Tales of the Grey Coast RG


log in or register to remove this ad

Code:
[B]Name:[/B] Roxanne
[B]Class:[/B] Soulknife
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] CG
[B]Deity:[/B] None

[B]Str:[/B] 17 +3 (13p.)    [B]Level:[/B] 3        [B]XP:[/B] 4,500/6,000
[B]Dex:[/B] 14 +2 (6p.)     [B]BAB:[/B] +2         [B]HP:[/B] 25 (3d10+3)
[B]Con:[/B] 12 +1 (4p.)     [B]Grapple:[/B] +5     [B]Dmg Red:[/B] 0/-
[B]Int:[/B] 10 +0 (2p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 13 +1 (5p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +0
[B]Cha:[/B] 10 +0 (2p.)     [B]ACP:[/B] -2         [B]Craft Points:[/B] N/A

    [B]Base  Armor Shld   Dex  Size   Nat  Misc  [U]Total AC[/U][/B]   [B]Touch[/B]   [B]Flatfooted[/B]
[B]AC:[/B]  10    +5    +3    +2    +0    +0    +0      [U]20[/U]        12        18

                         [B]Base   Mod     Misc  Total[/B]
[B]Fort:[/B]                      1    +1       +1    +3
[B]Ref:[/B]                       3    +2       +1    +6
[B]Will:[/B]                      3    +1       +1    +5

[B]Weapon                    Attack   Damage    Critical    Range[/B]
Mind Blade                  +6     1d6+3     19-20x2      -
    w/Psionic Weapon               3d6+3
    w/Psychic Strike               +1d8 dmg to living non-mindless target
Thrown Mind Blade           +5     1d6+3     19-20x2      30'
    w/Psychic Strike               +1d8 dmg to living non-mindless target
Light Crossbow              +4     1d8       19-20x2      80'
Morningstar                 +5     1d8+3      20x2        -

[B]Languages:[/B] Common

[B]Abilities:[/B]
-Mind Blade(SU)
-Throw Mind Blade(EX)
-Psychic Strike +1d8 dmg to living non-mindless target(mv act. to charge)(SU)

[B]Feats:[/B]
-Psionic Weapon [SIZE=1](Expend Psionic Focus to add 2d6 damage to melee attack)[/SIZE]-1st level
-Power Attack- Human Bonus Feat
-Weapon Focus (+1 to Mind Blade attacks) -Soulknife 1st lvl bonus feat
-Wild Talent (+2 Power Points) -Soulknife 1st lvl bonus feat
-Cleave -3rd level

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 6/3         [B][U]Underlined[/U] are Class Skills[/B]
[U][B]Skills-	  		 Ranks  Mod     Misc    Total[/B][/U]
Appraise(INT)              0    +0               +0
[U]Autohypnosis[/U](WIS)          6    +1               +7
Balance(DEX)               0    +2     -2/+2     +2 (ACP/Synergy)
Bluff(CHA)                 0    +0               +0
[U]Climb[/U](STR)                 0    +3       -2      +1 (ACP)
[U]Concentration[/U](CON) *       6    +1               +7
[U]Craft(       )[/U](INT)        0    +0               +0
[U]Craft(       )[/U](INT)        6    +0               +0
Diplomacy(CHA)             0    +0               +0
Disguise(CHA)              0    +0               +0
Escape Artist(DEX)         0    +2       -2      +0 (ACP)
Forgery(INT)               0    +0               +0
Gather Information(CHA)    0    +0               +0
Heal(WIS)                  0    +1               +1
[U]Hide[/U](DEX)                  4    +2       -2      +4 (ACP)
Intimidate(CHA)            0    +0               +0
[U]Jump[/U](STR)                  5    +3     -2/+2     +8 (ACP/Synergy)
[U]Knowledge(psionics)[/U](INT)   0    +0               +0
[U]Listen[/U](WIS)                0    +1               +1
[U]Move Silently[/U](DEX)         0    +2       -2      +0 (ACP)
Perform(CHA)               0    +0               +0
[U]Profession[/U](WIS)            [S]0    +0               +0[/S] (Can't use untrained)
Ride(DEX)                  0    +2               +2
Search(INT)                0    +0               +0
Sense Motive(WIS)          0    +1               +1
[U]Spot[/U](WIS)                  3    +1               +4
Survival(WIS)              0    +1               +1
Swim(STR)                  0    +3       -4      -1 (ACPx2)
[U]Tumble[/U](DEX)                6    +2     -2/+2     +8 (ACP/Synergy)
Use Rope(DEX)              0    +2               +2
[SIZE=2]* Full round action to make DC20 check to regain Psionic Focus[/SIZE]

[B]Psionics:[/B] 2PP (Wild Talent bonus feat)

[B]Equipment:			Cost   Weight[/B]
[I]+1 Chain Shirt[/I]		     1,250gp     25lb
[I]+1 Hvy St. Shield[/I]	     1,170gp     15lb
[I]+1 Cloak of Resistance[/I]       1,000gp	 1lb
[I]Boots of Landing[/I]             1,000gp	 1lb
Lt. Crossbow			35gp	 4lb
20 bolts			2 gp     2lb
Morningstar			8 gp     6lb
Backpack			2 gp     2lb
Bedroll				1 sp     5lb
Waterskin x2			2 gp     8lb
Flint & Steel			1 gp     -
Belt Pouch x2			2 gp     1lb
5 days Trail Rations	       25 sp     5lb
Empty Sack x2			2 sp     1lb
[I]Cure Light Wounds potion x5[/I]    250gp     -
Everburning Torch              110gp	 1lb
Explorer's Outfit		0 gp     0lb

[B]Total Weight:[/B] 82.5lb      [B]Money:[/B] 54pp 14gp 11sp 10cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 86   173   260   520   1,300

