Cast of Twisted Infinity


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NAME: Tares Hehrog, aka the Archsorcerer, supreme warlock, and other names, most of them unpleasant.

Race: Human
Class: Sorcerer 15/archmage 5
Level: 20
Alignment: LN
Experience: 209999

AGE: 43
HGT: 6´2´´
WGT: 170 lb
SEX: Male

………..Total………Enhancement bonuses
STR:..…10(+0)
DEX:….16(+3)…...+6
CON:….17(+3)…...+6
INT:…...16(+3)
WIS:…..14(+2)
CHA:…..34(+12)…+6

AC: 18=10+5 (armor, robe of the archmagi) +3 (Dex)

Speed 30 feet.

HP=121

Saves:
.........Total.....Resistance bonus
Fort.....+13.............+4
Ref......+13.............+4
Will......+19.............+4

Skills: [Total ranks 137]

Concentration +26
Spellcraft +31
Knowledge(arcana) +26
Knowledge (the planes) +22
Knowledge (nature) +17
Knowledge (dungeoneering) +17

Feats:

Spell focus-Transmutation, Spell focus-Evocation, Eschew materials, Skill focus-Spellcraft, Empower spell, Spell penetration, Twin spell, Silent Spell.

Languages: Common, Draconic, Celestial

Initiative: +3
Attack: Melee +9/+4, ranged +12/+7 (no weapons)

Special abilities:
High arcana: Mastery of Shaping, Mastery of Elements, Mastery of Counterspells, Spell Power x2
Spell resistance 18 (robe)

Spells: Caster level 22 (+26 to beat spell resistance) Spells/day: 6/9/9/9/9/6/7/7/7/7. Save DC 22+spell level.

0-Read magic, Detect magic, Prestidigitation, Light, Arcane mark, Message, Mage hand, Open/close, Ray of frost.
1-Magic Missile, Protection from Evil, Feather Fall, Ray of Enfeeblement, Shield.
2-See Invisibility, Scorching Ray, Detect Thoughts, Darkvision, Knock.
3-Arcane Sight, Fireball, Fly, Protection from Energy.
4-Enervation, Greater Invisibility, Stoneskin, Dimensional Anchor.
5-Telekinesis, Cone of Cold, Sending, Wall of Force.
6-Greater Dispel Magic, Analyze Dweomer, Disintegrate.
7-Forcecage, Greater Teleport, Greater Scrying.
8-Polymorph Any Object, Mind Blank, Greater Prying Eyes.
9-Shapechange, Gate, Meteor Swarm.

Equipment:

Cloak of charisma +6 36k
Amulet of health +6 36k
Robe of the archmagi (grey) 75 k
Gloves of Dexterity +6 36k
Tome of leadership +5 (used) 137,5 k
Tome of understanding +2 (used) 55 k
Ring of sustenance 2,2 k
Ring of Freedom of movement 40 k
Staff of illusion (25 charges) 32,5 k
Portable hole 20k
Mirror of mental prowess 200k

Scrolls of: Wish (28825 gp) True seeing (1900) Vision (3025). Wand of Rope Trick (4500)

Material components for Stoneskin (20 uses, 5000 gp) and Forcecage (10 uses, 15000 gp), Scrying focus (1000), Shapechange focus (1500), Analyze Dweomer focus (1500)

+-27500 gp invested in personal tower: 5000 gold in lead lining, rest on art objects, books, laboratory equipment, furniture, and 7500 gp in hard cash.
 
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Ata, the Humble One

Name: Ata
Male Ugruu (Rockbiter Dwarf) (ECL 2) Monk 2/Cleric 6/Sacred Fist 10; CR 20
Alignment: Lawful Good
Height: 3'
Weight: 250 lbs.
Hair: Crystalline (Milky White)
Eyes: Crystalline (Completely Amethyst)
Age: Unknown

Str: 20 (+5) [6 points, +6 enh]
Dex: 20 (+5) [6 points, +6 enh]
Con: 20 (+5) [4 points, +2 racial, +6 enh]
Int: 10 (+0) [2 points]
Wis: 30 (+10) [13 points, +2 racial, +5 lvl, +6 enh]
Cha: 10 (+0) [4 points, -2 racial]

Racial Abilities: small, +3 natural armor, change (+5 circumstance bonus to escape artist, disguise and hide checks), immunity to fire, sun sickness

Class Abilities: unarmed strike, bonus feats, flurry of blows, evasion; fire domain (turn or destroy water creatures or rebuke, command or bolster fire creatures, 3/day), celerity domain (+10 to land speed), spellcasting, turn undead 3/day, spontaneous casting (cure spells); ac bonus +3, spellcasting, unarmed damage, fast movement +30 ft., sacred flames 2/day (+20dmg), blindsense 10 ft., inner armor 1/day (+4 sacred ac, +4 sacred saves, SR 25)

Hit Dice: 18d8+90
HP: 200
AC: 38 (+5 Dex, +10 Wis, +4 Monk, + Defl, +3 Nat, +1 size, +5 Armor)
Init: +5 [+5 Dex]
Speed: 80 ft
Armor Check Penalty: --

Saves:
Fort +23 [+13 base, +5 Con, +5 cloak]
Refl +20 [+10 base, +5 Dex, +5 cloak]
Will +25 [+10 base, +10 Wis, +5 cloak]

BAB: +15/+10/+5
unarmed +29/+24/+19 melee (2d6+11+1d6, 19-20/x2, bludgeoning or piercing)
unarmed flurry +27/+27/+22/+17 melee (2d6+11+1d6, 19-20/x2, bludgeoning or piercing)

Skills (20+12+40):
Knowledge (religion) +8 [8 ranks, +0 Int]
Concentration +15 [10 ranks, +5 Con]
Spellcraft +4 [4 ranks, +0 Int]
Tumble +24 [5+2cc+10 ranks, +5 Dex, +2 syn]
Escape Artist +17 [10 ranks, +5 Dex]
Balance +19 [10 ranks, +5 Dex, +2 syn]
Jump +18 [1+10 ranks, +5 Str, +2 syn]

Feats: Weapon Focus: Unarmed (1st level), Improved Unarmed Strike (monk 1), Stunning Fist (monk 1) (7/day, DC 34), Combat Reflexes (monk 2), Combat Casting (3rd level), Intuitive Attack (6th level), Bladed Hands (9th level), Improved Critical: Unarmed (12th level), Practiced Spellcaster (15th level), Blind-Fight (18th level)

Languages: Common, Ugruu.

Caster Level: Cleric 18 Spell DC: 20+spell level
Spells Per Day: 6/8+1/8+1/6+1/6+1/5+1/5+1/3+1
Commonly Memorized (d = domain):
0th Level: Detect Magic, Read Magic, Purify Food and Drink, Create Water, Guidance
1st Level: Shield of Faith, Divine Favor, Comprehend Languages, Protection from Evil, Burning Hands, Obscuring Mist, Sanctuary, Deathwatch, Burning Hands (d)
2nd Level: Augury, Calm Emotions, Hold Person, Remove Paralyis, Silence, Status, Zone of Truth, Summon Monster II, Produce Flame (d)
3rd Level: Invisibility Purge, Magic Circle against Evil, Protection from Energy, Meld Into Stone, Remove Disease, Water Walk, Resist Energy (cold) (d)
4th Level: Restoration, Divine Power, Death Ward, Dismissal, Wall of Fire, Dimensional Anchor, Haste (d)
5th Level: True Seeing, Plane Shift, Righteous Might, Flame Strike, Slay Living, Fire Shield (d)
6th Level: Banishment, Blade Barrier, Greater Dispel Magic, Fire Seeds, Planar Ally, Wind Walk (d)
7th Level: Resurrection, Holy Word, Summon Monster VII, Fire Storm (d)

Equipment:
Monk’s Belt of Giant Strength +6 (55500gp)
Ki Straps of Dexterity +6 (43500gp)
Amulet (adaptation; mighty fists +3; Wisdom & Health +6) (153500gp)
Bracers (striking +1 metalline, sure striking [-5 DR], molten; armor +5, 181500gp)
Cloak (Resistance +5; Wings of Flying; Minor Displacement) (126000gp)
Ring of Freedom of Movement (40000gp)
Ring of Sustenance and Endure Elements (4000gp)
Pearl of Power (two spells, 70000gp)
Handy Haversack (2000 gp)

Spell components:
True Resurrection material component (25000gp)
Resurrection material component x2 (20000gp)
Augury focus (25gp)
Augury material component, x8 (200gp)
Destruction focus (500gp)
Divination material component, x8 (200gp)
Restoration material component, x20 (2000gp)
Shield other focus 4 pairs (400gp)
True Seeing material component x10 (2500gp)

33175gp

Appearance: Ata is, among his kind, utterly unremarkable (see pic below). However, to those who have not seen a rockbiter dwarf before, he is quite the sight. Rockbiter dwarves are a race entirely composed of rock and minerals which possess the unique ability to subtly change the properties of their physical forms. As such, they have the capacity to alter not only their overall body shape and size to a degree, but also the color, general configuration, and texture of their features and forms. These changes do not happen quickly however, and most Ugruu refrain from using this ability for anything other than the pursuit of the perfect form. Rockbiters are immensely dense creatures, being entirely composed of stone, crystal, and molten rock; they are very fair skinned with tones ranging from stark white to a dingy alabaster. Ugruu features display very rigid and hard lines: heavy brows, deep-set eyes (which smolder like molten rock), sharp, beak-like noses and square-ish but slightly pointed ears.

