[AE/AU] The Test of Time [Full - Alternate Welcome]

I wouldn;t mind jumping in here as well if it is ok with you. I seem to have a certain Sprite Magister in mind that I want to play.

Let me know.
 

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ALTERNATE CHARACTER - K'trinaxes; Verrik Iron Witch 1

Tenatively... an Iron Witch (I'm confident that I won't be on the alternate list long given how the pbp format goes). :)

STATS: http://invisiblecastle.com/find.py?a=show&id=67985
NOTE: Hot diggedy dog! I may reorder some of those.

K'trinaxes, Verrik Iron Witch ONE; CR 1; Medium Humanoid; HD 1d6+2 (8hp, dying -1, dying -15, dead -16); Init +1; Speed 30 feet; AC 17 (+1 Dex, +3 Armor, +2 Shield, +1 natural armor), flatfooted 16, touch 11, ACP -3, Spell Failure 25%; BAB +0, Grapple +3; Atk +4 melee (1d8+5, critical 19+/x2, Iron Blade - Longsword), Atk +3 melee (1d6+3, critical 20+/x2, Club) or +1 ranged (1d8+0, critical 19/x2, Light Crossbow); Full Atk: n/a; SA: n/a; SQ: +1 AC vs. Sword based attacks, +1 Luck bonus to AC vs. Iron weapons, Sensory Control, Spell-like Abilities: contact, lesser tk, sense thoughts; SV Fort +2, Refl +1, Will +5; Str 16, Dex 12, Con 15, Int 14, Wis 16, Cha 7.

Skills and Feats: (24 skill points, 4/2 max ranks)
Bluff +2 (4 ranks, -2 Cha), Concentration +6 (4 ranks, +2 Con), Knowledge (local) +6 (4 ranks, +2 Int), Sense Motive +5 (2 ranks, +3 Wis), Spellcraft +5 (3 ranks, +2 Int), Disable Device +6 (4 ranks, +2 Int), Open Lock +4 (3 ranks, +1 Dex); Languages: Common, Verrik, Fallenoran, Lithoran; Natural Swordsman, Iron Flesh

Sensory Control: Verrik can selectively shut off their senses. This means they can willingly blind themselves (taking the appropriate penalties) to become immune to gaze attacks and similar visual dangers. They can willingly go deaf and make themselves impervious to language-based or similar effects. They can shut off their sense of touch and become immune to pain effects but suffer a –2 circumstance penalty to attack rolls, Open Lock or Disable Device attempts, or any other action the DM rules to be touch-dependent. Shutting off or reactivating a sense is a standard action.

Spell Access: Verrik always have access to PSIONIC spells, even if they normally would onlyhave access to Simple spells.

Innate Spell-Like Abilities: 1/day—contact, lesser telekinesis, sense thoughts

Knowledge (Verrik): Verrik always gain Knowledge (verrik) as a class skill.

Weapon and Armor Proficiency: Witches are proficient with all simple weapons, light armor, and shields.

Spellcasting: Witches have access to Simple spells.

Iron Witchery>: If attacked by a ranged or melee weapon containing iron, the iron witch gains a +1 luck bonus to Armor Class.

Iron Witch Blade Manifestation: Iron Witches may creat a short, long, or greatsword out of iron; it appears in his hand. The witch is proficient with the blade, which operates in all ways like a normal sword except that it also has a +1 enhancement bonus + 1 per five witch levels. Only the witch who created it can use the sword. He can create it at will, requiring a standard action. The sword disappears when out of the witch’s grasp.

Possessions: 63gp 18sp 10cp.
Witch Bag (5GP), Thieves Tools (30GP)
Light Crossbow (35GP), 60 Crossbow Bolts (6GP), Bolt Quiver (2GP)
Club (--GP),
Studded Leather Jack [-1 ACP; 15% failure] (25GP), Heavy Shield [-2 ACP, 10% failure](20GP)
Bedroll (1SP), 5 Sunrods (10 GP), Backpack (2GP).
Peasant clothes (verrik)

Spells: 3/1/- spells per day, Base Save DC 13 + spell level.
Code:
[b]0th (DC 13)[/b] - [i]Bash, Canny Effort, Saving Grace[/i]
[b]1st (DC 14)[/b] - [i]Transfer Wounds (Lesser)[/i]
[b]2nd (DC 15)[/b] - n/a

Description: Short and stocky with the distinctive wine-colored skin of all Verrik. His hair is slate gray and worn shaved very close to his skull. K'trinaxes prefers to garb himself in a strange fusion of priestly robes and loose fighting clothes. His clothes are gray-black and adorned with brown bags and a light desert robe complete with deep hood.

History: K'trinaxes is the 12th son of a long dynasty of Iron Witch mercenaries. However, a disagreement with the disposition of forces and missions with his father, while his was young, resulted in him being excommunicated from his family. Every the practical one, K'trinaxes simply shrugged his shoulders and wandered north with the faint idea of seeing the harrowdeep and perhaps a faen skyship.

