Conquest of Bloodsworn Vale [RG]

YeOldeAlbatross

First Post
Party Progress Log

Experience Awarded

+360 xp for defeating three Roseblood Sprites, sentries of their fey glade.

Total Earned: 360 xp per PC (240 for Jerivan)


Treasure Found

Silver Dagger (claimed by Aldur)
 
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Code:
Name:           Shandul Endathar
Class:          Ranger 2 / Druid 4
Race:           Human
Size:           Medium
Gender:         Male
Alignment:      Chaotic Good
Deity:          Erastil, LG God of farming, hunting, trade, family.
                Domains: Animal, Community, Good, Law, Plant.
                Favored Weapon: Longbow 

Str: 12  +1     Level:  6      XP:          15000
Dex: 16  +3     BAB:    +5     HP:          31/31
Con: 10  +0     Grapple:+6     Dmg Red:     nil
Int: 12  +1     Speed:  30'    Spell Res:   nil
Wis: 16  +3     Init:   +3     Spell Save:  13 + spell level
Cha: 12  +1     ACP:    0      Spell Fail:  n/a

         Base   Armor   Shld   Dex   Size   Nat   Misc   Total
Armor:   10     +3      +1     +3    +0     +0    +2     19
Touch:   13     Flatfooted:    16

Saves:   Base   Mod     Misc   Total
Fort:    +7     +0      +1*    +8
Ref:     +4     +3      +1*    +8
Will:    +4     +3      +3**   +10
*+1 bonus from Cloak of Resistance
**+1 bonus from Cloak of Resistance & +2 bonus from Iron Will

Weapon          Attack  Damage       Critical     Range
Longbow,M,C,+1  +9      1d8+2        x3           165 ft*
Scimitar +1     +7      1d6+2        18-20/x2
*50% increase due to Far Shot

Languages:      Common
                Druidic
                Sylvan

Abilities:      Animal Companion;
                Bonus Languages;
                Combat Style (Ranged);
                Favored class: any;
                Favored Enemy (Fey);
                Nature Sense;
                Resist Nature's Lure;
                Spellcasting;
                Spontaneous Casting;
                Trackless Step;
                Wild Empathy;
                Woodland Stride.
                
Feats:          Armor Proficiency (Light);
                Armor Proficiency (Medium);
                Far Shot;
                Iron Will;
                Martial Weapon Proficiency;
                Point Blank Shot;
                Precise Shot;
                Rapid Shot;
                Shield Proficiency;
                Simple Weapon Proficiency;
                Track.

Skill Points: 64	      Max Ranks: 9/4.5
Skills	            Ranks   Mod  Misc  Total
Handle Animal           +9      +1   +0    +10
Heal                    +5      +3   +0    +8
Knowledge(Nature)       +9      +1   +4    +14
Listen                  +9      +3   +0    +12
Move Silently           +5      +3   +0    +8
Search                  +5      +1   +0    +6
Spellcraft              +4      +1   +0    +5
Spot                    +9      +3   +0    +12
Survival                +9      +3   +2*   +14
*+2 synergy bonus (5+ ranks in Knowledge (Nature)) = +16 aboveground.

Equipment:                           Cost    Weight
Arrows (59)                           3 gp    - lb*
Arrow, slaying (Fey)               2282 gp    - lb*
Backpack                              2 gp    2 lb
Blanket, winter                       5 sp    3 lb
Buckler, darkwood +1               1215 gp    5 lb
Chain shirt, wildwood +1           1500 gp   19 lb
Cloak of Resistance +1             1000 gp    1 lb
Efficient Quiver                   1800 gp    2 lb
Flint & steel                         1 gp    - lb
Longbow, Mighty (+1) Composite +1  2500 gp    3 lb
Potion, Cure Light Wounds x6        300 gp    - lb
Scimitar +1                        2315 gp    - lb*
Sickle                                6 gp    2 lb
                                  =================
                                  12924.5gp  37 lb
*Items stored in the Efficient Quiver weigh nothing

Money: 75 gp, 5 sp

Total Weight:   37 lb (light load)

                Light   Med    Heavy       Lift  Push
Max Weight:     0-43    44-86  87-130      130   650

Spells per day: 5/4/3

Spells known:
Cantrips:      all
Level 1:       all
Level 2:       all

Age: 23
Height: 5'10"
Weight: 160lb
Eyes: hazel
Hair: brown
Skin: tanned

Animal Companion: Golden
[b]Small Animal, advanced[/b]
[b]Hit Dice:[/b] 3d8+3 (20 hp)
[b]Initiative:[/b] +3
[b]Speed:[/b] 10 ft. (2 squares), fly 80 ft. (average)
[b]Armor Class:[/b] 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
[b]Base Attack/Grapple:[/b] +2/–2
[b]Attack:[/b] Talons +6 melee (1d4)
[b]Full Attack:[/b] 2 talons +6 melee (1d4) and bite +1 melee (1d4)
[b]Space/Reach:[/b] 5 ft./5 ft.
[b]Special Attacks:[/b] —
[b]Special Qualities:[/b] Low-light vision
[b]Saves:[/b] Fort +4, Ref +6, Will +3
[b]Abilities:[/b] Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6
[b]Skills:[/b] Listen +2, Spot +16
[b]Feats:[/b] Evasion, Flyby Attack, Weapon Finesse
[b]Environment:[/b] Temperate mountains
[b]Organization:[/b] Solitary or pair
[b]Level Adjustment:[/b] —
These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots.
A typical eagle is about 3 feet long and has a wingspan of about 7 feet.
[b]COMBAT[/b]
Eagles dive at prey, raking with their powerful talons.
[b]Skills:[/b] Eagles have a +8 racial bonus on Spot checks. Golden can learn 2 bonus tricks.
[b]Tricks:[/b] attack; come; down; fetch; guard; seek; stay; work (carry instead of push/pull)
Appearance: Of middling height and build, there’s not a lot to set Shandul Endathar apart - until you look into his eyes. When you do, you see that this young man has seen things which most of us only experience in our nightmares. Still, he is quiet without brooding, and pleasant without excessive heartiness, so that’s reassuring. So too is the presence of his eagle companion, a beautiful honey-coloured bird which he calls Golden. Such a noble creature surely would not travel with a villain, or a madman!