[B]Age:[/B] 21
[B]Height:[/B] 5'7"
[B]Weight:[/B] 121lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Black
[B]Skin:[/B] Fair
[sblock=Background]She isn't sure why she was born different. An outcast in her youth, it was perhaps a blessing that her parents did not live long enough to see their daughter become a freak who was hunted and chased from their village. Wandering the land and defending herself with the blade created by her mind, the girl has learned to hide the source of her powers by mouthing a few memorized words of arcane sounding gibberish before manifesting her blade. Claiming it as a familial spell handed down before her parents death, she uses it with no living being that can speak against the source of her power. So the pretender survives in a world that fears and hates powers beyond the arcane.[/sblock]
 
Last edited:

Jenna, Human Hexblade

Character Sheet:[SBLOCK]
Code:
[B]Name:[/B] Jenna
[B]Class:[/B] Hexblade
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] LN

[B]Str:[/B] 15 +2 (8p.)      [B]Level:[/B] 3        [B]XP:[/B] 4500
[B]Dex:[/B] 14 +2 (6p.)      [B]BAB:[/B] +3         [B]HP:[/B] 28 (3d10+6)
[B]Con:[/B] 14 +2 (6p.)      [B]Grapple:[/B] +6     [B]Dmg Red:[/B] N/a
[B]Int:[/B] 10 +0 (2p.)      [B]Speed:[/B] 30'      [B]Spell Res:[/B] N/a
[B]Wis:[/B] 8  -1 (0p.)      [B]Init:[/B] +2        [B]Spell Save:[/B] +3
[B]Cha:[/B] 16 +3 (10p.)     [B]ACP:[/B] -1         [B]Spell Fail:[/B] N/a

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +0    +2    +0    +0    +0    17
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      1    +2    +1    +4  (+3 to saves vs.
[B]Ref:[/B]                       1    +2    +1    +4  Spells & Spell-life
[B]Will:[/B]                      3    +3    +1    +7  effects)

[B]Weapon                  Attack   Damage     Critical[/B]
Mwk. Falchion             +7     2d4+3      18-20/x2
Mwk. Composite Longbow	  +5     1d8+2      x3
(Mighty +2)
Short Sword               +5     1d6+3      19-20/x2
Unarmed Strike            +5     1d3+2      x2

[B]Languages:[/B] Common

[B]Abilities:[/B] Hexblade Curse (1/day Free Action, DC 14 Negates, -2 attacks,
saves, ability checks, skill checks, weapon damage rolls for 1 hour), Mettle
(Negates lesser effect on successful Fort or Will save), Arcane Resistance
(Add Cha Mod to saves vs. Spells & Spell-like effects)

[B]Feats:[/B] Power Attack, Weapon Focus (Falchion), Force of Personality
(Comp Arcane, p.109, Add Cha modifier instead of Wis modifer to Will Saves)

[B]Traits:[/B] Distinctive (+1 Reputation, -1 Disguise),
Farsighted (+1 Spot, -2 Search)

[B]Skill Points:[/B] 18       [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff			   6    +3          +9
Diplomacy                  6    +3    +2    +11
Disguise                   0    +3    -1    +2 (+2 to act in character)
Intimidate                 0    +3    +2    +5
Know. Arcana               5    +0          +5
Listen			   0	-1          -1
Spot			   0	-1    +1    +0
Search			   0	+0    -2    -2
Spellcraft                 1    +0    +2    +3

[B]Equipment:               Cost  Weight[/B]

[B]Worn:[/B]
+1 Chain Shirt           1250gp 25lb
Cloak of Resistance +1   1000gp 1lb
Traveler's Outfit	 0gp	-
Boots of Stomping*       600gp  1lb
Signal Whistle           8sp    -

[B]Shoulder/Back:[/B]
Mwk. Composite Longbow   600gp	3lb
(Mighty +2)
40 Arrows		 2gp	6lb
Mwk Falchion             375gp  8lb

[B]Backpack[/B]          	 2gp    2lb
-Waterskin		 1gp	4lb
-Flint & Steel           1gp    -
-Tindertwig x2           2gp    - 
-Sewing Needle           5sp    -
-Chalk, 3 pieces         3cp 	-
-Lantern, Hooded         7gp    2lb
-Oil, 3pt                3sp    3lb
-Fruit                   1sp    1lb

[B]Belt/Waist:[/B]
Pouch, Belt		 1gp    .5lb
-Antitoxin x2            100gp  -
-Thunderstone            30gp   1lb
-Alchemist's Fire x2     40gp   2lb
-Potion of Barkskin x2   600gp  .2lb
-Potion of Cure Mod x2   600gp  .2lb
-Potion of Cure Lt       50gp   .1gp
-Potion of Enlarge       100gp  .2lb
 Person x2
Short Sword              2gp     2lb

[B]Total Weight:[/B] 61.2lb    [B]Money:[/B] 35gp 2sp 7cp (<1lbs)

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                -66  -133  -200  400   1000

*Boots of Stomping: These boots allow the wearer to use stomp
as the power three times per day (Reflex save DC 13) when the
wearer stomps her feet.

Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 20 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex negates
Power Resistance: No

Your foot stomp precipitates a psychokinetic shock wave that
travels along the ground, toppling creatures and loose objects.
The shock wave affects only creatures standing on the ground
within the power’s area. Creatures that fail their saves are
thrown to the ground, become prone, and take 1d4 points of
nonlethal damage.

[B]Age:[/B] 27
[B]Height:[/B] 5'6"
[B]Weight:[/B] 142lbs
[B]Eyes:[/B] Blue
[B]Hair:[/B] Auburn, Short
[B]Skin:[/B] Light Tan
[/SBLOCK]

Appearance:[SBLOCK] Jenna is average height and of a muscular build. Her hair is auburn, cut short with a natural wave that gives her hair a somewhat wild, tousled look, especially since she wears an open faced helmet so often. Her eyes are a pale blue that are distinctive and pleasing. She has the straight bearing of a military woman, though her clothing bears no mark or token of that service. Her clothing is functional and warm, and she wears a well-tended chain shirt over it.

