +16 [11 ranks, +3 Int, +2 Spirit Sense]</p><p>Listen +14 [6 ranks, +8 Wis]</p><p>Speak Language [2 points] (Auran)</p><p>Spellcraft +16 [13 ranks, +3 Int]</p><p>Spot +14 [6 ranks, +8 Wis]</p><p>Survival +21 or +23 (aboveground) [13 ranks, +8 Wis, +2 synergy Knowledge (nature)]</p><p></p><p><span style="color: Red">Skills taken at 10th-level: +1 (Concentration, Listen, Knowledge (nature, spirits), Spellcraft, Spot, Survival)</span></p><p></p><p><strong>Feats</strong></p><p>Track [1st level]</p><p>Augment Healing [3rd level] (Complete Divine)</p><p>Empower Turning [6th level] (Complete Divine)</p><p>Improved Toughness [9th level]</p><p></p><p><strong>Languages</strong></p><p>Yharzu, Eldish, Feldori, Seelie, Auran</p><p></p><p><strong>Spirits (max spirit pacts: 13 + spirit companion)</strong></p><p>Amanal (Far-Strider), Spirit Companion [domains: protection, travel]</p><p></p><p>Sivanael, Minor Jaguar Spirit [domain: animal; 1st level]</p><p><span style="font-size: 9px"><em>-- respect jaguars and their hunting grounds when you meet them</em></span></p><p>Mahlas (Magic-Seeker), Minor Ancestral Spirit [domain: magic; 1st level]</p><p><span style="font-size: 9px"><em>-- seek out new magics and new ways to use old magics in your journeys</em></span></p><p>Traythvan, Minor Tree Spirit [domain: plant; 1st level]</p><p><span style="font-size: 9px"><em>-- care for the forest when you see her being wounded</em></span></p><p>Nuavia, Minor Spirit of Good Fortune [domain: luck; 1st level]</p><p><span style="font-size: 9px"><em>-- take a chance once in a while, try something exciting and risky</em></span></p><p></p><p>Ketheath, Lesser Spirit of Air [domain: air; 3rd level]</p><p><span style="font-size: 9px"><em>-- learn the Auran language so that you may converse with the many creatures of the air</em></span></p><p>Inaleti (Far-Seer), Lesser Ancestral Spirit [domain: oracle; 3rd level] (Complete Divine)</p><p><span style="font-size: 9px"><em>-- if others come to you seeking divinations, use your powers to help them like a true oracle</em></span></p><p>Lafae, Lesser Spirit of Trickery [domain: trickery; 3rd level]</p><p><span style="font-size: 9px"><em>-- play a fun prank on someone each time you favour me, preferably using my powers to aid in your mischief</em></span></p><p></p><p>Angiat, Major Spirit of Fire [domain: fire; 5th level]</p><p><span style="font-size: 9px"><em>-- make me a burnt offering of sweet-smelling incense from the Ghaava plant each morning if you hope to use my powers</em></span></p><p>Darsol (Mind-Talker), Major Ancestral Spirit [domain: mind; 5th level] (Complete Divine)</p><p><span style="font-size: 9px"><em>-- when you favour me, use my powers to find the secrets that others keep hidden</em></span></p><p></p><p>Arylyra, Legendary Spirit of Spring [domains: healing, renewal, legendary, or Arylyra {choose two each day}]</p><p></p><p>[SBLOCK=Arylyra]Arylyra's power when channeled is a mini-consecrate around Trayah that also maximises all healing effects within the radius.</p><p></p><p><strong>Legendary domain</strong></p><p><strong>Power:</strong> When you channel a Legendary Spirit, the duration is the same as it would be for an Elder Spirit.</p><p>1-Bless</p><p>2-Align Weapon</p><p>3-Prayer</p><p>4-Divination</p><p>5-Legend Lore</p><p>6-Chasing Perfection</p><p>7-Righteous Burst</p><p>8-Visions of the Future</p><p>9-Miracle</p><p></p><p><strong>Arylyra domain</strong></p><p><strong>Power:</strong> Your type changes to Fey. Also, you gain the Verdant Bloom ability of the Ecomancer.