Hollow's Last Hope [RG]

YeOldeAlbatross

First Post
This is the Rogue's Gallery thread for Hollow's Last Hope. Please maintain character sheets here. Also, track the group's experience and treasure below.

PARTY EXPERIENCE

+60 xp for bypassing a camouflaged pit trap in the forest of Darkmoon Vale.

+70 xp for defeating hobgoblin hunter Grung Knifetongue and his pair of pet razorcrows.

+120 xp for slaying the tatzlwyrm, guardian of the eldest darkwood tree in the vale.

+120 xp for destroying the animated cauldron that defended the hut of the witch woman Ulizmila.

+120 xp for slaying two vicious wolves that attacked the party outside the dwarven monastery.


TOTAL: 490 xp for each PC.


PARTY TREASURE

Unclaimed

1 Longsword
1 Shortbow
1 Studded Leather Armor
1 Light Wooden Shield
2 Crossbows
2 Short Swords
1 Hide Armor
1 Masterwork Shortbow
1 Signet Ring w/ image of flaming hawk (?? Value)
9 gp
12 sp

Claimed

Soulspeaker (?? Value) - Loricallior

Sold
 
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hero4hire

Explorer
Jared Morningstar

Fire.jpg


Male Human Cleric 1
Neutral Good

Strength 14 (+2)
Dexterity 10 (+0)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 12 (+1)

Size: Medium
Height: 6' 0"
Weight: 200 lb
Skin: Tan
Eyes: Grey
Hair: Ash-Blond


Domains: Fire, Healing

Total Hit Points: 9

Speed: 20 feet

Armor Class: 16 = 10 +4 [scale] +2 [heavy shield]
Touch AC: 10
Flat-footed: 16

Initiative modifier: +0 = +0 [dexterity]

Fortitude save: +3 = 2 [base] +1 [constitution]
Reflex save: +0 = 0 [base]
Will save: +5 = 2 [base] +3 [wisdom]

Attack (handheld): +2 = 0 [base] +2 [strength]
Attack (unarmed): +2 = 0 [base] +2 [strength]
Attack (missile): +0 = 0 [base]
Grapple check: +2 = 0 [base] +2 [strength]


Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.

Languages: Celestial, Common, Ignan





Feats:
Augment Healing
Type: General
Source: Complete Divine

Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast.

Prerequisite: Heal 4 ranks
Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast.
For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with the Healing domain and this feat casting cure moderate wounds would restore 2d8+13 hp (9 for his caster level including the +1 caster level bonus for the Healing domain, + 4 for the feat). A 13th-level druid casting heal would restore 144 hp (130 for her caster level + 11, for the feat, since heal is a 7th-level druid spell).


Fire Devotion
Type: Domain
Source: Complete Champion

You can burn your enemies with your melee attacks.


Benefit: Once per day as a swift action, you can sheathe your body in red and orange flames. The fire does not harm you, but illuminates the nearby area as a torch would.
While you are thus alight, eack of your melee attacks does one extra point +1 point per every 3 levels you possess. (To a maximum of +7 at 18th level). This effect lasts for one minute. Any foe injured by this fire ignites and burns for an additional 1d4 points of fire damage per round unless it succeeds on Reflex save (DC 10 + 1/2 your character level + your Cha modifier). A burning creature can take a move action to automatically douse the flames.

Special: If you have the ability to turn undead you gain one additional daily use of this feat for every two turn uses you expend.


Skill Points: 20
Skill Ranks (Total) Cross-class*
Balance 0 (-6), Climb 0 (-4), Concentration 4 (+5), Craft (smithing) 3 (+5), Escape Artist 0 (-6), Heal 4 (+7), Hide 0 (-6), Jump 0 (-4), Knowledge (religion) 3 (+5), Move Silently 0 (-6), Spellcraft 2 (+4), Survival 2* (+5), Swim 0 (-10)


Zero-level Cleric spells: 3 per day
Detect magic x2, Mending


First-level Cleric spells: 2 (1+1) per day +1 from a domain:
Lesser Vigor, Shield of Faith, Burning Hands(D)


Abilities:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Alignment Aura
Spontaneous Casting (heal)
Turn Undead (4x/day)
High wisdom gains bonus spells daily
Turn or destroy water creatures as a good cleric turns undead or
Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. (4x/day)
Cast healing spells at +1 caster level.

