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Gaming W/Jemal: Planar Quest! (Closed)
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<blockquote data-quote="Scott DeWar" data-source="post: 6022797" data-attributes="member: 49929"><p>'the archeologist'</p><p></p><p>work in progress</p><p></p><p><u><strong>Gerard Hampton</strong></u> Rog 1/ scor 6/ f 2/ e k 5/ a c 5</p><p>00FF70= jade</p><p><strong>personal Information</strong></p><p>[code]</p><p></p><p>[b]Str[/b] 22 +6 5 pt [b]Hp:[/b] 19*5+12*5+7*8=211</p><p>[b]Dex[/b] 22 +6 6 pt [b]Exp:[/b] 200,000</p><p>[b]Con[/b] 20 +5 4 pt [b]BAB:[/b]+15/+10/+5</p><p>[b]Int[/b] 20 +5 4 pt [b]Grapple:[/b]+21</p><p>[b]Wis[/b] 22 +6 6 pt [b]Inititive:[/b] +10</p><p>[b]Chr[/b] 24 +7 5 pt [b]move[/b] 30 feet</p><p></p><p>counter:</p><p>00000 00000 00000 00000 00000 00000 00000 00000 00000 00000</p><p>00000 00000 00000 00000 00000 00000 00000 00000 00000 00000</p><p>00000 00000 00000 00000 00000 00000 00000 00000 00000 00000</p><p>00000 00000 00000 00000 00000 00000 00000 00000 00000 00000</p><p>00000 00000 0[/s]</p><p></p><p>Levels 4, 8 and 12 ability increase: +1 to charisma at each.</p><p>Level 16: +1 to Str </p><p>+6 to each stat from headband or belt</p><p></p><p>[b]Encumbrance:[/b]</p><p></p><p>Carrying: 43.5 lb</p><p></p><p>Lite: to 173 lb Med: 174 to 346 LB Hvy: 347 to 520 LB</p><p>Lift over head: 520 LB Lift off ground: 1040 LB Push/ drag: 2600 LB</p><p></p><p>[/code]</p><p></p><p><strong><u>COMBAT:</u></strong> </p><p>[code] </p><p></p><p>[b]SAVES: [u]base abil misc total[/u][/b]</p><p>[u]Fort[/u] 10 +5 +5 +20 *+5 vs undead effects</p><p>[u]Reflex[/u] 6 +6 +5 +17</p><p>[u]will[/u] 10 +6 +5 +21</p><p></p><p>Rogue: Fort: +0; Ref: +2; Will: +0</p><p>fighter: fort: +3; ref: +0; Will: +0</p><p>Scor: fort: +2; ref: +2; Will: +5</p><p>E. Knight: fort: +4; ref: +1; Will: +1 </p><p>abj champ: fort: +1; ref: +1; will: +4 </p><p></p><p>[B]special:[/B]</p><p>[U]Sepulchral vest[/U]: +5 Sacred bonus on save vs undead effects </p><p></p><p></p><p>[B][U]ARMOR CLASS:[/u][/b] 30 [41w/ mage armor, gtr]</p><p>[B][U]TOUCH:[/B][/U] 30 [41w/ mage armor, gtr]</p><p>[b][U]FLATFOOTED:[/B][/U] 24 [35w/ mage armor, gtr]</p><p>[b][u]add +2 ac vs undead from Choker of Life Protection[/b][/u] [MIC]</p><p>[B][U]+1 shield bonus when fighting 2 weapon[/U][/B] Feat 2 wpn def</p><p>[B][U]+2 shield bonusWhen you are fighting defensively or using the </p><p> total defense action[/U][/B] Feat 2 wpn def</p><p> </p><p>[Mage Armor, greater +6, prc: AC +5 dex +6, magic +5, </p><p>ring of protection +3, natural + 6]</p><p></p><p></p><p>[B]WEAPONS: [U][I]**+2 att, +1d6 dam vs undead [gauntlets]**[/I][/U][/B]</p><p>Melee</p><p>[u][b] att dam crit type[/u][/b]</p><p>Rapier +26/+21/+16 1d6+11 15-20/X2 P</p><p>S. Sword +24/+19/+14 1d6+9 19-20/x2 P</p><p>Dagger +24/+19/+14 1d4+9 19-20/x2 P/S</p><p>Club +24/+19/+14 1d6+9 x2 b</p><p> vs undead: +26/+21/+16 3d6+11 b</p><p> Any undead creature struck in combat must succeed on a DC 14 </p><p> Will save or be destroyed.</p><p></p><p>Melee, full round [off hand att at -2/-7-12/]</p><p>[u][b] att dam crit type[/u][/b]</p><p>Rapier +24/+19/+14 1d6+11 15-20/X2 P</p><p>S. Sword +22/+17/+12 1d6+9 19-20/x2 P</p><p></p><p> [B][U][I]OR[/I][/U][/B]</p><p></p><p>Melee, full round [off hand att at -2/-7-12/]</p><p>[u][b] att dam crit type[/u][/b]</p><p>Rapier +24/+19/+14 1d6+11 15-20/X2 P</p><p>Club +22/+17/+12 1d6+9 19-20/x2 P </p><p> vs undead: +24/+19/+14 3d6+11 b</p><p> Any undead creature struck in combat must succeed on a DC 14 </p><p> Will save or be destroyed.</p><p></p><p> [B][U][I]OR[/I][/U][/B]</p><p></p><p>Melee, full round [off hand att at -2/-7-12/]</p><p>[u][b] att dam crit type[/u][/b]</p><p>Rapier +24/+19/+14 1d6+11 15-20/X2 P</p><p>dagger +22/+17/+12 1d6+9 19-20/x2 P/S</p><p></p><p>Ranged</p><p>[u][b] att dam crit rng type[/u][/b]</p><p>Longbow +24/+19/+14 1d8+9 19-20/x2 220' P </p><p> arrow, mwk +24/+19/+14 1d8+9 19-20/x2 220' P </p><p> arrow, +1 +24/+19/+14 1d8+10 19-20/x2 220' P </p><p> arrow, +2 +24/+19/+14 1d8+11 19-20/x2 220' P </p><p> arrow, +24/+19/+14 1d8+13 19-20/x2 220' P [U][B][I]undead bane[/I][/B][/U] +2 </p><p>Dagger +20/+15/+10 1d4+9 19-20/x2 10' P/S returning</p><p>Club +20/+15/+10 1d6+9 x2 10' B</p><p> vs undead: +22/+17/+12 3d6+11 B</p><p> Any undead creature struck in combat must succeed on a DC 14 </p><p> Will save or be destroyed.</p><p></p><p>Rapier: +5, Keen, Speed</p><p>l. bow, mighty +6 comp, +3, distance</p><p> arrows, mw *50 </p><p> arrows,+1 *30 </p><p> arrows,+2 *20 </p><p> arrows, undead bane +2 * 50</p><p> adamentine arrows +2 x 50 </p><p>Short sword: +3, spell storing [disrept undead, gtr; cl 18, 10d8 damage]</p><p>club: +3, undead bane, disruption</p><p>dagger, +3, returning</p><p></p><p>BAB Calculations</p><p>[str: +6, dex: +6, bab +15 [prc +5, ftr +2, rog +0, scor +3, a. champ +5]</p><p></p><p>[/code]</p><p></p><p><strong><u>SKILLS AND FEATS:</u></strong></p><p>[code]</p><p></p><p>[b]FEATS/FEATURES:[/b] </p><p>Rog 1</p><p>Sneak attack +1d6; [url=http://www.d20srd.org/srd/classes/rogue.htm#trapfinding]trapfinding[/url]</p><p></p><p>Scor 1</p><p>Class Skill:[B][U][I] perception; cantrips; eschew materials;</p><p>Bloodline power: Claws (Su)[/I][/U][/B] </p><p>Starting at 1st level, you can grow claws as a free action. These claws are </p><p>treated as natural weapons, allowing you to make two claw attacks as a </p><p>full attack action using your full base attack bonus. Each of these attacks </p><p>deals 1d4 points of damage plus your Strength modifier (1d3 if you are </p><p>Small). At 5th level, these claws are considered magic weapons for the </p><p>purpose of overcoming DR. At 7th level, the damage increases by one step </p><p>to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws </p><p>deal an additional 1d6 points of damage of your energy type on a </p><p>successful hit. You can use your claws for a number of rounds per day </p><p>equal to 3 + your Charisma modifier. These rounds do not need to be </p><p>consecutive.