Their beards are always short, angular and swept forward, coming to sharp point directly below their chins; these beards are generally composed of a single section of clear, silver, or light-hued crystal that has been “grown” to be textured, like thick strands of hair. These beards continue up their cheeks and back over their ears to form a fringe of hair on the backs of their heads, leaving their crowns bald and shiny. Their eyebrows are also angular and are composed of materials similar to their beards.

Ugruu are a uniform three foot in height, but are able to alter their size somewhat over the course of time. Their bodies are thick – almost as wide as they are tall – and their hands, feet, fingers ad toes are three times as thick and “meaty” as a normal human’s. Rockbiters wear simple, loose-fitting but practical robes with hoods and long scarves so that they can protect themselves from sunlight, if so desired. Their feet are typically bare, as are their hands, but both can be covered within the voluminous folds of the robe in a moment’s notice if so needed.

Personality: Ata is quiet and humble, reserved and introspective. He is actually, in manner and personality, the inverse image of Glanten, but this is far from happenstance. Ata rarely speaks, but if he does then he is usually heard, one way or another; however his presence seems to speak for itself and when he is moved to actions - those actions - speak far louder than any words. Ata is given to moments of silent reflection and introspective pondering followed by sure, steady, determined and pre-considered thoughts that are enacted like a meticulious battleplan. Rarely does the ugruu rush headlong into anything: word, deed, or thought. Ata is kind and forgiving, compassionate in all things he does, with the sole exception of one: punishing those who are, or do, evil. These things he simply cannot abide and pursues his causes against them with the fervor of a thousand silent zealots.

Background: Ata has spent most of his life within his monastary, deep within the Seething Depths, unaware of the destiny that would one day come to claim him. Training in his secret sacred order, gaining knowledge and skills beyond the reach of most mortals for untold years, the ugruu was quietly content to hone his body and mind to the fullest of its potential.

Then, one morning, Ata awoke in a place that was not his home. While it was similiar, it was also strikingly different. A great forge filled with dwarven workers as far as the eye could see, hammering, singing, and simply being stretched out before him. Ata was at once, confused and somehow filled with a sense of peace and wellbeing.

A dwarf with a long, flowing beard approached him and whispered something into his ear - even to this day, Ata cannot remember exactly what was said, but he knows that it has something to do with it being his time to fufil his destiny. The only exact words that he can recall are:

"...and now the twain shall meet, but whether or not they will entwine and become as one remains to be seen."

The next thing he knew, the ugruu was again opening his eyes. For the second time that day, Ata awoke in a place which was not his home and again he saw a dwarf, save this one was different from the last. This dwarf was Glanten, whom Ata soon began to understand was somehow his exact duplicate in reverse. It was like they were two sides of the same coin, and yet neither had ever known anything of the other. The two set out to find out what more await them as they persued their destiny. It was shortly hereafter that the two were contacted by the mysterious Shifter, who not only had an interest in the natural shape-shifting ability of the ugruu, but also of the larger, meta-physical connection between the two dwarves...
 
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Glangim, The Lost King, Hammer of the All-Father

Glangim, The Lost King, Hammer of the All-Father
Neutral Good Male Dwarf
Ranger 1/Barbarian 2/Fighter 2/Deepwarden2 2/Pious Templar1 3/Hammer of Moradin3 10
Experience: 1 off of epic, whatever that is
Height: 4 feet, 5 inches
Weight: 210 lbs.
Hair: Dark brown
Eyes: Dark brown
Age: 100 years

Str: 22 (+6) [10 points, +6 belt]
Dex: 10 (+0) [2 points]
Con: 30 (+10) [13 points, +2 racial, +5 lvl, +6 amulet]
Int: 10 (+0) [2 points]
Wis: 16 (+3) [4 points, +2 inh, +2 helm]
Cha: 14 (+2) [4 points, -2 racial, +4 cloak]

Racial Abilities: Darkvision 60 ft, stonecunning, stability, +2 racial save bonus against poison, spells and spell-like effects, +1 racial attack bonus against orcs and goblins, +4 dodge bonus to AC against giants

Ranger Abilities: Favored Enemy (giants), Track, Wild Empathy

Barbarian Abilities: Fast Movement (+10 ft.), Rage 3/day (+4 Str & Con, -2 AC), Uncanny Dodge (retain AC)

Fighter Abilities: Fighter Bonus Feats

Deepwarden Abilities: Trap Sense +1, Stone Warden (Use Con rather than Dex to AC)

Pious Templar Abilities: Spellcasting, Mettle (Evasion for Fort & Will saves), Smite 1/day (+4 hit, +3 dmg), DR 1/-, Weapon Specialization

Hammer of Moradin Abilities: Aura of Courage (immune to fear, allies within 10 ft. gain +4 morale bonus vs. fear), Hammer Throw (warhammer gains 20 ft. range inc.), Goblin Killer (imbue hammer w/goblinbane), Hammer Return (warhammers gain returning property), DR 6/-, Powerful Grip (+1/2 str mod. to dmg w/warhammer), Far Shot (doubles range on warhammer), Quake (60 ft. cone, Reflex DC 26 or knocked prone), Drowbasher (imbue hammer w/drowbane), Power Strike 4/day (Fort DC 26 or dazed), Chaos Crusher (imbue hammer w/axiomatic), Stalwart 1/day (base Will to AC, 10 rnds), Giantslayer (imbue hammer w/giantbane), Thunder Strike (bonus to damage = foes armor bonus), Power Throw (thrown hammer, line attack 60? range), Bones of the Earth 1/day (as shadowwalk but through earth)

Hit Dice: 1d8+4d12+15d10+200 (con)
HP: 356 (+40 when raging)
AC: 46 (+3 Con, +17 Armor, +4 Shield, +2 Sacred, +4 Defl, +4 NA, +2 Insight) FF 46 Touch 21 (42)*
DR: 7/-
Init: +0 [+0 Dex]
Speed: 30ft
Armor Check Penalty: -5

*when psionically focused he adds his armor bonus to his touch AC (Deflective Armor feat)

Saves:
Fort +36 [+21 base, +10 Con, +5 cloak]
Refl +11 [+6 base, +0 Dex, +5 cloak]
Will +23 [+13 base, +3 Wis, +2 feat, +5 cloak]
Situational Modifiers:
When raging: +2 to Fortitude from increased Con and +2 morale bonus on Will saves
Against spells and spell-like effects: +2 to the related saving throw
Against poisons: +2 to the related saving throw (normally fortitude)
Mettle: On partial Fortitude or Will saves, if save is successful no effect

BAB//Grapple: +17 // +23
Attack:
Moradins Resolve +28/+23/+18/+13 melee (1d8+19, x3, bludgeoning)
Moradins Resolve +22/+17/+12/+7 ranged (1d8+19, x3, 40 ft., bludgeoning)

Skills (24+8+4+12+6+20):
Climb +11 [5 ranks, +6 str]
Heal +6 [4+1cc ranks, +3 wis]
Jump +11 [5 ranks, +6 str]
Knowledge (dungeoneering) +5 [4+1cc ranks, +0 int]
Survival +11 [5+1+4 ranks, +3 wis]
Knowledge (religion) +5 [2cc+2cc+1 ranks, +0 int]
Craft (weaponsmithing) +27 [5+5+13 ranks, +0 int, +5 comp] (+2 w/metal or stone)
Concentration +15 [5 ranks, +10 con]
Speak Language [2 ranks]

Feats: Endurance (1st level), Extra Rage7 (3rd level), Weapon Focus: Warhammer (fighter 1), Heavy Armor Optimization2 (fighter 2), True Believer1 (6th level), Iron Will (9th level), Weapon Specialization: Warhammer (pious templar 3), Wild Talent6 (12th level), Greater Heavy Armor Optimization2 (15th level), Deflective Armor2 (18th level)

Spells per Day (2/1) (Paladin spell list, DC 13+spell level)
Commonly Chosen Spell: Divine Sacrifice1, Protection from Evil & Resist Energy

Languages: Common, Dwarven, Ugruu, Terran.