Background: Shandul grew up on the edge of the Bloodsworn Vale. He's spent his life exploring it - at first playing on the margins, shooting at the target in the grassy glades, then, later, as a hunter exploring the main tracks into its depths.
He knows that it is a dark place, and a dangerous one. He knows this from first-hand experience. While still a boy, he wandered off the well-travelled tracks. He lost his way and strayed into the territory of a dryad who charmed him and kept him as her slave for nearly a year. Unfortunately, this dryad, unlike most of the breed, was a twisted and malevolent individual. She delighted in finding new ways to abuse and humiliate him ... while simultaneously binding him to herself with stronger and stronger bonds.
Eventually he came to his senses, and after a frantic scramble through a wood somehow made hostile and nigh impassable, he made his way to his home. His family greeted him with delighted disbelief, since they had been sure that he had perished, and that his bones would never be found.
Thereafter he continued to walk the woodland paths - now as a ranger trained in the ways of the fey - but he was careful to avoid certain sections of the Vale.
Unbelievably, however, some five years later, he was following a stag which stayed just out of bowshot, and found himself in the same place. To say that the dryad was delighted was an understatement - she had not had a pleasing plaything since last he was under his spell. To cut a long story short, he once more succumbed to her magics, and this time was lost to his family and community for nigh on three years.
When he returned, wasted and haunted, it was a long time before he could face the shadows of the woods. Eventually, though, he recovered his sense of himself, and recognized that he could either cower in the cottage or face his fears. But if he were to face them, then it must be as one who understood the deeper secrets of nature - so he undertook training as a druid.
He still carries his bow, and he can shoot further and faster than anyone else in the village - and he carries in his quiver a special arrow, one destined for the heart of his nemesis, should he ever meet her again.
 
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Aelish Karn (Human Male Herald 6)

Code:
[COLOR=DarkOrange][SIZE=4][B]Aelish Karn[/B][/SIZE][/COLOR]
[i]Medium Humanoid (Human)[/i]

[b]Race:[/b] Human		[b]Profession:[/b] Herald
[b]Gender:[/b] Male 		[b]Classes:[/b] Scout 3/ Swashbuckler 3     
[b]Align:[/b] Neutral Good	[b]Party Role:[/b] Light Mobile Tank
[b]Divine Patrons:[/b] 	[b]Abadar[/b]	LN God - cities, wealth, merchants, law 
			[b]Iomedae[/b]	LG Goddess - valor, rulership, justice, honor 
			[b]Erastil[/b]	LG God - farming, hunting, trade, family

[b]Speak:[/b] Com, Drac, Dwa, Elf, Gia, Gnom, Gob, Half, Orc, Syl, U.Com

[b]Str[/b] 10 (+0) [2  pts]
[b]Int[/b] 18 (+4) [16 pts]
[b]Wis[/b] 10 (+0) [2  pts]
[b]Dex[/b] 16 (+3) [6  pts - 14, +2 Gloves]
[b]Con[/b] 11 (+0) [10 pts - 2,  +1 Level]
[b]Chr[/b] 12 (+1) [4  pts]


[COLOR=DarkOrange][u][b]Skills[/b][/u][/color]

[b]Diplomacy[/b]		+14 = 9 [+1 Chr] [+2 Know (Nobil & Roy)] [+2 S.Motive]
[b]Gather Info[/b]		+12 = 9 [+1 Chr] [+2 Know (Local)]
[b]Heal[/b]			+11 = 9 [+0 Wis] [+2 Healers Kit]

[b]Know (Geog)[/b]		+9  = 5 [+4 Int]
[b]Know (History)[/b]		+9  = 5 [+4 Int]
[b]Know (Local)[/b]		+9  = 5 [+4 Int]
[b]Know (Nobil and Roy)[/b]	+13 = 9 [+4 Int]

[b]Prof (Cartographer)[/b]	+10 = 6 [+0 Wis] [+2 Know (Geog)] [+2 Tools]
[b]Prof (Herald)[/b]		+11 = 9 [+0 Wis] [+2 Know (History)]

[b]Ride[/b]			+8/+10  = 6 [+3 Dex] [-1 ACP] [+2 (Military Saddle)]
[b]Sense Motive[/b]		+9      = 9 [+0 Wis]

[b]Speak Lang[/b]		+10     = 6 [+4 Int]
[b]Survival[/b]		+9/11   = 9 [+0 Wis] [+2 Geog]

[b]Tumble[/b]			+11     = 9 [+3 Dex] [-1 ACP]


[COLOR=DarkOrange][u][b]Feats[/b][/u][/color]

[i]Armor (Light) Weapons (Simple and Martial)[/i]
[H1] [B]EWP (Elven Thin Blade)[/B] [Races of the Wild, pg. 166]
[L1] [B]Dodge[/B] [L3] [B]Mobility[/B] [L6] [B]Spring Attack[/B]
[Sw1] [B]Weapon Finesse[/B]


[COLOR=DarkOrange][u][b]Combat[/b][/u][/color]

[b]BAB:[/b] +5		[b]Melee[/b] +5		[b]Ranged/Finesse[/b] +8
[b]Init:[/b] [+3 Dex] [+1 Battle Fort. (Comp)]	[b]HP:[/b] 33 (3d10 + 3d8 + 0)
[b]AC:[/b] 18 (19/20 +4)			[b]Mvmt:[/b] 40'
	[Breast Plate +5] [+3 Dex] [+1 Dodge] [+1 Skirmish] [+4 Mobility]

[b]Touch:[/b]  13 (14/15 +4)			[b]  Flatfooted:[/b] Uncanny Dodge

[b]Fort[/b]	+5 = +4 [+0 Con] [+1 Battle Fort (Comp)]  
[b]Ref[/b] 	+8 = +4 [+3 Dex] [+1 Grace (Comp)]
[b]Will[/b] 	+2 = +2 [+0 Wis]

[b]Weapons[/b]
    Elven Thin Blade	+9 1d8+0+4 +(d6) (18-20x2, Admantine)
(3) Throwing Axes
	Melee   	+8 1d6+0+4 +(d6) (20×2)
        Throwing	+8 1d6+0 +(d6)   (20×2, 10 ft.)