Class HP rolled
Level 1: Cleric 8

Equipment: 7 gp 7sp
Sling bullets (group of 10) 1sp
Backpack 2gp
Bedroll 1sp
Candle (10) 1sp
Flint and steel 1gp
Pouch 1gp
Rations (6 day) 1gp
Waterskins 1gp
Holy symbol (wooden) 1gp
Spell component pouch 5gp
Everburning Torch 110gp
Morningstar [1d8+2, crit x2, 6 lb, one-handed, bludgeoning and piercing] 8gp
Dagger [1d4+2, crit 19-20, range inc. 10 ft., 1 lb, one-handed, slashing or piercing] 2gp
Sling [1d4+2, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
Scale Mail [light; +4 AC; max dex +3; check penalty -4; 25 lb.] 50gp
Heavy Wooden Shield [+2 AC; check penalty -2; 10 lb.] 7gp



Tactics: Jared usually engages in melee right away. Sometimes prudently Casting Shield of Faith before engaging. He saves his other spells for opponents who have proven to be resistant to his normal attacks or especially difficult to hit. If the opponent seems to be particularly vulnerable to fire. (Such as Trolls or Mummies) he will immediately use his Flame Devotion feat to wreathe himself in flame. If he proves to be inneffectual vs a target he will often attempt to aid another one of his allies who he thinks will be most effective against the foe. Jared will immediately break away from combat to heal wounded allies who have fallen or if they seem like they are in particular trouble.

Update 07/10/07 10 silver paid to crowd
Update 07/15/07 4 days rations bought
Update 07/23/07 (MY BIRTHDAY!) Exchanged SoF for CLW
Update 08/10/07 Spells cast
Update 08/22/07 Spells cast
Update 09/06/07 Spells cast
Update 09/13/07 Spells cast
Update 09/16/07 Spells cast
Update 10/15/07 Spells cast
 
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Insight

Adventurer
HAKKARA [ECL 1] 130/1,000xp
Human Barbarian (Wolf Totem Variant) 1
Chaotic Good

Init +1; Senses Listen +0, Spot +0
Languages Common.
AC 16, Touch 11, FF 15 (+1 Dex, +3 Armor, +2 Shield).
HP 14
Fort +4, Ref +1, Will +0
Spd 40ft
Melee Bastard Sword 2H (+3 atk, 1d10+3 dmg, crit 19-20/x2) or Bastard Sword 1H (+3 atk, 1d10+2 dmg, crit 19-20/x2) or Dagger (+3 atk, 1d4+2 dmg, crit 19-20/x2, RI 10)
Raging Bastard Sword 2H (+3/+3 atk, 1d10+6 dmg, crit 19-20/x2) or Bastard Sword 1H (+3/+3 atk, 1d10+4 dmg, crit 19-20/x2) or Dagger (+3/+3 atk, 1d4+4 dmg, crit 19-20/x2, RI 10)
Ranged Shortbow (+2 atk, 1d6 dmg, crit 20/x3, RI 60) or Dagger (+2 atk, 1d4+2 dmg, crit 19-20/x2, RI 10)
Space 5ft; Reach 5ft
Base Attack +1; Grapple +3
Ability Scores Str 15, Dex 13, Con 15, Int 11, Wis 11, Cha 13
SQ Fast Movement (40ft), Illiteracy, Rage (Whirling Frenzy Variant) 1/day.
Feats Exotic Weapon Proficiency – Bastard Sword, Power Attack.
Skills Climb (2) +4, Handle Animal (2) +3, Intimidate (4) +5, Jump (4) +6, Ride (2) +3, Survival (4) +4, Swim (2) +4. Armor Check Penalty –3.

Gear: Backpack, Bastard Sword, Bedroll (Saddlebags), 2 Belt Pouches, Crowbar (Saddlebags), Dagger, 5x Feed (for Pony; kept in Saddlebags), 3x Flask, 3x Flask of Oil, Hammer (Saddlebags), Heavy Wooden Shield, 50ft Hemp Rope + Grappling Hook, Iron Pot (Saddlebags), Pony (Bit & Bridle, Pack Saddle, Saddlebags), 2x Sack, Shortbow + 20 Arrows, Studded Leather Armor, 5x Torch, 5x Trail Rations, 2x Waterskin, Whetstone, and Winter Blanket (Saddlebags).