Equipment:
Bastion of Hope: This dwarvencraft mithril mechanus gear was discovered by Glangim in the lost dwarven city of Aengkir. Engraved with countless gears and runic symbols. Originally crafted by a gnome cleric and a dwarf smith almost ten thousand years ago, it provides its wearer with unsurpassed physical protection as well as protecting him from death magic and effects, energy drain and negative energy. It is also designed to transport itself onto the proper wearer when the correct command word is spoken, seeming to turn into a cloud of gears which reform around the wearer. (Dwarvencraft2 +5 Mithril Mechanus Gear4, Soulfire5, Called9 110750gp)

Stone Bulwark: This dwarvencraft adamantine heavy shield was given to Glangim by the Hammers of Moradin for protecting the hold in time of dire need during an attack by Illithids. It is an inch thick of adamantine which provides unparalleled physical protection, it also seemingly maneuvering itself to intercept the most damaging of blows which would strike vital areas. Across the front of the shield is emblazoned the hammer and anvil that is Moradins holy symbol. (Dwarvencraft2 +2 Adamantine Heavy Shield, Heavy Fortification 52020gp)

Moradins Resolve: This dwarvencraft adamantine warhammer is darker than wrought-iron and is engraved with silver-blue runes which spiral across its surface. Its head is perfectly balanced and the blows it delivers are most potent. Glangim received this in honor of his return from the ancient city by the dwarven smiths of his collective people. (Dwarvencraft2 +4 Adamantine Warhammer, Collision6, Sure Striking3, Ghost Touch, 131012gp)

Heart of Moradin: This amulet was recovered from the den of a deep dragon which plagued the svirfneblin city of Spatzerclif. Glangim along with his stout dwarven companions purged the creature from the depths and Glangim claimed this simple looking amulet as his own. It is a simple disc of dark stone which is nearly indestructible engraved with the hammer and anvil of Moradin on one side with dethek runes of health and fortitude circling it?s smooth outer edge, embedded in the center on the opposite side is a soft red ruby which flickers with the iridescence of the forge. Heat waves seem to waft off of it and an almost inaudible sound of bellows heaving in and out can be heard when held close to the ear. It provides a +6 enhancement bonus to his Constitution score and encompasses Glangim in a continually fresh supply of oxygen allowing him to breathe in any environment as well as protecting him from noxious gases, inhaled poison and the like. (Adaptation & Health +6, 49500gp)

Guiding Bracers: A pair of mithril bracers etched with runes of insight, they seem to guide their wearers movements to anticipate their opponents movements and better avoid and deflect their attacks. Additionally, they were blessed by Moradin himself granting some of his sacred protection to the wearer. (bracers, +2 sacred bonus to AC, +2 insight bonus to AC, 25000gp)

Touch of the Hearth: These are mithril chain gauntlets are covered on the backside with adamantine plates etched with a hearth, it?s flames reaching up the fingers. Originally thought to have been in the possession of a cleric or paladin, they were discovered in the depths of the ancient dwarven city of Aengkir. They allow the wearer to use the heal spell once per day as a standard action. (gauntlets, Heal 1/day (150hp), 32500gp)

Forgemantle: A gift from the All-Father himself to Glangim, this heavy cloak of some unknown black material turns into a mantle of glowing star-like embers and waves of reddish heat when activated. Once per week Glangim can activate a starmantle spell upon himself which lasts for 11 minutes. When activated any nonmagical weapon or missile which strikes Glangim while he wears the Forgemantle is transformed into a harmless burst of embers and heat, destroying it. Magical weapons and missiles are not destroyed by the cloak, but Glangim is allowed a Reflex save, DC 15, to take half damage from the attack. The Forgemantle also provides Glangim with greater resistance against other forms of attack, granting a +5 resistance bonus to his saves. Additionally, the mantle enhances Glangims presence providing a +4 enhancement bonus to his Charisma score. (Starmantle5 1/week, Resistance +5, +4 Charisma, 60400gp)

Belt of Mountains: Discovered in the possession of a fire giant upon the surface, Glangim took this belt from the creature when his adventuring party defeated it. It is a thick belt of heavy leather with a stone buckle. The belt protects the wearer against the elements, allowing him to function in hot or cold climes unimpeded by natural weather, as per the endure elements spell. It also allows the wearer to grow in size up to three times per day for up to a minute at a time as per the enlarge spell. It additionally provides the wearer the strength and resilience of a mountain, granting a +6 enhancement bonus to his Strength score and a +4 enhancement bonus to natural armor. (Giant Strength +6, +4 natural armor, endure elements, enlarge 3/day, 63120gp)

Rising Stones: Glangim found these boots, a skeleton still mired in them, floating in the middle of a hallway in a duergar keep which had been abandoned for some time due to the threat of a deep dragon. They are made of heavy leather and reinforced with steel but are surprisingly light as a feather. Glangim can move on any solid surface by imagining down as any direction. He can carry another living being, and so long as he does not let go of the second character that characters gravity is the same as his. However, as soon as he releases the person normal gravity takes over. Technically, Glangim can fly by choosing a solid surface or direction as down and letting himself fall through the air in that direction. Glangim flying in this fashion moves at 60 feet per round. He can turn once per round thereafter by choosing a new down and falling in that direction. A falling character loses all downward momentum when he redefines his gravity. Additionally, these boots make it impossible for anyone to bullrush or trip Glangim, and so long as Glangim is carrying a medium sized melee weapon, he also counts as being set against a charge. This does not have to be a reach weapon. (Boots of Gravity4 + Steadfast8, 59400gp)

Echoing Stones: This helm is made of adamantine, its faceplate is worked to resemble a stoic dwarven face and the entire helm is enameled to appear as if it was made out of smooth white marble veined with gold and silver. It was discovered in the ancient city of Aengkir by one of Glangim?s companions who gave it to him as a gift for his one hundredth birthday. The helm provides him with some of the wisdom of the earth as well as other powers, granting a +2 enhancement bonus to Wisdom. This helm conducts sound and other senses through an uncanny magic which allows Glangim to discern all which surrounds him within thirty feet making it incredibly hard to surprise him, this is in all effect identical to blindsight with a thirty foot radius. He may invoke the effects of a see invisibility spell for up to 30 minutes per day. (helm, +2 wisdom, continuous blindsight3 spell, see invisibility (30 min.), 35400gp)

Derricks Blessing: This ring is made for the fingers of a dwarf, crafted of polished white granite, it is flecked with purple. Probably made by Derrick, a cleric of Moradin, it was he who gave the ring to Glangim when he first left his home to travel to the city Great Spire. It protects Glangim, providing a +2 deflection bonus to his armor class, as well as sustaining his mind and body without food or water and little sleep. (Ring Protection +4 & Sustenance, 35750gp)

Tools of the Smith: This fine set of craftsmans tools were given to Glangim for his exceptional talent of craftsmanship for a dwarven waraxe delivered as a gift to the King of one of the dwarven cities. It provides a +5 competence bonus to his craft (weaponsmithing) skill. (+5 to craft (weaponsmithing), 2500gp)

Hewards Handy Haversack (2000gp)

Tome of Understanding +2 (55000gp) (used)
True Resurrection Component (25000gp)

8648gp

Appearance:

Personality:

Background: Born to the last surviving member of an ancient clan in the forgotten reaches of the Underdark, his mother passed shortly after from malnutrition and exhaustion. Her time having long been past. Alone in the wilds, the newborn would have died quickly in the harsh darkness if not for a kindhearted contingent of deep gnomes who took pity upon the child. Upon returning to their city they quickly sought out a dwarf community and one gnome traveled the long journey with the child. After much hardship he arrived at the dwarven city, placing the newborn in the care of an orphanage he shrugged off the thanks for returning one of their own and returned to his people.

Raised in the orphanage, he was without name or clan, others called him Glanten, the lost child. As he grew, he felt apart from his kin, unable to participate in the many clan rites and rituals, but also greatly indebted to the sense of community they shared with him despite his clanless heritage. He received the common training that all young dwarves receive, at the forge, in the mines, in the militia. He found some relief in the scouting missions of the militia, feeling happy to be a part of his community and protecting it, but also able to get away from the reminders of his clanlessness. At the age of forty-two he was on a scouting mission into an unexplored section of caves which were rumored to possess rich veins of iron ore. It went well until an unexpected cave-in separated him from his scouting party. Unable to go back the way he had come, he pressed forward, hoping for the cave system to carry him back around. However it lead only deeper into the unknown. For two months Glanten, as he had then started referring to himself, lived alone in the depths of the Underdark. This isolation released within him the fury of the earth.

He was reputedly killed in the cave-in. The dwarves of his community had only just then completely uncovered the massive cave-in which had taken many of the lives of the scouting party. However they did not discover Glanten's body, and rumors of a dwarf living in the wilds to the east were suddenly taken very seriously. Sending out new scouting parties to find this lone dwarf, they happened upon Glanten as he was on the hunt. Glanten having had no contact with any dwarves or friendly humanoids since his departure from the cave-in rejoiced to be found by his community.