</p><p>1-Flower Form (Like <em>tree form</em>, but a flower)</p><p>2-Speak with Plants</p><p>3-Plant Growth</p><p>4-Healing Spirit (A little healing spirit flies around for 1 round / 2 levels and heals people for 1d8 each round)</p><p>5-Wall of Roses (Like <em>wall of thorns</em>, but also has roses that release soothing pollen in proximity)</p><p>6-Regenerate</p><p>7-Crown of Glory</p><p>8-Control Plants</p><p>9-Verdant Genesis[/SBLOCK]</p><p></p><p><strong>Favoured Spirits (max favoured spirits: 3 + spirit companion)</strong></p><p>Amanal (Far-Strider), Spirit Companion [domains: protection, travel]</p><p>Mahlas (Magic-Seeker), Minor Ancestral Spirit [domain: magic; 1st level] (not today due to lower than normal Cha)</p><p>Ketheath, Lesser Spirit of Air [domain: air; 3rd level]</p><p>Arylyra, Legendary Spirit of Spring [domains: healing, renewal, <strong>legendary</strong>, <strong>Arylyra</strong> {choose two each day}]</p><p></p><p><strong>Spells Prepared</strong></p><p>Spells per Day (12/11+1/11+1/9+1/8+1/5+1); Save DC = 18 + spell level</p><p><em>Spontaneuosly cast cure and summon nature’s ally spells.</em></p><p>0-level -- <em>create water (2), detect magic (2), flare (2), guidance, light, mending, purify food and drink (2), read magic</em></p><p><span style="font-size: 9px">{spontaneous <em>cure minor wounds</em> 1}</span></p><p>1st-level -- <em>bless, entangle (4), obscuring mist, pass without trace (2), sanctuary, shield of faith, shillelagh</em></p><p><span style="font-size: 9px">{spontaneous <em>cure light wounds</em> 1d8+7 or <em>summon nature’s ally I</em>}</span></p><p>2nd-level -- <em>aid (2), bear’s endurance, cat’s grace (2), fog cloud, sound burst, spiritual weapon (4)</em></p><p><span style="font-size: 9px">{spontaneous <em>cure moderate wounds</em> 2d8+14 or <em>summon nature’s ally II</em>}</span></p><p>3rd-level -- <em>create food and water, magic circle against evil, magic fang (greater), searing light (4), spike growth, summon monster III</em></p><p><span style="font-size: 9px">{spontaneous <em>cure serious wounds</em> 3d8+16 or <em>summon nature’s ally III</em>}</span></p><p>4th-level -- <em>blight, death ward, flame strike (2), greater magic weapon, ice storm (2), summon monster IV</em></p><p><span style="font-size: 9px">{spontaneous <em>cure serious wounds</em> 4d8+18 or <em>summon nature’s ally IV</em>}</span></p><p>5th-level -- <em>righteous might, summon monster V, wall of fire (2), wall of thorns</em></p><p><span style="font-size: 9px">{spontaneous <em>mass cure light wounds</em> 1d8+20 (up to 10 creatures) or <em>summon nature’s ally V</em>}</span></p><p></p><p><strong>Domain Spells:</strong> 1st <em>sanctuary</em>; 2nd <em>align weapon</em>; 3rd <em>fly</em>; 4th <em>dimension door</em>; 5th <em>teleport</em></p><p></p><p>Spells from the Book of Exalted Deeds: <em>silvered claws</em> (replaces <em>magic weapon</em> [1st]).</p><p></p><p><strong>Equipment</strong></p><p>Leather Armour [15 lb]</p><p>Club [3 lb]</p><p>Sling [0 lb]</p><p>10 Stones [5 lb]</p><p>Holy Symbol, Wooden/Holly and Mistletoe [0 lb]</p><p>Anklets of Striding and Springing (as Boots) [1 lb]</p><p><span style="color: Wheat">Headdress of Spring's Shaman {relic} [+4 Wisdom, improves natural healing when in a verdant setting] [? lb]</span></p><p>xx Whinoah has this--Periapt of Wisdom +2 [0 lb]</p><p>Ring of Protection +2 [0 lb]</p><p>Ring of Sustenance [0 lb]</p><p><span style="color: Wheat">Sapling of Verdant Endurance {relic} [extends spells related to Arylyra’s power] [? lb]</span></p><p>Wand of Cure Light Wounds (1st lvl; 50 charges/<span style="color: Red">14 charges used</span>) [0 lb]</p><p></p><p>Backpack [2 lb]</p><p>-- Antitoxin (4) [0 lb]</p><p>-- Bedroll [5 lb]</p><p>-- Money (gems), wrapped in a piece of cloth (1,000 gp in various