    Darkwood Longspear	+6 1d8+0 +(d6)    (20×3)
    Light Crossbow      +8 1d8+0 +(d6)    (19-20×2, 80 ft.)

[b]Options[/b]

[u]Attack[/u]
Skirmish (mv >= 10' => 1d6 +1 AC)
Insightful Strike (Int bonus to dmg on Finesseable melee weapons)
Spring Attack (move, attack, move and do not provoke AoO from target)

[u]Defense[/u]
Dodge, Mobility, Spring Attack, Uncanny Dodge, Skirmish (+1 AC)
Trackless Step


[COLOR=DarkOrange][u][b]Special Abilities[/b][/u][/color]

[Sc1] Trapfinding, Skirmish
[Sc2] Battle Fortitude, Uncanny Dodge
[Sc3] Fast Movement (+10 [Enhancement]), Trackless Step
[Sw1] Grace +1 (Comp to Ref)
[Sw3] Insightful Strike


[COLOR=DarkOrange][u][b]Equipment:[/b][/u][/color]

[b]Mithril Breastplate[/b] [+5, 5, -1, 15%, 30 ft./20 ft, 15 lb., 4200gp]
[b]Admantine Elven Thin Blade[/b] (3100+gp)
Gloves of Dexterity +2 (4000gp)

3 Axe, throwing  (1d6×2, 10 ft., 2 lb., 24 gp)
  [b]MW Darkwood Longspear[/b] (Standard/Banner holder) (1d8×3, 4.5 lb., 395 gp)
  Light Crossbow (1d8, 19-20/×2 , 80 ft.,4 lb.,35 gp)
    20 quarrels (2 lbs, 2gp)

1 Potion CMW (300gp)
1 Potion CLW (50gp)

Family Signet Ring (Left Hand - 25gp)
Herald Signet Ring (Right Hand - 100gp)

[b]"Thunder"[/b] - Light War Horse (150 gp)
Military Saddle, Saddle bags, Bit and Bridle (66gp)
Noble Outfit (75gp + 100gp gems and gold accouterments)
Herald's Livery and Banner (30 gp?? ~ Courtiers)
Herald's Book (~Spell book 3lbs, 15gp)
2 Inkpen and 2 inkpots (8.2gp), 2 sealing wax (2lbs, 2gp), 
Explorer's Outfit  (8lbs, 10gp)
MW Artisans Tools (Cartographer) (55gp)
tent (20lbs, 10gp), 3 sacks (1.5lbs, 0.3gp), 

[b]Backpack[/b] (2lbs, 2gp), Bedroll (5lbs, 0.1gp), 10 candles (1sp), 
3 scroll cases (1.5lbs, 3 gp), flint and steel (1gp), [url=http://www.enworld.org/showpost.php?p=3677241&postcount=115]Map of Bloodsworn Vale[/url]
small steel mirror (0.5lbs, 10gp), 2 belt pouches (1lbs, 2gp), 
2 waterskin (2gp), Healers Kit (50gp)
Everburning Torch (110gp), 3 Sunrod (6gp)
Grappling Hook (4 lbs., 1gp), 100 Silk Rope (10 lbs., 20gp)
MW Medium Manacles (2 lbs, 50gp), MW Small Manacles (1 lbs, 50gp)


[COLOR=DarkOrange][u][b]Money and Other Tender[/b][/u][/color]

[b]GP[/b] 17.3


[COLOR=DarkOrange][u][b]History[/b][/u][/color]

Aelish Karn is Human Noble who found his life split between his duty to his
kingdom and duty to his family. Aelish found serving his country much 
easier than serving his family. Serving his King and countrymen as a herald 
wandering around the country side recording and determining heraldric 
arms, arbitrating disputes, mapping lands and territories, collecting 
information from the countryside for his liege, as well as delivering news 
and messages from town to town. His duty as a Herald meant that during 
small altercations, wars, or other military type engagements he served as 
a standard bearer and messenger in a military capacity. He greatly enjoys 
the freedom and independence that being a herald brings and relishes the 
travel and challenge of the work.

His duty to his family is a bit more complicated as the second son who is 
unmarried, and is what he is running from today. He is to become the 3rd 
husband in an arranged marriage. He does not disapprove of becoming the 
3rd husband as much as marrying someone that he does not know. His 
family has arranged this marriage to repair the damaged relationship with 
their family and an elven family. Having the choice and freedom to do as 
he wills and to live and love who he wishes is what is important to him.

He currently finds himself in Bloodsworn Vale on an extended duty to his
King while running from his family and those that wish to bring him back to 
fulfill his familial marital duty.


[COLOR=DarkOrange][u][b]Physical Description[/b][/u][/color]

[B]Height:[/B] 5'10"		[B]Weight:[/B] 150lbs
[B]Hair:[/B] Black		[B]Eyes:[/B] Cool Blue
[B]Handedness:[/B] Right	[B]Stature:[/B] Average
[B]Skin Color:[/B] Tanned	
[B]Identifying Marks:[/B] Small color tatoo identifying him having
			completed Herald Training on his left pectoral

Aelish is not an imposing man by any standard. He is of average height and 
weight with short black hair and a goatee, and cool blue eyes. The only thing 
that would make any man think twice about messing with him might be their 
knowledge that he is a Herald for the King. A man who serves their liege and 
acts in some ways as a civilian constable.