Most distinctively, she has an elaborate tattoo on her back, a broken wishbone shaped vaguely like an ‘n’. Tattoo might not be the most appropriate term, for it is actually a sculpted scar, where her skin was literally peeled off her back to make the design out of scar tissue. Though opportunities are few, she is always willing to show it off when they are present.[/SBLOCK]

Background:[SBLOCK] Jenna was a farm girl who had a lot of trouble with her imagination growing up. She would daydream about the typical things one might expect of a young girl, the privileges of nobility not afforded a farmer’s daughter. She would do this to pass the tedium of her chores. Unfortunately, when her mind wandered bad things started to happen. Milk would sour. Chickens would cease laying eggs. Fruit that appeared healthy would turn out to be rotten. It could be attributed to chance, but it always came back to the animals or food that she handled. Her family did not blame her, but she soon learned that whenever her mind wandered bad things happened, and her family suffered. So she stopped imagining, and turned very serious.

Farming was no less boring, however her new-found focus did allow her to finish her chores earlier, and as her family grew and grew up, she began to get more time on her hands. She went to school and had time for activities. She found herself good at sports and athletics and grew to enjoy them. And she found a use for her imagination.

It started with a race on a rainy day. She trailed a much faster boy, with little chance to catch him before he finished. Bitterly she imagined him falling in a pile of mud and her beating him. To her surprises, he did just that – improbably falling flat on his face and allowing her to win the race. She was surprised, and a little guilty, for the boy had twisted his ankle. But the guilt receded, and she began to regularly take advantage of her imagination.

Jenna wasn’t an unpopular girl, but she began to be so among those who (fairly) felt they had more natural ability, and only lost contests with her due to poor luck. These people began to pick fight with her, and it didn’t take getting beaten up too many times for her to decide to learn how to fight back. She learned how to give as many bruises as she got, and more besides.

When she came of age, she saw two paths in life – stay with the family farm or join the military. Of the two, the second was the most palatable to her. She joined The Army of the High Emperor. In the course of her initial training, a sorcerer was brought in to demonstrate the disruptive effects of certain kinds of mental effects on the soldiers, and what to look for in case it happened. The sorcerer asked for a volunteer and Jenna stepped forward. The sorcerer proceeded to spend all of his magic, unsuccessfully attempting to charm and sleep her until he used up all of his spells. The iron control Jenna had built around her imagination seemed to serve her just as well in resisting mental compulsions.

This made Jenna a potentially valuable commodity. She was specially trained not only martially but in negotiation and subterfuge. She was then employed as part of small strike teams, to root out and eliminate psionic influence in areas that Erevan was attempting to control, or wrest away from Keraj. She became apt at earning friends among the commoners of these communities, and along with the kingdoms own psionic and arcane agents, helped to determine Keraj agents in the same communities. When it came to eliminating them, she was valuable muscle that often shrugged off their abilities, as they usually targeted what was assumed to be her weakest point – her mind.

After her first series of assignments, she took leave in Greyport. Flush with success and more than a little drunk she convinced herself (along with some prodding from her fellow soldiers) to get a tattoo. Once again, her luck changed her life.

Stumbling into a likely place she grandly and drunkenly described her desire. The artist there saw an opportunity and described a new style, where instead of ink actual skin is carved away and left with scar tissue, allowing for a very unique expression. Perfect, Jenna thought.

The process was excruciating, skin was literally gouged from her back to make the design. Hard alcohol was the only medication for the pain, and Jenna indulged liberally.

Jenna did not know that the tattoo parlor she stumbled into was a front for a criminal outfit (or cult). Just as they finished her tattoo, the parlor was raided by local law enforcement. In her stupor of pain and booze, she lashed out at the law enforcement, and killed one of their number before she was subdued.

She was arrested. Questioning and magic determined her motives and her lack of associating with the criminal front, but it did not erase the unlawful death she had caused. She was genuinely remorseful, and her military service helped her somewhat, but in the end she still was imprisoned for five years.

Those five years were not pleasant for Jenna. And emerging from prison in Greyport, a place she is not particularly familiar with, with no friends or family for some miles has left her disoriented, bitter and aimless.[/SBLOCK]
 
Last edited:

Caramip Raulnor
Female gnome wu jen 3

Alignment: True Neutral
Deity: None
Region:
Height: 2' 11''
Weight: 37lbs
Hair: Rusty Brown
Eyes: Dark Blue
Skin: Tanned
Age: 71

Str: 8 (-1) [2 points, -2 racial]
Dex: 14 (+2) [6 points]
Con: 14 (+2) [4 points, +2 racial]
Int: 16 (+3) [10 points]
Wis: 12 (+1) [4 points]
Cha: 14 (+2) [6 points]

Class and Racial Abilities: +2 Con, -2 Str, Small (+1 to AC and attacks, +4 to Hide checks), Low-light vision, Weapon familiarity (gnome hooked hammer), +4 bonus to saves vs. illusions, +1 to DC of illusions, +2 bonus to Listen and Craft (alchemy) checks, Spell-like abilities (speak with animals (burrowing mammals) 3/day, dancing lights, ghost sound, and prestidigitation 3/day, DC: 13, 14 for ghost sound). Proficient with all simple weapons. Arcane spells, watchful spirit (reroll initiative 1/day), bonus metamagic feat (Sudden Extend), spell secret (Extended scales of the lizard), taboo (cannot cut her hair). Can cast arcane mark, message and comprehend langauges 1/day each due to Communicator feat.