Returning to his community Glanten took up a post within the militia, focusing his training, he was soon approached to become a first line of defense for the community. A position as a deepwarden was offered to him, and he gladly took up the calling of his people. He became a defender on the outskirts of the community, his incredibly physical resilience tuned to his defense.

During one of his walkabouts in the Underdark he stumbled upon, actually fell through the ceiling of, an ancient temple. Knocked unconscious from the long fall, he awoke staring into up into tall arches of stone presiding over him. Apparently undisturbed for millennia, the temple rose around him and he dusted himself off from the fall. A gleaming forge of ancient stone flared into life before him illuminating beautiful but subtle carvings on the walls, and the holy symbol of the All-Father spread out beneath his feet. Approaching the forge in slow reverence, he reached out and laid his hand upon its stone. It was surprisingly cool to the touch yet the heat from the forge flushed his face and his head swam dizzily. Feeling waves of emotions, pride, rage, humility, love and more lap against the edge of his consciousness, his mind was flooded with images, stories, tales of the ancient dwarves, tales of an ancient clan which would bring his people as a whole together again, tales of an ancient dwarven city lost in the greatest depths which had once been the greatness of the dwarven people. All of these things crashed upon his mind and then the ringing of a great hammer upon the forge rang out, resounding through his soul. He felt something greater tugging at his heart, something which he must leave his home to do.

Returning to his community he took counsel with Derrick, one of the elder clerics of Moradin who had helped raise him in the orphanage. Derrick heard him out, finding the story grow deeper as Glanten recounted the images and tales he had been awash in. They rang true as some of the most ancient and forgotten legends. Sliding a ring of thick polished granite off of one his fingers, Derrick placed it in Glanten's hand and bade him farewell, telling him that he would take care of any arrangements that would need to be made on his departure.

Glanten took only as much as he needed, finding that the ring he had been given let him go without food or water. He headed to the surface to a city called Great Spire, where Derrick had told him of a massive library headed by a great sage who would be able to help him in his search for the ancient city of the dwarves. Along his travel to Great Spire he soon found himself with a group of adventurers who all had their own reasons for seeking out the great sage. Over the next fifteen years Glanten traveled with this company of adventurers, they carried each other through thick and thin, however many of them were of the younger races, humans and halflings, many of them grew older while Glanten remained in the prime of his youth. Glanten gained more and more knowledge of the lost city but had never been able to discover more than dead ends in his many years on the surface.

When Glanten neared his fifty-seventh year the adventuring company disbanded, many of the members settling down. Glanten set off once again for his homeland, this time bringing with him the knowledge of his travels. Upon his return they welcomed him back whole-heartedly, hearing his stories echo through the meadhalls to the thrum of skalds. However, he still felt that in the halls that he once called home, that something was missing. He sought out Derrick once again, this time he was advised to seek out the company of the Hammers of Moradin for purpose. Taking up his warhammer and his shield once again, he set off for their training halls and petitioned for entrance. Seeing his devotion to the All-Father, they accepted him. For two years he trained devotedly within their halls and became a full-fledged member.

A number of years passed where Glanten remained within their halls, sifting through the religious records to help bring to light more of the forgotten city which always rested at the edge of his thoughts. However the halls confined him, in an eruption still recounted amongst the Hammers of Moradin today, he threw down his mug during one of the great feasts, roaring with impatience, verging upon impiety in some eyes. He had seen enough of those graying halls and beards, the Hammers activities stretching no farther than watching the borders of their people and defending against intrusions by drow or other creatures of the deep, their piety to their deity extending only so far as their current borders. Fed up, he left.

At his sixty-seventh year he had established a small adventuring company consisting of those wishing to make some mark upon the world. He traveled for another year where he happened upon a young halfling wizard named Malto. This halfling spoke of rumors of illithids brewing some dark conquest in the deep, they had found an ancient city and strove to delve into its depths but needed dwarven blood for their work. Horrified and at the same time fascinated at the mention of an ancient city, Glanten with his adventuring company set off for the halls of the Hammers of Moradin. He was convinced he could rally the dwarves behind him and lead at least a portion of them to this ancient city.

As they made their way within the depths, they came upon signs of Illithids moving in the tunnels close to the halls. With a cold certainty that few but dwarves and elves realizing the approaching death of their closest kin can muster, Glanten pushed his adventuring company into action. They came upon the halls as waves of thralls thrashed through the tunnels and illithids turned their devastating mental blasts upon dwarves. No time was spare, Glanten and companions turned loose their greatest efforts. Glanten was separated from his companions, from his kin during the ensuing battle, he could not remember how many had fallen to his hammer or how many times he had turned aside a blow that would have ended his life. Tales have been spread, none know if they are true or not, even Glanten could not say for certain, that he confronted four illithid generals at once. Surprised by the presence of such an enraged dwarf in their rear ranks, but unconvinced of any threat, they assaulted him with mental blasts hoping to subdue him. His rage burned ever brighter, hurling himself at the creatures, what remained left little evidence to their ever having been these generals but the effects of his separation from his companions left his mind touched and sowed chaos amongst the thralls and other illithids. They were routed from the tunnels and halls.

His kin bestowed upon him a gift of an adamantine shield to turn away the deadliest of blows, and he was granted a place of honor amongst his kin. Telling them of his plans to seek the ancient city however did not meet such a good reception, although many whispered agreement or praise to his desires and actions his kin could not undertake the action themselves. Too damaged and worn by the recent ravages of the illithid they had to rebuild. Turning once again to his adventuring company, they set off into the unexplored depths.

**Unfinished section**
->Goes on his final quest to discover the dwarven city Aengkin (15-17) with an assortment of adventurers of different races and creeds.
->discovers the ancient dwarven city Aengkir, first home of his kin (lvl 18-19)
->Within the ancient city he comes upon an ancient forge, similar but greater than the one he had discovered in the past. He passes time there, falls into a restful sleep and then awakes to a great forge filled with dwarven workers as far as the eye could see, hammering, singing, and simply being stretched out before him. Awed, he barked a shout of joy and perhaps sadness that he had passed on happily to Moradin's realm.

The dwarves turned in unison towards to him chanting "The Lost King has returned, Bless the Hammer of the All-Father..." and on they chanted until at once they fell silent and they parted revealing a dwarf with a long beard that glistened like the mithril veins, clad in the armor of mountains, a great warhammer at his hip which had forged the world, and a fire in his heart which kep the world turning. He approached Glanten and whispered much into his ear, "...you are no longer the long child, the lost king returns..." He remembers only pieces now, "...and now the twain shall meet, but whether or not they will entwine and become as one remains to be seen...", the last being "...return to your kin Glangim, The Lost King..." (lvl 20)

He returned to his people with Ata, his other half at his side. A few years have passed and he has just turned one century old. Rumors are being spread that he may become the next High King, he isn't so keen on this idea himself but does not voice it to all but his closest of comrades. Perhaps in time he will warm to the idea.

1: Taken from Complete Divine
2: Taken from Races of Stone
3: Taken from Players Guide to Faerun
4: Taken from Planar Handbook
5: Taken from Book of Exalted Deeds
6: Taken from Expanded Psionics Handbook
7: Taken from Complete Warrior
8: Taken from Arms and Equipment
9: Taken from Defenders of the Faith

Other Notes:
Dwarvencraft Items Cost an additional 600gp for a weapon or 300gp for armor and shields. Increases hardness by 2, hit points by 10 and the items receive a +2 bonus to all saving throws.

Extra Rage provides 2 extra rages per day.

Heavy Armor Optimization and Greater Heavy Armor Optimization increase the armor bonus of worn heavy armor by 1 each, they stack on each other, and they reduce the armor check penalty first by 1, and then by another 2.

Wild Talent grants the character 2 power points and allows him to select psionic feats. It grants him no manifesting ability.

Deflective Armor is a psionic feat, when focused he adds his armor bonus (enhancement bonus included) to his touch armor class. It has heavy armor optimization as a pre-req.

True Believer allows the character to add a +3 bonus to one saving throw per day and qualifies him for using relics of his deity as well as for the pious templar PrC.

Divine Sacrifice when cast allows the character to sacrifice up to 10 hit points per round as a free action to deal +1d6 damage per two hit points, max +5d6, sacrificed on his next successful attack. It lasts for 1 round per caster level (for a total of 3 in Glangim's case). Thus if he uses it for 3 rounds, he could sacrifice up to 30 hit points, so long as he successfully hits each round, each of those hits dealing +5d6 additional damage. As normal bonus damage dice are not multiplied by a critical hit.
 
