Gaming W/Jemal: Legends (3.5e d&D) *Recruitment Closed*

Jemal: Alrighty, first off the str thing was a typo. Second, thanks for the skill tally. Third, you missed the fact that frenzied berserkers get die hard as a bonus feat. Fourth, when I rage I get a +2 to will saves, bringing my total up to +13. If I have to get out of frenzy, its only DC 20, if I get hit its DC is 10 plus damage dealt, so I probably couldn't reliably make it if I had a +30 Will save.

Now that thats covered, I'm kind of at an impass here. As I have no real spellcasting talents I am in need of assistance in crafting some magic items myself. If a caster is willing to assist me in this endevour it would be aprreciated and we could work on a tie in. If not, I'll scrap the items and somebody else please use my XP because there is absolutely no concievable way a character like mine can use it for crafting/spellcasting/anything.

If I do get some help with the crafting, heres the items I need:
Amulet of Health +6/Natural Armor +5: 104,000 gp, 4160 XP
Ring of Protection +5/Sustenance: 53,750 gp, 2150 XP
Ring of Invisibility/Freedom of Movement: 70,000 gp, 2800
Total Required Gold: 113,875 Total Required XP: 9110

Lastly, heres what I have so far for character background.

[sblock=History]

Background: Oroz never knew he possesed the Wind bloodline, or the power to transcend standard mortals and become a being of legend. In fact, he never had any intention of fighting to begin with. He grew up wanting to be nothing more than a musician. His clan was not pleased about this revelation, preffering he take up arms and become a hunter and protector, but they learned to accept his wayward dreams. The eldars of the clan knew of his bloodline, but kept the information from him. They feared he would end up like his father, being used as a weapon by army after army until he transcended or died in the process. His father ended up being killed in service of the one group of people who did not wish him to fight. His clan, who were being destroyed by an evil dragon, had no choice but to turn to him for aid, and his death sent waves of grief through them. They vowed to keep his son away from such a life.

Oroz went through frequent walks through the forest around the cliffs they lived on. On one of these walks he got lost, having travelled too far away from his home. Unable to fly yet, he spent the next day trying to get home. When he returned he expected a serious scolding from his mother and backbreaking labor as punishment for his recklessness. The sight that greeted him was a disaster. His entire home was smoldering ruins. The bodies of his friends and family were strewn about on the ground where they were slain. Grief overcame the young raptoran, and he spent the next few days merely sitting around staring at the carnage that surrounded him. At the dusk of the third day, a man wandered into the ruined city. He conforted Oroz, and told him he had the power to bring the dead back to life. Oroz assisted the man in his preperations, and was asked to leave the city for the final stage. When he returned, the city was empty. No caster. No bodies. Until he was confronted by a horrible undead abomination. Unable to contemplate the situation, Oroz ran only to find his way blocked by a two of his close friends. He was relieved to see friendly faces, but soon discovered the faces included fangs as he was set upon by his companions. Oroz barely managed to escape the city he was raised in, and ran into the wilderness.

Oroz found his way into a human metropolis. He spent the next year of his life in fear. The harsh ways of the big city left him barely able to survive doing odd jobs for the people who were very suspiscious of him for being different. He decided to join the city militia, a place where they could train him to defend himself, he could make a decent living, and he could help people who were like he was, alone and afraid. His combat talents quickly grew, but at the same time a terrible rage began to fester. Aiding the horrific mutilation of his loved ones, and unable to bring them to proper rest gnawed at him deep on the inside. Friends of his helped him suppress his rage by getting him to rally the troops with war chants. he became the mascot of the army, gliding overhead inspiring the troops below. But the suppressed rage kept growing, and leaking out as he became unstable. He soon became unfit to continue serving, and travelled off to find a solution to his dark emotions, and to find a way to aid his defiled kin. During this trip, he encountered a sage who informed him that he carried a unique bloodline. The sage explained that his problem may be linked to this bloodline, and instructed him to seek out an Elder Prophet who knew much about the bloodlines. [/sblock]
 
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Sounds like a plan. I don't mind giving up the XP pool I have to have those items made. Just lemme know what they cost both XP wise and gold wise. I'll be happy to rearrange things for it.

Don't suppose there is any way I can have Lenses of Wraithstrike and like... a belt of Giant Size. Or I could swap back to a belt of giant's strength and get a shirt of Giant size... lol I suck so bad at the "crafting" stuff. It never comes up in our tabletop games.
The normal slot for a Wraithstrike item would probably be the wrists. So continuous Lenses of Wraithstrike would cost 36,000gp and 2,880xp (24K gp and 1,920xp as bracers).

Continuous Giant Size is a lot more expensive (364,000gp 29,120xp). But luckily unlike Wraithstrike, Giant Size doesn't need to be continuous to be really useful. An at will command word version would come in at 81,900gp 6,552xp. You can get this a bit cheaper by limiting the number of uses per day. Divide the cost by X/5 where X is the number of uses per day. In any case either shirt or belt should be an appropriate slot for the item.
 

Alright, so things should be fixed now. Or, at the least, I hope so >.>

Also, on a party-related note, Sabastian has 7945xp left unspent from his pool. If anyone else needs some extra experience-based leverage, give a shout. Furthermore, I'm in need of some sort of background linkage to warrant a pair of these magical items on my list since Sabastian doesn't have Craft Wonderous Item (or the appropriate prerequisites). The costs have already been divied out of their respectable funding pools, so it's just fluff at this point, which I imagine won't be too terribly tough since we're all supposed to be acquainted on some level :p

Now, without further adieu...