Hit Dice: 3d4+6
HP: 16
AC: 12 (+2 Dex, +0 armor) [Touch 12, Flat-footed 10]
Init: +2 (+2 Dex)
Speed: 20ft

Saves:
Fortitude +4 [+1 base, +2 Con, +1 vest]
Reflex +4 [+1 base, +2 Dex +1 vest]
Will +5 [+3 base, +1 Wis +1 vest]

BAB/Grapple: +1/-4
Melee Atk: -2 (1d4-1/19-20/x2/S, dagger), or -2 (1d4-1/x2/B, quarterstaff)
Ranged Atk: +3 (1d4-1/19-20/x2, P, dagger)

Skills:
Bluff +1 (0 ranks, +2 Cha, -1 Honest)
Concentration +2 (0 ranks, +2 Con)
Diplomacy +4 (0 ranks, +2 Cha, +2 Polite and Honest)
Intimidate +0 (0 ranks, +2 Cha, -2 Polite)
Knowledge (arcana) +8 (5 ranks, +3 Int)
Knowledge (history) +8 (5 ranks, +3 Int)
Knowledge (local) +8 (5 ranks, +3 Int)
Knowledge (nature) +8 (5 ranks, +3 Int)
Knowledge (religion) +8 (5 ranks, +3 Int)
Listen +3 (0 ranks, +1 Wis, +2 Alertness from familiar)
Sense Motive +0 (0 ranks, +1 Wis, -1 Honest)
Spellcraft +10 (5 ranks, +3 Int, +2 synergy)
Spot +3 (0 ranks, +1 Wis, +2 Alertness from familiar)

Feats:
Eschew Materials (flaw bonus)
Communicator [ComArc] (flaw bonus)
Sudden Extend [ComArc] (1st level)
Obtain Familiar [ComArc] (3rd level)

Flaws
Noncombatant (-2 to all melee attack rolls)
Murky-Eyed (double chance to miss due to concealment)

Traits
Honest (+1 to Diplomacy, -1 to Bluff and Sense Motive)
Polite (+1 to Diplomacy, -2 to Intimidate)

Languages: Common, Gnome, Draconic, Elven, Dwarven

Spells [Non-Combat]
0th - detect magic x2, read magic, open/close
1st - animate wood, secret signs, unseen servant
2nd - ice knife x2

Spells [Combat]
0th - detect magic x2, mage hand x2
1st - animate water, animate wood, Extended scales of the lizard
2nd - animate fire, ice knife

Spellbook
0th – arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance
1st – animate water [ComArc], animate wood [ComArc], comprehend languages, hail of stone [ComArc], iron scarf [ComArc], scales of the lizard [ComArc], secret signs [ComArc], unseen servant
2nd – animate fire [ComArc], ice knife [ComArc]

Quork - Raven familiar
Tiny magical beast
Hit Die: 1d8 (8 hp)
Initiative: +2
Speed: 10 ft., fly 40 ft. (average)
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Attack: Claws +4 melee (1d2-5)
Full Attack: Claws +4 melee (1d2-5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, alertness, improved evasion, share spells, empathic link, deliver touch spells
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6
Skills: Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (religion) +4, Listen +3, Spellcraft +6, Spot +5
Feats: Weapon Finesse

Quork is a glossy black raven that Caramip befriended two years ago. He speaks Common and has a wicked sense of humor and sarcasm.

Equipment
Spellbook - series of carved and inked wooden and ivory sticks bound together with a web of knotted multicolored silk cords - minor resistant to energy [ComArc]- 1,120gp (5 lbs)
Dagger – 2gp (1/2 lb)
Quarterstaff - 0gp (2 lbs)
Belt pouch 1gp - (1/8 lb)
Traveler’s outfit (Free)
Signet ring - 5gp
Wand of magic missle (1st level) - 750gp
Wand of burning hands - 750gp
Pearl of Power (1st level spell) - 1,000gp
Vest of resistance +1 - 1,000gp
Pony, bit and bridle, riding saddle, saddlebags - 46gp
Backpack – 2gp (1/2 lb)
~Everburning torch - 110gp (1 lb)
~4 potions of cure light wounds - 200gp
~Explorer’s outfit - 10gp (2 lbs)
~Courtier's outfit with jewelry - 80gp (1-1/2 lbs)
~Bedroll - 5sp (1-1/4 lbs)
~Waterskin - 1gp (1 lb)
~Trail rations (10 days worth) - 5gp (2-1/2 lbs)
~Hair-care kit (combs, brushes, pins, etc.) - 10gp (4 lbs)