gems)</p><p>-- Healer’s Kit (2) (20 uses) [2 lb]</p><p>-- Sack (2) [1 lb]</p><p>-- Waterskin [4 lb]</p><p></p><p>Pouch, Belt [0.5 lb]</p><p>-- Flint & Steel [0 lb]</p><p>-- Money (48 gp, 9 sp) [1.14 lb]</p><p></p><p>Spell Component Pouch [2 lb]</p><p>-- also contains all foci for known spells</p><p></p><p><strong>Weight Carried:</strong> 41.64 lb</p><p></p><p><strong>Carrying Capacity [13 Strength]</strong></p><p><strong>Light:</strong> 50 lb. or less; <strong>Medium:</strong> 51-100 lb.; <strong>Heavy:</strong> 101-150 lb.;</p><p><strong>Lift (over head):</strong> 150 lb.; <strong>Lift (off ground):</strong> 300 lb.; <strong>Drag:</strong> 750 lb.</p><p> </p><p><strong>Money</strong></p><p>1048 gp, 9 sp (in coins & gems)</p><p></p><p><strong>Appearance</strong></p><p>Trayah’s pebbly skin is a deep forest green with lighter leaf green on the underside of the head and tail, and the front of the torso. His penetrating black eyes feel as if they are looking deep into your soul, and when you look into his in return you feel an ageless wisdom emanating from them. He countenance is usually thoughtful, though he does grin on occasion displaying many sharp teeth in the process. Dressed in a suit of leather armour he carries very little in the way of manufactured weapons, though his clawed hands and sharp teeth look menacing enough on their own, with just a club and a sling at his belt. He seems to converse with the empty air frequently, but on occasion you can see ghostly forms around him which lead you to believe he may be speaking to something after all.</p><p></p><p><strong>Personality</strong></p><p>Trayah is a harmonious individual who seeks to live within the natural order. He is an affable and insightful being making many friends, chiefly among the local tribes of lacerta, but he has made a few friends from among the feldori. His eternal soul is of such purity it compels him to help those in need, wherever he finds them, even at great risk to himself. Always seeking to the nature of the world around him, he hopes his journeying allows him to encounter more spirits than are mentioned in the Laaort tribal myths.</p><p></p><p><strong>Background</strong></p><p>Trayah was an inquisitive child always following one of the elders, often the tribal shaman, to see what they were doing. Once while following the shaman, he happened upon the shaman talking to a lacerta he didn’t recognize. Running up to the shaman once the other lacerta had left, he asked who the lacerta was. Realizing that Trayah had seen the spirit, he took the child before the elders and said he would apprentice him immediately. During his early training the spirit Amanal came to him, she said she had died many centuries ago while travelling in distant lands and would be his primary companion on the spirit road. Upon completing his training several years later, he set out with Amanal to find more spirits and learn about the natural world.</p><p></p><p>After trekking through the wilds for a few days they happened upon some jaguar hunting grounds. Trayah considered this an auspicious beginning to his spirit quest, as the jaguar was his totem animal, and sat down to wait. He sat for several days, and eventually his patience paid off when he spotted a ghostly jaguar moving toward him. He continued to sit while the jaguar inspected him, and finally it spoke, “You are respectful of our ways and hold no fear of us, greetings I am Sivanael.” Replying he said, “Sivanael, I am Trayah, and I seek to have you join me on my quests, what must I do to accomplish this?” The great cat uttered a small growl of pleasure and batted him on the chest before saying, “You have my guidance and companionship as long as you continue your respect of our ways.” Glad to hear this Trayah said, “I feel no hardship in this bargain, as I have your spirit in my heart and soul”. Thus began his great spiritual journey.