Wealth: 2gp, 9sp, 3cp.

Rage – Whirling Frenzy Variant: Hakkara doesn't gain the normal bonuses when she enters a rage. Instead, when Hakkara enters a rage, she temporarily gains a +4 bonus to Strength (to 19; +4 bonus) and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, Hakkara may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity Hakkara might make before her next action. Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4. Hakkara doesn't gain indomitable will at 14th level. Instead, she gains evasion, but only while in a whirling frenzy. Hakkara can't use whirling frenzy at the same time that she uses any other form of rage (or similar ability).

Concept: Traveling sword for hire, a barbarian stranger in a strange land.
Appearance: Wild and untamed, with vibrant, flowing red hair (shoulder length), partially-braided with simple beads, wearing rough studded leather armor, carrying an oval wooden shield scratched and gashed with claw and axe marks, wielding a tarnished, pitted, and bloodied bastard sword. 6’0”, 155lbs, green eyes, and red hair.
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Background in Brief: A barbarian warrior-maiden, Hakkara comes from the remote reaches, skirting the edges of civilization. Her once-proud tribe of nomadic hunter-gatherers strayed dangerously close to the domain of the giants, and soon, they were beset by giant attacks. The tribe fared poorly, and though the nomads left the giants' domain, the barbarians found themselves severely weakened and unable to properly sustain themselves. Hakkara, one of the tribe's youthful and talented warriors, was sent to the nearest civilized city to find work and eventually bring back supplies to her people. The civilized people did not react well to Hakkara's presence and her inability to speak the local language.

After one too many fights in the street over some disturbance or another, Hakkara was thrown in jail. She languished in jail for many months. After a time, a merchant came to Hakkara with an offer to buy her freedom in exchange for a period of servitude. Desperately hating confinement, Hakkara agreed, and was sent to the main city. Hakkara served the merchant mostly as a guard, though there were times when the merchant requested other services. After a few months, the merchant was assassinated by a rival, and Hakkara was freed. She now seeks to make her way in the big city, sometimes overwhelmed by the complexities she finds there in the people, institutions, and even just the city framework itself.

Hakkara recently signed on as a guard for a merchant caravan, and has recently arrived in the small town of Falcon's Hollow as part of this caravan. It was a merchant caravan that was to continue past Falcon's Hollow, but Hakkara didn't care for a few merchants who made... certain suggestions... and didn't wish to continue. She has that problem sometimes. Anyway, Hakkara is nearly broke and really doesn't want to hang around this small town much longer.

Personality: Hakkara is overwhelmed by civilized society, but she's starting to understand how it all works. She is getting used to being treated as an outsider, and sometimes relishes her role, and enjoys the fear she sees in her enemies' eyes when they view her in full combat throat. Despite this bravado, Hakkara is at her core a team player. She likes to be part of a group and wants to help others, though those who cross her find Hakkara an implacable foe.
 
