RECRUITING: Perils of Thunder Island

aight adjustments done, I am officially down for tomorrow's practice. I'll be back from work around 6:15 or so. Anyone else notice this site being crazily slow? Out of curiousity can we go ahead and put down our aim/yahoo s/ns just incase we need to contact sumone?
 

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Yeah, EnWorld sometimes gets plagued by bouts of slowness...

It's fine with me if you put up your IM stuff... There's actually a spot you can place it in your "My Account", messing with your settings and such. I don't use any Instant Messengers, but if you need to contact me, either post here or e-mail me. My e-mail is listed in the first post.

The fixes look nearly there... Init is +6. You have +2 from Dex and +4 from Imp. Init. And your XP is 10,000/15,000... Then it will be fine.
 

Finally finished Indolo. WAY too busy this morning and yesterday. Sent the Vremmek e-mail. And jeez is EN World ever slow today (and last night). You'll note some changes in Indolo's stats and gear. I decided to have him research a few more spells for his spellbook, so those have been added, and I removed a few of his items as redundant. He hasn't crafted any wands or scribed any scrolls yet, but he has purchased a few from his guild, along with a few potions bought elsewhere. I shifted some skill points from Spellcraft to Craft (Cartography), so he should be a decent mapper, and it's part of his background. Other minor changes too.


Official 13 Kingdoms Character Sheet V1.2
Name: Indolo of Stormspeakers Guild
Player: Arkhandus
E-Mail: mist_phantom@yahoo.com

Race: Human
Class: Evoker Wizard
Level: 5
ECL: +0 mod/total 5
XPs: 10,000 current/15,000 next level

Current DM: Dragonwriter
Patron God: Typhus
Alignment: Chaotic Good
===================================
Str: 10
Dex: 14
Con: 14
Int: 17 (added 1 at 4th-level)
Wis: 14
Cha: 10
===================================
HP: 30
AC: 12 (+2 Dex)
Init: +6
Speed: 30 feet
BAB: +2
Mel: +2
Rng: +4
Fort: +3
Refl: +3
Will: +6
===================================
Special Abilities
Race:
Bonus feat, extra skill points, highest class is favored class
Class:
Bonus feats, School Specialization (specialized in Evocation, banned from Conjuration and Enchantment, +2 Spellcraft for learning Evocations, -5 Spellcraft related to banned schools), Spells (arcane, Intelligence-based, require preparation, caster level 5, save DCs = 13 + spell level, +1 to Evocation save DCs from Spell Focus), Summon Familiar (cost him 100 gp to summon it).
Other:
Proficient in the club, dagger, heavy crossbow, light crossbow, and quarterstaff.
===================================
Feats:
Improved Initiative, Scribe Scroll, Toughness, Spell Focus (Evocation), Craft Wand
===================================
Languages:
Veogwyn (Ceomyr), Aquan, Auran, Draconic, Tradespeak (Ceomyr)
===================================
Skills
Trained or Untrained: +X (=Rank + Stat Mod + Other)
Appraise +6 (=0+3+3) (other +3 is with raven familiar)
Balance +2 (=0+2+0)
Bluff +0 (=0+0+0)
Climb +0 (=0+0+0)
Concentration +10 (=8+2+0)
Craft (Untrained) +3 (=0+3+0)
Diplomacy +0 (=0+0+0)
Disguise +0 (=0+0+0)
Escape Artist +2 (=0+2+0)
Forgery +3 (=0+3+0)
Gather Information +0 (=0+0+0)
Heal +2 (=0+2+0)
Hide +2 (=0+2+0)
Intimidate +0 (=0+0+0)
Jump +0 (=0+0+0)
Listen +4 (=0+2+2) (other +2 is with familiar)
Move Silently +2 (=0+2+0)
Perform (Untrained) +0 (=0+0+0)
Ride +2 (=0+2+0)
Search +3 (=0+3+0)
Sense Motive +2 (=0+2+0)
Spot +4 (=0+2+2) (other +2 is with familiar)
Survival +2 (=0+2+0)
Swim +2 (=2+0+0) (2 ranks cross-class)
Use Rope +2 (=0+2+0)