</p><p></p><p>During the following years he met many spirits under the guidance of Amanal, and made pacts with those which he felt a powerful bond. Mahlas a recently deceased lacerta wild mage, Traythvan the spirit of a great tree in an old forest, Nuavia a faerie spirit of luck, Ketheath an air spirit basking in the whistling air flows of an isolated valley, Inaleti who was once a great lacerta seer, Lafae a sprite spirit who was playing pranks on Trayah for several weeks, Angiat a fire spirit half asleep under some hot springs, and Darsol an ancient lacerta spirit with power over the mind. Recently returned from his latest spirit quest, he hopes to spend a little time reacquainting himself with the tribe, but it appears that may not be possible...</p><p></p><p><strong>XP Log</strong> (started with 18,000 xp)</p><p>750 (helping after database crash); 8,750 (end of act 1); 10,000 (completing acts 2 & 3); <span style="color: Red">9,200 (releasing Arylyra)</span>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="unleashed, post: 2302091, member: 31408"] [b]Trayah, Lacerta Shaman[/b] [SBLOCK=Trayah][B]Trayah or Spirit-Seeker (Spirit seeking descendant of the Tra line)[/B] [B]Lacerta Shaman 10[/B] [B]Experience Points (required):[/B] 46,700 (55,000 for 11th level) [B]Alignment:[/B] Neutral Good [B]Homeworld:[/B] Chuliit [B]Height:[/B] 6’4” [B]Weight:[/B] 219lbs [B]Eyes:[/B] Black [B]Skin:[/B] Deep forest green with lighter leaf green on the underside of the head and tail, and the front of the torso [B]Age:[/B] 35 [B]Strength[/B] 13 (+1) [11 base, +2 racial] [B]Dexterity[/B] 10 (+0) [12 base, -2 racial] [B]Constitution[/B] 10 (+0) [10 base] [B]Intelligence[/B] 16 (+3) [14 base, +2 racial] [B]Wisdom[/B] 27 (+8) [17 base, +4 racial, +2 level (4,8), +4 enhancement] [B]Charisma[/B] 16 (+3) [16 base] [B]Class and Racial Abilities[/B] +2 Str, -2 Dex, +2 Int, +4 Wis; Monstrous Humanoid type; Darkvision 60 feet; Natural Attacks (3 attacks -- 2 claws 1d6 damage [primary], bite 1d8 damage [secondary]. The secondary attack can be used in conjunction with iterative weapon attacks with the hands); +3 Natural Armour; Totem Affinity (Jaguar: +2 to Dexterity, and +2 to Balance and Jump checks 1/day for 10 minutes); +2 to Balance checks; Turn Spirits 6/day; Spirit Companion; Spirit Sense; Spirit Empathy +13; Spirit Pact; [COLOR=Red]Channel Spirit 2/day[/COLOR]. [B]Armour Class:[/B] 17 (10 base, +3 natural, +2 armour, +2 deflection) [touch 12, flat-footed 17] [B]Armour Check Penalty:[/B] 0 [B]Arcane Spell Failure:[/B] 0% [B]Hit Dice:[/B] 10d8+10 (8,6,5,4,4,5,4,8,4,[URL=http://invisiblecastle.com/find.py?id=925115]4[/URL]) [B]Hit Points:[/B] 62 [B]Initiative:[/B] +0 [B]Speed:[/B] 40 feet (30 feet base) [B]Base Attack Bonus/Grapple:[/B] +7/+8 [B]Weapons[/B] +8 melee [1d6+1; 20/x2; slashing; 2 claws] and +3 melee [1d8; 20/x2; piercing; bite] +8/+3 melee [1d6+1; 20/x2; bludgeoning; club] +7 ranged [1d3+1; 20/x2; 50 feet; bludgeoning; sling w/stones] +14/+9 melee [1d8+3; 20/x2; slashing, jaguar’s claw [I]spiritual weapon[/I] -- 10 rounds] +9/+4 melee [2d6+2; 20/x2; bludgeoning; club [I]shillelagh[/I]] +7 ranged touch [1d6+5; 20/x2; 120 feet; fire; [I]produce flame[/I]] +7 ranged touch [4d8; 20/x2; 160 feet; [I]searing light[/I]] [B]Saves[/B] Fortitude +7 [7 base, +0 Con] Reflex +3 [3 base, +0 Dex] Will +15 [7 base, +8 Wis] [B]Skills [91 points; max ranks: 13][/B] Balance +2 or +5 (totem affinity) [0 ranks (cc), +0 Dex or +1 Dex