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Shifter, the Eternal Wanderer, the One of Many Names, and various others

Human(?) Druid 5/Shapeshifter 10/Warshaper 5B]
Alignment: Neutral Good

Size: M (usually, varies with shifting)
HD: 20d8 + 100
HP: 222
Initiative: +6
Speed: 30ft
AC: 29 (10, +8 armor, +6 dex, +5 deflection)
ff: 23 (30 w/ hide) t: 21
BAB: +15/+10/+5
XP: Enough


Attributes:

Str: 20 [6 pts + 2 level bonuses, +4 warshaper]
Dex: 22 [6 pts, +2 level bonuses, +6 item]
Con: 20 [8 pts +1 level bonuses, +4 warshaper]
Int: 22 [6 pts, +2 aging bonus, +6 item)]
Wis: 22 [6 pts, +2 aging bonus, +6 item]
Cha: 13 [3 pts, +2 aging bonus]


Attacks:

BAB: +13
Magical Bonus: +5
Strength Bonus: +5
Attack (+23 claw, 1d4+10 damage, 20/x2)
Full Attack (+23/+23/+18/+13 claws and +23 bite, 1d4+10 damage claw, 1d4+10 damage and poison bite, 20/x2)

Saves:

F: +20 (4 from druid, 7 from shapeshifter, 4 from warshaper, +5 con bonus)
R: +15 (1 from druid, 7 from shapeshifter, 1 from warshaper, +6 dex bonus)
W: +14 (4 from druid, 3 from shapeshifter, 1 from warshaper, +6 wis bonus)


Skills: (bonus/ranks)
18 * (5+3) + 5 * (3+3) = 174 skill points

Concentration: +28/23
Diplomacy: +14/13
Knowledge (The Planes): +32/23
Knowledge (Arcana): +32/23
Knowledge (Nature): +32/23
Knowledge (Dungeoneering): +32/23
Knowledge (Religion): +32/23
Survival: +29/23

Feats:

Multiattack (1st)
Fly-by Attack (1st)
Snatch (3rd)
Serpent’s Venom (DC 25, 1d6 con/1d6 con) (6th)
Endurance (9th)
Improved Multiattack (12th)
Faster Healing (15th)
Improved Maneuverability (18th)


Racial Abilities:

1 Bonus feat at 1st level
+4 skill points at 1st level
+1 skill point/level beyond 1st


Class Abilities:

Animal Companion
Nature Sense
Wild Empathy
Spellcasting
Woodland Stride
Trackless Step
Resist Nature’s Lure
Greater Wild Shape (All types, fine to gargantuan)
Supernatural Ease
Evershifting Form
Morphic Immunities
Morphic Weapons
Morphic Body
Morphic Reach
Morphic Healing
Multimorph

Spellcasting:
Spells per day: 5/3+2/2+2/1+1
Spells Prepared:
0th: Guidance, Detect Poison, Detect Magic, Light, Read Magic
1st:Calm Animals, Charm Animal, Detect Snares and Pits, Detect Animals and Plants, Goodberry
2nd:Animal Messenger, Delay Poison, Restoration (Lesser), Gust of Wind
3rd:Poison, Cure Moderate Wounds

Languages:

Common
Druidic
Sylvan
Draconic

Equipment:

Belt of Defense (Armor +8, Deflection +5) (139,000)
Amulet of the Wanderer (Amulet of the planes + necklace of adaptation + ring of sustenance + continuous tongues spell) (160,800)
Anklets of Dexterity +6 (36,000)
Eyeband of the Mind (Wis and Int +6, +3 on int based checks) (96,750)
Wrists of Power (+5 natural attacks) (150,000)
Ring of Three Wishes (Two Left) (65,300)
Material Component for 10 Lesser Restorations (1000 gp)

8,500 carrying cash


Background:

Simple fires built in grand halls, eating potatoes off of plates of gold and ivory. You would bar the door with anything at hand, a piece of wood, a priceless statuette. People lived in fear, not of the forest beasts, but of the beasts in men’s skins.

Memories of my past are shattered things. Warped and crazed by the trials of time. If the past is another country, then mine has barred its gates and admits no entry.

I cannot say exactly when my memories begin, because the early ones are faded and choppy, but a few things remain.

I know that I began shifting at an early age, but who taught me remains a mystery. I have a picture of a man who was also a wolf carried in my mind, but maybe he came in later. Regardless, by the time I came of age, I was already somewhat unstable of form..

Understand that in the beginning, this was not a talent I coveted. All it seemed to serve to do was alienate me, make me other somehow. But it wouldn’t go away, and in time, I began to accept that it was a part of me.

I do not know how long I wandered when I first left the halls that had been my home, nor where they were, but I know I was still little more than a child. Others couldn’t leave, and so I abandoned them, flying on the wings of the birds away from pain, away from fear.

Certainly it was then I started to lose myself. They say that the body has a memory of its own, and it is true. If you lose your body for too long, memory slips away with it. As a hawk, as a sparrow, as a minnow in the sea I traveled, and with each shape I lost something more of myself, until at last I came once again to the lands of men, with no face to call my own, and no name. And so began the second age of my life.

In losing myself, I had gained mastery over my form, and with this newfound control, I began to explore, to adventure, taking the name of Shifter as I wandered through the land, wearing countless skins. Seeking myself, I searched for word of those who knew more of the mysterious art of shifting.

It was in the course of these travels that I came across the dwarf Ata, and his other-self Glangim. Ata was a Ugruu, who were reputed to have a command of shifting innate in themselves, but perhaps more interesting was his bond with the dwarf Glangim. It seemed that the two were halves of the same whole. Fascinated with their bond, I began to travel with them, hoping to learn something of myself. So began my adventuring career.
 

Abbot Dimitri of St. Belfast, Clr 7 / RdS 10 / Hei 3

Code:
[B]Name:[/B] Dimitri
[B]Class:[/B] Clr 7 / RdS 10 / Hei 3
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Pelor

[B]Str:[/B] 22 +6  (6p  +2 Inh +6 Enh)         [B]Level:[/B] 20    [B]XP:[/B] 104,000
[B]Dex:[/B] 16 +3  (2p         +6 Enh)         [B]BAB:[/B] +13     [B]HP:[/B] 205 (10d8+10d6+100)
[B]Con:[/B] 20 +5  (6p         +6 Enh)         [B]Grapple:[/B] +19    
[B]Int:[/B] 16 +3  (5p  +3 Inh)                [B]Speed:[/B] 30'       
[B]Wis:[/B] 32 +11 (10p +5 Inh +6 Enh +5 Lvl)  [B]Init:[/B] +3        
[B]Cha:[/B] 18 +4  (6p         +4 Enh)         [B]ACP:[/B] -0         

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +6    +0    +3    +0    +0    +5    24
[B]Touch:[/B] 18              [B]Flatfooted:[/B] 21

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                     15    +5    +5    +25
[B]Ref:[/B]                       6    +2    +5    +13
[B]Will:[/B]                     15   +11    +7    +33

[B]Weapon                  Attack   Damage     Critical[/B]
Lightbringer              +20     1d10+10      19x2
Lightbringer (vs Evil)    +22     1d10+2d6+12  19x2

[B]Languages:[/B] Celestial, Common, Draconic, Undercommon

[B]Class Features:[/B] Aura of Warding, Divine Health, Divine Reach 60', 
                Extra Domain(Healing), Faith Healing, Greater Turn Undead (7/day),
                Positive Energy Burst, Supreme Healing, Turn Undead (3/day)  

[B]Feats:[/B] Close Quarters Combat, Empower Spell, Extra Turning, 
       Greater Spell Penetration, MWP(Hv. Flail), Point Blank Shot, Precise Shot, 
       Spell Penetration

[B]Skill Points:[/B] 138(138)  [B]Max Ranks:[/B] 23/11
[B]Skills                   Ranks  Mod  Misc  Total[/B]
  Balance*                 0    +3     -2    +1
  Climb*                   0    +6     -2    +4
  Concentration           19    +5          +24
  Diplomacy               12    +4     +4   +20
  Heal                     9   +11          +20
  Jump*                    2    +6     -2    +6
  Kn(Arcana)              12    +3          +15
  Kn(Nobility)*            7    +3          +10
  Kn(Religion)            12    +3          +15
  Kn(Planes)               7    +3          +10
  Listen*                  1   +11          +12
  Search*                  2    +3           +5
  Sense Motive*            9   +11          +20
  Speak Language*          2
  Spellcraft              17    +3          +20
  Spot*                    1   +11          +12
  Swim*                    2    +6     -2    +8

*Cross-Class skill

Spells/Day	0 / 1   / 2   / 3   / 4   / 5   / 6   / 7   / 8   / 9
(Plus Domain)   6   5+3   5+3   5+3   5+2   5+2   4+2   3+2   2+1   1+1 

Domains:  Healing, Strength, Sun

Spells Prepared	

    0			    1 - DC 22               2 - DC 23
    Create Water	    Command	            Align Weapon      
    Detect Magic  x2        Comprehend Languages    Consecrate
    Detect Poison           Detect Evil x2          Lesser Restoration
    Mending                 Detect Undead           Remove Paralysis
    Read Magic              Divine Favor x2         Resist Energy x2
                            Hide from Undead        Shield Other
                            Remove Fear             Sound Burst
                            (D)Cure Light           (D)Cure Moderate
									