</p><p></p><p>[B][U][I]Bloodline Arcana[/I][/U][/B]:</p><p> Whenever you cast a spell with an energy descriptor that matches </p><p>your draconic bloodline's energy type, that spell deals +1 point of </p><p>damage per die rolled.</p><p></p><p>Scor 3</p><p>[B][U][I]Bloodline power: Dragon Resistances (Ex):[/I][/U][/B]</p><p> At 3rd level, you gain resist 5 against your energy type and a +1 natural </p><p>armor bonus. At 9th level, your energy resistance increases to 10 and </p><p>natural armor bonus increases to +2. At 15th level, your natural armor </p><p>bonus increases to +4.</p><p>bloodline spell MAGE ARMOR</p><p></p><p>Scor 5</p><p>bloodline spell Resist Energy</p><p></p><p></p><p>[B][I]2 Weapon fighting[/I][/B] (Human)</p><p>[B][I]2 Weapon Defense[/I][/B] (Char lev 1)</p><p>[B][I]Scribe scroll[/I][/B] (Char lev 3)</p><p>[B][I]somatic weaponry[/I][/B] (Fighter lv 1) -Comp mage pg 47</p><p>[B][I]Improved 2 wpn fighting[/I][/B] (Fighter lv 2)</p><p>[B][I]Practiced Spellcaster[/I][/B] (Char lv 6) Comp arcane pg 82</p><p>[B][I]Acidic splatter[/I][/B] (Char Lev 9) -Comp mage pg 37</p><p>[B][I]combat casting[/I][/B] (Eldrich Knight lev 1)</p><p>[B][I]brew potion[/I][/B](Char Level 12 ) </p><p>[B][I]craft wand[/I][/B](Char Level 15 )</p><p>[I][B]craft arms and armor[/B][/I] (Char Level 18 ) </p><p></p><p>future:</p><p>sudden silent [meta]</p><p>sudden still [meta]</p><p>Energy Substitution [meta] pre req: any meta (comp arcane p 79)</p><p>Energy Admixture [meta] pre req: Energy Substitution (comp arcane p 79)</p><p></p><p></p><p>[u]Skill points[/u] 178</p><p>18*5 [int] + [[5+8]*4] [rog] + 2*2 [ftr] + 6*2 [scor] + 2*5</p><p> [prc: EK] + 2*5 prc: AC]</p><p></p><p>[b]SKILLS:[/b] Ranks Abil misc total</p><p>Appraise int +1 +5 -- +6</p><p>Balence dex +10 +6 -- +16</p><p>Bluff cha +1 +7 -- +8</p><p>Climb str +5 +6 -- +11</p><p>Conctr con +15 +5 +4 +24 feat</p><p>Disable Dev int +5 +5 +2 +12</p><p>Esc Art dex +5 +6 -- +11</p><p>Fly Dex +5 +6 -- +11</p><p>Gath info cha +5 +7 -- +12</p><p>Jump str +10 +6 -- +16</p><p>Know: Arcana int +14 +5 -- +19</p><p>Know: local int +10 +5 -- +15</p><p>Open Locks dex +15 +6 +2 +23</p><p>Perception Wis +15 +6 -- +21</p><p>profession:</p><p> harbordasher +6 +6 -- +12</p><p>Ride dex +10 +6 -- +16</p><p>Sense Motive wis +5 +6 -- +11</p><p>Spellcraft int +7 +5 +2 +14</p><p>stealth +15 +6 +15 +36 [silk shirt]</p><p>Swim str +4 +6 -- +10</p><p>Tumble dex +5 +6 +2 +13</p><p>Use Mag Dev cha +5 +7 +2 +14</p><p>Use Rope dex +5 +6 -- +11</p><p></p><p>mwk picks : +2 to opn locks and dis dev</p><p></p><p>syn:</p><p>jump --> tumble</p><p>Know arcana --> spellcraft</p><p>spellcraft --> use mag dev</p><p></p><p>[b][u]LANGUAGES:[/b][/u] </p><p>[/code]</p><p><strong>Spell Casting</strong></p><p>[code]</p><p>[B][U]SPELLS: spells / day or known = lv 18[/U]</p><p>base: Scor 6</p><p> casts spells at: +3 levls from feat (praticed spell caster); </p><p> + 4 lv from eldrich knight </p><p> +5 levels from Abjurent Champion</p><p> acid spells cast at lev 19 </p><p> all others: Casts as 18th level[/B]</p><p></p><p>[b]spells per day: spells kwn:[/b]</p><p>lv 0: unlimited = u 9</p><p>lv 1: 6 + 2 (ch) = 8 5</p><p>lv 2: 6 + 2 (ch) = 8 5</p><p>lv 3: 6 + 2 (ch) = 8 4</p><p>lv 4: 6 + 1 (ch) = 7 4</p><p>lv 5: 6 + 1 (ch) = 7 4</p><p>lv 6: 6 + 1 (ch) = 7 3</p><p>lv 7: 6 + 1 (ch) = 7 3</p><p>lv 8: 5 + 0 (ch) = 5 3</p><p>lv 9: 3 + 0 (ch) = 3 2</p><p></p><p>[b]SPELL LIST:[/b]</p><p>[i]* denotes spell compendium[/i]</p><p>[I]& denotes bonus spells frm scor[/I]</p><p></p><p>[u][b]0 level: </p><p>Acid Splash</p><p>Detect magic</p><p>Detect Poison</p><p>Disrupt Undead</p><p>Light</p><p>Mend</p><p>Prestidigitation</p><p>* Electric Jolt </p><p>Ray of frost</p><p></p><p>[u][b]1st level:[/u] 00000 000[/b]</p><p>Expeditious retreat</p><p>Feather Fall</p><p>* low light vision </p><p>magic missile</p><p>* Persistent Blade </p><p>& Mage Armor</p><p></p><p>[u][b]2nd level:[/u] 00000 000[/b]</p><p>* Body of the Sun</p><p>dark vision</p><p>Melf's acid arrow </p><p>* Orb of Acid, Lesser</p><p>& Resist energy</p><p>spider climb</p><p></p><p>[u][b]3rd level:[/u] 00000 000[/b]</p><p>* Acid breath</p><p>* Disrupt undead, Gtr</p><p>fireball</p><p>haste</p><p></p><p>[U][B]4 th level[/B][/U]: 00000 00</p><p>* force missiles</p><p>* Orb of Acid</p><p>shape stone</p><p>Stone skin</p><p></p><p>[B][U]5 th level[/U][/B]: 00000 00</p><p>Fabricate</p><p>Planar Tolerance</p><p>Reciprocal Gyre</p><p>Vitriolic Sphere</p><p></p><p>[B][U]6 th level[/U][/B]: 00000 00</p><p>Acid Storm </p><p>Elemental Body III</p><p>Heroism, Greater</p><p> </p><p>[B][U]7 th level:[/U][/B] 00000 00</p><p>Banishment</p><p>Limited Wish </p><p>Mage’s Sword </p><p></p><p>[B][U]8 th level: [/U][/B]00000 </p><p>* Form of the