Emperor of Solmaria (OOC)

I'm almost done with my character, give me another day to work out all the fine details (just got done playing in a fun MnM game over here).
 

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I have written down my PC, and I will post it here today. I have to wait until some pause (I am at work... ;) ).

Just forgot to say one important thing: I am utterly terrible in choosing names! I decided to just pick up a standard elven name from the PHB (Aramil Galanodel), I hope this doesn't offend anyone... :rolleyes:
 


Aramil Galanodel

Aramil Galanodel
Male Grey Elf Wizard 1st lvl
Neutral Good
Str 10 0 - 4 points (-2 racial)
Dex 18 +4 - 10 points (+2 racial)
Con 12 +1 - 6 points (-2 racial)
Int 18 +4 - 10 points (+2 racial)
Wis 10 0 - 2 points
Cha 8 -1 - 0 points

Hit Points: 8
AC 14, Touch 14, Flat-Footed 10
Init +4
BAB +0 Grap +0
Speed 30
Fort +1, Ref +4, Will +2 (+4 vs Enchantment)

+0 Melee, Rapier, 1d6, 18-20/x2
+0 Melee, Dagger, 1d4, 19-20/x2
+4 Ranged, Longbow, 1d8, x3, 100'r

Medium Sized, 5'10" Tall, 140 lbs., 150 Yrs. old
White Long Straight Hair, Pale Green Eyes, Fair skin

Languages: Common, Elven, Draconic, Sylvan, Goblin, Orc

Skills:
(trained)
+5 Concentration (4)
+6 Decipher Script (2)
+8 Knowledge Arcana (4)
+8 Knowledge Nature (4)
+8 Spellcraft (4)
+2 Survival (4cc)
+5 Tumble (2cc)

(untrained)
+2 Listen (+2 racial)
+2 Spot (+2 racial)
0 Climb, Jump, Swim
+4 Balance, Escape Artist, Hide, Move Silently, Ride, Use Rope
+4 Appraise, Craft, Forgery, Search
0 Heal, Sense Motive
-1 Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform

Proficiencies:
Dagger, Club, Quarterstaff, Longsword, Rapier
Light and Heavy Crossbow, all Bows

Feats:

Toughness
Scribe Scroll

Elven Traits:

Low-Light Vision
immunity to sleep effects
+2 ST vs Enchantment
extra proficiencies (Longsword, Rapier, all Bows)
+2 Racial bonus to Listen, Search, & Spot checks
automatic Serch for secret doors within 5 feet

Wizard Abilities:

Schools specialization (Abjuration)
Forbidden schools (Illusion, Necromancy)
Familiar (none yet)

Spells Prepared:
0th- Dancing Lights, Mage Hand, Message, Resistance(s)
1st- Charm Person, Shield(s), Sleep

Spellbook
0th- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance
1st- Charm Person, Feather Fall, Identify, Magic Missile, Shield, Sleep, Unseen Servant

Background:

Aramil belongs to the popular and large grey-elven family of Galanodel, which like nearly all the families of grey elves is considered to be a noble family.
As a youngster of such family, he was raised by the elders of his community in all the traditional fields the elves are known to be fond of: swordplay, archery, arts, ancient lore, nature and, of course, magic.
Although he managed to learn the basics of everything he was teached of, being very clever since he was a kid obviously led him to appreciate and assimilate the intellectual knowledge more than the action skills, in which he is rather an average elf.
He has lived most of his life in his forest elven village, save for some minor youth (or rather, childhood) adventuring in nearby woods, which costed him a few scars from orcs and goblins, scars he is very shy about and keeps well hidden in secret...
In tune with his very elvish personality, the reason why he recently decided to leave home for a bit of adventure is mostly boredom for the quiet life in the deep of the forest.

Personality:
It is common knowledge that elves are often aloof and arrogant, and grey elves are even more aloof and arrogant by the elven standards. Aramil is often considered aloof and arrogant by the grey elven standard, an attitude that has generally gained his a reputation for being everything except a nice and pleasant companion.
Despite this, he is definitely good-hearted and generous, and cares very little for power and wealth. He is very respectful to all the beings of nature and to the people of every race and culture, although when addressed he often speaks as a spoiled child.

Look:
Slightly taller than an average elf, Aramil is also well-built, if not almost-unnoticeably overweight, probably a consequence of being familiar (and fond) of the good food of the grey elven courts.
He doesn't delight in jewelry at all, for which he cares nothing, but appreciates comfortable soft clothes of good textures; eventually, he accepts to wear a useful hooded cloak with many pockets now that he is adventuring, but tries to keep his good clothes underneath.
The only distinctive feature he has is probably an unluckily annoying voice, which sounds a bit too high for a male and definitely not gifted with intonation. He still believes he can sing pretty well, but has learned not to in public.