****

The sounds of hooves trotting the way along your collective dusty path 
announces a horse that comes into view from the rear of the caravan bearing 
a male human rider of average stature who is looking at a parchment of sorts 
as he rides.

The man has short, close cropped, black hair and a goatee, with cool blue 
active eyes. The horse is light brown with a white star and a single white
 sock on its rear left leg, and well muscled. The human rides it with the ease 
of someone with great practice and time in the saddle. His posture is straight 
and he carries himself with confidence. The saddle is one meant for action and 
it has a darkwood standard pole standing straight up that is without a 
standard, and it most definitely functions as a long spear. The saddlebags 
seem full and so does the backpack that is strapped to the saddle.

Upon closer inspection you notice that he has several small axes in his belt
 and a longer sword of sorts that is something like a long and thin saber or 
rapier the likes of which you have not really seen before sheathed at his side.
 There is a loaded crossbow sitting nonchalantly in his lap to which is becomes
 kind of obscured by lowering the paper that he was looking at. After taking in
 all of this you notice the rather expensive mithril breastplate that he 
comfortably wears beneath his cloak and over his traveling clothes.


[COLOR=DarkOrange][b][u]Advancement[/u][/b][/color][sblock]
[i]CL20: Scout 7/Ranger6/SwashBuckler 3/Fighter 4[/i]

[b]L07 Ra1[/b]  Favored Enemy (Constructs +2), Track, Animal Empathy
[b]L08 Sc4[/b]  Swift Hunter (Comp Scoundrel); 
	Favored Enemy (+2 Constructs, +2 Undead, +2 Plants);  
        Skirmish (2d6, +1AC); + 1 Con
[b]L09 Sc5[/b]  Evasion;   Imp Critical (Elven Thin Blade)
[b]L10 Sc6[/b]  Flawless Stride, Skirmish (2d6, +1AC);
[b]L11 Ra2[/b]	2 Weapon Fighting
[b]L12 Ra3[/b]  Endurance; Skirmish (3d6, +2AC); Imp Skirmish; +1 Dex; 
[b]L13 Ra4[/b]  Distracting Attack (PHBII pg 155 vice Animal Companion);
		Favored Enemy (+4 Constructs, +4 Undead; +2 Humans);
[b]L14 Ra5[/b]	Skirmish (3d6, +3AC);
[b]L15 Ra6[/b]	Imp Two Weapon; 
	+10 feat increase Base Mvmt (Comp Warrior Pg13)
[b]L16 F1[/b]   Dual Strike ; +1 Dex;   
[b]L17 F2[/b]   Combat Expertise
[b]L18 F3[/b]   Elusive Target
[b]L19 F4[/b]   Wpn Spcl 
[b]L20 Sc7[/b]	Skirmish (4d6, +3AC);+1 Dex;

[b]Improved Skirmish (Complete Scoundrel page 78)[/b]

With a few extra steps, you gain even greater benefits from skirmishing 
combat style.

Prereq: Skirmish +3d6/+1 AC (Counting Nzar bonus skirmish)
Benefit: If you move at least 20' from where you were at the start of 
your turn, your skirmish damage increases by 2d6 and your Comp. Bonus 
to AC increases by 2.

Special: A scout can select Imp. Skirmish as one of his Scout Bonus feats.

[b]Swift Hunter (Complete Scoundrel p. 81)[/b]
You have applied the hit and run tactics learned from scouting to your 
strong hunting abilities.Prereq: Favored enemy, skirmish +1d6/+1 AC.
Benefit: Ranger and Scout levels stack for the purpose of determining 
extra damage and AC Bonus granted with skirmishing. For example, a 
Scout 4/Ranger 1 would deal an extra 2d6 points of damage and gain +1 
to AC when skirmishing as if he were a 5th level scout.

Ranger and scout levels also stack for the purpose of determining when 
you select additional favored enemies, as well as the total bonus against 
those enemies. For example, a Scout 4/Ranger 1 would have 2 favored enemies 
and a +2 bonus against those enemies as if he were a 5th level ranger.

In addition, your skirmish extra damage applies against any creature you 
have selected as a favored enemy, even if it is immune to extra damage 
from critical hits or skirmish attacks.

Special: A scout can select Swift Hunter as one of his Scout bonus feats.

[u][b][url=http://www.enworld.org/showthread.php?t=201553&page=1&pp=40]Character Creation Info[/url][/b][/u]
32pts

9 - 1 pt
10 - 2 pts
11 - 3 pts
12 - 4 pts
13 - 5 pts
14 - 6 pts
15 - 8 pts
16 - 10 pts
17 - 13 pts
18 - 16 pts.

-Starting Character Level: 6th (15,000 xp).
-Fixed hit point advancement, per the DMG method.
-13,000 total gp maximum for all equipment and possessions, with no 
single item valued at more than 4200 gp.[/sblock]

YeOldeAlbatross[sblock]You will find my character below. I have planned him all out. There are only three potential probs with him. I am hoping that what I have done will be OK. If not I can work on buildinghim differently. :)

SKills: You were generous with skills with a different character I was thinking about - the Dwarf, I am hoping that with my character history that thes skills that I have chosen will work.

Multiclassing: At 20th level I have the following classes selected
Scout 7/Ranger6/SwashBuckler 3/Fighter4. With this build there are will be times that I may suffer a multiclassing penalty, being that I am human I am hoping that this will not be an issue. If it is let me know and can rework him. I would take Swashbuckler more but the class is so weak. Ugggh! Having Insightful Strike as a fighter class feature or ability instead of some of their feats (Medium and Heavy Armor and Shields and/or perhaps the 4rth level feat would greatly simplify this and have me take 7 levels of fighter, instead. 

Synergy Bonuses: I added a few eynergy bonuses based off the new Professions I chose: Herald and Cartographer. I added synergy for Know (History) to Herald and Know (Geography) for Cartography. If that is not acceptable just ket me know.

Other than that everything should be in order. :uhoh: I apologize for being a pain. :( Thank you for your time and for running a game.