Sabastian Raze -- Male Human Factotum 20
------------------------------------------
Sabastian Raze: Male Human Factotum 20
CR 20; Medium Humanoid; HD 19d8+70
HP 242 (182 w/o Amulet of Health +6); Init +5; Spd 40'.; AC 38, Touch 28, Flat-Footed 33

Base Atk +15/+10/+5; Grp +25
Melee Shortsword of Wounding +5 +25/+20/+15 (1d6+10/19-20 x2)
Melee Boot Blade +20/+15/+10 (1d4+5/19-20 x2)
Ranged Light Crossbow +5 +25/+20/+15 (1d8+5/19-20 x2)

Abilities Str 20 (+5), Dex 20 (+5), Con 20 (+5), Int 30 (+10), Wis 20 (+5), Cha 16 (+3)
Saves Fort +16, Ref +22, Will +16

Skills Balance +29, Bluff +16. Climb +29, Concentration +15, Decipher Script +15, Diplomancy +22, Disable Device +30, Disguise +13, Escape Artist +30, Gather Information +17, Hide +35, Intimidate +15, Jump +36, Knowledge (Arcana) +15, Knowledge (History) +15, Knowledge (Local) +15, Knowledge (Nobility) +15, Knowledge (Religion) +15, Move Silently +35, Open Lock +31, Perform (Comedy) +13, Search +27, Sense Motive +10, Sleight of Hand +27, Spellcraft +17, Spot +15, Tumble +29, Use Magic Device +23

Feats Acrobatic, Agile, Athletic, Combat Expertise, Improved Toughness, Investigator, Nimble Fingers, Skill Focus (Disable Device)

Languages Common, Elven, Dwarven, Gnome, Orc, Undercommon, Draconic, Infernal

Class Abilities Arcane Dilettante (8 Spells), Brains Over Brawn, Cunning Breach, Cunning Brilliance, Cunning Defense, Cunning Dodge, Cunning Insight, Cunning Knowledge, Cunning Strike, Cunning Surge, Improved Cunning Defense, Inspiration (+10), Opportunistic Piety (11/Day), Trapfinding

Factotum Spells (Cast 1/1/1/1/1/1/1/1 Per Day, Save DC 20 + Spell Level, Caster Level 20): Know All 0th -- 7th Sorcerer/Wizard Spells sans Material Costs

Possessions Tome of Clear Thought +4 [Used], Tome of Understanding +3 [Used], Gloves of Dexterity +6, Belt of Giant's Strength +6, Amulet of Health +6, Headband of Clever Insight, Boots of Striding & Springing, Goggles of Minute Seeing, Mantle of Epic Spell Resistance, Armbands of Might, Heward's Fortifying Bedroll, Spool of Endless Rope, Vest of the Resistance +5, Glamered Mithral Breastplate of Stealth +5, Wounding Shortsword +5, Light Crossbow +5 w/ 20 Crossbow Bolts, Ring of Feather Falling, Ring of Protection +3, Field Provisions Box, Rod of Splendor, Wand of Cure Critical Wounds [50 Charges], Wand of Leomund's Secure Shelter [50 Charges], 5'x10' Carpet of Flying, Everburning Torch, Masterwork Thieves' Tools, Spell Component Pouch, Wooden Holy Symbol x19, Grappling Hook, Waterskin, Chalk x10, Vial of Ink, Boot Blade, Flint & Steel, Inkpen, Crowbar, Belt Pouch x2, Pouch w/ 697.8gp

[sblock=Description]Of only moderate height, Sabastian stands as an odd pinacle of misconstrued ordinaryism. With lightly parted hair the shade of a newly lit hearth and compelling eyes of celadon, this young adventurer extrordinaire sports an odd combination of uniqueness and contemporary features to simulate a strange sense of attractiveness.

When not adventuring, Sabastian favors flamboyant, stylish attire, though not overly complex. Fine silk garments or stylish vestments of red, black, or blue in tandem with simple yet appealing breeches and footwear. Adventurewear, on the other hand, leans more towards practicallity: short-sleeved tunics, light-fitting garments, and heavy-soled shoes for long marches, as well as a slew of equipment of various types to see him through to the next sunrise.[/sblock]

[sblock=Personality]Fun-loving, light-hearted, witty, and clever, Sabastian strives to be the life of the party in even the most grim of situations. While perhaps a bit over-confident and arrogant, he nevertheless remains a steadfast, open-minded, and honest member of society, easily intrigued by the latest fad or interesting gossip.

If an antic isn't over-the-top, then this particularly flair-inclined rogue feels as if the act was ill-performed. More flash than substenance, one might say, is Sabastian's personal calling card.

His easy-going demeanor often leaves little to the imagination as to how intelligent this simplistic ex-circus performer really is. While he doesn't particularly have a degree in a field of study or collegial credits to back up his intellectual fortitude, he nevertheless harbors an adaptive mind, and learns quickly, giving him the illusion that he's studied abroad on more than one occassion.[/sblock]


[sblock=Unfinished Background (Pending Hooks and Such)]
  • Born Sabastian Foffawitz to Beatris and Kordan Foffawitz, whom are talent-varied performers of Carnaval du Doue' -- a simplistic travelling circus and carnival, featuring a slew of activities of which audience members often became unwitting additions.
  • Sabastian begins his meager career as an escape artist under his mother's tutelage at age nine. Unusually gifted with the trade, he soon branches out into clownery, low-trapeze acrobatics, and minor acts of prestidigitation and sleight of hand to further compliment his affinity, as well as dabbling ever so slightly into arcane and divine studies.
  • At age thirteen, Sabastian suffers a nasty fall from the mid-trapeze, missing the safety net entirely. Though only mildly injured, he's nevertheless prevented from further circus antics until he recouperates. During his impromptu vacation, Sabastian more intimately pursues magical studies, showing another strange knack for picking up odds and ends with prevelant ease. After his recovery, he returns to his "normal" life.
  • Now a young man of sixteen, Sabastian narrowly avoids being burned alive after the faire disturbs a violent clan of orcs, causing them to attack the carnival and torch it, killing a good number of patrons who'd attended that day. He and his parents survive the encounter as they -- in league with the other ensemble of performers of Carnaval du Doue' -- defend what little is left and drive the orcs off.
  • With Carnaval du Doue' sundered and in the process of rebuilding, Sabastian takes this chance to ponder life outside of the tents and caravans for once. After aiding in getting the carnival rebuilt and refitted to the point of being servicable, Sabastian -- now age seventeen -- bids farewell to his bizarre family and begins sampling life from a different perspective, heading towards one of the more prosperous southern city-state: Restenford.
  • The excitable performer finds life outside of the carnival much to his liking, free from the time-constraint applied by performance schedules and constant practice. Acquires a part-time job as a locksmith's apprentice in order to appropriate a simple abode within the city. Sabastian soon becomes bored with the tedious nature of every-day life amongst ordinary citizens, and seeks a more exciting occupation to compensate.
  • Now eighteen, Sabastian whimsically changes his surname from Foffawitz to Raze purely on the grounds that "nobody can take someone with a name like Foffawitz seriously." He then proceeded to sample various careers out of curiosity, ranging from tavern entertainer to problem sleuth, none of which particularly held his interested despite his odd renaissance-esque affinity, and soon returns to the job of entertainer.
  • After an odd event involving pilfering a pickpocket, "Eyeless" Errol of the Restenford Guild of Insurers, Solicitors, and Beggars (see PHBII, pg. 177) took a keen interest in the young master of legerdemain. Offered a position as a footpad, Sabastian -- intrigued by the dangerous yet exciting line of work -- accepted.
  • Two years of mass-theft, breaking and entering, and second-story work landed the young rogue -- now in his prime at age twenty -- the title of Bravo. He even took the liberty of leaving his own anonymous calling card as "The Blink Dog," inciting fear of theft in numerous wealthy clients, who in turn invested in protection services from the masked thieves' guild.
  • With a lucrative career under his belt and intending to expand on it for a bit longer before retiring, Sabastian discovered the harsh truth about what happens to those who wish to leave Errol's services. Shocked after the young roguelette he'd been courting was murdered for attempting to quit, Raze got the hint real quick and fled the city for the west. His occupation as a thief was certainly fun, but not worth being killed by his employer by any stretch.
  • Jobless again, Sabastian began his occupation hunt anew. It was during his transition that he discovered a growing economic need for adventurers of all walks of life, duly noted by the steadily increasing number of small-time Adventurer's Guilds cropping up about the country. On a vague impulse, Sabastian decided to give adventuring as an occupation for a whirl, finding the career pleasant. It was during this time that Sabastian was paired up with a motley crew of like-minded occupationalists, expanding both his knowledge in the various fields as well as getting to travel and make a tidy sum plundering tombs, underground cities, strongholds and the like. There was also the notoriety and respect that came with being an adventurer, a benefit the red-headed rogue wasn't fortunate enough to receive during his days of thievery.
[/sblock]

