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Dark Lanterns: John Play Storyhour
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<blockquote data-quote="megamania" data-source="post: 3709253" data-attributes="member: 9255"><p>CAPTAIN TALLEON HALIAR TONAN spymaster of the dark lanterns</p><p>GNOME ROG 3 MAST INQUI 5 INIT +2 SP 20 AC 21 (TO19 FT 19 ) AL LE CR 8 HD 3d6+5d8+16 (56)</p><p>Small Humanoid SAVES F+4 R+9 W+5 (+2 vs Illusions) S06 D14 C14 I14 W12 C16</p><p>ATTACKS / DAM Dagger +7 melee 1d3+1 dam 19-20 x2 10ft range (ranged melee +8)</p><p> OR X-Bow +8 melee 1d6 dam 19-20 x2 60ft range </p><p>FULL ROUND Dagger +7 melee 1d3+1 dam 19-20 x2 10ft range (ranged melee +8)</p><p> OR X-Bow +8 melee 1d6 dam 19-20 x2 60ft range </p><p>BASE ATT / GRAPPLE: +5 (+6 sz) / -1 (+0 sz) </p><p>ARMOR 21 (+1 sz, Dex +2, Leather +3, Ring of Pro+3)</p><p>SPEC ATT </p><p>Weapon Familiarity: Hooked Hammer</p><p>+1 Att vs Kobolds and Goblinoids</p><p>SNEAK ATT: +2d6</p><p>SPEC QUA </p><p>Low Light Vision: normal x2 in twilight </p><p>+4 Dodge bonus vs Giant / Giant Kin</p><p>ACTION POINTS: 12</p><p>SPELL-LIKE ABILITIES: 1/day DC= 10+Cha Mod+Spell Level (13+sp level)</p><p>Speak with Animals Burrowing mammals only, 1 min</p><p>Dancing Lights (SP): 180ft up to 4 feet lantern like lights</p><p>Ghost Sound (SP): 45ft 8rds Will DC13 max noise = 20 people sound of a mouse to a roar of Dire Tiger</p><p>Prestidigitation (SP): 10ft 1 hour TK limit of 1 pound, change color, add flavor, smell and amusing tricks </p><p>Trap Finding</p><p>Trap Sense +1</p><p>ZONE of TRUTH (SP): 1/day (2 Action Pionts for second use) 35 ft 20ft radius WILL DC 15 Can not tell a lie even when trying to.</p><p>CONTACT x2 Expert (History) Aristrocat (Tairn family) also Boromar Clan, Tyrants House Takanan</p><p>DISCERN LIES (SP) : 1/day (2 Action Points to use a second time) 35ft5 targets Con 5 rds Detect lie but not truth</p><p>TRUE SEEING (SP): 1/day (2 AP to use 2nd time) Touch 5 min see blurred or invisible as normal</p><p>FACE / REACH 5 / 5</p><p>SKILLS </p><p>Bluff +9, Craft: Alchemy +3, Dec Script +6, Dip +5, Gather Info +9, Hide +12, Intim +12, Know: Local Sharn +4, Know:Noble +3, Know: Hist +3, List +12, Search +8, S Mot +6, Spot +3, Tumble +4, Use Magic Dev +7 </p><p>FEATS Alert, Evasion, Heroic Spirit, Investigate, Iron Will, Skill Focus: Intim, </p><p>TREASURE </p><p>[27,000] but as the head of the Dark Lanterns many things are availiable to him regardless of cost.</p><p>Typical stuff: Dagger +3 Wounding, Leather Armor +3 Glamored, Potions Invis, Cure S W (2d8+5) x3, Fly, Haste, Ring of Pro +3, Bracelet of Friends</p><p>LANGUAGE Common, Elven, Gnome , Goblin</p><p>BOOK / PAGE PHB (Gnome), Eb Camp Book 83 Master Inquis, Sharn: City of Towers 139 </p><p>NOTES 3.5 </p><p>Carry/Lift = ¾ normal levels</p><p>INVESTIGATE: Use Search Skill to break down evidence at a Crime Scene Eb Camp page 55-56</p><p> DC 10 Find a Clue</p><p> Modifiers +0 if undisturbed, Disturbed +5, Greatly Disturbed +10</p><p> NEXT- Second check to “analyze” clue DC 15 DM Makes this check- NOT Player</p><p> Modifiers +2 per day since “crime”, Minor clue +0, Mod Clue +2, Major Clue +5</p><p></p><p>Talleon Haliar Tonan is the headmaster of the Dark lanterns. He is ruthless and will use any method to procure information and security for Breland and the King. His interest and concentration is on foreign affairs. This means he has no issues and sees the local crime lords as a great resource and tool to use or trade information with. He is not against blackmail or forced servitude to get agents and adventurers to do something for him and his king and country.</p><p></p><p>Talleon is also looking to become the head of The Citadel (Knight-Marshal Banarak Tithon is current head) and is not against removing Tithon from office. Currently he is building his allies and trusted contacts.</p><p></p><p>John Play is a loose cannon and unpredictable which makes him a liability in Talleon’s mind. Before removing him, he wants to either convert him to his side and/or learn his secrets. He knows Play is hiding something from him but he has thus far avoided and evaded all attempts to learn these secrets.</p></blockquote><p></p>
