dave_o
Explorer
Hey, Jarval! I didn't really know where else to post this, so I decided to post it here. First off, here's my character:
Background: I'm not entirely familiar with your world, obviously, but Corbin could have easily grown up in Bizmar. Growing up the son of an esteemed instrument crafter, Corbin's appreciation and talent in the arts of stringed instrument making are natrual. After his father's death, however, Corbin, technically a legal adult, lost much of a sense of direction. Aside from his trade, the younger Dino had very little to go on, so, unfortunately, he turned to crime. As part of a gang in which an individual persona was required, Corbin adopted the guise of a strange, otherworldly sort, wearing closely-cut black suit-clothes, and fighting with a black, silk fan serrated with metal on the edges.
During his several years of gang membership, Corbin's number of contacts was not limited, and once of these contacts happened to be a rather disquieting wizard. Becoming fascinated with the power this man seemed able to wield with little thought, and following some sagely advice from the strange recluse, Corbin decided to leave Bizmar and his life of crime behind. So did Corbin Dino become a travelling minstrel, selling his skill at strings -- both playing and creating, across the land. In secret, Corbin follows a personal quest for arcane power -- his path, like his psuedo-mentor, is that of a "path beyond." Basically, the study of demons and other chaotic creatures, eventually coming across the Far Realm to the source of ultimate chaos and, to the scholar, ultimate power.
Mechanics: Basically, I'm shooting for the Alienist PrC. I built Mr. Dino here to be right on the cusp of actually being able to take a level in the Alienst PrC, once he reaches 7th level. Though, if that's not an option, I still like the build for Corbin and will easily find another route.
Super Special Magic Item: I'd be into a robe or similar item that gives a decent boost to AC. I'd also dig any sort of device that allows one extradimensional/planar access. Enchantments for Corbin's war fan are also always, always welcome.
Uh, hi everyone!
Corbin Dino - Male Human Rogue 1 Wizard 5; CR 6; Medium-size humanoid; HD 1d6+5d4+1; HP 26; Init +3 (+3 Dex); Spd 30ft; AC 15 (touch 115, flat-footed 10, Mage Armor 19, Expertise 20, both 24); Atk +1 Melee (1d6 x3 10ft +1 throwing war fan) or +3 Ranged; SA Sneak Attack +1d6, Scribe Scroll, Trapfinding, Summon Familiar (Raven); SQ Bonus feat at 1st level, +4 skill points at first level, +1 skill point at all levels; AL LN; SV Fort +2, Ref +6, Will +5; Str 10 Dex 17 Con 12 Int 16 Wis 12 Cha 13.
Skills: Bluff +5, Concentration +10, Craft (Instrument) +8, Diplomacy +5, Disable Device +7, Gather Information +5, Hide +7, Knowledge (The Planes) +12, Move Silently +7, Open Lock +7, Perform (Strings) +5, Sleight of Hand +7, Spellcraft +12, Tumble +7.
Feats: Alertness, Combat Expertise, Scribe Scroll, Exotic Weapon Proficicency (War Fan), Still Spell.
Languages: Common, Abyssal, Draconic.
Spells Per Day: 0/0/0/0/1/1/1/1/2/2/2/3/3; known 0th- ALL, 1st- True Strike, Mage Armor, Feather Fall, Charm Person, Comprehend Languages, Burning Hands, Magic Missile, 2nd- Rope Trick, Invisibility, Blindness/Deafness, Spider Climb, 3rd- Tongues, Summon Monster III; prepared 0th- Light, Read Magic, Detect Magic, Prestidigitation, 1st- Mage Armor, True Strike, Magic Missile, Charm Person, 2nd- Invisibility, Rope Trick, Spider Climb, 3rd- Tongues, Summon Monster III.
Posessions: Bracers of Armor +2, Brooch of Shielding, +1 throwing war fan, spellbook, satchel.
XP: 15,000.
Background: I'm not entirely familiar with your world, obviously, but Corbin could have easily grown up in Bizmar. Growing up the son of an esteemed instrument crafter, Corbin's appreciation and talent in the arts of stringed instrument making are natrual. After his father's death, however, Corbin, technically a legal adult, lost much of a sense of direction. Aside from his trade, the younger Dino had very little to go on, so, unfortunately, he turned to crime. As part of a gang in which an individual persona was required, Corbin adopted the guise of a strange, otherworldly sort, wearing closely-cut black suit-clothes, and fighting with a black, silk fan serrated with metal on the edges.
During his several years of gang membership, Corbin's number of contacts was not limited, and once of these contacts happened to be a rather disquieting wizard. Becoming fascinated with the power this man seemed able to wield with little thought, and following some sagely advice from the strange recluse, Corbin decided to leave Bizmar and his life of crime behind. So did Corbin Dino become a travelling minstrel, selling his skill at strings -- both playing and creating, across the land. In secret, Corbin follows a personal quest for arcane power -- his path, like his psuedo-mentor, is that of a "path beyond." Basically, the study of demons and other chaotic creatures, eventually coming across the Far Realm to the source of ultimate chaos and, to the scholar, ultimate power.
Mechanics: Basically, I'm shooting for the Alienist PrC. I built Mr. Dino here to be right on the cusp of actually being able to take a level in the Alienst PrC, once he reaches 7th level. Though, if that's not an option, I still like the build for Corbin and will easily find another route.
Super Special Magic Item: I'd be into a robe or similar item that gives a decent boost to AC. I'd also dig any sort of device that allows one extradimensional/planar access. Enchantments for Corbin's war fan are also always, always welcome.

Uh, hi everyone!
