Arcane Might OOC


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Room for one more? I'm thinking Sun Elf Wizard 5/Elemental Savant (Air) 1 or a half-orc Psion (Egoist) 5/Sangehirn 1.
 

I think I'll go Elf then, either Sun or moon.
Ranger 1 or Rogue 1/Diviner 5.

Leadership: Cohort to be finalized depending on what the group lacks.

Could you post stat points for Cohorts as well?

Hmm..Gnomes favored is Bard now? Man, I love Bards (I am a musician)...no armor restrictions...:O.
And a Gnome at that (my fave race).

Perhaps my Cohort will be a Gnomish Bard. He could 'jam' with LazarusLong42's character.

Tenative Myrkskog the Sun Elf Rogue1/Wizard5 (Diviner).
Ishahn the Gnome Bard as a Cohort
Samoth the Familiar (most probably an Owl)

My vote is for a Fortress atop a windswept Crag (preferably with cool Lightning and Thunder) or on a floating Cloud.



Ishahn: 'But, M'Lord, the chicks are far more impressed with a FLOATING Fortress than a dreary old 'Spooky-in-the-Woods-Fortress.'
 
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Kavernus of the Blue Horns.

Male Tiefling (Outsider)
Lawful Neutral.
Tiefling1/Conjurer 5
(Prohibited school: Evocation.)

Str: 10
Dex: 18 (+4) [+1 for leveling]
Con: 12 (+1)
Int: 18 (+4)
Wis: 10
Cha: 12 (+1)

Hits: 34

AC: 16 (Touch: 15, Flat: 11)

BAB: +3 Melee, +7 Ranged
Fort: +5
Ref: +8
Will: +7

Languages: Common, Draconic, Ignan, Aurin, Terran, Aquan, Celestial, Infernal, and Abyssal

Skills:
Bluff: 4/+7
Hide: 4/+10
Move Silently: 4/+8
Pick pockets: 4/+8
Knowledge Arcana: 5/+9
Knowledge Planes: 9/+13
Knowledge Group tactics: 5/+9
Knowledge Summon able Creatures: 5/+9
Spell Craft: 1/+5
Concentration: 1/+2

Feats:
Improved Initiative (+8 total)
Augment Summoning
Leadership
(B) Scribe Scroll
(B) Familiar: Raven (Alister)
(B) Spell Mastery (Monster Summoning 3, Mount, Summon Swarm, Melph’s Acid Arrow.)

Spells Per Day: 0=4, 1st=4, 2nd=3, 3rd=2

Spell Book:
0 Level: All but Evocation.
1st Level: Mage Armor, Obscuring Mist, Mount, Charm Person, Sleep, Enlarge, Message, Reduce, and Expeditious Retreat.
2nd Level: Adrenaline Surge (MotW), Ice Knife (T&B), Summon Swarm, Melph’s Acid Arrow, Bull’s Strength, and Cat’s Grace.
3rd Level: Monster Summoning III, Blink, and Invisibility Sphere.

Tiefling Racial Powers:
5 points DR to Fire, cold and Electricity
Cast Darkness as a 6th level Sorcerer 1/day

Equipment of note:
Rod of Lesser Extension (5,400gp)
+1 Ring of Protection (2,000gp)
+1 Amulet of Natural Armor (2,000gp)
+1 Robe of Resistance (2,000gp)
675gp spent to buy spells for book.
2 scrolls Mage Armor (50gp)
2 scrolls Sleep (50gp)
2 scrolls Obscuring Mist (50gp)
Wand of Expeditious Retreat (750gp)
80gp left for basics

Kavernus is the son of a human sorceress and the demon she summoned expressly to impregnate her. He was an experiment from the start of his life and it grew worse from there. His 'mother' was gone for months at a time and while he was old enough to train himself in the mystical arts he also had time out on the streets of Sigil and learned the ways of the pickpocket. Eventually he just up and left his mother without a word and traveled the planes meeting new and different beings. He has a natural way of leadership about him that translates well into his chosen specialty of Conjuration.