[QUOTE="megamania, post: 3709253, member: 9255"] CAPTAIN TALLEON HALIAR TONAN spymaster of the dark lanterns GNOME ROG 3 MAST INQUI 5 INIT +2 SP 20 AC 21 (TO19 FT 19 ) AL LE CR 8 HD 3d6+5d8+16 (56) Small Humanoid SAVES F+4 R+9 W+5 (+2 vs Illusions) S06 D14 C14 I14 W12 C16 ATTACKS / DAM Dagger +7 melee 1d3+1 dam 19-20 x2 10ft range (ranged melee +8) OR X-Bow +8 melee 1d6 dam 19-20 x2 60ft range FULL ROUND Dagger +7 melee 1d3+1 dam 19-20 x2 10ft range (ranged melee +8) OR X-Bow +8 melee 1d6 dam 19-20 x2 60ft range BASE ATT / GRAPPLE: +5 (+6 sz) / -1 (+0 sz) ARMOR 21 (+1 sz, Dex +2, Leather +3, Ring of Pro+3) SPEC ATT Weapon Familiarity: Hooked Hammer +1 Att vs Kobolds and Goblinoids SNEAK ATT: +2d6 SPEC QUA Low Light Vision: normal x2 in twilight +4 Dodge bonus vs Giant / Giant Kin ACTION POINTS: 12 SPELL-LIKE ABILITIES: 1/day DC= 10+Cha Mod+Spell Level (13+sp level) Speak with Animals Burrowing mammals only, 1 min Dancing Lights (SP): 180ft up to 4 feet lantern like lights Ghost Sound (SP): 45ft 8rds Will DC13 max noise = 20 people sound of a mouse to a roar of Dire Tiger Prestidigitation (SP): 10ft 1 hour TK limit of 1 pound, change color, add flavor, smell and amusing tricks Trap Finding Trap Sense +1 ZONE of TRUTH (SP): 1/day (2 Action Pionts for second use) 35 ft 20ft radius WILL DC 15 Can not tell a lie even when trying to. CONTACT x2 Expert (History) Aristrocat (Tairn family) also Boromar Clan, Tyrants House Takanan DISCERN LIES (SP) : 1/day (2 Action Points to use a second time) 35ft5 targets Con 5 rds Detect lie but not truth TRUE SEEING (SP): 1/day (2 AP to use 2nd time) Touch 5 min see blurred or invisible as normal FACE / REACH 5 / 5 SKILLS Bluff +9, Craft: Alchemy +3, Dec Script +6, Dip +5, Gather Info +9, Hide +12, Intim +12, Know: Local Sharn +4, Know:Noble +3, Know: Hist +3, List +12, Search +8, S Mot +6, Spot +3, Tumble +4, Use Magic Dev +7 FEATS Alert, Evasion, Heroic Spirit, Investigate, Iron Will, Skill Focus: Intim, TREASURE [27,000] but as the head of the Dark Lanterns many things are availiable to him regardless of cost. Typical stuff: Dagger +3 Wounding, Leather Armor +3 Glamored, Potions Invis, Cure S W (2d8+5) x3, Fly, Haste, Ring of Pro +3, Bracelet of Friends LANGUAGE Common, Elven, Gnome , Goblin BOOK / PAGE PHB (Gnome), Eb Camp Book 83 Master Inquis, Sharn: City of Towers 139 NOTES 3.5 Carry/Lift = ¾ normal levels INVESTIGATE: Use Search Skill to break down evidence at a Crime Scene Eb Camp page 55-56 DC 10 Find a Clue Modifiers +0 if undisturbed, Disturbed +5, Greatly Disturbed +10 NEXT- Second check to “analyze” clue DC 15 DM Makes this check- NOT Player Modifiers +2 per day since “crime”, Minor clue +0, Mod Clue +2, Major Clue +5 Talleon Haliar Tonan is the headmaster of the Dark lanterns. He is ruthless and will use any method to procure information and security for Breland and the King. His interest and concentration is on foreign affairs. This means he has no issues and sees the local crime lords as a great resource and tool to use or trade information with. He is not against blackmail or forced servitude to get agents and adventurers to do something for him and his king and country. Talleon is also looking to become the head of The Citadel (Knight-Marshal Banarak Tithon is current head) and is not against removing Tithon from office. Currently he is building his allies and trusted contacts. John Play is a loose cannon and unpredictable which makes him a liability in Talleon’s mind. Before removing him, he wants to either convert him to his side and/or learn his secrets. He knows Play is hiding something from him but he has thus far avoided and evaded all attempts to learn these secrets. [/QUOTE]
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