You can email me or PM me if you like.[/sblock]
 
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Aldur Rulmklin

Dwarf male - Fighter 3 / Barbarian 3

Alignment: Chaotic Good
Abilities: Str 16, Dex 12, Con 17, Int 12, Wis 12, Cha 10
Hit Points: 59 hit points (3d10+3d12+18)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (10 + 1 Dex + 2 bracers of armor, +2 lt. steel shield+1)

Base Attack Bonus/Grapple: +9/+4; +9
Attack: warhammer+1 (+11), battleaxe+1 (+11), throwing axe (+7), dagger (+9)
Full Attack: Warhammer+1 (+11)/(+6) or Battleaxe+1 (+11)/(+6), throwing axe (+7), dagger (+9/+4)

Damage: warhammer +1 (1d8+4/x3), battleaxe+1 (1d8+4/x3), throwing axe (1d6+3/x2), dagger (1d4+3)

Special Attacks: unarmed attacks do not provoke AoO (Improved unarmed strike)
Special Qualities: Fast Movement, Rage 1/day, Trap Sense +1, Uncanny Dodge
Space/Reach: 5 ft. / 5 ft.

Saves: Fort +9 (6 + 3 Con), Ref +3 (2 + 1 Dex), Will +5(2 + 1 Wis +2-Iron Will)

Skills - ranks (total bonus): Climb +6 (+9), Intimidate +9, Jump +5 (+8), Listen +3 (+4), Survival +8 (+9), Swim +2 (+5)

Feats: Improved Unarmed Strike, Iron Will, Power Attack, Weapon Focus (Battleaxe), Weapon Focus (Warhammer)

Languages: Dwarven, Common, Orc

Possessions:
Weapons: Dwarven-made Warhammer +1, Orcish-made Battleaxe +1, 2 human-made daggers, dwarven-made throwing axe

Armor/Protection: Orcish-made Bracers of Armor +2, Dwarven-made Lt. Steel Shield +1

Potions:[/B] Potion of Neutralize Poison, 2 Potions of Cure Serious Wounds, Oil of Bless Weapon, Oil of Keen Edge

Misc. Gear: backpack, bedroll, 2 belt pouches, 2 sets of clothes (tunic, kilt, boots), grappling hook, flint & steel, 2 oil flasks, 50’ rope (silk), waterskin, whetstone, trail rations (14 days)

Money: 20 gp, 20 sp, 50 gpv gem


Description: Shoulder-length black hair and black beard. Brown eyes. A scar runs down the right side of his face from above the eye down to the jawline. His arms, chest, back, and legs are criss-crossed with dozens of scars. Sky-blue tattoos of dwarven runes run along each arm and across his chest and between his shoulder blades. Aldur is dressed in a gray poncho-like tunic, a dwarven kilt secured by a broad leather belt, black leather military boots, and bracers made of a dark metal adorn each wrist. Two bandolier-like belts criss-cross his chest securing a battleaxe across his back and a warhammer at his right hip. A weapons belt around his waist holds his throwing axe and daggers.

Background:
Priests, bards, wise-women, farmers – they all agree. Loss changes a person. It certainly did in Aldur Rulklim’s case. His clan members and countrymen all agree on that point. They speculate (out of Adur’s earshot) as to the cause, though. Was it being part of the army that was defeated by the orc horde? Was it the loss of his brother, who died in his arms? Was it the sight of the captured shieldmaidens being ravaged by the orcs? Or was it the days of torture at the hands of the orcs? None can say for sure, not even his kin, for when Aldur returned to home after escaping the orcs, it was a different warrior than the promising soldier that left on the campaign trail.

Aldur, once level-headed (for a dwarf at least), was now reckless. He was always ready for a fight and if one didn’t find him, he sought it out. Gone was the resolve of the warrior, it had been replaced with the primal rage of an animal. Disciplined for insubordination and fighting, he was passed over for promotion. No one could question his courage or fervor in battle, however.

Once the orcs were defeated, Adur mustered out. Aldur was unable to enjoy times of peace, however. A restlessness burns within him. There are battles to be fought and vengeances to be had. Aldur has gone in search of adventure, not as the soldier, but as the battle-rager he has become.
 

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Percivilis the Pure

Code:
[B]Name:[/B] Percivilis the Pure
[B]Class:[/B] Favored Soul 6	
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Iomedae

[B]Str:[/B] 14 +2 (6p.)	[B]Level:[/B] 6	[B]XP[/B]: 15000
[B]Dex:[/B] 12 +1 (4p.)	[B]BAB:[/B] +4		[B]HP:[/B] 43 (6d8+12)
[B]Con:[/B] 14 +2 (6p.)	[B]Grapple:[/B] +6	
[B]Int:[/B] 10 -- (2p.)	[B]Speed:[/B] 20'	[B]Stat Increases:[/b] Cha +1
[B]Wis:[/B] 14 +2 (6p.)	[B]Init:[/B] +1	[B]Spell Save:[/B] 
[B]Cha:[/B] 16 +3 (8p.)	[B]ACP:[/B] -4		[B]Spell Fail:[/B] 

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+6	+3	+1	+0	+0	+0	20
[B]Touch:[/B]	11	[B]Flatfooted:[/B] 19

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+7	+5	+2	--
[B]Ref:[/B]	+6	+5	+1	--
[B]Will:[/B]	+7	+5	+2	--
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Longsword +1		+8	1d8+3	19-20/x2 	------
MW Morningstar		+7	1d8+2	20/x2      	------
Light Crossbow		+5	1d8+0	19-20/x2 	80 ft
[B]Notes:[/B] Lesser Weapon Crystal of Energy Assault, Fire adds 1d6 fire damage to weapon it is attached to (longsword +1)

[B]Languages:[/B] Common

[B]Abilities:[/B] Fire Resistance - 10

[B]Feats: [/B] 
Human Bonus 1st: Combat Casting
1st: Negotiator
3rd: Power Attack
Favored Soul 4th: Weapon Focus (longsword)
6th: Leadership