Money
307gp, 5sp

Carrying Capacity
Light - 19.5 or less, Medium 39.75 or less, Heavy 60 or less
Current weight - 26.875lbs, Medium load. But with backpack and all other items marked with ~ on pony, current load is 12.925 lbs, including 5 lbs of hair, a Light load.
~~~~~

Appearance: Caramip presents an odd picture at first glance. Though a gnome of slight height and slender build, she gives the impression that she's far taller than that because of her hair. Wooden and ivory sticks along with silk cord hold what must be a good ten feet or more of hair piled atop her head in an elaborate spiralling pyramid that makes her appear twice or more as tall as she actually is. She walks particularly carefully, centering her weight over her feet, as obviously it's a heavy burden to bear. Other than that, she wears simple robes and leathers of rich red and golden yellow, embroidered with small letters in various languages. She sometimes carries a staff over her shoulders to allow her raven familiar to ride upon.

Personality: Caramip is ever questioning everyone she comes across as to what they are, how they are, who they are, why they are, where they are, how the got there, how they're going to get back, if they know where they're going next and why they're going to do it, and a thousand things other besides. What exactly she does with all this information is a mystery. Though inquisitive, she's not always patient. And her questions get sharper when she finds someone despoiling what they shouldn't.

Background: Caramip was found speaking to stones at a young age. Young gnomes often speak to quite a few things, considering all gnomes can talk with burrowing creatures, but very few can have the stones speak back. Taking this as a sign, Caramip's parents took her to the Elementalists to be tested. It was quickly agreed that she had an aptitude for the magic, though when asked, Caramip said, "Well, I could have told you that!"

Working to bring life to the inanimate, she soon found her spells centering on raising the world around her. The spirits spoke to her as she worked, channeling the power of fire and earth, and told her as a sign of her devotion, she was never to cut her hair. Obedient to the spirits as she was to few others, she obeyed.

Instead of taking a spellbook of paper and leather, she instead began to scribe and carve her spells onto her hair sticks. To study her spells in the morning, Caramip combs out her lengthy hair and twins the locks around her spell sticks, piling it eventually into her hair tower. Her raven familiar Quork has been known to nest in the center of it when she lets him. She also has a tendency to stick things in her hair and forget about them, sometimes leading to surprising discoveries.

Oddities aside, she is seeking further and further ways to allow the elements to speak for themselves, whether that be in battle or in words.

She favors unusual spells, unusual words, and unusual solutions. She considers herself a troubleshooter for strange problems, and isn't shy about applying the quirky to the mundane.

"If people can't understand the way I know nature works, that's not my problem." Just because she's interested in what people say, doesn't necessarily mean she'll take everyone's advice to heart. She can be terribly stubborn when it comes right down to it. She likes knowing everything, but sometimes she can bit a bit short-sighted when it comes down to doing something with it.

Stats for various animated creatures created by spells [sblock]Animated Wood
Small Construct
Hit Dice: 1d10+10 (15 hp)
Initiative: +1
Speed: 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +0/–4
Attack: Slam +1 melee (1d4)
Full Attack: Slam +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, hardness 5
Saves: Fort +0, Ref +1, Will –5
Abilities: Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1

---------------------------------

Animated Water
Small Construct
Hit Dice: 1d10+10 (30 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +0/–4
Attack: Slam +1 melee (1d4)
Full Attack: Slam +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, double hit points
Saves: Fort +0, Ref +1, Will –5
Abilities: Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1

--------------------------------

Animated Fire
Small Construct (fire)
Hit Dice: 1d10+10 (15 hp)
Initiative: +1
Speed: 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +0/–4
Attack: Slam +1 melee (1d4 + 1d4 fire)
Full Attack: Slam +1 melee (1d4 + 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn (DC 12)
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, fire subtype
Saves: Fort +0, Ref +1, Will –5
Abilities: Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1[/sblock]
 

Herb Vintner

[sblock=Herb Vintner]Herb is a thief and con man. He's not native to Greyport, having fled there after getting into a little 'misunderstanding' with the law in his home town of Cotton. He's worked as a bartender, a juggler, a member of the city watch, a scribe, and even as a school teacher. He likes the thrill of 'the game' as well as making money 'the easy way' even if 'the honest way' might seem easier.

He does not favor open armed robbery, but rather use of stealth or deception so that the victim does not know who robbed him. He also prefers to rob from those who he rationalizes to be less deserving than he is.

He realizes the power of magic and has studied some of the theories about it, and has resolved to become a wizard. (Would advance as a wizard, going for arcane trickster.)

He is about 5’9” tall, with brown hair and brown eyes, and 25 years old. His looks generally don’t stand out, which helps him disguise himself when he wants to.[/sblock]

[sblock=stats]Herb Vintner, male human rogue 3, CN

4500 XP

Str 12 (4) (+1)
Dex 15 (8) (+2)
Con 12 (4) (+1)
Int 16 (10) (+3)
Wis 10 (2) (+0)
Cha 12 (4) (+1)

HD 3d6+3, hp 17; saves Fort +2, Reflex +5, Will +1; move 30’; init +6
Unarmored: AC 12, touch 12, ff 10
Armored for sneaking: AC 16 (+2 dex, +3 armor, +1 shield), touch 12, ff 13
Armored for battle: AC 17 (+2 dex, +4 armor, +1 shield), touch 12, ff 14
BAB +2, grapple +3

Attacks:
Sap +4 melee (1d6+1 nonlethal) (always carried)