totem affinity, +2 racial, +2 totem affinity] Concentration +13 [13 ranks, +0 Con] Diplomacy +11 [8 ranks, +3 Cha] Heal +16 or +18 (healer’s kit) [8 ranks, +8 Wis, +2 circumstance] Jump +6 or +8 (totem affinity) [0 ranks (cc), +1 Str, +5 competence, +2 totem affinity] Knowledge (nature) +18 [11 ranks, +3 Int, +2 Spirit Sense, +2 synergy Survival] Knowledge (spirits) +16 [11 ranks, +3 Int, +2 Spirit Sense] Listen +14 [6 ranks, +8 Wis] Speak Language [2 points] (Auran) Spellcraft +16 [13 ranks, +3 Int] Spot +14 [6 ranks, +8 Wis] Survival +21 or +23 (aboveground) [13 ranks, +8 Wis, +2 synergy Knowledge (nature)] [COLOR=Red]Skills taken at 10th-level: +1 (Concentration, Listen, Knowledge (nature, spirits), Spellcraft, Spot, Survival)[/COLOR] [B]Feats[/B] Track [1st level] Augment Healing [3rd level] (Complete Divine) Empower Turning [6th level] (Complete Divine) Improved Toughness [9th level] [B]Languages[/B] Yharzu, Eldish, Feldori, Seelie, Auran [B]Spirits (max spirit pacts: 13 + spirit companion)[/B] Amanal (Far-Strider), Spirit Companion [domains: protection, travel] Sivanael, Minor Jaguar Spirit [domain: animal; 1st level] [SIZE=1][I]-- respect jaguars and their hunting grounds when you meet them[/I][/SIZE] Mahlas (Magic-Seeker), Minor Ancestral Spirit [domain: magic; 1st level] [SIZE=1][I]-- seek out new magics and new ways to use old magics in your journeys[/I][/SIZE] Traythvan, Minor Tree Spirit [domain: plant; 1st level] [SIZE=1][I]-- care for the forest when you see her being wounded[/I][/SIZE] Nuavia, Minor Spirit of Good Fortune [domain: luck; 1st level] [SIZE=1][I]-- take a chance once in a while, try something exciting and risky[/I][/SIZE] Ketheath, Lesser Spirit of Air [domain: air; 3rd level] [SIZE=1][I]-- learn the Auran language so that you may converse with the many creatures of the air[/I][/SIZE] Inaleti (Far-Seer), Lesser Ancestral Spirit [domain: oracle; 3rd level] (Complete Divine) [SIZE=1][I]-- if others come to you seeking divinations, use your powers to help them like a true oracle[/I][/SIZE] Lafae, Lesser Spirit of Trickery [domain: trickery; 3rd level] [SIZE=1][I]-- play a fun prank on someone each time you favour me, preferably using my powers to aid in your mischief[/I][/SIZE] Angiat, Major Spirit of Fire [domain: fire; 5th level] [SIZE=1][I]-- make me a burnt offering of sweet-smelling incense from the Ghaava plant each morning if you hope to use my powers[/I][/SIZE] Darsol (Mind-Talker), Major Ancestral Spirit [domain: mind; 5th level] (Complete Divine) [SIZE=1][I]-- when you favour me, use my powers to find the secrets that others keep hidden[/I][/SIZE] Arylyra, Legendary Spirit of Spring [domains: healing, renewal, legendary, or Arylyra {choose two each day}] [SBLOCK=Arylyra]Arylyra's power when channeled is a mini-consecrate around Trayah that also maximises all healing effects within the radius. [B]Legendary domain[/B] [B]Power:[/B] When you channel a Legendary Spirit, the duration is the same as it would be for an Elder Spirit. 1-Bless 2-Align Weapon 3-Prayer 4-Divination 5-Legend Lore 6-Chasing Perfection 7-Righteous Burst 8-Visions of the Future 9-Miracle [B]Arylyra domain[/B] [B]Power:[/B] Your type changes to Fey. Also, you gain the Verdant Bloom ability of the Ecomancer. 