Dragon III</p><p>Polar Ray</p><p>Sunburst</p><p></p><p>[B][U]9 th level:[/U][/B] 000</p><p>Absorption</p><p>Shapechange</p><p></p><p>[b][u]Special:[/u][/b]</p><p>Acidic Splatter Feat (Comp mage pg 37):</p><p> with a 2nd lev or higher acid spell you can summon a glob </p><p>of acid that has a range of 5 ft / lv of highest spell available </p><p>and does 1d6 per level of spell available (at spell level 2 or </p><p>higher)</p><p></p><p>[/code]</p><p><strong><u>EQUIPMENT:</u></strong> budget: 1,000,000</p><p>[code]</p><p>[u] [b]cost weight[/b][/u]</p><p>Shirt of the Jade Dragon 97,500 gp 1.0 lb </p><p>Rapier, +5, speed, keen 162,320 gp 2.0 lb </p><p>club, +3, undead bane 32,300 gp 3.0 lb </p><p>l. bow, mighty +2 comp, 18,600 gp 4.0 lb </p><p>+3, distance</p><p> Arrows, mw *50 (7 gp ea) 350 gp 5.0 lb </p><p> Arrows,+1 *30 (47 gp ea) 1,410 gp 3.0 lb </p><p> Arrows,+2 *20 (167gp ea) 3,340 gp 2.0 lb </p><p> Arrows, +2 *50 (367gp ea) 8,350 gp 2.0 lb</p><p> Arrows, +2 arrows x 50 8,350 gp 5.0 lb</p><p> Arrows, adamentine +2 x 50 11,000 gp 5.0 lb</p><p>dagger, +3, returning x2 100,604 gp 1.0 lb</p><p>[U]S. Sword +3, spell storing 32,310 gp 2.0 lb [/U]</p><p>total 1 : ..................452,984 GP</p><p></p><p>Heward's magical mystycal equipment sack</p><p>[sblock=info]</p><p>Type B: Magical: This can take the form of a Hewards Handy Haversack or </p><p>Bag of Holding. It's [B][U][I]carrying capacity is halved.[/I][/U][/B] It works </p><p>like a nonmagical Bag of Random Stuff, but there is [U]no price limit to </p><p>the gear that can be pulled out (Provided it is not magical)[/U]. Any </p><p>'[B]special' gear (Special/Alchemical substances/items, Special materials, </p><p>etc) costs twice as much.[/B] (IE an Adamantine Battleaxe would cost 6020 </p><p>to pull out of the bag, or alchemist's fire for 40gp. ) </p><p>Cost: Base bag + amount inside. </p><p>[/sblock]</p><p></p><p></p><p>[b]SPECIAL MAGICAL ITEMS:[/b] </p><p>infinite scrollcase 2800gp</p><p>% denotes made by himself</p><p>[sblock]</p><p>1. - 5. % magic missile cl 5 X 5 62.5 gp </p><p>6. - 10. % fireball cl 10 X 5 1875 gp </p><p>11. - 15. lightning bolt cl 10 x 5 3750 gp</p><p>16. - 20. % acid arrow cl 9 x5 1125 gp </p><p>21. - 25. clairvoy/clairaud cl 5 x 5 1875 gp</p><p>26. - 30. remove curse cl 7 x5 3500 gp</p><p>31. - 35. % stoneskin cl 7 x5 1750 gp </p><p>36. - 40. Black Tentacles cl 7 x5 3500 gp</p><p>41. - 45. % Stone Shape cl 7 x5 1750 gp </p><p>46. Break Enchantment cl 9 1125 gp</p><p>47. Dismissal cl 9 1125 gp</p><p>48. % Fabricate cl 9 562.5 gp </p><p>49. </p><p>[U]50. Tongues cl 5 375 gp[/U]</p><p>total 2 25,175 gp [285 xp]</p><p>[/sblock] </p><p></p><p>Ring of Protection +3 18,000 gp Body slot: Ring 1 </p><p>Ring of Sustenance 2,500 gp Body slot: Ring 2</p><p>Sepulchral vest 2,000 gp * Body slot: Torso; mic pg 133</p><p>Gauntlet's of Ghost touch 4,000 gp * Body slot: Hands; MIC PG</p><p>Choker of Life Protection 14,000 gp * Body slot: Throat; MIC PG</p><p>headband of mental superiority 144,000 GP Body slot: head</p><p>+6 to int, wis, cha </p><p>Belt of Belt of Physical Perfection 144,000 GP body slot: waist</p><p>+6 to str, dex, con </p><p>Heward's Handy Haversack 2,000 gp </p><p>Quiver of "E" 1,800 gp </p><p>bag of holding type I 2,500 gp </p><p>Cloak of resistance +5 25,000 gp Body slot: shoulders</p><p>bracers natural armor +5 50,000 gp Body slot: arms</p><p>[U]Boots of striding & springing 5,500 gp Body slot: feet[/U]</p><p>total 3 392,800 gp</p><p></p><p>[b]Potions[/b]</p><p>% Haste cl 10 X 5 3750 gp</p><p>% Spider climb cl 10 X 5 2500 gp</p><p>% resist energy cl 10 X 5 2500 gp</p><p>% darkvision cl 10 X 5 2500 gp</p><p>% featherfall cl 5 X 5 625 gp</p><p>% expeditious retreat cl 5 X 5 625 gp</p><p>cure mod wounds X5 1500 </p><p>blur 300 (B)</p><p>[U]Blessed Bandage X15 150 [/U]</p><p>total 4 14,450 gp [500 xp]</p><p></p><p>[B]wands:[/B]</p><p>% body of the sun charges: 50/50 cl 3 2250 gp</p><p>% acid arrow charges: 50/50 cl 3 2250 gp</p><p>lightning bolt charges: 50/50 cl 5 11250 gp </p><p>Fireball charges: 50/50 cl 10 22,500 gp</p><p>[U]% force missiles charges: 50/50 cl 7 10500 gp[/U]</p><p>total5: 48,750 gp [600 xp]</p><p></p><p>total 1 452,984 gp</p><p>total 2 25,175 gp</p><p>total 3 392,800 gp</p><p>total 4 14,450 gp</p><p>[U]total 5 48,750 gp[/U]</p><p>spent so far: 934,159 gp</p><p></p><p>[u][i][b]Cash:[/b][/u][/i] 65,841 gp </p><p></p><p>Master list of equipment special features:</p><p></p><p>-Bag of holding Type I wt:15lb cap:250lb 30 ft^3 </p><p> carrieing: xxx gp (xx lb)</p><p></p><p>-Ring of Sustance no need for food or water,</p><p> need 2 hours of sleep for 8 hours of rest</p><p></p><p>-Quiver of Ellohanna Always weighs 2 lb</p><p> [u]Area 51:[/u]holds 60 arrows, carries +1 arrows and +2 arrows</p><p> [u]Area 2:[/u] holds 18 javelins, Holds Rapier </p><p> [u]Area 3:[/u] holds 6 bows, holds bow </p><p></p><p>-Heward's Handy Haversack 2 X 20 lb cap, 1 X 80 lb cap</p><p> weight: 5 lb, item you want is always on top,</p><p> no AOA to retrieve items</p><p></p><p>-Short sword +1, spell storing (disrupt undead, gtr)</p><p></p><p>-Club +1, undead bane: extra +2 and +2d6 dam vs undead </p><p></p><p>-Rapier +1, Keen: Doubles critical threat range</p><p></p><p>-Shirt of protection +5 enchantment; shadow and silent gtr [+15 stealth]</p><p></p><p>-Sepulchral vest +5 Sacred bonus on saves</p><p> vs undead effects for 1 