[B]Spells prepared[/B] (Save DC 12 + spell level): 

Spells per day:

0 - 6
1st - 7
2nd - 6
3rd - 4


[B]Spellbook/Spells Known:[/B]
	0 - (7) Light, Detect Magic, Resistance, Create Water, Fleeting Fame, Guidance, Purify Food and Drink;
	1st - (5) Bless, Divine Favor, Shield of Faith, Nimbus of Light, Resurgence;
	2nd - (4) Cure Medium Wounds, Silence, Remove Paralysis, Bulls Strength;
	3rd - (3) Dispel Magic, Magic Circle against Evil, Prayer;

[B]Spell-Like Abilities:[/B] 

[B]Skill Points:[/B] 27	[B]Max Ranks:[/B] 9/4.5
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Appraise  	+0	0	--	--
Balance   	+1	0	+1	--
Bluff       	+3	0	+3	--
Climb      	+2	0	+2	--
[U]Concentration[/U]  	+7	5	+2	+4 (Combat Casting)
[U]Diplomacy[/U]	+14	7	+3	+4
Disable Device 	+1	0	+1	--
Disguise   	+3	0	+3	--
Escape Artist	+1	0	+1	--
Forgery   	+0	0	--	--
Gather Info     +0	0	--	--
Handle Animal  	+3	0	+3	--
[U]Heal [/U]        	+11	5	+2	+4
Hide        	+1	0	+1	--
Intimidate	+3	0	+3	--
[U]Jump[/U]        	+4	0	+2	+2
[U]Know: (Religion)[/U]+5	5	--	--
Listen     	+2	0	+2	--
Move Silently	+1	0	+1	--
Open Locks   	+1	0	+1	--
Perform   	+0	0	--	--
Ride        	+1	0	+1	+2 (for staying in the saddle - military saddle)
Search    	+2	0	+2	--
[U]Sense Motive[/U]	+9	5	+2	+2
Sleight of Hand +1	0	+1	--
[U]Spellcraft[/U]  	+0	0	--	--
Spot       	+2	0	+2	--
Swim       	+2	0	+2	--
Tumble    	+1	0	+1	--
Use Magic Device+3      0	+3	--
Use Rope 	+1	0	+1	--
[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
Longsword +1		2315gp	4lb
Lesser Weapon Crystal
of Energy Assault, Fire	3000gp	--lb
Breastplate +1		1350gp	30lb
Heavy Steel Shield +1	1170gp	15lb
Dimension Stride Boots	2000gp	1lb
Wand/Cure Light Wounds 	750gp	--lb
 -- 50 charges
Healing Belt		750gp	1lb
MW Morningstar		308gp	4lb
Light Crossbow		35gp	4lb
 20 Bolts  		2gp	2lb
Belt Pouch             	2gp	2lb
Silver Holy Symbol	25gp	1lb
Healer's Kit          	50gp	1lb
Backpack 		2gp	2lb

Scrolls:
[I]Remove Curse [/I]            	375gp	--lb
[I]Remove Blindness/Deafness[/I] 	375gp	--lb



[B]Total Weight:[/B]67lb	[B]Money:[/B] 120gp 0sp 0cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	58	116	175	350	875

[B]Age:[/B] 26
[B]Height:[/B] 6'2"
[B]Weight:[/B] 195
[B]Eyes:[/B] Blue
[B]Hair:[/B] Golden
[B]Skin:[/B] Golden Tan

Heavy Warhorse (400 gp) - Honor


Military Saddle		20gp	30lb
Bit and Bridle		2gp	1lb
Saddle Bags  		4gp	8lb
     Carried in Saddle bags:
Waterskin		1gp	4lb
3 Torches  		3cp	3lb
Bedroll                	5sp	5lb
Winter Blanket       	5sp	3lb
Explorer's Outfit     	10gp	8lb
3 weeks rations     	10gp	21lb

Load: 195lb (Percivilis) + 67lb (His gear) + 73 lbs (carried on horse) = 335 lbs
Medium Load - movement is 35 ft

Size/Type: Large Animal 
Hit Dice: 4d8+12 (30 hp) 
Initiative: +1 
Speed: 50 ft. (10 squares) 
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 
Base Attack/Grapple: +3/+11 
Attack: Hoof +6 melee (1d6+4) 
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2) 
Space/Reach: 10 ft./5 ft. 
Special Attacks: — 
Special Qualities: Low-light vision, scent 
Saves: Fort +7, Ref +5, Will +2 
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 
Skills: Listen +5, Spot +4 
Feats: Endurance, Run 
Environment: Temperate plains 
Organization: Domesticated 
Challenge Rating: 2 
Advancement: — 
Level Adjustment: — 

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. 

Carrying Capacity
A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.

[sblock= Cohort Jerivan]
Code:
[B]Name:[/B] Jerivan 
[B]Class:[/B] Paladin 4	
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LG
[B]Deity:[/B] Iomedae

[B]Str:[/B] 14 +2 (6p.)	[B]Level:[/B] 4	[B]XP[/B]: 6000
[B]Dex:[/B] 10 -- (2p.)	[B]BAB:[/B] +4		[B]HP:[/B] 33 (4d10+8)
[B]Con:[/B] 14 +2 (6p.)	[B]Grapple:[/B] +6	
[B]Int:[/B] 10 -- (2p.)	[B]Speed:[/B] 20'	[B]Stat Increases:[/b] Cha +1
[B]Wis:[/B] 12 +1 (4p.)	[B]Init:[/B] --	[B]Spell Save:[/B] 
[B]Cha:[/B] 16 +3 (8p.)	[B]ACP:[/B] -6		[B]Spell Fail:[/B] %

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+9	+2	+0	+0	+0	+0	21 (23 vs ranged)
[B]Touch:[/B]	11	[B]Flatfooted:[/B] 21