Shortbow +5 ranged (1d6+1, range inc 70) or +3/+3 w/rapid shot; +1 att/dam within 30’
Morningstar +4 melee (1d8+1)

Class abilities:
Sneak attack +2d6, evasion, trapfinding, trap sense +1

Feats: Improved Initiative, Point Blank Shot, Rapid Shot
The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skills (12 x 6 pts) (ranks/total): (* = -1 ACP when wearing chain shirt)
Appraise 0/3 (+2 magnifier, +2 scale), bluff 6/7, decipher script 3/6, diplomacy 6/7, disable device 6/9, disguise 6/7 (9 w/kit, +2 to act in character), escape artist* 6/8, gather information 6/7, hide* 6/8, move silently* 6/8, open lock 6/10, perform 3/4, search 6/9 (14 w/googles), sleight of hand* 6/10, spot 0/0, listen 0/0, use rope 0/2, climb* 0/1 (3 w/kit), swim** 0/1

Carrying capacity (lt/med/max): 43/86/130 lbs

5400 gp value (max 1350/item)
Equipment:
Goggles of minute seeing (+5 search vs. traps, etc.) 1250 *
Boots of landing (psionic) 1000 1 lb.*
Potion of invisibility (x2) 600 *
MW composite (+1 strength) shortbow 450 2 lb
Arrows (40) 2 6 lb
MW sap 301 2 lb*
MW morningstar 308 6 lb
MW chain shirt 250 25 lb
MW studded leather 175 20 lb
MW buckler 165 5 lb
MW thieves’ tools 100 2 lb*
Disguise kit 50 8 lb
Climber’s kit 80 5 lb
MW manacles w/good lock 130 3 lb*
Lantern, bull’s-eye 12 3 lb
Oil, 10 pints 1 10 lb
Spellbook, wizard’s (blank) 15 3 lb
Scale, merchant’s 2 1 lb
Magnifying glass 100 -*
Antitoxin, 2 vials 100 -*
Paper (10 sheets) & ink 12 -
Rope, 50’ silk 10 5 lb
Backpack 2 2 lb
Mirror, small steel 10 0.5 lb*
Tanglefoot bag 50 4 lb
Caltrops, 5 bags 5 10 lb
Outfits: scholar, entertainer,
courtier’s (w/jewelry), traveler 89 6,4,6,5 lb

Total 5094
115 gp, 16* gp 5400
* = typically carried when strolling around the city[/sblock]
 

[sblock=Felix Stauf]Male Human Cloistered Cleric 3
Medium Humanoid (human)
Hit Dice: 3d6+3 (18 hp)
Initiative: +0
Speed: 20 ft. (4 squares) [30 ft. unencumbered]
Armor Class: 16 (+5 +1 chain shirt, +1 masterwork buckler), touch 10, flat-footed 16
Base Attack/Grapple: +1/+0
Attack: Masterwork morningstar -1 melee (1d8-1) or light crossbow +1 ranged (1d8/19-20) or whip –3 ranged (1d3-1 nonlethal)
Full Attack: Masterwork morningstar -1 melee (1d8-1) or light crossbow +1 ranged (1d8/19-20) or whip –3 ranged (1d3-1 nonlethal)
Space/Reach: 5 ft./5 ft.
Special Attacks: Banish good outsiders 5/day
Special Qualities: Bardic knowledge
Saves: Fort +4, Ref +1, Will +6
Abilities: Str 8, Dex 10, Con 13, Int 14, Wis 17, Cha 14
Skill Ranks: Concentration 6, Decipher Script 6, Diplomacy 6, Knowledge (arcana) 6, Knowledge (local) 6, Knowledge (nobility and royalty) 6, Knowledge (religion) 6, Knowledge (the planes) 6, Spellcraft 6
Feats: Divine Metamagic, Extend Spell, Rapid Spell, Scribe Scroll
Alignment: LE
Equipment: (On body) – Summoner’s robes, +1 chain shirt, masterwork buckler, masterwork morningstar, whip, light crossbow, 20 crossbow bolts, Heward’s Handy Haversack, circlet with pearl of power (1st level spell), copper Unholy Symbol of the Infernal Summoner; (In Heward’s Handy Haversack) – Coins, 2 scroll cases (scroll of command, scroll of comprehend languages, 2 scrolls of cure light wounds, scroll of endure elements, scroll of obscuring mist, scroll of sanctuary), bedroll, bullseye lantern, 5 pints of oil, 10 candles, 10 pieces of chalk, flint and steel, 2 inkpens, 3 vials of ink, 4 day's trail rations, 5 sheets of paper, 10 sheets of parchment, 1 lb. of soap, Tome of Arcana, Tome of Localities, Tome of Nobility and Royalty, Tome of Religion, Tome of the Planes, wand of cure light wounds, waterskin
Coins: 9 pp, 17 gp, 21 sp, 40 cp
Weight Carried: On body – 50 lbs.; In Heward’s Handy Haversack – 40 lbs.
Weight Capacities: Light – 26 lbs., Medium – 53 lbs., Heavy – 80 lbs.
Spells Per Day: 0 level – 4; 1st level – 3+1(D); 2nd level – 2+1(D)
Spells Prepared: 0 level - cure minor wounds, detect magic, read magic, resistance; 1st level - command, shield of faith, summon monster I, summon monster I (D); 2nd level - detect thoughts, summon monster II (D)
Languages: Common, Draconic, Infernal

Domains:
Knowledge (Player's Handbook) (Bonus Domain): All Knowledge skills in-class, divination spells at +1 caster level.
Summoner (Complete Divine): Conjuration (calling) and conjuration (summoning) spells are at +2 caster level.
Tyrant (Complete Warrior): Enchantment (compulsion) spells cast have +2 to save DC.

Flaws:
Noncombatant: -2 on all melee attack rolls. (Felix usually lets summoned creatures do the close-in fighting for him, and he rarely involves himself on the front-lines.)

Traits:
Absent Minded: +1 to Knowledge checks, -1 to Spot and Listen checks. (Felix is articulate, but is often fairly absorbed in his own thoughts and plans or his books.)
Bad Vision: -2 on Spot and Search checks when not wearing glasses. (Felix has poor vision, which he has corrected with glasses.) [This isn't an official trait, and it's really more of a voluntary handicap, but I think it adds a little flavor to Felix, and it shouldn't come up often.]
Polite: +1 to Diplomacy, -2 to Intimidate. (Felix is always polite, and regards intimidation of others as the mark of a cretin who can't resolve their problems in a better way. However, he has no issue with using hired muscle for intimidation purposes.)[/sblock]
[sblock=Physical Description]Age: 28
Height: 5’7”
Weight: 140 lbs.
Skin: Pale white.
Hair: Short, straight, neatly cut dark brown hair about an inch and a half in length. Has a strip of facial hair on his chin, about an inch wide and very short, trimmed with extremely straight sides.
Eyes: Dark hazel, with thin, rectangular spectacles.
Physical Appearance: Felix is a bookish man, of smaller stature and build than most men. His pale skin and lack of strength are indicative of this, but despite this, he is a fairly pleasant-looking man. His hair, beard, and nails are very neatly trimmed, and he and his clothes are always extremely clean and presentable.
