JimAde
First Post
Ok, here's what I've got so far, mechanically. Description, background, etc. to follow. Couple of non-standard things: I took the Craft Wand feat and took a wand at half GP cost. If that's not OK, let me know and I'll do something else. I also tried to cheap out on a spell effect on the armor by cutting down the charges. Again, if that's not OK I'll be glad to remove it:
Caspar Hauser
Male Human Fighter-Sorcerer 8
Alignment: Chaotic Good
Abilities
STR 10 (+0) (2 points)
DEX 16(18) (+4) (6 points + 2 level bumps + 2 magic)
CON 14 (+2) (6 points)
INT 14 (+2) (6 points)
WIS 10 (+0) (2 points)
CHA 18 (+4) (16 points)
Hit Dice: 8d10 + 16, 75 HP
Initiative: +4
AC: 20 (flatfooted 16, touch 14) +4 Dex, +6 Armor
Attack: Lightning rapier +14 melee (1d6+1 P + 1d6 Elec 15-20/x2)
OR Thunder dagger +13 melee (1d4+1 S 19-20/x2)
OR Thunder +13 ranged (1d4+1 S 19-20/x2)
Full Attack: Lightning rapier +12/+7 melee (1d6+1 P + 1d6 Elec 15-20/x2) AND Thunder dagger +11 melee (1d4+1 S 19-20/x2) (rolled as +12/+11/+7, generally)
Saves: Fortitude: +6, Reflex: +6, Will: +6
Feats
Least Dragonmark of Forces (1st character level)
Lesser Dragonmark of Forces (Human Bonus Feat)
Still Spell (3rd character level)
Craft Wand (6th character level)
Combat Expertise (Fighter level 1)
Two-Weapon Fighting (Fighter level 2)
Weapon Finesse (Fighter level 4)
Weapon Focus (Rapier) (Fighter level 6)
Improved Critical (Rapier) (Fighter level 8)
Skills
Additional class skills for fighter levels are Tumble and Diplomacy. 6 skill points per level due to Int and +2 for fighter. Total 66 points.
Tumble +17 (11 ranks, +2 synergy)
Diplomacy +15 (11)
Concentration +13 (11)
Knowledge(Arcana) +13 (11)
Spellcraft +15 (11 ranks, +2 synergy)
Jump +7 (5 ranks, +2 synergy)
Craft(Glassworking) +8 (6)
Spot +2 (Familiar)
Listen +2 (Familiar)
Possessions
Elven Chain +1 (7850 GP)
----Protection from Energy, CL 6, 10 charges
----Arcane Spell Failure 20%
----Armor Check Penalty -2
Gloves of Dexterity +2 (4000 GP)
Lightning (10340 GP)
----+1 Cold Iron Shocking rapier
Thunder (8322 GP)
----+1 Alchemical Silver Thundering dagger
Wand – Scorching Ray (CL 7) Crafted (5250 GP)
Cash 238 GP
Total Spent: 36000
Spells
Spells per Day: 6/7/7/6/3 DC:14 + spell level
Sorcerer Spells Known:
Level 0: Arcane Mark, Detect Magic, Light, Mage Hand, Mending, Prestidigitation, Touch of Fatigue
Level 1: Charm Person, Floating Disk, Jump, Ray of Enfeeblement, True Strike
Level 2: Acid Arrow, Scorching Ray, Web
Level 3: Summon Monster III, Haste
Level 4: Enervation
Familiar
Hreadsweng (Swift Strike)
Tiny Karmelisk
Hit Dice: 8 (effective)
Hit Points: 37
Attack: Talons +11 melee (1d4-2 20/x2)
Saves: Fort +6, Ref +5, Will +8
Feats: Alertness, Weapon Finesse
Skills:
Tumble +16 (11 ranks, +2 synergy)
Diplomacy +11 (11) (for use on other avians)
Concentration +11 (11)
Knowledge(Arcana) +10 (11)
Spellcraft +12 (11 ranks, +2 synergy)
Jump +5 (5 ranks, +2 synergy)
Craft(Glassworking) +8 (6)
Listen +4
Spot +16
Hraedsweng is a karmelisk. These small dragon-like predators are native to the Slayworth mountains and the surrounding forests. Though they look like dragons and can fly, karmelisks are not dragons and have no magical abilities or unusal intelligence. A karmelisk is about the same size as a large falcon.