Trained Only: +X (=Rank + Stat Mod + Other)
Decipher Script +10 (=7+3+0)
Knowledge (Arcana) +10 (=7+3+0)
Knowledge (Local) +5 (=2+3+0)
Knowledge (Nature) +5 (=2+3+0)
Knowledge (Geography) +5 (=2+3+0)
Knowledge (Religion) +5 (=2+3+0)
Knowledge (The Planes) +10 (=7+3+0)
Craft (Cartography) +5 (=2+3+0)
Spellcraft +10 (=5+3+2) (other +2 is knowledge synergy)
===================================
Magic Items (location, weight):
Everburning Torch (weight 1 lb., cost 110 gp, carried in right pocket of the haversack)
Handy Haversack (9th-level caster, weight 5 lbs., cost 2,000 gp, two side pouches each hold 2 cubic feet or 20 pounds in extradimensional spaces, main pouch holds 8 cubic feet or 80 pounds in an extradimensional space, haversack always weighs 5 pounds even when full, can retrieve any item from it as a move-equivalent action without provoking attacks of opportunity, each side pocket currently holds just under 20 pounds and the main pocket holds 68 pounds)
Potion of Cure Moderate Wounds (3rd-level caster, weight 0.1 lbs., cost 300 gp, carried in left pocket of the haversack)
10 Potions of Mage Armor (1st-level caster, weight 1 lb., cost 500 gp, carried in left pocket of the haversack)
Scroll of Endure Elements (1st-level caster, weight 0 lbs., cost 25 gp)
Scroll of Hypnotic Pattern (3rd-level caster, weight 0 lbs., cost 150 gp)
Scroll of Water Breathing (5th-level caster, weight 0 lbs., cost 375 gp)
Wand of Magic Missile (5th-level caster, 25 charges, weight 0.06 lbs., cost 1,875 gp, carried in left pocket of the haversack)
===================================
Other Equipment:
Weapons:
Dagger +2 melee or +4 ranged, 1d4 damage, 19-20/x2, 10 ft. increment, max range 50 ft., piercing (weight 1 lb., cost 2 gp, sheathed at the right side of his belt)

Armor, Clothes:
2 Scholar's Outfits (weight 12 lbs., 5 gp/free starting outfit, 1 worn and 1 carried in left pocket of the haversack, worn outfit does not count towards his own encumbrance)
2 Traveler's Outfits (weight 10 lbs., cost 2 gp, carried in right pocket of the haversack)
2 Cold Weather Outfits (weight 14 lbs., cost 16 gp, carried in main pocket of the haversack)
Signet Ring of the Stormspeakers Guild (weight 0 lbs., cost 5 gp, worn on right ring-finger)
Wooden Holy Symbol of Typhus (weight 0.1 lbs., cost 1 gp, worn on string about neck)
-----------------------------------
Container:
Handy Haversack (listed above in magic items)
Contents:
Spellbook (weight 3 lbs., free starting spellbook + 1,400 gp of extra spells inscribed, 53/100 pages used, researched Alter Self, Arcane Lock, False Life, Fireball, Fly, and See Invisibility in addition to his automatic spells learned, right pocket)
Bedroll (weight 5 lbs., cost 1 sp, main pocket)
Tent (weight 20 lbs., cost 10 gp, main pocket)
2 Inkpens (weight 0 lbs., cost 2 sp, right pocket)
2 Ink Vials (weight 0.2 lbs., cost 16 gp, right pocket)
8 Trail Rations (weight 8 lbs., cost 4 gp, 3 in left pocket and 5 in main pocket)
8 Waterskins (4 gallons, weight 32 lbs., cost 8 gp, 2 in left pocket and 6 in main pocket)
Flint & Steel (weight 0 lbs., cost 1 gp, right pocket)
Hourglass (weight 1 lb., cost 25 gp, right pocket)
Soap (weight 1 lb., 5 sp, left pocket)
Coins (weight 5.52 lbs., listed below, right pocket)