Items/Equipment:

Explorer's outfit (8lb.) 5gp

Rapier (belt left, 2lb.) 20gp
Silver Dagger (belt rear, 1lb.) 10gp

Shortbow (right shoulder, 2lb.) 30gp
Quiver with 40 arrows (left shoulder, 6lb.) 2gp

Spellbook (3lb.) 15gp
Spell component pouch (2lb.) 5gp
Belt pouch (1/2lb.) 1gp with Trail ration (1lb.) 5sp and Soap (1lb.) 5sp
Waterskin (4lb.) 1gp

Scroll of Mage Armor, CL1 (in the Case, 1/2lb.) 25gp + 1gp (case)

(weight tot. 25lb., value tot. 116gp)

Wealth:

Gp 4

edit: update
 
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Ok, another post... :rolleyes:

1) would anyone mind to post here the starting gold for a 1st level Wizard? I can't find it in SRD :confused:

2) Mith... let us know your schedule when you have made your decisions such as when to start :D I suppose you may want to create a specific IC thread and another thread in the Rogue gallery, so let us know when they are ready!
 

Li Shenron said:
Ok, another post... :rolleyes:

1) would anyone mind to post here the starting gold for a 1st level Wizard? I can't find it in SRD :confused:

2) Mith... let us know your schedule when you have made your decisions such as when to start :D I suppose you may want to create a specific IC thread and another thread in the Rogue gallery, so let us know when they are ready!

1) it's 3d4x10 so you've got 120gp
 



Okay, let me see if I can get you a background:

The land of Sulmaria has always been the central land to Holenwold (the name of this continent), being the largest and most central. Although an autocracy (a empire ruled by an emporer with absolute power), the last three emporers have been benign and Solmaria has grown do to that fact. As with the empire, the capital, Faunt has also grown! The size of most countries in population, it would take 2 days to walk form one end to the other. The outlying population working in the store districts then the homes of those in favor of of the Empire, and his relitives living at the base of the palace, which covers a good portion of the lone mountainous hill in the center of the large city. The Doom's Guard roam the streets, keeping peace, most often with a member of the Elete with them. The Clergy of the Emporer has temples through out Solmaria to administer the people. (They do get their powers from the emperor, instead of some other devine agent. The elete are paladins who serve the Emperor devotely. The Emperor is a god here.)

To the north of Solmaria is the theoacracy of St. Cuthbert, Cuthland. The churches have ruled that land for time indefinate, with St. Cuthbert looking over them and guiding them. There has been peace between Cuthland and Solmaria, for the past generation, though there have been hard feelings between both of them, because Solmaria still hold a part of Cuthland that it had aquired in the last conflict between the two nations. Cuthland is the largest neiboring country to Solmaria. Cuthland is full of majestic cities and temples, and the northern stock of men with their fair eyes and hair seem contraryto those from the southern parts of Halenwold.

To the south is Yountinhil, the lands of the Black Army. A militocracy, the lands of Yountinhil are known for thier deep mountain ranges, and ever moving armies. Yountihil has always had an eye and sword aimed at the much larger empire of Solmaria. The inhabitants of this military state mainly have bark brown to black skin with course curly black hair and black eyes. Everyone, including the women, must serve at lest 6 years inside the military, and then, only persons in the military gain any true wealth or power. Mainly populated by keeps, castles and walled city-states, the people are as hardy as the mountains they live in and are the best trained warriors in the world of men.

To the west of Solmaria is Old Solmaria, a county that is said to have broken off of Solmaria when twins were born to the throne of Solmaria, and the loser of the assention was banished to that country. He then created an army, and with his many supporters created his own land. Having the belief that he was the true ruler of the empire, he called the lands that he took from Solmaria, Old Solmaria. Now a monarchy, the land is completely different form that it had desended from, having found influence in self enlightenment. This is the land of monks and psionisists. The arceteture has been changes by this influence and now flows across the many cities as waves in the sea (Alot of asian influence in the design of this country).

The last neighbor to Solmaria is to the west. This one, not much larger then the capital of SOlmaria is ruled by a mage that has ruled there for the last 30 years. With arcane powers of extreme proportions, blasted the forces of Solmaria out of the lands and put up magical borders around the land to keep everyone out exept for the natives. It's said that demons rome that land, and the people there are no better then the slaves in Somlmaria. The mage is known as the Fire King, do to his love of that element.

Now the story begins:

Emperor Jonson II just died and left the throne to his only living son, the new Emperor Joahna I. This dark youth has always had gosip surround his life. His 4 elder siblings had all ended in unexpected deaths, but Joahna has lived a surprisingly blesses life, free from adversity.

The official 5 month morning period had just ended and the new emperor's first edict had just come through:

Emperor Joahna I's First Law:

It is hearby declared that any non-human found in or around Solmaria will be liable for a head tax of no more and no fewer then 1000 gp each. If individuals can not afford said head tax, then they will work off the tax as slaves until said tax is paid. Furthermore, those that do pay will not be allowed out at night, and have to pay a further inhabitation tax, based on the size of their domicile.

Emperor Joahna I's Second law:

No one may use magic in Solmaria except for those under direct permission from the emperor himself. Anyone caught doing so will forfeite their rights to live free. They will be sold into slavery after their hands are removed at the wrist, and their tongues are removed.
 
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Sorry guys, for this game I'll apologize for not getting ready sooner and don't let me hold it up. I'm having a difficult time coming up with a background for the character and even more difficult time trying to juggle everyting that's happening in my life now, so I'm gonna leave this game before it starts so another person who wants to play can play.

Sorry.
 

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