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+9	+4	+5	--
[B]Ref:[/B]	+4	+1	+3	--
[B]Will:[/B]	+5	+1	+4	--
[B]Notes:[/B] Divine Grace (add CHA bonus to all saving throws)

[B]Weapon			Attack	Damage	Critical	Range[/B]
MW Longsword		+8	1d8+2	19-20/x2 	------
Dagger    		+6	1d4+2	19-20/x2 	------
Heavy Crossbow		+4	1d10	19-20/x2 	120 ft
[B]Notes:[/B]

[B]Languages:[/B] Common

[B]Abilities:[/B] Divine Grace, Turn Undead, Aura of Courage, Detect Evil (at will), Lay on Hands (12 hp/day), Divine Health, Aura of Good, Smite Evil (+3 to hit, +4 damage) 3/day, Daunting Presence 

[B]Feats: [/B] 
Human Bonus 1st: Weapon Focus (Longsword)
1st: Daunting Presence 
3rd: Extra Smiting

[sblock=Daunting Presence]
You may take a Standard Action to ‘Awe’ an opponent with 30’, 
who can see you, and who has an Intelligence score. If the opponent fails a Will 
saving throw (DC 15) it is Shaken 
for 10 minutes. This fear has no effect on a creature that is already Shaken

[/sblock]



[B]Spells prepared[/B] (Save DC 12 + spell level): 

Spells per day:

1st - 1 - Divine Sacrifice

[sblock=Divine Sacrifice]
Divine Sacrifice(CDiv p163)
<Evoc, VS, 1StdAct, Personal, 1rnd/lvl>
– While this spell is in effect, the caster can
sacrifice hit points once per round as a Free

Action to do extra damage on his/her next

successful attack (within the spell’s duration).
For each 2 hp sacrificed (up to 10hp), the
caster does +1d6 damage (max +5d6).
[/sblock]

[B]Spell-Like Abilities:[/B] Detect Evil (at will)

[B]Skill Points:[/B] 21	[B]Max Ranks:[/B] 7/3.5
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Appraise  	+0	0	--	--
Balance   	+0	0	--	--
Bluff       	+3	0	+3	--
Climb      	+2	0	+2	--
[U]Concentration[/U]  	+3	1	+2	--
[U]Diplomacy[/U]	+4	1	+3	--
Disable Device 	+0	0	--	--
Disguise   	+3	0	+3	--
Escape Artist	+0	0	--	--
Forgery   	+0	0	--	--
Gather Info     +0	0	--	--
[U]Handle Animal[/U]  	+6	3	+3	--
[U]Heal [/U]        	+6	3	+1	+2
Hide        	+0	0	--	--
Intimidate	+3	0	+3	--
Jump        	+2	0	+2	--
[U]Know: (Religion)[/U]+2	2	--	--
[U]Know: (Royalty)[/U]+2	2	--	--
Listen     	+1	0	+1	--
Move Silently	+1	0	+1	--
Open Locks   	+1	0	+1	--
Perform   	+0	0	--	--
[U]Ride[/U]        	+7	7	--	+2 (military saddle - for staying in)
Search    	+2	0	+2	--
[U]Sense Motive[/U]	+3	2	+1	--
Sleight of Hand +1	0	+1	--
Spellcraft  	+0	0	--	--
Spot       	+2	0	+2	--
Swim       	+2	0	+2	--
Tumble    	+0	0	--	--
Use Magic Device+3      0	+3	--
Use Rope 	+0	0	--	--
[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
MW Cold Iron Longsword	630gp	4lb
Full Plate +1           2650gp	50lb
Heavy Crossbow		50gp	8lb
   20 bolts		2gp	2lb
MW Heavy Steel Shield	170gp	15lb
Dagger    		2gp	1lb
Backpack 		2gp	2lb
50' Silk Rope		10gp	5lb
Grappling Hook 		1gp	4lb
Flint and Steel		1gp	--lb
Chronocharm of the
Horizon Walker       	500gp	--lb
Least Armor Crystal of 
Arrow Deflection    	500gp	--lb
Belt Pouch             	2gp	2lb
Silver Holy Symbol	25gp	1lb
Healer's Kit          	50gp	1lb


[B]Total Weight:[/B]95lb	[B]Money:[/B] 273gp 1sp 7cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	58	116	175	350	875

[B]Age:[/B] 21
[B]Height:[/B] 6'0"
[B]Weight:[/B] 185
[B]Eyes:[/B] Blue
[B]Hair:[/B] Blond
[B]Skin:[/B] Tan

Heavy Warhorse (400 gp) - Valor


Military Saddle		20gp	30lb
Bit and Bridle		2gp	1lb
Saddle Bags  		4gp	8lb
     Carried in Saddle bags:
Waterskin		1gp	4lb
3 Torches  		3cp	3lb
Bedroll                	5sp	5lb
Winter Blanket       	5sp	3lb
Explorer's Outfit     	10gp	8lb

Load: 180lb (Jerivan) + 95lb (His gear) + 52 lbs (carried on horse) = 327 lbs
Medium Load - movement is 35 ft

Size/Type: Large Animal 
Hit Dice: 4d8+12 (30 hp) 
Initiative: +1 
Speed: 50 ft. (10 squares) 
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 
Base Attack/Grapple: +3/+11 
Attack: Hoof +6 melee (1d6+4) 
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2) 
Space/Reach: 10 ft./5 ft. 
Special Attacks: — 
Special Qualities: Low-light vision, scent 
Saves: Fort +7, Ref +5, Will +2 
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 
Skills: Listen +5, Spot +4 
Feats: Endurance, Run 
Environment: Temperate plains 
Organization: Domesticated 
Challenge Rating: 2 
Advancement: — 
Level Adjustment: — 

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. 

