Arcadia Characters and Log

micr0c0sm

First Post
Note: I found these images a while back, if it's yours I humbly ask permission to use them - if you request I will take them down immediately. I'm pretty sure it was off these boards so I'll try and find the owners ASAP.

Lore Scio

Appearance, Traits + Disadvantages

Smaller half-elf with some drow lineage visible. Is sufferring from amnesia as she currently does not know anything before being tortured by the Valuans. The amnesia has definately affected her personality - she takes little care for others (steals what she can) with no remorse and is very impulsive. Learns the location of a vault containing her equipment, but at arrival claims different equipment than what she really owns.

History

It's a mystery as to how she arrived on Arcadia- maybe the journey was the cause of her amnesia or maybe she was banished here. (One possibility is that she almost beat the last Fremen witch in a mageduel to save the race, but the witch cheated and baned her here). All she remembers is being tortured by the Valuans for an indeterminable amount of time. She spent all her time diligently planning her escape, only to have an oppurtunity come up that had nothing to do with the plan, that she took anyway. Her amnesia explains how new abilities pop up and her levels of monk while still remaining chaotic nuetral.

Goals

Find out who I am. Find out where I came from. Hurt Valuans.

Basic

Code:
[B]Lore[/B] - [I]Female Rog8/Mnk2/Ftr1[/I]

Str 16    AC - 26 (10 +3 dex +7 armor +4 shield +2 amulet +1 ring)
Dex 16    HP - 7d6 + 2d8 + 1d10 +17 (27-85)
Con 12   Init +3
Int 13    Fort +9
Wis 13    Ref  +13
Cha 12    Will  +8

Weapons and Equipment
Code:
[I]Weapons[/I]
  aquilus agnito - Keen Guisarme +2 (+14/+9) (2d4+6) (19-20/x3)
  novo ico - Mercurial Chakrum +1 (+12/+7) (1d8+5) (20/x4)
  Unarmed Attack (+12/+7) (1d6+3) (20/x2)
  Flurry of Blows (+10/+10/+5) (1d6+3) (20/x2)

[I]Equipment[/I]
  Mithral Chain Shirt +3 (+7 AC, +6 max dex, 10% arcane failure)
  Amulet of Natural Armor +2
  Animated Shield +2
  Ring of Protection +1
  Deflecting Buckler +1
  Ring of Feather Falling
  Heward's Handy Havershack
  Horseshoes of the Zephyr

Skills
Code:
[I]Skills[/I] (99 rog + 10 mnk +3 ftr +14 human)
  Balance    +10 (5 rank +3 dex +2 tumble)
  Bluff        +15 (14 ranks +1 cha)
  Diplomacy +10 (5 ranks +1 cha +2 bluff +2 )
  Disable Device +10 (9 ranks +1 int)
  Disguise    +5 (4 ranks +1 cha)
  Escape Artist +9 (6 ranks +3 dex)
  Hide +9 (6 ranks +3 dex) 
  Jump +9 (4 ranks +3 str +2 synergy)
  Listen +9 (12 ranks +1 wis -4 flaw)
  Move Silently +9 (6 ranks +3 dex)
  Open Lock +9 (6 ranks +3 dex)
  Ride +7 (4 ranks +3 dex)
  Search +9 (8 ranks +1 int)
  Sense Motive +9 (8 ranks +1 wis)
  Sleight of Hand +9 (4 ranks +3 dex +2 synergy)
  Spot +9 (12 ranks +1 wis -4 flaw)
  Tumble +17 (14 ranks +3 dex)

Flaws, Traits, & Feats
Code:
[I]Flaws & Traits[/I]
  Innattentive (flaw)
  Detached (trait)

[I]Feats[/I]
  Dodge (human)
  Mobility(flaw)
  Combat Expertise (fighter)
  Stunning Fist (monk)
  Combat Reflexes (monk)
  Improved Trip (1st)
  Improved Feint (3rd)
  Defensive Throw (6th)
  Elusive Target (9th)

Proficiencies and Class Abilities

Code:
[I]Proficiencies[/I]
  Simple Weapon Proficiency
  Martial Weapon Proficiency
  Rogue Weapon Proficiency
  Monk Weapon Proficiency
  Light Armor Proficiency
  Medium Armor Proficiency
  Shield Proficiency

[I]Class Abilities[/I]
  Evasion
  Flurry of Blows
  Improved Unarmed Attack
  Sneak Attack +4d6
  Trapfinding
  Trapsense +2
  Uncanny Dodge
  Improved Uncanny Dodge

New Weapon: Chakrum
Medium Exotic Weapon
1d8 slashing 20/x3 on critical
Special: A wielder may add her strength bonus to damage rolls with a chakrum
A weilder unproficient with the chakrum takes damage when catching it. Mercurial chakrum allowed.
 

Attachments

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Last edited:

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First Steps in Arcadia

The party found itself fine after their trip through the portal. They opened their eyes and were flat on their backs on the deck on an airship. The ship's captain held them at gunpoint and asked them where they came from. The party replied that they did not know. Luckily, this pirate was only in business of stealing from the Valuans, and he decided to help the party.

Captain Dyne of the Albatross based in Windmill a. k a. Pirate's Isle told the party the following basic information:

☼The planet Arcadia has six moons. Under each moon except for one, there is a continent. The moons each have a color, which determines the weather under it. The continents are:
-Valua (under the yellow moon to the north, eternally shrouded in a lightning storm, equivalent to Europe but evil)
-Nasr (under the red moon to the east, a vast desert, equivalent to the Mideast)
-Ixa'Taxa (under the green moon to the south, entirely forested, equivalent to the Maian South America)
-Yafutoma (under the blue moon, to the far east/far west, it always rains there, equivalent to Japan and China)
-The Unnamed Lands of Ice (under the purple moon, to the far north/far south [they're the same in Arcadia], equivalent to the South Pole)
-Sailor's Isle (under the silver moon, not a continent but a small island trading post in essentially the crossroads of the world)

☼In Arcadia, low-level magic is extremely common - crystals (the equivalent of potions) are available to purchase in most stores. Boxes (same as wands, but usable by any class and only 1-10 charges) are also easy to find. Most people have a level or two of spellcaster. Higher level casters are very rare. Most retire to some shop in some city as soon as they're powerful and knowledgable enough to turn a profit.

☼Items created by magic in other campaign worlds are made out of refined moonstone. The strongest swords have blades that are entirely made of moonstone. Every so often, the moons rain down chunks of their surface which land on the ground. These are collected and used for weapons, armor, and fuel. Airships are powered by moonstone.

☼All of the continents, islands, and landmasses in Arcadia float in the air. Since they know nothing else, Arcadians of course accept this as normal. Naturally, they have invented airships, and they are RELATIVELY cheap - a flying rowboat is 5,000 gold pieces and a stolen Valuan ironclad warship can sell on the black market for half a million or more. The 'seas' are vast patches of open sky. Anything that falls over the side falls into 'deep sky,' a place where the air pressure crushes everything and ships cannot venture. Ships are also limited to how high they can fly, because the pressure decreases to a point where the engines can no longer function. This point varies by ship and engine.

☼Politics were only explained in the simplest terms. Valua is enslavaing the primitive races...
 

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