1-Flower Form (Like [I]tree form[/I], but a flower) 2-Speak with Plants 3-Plant Growth 4-Healing Spirit (A little healing spirit flies around for 1 round / 2 levels and heals people for 1d8 each round) 5-Wall of Roses (Like [I]wall of thorns[/I], but also has roses that release soothing pollen in proximity) 6-Regenerate 7-Crown of Glory 8-Control Plants 9-Verdant Genesis[/SBLOCK] [B]Favoured Spirits (max favoured spirits: 3 + spirit companion)[/B] Amanal (Far-Strider), Spirit Companion [domains: protection, travel] Mahlas (Magic-Seeker), Minor Ancestral Spirit [domain: magic; 1st level] (not today due to lower than normal Cha) Ketheath, Lesser Spirit of Air [domain: air; 3rd level] Arylyra, Legendary Spirit of Spring [domains: healing, renewal, [B]legendary[/B], [B]Arylyra[/B] {choose two each day}] [B]Spells Prepared[/B] Spells per Day (12/11+1/11+1/9+1/8+1/5+1); Save DC = 18 + spell level [I]Spontaneuosly cast cure and summon nature’s ally spells.[/I] 0-level -- [I]create water (2), detect magic (2), flare (2), guidance, light, mending, purify food and drink (2), read magic[/I] [SIZE=1]{spontaneous [I]cure minor wounds[/I] 1}[/SIZE] 1st-level -- [I]bless, entangle (4), obscuring mist, pass without trace (2), sanctuary, shield of faith, shillelagh[/I] [SIZE=1]{spontaneous [I]cure light wounds[/I] 1d8+7 or [I]summon nature’s ally I[/I]}[/SIZE] 2nd-level -- [I]aid (2), bear’s endurance, cat’s grace (2), fog cloud, sound burst, spiritual weapon (4)[/I] [SIZE=1]{spontaneous [I]cure moderate wounds[/I] 2d8+14 or [I]summon nature’s ally II[/I]}[/SIZE] 3rd-level -- [I]create food and water, magic circle against evil, magic fang (greater), searing light (4), spike growth, summon monster III[/I] [SIZE=1]{spontaneous [I]cure serious wounds[/I] 3d8+16 or [I]summon nature’s ally III[/I]}[/SIZE] 4th-level -- [I]blight, death ward, flame strike (2), greater magic weapon, ice storm (2), summon monster IV[/I] [SIZE=1]{spontaneous [I]cure serious wounds[/I] 4d8+18 or [I]summon nature’s ally IV[/I]}[/SIZE] 5th-level -- [I]righteous might, summon monster V, wall of fire (2), wall of thorns[/I] [SIZE=1]{spontaneous [I]mass cure light wounds[/I] 1d8+20 (up to 10 creatures) or [I]summon nature’s ally V[/I]}[/SIZE] [B]Domain Spells:[/B] 1st [I]sanctuary[/I]; 2nd [I]align weapon[/I]; 3rd [I]fly[/I]; 4th [I]dimension door[/I]; 5th [I]teleport[/I] Spells from the Book of Exalted Deeds: [I]silvered claws[/I] (replaces [I]magic weapon[/I] [1st]). [B]Equipment[/B] Leather Armour [15 lb] Club [3 lb] Sling [0 lb] 10 Stones [5 lb] Holy Symbol, Wooden/Holly and Mistletoe [0 lb] Anklets of Striding and Springing (as Boots) [1 lb] [COLOR=Wheat]Headdress of Spring's Shaman {relic} [+4 Wisdom, improves natural healing when in a verdant setting] [? lb][/COLOR] xx Whinoah has this--Periapt of Wisdom +2 [0 lb] Ring of Protection +2 [0 lb] Ring of Sustenance [0 lb] [COLOR=Wheat]Sapling of Verdant Endurance {relic} [extends spells related to Arylyra’s power] [? lb][/COLOR] Wand of Cure Light Wounds (1st lvl; 50 charges/[COLOR=Red]14 charges used[/COLOR]) [0 lb] Backpack [2 lb] -- Antitoxin (4) [0 lb] -- Bedroll [5 lb] -- Money (gems), wrapped in a piece of cloth (1,000 gp in various gems) -- Healer’s Kit (2) (20 uses) [2 lb] -- Sack (2) [1 lb] -- Waterskin [4 lb] Pouch, Belt [0.5 lb] -- Flint & Steel [0 lb] -- Money (48 gp, 9 sp) [1.14 lb] Spell Component Pouch [2 lb] -- also contains all foci for known spells [B]Weight Carried:[/B] 41.64 lb [B]Carrying Capacity [13 Strength][/B] [B]Light:[/B] 50 lb. or less; [B]Medium:[/B] 51-100 lb.; [B]Heavy:[/B] 101-150 lb.; [B]Lift (over head):[/B] 150 lb.; [B]Lift (off ground):[/B] 300 lb.; [B]Drag:[/B] 750 lb. [B]Money[/B] 1048 gp, 9 sp (in coins & gems) [B]Appearance[/B] Trayah’s pebbly skin is a deep forest green with lighter leaf green on the underside of the head and tail, and the front of the torso. His penetrating black eyes feel as if they are looking deep into your soul, and when you look into his in return you feel an ageless wisdom emanating from them. He countenance is usually thoughtful, though he does grin on occasion