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Correl: An Element of Origin (Oct 2nd one-shot)
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<blockquote data-quote="MarauderX" data-source="post: 1749464" data-attributes="member: 9990"><p><strong>Wizard 16</strong></p><p></p><p><strong>Baron of Deepmoor, Volare Comnia</strong>, male human <u>Wizard 16</u>: CR 16; Size M (5 ft., 6 in. tall); HD 16d4+16; hp 51; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +9/+4 melee, or +9/+4 ranged; SV Fort +6, Ref +6, Will +10; AL LN; Str 11, Dex 13, Con 12, Int 20, Wis 14, Cha 10.</p><p></p><p>Languages Spoken: Abyssal, Aquan, Auran, Common, Draconic, Dwarven, Elven, Giant, Halfling, Goblin, Infernal, Sylvan, Eastern, Alphatian, Undercommon.</p><p></p><p>Skill points: Wiz 124</p><p>Skills: Concentration +28, Craft +18, Decipher Script +20, Knowledge (arcana) +24, Knowledge (local) +10, Knowledge (history) +15, Knowledge (nobility) +15, Knowledge (planes) +24, Spellcraft +24</p><p></p><p>Feats: Summon familiar, Scribe Scroll, Combat Casting, Silent Spell, Still Spell, Craft Wondrous Item, Brew Potion, Craft Wand, Craft Arms & Armor, Craft Rod, Forge Ring, Craft Staff. </p><p></p><p>Possessions: wand of invisibility, bracers of armor +3, amulet of natural armor +2, sovereign glue, salve of slipperiness, ring of mind shielding, 4 cure mod wounds potions, potion of good hope.</p><p></p><p>Wizard Spells Known (4/6/5/5/5/5/3/3/2): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Burning Hands, Change Self, Charm Person, Chill Touch, Hypnotism, Identify, Mage Armor, Magic Missile, Magic Aura, Reduce Person, Shield, Shocking Grasp, Silent Image, Sleep, Summon Monster I. 2nd -- Alter Self, Blur, Continual Flame, Knock, Locate Object, Acid Arrow, Flaming Sphere, Scorching Ray, Blindness/Deafness, Eagle’s Splendor, Fox’s Cunning, Cat’s Grace, Knock, Levitate, Whispering Wind, Rope Trick Spider Climb. 3rd -- Dispel Magic, Fireball, Flame Arrow, Fly, Gaseous Form, Hold Person, Lightning Bolt, Slow, Summon Monster III, Explosive Runes, Daylight, Lightning Bolt, Tiny Hut, Invisibility Sphere, Ray of Exhaustion, Haste, Tongues. 4th -- Charm Monster, Dimension Door, Fire Shield, Hallucinatory Terrain, Improved Invisibility, Polymorph Self, Scrying, Stoneskin, Wall of Fire, Ice Storm, Wall of Ice, Bestow Curse, Stone Shape, Summon Monster IV. 5th -- Cloudkill, Cone of Cold, Persistent Image, Wall of Stone, Wall of Force, Sending, Fabricate, Overland Flight, Telekinesis, Summon Monster V. 6th -- Acid Fog, Wall of Iron, Flesh to Stone, Stone to Flesh, Mass Suggestion, Chain Lightning, Disintegrate, Flesh to Stone, Mass Haste. 7th -- Delayed Blast Fireball, Greater Scrying, Power Word Stun, Instant Summons, Spell Turning, Control Weather, Finger of Death. 8th -- Incendiary Cloud, Polymorph Any Object, Symbol, Iron Body, Summon Monster VIII. </p><p></p><p>Primary motivation: To wield more commerce and money to his territory to fund his spell research. He feels as if no others understand what he is trying to accomplish with magic and becomes frustrated easily with those that do not agree with him. </p><p></p><p>Secondary motivation: To extend his territory by annexing surrounding lands. The baronies current adminstrators are stretched thin as it is, and he seeks to grow the army in order to expand. </p><p></p><p>Recent Past: He has recently paid a band of marauding nomads to relocate further north, but instead it has only increased their appetite.</p><p></p><p>Barony of Deepmoor has borders with these other baronies: Threshwind, Kargam, & Osscourt.