round, 3 times per day</p><p></p><p>-Gauntlets of Ghost Fighting: Ignore miss chance of </p><p> incorporeal undead, +1d6 dam vs incorporeal undead</p><p> Magic item comp pg. 216</p><p></p><p>-Choker of Life Protection: Negate 3 neg levls per day, </p><p> +2 Ac vs undead, detect undead at will (for possessing two pieces of </p><p> set) Magic item comp pg. 216</p><p> </p><p>-Blessed bandage: immediately stabilize target</p><p></p><p>-Boots spring and stride: + 10' movement and </p><p> +5 competence bonus to jump</p><p></p><p>[/code]</p><p></p><p></p><p>[sblock=history/background]</p><p>general gnotes phoar gnou:</p><p></p><p>The holy order of the Dragon Warriors</p><p style="text-align: center"><span style="font-size: 26px"><strong><em>"We hunt the things that go bump in the night"</em></strong></span></p><p></p><p>Born to a prostitute near the docks, he was mostly raised by the madam</p><p>of the house...she always taught him how to be shrewd, but still with a </p><p>kindness that she showed to her girls. When his mother was working the </p><p>streets on night, she ran afoul of some Dormithian slavers who were trying </p><p>to take her on a more permanent basis, killing her when she resisted </p><p>fiercely. The madam heard of the incursion and sent her own posse after </p><p>them with the words, "I'll teach them filthy slavers to keep their thievin' </p><p>hands off my girls!"</p><p></p><p>This pretty much started an overnight war between Domithian and this one </p><p>house...he escaped when the fight was brought to his 'home' and as the </p><p>building burned, he was slipped out the window to the streets to escape</p><p>...as far as he knows, he alone survived....</p><p></p><p>living off the streets as a youngster means only one occupation: thievery. </p><p>Food snatching that led to pickpocketing and cutpurses which led to plain </p><p>street thuggery. he found a gang that dealt in those things, but once again </p><p>there was competition for territory and before he knew it there was a war </p><p>going on, where all of his gang were killed or assimilated save him...once again</p><p> he alone escaped...</p><p></p><p>Still needing to eat, so he started honing his skills in a more refined form of </p><p>thievery: cat burgler...case a joint, raid it, sell the stuff and then eat for the </p><p>first time in a week! that is untill he cased the wrong joint...that of the home </p><p>and temple of Ge' Chen, sorcerer of the dragon blood (read: dragon heratage </p><p>feats)</p><p></p><p>This kind old man actually caught the young lad sneaking in his home while he </p><p>had just sat down to a quiet evening of rice and vedgies...he followed him </p><p>about his house watching how he showed the greatest respect for every thing </p><p>there, with the exception of the occasionallly snached easy to sell trinket. as the </p><p>young Gerard was redeaying his exit, the ancient master spoke up, asking him </p><p>what he wanted with the items he had taken. He answered with the only thing </p><p>that came to mind: the truth. With an audible gulp, he spoke of eating, bathing </p><p>and maybe some new clothing. The kind old master was wise so he invited him </p><p>to join him for food at his table. While Gerard ate and talked, the wise old master </p><p>listened and watched...the boy was showing strange, yet familiar actions...while </p><p>only a lit candle was all that illuminated the room Gerard was able to see even </p><p>in the dimmist of light available (low light vision)</p><p></p><p>this was only possible by the talent of a sorcerer like himself. He explaind many </p><p>things to gerard about what he might have experienced and invited him to stay </p><p>the night...with the promise that he will let him keep the trinkets taken if he would </p><p>listen to master Chen in the morning with the audince of one other. the next </p><p>morning found gerard hampton under warm blankes and a roof over his head. a </p><p>cup of hot tea, warm bath water, soap and clean clothing were in the room as </p><p>well....the smell of breakfast was just starting to reach his nostrols and that is </p><p>all it took for him to get moving.</p><p></p><p>tea drank, body washed and clean clothing donned, he walks to the commen room </p><p>to find master chen and one other (none other then Wyace himself). the old master </p><p>spoke of in born energies that can be shaped and called forth, that he wanted to </p><p>help him under stand them and to hone his abilities and at the cost of just learning.</p><p>Gerard was hooked...friendships were made over time, and he actually saw the old </p><p>master as his father...over the past year Gerard has now learned how to use those </p><p>energies, but the old hatred was always just under the surface...the Dormithian </p><p>slavers would pay someday...</p><p></p><p>Through time Gerard had been doing work for master Chen, every thing from </p><p>cleaning to running errands. Master Chen has been teaching Gerard the virtues </p><p>of objectivity and patience. Finally the day came when Master Chen thought </p><p>the young lad good enough to let in on the secrets of the monastery. He was </p><p>told of secrets of activity that former students have been doing: hunting down </p><p>and destroying undead through out the land, using the skills of scorcerous </p><p>arcane and being able to handle weapons. As they are not part of any temple, </p><p>they do not draw attention to themselves from the more nasty undead, but still </p><p>none the less powerful in their own right.