displaying many sharp teeth in the process. Dressed in a suit of leather armour he carries very little in the way of manufactured weapons, though his clawed hands and sharp teeth look menacing enough on their own, with just a club and a sling at his belt. He seems to converse with the empty air frequently, but on occasion you can see ghostly forms around him which lead you to believe he may be speaking to something after all. [B]Personality[/B] Trayah is a harmonious individual who seeks to live within the natural order. He is an affable and insightful being making many friends, chiefly among the local tribes of lacerta, but he has made a few friends from among the feldori. His eternal soul is of such purity it compels him to help those in need, wherever he finds them, even at great risk to himself. Always seeking to the nature of the world around him, he hopes his journeying allows him to encounter more spirits than are mentioned in the Laaort tribal myths. [B]Background[/B] Trayah was an inquisitive child always following one of the elders, often the tribal shaman, to see what they were doing. Once while following the shaman, he happened upon the shaman talking to a lacerta he didn’t recognize. Running up to the shaman once the other lacerta had left, he asked who the lacerta was. Realizing that Trayah had seen the spirit, he took the child before the elders and said he would apprentice him immediately. During his early training the spirit Amanal came to him, she said she had died many centuries ago while travelling in distant lands and would be his primary companion on the spirit road. Upon completing his training several years later, he set out with Amanal to find more spirits and learn about the natural world. After trekking through the wilds for a few days they happened upon some jaguar hunting grounds. Trayah considered this an auspicious beginning to his spirit quest, as the jaguar was his totem animal, and sat down to wait. He sat for several days, and eventually his patience paid off when he spotted a ghostly jaguar moving toward him. He continued to sit while the jaguar inspected him, and finally it spoke, “You are respectful of our ways and hold no fear of us, greetings I am Sivanael.” Replying he said, “Sivanael, I am Trayah, and I seek to have you join me on my quests, what must I do to accomplish this?” The great cat uttered a small growl of pleasure and batted him on the chest before saying, “You have my guidance and companionship as long as you continue your respect of our ways.” Glad to hear this Trayah said, “I feel no hardship in this bargain, as I have your spirit in my heart and soul”. Thus began his great spiritual journey. During the following years he met many spirits under the guidance of Amanal, and made pacts with those which he felt a powerful bond. Mahlas a recently deceased lacerta wild mage, Traythvan the spirit of a great tree in an old forest, Nuavia a faerie spirit of luck, Ketheath an air spirit basking in the whistling air flows of an isolated valley, Inaleti who was once a great lacerta seer, Lafae a sprite spirit who was playing pranks on Trayah for several weeks, Angiat a fire spirit half asleep under some hot springs, and Darsol an ancient lacerta spirit with power over the mind. Recently returned from his latest spirit quest, he hopes to spend a little time reacquainting himself with the tribe, but it appears that may not be possible... [B]XP Log[/B] (started with 18,000 xp) 750 (helping after database crash); 8,750 (end of act 1); 10,000 (completing acts 2 & 3); [COLOR=Red]9,200 (releasing Arylyra)[/COLOR][/SBLOCK] [/QUOTE]
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