Kavernus stands 5'8" and 150 pounds, long black hair, ruddy tan skin and black eyes (think native American). His distinguishing features are the long thin horns growing from his head and his fangs. He has vestigial Bat like wings but they are not usable and very weak.
He typical dresses very fastidiously and is partial to deep blues and indigo.

Basic spell list:
0 Level: Detect magic, Prestidigitation, Read Magic, and Mending.
1st Level: Mage Armor, Mount, Charm Person, and Reduce.
2nd Level: Summon Swarm, Adrenaline Surge, and Bull’s Strength.
3rd Level: MS3 x2, Invisibility Sphere.
 
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Damion Grey, ex-Baronial Wizard

Damion Grey
Male Human
Lawful Neutral

Hit Points: 24
Initiative: +0 Speed: Walk 30'
AC: 11
Saves: Fortitude: +2, Reflex: +2, Will: +6
Abilities: Str 10, Dex 11, Con 11, Int 18, Wis 13, Cha 14
Skills: Alchemy 16; Climb 0; Concentration 9; Craft (Bookbinding) 6; Diplomacy 6; Hide 0; Jump 0; Knowledge (Arcana) 13; Knowledge (Architecture and Engineering) 11; Knowledge (Nobility and Royalty) 10; Listen 1; Move Silently 0; Profession (Scribe) 3; Search 4; Sense Motive 2; Spellcraft 13

Feats: Scribe Scroll, Brew Potion,Craft Wondrous Item, Skill Focus (Alchemy), Improved Familiar (Haemonculus)

Possessions: 2 Gloves of Storing (Left and Right) Bookbinders Tools, Scribes Tools; Alchemist's Lab; Arcane Lab; Ring +1 (Protection); Potion (Cure Moderate Wounds); Potion (Fly); Spellbook; Spell Component Pouch; HAEMONCULUS, Quarterstaff, Dagger


Scroll (Flame Arrow); Scroll (Flaming Sphere); Scroll (Fly); Scroll (Greater Magic Weapon); Scroll (Mount); Scroll (Protection from Arrows); Scroll (Shield); Scroll (Charm Person);
(All scrolls have been transcribed into his spellbook)

3800 gp

Wizard: (4/4/4/3) 0-Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Resistance ;
1-Charm Person, Enlarge, Identify, Mage Armor, Magic Missile, Mount, Reduce, Repair Light Damage, Shield, Silent Image, Sleep, Unseen Servant;
2-Arcane Lock, Continual Flame, Flaming Sphere, Invisibility, Locate Object, Protection from Arrows;
3-Flame Arrow, Fly, Greater Magic Weapon, Shrink Item, Tongues
 
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Hrm. I was going to take Leadership, but with everyone taking it, that may well get very boring and/or very unwieldy. No big.

Ajanders... you seem to have a 30-point buy, not 32. Unless I've forgotten how to count, which is more than possible. :)

Fiery redhead bard coming up shortly...
 

i would like to play. Are all the characters going to be generated from the 3rd edition players handbook? And if so, is there a specific class you would like for me to play? I havent ever played a spellcaster persay... i mostly play archers/melee fighters or rangers... Ill justplay a normal wizard if they are normal characters.... i dont wanna make it too complicated for my first time...

So how about it? can i play?
 

Yer basic statblock:

Serei, female human Brd6: CR 6; ECL 6; HD 6d6 + 6; hp 42; Init +2; AC 18 (+2 Dex, +4 mithril shirt, +2 buckler); Melee heavy mace +4 (1d8); Ranged +1 longbow +7 or +5/+5 (1d8+1/crit x3); SA spells; SQ bardic knowledge +8, bardic music (inspire courage, countersong, fascinate, inspire competence, suggestion); AL NG; SV Fort +3, Ref +7, Will +4; Str 10, Dex 14, Con 13, Int 14, Wis 8, Cha 20(22 for spell DC and bonus spells)

Skills and Feats: Bluff +10 (5), Concentration +9 (8), Decipher Script +8 (6), Diplomacy +18 (9), Gather Information +12 (7), Knowledge (Arcana) +9 (7), Knowledge (Languages) +8 (6), Listen +4 (5), Perform (song, lyre, lute, pipes, ballad, epic, jokes, dance, storytelling) +14 (9), Sense Motive +4 (5), Spellcraft +10 (8); Leadership, Point Blank Shot, Rapid Shot, Spellcasting Prodigy (Bard)