</p><p></p><p>Many training missions and actual missions later, Gerard has become a trust </p><p>worthy opponent to the undead, having gifts bestowed upon him and rescuing </p><p>may artifacts from the depths of tombs controlled by the undead that he has</p><p>hunted and destroyed. </p><p></p><p>Keeping his actual work a secret had to have a cover, so he chose the </p><p>profession of a mild mannered Haberdasher in the employ of a clothier who was </p><p>in the know of his actual connections. As part of his discipleship int the secret </p><p>order of dragon warriors was to design a mundane item of great skill. His shirt is </p><p>his masterpiece. It is silk, hangs loosely almost to his knees. within the weave are </p><p>what looks to be draconic scales and on each scale are a myriad of complex </p><p>arcane symbols. The silk shirt is that of a dark jade color, much like that of the </p><p>patina of an ancient copper vessel with embroidered symbols of flat black.</p><p></p><p>When in public he always has his rapier and his dagger on hand, and a black silk turbin.</p><p></p><p>General information:</p><p></p><p>escaped the fires of his past and the cold of the lonley nights by the spell Endure elements</p><p></p><p>[/sblock]</p><p></p><p>spell descriptions:</p><p></p><p>Material components and arcane foci:</p><p></p><p>special items in haver sack:</p><p>1 [20 lb]:</p><p>+2 arrows x 50 </p><p>adamentine arrows +2 x 50 </p><p></p><p>2 [80 lb]:</p><p></p><p></p><p></p><p>3 [20 lb]:</p><p>large chunk of phosphorescent moss</p><p>50 small candels</p><p>2 silvered daggers</p><p>Powdered rhubarb leaf </p><p>adder’s stomach</p><p>Focus: A dart.</p><p>a dried carrot</p><p>glass sculpture of a humanoid (worth 50 gp).</p><p>bat guano</p><p>sulfur</p><p>licorice root</p><p>soft clay</p><p>granite and diamond dust worth 5000 gp</p><p>tiny closed loop of copper wire</p><p>A tiny glass vial filled with aqua regia (Nitric Acid)</p><p>A flask of acid (10 gp) 00000 00000 00000</p><p>sealed vial of tindertwigs 00000 00000</p><p>sealed vial of water 00000 00000</p><p>sealed vial of earth 00000 00000</p><p>sealed vial of air 00000 00000</p><p>pouch of 1500 gp diamonds 00000 00000</p><p>miniature platinum sword with a grip and pommel of copper and zinc x 2 [500 gp]</p><p>a pouch of dragon scales (copper 00000 00000 00000)</p><p>white ceramic cone x 2</p><p>sunstone, powdered 10 gp 00000 00000 00000</p><p>tinder twigs 00000 00000 00000</p><p>jade circlet worth 1,500 gp X 2</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 6022797, member: 49929"] 'the archeologist' work in progress [u][b]Gerard Hampton[/b][/u] Rog 1/ scor 6/ f 2/ e k 5/ a c 5 00FF70= jade [b]personal Information[/b] [code] [b]Str[/b] 22 +6 5 pt [b]Hp:[/b] 19*5+12*5+7*8=211 [b]Dex[/b] 22 +6 6 pt [b]Exp:[/b] 200,000 [b]Con[/b] 20 +5 4 pt [b]BAB:[/b]+15/+10/+5 [b]Int[/b] 20 +5 4 pt [b]Grapple:[/b]+21 [b]Wis[/b] 22 +6 6 pt [b]Inititive:[/b] +10 [b]Chr[/b] 24 +7 5 pt [b]move[/b] 30 feet counter: 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 0[/s] Levels 4, 8 and 12 ability increase: +1 to charisma at each. Level 16: +1 to Str +6 to each stat from headband or belt [b]Encumbrance:[/b] Carrying: 43.5 lb Lite: to 173 lb Med: 174 to 346 LB Hvy: 347 to 520 LB Lift over head: 520 LB Lift off ground: 1040 LB Push/ drag: 2600 LB [/code] [b][u]COMBAT:[/u][/b][u] [/u] [code] [b]SAVES: [u]base abil misc total[/u][/b] [u]Fort[/u] 10 +5 +5 +20 *+5 vs undead effects [u]Reflex[/u] 6 +6 +5 +17 [u]will[/u] 10 +6 +5 +21 Rogue: Fort: +0; Ref: +2; Will: +0 fighter: fort: +3; ref: +0; Will: +0 Scor: fort: +2; ref: +2; Will: +5 E. Knight: fort: +4; ref: +1; Will: +1 abj champ: fort: +1; ref: +1; will: +4 [B]special:[/B] [U]Sepulchral vest[/U]: +5 Sacred bonus on save vs undead effects [B][U]ARMOR CLASS:[/u][/b] 30 [41w/ mage armor, gtr] [B][U]TOUCH:[/B][/U] 30 [41w/ mage armor, gtr] [b][U]FLATFOOTED:[/B][/U] 24 [35w/ mage armor, gtr] [b][u]add +2 ac vs undead from Choker of Life Protection[/b][/u] [MIC] [B][U]+1 shield bonus when fighting 2 weapon[/U][/B] Feat 2 wpn def [B][U]+2 shield bonusWhen you are fighting defensively or using the total defense action[/U][/B] Feat 2 wpn def [Mage Armor, greater +6, prc: AC +5 dex +6, magic +5, ring of protection +3, natural + 6] [B]WEAPONS: [U][I]**+2 att, +1d6 dam vs undead [gauntlets]**[/I][/U][/B] Melee [u][b] att dam crit type[/u][/b] Rapier +26/+21/+16 1d6+11 15-20/X2 P S. Sword +24/+19/+14 1d6+9 19-20/x2 P Dagger +24/+19/+14 1d4+9 19-20/x2 P/S Club +24/+19/+14 1d6+9 x2 b vs undead: +26/+21/+16 3d6+11 b Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. Melee, full round [off hand att at -2/-7-12/] [u][b] att dam crit type[/u][/b] Rapier +24/+19/+14 1d6+11 15-20/X2 P S. Sword +22/+17/+12 1d6+9 19-20/x2 P [B][U][I]OR[/I][/U][/B] Melee, full round [off hand att at -2/-7-12/] [u][b] att dam crit type[/u][/b] Rapier +24/+19/+14 1d6+11 15-20/X2 P Club +22/+17/+12 1d6+9 19-20/x2 P vs undead: +24/+19/+14 3d6+11 b Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. [B][U][I]OR[/I][/U][/B] Melee, full round [off hand att at -2/-7-12/] [u][b] att dam crit type[/u][/b] Rapier +24/+19/+14 1d6+11 15-20/X2 P dagger +22/+17/+12 1d6+9 19-20/x2 