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Hmm, do I have the correct amount of feats, or did I miss one? Or are the ones that are in the rogue special abilities considered my feats?
 


I'm not used to this much activity over the weekend - you guys must be excited. :)

Borson - you've the right amount of feats. Because you are a half-elf you only get two feats. One at first level and one at third. Had you been human you would've gotten an additional feat at first.

Now - onto the magic items. If you don't have the Magic Item Compendium, let me know and I'll letcha know what your magic items/item does. Everyone, except one person, got two items of fourth level power .. one person got a single item of fifth level. It all equals out, I promise. :) As far as the items go .. I sort of randomly rolled them up in the book and if the item was just dumb I found something different. If you don't like your magic items you may trade with someone else OOC .. as you won't know each other when the game starts. Just let me know who ends up with what if you do trade.

Eric the Gray -- Gloves of the Starry Sky and a Holy Symbol of St. Cuthbert
Nairb -- Dragons Draught (white), +1 Chainshirt
Yun -- Brawler's Gauntlets, Cloak of Elemental Protection
Vendan -- Brooch of Stability, Pearl of Brain lock
Jalya -- Lightning Gauntlets, Amber Amulet of Vermin ( Giant Stag Beetle)
Serin -- Amulet of Translocation ( Formally an anklet of translocation)

DCrane1, ignore the fact that you are supposed to be a dragon or a creature of dragonblood for the draught. You can use it. Borson, I changed the item into an amulet because I didn't think your male character would want to wear an anklet.. even if he is half elven. ;)

I haven't heard from silentspace and he hasn't been around since the 18th, but I'm assuming he's still a part of the game and so I awarded magic items.
 


Code:
[B]"Vendan Iskrune"[/B]
Wizard 4

Medium-size humanoid
Race: Male Human
Alignment: N
Age: 17
Height: 5'8", 150#

Str 11 +0
Dex 12 +1
Con 13 +1
Int 17 +3 (16, +1 level)
Wis  6 -2
Cha 12 +1

Initiative: +1
Speed: 30 ft
Armor Class: 11 (+1 Dex)
HD 4d4 + 4
HP 15 (4/4/1/2 + 4)

Saves: Fort +3, Ref +3, Will +3

BAB: +2
Grapple: +2

Feats
  Skill Focus Knowledge Religion (Human)
  Scribe Scroll (Wizard 1)
  Improved Initiative (Level 1)
  Extend Spell (Level 3)

Skills: 42 pts (6x7) 
  Concentration       			 +8 (7 Ranks +1 Con)
  Decipher Script     			 +8 (5 Ranks +3 Int)
  Spellcraft         			+12 (7 Ranks +3 Int, +2 Knowledge Arcana)
  Knowledge Arcana   			+10 (7 Ranks +3 Int)
  Knowledge Architecture + Eng		 +4 (1 Ranks +3 Int)
  Knowledge Dungeoneering		 +4 (1 Rank +3 Int)
  Knowledge Geography			 +4 (1 Rank +3 Int)
  Knowledge History			 +4 (1 Rank +3 Int)
  Knowledge Local		 	 +4 (1 Rank +3 Int)
  Knowledge Nature			 +4 (1 Rank +3 Int)
  Knowledge Nobility + Royalty		 +4 (1 Rank +3 Int)
  Knowledge Religion 			+13 (7 Ranks +3 Int +3 Skill Focus)
  Knowledge The Planes			 +4 (1 Rank +3 Int)
  Tumble	      			 +1 (0.5 cc Ranks +1 Dex)

Languages: 
  Automatic: Common
  Bonus: Abyssal, Celestial, Draconic

Wizard Abilities
  Summon Familiar, Scribe Scroll

[B]Spells Prepared[/B] (DC 13 +spell level)
  0 (4) : Daze, Dancing Lights, Prestidigitation, Ghost Sound
  1 (3+1): Grease, Mage Armor, Ray of Enfeeblement, Silent Image
  2 (2+1): Alter Self, Glitterdust, Web

Spellbook
  0: All 0-level spells
  1: Alarm, Grease, Identify, Mage Armor, Protection from Evil, 
     Ray of Enfeeblement, Shield, Silent Image
  2: Alter Self, Glitterdust, Invisibility, Web

Equipment: (5400 gp starting wealth)
  Dagger					(    2 gp,    1#)
  Light Crossbow				(   35 gp,    4#)
  Pearl of Brain Lock                   	(    - gp,    -#)
  Bolts x10 					(    1 gp,    1#)
  Cloak of Resistance +1			(1,000 gp,    1#)
  Brooch of Stability				(    - gp,    -#)
  Adventurer's Outfit 				(    - gp,    -#)
  Spell Component Pouch 			(    5 gp,    2#)
  Scroll Case 					(    1 gp,    0.5#)
    Scroll of Alarm (Extended, CL 4)		(  100 gp,    -#)
    Scroll of Comprehend Languages		(   25 gp,    -#)
    Scroll of Mage Armor x2 			(   25 gp,    -#)
    Scroll of Protection from Evil x2 		(   25 gp,    -#)
    Scroll of Ray of Clumsiness			(   25 gp,    -#)
    Scroll of Shield x4 			(   50 gp,    -#)
    Scroll of Alter Self			(   75 gp,    -#)
    Scroll of Baleful Transposition		(  150 gp,    -#)
    Scroll of Detect Thoughts			(  150 gp,    -#)
    Scroll of Greater Slide			(  150 gp,    -#)
    Scroll of Mirror Image			(  150 gp,    -#)
    Scroll of Ray of Stupidity			(  150 gp,    -#)
    Scroll of See Invisibility			(  150 gp,    -#)