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Nazhkandrias

First Post
jebbobarrelbusterportramf9.png

Jebbo Barrelbuster

[sblock=Stats]Male Halfling Bard 1
Medium Humanoid (Halfling)
Hit Dice: 1d6 + 2 (8 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +3 Dex, +4 chain shirt), touch 14, flat-footed 15
Base Attack/Grapple: +0/-4
Attack: Dagger +1 melee (1d3/19-20) or quarterstaff +1 melee (1d4) or dagger +5 ranged (1d3/19-20) or light crossbow +4 ranged (1d6/19-20)
Full Attack: 2 daggers –1/–1 melee (1d3/19-20) or quarterstaff –1/–1 melee (1d4) or 2 daggers +3/+3 ranged (1d3/19-20) or light crossbow +4 ranged (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bardic music (countersong, fascinate, inspire courage +1), halfling traits, spells
Special Qualities: Bardic knowledge, halfling traits
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 10, Dex 16, Con 14, Int 8, Wis 8, Cha 18
Skill Ranks: Bluff 2, Concentration 2, Diplomacy 2, Gather Information 2, Perform (storytelling) 4, Speak Language 4, Tumble 2, Use Magic Device 2
Feats: Two-Weapon Fighting
Alignment: NG
Equipment (Owned): Traveler’s outfit, chain shirt, 6 daggers, quarterstaff, light crossbow, 20 crossbow bolts, backpack, sack, spell component pouch, bedroll, flint & steel, 3 torches, 1 week’s trail rations, whetstone
Equipment (Carried): Traveler’s outfit, chain shirt, 6 daggers, quarterstaff, light crossbow, 20 crossbow bolts, backpack, spell component pouch, flint & steel, 1 torch
Coins: 2 gp, 11 sp, 15 cp
Weight Carried: 24 lbs.
Weight Capacities: Light – 24.75 lbs., Medium – 49.5 lbs., Heavy – 75 lbs.
Spells Known:
Level 0: Detect magic, light, mage hand, read magic
Spells Per Day: Level 0: 2
Spells Left Today: Level 0: 2
Languages: Common, Dwarven, Elven, Gnome, Goblin, Halfling[/sblock]

[sblock=Appearance And Personal Info]Age: 41
Height: 2’11”
Weight: 38 lbs.
Skin: Medium tan
Hair: Dark brown, short, wavy hair - a little messy and unkempt. No facial hair. Thick eyebrows.
Eyes: Light brown
Physical Appearance: Jebbo is fairly plump for a Halfling, mostly around his belly, but a bit of it shows on his face. He tends to smile a lot, with cheery eyes to go along. His nose is also a little large, but all of this serves to give him remarkably good-natured features, reflecting his attitude towards life. Jebbo’s feet, being very large (and some would say silly looking), are sometimes the subject of ridicule, but he pays it no mind. Overall, Jebbo is a stocky, stout Halfling with ruddy features and a cheerful face.
Clothing: Jebbo prefers simple, comfortable clothing in hues of brown and green. His clothes bear numerous stitches and patches, since he replaces them only when they are simply beyond repair. He wears a thick, dark green hooded cloak, and his shirt and pants are brown, baggy and loose-fitting. He also has a forest green vest, embroidered with tree and leaf patterns on the sides, which he is particularly fond of, since it was embroidered by his mother before he left home. He wears sandals on his large feet, but only when the situation prevents him from going barefoot.
Personality: Jebbo is unshakably jolly and optimistic, always trying to find the bright side to everything. He always has a story at hand to lighten the mood, inspire others, or earn a free drink. He tends to take everything lightly, shrugging off insults and dangers with a hearty laugh and a wide smile. Jebbo rarely stays in one place for too long, becoming restless if he does. Still, despite his wanderlust, he doesn’t like to stir up trouble, but will sometimes do so if he feels that it’s the right thing to do. Jebbo is not particularly well-educated, and he can be a little naïve at times, but his heart is in the right place, and he is a reliable ally and a devoted friend.
Family: Father – Lester Barrelbuster (whereabouts unknown; set off on his own a while ago); Mother – Lillabell Peachhill (whereabouts unknown; with traveling Halfling clan); Sister – Susie-May Peachhill (whereabouts unknown; with traveling Halfling clan).[/sblock]

[sblock=Equipment Details]Daggers: While Jebbo’s daggers are all fairly straightforward, weighted and designed for throwing, none of them are exactly alike. He tends to trade his daggers around with others, exchanging an older one for one that he finds interesting, pretty, or just downright peculiar. Currently, his collection contains:
- A long, slim dagger with a very fine point and a hilt bound in snakeskin.
- A wide dagger with a leaf pattern etched into one side of the blade.
- A dagger with a slight curve to the blade, a wide hilt, and no crossguard.
- A dagger with two small flanges on the base of the blade and two small barbs on the tip of the blade.
- A long dagger with a semiprecious gem resembling a cat’s eye in the pommel.
- A dagger with a wavy blade and a faint blue tinge to the metal.
Quarterstaff: Jebbo’s quarterstaff is a family heirloom, passed down from his great-great-grandfather (the first in the family who took to wandering) to his great-grandfather to his grandfather to his father to himself. As such, it appears extremely old, gnarled, and weathered, but it has held up remarkably well over the few hundred years that it has been in existence (the reason being that it was made from an extremely rare and valuable tree known only to Jebbo’s family, which they simply call “The Good Wood”). All of the owners of the staff (including Jebbo) have carved their names along the side of the staff. Jebbo treasures this staff more than anything else he owns. He uses it both as a walking stick and (rarely) in combat, should his daggers prove ineffective.[/sblock]