P/S Ranged [u][b] att dam crit rng type[/u][/b] Longbow +24/+19/+14 1d8+9 19-20/x2 220' P arrow, mwk +24/+19/+14 1d8+9 19-20/x2 220' P arrow, +1 +24/+19/+14 1d8+10 19-20/x2 220' P arrow, +2 +24/+19/+14 1d8+11 19-20/x2 220' P arrow, +24/+19/+14 1d8+13 19-20/x2 220' P [U][B][I]undead bane[/I][/B][/U] +2 Dagger +20/+15/+10 1d4+9 19-20/x2 10' P/S returning Club +20/+15/+10 1d6+9 x2 10' B vs undead: +22/+17/+12 3d6+11 B Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. Rapier: +5, Keen, Speed l. bow, mighty +6 comp, +3, distance arrows, mw *50 arrows,+1 *30 arrows,+2 *20 arrows, undead bane +2 * 50 adamentine arrows +2 x 50 Short sword: +3, spell storing [disrept undead, gtr; cl 18, 10d8 damage] club: +3, undead bane, disruption dagger, +3, returning BAB Calculations [str: +6, dex: +6, bab +15 [prc +5, ftr +2, rog +0, scor +3, a. champ +5] [/code] [b][u]SKILLS AND FEATS:[/u][/b][u][/u] [code] [b]FEATS/FEATURES:[/b] Rog 1 Sneak attack +1d6; [url=http://www.d20srd.org/srd/classes/rogue.htm#trapfinding]trapfinding[/url] Scor 1 Class Skill:[B][U][I] perception; cantrips; eschew materials; Bloodline power: Claws (Su)[/I][/U][/B] Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. [B][U][I]Bloodline Arcana[/I][/U][/B]: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled. Scor 3 [B][U][I]Bloodline power: Dragon Resistances (Ex):[/I][/U][/B] At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4. bloodline spell MAGE ARMOR Scor 5 bloodline spell Resist Energy [B][I]2 Weapon fighting[/I][/B] (Human) [B][I]2 Weapon Defense[/I][/B] (Char lev 1) [B][I]Scribe scroll[/I][/B] (Char lev 3) [B][I]somatic weaponry[/I][/B] (Fighter lv 1) -Comp mage pg 47 [B][I]Improved 2 wpn fighting[/I][/B] (Fighter lv 2) [B][I]Practiced Spellcaster[/I][/B] (Char lv 6) Comp arcane pg 82 [B][I]Acidic splatter[/I][/B] (Char Lev 9) -Comp mage pg 37 [B][I]combat casting[/I][/B] (Eldrich Knight lev 1) [B][I]brew potion[/I][/B](Char Level 12 ) [B][I]craft wand[/I][/B](Char Level 15 ) [I][B]craft arms and armor[/B][/I] (Char Level 18 ) future: sudden silent [meta] sudden still [meta] Energy Substitution [meta] pre req: any meta (comp arcane p 79) Energy Admixture [meta] pre req: Energy Substitution (comp arcane p 79) [u]Skill points[/u] 178 18*5 [int] + [[5+8]*4] [rog] + 2*2 [ftr] + 6*2 [scor] + 2*5 [prc: EK] + 2*5 prc: AC] [b]SKILLS:[/b] Ranks Abil misc total Appraise int +1 +5 -- +6 Balence dex +10 +6 -- +16 Bluff cha +1 +7 -- +8 Climb str +5 +6 -- +11 Conctr con +15 +5 +4 +24 feat Disable Dev int +5 +5 +2 +12 Esc Art dex +5 +6 -- +11 Fly Dex +5 +6 -- +11 Gath info cha +5 +7 -- +12 Jump str +10 +6 -- +16 Know: Arcana int +14 +5 -- +19 Know: local int +10 +5 -- +15 Open Locks dex +15 +6 +2 +23 Perception Wis +15 +6 -- +21 profession: harbordasher +6 +6 -- +12 Ride dex +10 +6 -- +16 Sense Motive wis +5 +6 -- +11 Spellcraft int +7 +5 +2 +14 stealth +15 +6 +15 +36 [silk shirt] Swim str +4 +6 -- +10 Tumble dex +5 +6 +2 +13 Use Mag Dev cha +5 +7 +2 +14 Use Rope dex +5 +6 -- +11 mwk picks : +2 to opn locks and dis dev syn: jump --> tumble Know arcana --> spellcraft spellcraft --> use mag dev [b][u]LANGUAGES:[/b][/u] [/code] [b]Spell Casting[/b] [code] [B][U]SPELLS: spells / day or known = lv 18[/U] base: Scor 6 casts spells at: +3 levls from feat (praticed spell caster); + 4 lv from eldrich knight +5 levels from Abjurent Champion acid spells cast at lev 19 all others: Casts as 18th level[/B] [b]spells per day: spells kwn:[/b] lv 0: unlimited = u 9 lv 1: 6 + 2 (ch) = 8 5 lv 2: 6 + 2 (ch) = 8 5 lv 3: 6 + 2 (ch) = 8 4 lv 4: 6 + 1 (ch) = 7 4 lv 5: 6 + 1 (ch) = 7 4 lv 6: 6 + 1 (ch) = 7 3 lv 7: 6 + 1 (ch) = 7 3 lv 8: 5 + 0 (ch) = 5 3 lv 9: 3 + 0 (ch) = 3 2 [b]SPELL LIST:[/b] [i]* denotes spell compendium[/i] [I]& denotes bonus spells frm scor[/I] [u][b]0 level: Acid Splash Detect magic Detect Poison Disrupt Undead Light Mend Prestidigitation * Electric Jolt Ray of frost [u][b]1st level:[/u] 00000 000[/b] Expeditious retreat Feather Fall * low light vision magic missile * Persistent Blade & Mage Armor [u][b]2nd level:[/u] 00000 000[/b] * Body of the Sun dark vision Melf's acid arrow * Orb of Acid, Lesser & Resist energy spider climb [u][b]3rd level:[/u] 00000 000[/b] * Acid breath * Disrupt undead, Gtr fireball haste [U][B]4 th level[/B][/U]: 00000 00 * force missiles * Orb of Acid shape stone Stone skin [B][U]5 th level[/U][/B]: 00000 00 Fabricate Planar Tolerance Reciprocal Gyre Vitriolic Sphere [B][U]6 th level[/U][/B]: 00000 00 Acid Storm Elemental Body III Heroism, Greater [B][U]7 th level:[/U][/B] 00000 00 Banishment Limited Wish Mage’s Sword [B][U]8 th level: [/U][/B]00000 * Form of the Dragon III Polar Ray Sunburst [B][U]9 th level:[/U][/B] 000 Absorption Shapechange [b][u]Special:[/u][/b] Acidic Splatter Feat (Comp mage pg 37): with a 2nd lev or higher acid spell you can summon a glob of acid that has a range of 5 ft / lv of highest spell available and does 1d6 per level of spell available (at spell level 2 or higher) [/code] [b][u]EQUIPMENT:[/u][/b][u][/u] budget: 1,000,000 [code] [u] [b]cost weight[/b][/u] Shirt of the Jade Dragon 97,500 gp 1.0 lb Rapier, +5, speed, keen 162,320 gp 2.0 lb club, +3, undead bane 32,300 gp 3.0 lb l. bow, mighty +2 comp, 18,600 gp 4.0 lb +3, distance Arrows, mw *50 (7 gp ea) 350 gp 5.0 lb Arrows,+1 *30 (47 gp ea) 1,410 gp 3.0 lb Arrows,+2 *20 (167gp ea) 3,340 gp 2.0 lb Arrows, +2 *50 (367gp ea) 8,350 gp 2.0 lb Arrows, +2 arrows x 50 8,350 gp 5.0 lb Arrows, adamentine +2 x 50 11,000 gp 5.0 lb dagger, +3, returning x2 100,604 gp 1.0 lb [U]S. Sword +3, spell storing 32,310 gp 2.0 lb [/U] total 1 : ..................452,984 GP Heward's magical mystycal equipment sack [sblock=info] Type B: Magical: This can take the form of a Hewards Handy Haversack or Bag of Holding. It's [B][U][I]carrying capacity is halved.