    3 - DC 24               4 - DC 25               5 - DC 26
    Bestow Curse            Death Ward              Break Enchantment
    Blind/Deaf              Dim Anchor              Flame Strike
    Daylight                Dismissal               Hallow
    Magic Circle v. Evil    Free Movement           Mark of Justice
    Pro: Energy             Restoration             Plane Shift
    Rm Blind/Deaf           Sending                 Spell Resistance
    Rm Curse                Spell Immunity          True Seeing
    Searing Light           (D)Fire Shield          (D)Emp Searing Light
    (D)Magic Vestment         

    6 - DC 27               7 - DC 28               8 - DC 29
    Banishment              Destruction             Dimensional Lock
    Blade Barrier           Holy Word               Discern Location
    Find the Path           Restoration, Greater    Greater Spell Immunity
    Greater Dispel          Scrying, Greater        (D)Sunburst     
    Heal                    Summon VII
    Wind Walk               (D)Sunbeam
    (D)Emp Fire Shield                      


    9 - DC 30
    Summon IX
    (D)Mass Heal


[B]Equipment:                         Cost[/B]
	
Explorers Outfit	           0.00
Silver Holy Symbol	          25.00
Spell Component Pouch	           5.00
  Atonement Focus                500.00
  Consecrate Component x4        100.00
  Destruction Focus	         500.00
  Forbiddance Component x2     3,000.00
  Hallow Component	       1,000.00
  Restoration Component x2       200.00
  Shield Other Foci x2	         100.00
  True Res Component          25,000.00
  True Seeing Component x2       500.00
	
Lightbringer	              21,895.00
Mithril BP+1 of Hv Fort       29,350.00
	
Tome of Str +2	              27,500.00
Tome of Int +3	              82,500.00
Tome of Wis +5	             137,500.00
	
Periapt of Wis +6	      36,000.00
Belt of Str +6 and Con +6     90,000.00
Gloves of Dex +6	      36,000.00
Cloak, Resist+5 and Cha +4    49,000.00
Ring of Protection +5	      50,000.00
Winged Boots	              16,000.00
	
Pearl of Power (2 spells)     70,000.00
Strand of Prayer Beads	      25,800.00
Metamagic Rod, Maximize	      54,000.00
	
Handy Haversack	               2,000.00
  Acid x5                         50.00
  Alchemist Fire x5              100.00
  Bedroll                          0.10
  Blanket, Winter                  0.50
  Clerical Vestments               5.00
  Holy Water x5                  125.00
  Rope, Silk, 50'                 10.00
  Trail Ration x14                 7.00
  Waterskin x14	                  14.00
	
	
PP  110                        1,100.00
GP  113                          113.00
SP    4                            0.40
	
Total	                     760,000.00

*Lightbringer is a Cold Iron Holy +1 Heavy Flail whose head is
worked to resemble a blazing sun.  The head has had a Widened (+3), 
Heightened (+4) Continual Flame cast upon it.  As the Continual Flame
has been Heightened to 6th level, its light shines through magical 
Darkness effects of 5th level or less.

[B]Total Weight:[/B]

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 nn    nn   nnn   nnn   nnn


[B]Age: 35[/B] 
[B]Height: 6'[/B] 
[B]Weight: 200lb[/B] 
[B]Eyes: Blue[/B] 
[B]Hair: Blond[/B] 
[B]Skin: Moderate Tan[/B]

Appearance:
Dimitri is tall for a human at 6', his height, along with his hair and eyes are the classic hallmarks of the blood of the northern barbarians which came into his family through his grandmother. When armed & armored for battle he can be an imposing sight, but he prefers his simple clerical vestments, frequently wearing little more than a simple robe when not expecting visitors.

Background:
Being the second son in a relatively unimportant noble family, Dimitri was sent to the Abbey of St. Belfast at a young age to be trained as a priest as was the custom in his country. Though he took to the priestly life well, Dimitri was an energetic young man and spent a fair amount of his free time training with the abbey's templars.

That training soon came in handy as he was asked to assist with an investigation to find the apprentice of a local wizard who had gone missing. Dimitri and his companions travelled back and forth across the duchy uncovering bits and pieces of a larger mystery, eventually leading them deep into the underdark and into battle against an aboleth who was trying to flood the surface world before finding the apprentice and returning to the abbey.

Over the course of the next several years Dimitri had a positive influence over the region; fighting bandits, overseeing the construction of a hospice next to the abbey and as the city and abbey rose in prominence, eventually rising to the position of Abbot of St. Belfast..
 
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Ellywick Faeral Ladywhisper Janedine Chikaowa Wanderer
Arumanna Raerdale Smilefox Neberfa Sparkle Turgen

Faeral = sapphire blue, Janedine = blessed tool, Chikaowa = fair and lovely,
Arumanna = heroine, Raerdale = mistress of holidays, Neberfa = friend of children

Code:
[b]Abilities[/b]
[b]Str:[/b]  6  -2 (-1) [ 0 points, -2 racial]  
[b]Dex:[/b] 20  +5 (+6) [ 6 points, +6 enhancement]
[b]Con:[/b] 22  +6 (+7) [ 6 points, +2 racial +6 enhancement] 
[b]Int:[/b] 14  +2 (+3) [ 6 points]  
[b]Wis:[/b] 18  +4 (+5) [ 4 points, +6 enhancement] 
[b]Cha:[/b] 28  +9 (+10)[13 points, +5 advancement +6 enhancement]
Alignment: Neutral Good
Race: Gnome
Class Levels: Bard 20
Hit Dice: 20d6+120
HP: 211
AC: 37 [10 +1 size +6 Dex +9 armor +5 natural +5 deflection +1 insight]
Init: +9 [+5 Dex +4 feat]
BAB/Grapple: +15 / +13
Melee Attacks
Clover [+27/+22/+17, 1d3+3 adamantine, 19-20x2]
Ranged Attacks
Clover [+27, 1d3+3 adamantine, 19-20x2, 10']
Speed: 30'
XP: 209,999/210,000

Code:
[b]Saves[/b]
[b]Fort:[/b] +21 [ +6 base +6 Con +2 feat +5 resistance +1 luck +1 competence]
[b]Ref :[/b] +24 [+12 base +5 Dex +5 resistance +1 luck +1 competence]
[b]Will:[/b] +23 [+12 base +4 Wis +5 resistance +1 luck +1 competence]

Code:
[b]Skills[/b]                             [184 skill points]
Balance 	               +10 [ 2 ranks +5 Dex + 1 comp +2 syn]
Bluff                          +15 [ 5 ranks +9 Cha + 1 comp]
Climb                          + 1 [ 2 ranks -2 Str + 1 comp]
Concentration                  +17 [ 9 ranks +6 Con + 1 comp (1)]
Craft: Alchemy                 + 7 [ 2 ranks +2 Int + 1 comp +2 rac]
Diplomacy                      +33 [17 ranks +9 Cha + 1 comp +6 syn]
Disguise                       +15 [ 3 ranks +9 Cha + 1 comp +2 circ (2)]
Escape Artist                  +20 [ 5 ranks +5 Dex +10 comp]
Gather Information             +15 [ 5 ranks +9 Cha + 1 comp]
Hide                           +25 [ 6 ranks +5 Dex +10 comp +4 size]
Intimidate (cc)                +12 [ 0 ranks +9 Cha + 1 comp +2 syn]
Jump                           +10 [ 5 ranks -2 Str + 5 comp +2 syn]
Knowledge: History             + 8 [ 5 ranks +2 Int + 1 comp]
Knowledge: Nobility            + 8 [ 5 ranks +2 Int + 1 comp]
Listen                         +30 [14 ranks +4 Wis +10 comp +2 rac]
Move Silently                  +25 [ 5 ranks +5 Dex +15 comp]
Perform: Sing                  +33 [23 ranks +9 Cha + 1 comp]
Perform: String Instruments    +20 [ 8 ranks +9 Cha + 1 comp +2 circ]
Perform: Wind Instruments      +20 [ 8 ranks +9 Cha + 1 comp +2 circ]
Profession: Cook               +15 [ 8 ranks +4 Wis + 1 comp +2 circ]
Search (cc)                    +14 [ 4 ranks +2 Int + 8 comp]
Sense Motive                   +15 [10 ranks +4 Wis + 1 comp]    
Sleight of Hand                +10 [ 2 ranks +5 Dex + 1 comp +2 syn]
Speak Language                     [ 4 ranks]
Spot (cc)                      +16 [ 4 ranks +4 Wis + 8 comp]
Swim                           + 1 [ 2 ranks -2 Str + 1 comp]
Tumble                         +20 [ 8 ranks +5 Dex + 5 comp +2 syn]
Use Magic Device               +15 [ 5 ranks +9 Cha + 1 comp]
 (1) +4 casting defensively
 (2) +2 acting in character

