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Request for help: If your PC had to spend 2 years in the wild, how would he survive?
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<blockquote data-quote="Edena_of_Neith" data-source="post: 305699" data-attributes="member: 2020"><p><strong>Ashebrannor</strong></p><p></p><p>Here is the character:</p><p></p><p> ASHEBRANNOR</p><p></p><p> Strength 9</p><p> Dexterity 16</p><p> Constitution 11</p><p> Intelligence 18</p><p> Wisdom 17</p><p> Charisma 12</p><p></p><p> (Obviously, this character's stats were created by the 4d6 method, not by the point-buy system)</p><p></p><p> Class - Wizard</p><p> Level - 1st</p><p> Character Level - 1</p><p> Experience Points - 0</p><p> Alignment - Neutral Good</p><p></p><p> Hit Points: 4</p><p> Base Attack Bonus: + 0</p><p></p><p> Fortitude Saving Throw: + 0</p><p> Reflex Saving Throw: + 0</p><p> Will Saving Throw: + 2</p><p></p><p> Wizard Feats: Summon Familiar, Scribe Scroll</p><p> Base Starting Feats: Spellcasting Prodigy, Ambidexterity</p><p> Spells: 5 0 Level; 3 1st level</p><p></p><p> Spells in Spellbook: Detect Magic, Magic Missile, Read Magic, Sleep, All Cantrips from the Player's Handbook</p><p> (Spells Memorized: Magic Missile, Sleep x 2)</p><p></p><p> Languages: Faerunian Trade, Moon Elven, Shield Dwarven, Feytongue</p><p></p><p> Skills (24 points)</p><p></p><p> Concentration 4 Ranks (4)</p><p> Knowledge - Arcana 4 Ranks (4)</p><p> Knowledge - Faerie 4 Ranks (4)</p><p> Knowledge - Nature 4 Ranks (4)</p><p> Profession - Bookbinder 1 Rank (1)</p><p> Profession - Scribe 1 Rank (1)</p><p> Profession - Historian 1 Rank (1)</p><p> Profession - Archeologist 1 Rank (1)</p><p> Spellcraft 4 Ranks (4)</p><p></p><p> - - -</p><p></p><p> The Quest: </p><p></p><p> There is a magical element in the glade, which produces a radiation which affects animals or humankind exposed to it.</p><p> Continuous or near continuous exposure to the radiation will impart some number of innate magical abilities to the character (possibly powerful abilities such as Spell Resistance or Innate Spell abilities.)</p><p> These innate magical ability (or abilities) will apparently be permanent.</p><p></p><p> The scrolls we found indicate that the exposure must be continuous or near continuous ... a period of more than 3 days at the most without exposure to the radiation resets the process.</p><p> The scrolls we found also indicate the process requires around 1 year before the first abilities manifest, and around 2 years before the strong abilities manifest.</p><p> </p><p> This is a lone affair for Ashebrannor.</p><p> The others in the adventuring party have refused to stay in what they consider a non-adventuring situation for 2 years of Game Time (and thus, I must create a new character to go with them on other adventures.)</p><p> Our party are apparently the only ones (from civilization) who know of this, for we discovered the secret in scrolls uncovered in the ruins of a nearby city (in the ruins of a magehall in the city.)</p><p></p><p> Obviously, the local monsters and fey - if any - in the area are going to know something is unusual about the area ... and it is all too likely they will be sporting unusual magical abilities as well.</p><p></p><p> I am trying to talk the party out of selling the secret of the glade.</p><p> However, Ashebrannor really has no way of stopping them. I can only hope they can keep the secret ... my wizard is going to have a bit of a problem if word gets around about this glade.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 305699, member: 2020"] [b]Ashebrannor[/b] Here is the character: ASHEBRANNOR Strength 9 Dexterity 16 Constitution 11 Intelligence 18 Wisdom 17 Charisma 12 (Obviously, this character's stats were created by the 4d6 method, not by the point-buy system) Class - Wizard Level - 1st Character Level - 1 Experience Points - 0 Alignment - Neutral Good Hit Points: 4 Base Attack Bonus: + 0 Fortitude Saving Throw: + 0 Reflex Saving Throw: + 0 Will Saving Throw: + 2 Wizard Feats: Summon Familiar, Scribe Scroll Base Starting Feats: Spellcasting Prodigy, Ambidexterity Spells: 5 0 Level; 3 1st level Spells in Spellbook: Detect Magic, Magic Missile, Read Magic, Sleep, All Cantrips from the Player's Handbook (Spells Memorized: Magic Missile, Sleep x 2) Languages: Faerunian Trade, Moon Elven, Shield Dwarven, Feytongue Skills (24 points) Concentration 4 Ranks (4) Knowledge - Arcana 4 Ranks (4) Knowledge - Faerie 4 Ranks (4) Knowledge - Nature 4 Ranks (4) Profession - Bookbinder 1 Rank (1) Profession - Scribe 1 Rank (1) Profession - Historian 1 Rank (1) Profession - Archeologist 1 Rank (1) Spellcraft 4 Ranks (4) - - - The Quest: There is a magical element in the glade, which produces a radiation which affects animals or humankind exposed to it. Continuous or near continuous exposure to the radiation will impart some number of innate magical abilities to the character (possibly powerful abilities such as Spell Resistance or Innate Spell abilities.) These innate magical ability (or abilities) will apparently be permanent. The scrolls we found indicate that the exposure must be continuous or near continuous ... a period of more than 3 days at the most without exposure to the radiation resets the process. The scrolls we found also indicate the process requires around 1 year before the first abilities manifest, and around 2 years before the strong abilities manifest. This is a lone affair for Ashebrannor. The others in the adventuring party have refused to stay in what they consider a non-adventuring situation for 2 years of Game Time (and thus, I must create a new character to go with them on other adventures.) Our party are apparently the only ones (from civilization) who know of this, for we discovered the secret in scrolls uncovered in the ruins of a nearby city (in the ruins of a magehall in the city.) Obviously, the local monsters and fey - if any - in the area are going to know something is unusual about the area ... and it is all too likely they will be sporting unusual magical abilities as well. I am trying to talk the party out of selling the secret of the glade. However, Ashebrannor really has no way of stopping them. I can only hope they can keep the secret ... my wizard is going to have a bit of a problem if word gets around about this glade. [/QUOTE]
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