Equipment: +1 longbow, heavy mace, mithril shirt, +1 buckler, Heward’s handy haversack, cloak of charisma +2, wands of cure light wounds (2), hand of the mage, MW lute, MW pipes, lyre, spell component pouch, cold weather gear, bedroll and blanket, flint and steel, hammer and pick, everburning 'torch' ioun, pitons (10), silk rope (100 ft), scroll case, parchment (40 sheets), paper (20 sheets), ink (2 vials), inkpen, metal mirror, soap (4 oz.), alchemist's fire (5), arrows (40), waterskins (2 wine, 1 water), 14 days trail rations, 100 pp, 375 gp

Bard Spells Known (3/5/4, DC 16+spell level): 0-dancing lights, detect magic, ghost sound, prestidigitation, read magic, resistance; 1-cause fear, charm person, harmony, sleep; 2-cure moderate wounds, hold person, sound burst

Languages: Common, Chondathan, Dwarven, Elven, Halfling, Undercommon, Lantanese, Illuskan, Thorass, Aragrakh

Encumbrance: 31 lb. (light) when armored but before drawing weapons. Medium encumbrance with weapons drawn from haversack. Total weight in haversack: 109 lb.


Notes:

Diplomacy check includes +4 synergy, +2 each from Bluff and Sense Motive.

6 skill pts spent on languages. Thorass and Aragrakh are dead languages known only in writing. The former is the precursor to Common (think Beowulf or even earlier); the latter is an ancient Draconic-subset language.
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Appearance: Serei is 155 cm tall, 63 kg (that's 5'1"/140 lb). She has very long, very red hair which she keeps braided whenever possible lest it get out of control. Her skin is not particularly fair--odd for a redhead--but fair enough that she's easily sunburnt. Her eyes are bright blue, and she's fond of wearing turquoise and blue to offset them. She is right-handed, but plays (and strings) the lute backwards (left-handed) because her lute teacher was a southpaw.

Serei does not wear her armor unless she's expecting, or travelling overland.

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Background:

Stories. Stories are unfolding everywhere around us, continuously changing as the world moves and we with it. Every known race tells stories: about its heroes, about its enemies, about famous lovers, famous deeds, and even famous foods. Some stories are true, accounts written by eyewitnesses to what actually occurred; other stories are complete fabrications, craeted to teach a lesson, to spread a rumor, or simply to entertain.

But some stories were true... once. Time has taken those stories, and changed them--subtly at first--and gradually over the years the stories have become partial fabrications. Perhaps Roznok did not actually defeat the dragon alone in hand-to-hand combat, taking multiple blasts of fiery breath and supernaturally standing tall against them: in reality, perhaps, Roznok was but the leader of an army that vanquished the dragon, and he was slightly singed by a burst of fire. But if he plunged the final sword into the dragon's belly, people remember him, and the armies fade away into obscurity.

A bard's greatest asset is stories. Stories can be told, sung, pantomimed, turned into plays, or even illustrated with illusions. And when the stories of the present age started to strike Serei as missing something, she started seeking out older stories. At first, this was easy; she had only to find the oldest people she could. But eventually, even Elves die.

And Serei went in search of older stories, because stories can also be written on parchment, or carved in stone, or painted on metal and wood.

Serei continues in her search for old stories. She's not out to debunk the stories that have been told and told again to the point of gross exaggeration; rather, she wants to understand the stories of old, to see their evolution if she can, and to learn them and tell them to others--who, she knows, will invariably retell them incorrectly, with exaggerations and omissions. In her studies, she's learned many languages and learned quite a bit about linguistics and language evolution.

But sometimes it takes time to decipher a musty old scroll, or to examine the copied script from a stone carving, and it's time, she feels, to have a place to settle. A place to keep some linguistics reference books without having to resort to the kindness of the library in Silverymoon and the New Olamn bardic college in Waterdeep. A place, perhaps, even to call home.
 
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