[/I][/U][/B] It works like a nonmagical Bag of Random Stuff, but there is [U]no price limit to the gear that can be pulled out (Provided it is not magical)[/U]. Any '[B]special' gear (Special/Alchemical substances/items, Special materials, etc) costs twice as much.[/B] (IE an Adamantine Battleaxe would cost 6020 to pull out of the bag, or alchemist's fire for 40gp. ) Cost: Base bag + amount inside. [/sblock] [b]SPECIAL MAGICAL ITEMS:[/b] infinite scrollcase 2800gp % denotes made by himself [sblock] 1. - 5. % magic missile cl 5 X 5 62.5 gp 6. - 10. % fireball cl 10 X 5 1875 gp 11. - 15. lightning bolt cl 10 x 5 3750 gp 16. - 20. % acid arrow cl 9 x5 1125 gp 21. - 25. clairvoy/clairaud cl 5 x 5 1875 gp 26. - 30. remove curse cl 7 x5 3500 gp 31. - 35. % stoneskin cl 7 x5 1750 gp 36. - 40. Black Tentacles cl 7 x5 3500 gp 41. - 45. % Stone Shape cl 7 x5 1750 gp 46. Break Enchantment cl 9 1125 gp 47. Dismissal cl 9 1125 gp 48. % Fabricate cl 9 562.5 gp 49. [U]50. Tongues cl 5 375 gp[/U] total 2 25,175 gp [285 xp] [/sblock] Ring of Protection +3 18,000 gp Body slot: Ring 1 Ring of Sustenance 2,500 gp Body slot: Ring 2 Sepulchral vest 2,000 gp * Body slot: Torso; mic pg 133 Gauntlet's of Ghost touch 4,000 gp * Body slot: Hands; MIC PG Choker of Life Protection 14,000 gp * Body slot: Throat; MIC PG headband of mental superiority 144,000 GP Body slot: head +6 to int, wis, cha Belt of Belt of Physical Perfection 144,000 GP body slot: waist +6 to str, dex, con Heward's Handy Haversack 2,000 gp Quiver of "E" 1,800 gp bag of holding type I 2,500 gp Cloak of resistance +5 25,000 gp Body slot: shoulders bracers natural armor +5 50,000 gp Body slot: arms [U]Boots of striding & springing 5,500 gp Body slot: feet[/U] total 3 392,800 gp [b]Potions[/b] % Haste cl 10 X 5 3750 gp % Spider climb cl 10 X 5 2500 gp % resist energy cl 10 X 5 2500 gp % darkvision cl 10 X 5 2500 gp % featherfall cl 5 X 5 625 gp % expeditious retreat cl 5 X 5 625 gp cure mod wounds X5 1500 blur 300 (B) [U]Blessed Bandage X15 150 [/U] total 4 14,450 gp [500 xp] [B]wands:[/B] % body of the sun charges: 50/50 cl 3 2250 gp % acid arrow charges: 50/50 cl 3 2250 gp lightning bolt charges: 50/50 cl 5 11250 gp Fireball charges: 50/50 cl 10 22,500 gp [U]% force missiles charges: 50/50 cl 7 10500 gp[/U] total5: 48,750 gp [600 xp] total 1 452,984 gp total 2 25,175 gp total 3 392,800 gp total 4 14,450 gp [U]total 5 48,750 gp[/U] spent so far: 934,159 gp [u][i][b]Cash:[/b][/u][/i] 65,841 gp Master list of equipment special features: -Bag of holding Type I wt:15lb cap:250lb 30 ft^3 carrieing: xxx gp (xx lb) -Ring of Sustance no need for food or water, need 2 hours of sleep for 8 hours of rest -Quiver of Ellohanna Always weighs 2 lb [u]Area 51:[/u]holds 60 arrows, carries +1 arrows and +2 arrows [u]Area 2:[/u] holds 18 javelins, Holds Rapier [u]Area 3:[/u] holds 6 bows, holds bow -Heward's Handy Haversack 2 X 20 lb cap, 1 X 80 lb cap weight: 5 lb, item you want is always on top, no AOA to retrieve items -Short sword +1, spell storing (disrupt undead, gtr) -Club +1, undead bane: extra +2 and +2d6 dam vs undead -Rapier +1, Keen: Doubles critical threat range -Shirt of protection +5 enchantment; shadow and silent gtr [+15 stealth] -Sepulchral vest +5 Sacred bonus on saves vs undead effects for 1 round, 3 times per day -Gauntlets of Ghost Fighting: Ignore miss chance of incorporeal undead, +1d6 dam vs incorporeal undead Magic item comp pg. 216 -Choker of Life Protection: Negate 3 neg levls per day, +2 Ac vs undead, detect undead at will (for possessing two pieces of set) Magic item comp pg. 216 -Blessed bandage: immediately stabilize target -Boots spring and stride: + 10' movement and +5 competence bonus to jump [/code] [sblock=history/background] general gnotes phoar gnou: The holy order of the Dragon Warriors [center][size=8][B][I]"We hunt the things that go bump in the night"[/I][/B][/size][/center] Born to a prostitute near the docks, he was mostly raised by the madam of the house...she always taught him how to be shrewd, but still with a kindness that she showed to her girls. When his mother was working the streets on night, she ran afoul of some Dormithian slavers who were trying to take her on a more permanent basis, killing her when she resisted fiercely. The madam heard of the incursion and sent her own posse after them with the words, "I'll teach them filthy slavers to keep their thievin' hands off my girls!" This pretty much started an overnight war between Domithian and this one house...he escaped when the fight was brought to his 'home' and as the building burned, he was slipped out the window to the streets to escape ...as far as he knows, he alone survived.... living off the streets as a youngster means only one occupation: thievery. Food snatching that led to pickpocketing and cutpurses which led to plain street thuggery. he found a gang that dealt in those things, but once again there was competition for territory