Carrying Capacity
A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.
[/sblock]
Appearance:

Personality:

Background:

[Sblock=Logs]
XP log:
XXXX from

Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for



[/sblock]

Notes:


[sblock=Advancement]
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
[/sblock]
 
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Besik Kormahs

Male Elf Transmuter 3 | Master Specialist 2 | Mindbender 1
Alignment: CN

Abilities: (32)
STR - 8
DEX - 16
CON - 12
INT - 21
WIS - 12
CHA - 8

HP: 4+2+3+2+3+2+6 = 22
Speed: 30ft
Initiative: +3

AC: 14 (+1 Armor, +3 Dex)

Saves:
Fort: 5
Reflex: 5
Will: 10

BAB/Ranged/Grapple: +1/+5/+1

Longbow +5 1d8-1 x3 100ft

Class Abilities:
Scribe Scroll
Summon Familiar
Skill Focus (Spellcraft)
Expanded Spellbook
Telepathy

Racial Abilities:
-Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
-Low-Light Vision
-Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
-+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Skills:
Spot 2 Elf + 1 WIS = 3
Listen 2 Elf + 1 WIS = 3
Bluff 4 CC - 1 CHA = 3
Concentration 6 + 1 CON = 7
Diplomacy 4 CC - 1 CHA = 3
Intimidate 4 CC - 1 CHA = 3
Knowledge Arcane 5 + 4 INT = 9
Knowledge Nature 3 + 4 INT = 7
Sense Motive 4 CC + 1 CHA = 5
Spellcraft 8 + 4 INT + 3 SF + 2 Synergy = 17

Feats:
Spell Focus (Transmutation)
Metamagic School Focus (Transmutation)
Extend Spell Metamagic

Languages:
Common
Elven
Draconic
Celestial
Abyssal
Infernal

Spells:
Prohibited Schools: Necromancy and Abjuration
Cantrips: All
1st: 6 = 2+1+3
2nd: 5 = 1+1+3
3rd: 4 = 1+1+2
Save DC:
1st: 16 (17 Transmutation)
2nd: 17 (18 Transmutation)
3rd: 18 (19 Transmutation)
Spellbook:
1st-Enlarge Person, Reduce Person, Jump, Feather Fall, Tenser’s Floating Disc, Magic Missile, Charm Person, Unseen Servant, Identify
2nd-Rope Trick, Bull’s Strength, Invisibility, Glitterdust
3rd-Fly, Haste, Slow, Fireball, Stinking Cloud

Scrolls
1st- Disguise Self (25), Mage Armor (25), Erase (25), Mount (25) – 100gp
2nd- Bear’s Endurance (150), Cat’s Grace (150), Spider Climb (150), Scorching Ray (150), Darkness (150), See Invisibility (150), Gust of Wind (150) – 1050gp
3rd- Keen Edge (375), Leomund’s Tiny Hut (375), Blink (375), Lightning Bolt (375), Tongues (375), Heroism (375) – 2250gp
4th- Reduce Person Mass (700), Greater Invisibility (700), Dimension Door (700), Evard’s Black Tentacles (700), Charm Monster (700) – 3500gp

Prepared:
Non-Combat:
1st: Unseen Servant, Mage Armor, Mount, Tenser’s Floating Disc, Disguise Self, Charm Person
2nd: Rope Trick, Spider Climb, Gust of Wind, Invisibility, Darkness
3rd: Fly, Leomund’s Tiny Hut, Tongues, Haste

Combat:
1st: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Reduce Person, Unseen Servant
2nd: Bull’s Strength, Invisibility, Glitterdust, Scorching Ray, See Invisibility
3rd: Fireball, Haste, Slow, Stinking Cloud

Equipment:
Headband of Intellect +2
Bracers of Armor +1
Cloak of Resistance +1

Longbow with 20 Arrows

Soap
Silk Rope
Bedroll
Sealing Wax
Parchment (5)
Inkpen
Backpack
Case
Belt Pouch
Trail Ration (4)
Waterskin
19 Gold 7 Silver

4 Gold 3 Silver Remaining

Physical Appearance:
Age: 137
Height: 5’0”
Weight: 100
Eyes: Green
Hair: Black
Skin: Fair

Background:
For an elf his age, Besik had accomplished quite a lot. As a child he exhibited the raw power and potential that the elders crave in youth. Without much hesitation Besik was apprenticed to Gararathi Illar, one of the more powerful wizards in the forest, and soon he was outstripping peers 50, sometimes 100 years older than he. In short time Besik was Master Illar’s favorite student and would be the old wizard’s right hand, studying at his side for long hours of the day.

Days, weeks, months, years passed where the two mutually benefited from this arrangement, working together on magical theories, all the while Besik mastering arcane techniques. And while Besik understood the advantages of apprenticeship to one of the great wizards, he did not relish the inferiority it implied. To their community the pair seemed ideal and happy, but behind closed door they often disagreed on many issues. Gararathi Illar was content to try and improved long standing methods, whereas Besik strove to develop new ideas, unlock new magic that could improve elves’ standing in the world, enhance magic and power.

Master Illar forbade Besik from such practices, but instead of ceasing, Besik’s desire only manifested in privacy. For many years he stole whatever opportunity presented itself to his theories, and it was during one of these times when Besik unlocked the key to the mind; not only his, but other’s as well. At first all he heard was chatter, but after some time he harnessed the ability to shut out all minds and focus on a specific person. However, it was quite on accident when he imposed his thoughts onto another.

It was nearly sundown when Master Illar and his apprentice were working together when a complaint forming in Besik’s head materialized into Gararathi Illar’s mind. Confused, Gararathi asked Besik to repeat himself, who in turn was confused for he had not spoken. Eventually the truth was out, Besik admitted to his master what he had done and hoped that this power would unlock countless mysteries. Despite Gararathi Illar’s reassuring words, his mind betrayed his fear at his apprentice.

Their relationship dissolved and the rumor of Besik’s tainted magic spread throughout the community. Slanted eyes greeted him. Hollow hello’s stung greater when paired with unspoken slights. The life Besik knew was gone from this place, the judgment from the elves he grew up around became too much to bear.
 
Last edited:

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