[sblock=Breakdown][sblock=Abilities]Ability Breakdown

Original Array: STR 14, DEX 14, CON 14, INT 16, WIS 12, CHA 12


Level 4: +1 INT
Level 8: +1 INT
Level 12: +1 INT
Level 16: +1 INT
Level 20: +1 WIS

Tome of Clear Thought +4: +4 INT
Tome of Understanding +3: +3 WIS

Headband of Clever Insight: +6 INT, +4 WIS
Belt of Giant's Strength +6: +6 STR
Amulet of Health +6: +6 CON
Gloves of Dexterity +6: +6 DEX
Rod of Splendor: +4 CHA

Attribute Totals: STR 20, DEX 20, CON 20, INT 30, WIS 20, CHA 16

Saves

+6 Fortitude Save (Factotum 20th)
+12 Reflex Save (Factotum 20th)
+6 Will Save (Factotum 20th)

+5 Fortitude Save (Constitution Bonus)
+5 Reflex Save (Dexterity Bonus)
+5 Will Save (Wisdom Bonus)

+5 Fortitude Save (Vest of the Resistance +5)
+5 Reflex Save (Vest of the Resistance +5)
+5 Will Save (Vest of the Resistance +5)

Total Fortitude Save = +16
Total Reflex Save = +22
Total Will Save = +16[/sblock]

[sblock=Equipment Breakdown]Tome of Clear Thought +4 (110,000gp)

Tome of Understanding +3 (82,500gp)

Gloves of Dexterity +6 (36,000gp)

Belt of Giant's Strength +6 (36,000gp)

Amulet of Health +6 (36,000gp)

Headband of Clever Insight (52,000gp)

Boots of Striding & Springing (5500gp)

Goggles of Minute Seeing (1250gp)

Mantle of Epic Spell Resistance (290,000gp)

Armbands of Might (4100gp)

Heward's Fortifying Bedroll (2000gp)

Spool of Endless Rope (4500gp)

Vest of the Resistance +5 (30200gp)

Glamered Mithral Breastplate of Stealth +5 (62,050gp)

Wounding Shortsword +5 (98,410gp)

Light Crossbow +5 (50,335gp)

Ring of Feather Falling (2200gp)

Ring of Protection +3 (18,000gp)

Field Provisions Box (2000gp)

Rod of Splendor (25,000gp)

Wand of Cure Critical Wounds (21,000gp)

Wand of Leomund's Secure Shelter (30,000gp)

Everburning Torch (110gp)

Masterwork Thieves' Tools (100gp)

Spell Component Pouch (5gp)

Wooden Holy Symbol x19 (19gp)

Grappling Hook (1gp)

Chalk x10 (1sp)

Vial of Ink (8gp)

Boot Blade (4gp)

Flint & Steel (1gp)

Waterskin (1gp)

Inkpen (1sp)

Crowbar (2gp)

Belt Pouch x2 (2gp)

Total Gold Spent: 999,302.2gp
Total Gold Remaining: 697.8gp[/sblock]

[sblock=Skills and Whatnot]Skill Points by Level

S. Points at 1st Level: (6 + 3 INT)*4 + 4 Human = 40
S. Points from 2nd - 7th Level: (6 + 3 INT + 1 Human)*7 = 70
S. Points from 8th - 15th Level: (6 + 4 INT + 1 Human)*8 = 88
S. Points from 16th - 20th Level: (6 + 5 INT + 1 Human)*5 = 60
Total Skill Points: 258 Skill Points

Synergy, Class, Feat, & Equipment Bonuses

+2 Diplomacy (Bluff 5+ Ranks)
*+2 Disguise w/ Acting In-Character (Bluff 5+ Ranks)
+2 Intimidate (Bluff 5+ Ranks)
+2 Sleight of Hand (Bluff 5+ Ranks)
*+2 Use Magic Device w/ Scrolls (Decipher Script 5+ Ranks)
*+2 Use Rope w/ Binds (Escape Artist 5+ Ranks)
+2 Tumble (Jump 5+ Ranks)
+2 Spellcraft (Knowledge (Arcana) 5+ Ranks)
*+2 Bardic Knowledge (Knowledge (History) 5+ Ranks)
+2 Gather Information (Knowledge (Local) 5+ Ranks)
+2 Diplomacy (Knowledge (Nobility) 5+ Ranks)
*+2 Turn/Rebuke Undead (Knowledge (Religion) 5+ Ranks)
*+2 Survival w/ Following Tracks (Search 5+ Ranks)
+2 Diplomacy (Sense Motive 5+ Ranks)
*+2 Use Magic Device w/ Scrolls (Spellcraft 5+ Ranks)
+2 Balance (Tumble 5+ Ranks)
+2 Jump (Tumble 5+ Ranks)
*+2 Spellcraft w/ Deciphering Scrolls (Use Magic Device 5+ Ranks)