[sblock=Background And History]Lester Barrelbuster had been a wanderer for most of his life, as had his father and his father before him. During his travels, he had stumbled across the Treewhistler Clan and the lovely Lillabell Peachhill, a local baker. Laying aside his wandering ways (at least for the time being), he settled down with Lillabell and had two children. The younger by seven years, a girl, they named Susie-May, and the older, a boy, they named Jebbo.

Jebbo's childhood was fairly normal, but when he turned 15, his father's wanderlust returned. Not wanting to leave Lillabell, Jebbo, and Susie-May, but unable to control his insatiable need to strike out on his own once more, Lester said his goodbyes and left his wife and children. Before he left, he left his walking stick, a family treasure, to his son Jebbo. His last words to Jebbo were "This here famly needs yah, son. Take good care of 'em, now. Ah just know that y'all'll do real nice, so long as yah stick tagetha." Teary eyed, Jebbo waved as his father walked down the road, never to be seen by his family again.

As the years went by, Jebbo did his best to support his family. He tried everything - but from baking to woodwork, he just didn't seem to be able to keep a job. The only money he made was from his stories - he would sit down in the middle of a nice spot, and weave a tall tale for anybody who was willing to listen. Sometimes, a coin or two would be tossed his way, in thanks for the diversion. Jebbo and those that listened to him realized that he had a talent for telling tales, but talk still spread that he would become idle, as his father had.

Ever since his father left, Jebbo had always listened to the recounts of the travelers who passed through the settlement, forever curious about the world at large. Over the years, his wanderlust grew, as he longed to do as his father had done and see what there was to see in the world. He was able to keep it to just that - a longing - until his 25th year. It was during that year that Jebbo finally succumbed to the traveling spirit that had beset his ancestors for as long as anybody had known, and he began to say his goodbyes.

While some members of the community sniffed at Jebbo's announcement that he would be leaving, thinking that he would just end up an idle fool like his father, many would miss his stories and jovial nature. Most of all, though, his mother and sister would miss him. His mother knew that, like his father, he would one day set off on his own, but it didn't make it any easier to watch him go. "A Barrelbuster only stays as long as yah can tie him down, and sometimes not as long as that," she had always known, and she accepted his decision. Jebbo kissed his mother and his sister goodbye, and walked down the same road that his father had walked down 15 years ago, never to see his family again...

Jebbo traveled the world, as he had always wanted to, experiencing everything to its fullest, and telling others of his many adventures and encounters. He never grew tired of wandering, not even after 16 years. He never stayed in one place for long, his restless spirit constantly uprooting him and moving him on to his next destination, wherever it may be. Over time, he discovered that he possessed innate magical abilities. By simply believing in himself enough, he could create magic "jest like the brightah folks." Confused and amazed at his abilities, Jebbo just accepted them for what they were, useful things for his travels, and he took to using them and developing them whenever he could.

After a while, he tried to locate his family again, but the Treewhistle Clan had moved on, and nobody knew exactly where they went. Jebbo missed his family, but accepted that not seeing them again was probably for the best. Visiting would only make it harder for them to watch him go again. And so, Jebbo continued on his way, until his travels brought him to the bleak little town of Falcon's Hollow...[/sblock]
 
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Azgulor

Adventurer
Cyryn, 1st Level male half-elf Rogue
Rogue 1
AL CG

Abilities: Str 12 (+1), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 14 (+2)
HP = 7 [6 + 1 Con]
AC = 15 (+3 Dex, +2 armor) [12 flat-footed, 13 vs. touch attacks]
Initiative = +7 (+3 Dex, +4 Improved Initiative)
BAB = 0; Grapple = +1
Melee = +1, Ranged = +3
Saves: Fort = +1, Ref = +5, Will = +1