He bears neither the giants nor the dragons any rancor... mostly because both possess great temporal power while he does not.

Currently, he is exploring the giant lands on his way to the harrowdeeep, but finds himself in need of funds. He's not opposed to banditry, but he'd rather not end up in a prison somewhere, so for the moment he'll operate within the system.
 
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Ow, god. Looks like I just missed it. Although I'm putting my name in the case this isn't first come first serve, or someone earlier backs out.

I just got AU and I really want to play.
 

I'll correct the stat block in a bit. I'm glad you raised the points a bit. I felt a little guilty with those numbers. I never roll that good. I like the block because it makes you put the numbers in slightly less optimal order. I get an urge to min./max. and this helps me generate characters with more opportunities to role play because their strenghts and weaknesses aren't always the ones you would expect based on class and race.
 

Glad to see you drop in Elocin, 6th spot was saved for you.

Lobo and Ender, I am afraid I have to make the cut somewhere. As first alternates you definitely have a good chance of sticking around, so if you want to roll up characters go ahead.

Now that we have 6, post your characters here in statblock format. I'll approve/make suggested changes where required and then open a Rogues Gallery post. Once we have 6 characters ready to go, I'll make the In Character post.
 

Soen Morrowsong - Faen Loresong Magister 1; CR 1; small humanoid; HD 1d6+2 (8hp, dying -2, dead -13); Init 1; Speed 20 feet; AC 12 (+1 Dex, +1 size), flatfooted 11, touch 12, ACP 0, Spell Failure 0; Bab +0, Grapple -3; Atk +2 melee (1d6+1, critical x2, Faen Staff; SA: See Below; SQ: See Below; SV Fort +2, Refl +1, Will +3 (+1 agianst magic); Str 12, Dex 12, Con 14, Int 18, Wis 12, Cha 11.

Skills and Feats: (28skill points, 4/1 max ranks) Alchemy +8 (4 Ranks), Appraise +4 (0 Ranks), Balance +1 (0 Ranks), Bluff +0, Climb +0, Concentration +6 (4 Ranks), Decipher Script +8, (4 Ranks), Disguise +0, Escape Artist +1 (0 Ranks), Gather Information +0, Heal +1 (0 Ranks), Hide +1 (0 Ranks), Intimidate +0, Jump +1 (0 Ranks), Knowledge (arcana) +8 (4 Ranks), Knowledge (history) +8 (4 ranks), Listen +1 (0 Ranks) Move Silently +1 (0 Ranks), Ride +1 (0 Ranks), Scry +4 (0 Ranks), Search +4 (0 Ranks), Sense Motive +1 (0 Ranks), Spellcraft +10 (4 Ranks), Spot +1 (0 Ranks), Swim +1 (0 Ranks), Survival +1 (0 Ranks) Use Rope +1 (0 Ranks); Resistance to Magic, Eldritch Training.

<Class or Race feature>: Detect Magic 1/day, Ghost Sound 1/day, Lesser Glowglobe 1/day, Low Light vision, Metamorphosis

Possessions: Faen Staff, Travelers Outfit, Backpack, Bedrool, Belt Pouches x5, Flask, Flint and Steel, Ink (5oz), Ink Pen x2, Small Steel Mirror, Paper (40 sheets), TRail Rations x5, Sealing Wax x2, Signet Ring, 50' Silk Rope, Waterskin x3;

Total Weight: 32.5lb Money: 95gp 1sp 7cp

Spells: 3/2 spells per day, Base Save DC 15 + spell level.
Spells Typically Readied
  • 0th - Appropriate Size, Read Magic, Seeker, Telekinesis, Hygiene, Saving Grace
  • 1st - Mudball, Magic Armor, Open Lock, Obscuring Mist

Description:
He is 3' tall and weighs 40 lbs. He is 109 years old, has long brown hair, green eyes, well-tanned skin and a well trimmed goat-tee. His clothing is well maintained, and he is never out of sorts as if he has spent hours getting ready even though only minutes have passed. He is very out going and is easily liked by all that he meets. He tends to be very mischievous and is always ready for a good laugh, but if you ever really look into his eyes you can see the passion in them for magic almost to the point of obsession.

History:
Growing up in the city of Thayn and learning the use of magic from the magisters in this city Soen is proud to call himself a Magister and is very interested in all the speeches that Faevor Grayportal has given. Soen believes that it is his destiny that he will help Faevor wish to bring back the Council of Magisters and he covets to be an important player in this council. When he thought that he could learn no more from the Magister teacher of Thayn he informed Faevor that he is going out into the world to help discover all that he could of the Council and will seek out anything that Faevor deems important to learn more about. This drive for more information led him to join an adventuring company in search of wonders of the world...
 
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Lobo Lurker said:
Where the HECK do you find Starting Gold? I've been unable to locate this since 3rd Edition came out!

Its on page 6 under Creating A Character - Equipment. Atleast it is in AU. In 3.xE its the first page in the equipment section. For AU/AE its 4d4*10gp. (or 160gp for this game)
 



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