+10 on STR & DEX Checks & Skills (Brains Over Brawn)

+2 Jump (Acrobatic)
+2 Tumble (Acrobatic)
+2 Balance (Agile)
+2 Escape Artist (Agile)
+2 Disable Device (Nimble Fingers)
+2 Open Lock (Nimble Fingers)
+2 Gather Information (Investigator)
+2 Search (Investigator)
+2 Climb (Athletic)
+2 Swim (Athletic)
+3 Disable Device (Skill Focus: Disable Device)

+5 Jump (Boots of Striding & Springing)
+4 Open Lock (Vest of the Resistance +5)
+6 Escape Artist (Vest of the Resistance +5)
+2 to Strength Checks and Strength-based Skills (Armbands of Might)

*Not factored in to Misc. Skills section of sheet.[/sblock]

[sblock=Crafting Breakdown]Vest of the Resistance +5

+5 Resistance Bonus (Bonus Squared*1000gp): 25000gp
+6 Escape Artist Skill Bonus (Bonus Squared*100gp): 3600gp
+4 Open Lock Skill Bonus (Bonus Squared*100gp): 1600gp
Experience Cost (1/25th Total Price in XP): 755xp
Total Cost: 30200gp + 755xp

Headband of Clever Insight

+6 Intelligence Bonus (Bonus Squared*1000gp): 36000gp
+4 Wisdom Bonus (Bonus Squared*1000gp): 16000gp
Experience Cost (1/25th Total Price in XP): 1300xp
Total Cost: 52000gp + 1300xp[/sblock][/sblock]
 
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ok, new rule : NO using the item creation chart from the DMG. When I suggested custom items, I meant it so that people could have a bit of access to A: Non-core printed items, and B: Interesting/unique equipment.
It was not so that every character could grab a bunch of buff spells as permanent items by asking the friendly neighbourhood crafter..


I'll look over everything else sometime tonight, but I had to put this to rest before it got out of hand.

no items of continuous [insert spell here].
 

Re-Re-Amended. With the amendation of our resident Dungeon Master, I hereby donate Sabastian's full 10000xp Pool for purposes of everyone elses crafting use since Sabastian can't get anything else out of it. Granted, he still doesn't have the appropriate feats, but he does have spellcasting viability, and can at the least constitute spells with experience costs (though not material costs) being cast.

Sabastian Raze -- Male Human Factotum 20
------------------------------------------
Sabastian Raze: Male Human Factotum 20
CR 20; Medium Humanoid; HD 19d8+70
HP 242 (182 w/o Amulet of Health +6); Init +5; Spd 40'.; AC 38, Touch 28, Flat-Footed 33

Base Atk +15/+10/+5; Grp +25
Melee Shortsword of Wounding +5 +25/+20/+15 (1d6+10/17-20 x2)
Melee Boot Blade +20/+15/+10 (1d4+5/19-20 x2)
Ranged Light Crossbow +5 +25/+20/+15 (1d8+5/19-20 x2)

Abilities Str 20 (+5), Dex 20 (+5), Con 20 (+5), Int 30 (+10), Wis 16 (+3), Cha 16 (+3)
Saves Fort +16, Ref +22, Will +14

Skills Balance +29, Bluff +16. Climb +29, Concentration +15, Decipher Script +15, Diplomancy +22, Disable Device +32, Disguise +13, Escape Artist +30, Gather Information +17, Hide +35, Intimidate +15, Jump +36, Knowledge (Arcana) +15, Knowledge (History) +15, Knowledge (Local) +15, Knowledge (Nobility) +15, Knowledge (Religion) +15, Knowledge (The Planes) +15, Move Silently +35, Open Lock +29, Perform (Comedy) +13, Search +27, Sense Motive +8, Sleight of Hand +27, Spellcraft +17, Tumble +29, Use Magic Device +23

Feats Acrobatic, Agile, Athletic, Combat Expertise, Improved Toughness, Investigator, Nimble Fingers, Skill Focus (Disable Device)

Languages Common, Elven, Dwarven, Gnome, Orc, Undercommon, Draconic, Infernal

Class Abilities Arcane Dilettante (8 Spells), Brains Over Brawn, Cunning Breach, Cunning Brilliance, Cunning Defense, Cunning Dodge, Cunning Insight, Cunning Knowledge, Cunning Strike, Cunning Surge, Improved Cunning Defense, Inspiration (+10), Opportunistic Piety (9/Day), Trapfinding

Factotum Spells (Cast 1/1/1/1/1/1/1/1 Per Day, Save DC 20 + Spell Level, Caster Level 20): Know All 0th -- 7th Sorcerer/Wizard Spells sans Material Costs

Possessions Tome of Clear Thought +4 [Used], Tome of Understanding +3 [Used], Gloves of Dexterity +6, Belt of Giant's Strength +6, Amulet of Health +6, Headband of Intellect +6, Boots of Striding & Springing, Goggles of Minute Seeing, Mantle of Epic Spell Resistance, Armbands of Might, Heward's Fortifying Bedroll, Spool of Endless Rope, Vest of Resistance +5, Glamered Mithral Breastplate of Stealth +5, Wounding Shortsword +5, Light Crossbow +5 w/ 20 Crossbow Bolts, Ring of Feather Falling, Ring of Protection +3, Field Provisions Box, Rod of Splendor, Wand of Cure Critical Wounds [50 Charges], Wand of Leomund's Secure Shelter [50 Charges], 5'x10' Carpet of Flying, Everburning Torch, Masterwork Thieves' Tools, Spell Component Pouch, Wooden Holy Symbol x19, Grappling Hook, Waterskin, Chalk x10, Vial of Ink, Boot Blade, Flint & Steel, Inkpen, Crowbar, Belt Pouch x2, Pouch w/ 5897.8gp

[sblock=Description]Of only moderate height, Sabastian stands as an odd pinacle of misconstrued ordinaryism. With lightly parted hair the shade of a newly lit hearth and compelling eyes of celadon, this young adventurer extrordinaire sports an odd combination of uniqueness and contemporary features to simulate a strange sense of attractiveness.