Container:
Scroll Case (weight 0.5 lbs., cost 1 gp, carried in left pocket of the haversack)
Contents:
30 Parchment Sheets (weight 0 lbs., cost 6 gp)
Magic Scrolls (weight 0 lbs., listed above in magic items)

Container:
2 Spell Component Pouches (weight 4 lbs., cost 10 gp, worn on left and right sides of his belt)
Contents:
Gold Dust (weight 1 lb., cost 50 gp, divided between the two)
Powdered Silver (weight 1 lb., cost 5 gp, divided between the two)
-----------------------------------
Money
PP: 150
GP: 95
SP: 21
CP: 10
Gems/Other: 4 Pearls (worth 100 gp each, carried in right pocket of haversack)
-----------------------------------
Load
Light: 0-33 lbs.
Medium: 34-66 lbs.
Heavy: 67-100 lbs.
Current: 12.1 lbs. (7.1 without haversack)
===================================
Animals and Companions

Pack Animal:
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

Load
Light:
Medium:
Heavy:
Current:
-----------------------------------
Riding Animal:
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

Load
Light:
Medium:
Heavy:
Current:
===================================
Familiar/Animal Companion(s): Familiar
Name Race Type
Zarkas Raven Tiny Magical Beast
HD Hp Init Spd AC
5 15 +2 10 ft./fly 40 ft. (average) 17/t 14/f 15
Atk Dam
Claws +6 melee or grapple -11 1d2-5 or grapple 1
SA SQ AL
None Low-light vision Neutral
Saves: F: +2 / R: +4 / W: +6
Str Dex Con Int Wis Cha
1 15 10 8 14 6
Skills&Feats:
Listen +5, Spot +7
Alertness, Weapon Finesse (Claws)
Familiar Traits, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master

Packed: (weight)

===================================
Henchmen/Cohorts/Hirelings:
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

===================================
Magic
Spells per day: 4/3/2/1, plus 0/1/1/1 bonus spells for Intelligence, plus 1/1/1/1 bonus spells for Evocation specialization, has prepared Detect Magic, Detect Poison, Light, Prestidigitation, Feather Fall, Magic Missile, Shield, Shield, False Life, Invisibility, Scorching Ray, Dispel Magic, Lightning Bolt, and Lightning Bolt, with one 1st-level slot and one 2nd-level slot left open
Domains:
Lvl 0 Spells: Arcane Mark (Univ), Dancing Lights (Evoc), Detect Magic (Div), Detect Poison (Div), Disrupt Undead (Necro), Flare (Evoc, Fort DC 14), Ghost Sound (Illus, Will DC 13), Light (Evoc), Mage Hand (Trans), Mending (Trans), Message (Trans), Open/Close (Trans, Will DC 13), Prestidigitation (Univ), Ray of Frost (Evoc), Read Magic (Div), Resistance (Abjur), Touch of Fatigue (Necro, Fort DC 13)
Lvl 1 Spells: Burning Hands (Evoc, Ref DC 15), Color Spray (Illus, Will DC 14), Feather Fall (Trans, Will DC 14), Identify (Div), Magic Missile (Evoc), Protection from Evil (Abjur), Ray of Enfeeblement (Necro), Shield (Abjur)
Lvl 2 Spells: Alter Self (Trans), Arcane Lock (Abjur), False Life (Necro), Invisibility (Illus, Will DC 15), Resist Energy (Abjur, Fort DC 15), Scorching Ray (Evoc), See Invisibility (Div), Shatter (Evoc, Will/Fort DC 16)
Lvl 3 Spells: Dispel Magic (Abjur), Fireball (Evoc, Ref DC 17), Fly (Trans, Will DC 16), Lightning Bolt (Evoc, Ref DC 17)
Lvl 4 Spells:
Lvl 5 Spells:
Lvl 6 Spells:
Lvl 7 Spells:
Lvl 8 Spells:
Lvl 9 Spells:
===================================
Description (include Age, gender, height, weight, physical description):
Age 27, Male, Height 5'-9", Weight 137 lbs.