Karmelisks occur in a stunning variety of colors, but Hraedsweng's fine scales are primarily blue, shading to purple along his spine.
Description
Caspar is a tall, lithe man of about 30. He has long flowing black hair generally held in a ponytail with a leather cord, emerald green eyes and a pencil-thin mustache. He dresses well whenever possible and takes great pride in his dashing appearance. His karmelisk companion usually perches on a leather pad Caspar wears on his right shoulder.
Background
Caspar Hauser was born in the city of Linnburg on the border between Osserik and Graesholm. His father worked the city docks while his mother tended the family and made a few coins by embroidery. They weren’t wealthy by any means, but Caspar never went hungry either. Even as a child, he made an impression with his unusual intensity. He also possessed an unusual sinuous birthmark stretching from his chest, up his neck onto his cheek. As he got older, the mark became more and more distinct, until by the time he was a young man it was clearly visible as a rampant dragon silhouette. What meaning this might have he never knew, but as his sorcerous powers began to manifest in his teens, everyone assumed the two were related.
Caspar grew up idolizing the Skyhawks. These elite palace guards (who served the city’s ruler, the Duchess Henrietta) were renowned not only for their skill with the blade but also their strict code of honor and heroic actions. Their highest officers commanded from the backs of swift hippogriffs and wielded mighty spells alongside their weapons. As soon as he was old enough, he petitioned to join their ranks. His natural athleticism, charm and his emerging sorcerous powers virtually assured his acceptance. Everything went well during his training, but the final step of his indoctrination was an interview with the Duchess. To Caspar’s dismay, she didn’t seem very impressed with him and, in the end, he was dismissed. The only explanation he received was that the duchess found him “unsuitable.”
Infuriated by this unprecedented rejection, he left Linnburg to seek his fortune down the river. Eventually he signed on as a mercenary in the ranks of a rising baron named Etienne Valmont. Valmont clearly recognized Caspar’s talents and potential, and showered his new vassal with praise and rewards. Caspar rose to a position of prominence under Valmont, eventually becoming privy to his private plans.
Caspar did not like what he heard. He realized that Valmont’s meteoric rise was partly due to pacts he had made with dark things from beyond the mortal realm. When Valmont realized that Caspar was not on board with the agenda, he had the young sorcerer siezed and promised him that he would still play a large role in Valmont’s success.
Caspar Hauser
Male Human Fighter-Sorcerer 8
Alignment: Chaotic Good
Abilities
STR 10 (+0) (2 points)
DEX 16(18) (+4) (6 points + 2 level bumps + 2 magic)
CON 14 (+2) (6 points)
INT 14 (+2) (6 points)
WIS 10 (+0) (2 points)
CHA 18 (+4) (16 points)
Hit Dice: 8d10 + 16, 75 HP
Initiative: +4
AC: 20 (flatfooted 16, touch 14) +4 Dex, +6 Armor
Attack: Lightning rapier +14 melee (1d6+1 P + 1d6 Elec 15-20/x2)
OR Thunder dagger +13 melee (1d4+1 S 19-20/x2)
OR Thunder +13 ranged (1d4+1 S 19-20/x2)
Full Attack: Lightning rapier +12/+7 melee (1d6+1 P + 1d6 Elec 15-20/x2) AND Thunder dagger +11 melee (1d4+1 S 19-20/x2) (rolled as +12/+11/+7, generally)
Saves: Fortitude: +6, Reflex: +6, Will: +6
Feats
Least Dragonmark of Forces (1st character level)
Lesser Dragonmark of Forces (Human Bonus Feat)
Still Spell (3rd character level)
Craft Wand (6th character level)
Combat Expertise (Fighter level 1)
Two-Weapon Fighting (Fighter level 2)
Weapon Finesse (Fighter level 4)
Weapon Focus (Rapier) (Fighter level 6)
Improved Critical (Rapier) (Fighter level 8)
Skills
Additional class skills for fighter levels are Tumble and Diplomacy. 6 skill points per level due to Int and +2 for fighter. Total 66 points.