When not adventuring, Sabastian favors flamboyant, stylish attire, though not overly complex. Fine silk garments or stylish vestments of red, black, or blue in tandem with simple yet appealing breeches and footwear. Adventurewear, on the other hand, leans more towards practicallity: short-sleeved tunics, light-fitting garments, and heavy-soled shoes for long marches, as well as a slew of equipment of various types to see him through to the next sunrise.[/sblock]

[sblock=Personality]Fun-loving, light-hearted, witty, and clever, Sabastian strives to be the life of the party in even the most grim of situations. While perhaps a bit over-confident and arrogant, he nevertheless remains a steadfast, open-minded, and honest member of society, easily intrigued by the latest fad or interesting gossip.

If an antic isn't over-the-top, then this particularly flair-inclined rogue feels as if the act was ill-performed. More flash than substenance, one might say, is Sabastian's personal calling card.

His easy-going demeanor often leaves little to the imagination as to how intelligent this simplistic ex-circus performer really is. While he doesn't particularly have a degree in a field of study or collegial credits to back up his intellectual fortitude, he nevertheless harbors an adaptive mind, and learns quickly, giving him the illusion that he's studied abroad on more than one occassion.[/sblock]



[sblock=Unfinished Background (Pending Hooks and Such)]
  • Born Sabastian Foffawitz to Beatris and Kordan Foffawitz, whom are talent-varied performers of Carnaval du Doue' -- a simplistic travelling circus and carnival, featuring a slew of activities of which audience members often became unwitting additions.
  • Sabastian begins his meager career as an escape artist under his mother's tutelage at age nine. Unusually gifted with the trade, he soon branches out into clownery, low-trapeze acrobatics, and minor acts of prestidigitation and sleight of hand to further compliment his affinity, as well as dabbling ever so slightly into arcane and divine studies.
  • At age thirteen, Sabastian suffers a nasty fall from the mid-trapeze, missing the safety net entirely. Though only mildly injured, he's nevertheless prevented from further circus antics until he recouperates. During his impromptu vacation, Sabastian more intimately pursues magical studies, showing another strange knack for picking up odds and ends with prevelant ease. After his recovery, he returns to his "normal" life.
  • Now a young man of sixteen, Sabastian narrowly avoids being burned alive after the faire disturbs a violent clan of orcs, causing them to attack the carnival and torch it, killing a good number of patrons who'd attended that day. He and his parents survive the encounter as they -- in league with the other ensemble of performers of Carnaval du Doue' -- defend what little is left and drive the orcs off.
  • With Carnaval du Doue' sundered and in the process of rebuilding, Sabastian takes this chance to ponder life outside of the tents and caravans for once. After aiding in getting the carnival rebuilt and refitted to the point of being servicable, Sabastian -- now age seventeen -- bids farewell to his bizarre family and begins sampling life from a different perspective, heading towards one of the more prosperous southern city-state: Restenford.
  • The excitable performer finds life outside of the carnival much to his liking, free from the time-constraint applied by performance schedules and constant practice. Acquires a part-time job as a locksmith's apprentice in order to appropriate a simple abode within the city. Sabastian soon becomes bored with the tedious nature of every-day life amongst ordinary citizens, and seeks a more exciting occupation to compensate.
  • Now eighteen, Sabastian whimsically changes his surname from Foffawitz to Raze purely on the grounds that "nobody can take someone with a name like Foffawitz seriously." He then proceeded to sample various careers out of curiosity, ranging from tavern entertainer to problem sleuth, none of which particularly held his interested despite his odd renaissance-esque affinity, and soon returns to the job of entertainer.
  • After an odd event involving pilfering a pickpocket, "Eyeless" Errol of the Restenford Guild of Insurers, Solicitors, and Beggars (see PHBII, pg. 177) took a keen interest in the young master of legerdemain. Offered a position as a footpad, Sabastian -- intrigued by the dangerous yet exciting line of work -- accepted.
  • Two years of mass-theft, breaking and entering, and second-story work landed the young rogue -- now in his prime at age twenty -- the title of Bravo. He even took the liberty of leaving his own anonymous calling card as "The Blink Dog," inciting fear of theft in numerous wealthy clients, who in turn invested in protection services from the masked thieves' guild.
  • With a lucrative career under his belt and intending to expand on it for a bit longer before retiring, Sabastian discovered the harsh truth about what happens to those who wish to leave Errol's services. Shocked after the young roguelette he'd been courting was murdered for attempting to quit, Raze got the hint real quick and fled the city for the west. His occupation as a thief was certainly fun, but not worth being killed by his employer by any stretch.
  • Jobless again, Sabastian began his occupation hunt anew. It was during his transition that he discovered a growing economic need for adventurers of all walks of life, duly noted by the steadily increasing number of small-time Adventurer's Guilds cropping up about the country. On a vague impulse, Sabastian decided to give adventuring as an occupation for a whirl, finding the career pleasant. It was during this time that Sabastian was paired up with a motley crew of like-minded occupationalists, expanding both his knowledge in the various fields as well as getting to travel and make a tidy sum plundering tombs, underground cities, strongholds and the like. There was also the notoriety and respect that came with being an adventurer, a benefit the red-headed rogue wasn't fortunate enough to receive during his days of thievery.
[/sblock]


[sblock=Breakdown][sblock=Abilities]Ability Breakdown

Original Array: STR 14, DEX 14, CON 14, INT 16, WIS 12, CHA 12


Level 4: +1 INT
Level 8: +1 INT
Level 12: +1 INT
Level 16: +1 INT
Level 20: +1 WIS

Tome of Clear Thought +4: +4 INT
Tome of Understanding +3: +3 WIS

Headband of Intellect: +6 INT
Belt of Giant's Strength +6: +6 STR
Amulet of Health +6: +6 CON
Gloves of Dexterity +6: +6 DEX
Rod of Splendor: +4 CHA

Attribute Totals: STR 20, DEX 20, CON 20, INT 30, WIS 16, CHA 16

Saves

+6 Fortitude Save (Factotum 20th)
+12 Reflex Save (Factotum 20th)
+6 Will Save (Factotum 20th)

+5 Fortitude Save (Constitution Bonus)
+5 Reflex Save (Dexterity Bonus)
+3 Will Save (Wisdom Bonus)

+5 Fortitude Save (Vest of Resistance +5)
+5 Reflex Save (Vest of Resistance +5)
+5 Will Save (Vest of Resistance +5)