Feats
Ability Focus: Suggestion
Combat casting
Eschew materials
Great Fortitude
Improved initiative
Spell penetration
Weapon finesse

Racial Features
Low-light vision
Weapon familiarity: gnome hooked hammers
+2 racial bonus on saving throws against illusions
+1 DC for all saving throws against illusion
+1 racial bonus on attack rolls against kobolds and goblinoids
+4 dodge bonus to AC against monsters of the giant type
Spell-like abilities 1/day (CL 2 DC 19):
- Dancing lights
- Ghost sound
- Prestidigitation
- Speak with animals (burrowing mammals only)

Class Features
Bardic knowledge +24
Bardic music 20/day
- Countersong
- Fascinate x7 (C)
--- Suggestion DC 31
--- Mass suggestion
- Inspire courage +4
- Inspire competence (C)
- Inspire greatness x4
- Song of freedom +20 (C)
- Inspire heroics x2

Languages
Common, Gnome, Dwarven, Elven, Halfling, Draconic, Sylvan, Celestial

Code:
[b]Spells per day and known[/b]
[b]0:[/b] 4 (DC 19)
I Ghost Sound             [V, S, 75', 21 rounds, as 20 humans]
  Light                   [V, 210 minutes]
  Mending                 [V, S]
  Message                 [V, S, 310', 21 creatures, 210 minutes]
  Prestidigitation        [V, S]
  Read Magic              [V, S, F (crystal lens), 210 minutes]
[b]1:[/b] 7 (DC 20)
  Cure Light Wounds       [V, S, 1d8+5]
  Expeditious Retreat     [V, S, 21 minutes]
  Feather Fall            [V, free action, 75', 21 medium creatures, 21 rounds]
  Remove Fear             [V, S, 75', 6 creatures]
I Ventriloquism           [V, F (cone of parchment), 75', 21 minutes]
[b]2:[/b] 6 (DC 21)
  Glitterdust             [V, S, 310', 21 rounds]
I Mirror Image            [V, S, 21 minutes, 8 images]
I Silence                 [V, S, 1240', 21 minutes]
  Tongues                 [V, 210 minutes]
  Whispering Wind         [V, S, 21 miles]
[b]3:[/b] 6 (DC 22)
  Glibness                [S, 210 minutes, CL check DC 36]
  Good Hope               [V, S, 310', 21 creatures, 21 minutes]
  Haste                   [V, S, 75', 21 creatures, 21 rounds]
  Sculpt Sound            [V, S, 75', 21 creatures, 21 hours]
  Speak with Animals      [V, S, 21 minutes]
[b]4:[/b] 6 (DC 23)
  Cure Critical Wounds    [V, S, 4d8+20]
  Dimension Door          [V, 1240', me + 7 medium creatures]
I Greater Invisibility    [V, S, 21 rounds]
  Modify Memory           [V, S, 1 round + 5 minutes, 75']
  Speak with Plants       [V, S, 21 minutes]
[b]5:[/b] 6 (DC 24)
  Greater Dispel Magic    [V, S, 310', dispel check +20]
  Greater Heroism         [V, S, 21 minutes]
  Mind Fog                [V, S, 310']
I Persistent Image        [V, S, 1240', 31 10' cubes, 21 minutes]
I Shadow Walk             [V, S, 21 creatures, 21 hours]
[b]6:[/b] 5 (DC 25)
  Find the Path           [V, S, 210 minutes]
  Irresistible Dance      [V]
  Mass Charm Monster      [V, S, 310', 42 HD max]
I Veil                    [V, S, 1240', concentration + 21 hours]
Equipment

- Clover
This dagger's guard is shaped as a four-leaved clover and it completely protects the wielder's hand. When its defensive powers are active, it glows with a faint green light.
Adamantine Dagger (3,002) +5 Defending (+72,000) Luckblade (0 wishes - +13,750) = 88,752 gp [CL 17th]

- Fogweave Armor
This chain shirt, made of links so fine that it feels like silk to the touch, is the result of of the metting of gnomish craft and illusions with elven enchantment traditions.
Mithral Chain Shirt (1,100) +5 (+25,000) Glamered (+2,700) Improved Shadow (+15,000) Greater Silent Moves (+33,750) Improved Slick (+15,000) = 92,550 gp [CL 15th]

- Silver Embrace
Beautiful and precious indeed, this neclace consist in a platinum chain and a medallion carved from a single silver dragon scale, a gift from her lover, to always be there to protect her. It represents a crescent moon with a brilliant-cut black gem in the middle embracing a star with a sapphire heart.
Amulet of Natural Armor +5 (50,000), Periapt of Proof against Poison (+27,000x1.5), Periapt of Health (+7,500x1.5), Necklace of Adaptation (+9,000x1.5) = 115,250 gp [CL 7th]

- Court Whispers
Legends say that the first wearer of these red gold earrings was the favourite of a king, who was thus always perfectly informed of what happened in his palace.
Earrings (they take up the hat body slot) of Cha +6 (36,000), of Wis +6 (+36,000x1.5), +10 competence to Listen (+10,000x1.5) = 105,000 gp [CL 8th]

- Traveler's Blessing
Colored in earthy tones, this tunic comforts a traveler through even the most unforgiving days and nights, strenghtening her fiber and granting her the endurance to keep going.
Tunic (it takes up the shirt body slot) of Con +6 (36,000), Periapt of Wound Closure (+15,000x1.5), Ring of Sustenance (+2,500x1.5), Endure Elements Continuous Effect (+1,000x1.5) = 63,750 gp [CL 10th]

- Quicksilver Boots
These soft leather, tighly fitting boots greatly enhance the wearer's speed and agility, allowing her to react with astonishing quickness to threats.
Boots of Evasion (as per ring, 25,000), of Striding and Springing (+5,500x1.5), +5 competence to Tumble (+2,500x1.5) = 37,000 gp [CL 7th]

- Memory Ivy
When she clutched the Seed of Memory that her mayor gave her as a thanks for her many deeds in defense of her people, Elly didn't expect it to spring to life and to coil around her arm. Since then, the seed has remained around her fingers as a gemstone set in a ring, and the ivy has grown around her arm with a gentle grasp. Its color-shifting leaves Elly allow her to tap into the collective memory of her race.
Coiled Ivy (it takes up no body slots) of +1 competence to attack rolls, saves, skill checks and ability checks (as per Pale Green Ioun Stone, 30,000), +1 caster level (as per Orange Ioun Stone, +15,000), +1 insight to AC (as per Dusty Rose Ioun Stone, +5,000) = 50,000 gp [CL 12th]

- Rosie
Sometimes magic go horribly wrong. So, what was meant to be a simple flying carpet becomes something more... interesting. Rosie is a magic carpet that thinks to be a cat. She keeps rubbing up against her owner's legs, she purrs when someone caress her, and will hiss against anyone who tries to climb on here with wet or dirty shoes. Fortunately, she got a cat's agility too, so she flies much better than any other carpet, but can give a rough time anyway if she thinks it is deserved. In the end she's good natured, but she can be very crabby sometimes.
Carpet of Flying 5'x5' (20,000) Intelligent (Int 12, Wis 12, Cha 10, NG, understands Common and Gnome, +1,000) with Good Maneuvrability (+5,000) = 26,000 gp [CL 10th]

- Lenses of Clear Sight
When she asked for lenses to help her reading, she would have settled for less than these masterwork lenses, so thin and transparent to be nearly invisible over her eyes.
Lenses of +8 competence to Search (+6,400), +8 competence to Spot (+6,400x1.5) = 16,000 gp

- Armlet of Dexterity +6
This copper serpent that coils around Elly's left arm gives a decisive contribution to her limberness.
Armlet (it takes up the bracers body slot) of Dex +6 = 36,000 gp [CL 8th]

- Shawl of Resistance +5
Rather than a full cloak, this garment of protection is a yellow and brown shawl that Elly wears draped around her shoulders or over her head according to her mood.
Shawl (it takes up the cloak body slot) of Resistance +5 = 25,000 gp [CL 5th]

- Ring of Protection +5 50,000 gp [CL 5th]

- Ring of Freedom of Movement 40,000 gp [CL 7th]

- Handy Haversack 2,000 gp [CL 9th]

Code:
[B]                                Cost    Weight    Location[/B]
Rosie                        27,500gp   (8lb)    haversack or hovering around
Clover                       88,752gp    0.5lb   hidden in a boot (spot DC 22)
Memory Ivy                   50,000gp     -      around right arm
Silver Embrace              115,250gp     -      around the neck
Armlet of Dexterity +6       36,000gp     -      around left arm
Traveler's Blessing          63,750gp     -      worn
Quicksilver Boots            37,000gp     -      worn
Court Whispers              105,000gp     -      worn
Ring of Protection +5        50,000gp     -      worn
Ring of Freedom of Movement  40,000gp     -      worn
Signet Ring                       5gp     -      worn
Fogweave Armor               92,550gp    5lb     worn
Shawl of Resistance +5       25,000gp     -      worn over the armor
Handy Haversack               2,000gp    5lb     worn over the armor