Personality: Felix is always very well-mannered, even when he is trying to manipulate someone into doing what he wants them to do. He rarely loses his temper, but he can become irate when somebody is being ignorant or foolish (unless he is trying to earn their trust, in which case he will suffer in silence). Few people see through to Felix’s power-hungry and manipulative nature, but outside observers can be a little disconcerted when they see how adept he is at getting his own way, especially when he uses magical means to do so (although he does so with extreme caution and discretion). Felix is the quintessential scholar, always on the hunt for the next secret or bit of knowledge that can grant him more power, or directly advance his own goals. Concerning his summoning of fiendish creatures, he often makes the excuse that they can be controlled strictly and be used for a good cause, thus removing the threat of the beast and accomplishing a greater good (which, ironically, Felix sees as his own mad grab for power).
Clothing: Felix wears lavish deep indigo robes with a black inside lining. The sleeves are extremely loose, allowing for complex hand motions and giving the robes a flowing appearance. Despite the fact that the robe trails around his feet, he never trips, and the hem of the robes always seem to stay clean. Various designs adorn the robe in a discreet black thread, mostly depicting circles of summoning and divine glyphs and symbols. [/sblock]
[sblock=Equipment Details]Morningstar: Felix wields a copper-colored morningstar that is mostly for show, since he lacks any real skill with weaponry. The morningstar has a round metal head, with a short pronged blade protruding from the top. The sides are lined with four deeply serrated flanges, ending just a little bit above and below the head. At the end of the haft, there are nine thin, parallel circles, each less than an inch apart. Their edges are inscribed with small Infernal runes, identifying each one of them as one of the layers of The Nine Hells of Baator. Most people have no idea what they signify.
Chain Shirt: Felix wears a nondescript chain shirt underneath his robes. It covers his upper torso and shoulders. The armor is dark copper in color, as the rest of his equipment is.
Buckler: Felix’s buckler is worn over his sleeves, holding them out of the way of his hand. It is dark copper in color, and in a rounded triangular shape It has the faint etchings of some sort of Infernal creature’s features on the front of it. The edges are lined with more Infernal runes, reading “The Wise And Powerful Exist To Rule – The Foolish And Weak Exist To Serve.” Once again, most individuals do not know what these runes mean, and most that care to learn the Infernal language don’t care anyway.
Copper Unholy Symbol of the Infernal Summoner: Felix’s symbol is an elaborate summoner’s circle, lined with Infernal runes and dark incantations. It is in fact the circle he uses in some of his more complex conjurations. He wears it about his neck on a fine chain.
Circlet: Felix’s copper circlet is set with a black pearl of power, and he wears it all the time. The circlet is thin, especially towards the back, but adorned with elaborate weavings of the metal, forming a vaguely flame-like design.[/sblock]
[sblock=Background]What Felix was is not important. What is important is what he became, and what he might become in the future.

When Felix was a child, nobody thought that anything was wrong with him. He didn’t play with others often, and he didn’t have many friends, but he was happy enough anyway. He had his books, and he had his quiet, and that was all he needed. He was always reading, and always learning. His mother (his father had run off when she was pregnant) was very proud of him, and hoped that one day he would become a great scholar, and make his way in the world. She hoped that one day he would find himself where he wanted to be, and being who he wanted to be. In a sense, she was right.

Felix eventually turned his interests to divine magic, finding the comfort of religion and knowledge to be a perfect match for him. He trained at a local temple of Boccob, and quickly began to hone his skills and impress his superiors. All was going well for him, and his mother looked forward to the day when he would be fully inducted into the order and become a Cleric of the God of Magic. She would never see this goal achieved.

Felix’s mother was murdered when he was fifteen years old. Apparently, she had stood in the way of a fleeing criminal that had recently pilfered a golden pendant from a nearby stall, who then stabbed her before fleeing the scene. Felix, overcome with shock, vowed to redouble his studies of the divine arts, and one day bring his mother’s murderer to justice. He spent years searching for the killer, training and studying the entire time, his skills ever growing. One fateful day, in a local tavern, he heard a drunken man boasting of his exploits. He spoke of stealing a golden pendant, then ‘disposing’ of some foolish woman who had stood in his way. Felix, a sinking feeling in his throat, inquired as to the date of the incident. When the man named the day of his mother’s murder, Felix readied his mind and called forth a spell to stun the man, in the hopes that he could have him brought to justice afterwards. Felix’s spell faltered, and the man was dazed for a moment, before he punched Felix squarely in the face, knocking him unconscious. He awoke in the bar, and was informed that the man had fled, and nobody had caught his name.

For several months after that incident, Felix despaired that he would never be able to avenge his mother’s death. Then, he came to his senses – he would have to take a different approach to the problem. His magic was not strong enough to accomplish his goal. But it was no fault of his own – he had spent years training and studying for that day, and yet his magic had failed him. No, the problem was with the magic itself – it was not the right kind, it was not powerful enough. So, Felix redoubled his efforts once more, experimenting with and researching various other forms and schools of magic, until one day he determined that the art of Conjuration was his best bet. What could be more powerful than an immortal creature, too grand to be contained upon this plane of existence? This was all well and good, until Felix, training his spells next to a waterfall, miscast one of his spells. Instead of calling a creature from the Celestial realms, for whatever reason, he accidentally summoned a dog from the Lower Plane of Baator. He watched in amazement as the beast leaped at the sandbag he had been training with, and tore it apart with a savage fury that none of the other beings he had summoned could match. Felix turned his studies to the Lower Planes, amazed at the displays of ferocity and power that were considered normal amongst these creatures. He soon began to delve into the darker facets of summoning, defiling the land with various fiendish creatures that he summoned in order to strengthen his skills.