Total Fortitude Save = +16
Total Reflex Save = +22
Total Will Save = +14[/sblock]

[sblock=Equipment Breakdown]Tome of Clear Thought +4 (110,000gp)

Tome of Understanding +3 (82,500gp)

Gloves of Dexterity +6 (36,000gp)

Belt of Giant's Strength +6 (36,000gp)

Amulet of Health +6 (36,000gp)

Headband of Intellect +6 (36,000gp)

Boots of Striding & Springing (5500gp)

Goggles of Minute Seeing (1250gp)

Mantle of Epic Spell Resistance (290,000gp)

Armbands of Might (4100gp)

Heward's Fortifying Bedroll (2000gp)

Scabbard of Keen Edges (16,000gp)

Spool of Endless Rope (4500gp)

Vest of Resistance +5 (25000gp)

Glamered Mithral Breastplate of Stealth +5 (62,050gp)

Wounding Shortsword +5 (98,410gp)

Light Crossbow +5 (50,335gp)

Ring of Feather Falling (2200gp)

Ring of Protection +3 (18,000gp)

Field Provisions Box (2000gp)

Rod of Splendor (25,000gp)

Wand of Cure Critical Wounds (21,000gp)

Wand of Leomund's Secure Shelter (30,000gp)

Everburning Torch (110gp)

Masterwork Thieves' Tools (100gp)

Spell Component Pouch (5gp)

Wooden Holy Symbol x19 (19gp)

Grappling Hook (1gp)

Chalk x10 (1sp)

Vial of Ink (8gp)

Boot Blade (4gp)

Flint & Steel (1gp)

Waterskin (1gp)

Inkpen (1sp)

Crowbar (2gp)

Belt Pouch x2 (2gp)

Total Gold Spent: 994,102.2gp
Total Gold Remaining: 5897.8gp[/sblock]

[sblock=Skills and Whatnot]Skill Points by Level

S. Points at 1st Level: (6 + 3 INT)*4 + 4 Human = 40
S. Points from 2nd - 7th Level: (6 + 3 INT + 1 Human)*7 = 70
S. Points from 8th - 15th Level: (6 + 4 INT + 1 Human)*8 = 88
S. Points from 16th - 20th Level: (6 + 5 INT + 1 Human)*5 = 60
Total Skill Points: 258 Skill Points

Synergy, Class, Feat, & Equipment Bonuses

+2 Diplomacy (Bluff 5+ Ranks)
*+2 Disguise w/ Acting In-Character (Bluff 5+ Ranks)
+2 Intimidate (Bluff 5+ Ranks)
+2 Sleight of Hand (Bluff 5+ Ranks)
*+2 Use Magic Device w/ Scrolls (Decipher Script 5+ Ranks)
*+2 Use Rope w/ Binds (Escape Artist 5+ Ranks)
+2 Tumble (Jump 5+ Ranks)
+2 Spellcraft (Knowledge (Arcana) 5+ Ranks)
*+2 Bardic Knowledge (Knowledge (History) 5+ Ranks)
+2 Gather Information (Knowledge (Local) 5+ Ranks)
+2 Diplomacy (Knowledge (Nobility) 5+ Ranks)
*+2 Turn/Rebuke Undead (Knowledge (Religion) 5+ Ranks)
*+2 Survival on Other Planes (Knowledge (The Planes) 5+ Ranks)
*+2 Survival w/ Following Tracks (Search 5+ Ranks)
+2 Diplomacy (Sense Motive 5+ Ranks)
*+2 Use Magic Device w/ Scrolls (Spellcraft 5+ Ranks)
+2 Balance (Tumble 5+ Ranks)
+2 Jump (Tumble 5+ Ranks)
*+2 Spellcraft w/ Deciphering Scrolls (Use Magic Device 5+ Ranks)

+10 on STR & DEX Checks & Skills (Brains Over Brawn)

+2 Jump (Acrobatic)
+2 Tumble (Acrobatic)
+2 Balance (Agile)
+2 Escape Artist (Agile)
+2 Disable Device (Nimble Fingers)
+2 Open Lock (Nimble Fingers)
+2 Gather Information (Investigator)
+2 Search (Investigator)
+2 Climb (Athletic)
+2 Swim (Athletic)
+3 Disable Device (Skill Focus: Disable Device)

+5 Jump (Boots of Striding & Springing)
+2 Open Lock (Masterwork Thieves' Tools)
+2 Disable Device (Masterwork Thieves' Tools)
+2 to Strength Checks and Strength-based Skills (Armbands of Might)

*Not factored in to Misc. Skills section of sheet.[/sblock][/sblock]
 
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ok, new rule : NO using the item creation chart from the DMG. When I suggested custom items, I meant it so that people could have a bit of access to A: Non-core printed items, and B: Interesting/unique equipment.
It was not so that every character could grab a bunch of buff spells as permanent items by asking the friendly neighbourhood crafter..


I'll look over everything else sometime tonight, but I had to put this to rest before it got out of hand.

no items of continuous [insert spell here].
I wasn't planning on using the item creation chart other than for a skill booster and moving some slots around. But I hope you will reconsider as having the chart in is an excellent way of balancing casters and fighting types. Normally at 20th, casters are at a huge advantage. A mage that bothers to do melee is likely to be better at it than most fighters once buffed (i.e. persistent Wraithstrike, Shapechange to a Hydra, and Heroics for feats), but with save-or-die and battlefield control spells they have better things to do. This gets much worse once epic spells come into play.

That said, I can certainly see nixing or raising the cost continuous Wraithstrike.
 
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Hey Void...still interested in background ties?

I think I'm about done with the mechanics...I was thinking it'd be fun to discuss some RP stuff now. :)
 

I'll be making the changes when I can. I do most of my posting at work, but this week they have me at a different location so I don't have all of my files. It looks like all your catches, Jemal, are spot on, and I also gifted myself the Amulet of NA/CON, so I'll have to rework that.

Hopefully when I get home tonight I can do a little work, but my commute is 2+ hours each way so I might be pretty sleepy.
 

Jemal I do believe my character is fully ready for a fine toothed comb... I repost it here for your viewing pleasure...