and before he knew it there was a war going on, where all of his gang were killed or assimilated save him...once again he alone escaped... Still needing to eat, so he started honing his skills in a more refined form of thievery: cat burgler...case a joint, raid it, sell the stuff and then eat for the first time in a week! that is untill he cased the wrong joint...that of the home and temple of Ge' Chen, sorcerer of the dragon blood (read: dragon heratage feats) This kind old man actually caught the young lad sneaking in his home while he had just sat down to a quiet evening of rice and vedgies...he followed him about his house watching how he showed the greatest respect for every thing there, with the exception of the occasionallly snached easy to sell trinket. as the young Gerard was redeaying his exit, the ancient master spoke up, asking him what he wanted with the items he had taken. He answered with the only thing that came to mind: the truth. With an audible gulp, he spoke of eating, bathing and maybe some new clothing. The kind old master was wise so he invited him to join him for food at his table. While Gerard ate and talked, the wise old master listened and watched...the boy was showing strange, yet familiar actions...while only a lit candle was all that illuminated the room Gerard was able to see even in the dimmist of light available (low light vision) this was only possible by the talent of a sorcerer like himself. He explaind many things to gerard about what he might have experienced and invited him to stay the night...with the promise that he will let him keep the trinkets taken if he would listen to master Chen in the morning with the audince of one other. the next morning found gerard hampton under warm blankes and a roof over his head. a cup of hot tea, warm bath water, soap and clean clothing were in the room as well....the smell of breakfast was just starting to reach his nostrols and that is all it took for him to get moving. tea drank, body washed and clean clothing donned, he walks to the commen room to find master chen and one other (none other then Wyace himself). the old master spoke of in born energies that can be shaped and called forth, that he wanted to help him under stand them and to hone his abilities and at the cost of just learning. Gerard was hooked...friendships were made over time, and he actually saw the old master as his father...over the past year Gerard has now learned how to use those energies, but the old hatred was always just under the surface...the Dormithian slavers would pay someday... Through time Gerard had been doing work for master Chen, every thing from cleaning to running errands. Master Chen has been teaching Gerard the virtues of objectivity and patience. Finally the day came when Master Chen thought the young lad good enough to let in on the secrets of the monastery. He was told of secrets of activity that former students have been doing: hunting down and destroying undead through out the land, using the skills of scorcerous arcane and being able to handle weapons. As they are not part of any temple, they do not draw attention to themselves from the more nasty undead, but still none the less powerful in their own right. Many training missions and actual missions later, Gerard has become a trust worthy opponent to the undead, having gifts bestowed upon him and rescuing may artifacts from the depths of tombs controlled by the undead that he has hunted and destroyed. Keeping his actual work a secret had to have a cover, so he chose the profession of a mild mannered Haberdasher in the employ of a clothier who was in the know of his actual connections. As part of his discipleship int the secret order of dragon warriors was to design a mundane item of great skill. His shirt is his masterpiece. It is silk, hangs loosely almost to his knees. within the weave are what looks to be draconic scales and on each scale are a myriad of complex arcane symbols. The silk shirt is that of a dark jade color, much like that of the patina of an ancient copper vessel with embroidered symbols of flat black. When in public he always has his rapier and his dagger on hand, and a black silk turbin. General information: escaped the fires of his past and the cold of the lonley nights by the spell Endure elements [/sblock] spell descriptions: Material components and arcane foci: special items in haver sack: 1 [20 lb]: +2 arrows x 50 adamentine arrows +2 x 50 2 [80 lb]: 3 [20 lb]: large chunk of phosphorescent moss 50 small candels 2 silvered daggers Powdered rhubarb leaf adder’s stomach Focus: A dart. a dried carrot glass sculpture of a humanoid (worth 50 gp). bat guano sulfur licorice root soft clay granite and diamond dust worth 5000 gp tiny closed loop of copper wire A tiny glass vial filled with aqua regia (Nitric Acid) A flask of acid (10 gp) 00000 00000 00000 sealed vial of tindertwigs 00000 00000 sealed vial of water 00000 00000 sealed vial of earth 00000 00000 sealed vial of air 00000 00000 pouch of 1500 gp diamonds 00000 00000 miniature platinum sword with a grip and pommel of copper and zinc x 2 [500 gp] a pouch of dragon scales (copper 00000 00000 00000) white ceramic cone x 2 sunstone, powdered 10 gp 00000 00000 00000 tinder twigs 00000 00000 00000 jade circlet worth 1,500 gp X 2 [/QUOTE]
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