Tumble +17 (11 ranks, +2 synergy)
Diplomacy +15 (11)
Concentration +13 (11)
Knowledge(Arcana) +13 (11)
Spellcraft +15 (11 ranks, +2 synergy)
Jump +7 (5 ranks, +2 synergy)
Craft(Glassworking) +8 (6)
Spot +2 (Familiar)
Listen +2 (Familiar)
Possessions
Elven Chain +1 (7850 GP)
----Protection from Energy, CL 6, 10 charges
----Arcane Spell Failure 20%
----Armor Check Penalty -2
Gloves of Dexterity +2 (4000 GP)
Lightning (10340 GP)
----+1 Cold Iron Shocking rapier
Thunder (8322 GP)
----+1 Alchemical Silver Thundering dagger
Wand – Scorching Ray (CL 7) Crafted (5250 GP)
Cash 238 GP
Total Spent: 36000
Spells
Spells per Day: 6/7/7/6/3 DC:14 + spell level
Sorcerer Spells Known:
Level 0: Arcane Mark, Detect Magic, Light, Mage Hand, Mending, Prestidigitation, Touch of Fatigue
Level 1: Charm Person, Floating Disk, Jump, Ray of Enfeeblement, True Strike
Level 2: Acid Arrow, Scorching Ray, Web
Level 3: Summon Monster III, Haste
Level 4: Enervation
Familiar
Hreadsweng (Swift Strike)
Tiny Karmelisk
Hit Dice: 8 (effective)
Hit Points: 37
Attack: Talons +11 melee (1d4-2 20/x2)
Saves: Fort +6, Ref +5, Will +8
Feats: Alertness, Weapon Finesse
Skills:
Tumble +16 (11 ranks, +2 synergy)
Diplomacy +11 (11) (for use on other avians)
Concentration +11 (11)
Knowledge(Arcana) +10 (11)
Spellcraft +12 (11 ranks, +2 synergy)
Jump +5 (5 ranks, +2 synergy)
Craft(Glassworking) +8 (6)
Listen +4
Spot +16
Hraedsweng is a karmelisk. These small dragon-like predators are native to the Slayworth mountains and the surrounding forests. Though they look like dragons and can fly, karmelisks are not dragons and have no magical abilities or unusal intelligence. A karmelisk is about the same size as a large falcon.
Karmelisks occur in a stunning variety of colors, but Hraedsweng's fine scales are primarily blue, shading to purple along his spine.
Description
Caspar is a tall, lithe man of about 30. He has long flowing black hair generally held in a ponytail with a leather cord, emerald green eyes and a pencil-thin mustache. He dresses well whenever possible and takes great pride in his dashing appearance. His karmelisk companion usually perches on a leather pad Caspar wears on his right shoulder.
Background
Caspar Hauser was born in the city of Linnburg on the border between Osserik and Graesholm. His father worked the city docks while his mother tended the family and made a few coins by embroidery. They weren’t wealthy by any means, but Caspar never went hungry either. Even as a child, he made an impression with his unusual intensity. He also possessed an unusual sinuous birthmark stretching from his chest, up his neck onto his cheek. As he got older, the mark became more and more distinct, until by the time he was a young man it was clearly visible as a rampant dragon silhouette. What meaning this might have he never knew, but as his sorcerous powers began to manifest in his teens, everyone assumed the two were related.
Caspar grew up idolizing the Skyhawks. These elite palace guards (who served the city’s ruler, the Duchess Henrietta) were renowned not only for their skill with the blade but also their strict code of honor and heroic actions. Their highest officers commanded from the backs of swift hippogriffs and wielded mighty spells alongside their weapons. As soon as he was old enough, he petitioned to join their ranks. His natural athleticism, charm and his emerging sorcerous powers virtually assured his acceptance. Everything went well during his training, but the final step of his indoctrination was an interview with the Duchess. To Caspar’s dismay, she didn’t seem very impressed with him and, in the end, he was dismissed. The only explanation he received was that the duchess found him “unsuitable.”
Infuriated by this unprecedented rejection, he left Linnburg to seek his fortune down the river. Eventually he signed on as a mercenary in the ranks of a rising baron named Etienne Valmont. Valmont clearly recognized Caspar’s talents and potential, and showered his new vassal with praise and rewards. Caspar rose to a position of prominence under Valmont, eventually becoming privy to his private plans.
Caspar did not like what he heard. He realized that Valmont’s meteoric rise was partly due to pacts he had made with dark things from beyond the mortal realm. When Valmont realized that Caspar was not on board with the agenda, he had the young sorcerer siezed and promised him that he would still play a large role in Valmont’s success.
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