[sblock=Arineil Silverwing]
Arineil Silverwing, Arm of Heironeous

Female Human Barbarian 10 / Fighter 10
Neutral Good
Representing Rathan

Strength 30 (+10) (10 pts.) [+4 Level Bns. +4 Manual, +6 Enhancement]
Dexterity 14 (+2) (6 pts.)
Constitution 28 (+9) (10 pst.) [+1 Level Bns. +5 Manual, +6 Enhancement]
Intelligence 12 (+1) (4 pts.)
Wisdom 12 (+1) (4 pts.)
Charisma 10 (+0) (2 pts.)

Size: Medium
Height: 6' 5"
Weight: 200 lb
Skin: Light
Eyes: Green
Hair: White; Straight

Total Hit Points: 363 [includes improved toughness]

Speed: 50 [40 barbarian, +10 Boots]

Armor Class: 41 = 10 [+1 dexterity] [+13 Armor] [+7 Shield] [+5 Deflection] [+5 Natural Armor]
Touch AC: 16
Flat-footed: 41 [uncanny dodge/improved Uncanny dodge]

Damage Reduction: 6/-
Spell Resistance: 40

Rage Info:
Per Day: 3/day
Str: 34 +12
Attack w/Korinna: +38/+33/+28/+23 [18-20x2] for 1d8+18 (+2d6 against evil aligned beings)
Con: 32 +11
Will Save: +14
AC: 39
Extra HP: 40

[sblock=Rage (Ex)]

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.[/sblock]

Initiative modifier +6 = +2 [dexterity] +4 [improved initiative]
Fortitude save: +28 = 14 [base] +9 [constitution] +5[Enhancement]
Reflex save: +13 = 6 [base] +2 [dexterity] +5[Enhancement]
Will save: +12 = 6 [base] +1 [wisdom] +5 [Enhancement]

Attack (hand held): +30/+25/+20/+15 = 20 [base] +10 [strength]
Attack (unarmed): +30/+25/+20/+15 = 20 [base] +10 [strength]
Attack (missile): +22/+17/+12/+7 = 20 [base] +2 [dexterity]
Grapple check: +30/+25/+20/+15 = 20 [base] +10 [strength]
Korinna(Magic Longsword): +36/+31/+26/+21 [18-20x2] for 1d8+16 (+2d6 against evil aligned beings)

Light load: 466 lb. or less
Medium load: 467-933 lb.
Heavy load: 934-1400 lb.
Lift over head: 1400 lb.
Lift off ground: 2800 lb.
Push or drag: 7000 lb.


Languages: Abyssal Celestial Common Draconic Spiritfolk Elven

Feats:

Blind-fight
Dodge
Weapon Focus x1 Weapon(s): Longsword
Improved Initiative
Quick Draw
Power Attack
Cleave
Great Cleave
Greater Weapon Focus x1 Weapon(s): Longsword
Improved Critical x1 Weapon(s): Longsword
Weapon Specialization x1 Weapon(s): Longsword
Improved Toughness
Thick Skinned x2

Skills: (Total= Mod + Ranks Respectively)
Appraise (Int) 1 = +1
Balance (Dex) 2 = +2
Bluff (Cha) +0
Climb (Str) 22 = +10 +12
Concentration (Con) 3 = +3
Decipher Script (Int) 5 = +1 +4
Diplomacy (Cha) 4 = +0 +4
Disguise (Cha) +0
Escape Artist (Dex) 2 = +2
Forgery (Int) 1 = +1
Gather Information (Cha) +0
Handle Animal (Cha) 6 = +0 +6
Heal (Wis) 4 = +1 +3
Hide (Dex) 2 = +2
Intimidate (Cha) 12 = +0 +12
Jump (Str) 26 = +10 +12 +4 [speed 40]
Knowledge [nobility] (Int) 3 = +1 +2
Knowledge [religion] (Int) 4 = +1 +3
Knowledge [planes] (Int) 4 = +1 +3
Listen (Wis) 13 = +1 +12
Move Silently (Dex) 2 = +2
Ride (Dex) 10 = +2 +6 +2 [handle animal]
Search (Int) 1 = +1
Sense Motive (Wis) 4 = +1 +3
Spot (Wis) 4 = +1 +3
Survival (Wis) 7 = +1 +6
Swim (Str) 12 = +10 +2
Use Rope (Dex) 2 = +2

This character also has 4 ranks in Speak Languages.


Human:

* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)

Barbarian:

* Rage

* Fast Movement (already included)

* Uncanny Dodge (level 2)

* Trap Sense (level 3)

* Improved Uncanny Dodge (level 5)

* Damage Reduction 1/- (level 7)

* Damage Reduction 2/- (level 10)

Fighter:

* Bonus Feats (already included)


Arineil Silverwing's Equipment:

Bedroll
Blanket, winter x1
Block and tackle
Case (for map or scroll)
Crowbar
Flint and steel
Grappling hook
Lantern (bullseye)
Oil flasks x5
Paper sheets x5
Parchment sheets x10
Pouch x4
Rations (1 day) x10
Rope (50', silk) x10
Signet ring
Waterskins x2
Whetstone
Holy symbol [Heironeius] (silver)

Magic Items:

Mantle of Epic Spell Resistance (290,000)
Manual of Gainful Exercise +4 (110,000)
Belt of Giant Strength +6 (18,000) [Crafted] *1440 xp*
Manual of Bodily Health +5 (137,000)
+5 Mithril Fullplate of Heavy Fortification (110,650)
+5 Animated Large Steel Shield (49170)
+4 Holy Ghost Touched Cold Iron Longsword (106,330)
Bracers of Resistance +5 (18750) [As Cloak of Resistance: Crafted] *1500 xp*
Ring of Protection +5 (50,000)
Ring of Freedom of Movement (40,000)
Boots of Striding and Sprining (5,500)
Amulet of Health +6 and Nat Armor +5 (55,000) [Crafted] *4400 xp*
Handy Haversack (2000)
Helm of Comprehend Languages and Read Magic (5200)


Money
Platinum:
Gold: 2400
Silver:
Copper:

XP Pool: 7340 xp Spent/2660 Remaining

More about Arineil Silverwing:

Arineil shot out of bed coated in a thin sheen of sweat. Before she had woken her mind was alive with dream dream and prophecy that would overwhelm normal beings. A voice whispered to her

"You have found the chosen of another faith, the holder of lore and knowledge, you quest is far from over my blessed one, you must not falter as your greatest quest will be laid before you very soon." the voice uttered low and then faded to nothing.

