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[PCs] The Sandman's Binding PbP
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<blockquote data-quote="Krug" data-source="post: 403852" data-attributes="member: 2141"><p><strong>Ichtor Tardas</strong>, Human Conjurer 5/ Alienist 4, AL: N, </p><p>Str: 10 Dex: 14 Con: 14 Int: 20 Wis: 12 (Aln -2) 10 Cha: 10</p><p>AC: 15 (13 flatfooted) HD: 9d4+18+3 (Alienist Toughness) HP: 45 </p><p>Skill points: 84</p><p>Spellcraft: 12 +5 = +17, Knowledge (Arcana): 10+5 = +17, Knowledge (The Planes): 12+5 = +17, Scry: 4+5 = +9, Alchemy: 8+5= +13, Concentration: 12+2 = +14, Ride: 4 (8)+2 = +6, Swim: 2 (4) = +2, Sense Motive: 3 (4) +5 = +8, Move Silenty: 3 (6) +2 = +5; Hide: 3 (6) +2 = +5</p><p>BAB: +4 Fort: +3+2 +1 (Aln)=+6 Ref: +3+2 +1 (Aln) =+6 Wil: +6 +1 (Aln) = +7</p><p>Feats: Alertness, Spell Focus (Conjuration), Scribe Scroll, Extend Spell, Great Spell Focus (Conjuration, from T&B), Improved Familiar (T&B), Spell Penetration, Empower Spell</p><p>Spells: 4+1/4+1/4+1/3+1/2+1/1+1</p><p>0 level: Ray of Frost, Flare, Light, Resistance, Disrupt Undead, Arcane Mark, Detect Magic, Prestidigation, Read Magic</p><p>1st level: Mage Armor, Summon Monster I, Unseen Servant, Burning Hands, Feather Fall, Jump, Message, Shocking Grasp, Shield, Magic Missile</p><p>2nd level: Melf's Acid Arrow, Fog Cloud, Summon Swarm, Web, Summon Monster II, Levitate, Rope Trick</p><p>3rd level: Flame Arrow, Phantom Steed, Summon Monster III, Fireball, Dispel Magic, Protection from Elements, Lightning Bolt</p><p>4th level: Evard's Black Tentacles, Summon Monster IV, Dimensional Anchor, Scrying, Polymorph Self, Polymorph Other</p><p>5th level: Cloudkill, Summon Monster V, Wall of Iron</p><p></p><p>Banned Schools: Enchanment, Illusion</p><p></p><p>Description: Dressed in a musty-smelling robe of stars that has seen better days, Ichtor has a dreamy look on his face. His long black hair is tinged with odd multicolored strands and he seems heavy with worry. </p><p></p><p>History:</p><p>Ichtor had always been sensitive. During his childhood, he saw strange begins move around in the corners of his room and sitting in the trees, and the other children thought him weird. He learnt magic early, developing skills in prestidigation and delighted his peers with parlor tricks. </p><p></p><p>As he developed as a conjurer, he saw creatures that no one had dreamed of, and his own dreams were clouded with strange images, creatures that no bestiary had ever noted.</p><p>As his powers developed, he found he could step into their world though the time and place was never his choosing. He was attacked by one such creature, resembling a lion crossed with a dog, and was almost killed. The attack convinced him of their existence and took to learning the arcane secrets of these beings even as other wizards from his school fled his company and shook their heads. Eventually he was dismissed after one of the beasts he summoned went amok; killling two guards. He left the school after that and wandered the land, the visions of the creatures he adored becoming stronger.</p><p></p><p>Now he believes in The Great Entropic One, a bizarre seething mass of swirling colours he believes exists in the dreamscape. He sees it as beyond good and evil, and does not know if it is his destiny to serve it, or to destroy it.</p><p></p><p>Ichtor can be a bit haughty when dealing with humans. He can drift off in other directions and find their company displeasing. However, he respects other adventurers and mingles with them as he knows he cannot accomplish what he must alone.</p><p></p><p>Alienist abilities: Summon Alien, Alien Blessing, Mad Certainty (Phobia of snakes), Metamagic Secret - Extend Spell</p><p></p><p>Items: Ring of Protection +1, Bracers of Armor +2, Ring of Counterspells, Wand of Magic Missiles - 5th level caster</p><p></p><p>Misc: Potion of Cure Light Wounds (4), Potion of Cure Moderate Wounds (2), Scrolls: Summon Monster V, Summon Monster IV, Lightning Bolt, Fireball</p><p></p><p>Weapons: Light X-bow +1 (1d8/19-20x2) with 40 bolts, Dagger (1d4/19-20x2)</p><p></p><p>Other: Spellbooks, Scrollcases, 14 days rations, 1 waterskin</p><p></p><p>Milgra, Stirge Familiar, HD 5; HP: 22; Init +4; Spd 10 ft, fly 40 ft; AC: 19 (touch 16, flat footed 15); Atk: +8 melee; SA: Attach, blood drain, SQ Granted abilities, speak with master, touch; AL: N, SV: Fort +2, ref +6, Will +5; Str: 3 Dex: 19 Con: 10 Int: 8 Wis:12 Cha: 6</p><p></p><p>Ichtor avoids using Milgra in combat. Sometimes, Ichtor thinks the creature is the only thing that understands him.</p></blockquote><p></p>