</p><p></p><p>Allies: Argus Vaughn, Baron of Marncourt</p><p>Neutral: Hoil Steinkel, Marquis of Kargam; Tragris Lunsater, Baron of Osscourt</p><p>Rivals: Yurich Silverflame, Baron of Velja; Thord Sulisen, Baron of Threshwind</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1749464, member: 9990"] [b]Wizard 16[/b] [B]Baron of Deepmoor, Volare Comnia[/B], male human [U]Wizard 16[/U]: CR 16; Size M (5 ft., 6 in. tall); HD 16d4+16; hp 51; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +9/+4 melee, or +9/+4 ranged; SV Fort +6, Ref +6, Will +10; AL LN; Str 11, Dex 13, Con 12, Int 20, Wis 14, Cha 10. Languages Spoken: Abyssal, Aquan, Auran, Common, Draconic, Dwarven, Elven, Giant, Halfling, Goblin, Infernal, Sylvan, Eastern, Alphatian, Undercommon. Skill points: Wiz 124 Skills: Concentration +28, Craft +18, Decipher Script +20, Knowledge (arcana) +24, Knowledge (local) +10, Knowledge (history) +15, Knowledge (nobility) +15, Knowledge (planes) +24, Spellcraft +24 Feats: Summon familiar, Scribe Scroll, Combat Casting, Silent Spell, Still Spell, Craft Wondrous Item, Brew Potion, Craft Wand, Craft Arms & Armor, Craft Rod, Forge Ring, Craft Staff. Possessions: wand of invisibility, bracers of armor +3, amulet of natural armor +2, sovereign glue, salve of slipperiness, ring of mind shielding, 4 cure mod wounds potions, potion of good hope. Wizard Spells Known (4/6/5/5/5/5/3/3/2): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Burning Hands, Change Self, Charm Person, Chill Touch, Hypnotism, Identify, Mage Armor, Magic Missile, Magic Aura, Reduce Person, Shield, Shocking Grasp, Silent Image, Sleep, Summon Monster I. 2nd -- Alter Self, Blur, Continual Flame, Knock, Locate Object, Acid Arrow, Flaming Sphere, Scorching Ray, Blindness/Deafness, Eagle’s Splendor, Fox’s Cunning, Cat’s Grace, Knock, Levitate, Whispering Wind, Rope Trick Spider Climb. 3rd -- Dispel Magic, Fireball, Flame Arrow, Fly, Gaseous Form, Hold Person, Lightning Bolt, Slow, Summon Monster III, Explosive Runes, Daylight, Lightning Bolt, Tiny Hut, Invisibility Sphere, Ray of Exhaustion, Haste, Tongues. 4th -- Charm Monster, Dimension Door, Fire Shield, Hallucinatory Terrain, Improved Invisibility, Polymorph Self, Scrying, Stoneskin, Wall of Fire, Ice Storm, Wall of Ice, Bestow Curse, Stone Shape, Summon Monster IV. 5th -- Cloudkill, Cone of Cold, Persistent Image, Wall of Stone, Wall of Force, Sending, Fabricate, Overland Flight, Telekinesis, Summon Monster V. 6th -- Acid Fog, Wall of Iron, Flesh to Stone, Stone to Flesh, Mass Suggestion, Chain Lightning, Disintegrate, Flesh to Stone, Mass Haste. 7th -- Delayed Blast Fireball, Greater Scrying, Power Word Stun, Instant Summons, Spell Turning, Control Weather, Finger of Death. 8th -- Incendiary Cloud, Polymorph Any Object, Symbol, Iron Body, Summon Monster VIII. Primary motivation: To wield more commerce and money to his territory to fund his spell research. He feels as if no others understand what he is trying to accomplish with magic and becomes frustrated easily with those that do not agree with him. Secondary motivation: To extend his territory by annexing surrounding lands. The baronies current adminstrators are stretched thin as it is, and he seeks to grow the army in order to expand. Recent Past: He has recently paid a band of marauding nomads to relocate further north, but instead it has only increased their appetite. Barony of Deepmoor has borders with these other baronies: Threshwind, Kargam, & Osscourt. Allies: Argus Vaughn, Baron of Marncourt Neutral: Hoil Steinkel, Marquis of Kargam; Tragris Lunsater, Baron of Osscourt Rivals: Yurich Silverflame, Baron of Velja; Thord Sulisen, Baron of Threshwind [/QUOTE]
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