Arineil saw her past before her next, where it all began first. A small nomadic band of savages were family to her in the beginning and life up to this point was very basic from this now divinely important woman. Hunting, fishing, and of course tribal squabbles were her daily life and it did not take her long to rise to the forefront of her tribes most powerful war born leaders. Arineil was no schermisher to say the least her prowess was nearly solely based at this point on sheer brute force and powerful 'charge in and kill them all before they blink' tactics. It was obvious to anyone with intelligence that this barbarian woman was meant for greater purposes and greater things. Arineil was given her Silverwing title for the great metal wings she would don as she charged into battle with wild rage. When ask by other members of her tribe why she wore them into battle she would tell them she was just doing as she saw the ones in her dreams do. Great glowing winged beings would charge from the skies into battle with massive spanse of wings flowing behind them. In battle the wings would be coated in the blood of her enemies giving her the look of a deadly servant of the heavens and some witnesses to her carnage would speak of her aura mid combat akin to that of a raging guardian angel of an unknown deity as she collided with foe after foe ending in sheer and undeniable victory for the savage woman.

Arineils dreams continued to fill her with power and in some cases fear as well as she could feel them taking a grip within her mind and her body and before long Arineil was not even aware of just exactly how savage and powerful she had become. Something within her watched over her in battle and in life in general but never showed signs to her save for her dreams. One dream was particularly overwhelming for the barbarian. Her tribe in this dream was slaughtered for her transgressions and because her enemies feared her so much they took the steps to destroy those around her in hope of demoralizing her enough to form a weakness within her. Taking this dream to heart she fled her tribe to keep them safe, her first act in many that would show she was not like most savages that she was meant for better things, she put those around her before herself, she in fact showed her first sign of compassion. In the nights to come her dreams showed her that her tribe would struggle without her prowess as a battle leader but in turn they would survive and to her this was what was acceptable.

Arineil found it hard to live life alone at first. No one to share stories with or break bread with, no one to protect or to command in battle, her purpose in life seemed to have left her with nothing and no other knowledge for anything else but blood and carnage, mind body and soul she was lost. Thoughts of suicide rand through her slowly advancing mind as she watched other civilizations from afar and each day without her tribe slowly drove her father into depression and heightened her thoughts of ending her time here on this planet. Arineil rested her chest against the very sword she used to cut down countless scores of her enemies as he closed her eyes intent on ending her suffering. Before she would get the chance to though she was stoped as bolt of heavenly fire struck her where she stood and encased her mind in darkness for what seems like an eternity. The voice was the one she had heard many times in dream after dream and she looked up into the darkness as it spoke.

"You must ease your mind my chosen... You must know up until now your life has been lived for me... you have been given the skills and knowledge to fight.. to take on the pain and suffering that will be required for your future. Within you lies great potential and now I will show you the path to true salvation. You will learn honor, justice, and valor in combat. You will learn control and patience in battle and in everyday life, through me you will become whole and good."

Arineil awoke in a alter many many miles from where she was struck. The alter was carved into a stone face and depicted a white hand gripping a bolt of holy lightning and upon the alter lay a sword of a quality the barbarian had never seen before. Curious as she was she stood from her prone position and moved to the alter with shaky steps. The sword was dull and looked well used yet not worn. The blade was un-chipped and unbelievably sharp, the flat of the blade was coated nearly completely in runes and words foreign to Arineil. The stone platform in which it rested upon had only one carved saying just below the sword again in the same foreign language and Arineil sat down before the carving and studied it. The voice had told her she was to learn patience and so looked upon the sword and stone alter and tried with all her mental might to decipher its meaning and in doing so why she had been brought here.

Frustrated with her inability to read the carvings Arineil decided to forage for shelter, grabbing large limbs and the like to cobble together a makeshift lean-to to cover herself with before the alter itself refusing to leave alone or give up on her task at hand. Her dreams this night seemed to be a bit more controlled than any other than she had had before. The angelic beings spoke to her this time, this was not normal to her as it was the norm to see them battling great demonic beings or powerful mages in her dreams not talking in the least from what she could remember of them. Five long days and nights past her by as she sat before the alter in the daytime and encountered more talking in her dreams at night. Before long she seemed to be witnessing angelic beings talking amongst themselves rather than to her directly and it was these dreams that helped her being to understand a word here and there as she watched them talk and converse. One the sixth day she awoke and moved to the nearby river to wash her face and it hit her. she finally knew what the stone alter was trying to tell her. She rushed back to read what she had learned to read from her dreams. Looking upon the stone she read it aloud to herself.

"Take the sword my child, and once you do you will know the true meaning of warrior, use it to defend honor and justice, and in time I will call upon you when I need you most."

Arinel reached out slow and gripped the hilt of her new calling. She hefted the nearly weightless sword to eye level and read upon it the inscriptions of the god Heironeous. I was his most gifted teachings of valorous battle and compassionate protection. The barbarian could feel the rush of knowledge within her as if the god had bestowed unto her the ability to see the world with new eyes. Her path was clear to her now and she fled the alter she had grown so fond of in search to rid the world of her Gods enemies. Arineil was now armed with the foresight of godly knowledge and battle prowess nearly unmatched. Over the next few years Arineil did what her dreams directed her to do. She smote down the evil in the world where she would find between major quests Heironeous would task her to do. It was a new and revitalized life's purpose for the battle queen and she was proudly loving every moment of it. It would not be long however before she was given her hardest test yet, she must find the creator of many things.

Arineil's dream this night told her of one not much unlike herself, yet very different. He was one faith as she now had but his would be different. His deity would be the creator of vast and great knowledge and he would be able to craft for Arineil the things she needed for her next task, and she was to follow him in his quests as it would lead her to her next part of her destiny. For many months Arineil spent her days traveling to destinations given to her in code within her dreams before she would find what she was looking for. A Devout follower of Boccob himself Chevik Quintillion was the most intelligent and wise man Arineil had ever met. She just knew he was the one her deity told her she was meant to find and in before long she asked him to create things for her. She would describe to Chevik objects from her dreams and he would spend late nights creating them for her. Now that her newest quest was finally complete she would fulfill the last part of her dreams prophecy and would stay with the vessel of untold knowledge and protect him until her dreams gave her a different task.[/sblock]
 
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I am still going to post, but i have been uber busy these past few days, and it takes me a long time to prepare such a high level character without the aid of a character generator.. :/
 

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