  Pouch, over shoulder				(    1 gp,    0.5#)
    Pearl of Power I x3				(3,000 gp,    -#)
    Potion of Cure Light Wounds x2		(  100 gp,    -#)
    Candle 					(    0.01 gp, -#)
    Chalk					(    0.01 gp, -#)
    Flint and Steel 				(    1 gp,    -#)
    Ink 					(    8 gp,    -#)
    Inkpen 					(    0.1 gp,  -#)
    Paper 					(    0.4 gp,  -#)
    Rations					(    0.5 gp,  1#)
    Sack 					(    0.1 gp,  0.5#)
    Spellbook 					(    - gp, 3#)
    Waterskin 					(    1 gp, 4#)
    1 pp, 8 gp, 8 sp, 8cp			(    1#)
  Carried Weight: 18.5# (38/76/115)

Description
Vendan is a human male of smaller than average stature. He has long black hair and a clean shaven face. He dresses and robes, and has mystical tattoos adorning his body.


Background
Vendan Iskrune’s father was a skilled wizard, chosen to take part in a raid into the Temple of Elemental Evil. Vendan remembers his father Volom as a brave wizard and adventurer.

To Volom's joy, Vendan inherited his father’s intelligence and ability for wizardry, and showed much more promise than his other children. Young Vendan would watch his father practicing his magic, and was often allowed to study with him in his library and laboratories. Volom tutored Vendan in the ways of magic, spellcraft, and what it meant to be a wizard. Vendan studied with passion and zeal, and learned quickly.

Volom would regale young Vendan with stories of his adventures, of his battles with fierce creatures and how they were brought down by his magic and the swords of his companions. For years young Vendan felt his father was invincible, as he went on adventure after adventure, always coming back stronger and wealthier than before. Vendan gpeamed that when he was ready he would accompany his father on adventures, wading into battle, feeling its intoxicating rush. But he also knew of its dangers.

It was a beautiful clear day when Volom left, to a small town called Hommlet, to make a raid on the Temple. It was the last time Vendan saw his father. Vendan imagined his father and his band must have delved deep into the Temple, defeating many fell creatures. Moving deeper and deeper, they must have been finally overwhelmed by a swarm of monsters, or perhaps a evil elementals, or even a powerful demon. Whatever it was, Vendan imaginged his father and his companions went down in an orgy of flesh and blood, swords and spears, magic and counter-magic. None of Volom's party returned, or were ever found. It was a small consolation to Vendan when he heard the Temple finally fell a couple months later. No doubt the Temple had been weakened by Volom's raid, allowing the final 'heroes' to be victorious.

With the loss of his father, the family's wealth slowly whittled away. It was quite a lesson to learn how, without the presence of his powerful father, thieves, extortionists and swindlers could reduce a wealthy family to nothing. Then, one night, Iskrune's tower was invaded. His brothers Tundin and Gilmore, and his sisters Binti and Trina, and his mother Kira, all fairly accomplished warriors or priests, fell quickly. Vendan was coming back from the village at the time, and heard the clamor of battle and the screams of his siblings as he ran to the burning tower.

Not knowing if his family was alive or dead, he gripped his staff and rushed in, meeting the human and gnoll raiders. After a fierce battle, killing near a dozen raiders with his magic and the power of some of his father's items, Vendan was the only one left standing.

Now without a family, without a father and a teacher, Vendan gathered up whatever items he could manage from the burning tower and fled. He could see the campfires of other raiders nearby, and knew he had to flee. Thus Vendan started his travels, meeting others along the way and having some adventures of his own. Until one day he realized he was not far from Hommlet, the place where his father met his end. He felt drawn there, hoping to honor the life and death of his father, Volom Iskrune.
 
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The Amulet of Translocation - It allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 ft. The new space must be within line of sight and line of effect. You can't move to a space occupied by another creature, nor into a square with a solid object. You can bring along items that weigh up to your maximum load, but you can't bring another creature with you. It's a swift action and can be used twice a day.

Brawler's Gauntlets - Function three times per day. Once activated, for one round you get a +2 to grapple and damage rolls when using unarmed attacks. Swift action. Takes up the hand slot.

Cloak of Elemental Protection - Shoulder body slot. Immediate Action. When activated you gain resistance of 10 against a single energy type of your choice. This protection lasts until the start of your next turn. It functions once per day. It must be worn for 24 hours to function, if taken off you must wait another 24 hours for it to work.
 

What are swift actions and immediate actions?

Oh, also, we get those items in addition to the money for fourth level right? Or did we pay for them?

H4H, Just so you know, Naruto isn't usually so Dragon Ball Zish.
 
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