Indolo of Stormspeakers Guild is a short fellow, a few inches under six feet tall, with a stocky frame but not much muscle. His face is a bit nondescript, with blue eyes, frizzy black hair, a bit of chin-stubble, and a slightly narrow, hawkish nose. He wears the robes of a scholar, patterned in black, gray, and white with blue trim. A gold and silver ring on his right hand displays the lightning-face emblem of his guild. Indolo also wears a wooden pendant bearing Typhus' holy symbol, but this is generally kept under his outer robe to avoid possible trouble with the Ceomyrian law. A simple dagger is sheathed at his right hip, a sturdy backpack holds his personal possessions, and a pair of belt pouches hold the remainder of his personal effects.

An outgoing and occasionally charming person, Indolo is nonetheless a bit selfish, rude, and callous at times, so his social graces are only mediocre at best. He likes to brag and gloat, but usually holds back at it just to avoid getting beaten or killed by some angry rival or thug. Indolo is clever and sensible, but whimsical and free-spirited so he doesn't always heed his own advice. Somewhat stubborn and ambitious, Indolo thinks a lot of himself, which is what tends to get him into trouble despite his good-naturedness. He aspires to power and fame, not wanting to be left behind as just an underachieving, low-class nobody. His upbringing taught him compassion and respect for others, but he's always been kind of mischevious, destructive, and flashy, a free-wheeling gloryhound. Guild membership has taught him to be cooperative and humble sometimes, at least.

Indolo is the son of Gerelo and Mivea, citizens of Ceomyr with no guild affiliation. Gerelo was crippled at an early age in an accident, and has been stuck with simple, undemanding labor ever since, while Mivea is a clerk in one of the many small businesses of Rassa, their home city. Indolo inherited a bright mind from his mother and a sturdy, healthy body from his father, though he has pursued his own goals rather than seek a place in one of the labor guilds as his father would've done, if not for his father's injury. While poor luck has kept his parents in the lower class, and his younger brother Felaerin is working towards membership in a construction guild, Indolo received an opportunity in his childhood to apprentice with his uncle Rolo at the Navigators Guild of Rassa.

There he studied maps and seafaring for a few years, but it didn't interest him enough to stick with it, and Indolo was always a restless and ambitious fellow. Storms and magic performances fascinated him, so Indolo left uncle Rolo's apprenticeship at twelve years of age, conniving his way into getting a new apprenticeship with one of the mage guilds of Rassa. The one he eventually managed to get into was the Stormspeakers Guild. Indolo impressed one of the younger mages of the guild, Savaela, with his wits and determination, and slowly convinced her to teach him, after developing a sort of little-brother big-sister relationship. It helped that she was kind of mischevious and destructive like him. So after a few years, he was officially inducted into the Stormspeakers Guild, with some basic teachings from Savaela beforehand.

Ten years later, Indolo was a full-fledged member of the guild and a sufficiently-learned mage to be independant and act on his own. Indolo has been accepted into the confidence of the guild as to their affiliations with the priests of Typhus, and has become a devotee of Typhus himself, though no priest. He traveled a bit and gained some worldly experience, enjoying his new magical power to destroy things and stir up trouble, and has slain his fair share of kobolds, ogres, and orcs along the way. Each time he returned to Rassa to visit his family and report to the guild, he did a little more research and study in the guildhall, along with some minor jobs around town to help pay for his research. Indolo has developed quickly in his magical studies since then, and has started looking for new opportunities to flex his magical muscle and further his aims toward glory and power.

===================================
Any FEAT or Spell not in Core Rule I-III needs to have OGC description posted below:
 
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