[QUOTE="Krug, post: 403852, member: 2141"] [b]Ichtor Tardas[/b], Human Conjurer 5/ Alienist 4, AL: N, Str: 10 Dex: 14 Con: 14 Int: 20 Wis: 12 (Aln -2) 10 Cha: 10 AC: 15 (13 flatfooted) HD: 9d4+18+3 (Alienist Toughness) HP: 45 Skill points: 84 Spellcraft: 12 +5 = +17, Knowledge (Arcana): 10+5 = +17, Knowledge (The Planes): 12+5 = +17, Scry: 4+5 = +9, Alchemy: 8+5= +13, Concentration: 12+2 = +14, Ride: 4 (8)+2 = +6, Swim: 2 (4) = +2, Sense Motive: 3 (4) +5 = +8, Move Silenty: 3 (6) +2 = +5; Hide: 3 (6) +2 = +5 BAB: +4 Fort: +3+2 +1 (Aln)=+6 Ref: +3+2 +1 (Aln) =+6 Wil: +6 +1 (Aln) = +7 Feats: Alertness, Spell Focus (Conjuration), Scribe Scroll, Extend Spell, Great Spell Focus (Conjuration, from T&B), Improved Familiar (T&B), Spell Penetration, Empower Spell Spells: 4+1/4+1/4+1/3+1/2+1/1+1 0 level: Ray of Frost, Flare, Light, Resistance, Disrupt Undead, Arcane Mark, Detect Magic, Prestidigation, Read Magic 1st level: Mage Armor, Summon Monster I, Unseen Servant, Burning Hands, Feather Fall, Jump, Message, Shocking Grasp, Shield, Magic Missile 2nd level: Melf's Acid Arrow, Fog Cloud, Summon Swarm, Web, Summon Monster II, Levitate, Rope Trick 3rd level: Flame Arrow, Phantom Steed, Summon Monster III, Fireball, Dispel Magic, Protection from Elements, Lightning Bolt 4th level: Evard's Black Tentacles, Summon Monster IV, Dimensional Anchor, Scrying, Polymorph Self, Polymorph Other 5th level: Cloudkill, Summon Monster V, Wall of Iron Banned Schools: Enchanment, Illusion Description: Dressed in a musty-smelling robe of stars that has seen better days, Ichtor has a dreamy look on his face. His long black hair is tinged with odd multicolored strands and he seems heavy with worry. History: Ichtor had always been sensitive. During his childhood, he saw strange begins move around in the corners of his room and sitting in the trees, and the other children thought him weird. He learnt magic early, developing skills in prestidigation and delighted his peers with parlor tricks. As he developed as a conjurer, he saw creatures that no one had dreamed of, and his own dreams were clouded with strange images, creatures that no bestiary had ever noted. As his powers developed, he found he could step into their world though the time and place was never his choosing. He was attacked by one such creature, resembling a lion crossed with a dog, and was almost killed. The attack convinced him of their existence and took to learning the arcane secrets of these beings even as other wizards from his school fled his company and shook their heads. Eventually he was dismissed after one of the beasts he summoned went amok; killling two guards. He left the school after that and wandered the land, the visions of the creatures he adored becoming stronger. Now he believes in The Great Entropic One, a bizarre seething mass of swirling colours he believes exists in the dreamscape. He sees it as beyond good and evil, and does not know if it is his destiny to serve it, or to destroy it. Ichtor can be a bit haughty when dealing with humans. He can drift off in other directions and find their company displeasing. However, he respects other adventurers and mingles with them as he knows he cannot accomplish what he must alone. Alienist abilities: Summon Alien, Alien Blessing, Mad Certainty (Phobia of snakes), Metamagic Secret - Extend Spell Items: Ring of Protection +1, Bracers of Armor +2, Ring of Counterspells, Wand of Magic Missiles - 5th level caster Misc: Potion of Cure Light Wounds (4), Potion of Cure Moderate Wounds (2), Scrolls: Summon Monster V, Summon Monster IV, Lightning Bolt, Fireball Weapons: Light X-bow +1 (1d8/19-20x2) with 40 bolts, Dagger (1d4/19-20x2) Other: Spellbooks, Scrollcases, 14 days rations, 1 waterskin Milgra, Stirge Familiar, HD 5; HP: 22; Init +4; Spd 10 ft, fly 40 ft; AC: 19 (touch 16, flat footed 15); Atk: +8 melee; SA: Attach, blood drain, SQ Granted abilities, speak with master, touch; AL: N, SV: Fort +2, ref +6, Will +5; Str: 3 Dex: 19 Con: 10 Int: 8 Wis:12 Cha: 6 Ichtor avoids using Milgra in combat. Sometimes, Ichtor thinks the creature is the only thing that understands him. [/QUOTE]
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