Skills [36 points] – Ranks (Total Bonus)
Bluff – 3 (+5), Climb – 2 (+3), Diplomacy – 2 (+6), Disable Device – 1 (+2), Gather Info – 3 (+7), Hide – 3 (+6), Intimidate – 1 (+3), Jump – 2 (+3), Knowledge [Local] – 2 (+3), Listen – 3 (+5), Move Silently – 3 (+6), Open Lock – 1 (+4), Search – 1 (+3), Sense Motive – 2 (+3), Sleight of Hand – 3 (+6), Spot – 3 (+5), Swim – 1 (+2)

Feats: Improved Initiative

Languages: Common, Elvish, Dwarvish

Special Abilities: Sneak Attack +1d6, Trapfinding

Description: 22-yrs old. Sandy-brown hair shoulder-length hair. 5’6” tall, 105 lbs. Green shirt, grey breeches, black boots. Dark blue tunic worn over black leather armor.


Common Tactics:
If surprise (i.e. sneak attack) not feasible:
Uses improved initiative to hopefully gain first strke and launches short spear.
Short sword used in melee. Tries to avoid front-line fighting if possible.


Sneak Attacks:
Short sword preferred sneak attack weapon, but will use short spear or dagger within 30' if closing to target isn't feasible.



Equipment:
Short sword
3 Daggers
Short spear
Leather armor
Masterwork Thieves’ Tools
Traveler’s Outfit
2 Belt Pouches
Waterskin
Bedroll
Backpack

Backpack contents:
Flint & Steel
50’ Silk Rope
spare Traveler’s outfit
Trail rations
Whetstone
Sack (empty)

Money: 16 gp, 8 sp
 

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Voadam

Legend
Loricallior Wild Elf Dragonfire Adept

Loricallior
CG Wild Elf
Dragonfire Adept 1
Medium Humanoid (Elf, Dragonblood)

Str 10 (2)
Dex 18 +4 (10 +2 racial)
Con 16 +3 (10)
Int 12 +1 (6 -2 racial)
Wis 10 (2)
Cha 10 (2)

hp 12 (8 +3 con +1 dragontouched)
AC 14 (+4 dex) Touch 14, FF 10
BAB+0 Grapple +0
Initiative +4

F+5, R +4, W+2 (+1 vs. paralysis, +2 vs. enchantment)

Immune to sleep

Attack longbow: +4 ranged d8x3 RI 100'
Fire Breath (su): range 15' cone or 30' line 1d6 fire damage, reflex save for half DC 15 (10 +3 con +2 ability focus)

Feats: Ability Focus Breath Weapon, Dragontouched (B),

Skills:
Diplomacy +4 (4 ranks)
Knowledge Arcane +5 (4 ranks, +1 int)
Listen +3 (+2 racial, +1 dragontouched)
Search +8 (4 ranks +1 int, +2 racial, +1 dragontouched)
Speak language 3 (3 ranks)
Spellcraft +2 (1 rank +1 int)
Spot +7 (4 ranks, +2 racial, +1 dragontouched)

Languages: Elf, Common, Draconic, Goblin, Giant, Fey,

Invoactions:
Magic Insight: Detect magical auras; identify magic items.
You can use Detect Magic as per the spell. While the invocation is active you can end the invocation as a full round action to determine all the properties of a handled item as per Identify but with no material components requires.
Equipment:
Clothes
backpack 2 gp
longbow 75 gp
40 arrows 2 gp
Sundries 1 gp

Appearance, a black haired elf with green eyes dressed in the cured hides of jungle and woodland beasts.

Loricallior comes from the barbaric and tribal wild elves of the southern jungles. His people do not have traditions of wizardry but of draconic based magic. He is a dragonfire adept practicing a form of innate magic learned from dragons in ages past. He has completed his apprenticeship and is now a journeyman out to see the world and practice his craft to perfection.

Other denizens of the jungles he grew up in included various types of trolls, nature spirits, and goblinoids. Loricallior learned their languages and has practice in dealing with such creatures.

Tactics, if enemies are at range Loricallior will use his elven bow, but he prefers to work his dragonfire magic as his primary weapon. In combat he is mobile, trying to set up positions to catch foes with his magic while avoiding roasting his allies.
 
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