Silk Rope (150ft)                30gp  (15lb)    haversack
Iron Pot                          5sp  (10lb)    haversack
Iron Pan                          5sp   (8lb)    haversack
8-foot Pole                       2sp   (8lb)    haversack
Shovel                            2gp   (8lb)    haversack
Crowbar                           2gp   (5lb)    haversack
Tent                             10gp   (5lb)    haversack
Winter Blanket                    5sp   (1lb)    haversack
Bedroll                           1sp   (1lb)    haversack
8 Sacks (empty)                   8sp   (1lb)    haversack

Masterwork Cooking Set           55gp   (5lb)    haversack, right pouch
5 Clay Mugs                       1sp   (5lb)    haversack, right pouch
2 Wine Bottles                   24gp   (3lb)    haversack, right pouch
4 Trail Rations                   2gp   (1lb)    haversack, right pouch
Waterskin (water)                 1gp   (1lb)    haversack, right pouch
Soap                              5sp   (1lb)    haversack, right pouch
Flint and Steel                   1gp     -      haversack, right pouch
Feather Tokens                1,600gp     -      haversack, right pouch
 - 4 birds, 1 tree

Book of Recipes and Songs        15gp   (3lb)    haversack, left pouch
Disguise kit (8 uses left)       50gp   (2lb)    haversack, left pouch
Spyglass                      1,000gp   (1lb)    haversack, left pouch
Sealing Wax                       1gp   (1lb)    haversack, left pouch
Masterwork Mandolin             100gp   (1lb)    haversack, left pouch
Masterwork Pan Pipes            100gp   (0.5lb)  haversack, left pouch
Small Steel Mirror               10gp   (0.5lb)  haversack, left pouch
3 Ink Vials                      24gp     -      haversack, left pouch
10 Inkpens                        1gp     -      haversack, left pouch
10 Parchment Sheets               2gp     -      haversack, left pouch
10 Tindertwigs                   10gp     -      haversack, left pouch
10 Candles                        1sp     -      haversack, left pouch
10 Chalk Pieces                   1sp     -      haversack, left pouch
Money Pouch                       1gp     -      haversack, left pouch

Blue Diamond                  5,000gp     -      money pouch
3 Blue Sapphires              3,000gp     -      money pouch
3 Aquamarine                  1,500gp     -      money pouch
11pp 23gp 9sp                           (1lb)    money pouch

[B]Total Weight:[/B]                           10.5lb

             [B]>Light< Medium   Heavy   Lift    Drag[/B]
[B]Max Weight:[/B]     15      30      45      90     135
Age: 86
Height: 3'3"
Weight: 40lb
Eyes: Sapphire blue
Hair: Golden
Skin: Light brown

Appearance
Elly has never been a breath-taking beauty, her charm has always been something less striking, and more warm.
Her brown skin isn't perfect, she bears around her eyes and lips the first wrinkles left by many smiles and laughs, her golden locks are always a little more rebellious than she'd like them to be, but her incredible blue eyes sparkle with curiosity and courage and her slender frame bursts with energy and cheerfulness.
She enjoys her clothes and always wear them, keeping them clean and fragrant with a simple spell, because they remind her of many friends and travels (and because they saved her life several times) and she makes good use of her glamered armor when she feels like a change in style is needed.

Personality
Gnomes use to say that a person is made of names and loves. It's a bit weird to think that a little person such as Elly could hold so many names, and, even more surprisingly, so many loves.
Elly loves her music, singing like there was nothing else in the universe, in the dark and in the sunshine, in the wind and in the rain, alone or in a crowd. Like every gnome, she is always searching for the truth behind all things, and music is her way of looking for it.
She loves to travel, her neverending journeys that always carry her home only to cast her even further away, to the next horizon, to the next promise of adventure.
She loves people, for every new town, every new country hides at least a few new friends, and every friend is a priceless treasure.
She loves adventures, being the one who makes a difference, pitting her wit and magic against tyrants or criminals, and inspiring her companions into deeds worthy of celebrating songs. She has been called an heroine because of this, but she thinks that it's the most undeserved of her names, she'd say that she only traveled with heroes.
She loves children, their innocence and natural mischievousness, for she never forgot her inner child, and dreams someday to be a good mother. That often leads her to behave quite motherly with her fellow travellers, which is quite funny when she's half their size.
She loves cooking, and learning new dishes and recipes everywhere she goes, because you can't really understand a people if you don't understand their food.
Last, but not least, she loves her fiancé, and even when they are far away from each other, a piece of her heart is always with him.

Background
Ellywick Turgen just opened her eyes upon the world and her mother, the town's librarian, found her eyes so beutiful that she immediately called her little baby Faeral. Her father, alchemist and reknowned quaals breeder, thought that she was a very tiny child, but thankfully didn't give her any name about it.
Being an only child, Elly grew up with the unfulfilled dream of having brothers and sisters, so she built strong friendships with boys and girls of her age. One day she accompanied a friend of her to the academy for a test, she hoped to be accepted for her skills with the flute. Once within the academy, Elly felt at home in a way she never felt before, she began wondering along the corridors, enraptured by the music that came from the hall, till a teacher found her dancing with her eyes closed, completely swept away by her emotions. A week later her friend received a letter saying she was accepted, and Elly received a formal invitation too. The teacher explained that to feel music with such intensity she had to have a talent hidden within.
Elly went to the academy, and it soon became clear that her talent was in her voice, but she was still so young and uncertain about herself that her songs didn't have yet the strength and the intensity for which she was to become known, so for the teachers she became Ladywhisper, a girl with great talent, but that hadn't found her true music yet.
Realizing that she couldn't find what she sought within the walls of the academy, Elly left for what was to become her first great journey. She only wanted to go visit her grandparents, but she was ambushed by some orcs, saved by a party of adventurers, then she found an ancient inscription the adventurers were looking for, so she went after them, and ended up taking part in their quest, well, in the end, what was to be a one-week vacation turned into two months away from home.
When she was finally back her parents were mad at her, but they could but notice that there was a different light in their daughter's eyes. She felt like she finally found herself. Her teachers noticed that too, because with her confidence grew her voice too, and when she graduated they didn't call her Ladywhisper anymore, but Janedine, because her voice had become indeed a blessed instrument.
So began her career as traveling minstrel, she started to travel at first to the cities near her hometown, then to the neighboring countries, and finally to the distant lands she only heard of in legend and tales. Everywhere she went she looked for adventure, for anyone who could use her help to regain freedom or to right a wrong. With every mile she left behind her, her fame grew, and often when she returnd home she found out that word of her deeds traveled faster than her. When she was in gnome lands, people started to look for her counsel and she gladly used what she learned in her long journeys to the advantage of her people.
She traveled through all waht remained of the Uldan Empire, visited the Camecian Kingdom and sang at king Therdes' court, was admitted into Evoreal forest, a great honor indeed, and visited even the kingdom below the ground. She traveled with other gnomes, humans, halflings, elves, and even some dwarves. She remembers one in particular, Glanten, who she helped find informations abouta lost dwarven city. Every time she met a fellow bard, she was always happy to shere her songs and learn new ones, that's how she learned of the great adventures of Dimitri the wise, from the lips of Sorin Silvertongue, that claimed to have traveled with him.
Then she made an encounter destined to change her life. One night, at an inn she happened to share the only small-size room with another gnome, an adventurer too, named Elias. Both were expert travelers, so they shared some of their tales in front of a hot stew and pint of beer, and they went on and on for a good part of the night. She was fascinated by this mysterious gnome with silver hair and beard, and she felt that he liked her too, so the next morning she asked him if she could accompany him on his next adventure. He tried to refusesaying that it was a dangerous mission, but in the end he couldn't deny he would appreciate more of her company so they went on together.
They faced the first mission, then another, then a third one, and while Elly felt something stir in her heart for him, and could tell he felt the same way, she grew more and more suspicious because sometimes Elias just disappeared leaving no trace behind except a faint smell of rain. Finally he could keep his secret anymore and confessed her that he only took the shape of a gnome, but he was really a dragon, a silver dragon.
She asked him to show her his true shape, but he refused, he was afraid that it would scare her, that she would never feel the same way about him. She replied that no love can grow on lies, and she wanted her love to grow. Moved by her words he showed himself in his real form. Instead of being terrified she smiled to him and begin singing an old gnome song about a silver dragon that protected the children while they slept, driving away the bad dreams, and he realized he loved her as well.
Since that day Elly and Eliasterlandelon lived many more adventures, together and on their own, and arenow formally enagaged to each other. Now Elly is on a personal quest to find out if a way exists for them to have children, since nothing would give them more joy.
 
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