Normally open to magic of all types, the order of Boccob was nonetheless frightened by Felix’s disregard to the dangers that consorting with fiends brought about, and expelled him from the order as soon as they learned of his practices. Undeterred by this, Felix continued his dark studies, determined to find his mother’s murderer at whatever cost. One day, after he had just finished summoning yet another fiendish creature, he felt a chill in the air. As he turned around, a horrific, towering, insectoid creature stood before him. Apparently, his frequent callings to the Lower Planes had attracted the creature’s attention, and he had decided to contact Felix personally. Intrigued, Felix asked the creature to continue. The beast told Felix that he would tell him of the whereabouts of his mother’s killer. Felix, shocked that the beast knew of this, immediately expressed his interest, and asked what the beast required of him. With a cold stare from its bulbous eyes, the hulking creature gave a sinister laugh, and replied that he had to do nothing but continue what he was doing now. The creature disappeared with a whoosh of freezing air, leaving nothing but a coating of ice over a nearby pond, with an address scrawled into it.

Within the week, the man who had killed Felix’s mother was found torn to pieces in a gutter in some back alley, with a whiff of brimstone permeating the air about him.

To this day, Felix’s power still grows, and his plans for himself and the world around him ever blossom, and as the Nine Hells still receive his calls, the fiends who reside there keep a watchful eye on him, curious as to how this insignificant mortal will affect the world around him.

But there is always more to Felix than meets the eye and ear, and he may have plans and agendas all to his own, with both mortal and fiend alike ignorant or uncaring of his intentions.[/sblock]
[sblock=Shopping List]Summoner’s robes (30 gp, 0 lbs.)
+1 chain shirt (1,250 gp, 25 lbs.)
masterwork buckler (165 gp, 5 lbs.)
masterwork morningstar (308 gp, 6 lbs.)
whip (1 gp, 2 lbs.)
light crossbow (35 gp, 4 lbs.)
20 crossbow bolts (2 gp, 2 lbs.)
Heward’s Handy Haversack (2,000 gp, 5 lbs.)
circlet with pearl of power (1st level spell) (1,000 gp, 0 lbs.)
copper Unholy Symbol of the Infernal Summoner (25 gp, 1 lb.)
2 scroll cases (2 gp, 1 lb.)
Scroll of command (25 gp, 0 lbs.)
Scroll of comprehend languages (25 gp, 0 lbs.)
2 scrolls of cure light wounds (50 gp, 0 lbs.)
Scroll of endure elements (25 gp, 0 lbs.)
Scroll of obscuring mist (25 gp, 0 lbs.)
Scroll of sanctuary (25 gp, 0 lbs.)
Bedroll (1 sp, 5 lbs.)
Bullseye lantern (12 gp, 3 lbs.)
5 pints of oil (5 sp, 5 lbs.)
10 candles (1 sp, 0 lbs.)
10 pieces of chalk (1 sp, 0 lbs.)
Flint and steel (1 gp, 0 lbs.)
2 inkpens (2 sp, 0 lbs.)
3 vials of ink (24 gp, 0 lbs.)
4 day's trail rations (2 gp, 4 lbs.)
Shaving razor (1 gp, 0 lbs.)
5 sheets of paper (2 gp, 0 lbs.)
10 sheets of parchment (2 gp, 0 lbs.)
1 lb. of soap (5 sp, 1 lb.)
Tome of Arcana (50 gp, 3 lbs.)
Tome of Localities (50 gp, 3 lbs.)
Tome of Nobility and Royalty (50 gp, 3 lbs.)
Tome of Religion (50 gp, 3 lbs.)
Tome of the Planes (50 gp, 3 lbs.)
Wand of cure light wounds (750 gp, 0 lbs.) [Free, due to party's lack of healer]
Waterskin (1 gp, 4 lbs.)
Fruit (1 gp, 0 lbs.)
Additional coins (9 pp, 17 gp, 21 sp, 40 cp, 2 lbs.)
TOTAL - 5288.5 gp; 50 lbs. on body, 40 lbs. in Heward's Handy Haversack, 89 lbs. total.[/sblock]
 
Last edited:

Code:
[B]Name:[/B] Hedowin Darvan
[B]Class:[/B] Wizard 3
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] N
[B]Senses:[/B] Spot: -4, Listen -4
[B]Deity:[/B] 

[B]Str:[/B]  8 -1 (0p.)	[B]Level:[/B] 3	[B]XP[/B]: 4465
[B]Dex:[/B] 12 +1 (4p.)	[B]BAB:[/B] +1		[B]HP:[/B] 13 (3d4+3)
[B]Con:[/B] 13 +1 (5p.)	[B]Grapple:[/B] 0	
[B]Int:[/B] 17 +3 (13p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b]
[B]Wis:[/B] 10 -- (2p.)	[B]Init:[/B] +1	[B]Spell Save:[/B] 
[B]Cha:[/B] 15 +2 (8p.)	[B]ACP:[/B] N/A	[B]Spell Fail:[/B] 0%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+0	+0	+1	+0	+0	+0	11
[B]Touch:[/B]	11	[B]Flatfooted:[/B] 10

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+3	+1	+1	+1
[B]Ref:[/B]	+3	+1	+1	+1
[B]Will:[/B]	+4	+3	+0	+1
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Dagger     		+0	1d4-1	19-20/x2 	------
Light Crossbow		+2	1d8	19-20/x2 	 80ft

[B]Notes:[/B]

[B]Languages:[/B] Common, Draconic, Abyssal, Elvish

[B]Abilities:[/B]

- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. 
- Human base land speed is 30 feet. 
- 1 extra feat at 1st level. 
- 4 extra skill points at 1st level and 1 extra skill point at each additional level. 

Wizard Abilities


[B]Feats: [/B] 
L1: Human Bonus: Collegiate Wizard: +2 bonus on Knowledge Arcana checks. At 1st level gain 6 1st lvl spells, each level after, gain 4 new spells.
L1: Wizard Bonus: Scribe Scroll
L1: Wizard Bonus: Call Familiar
L1: Flaw Bonus: Spell Penetration
L1: Extend Spell
L3: Combat Casting

[B]Flaws:[/B]
Inattentive: -4 on Listen and Spot checks

[B]Spells prepared[/B] (Save DC 13 + spell level): 

0 -(4)-  Light, Detect Magic, Read Magic, Daze
1st -(3)-  Mage Armor, Lesser Orb of Fire, Magic Missile
2nd -(2)- Mirror Image, Flaming Sphere

[B]Spellbook/Spells Known:[/B]
	0 - All Cantrips
	1st -(13) Color Spray, Mage Armor, Magic Missile, Identify, Grease, Enlarge Person, Protection from Evil, Shield, Shocking Grasp, Tenser's Floating Disc, Reduce Person, Lesser Orb of Acid, Lesser Orb of Fire
    	2nd -(4) Flaming Sphere, Glitterdust, Mirror Image, Invisibility



[B]Spell-Like:[/B] None

[B]Skill Points:[/B] 36	[B]Max Ranks:[/B] 6/3
[B]Skills		Total	Ranks	Mod 	Misc[/B]
[U]Concentration[/U]  	+7	6	+1	--
[U]Decipher Script[/U]	+7	4	+3	--
[U]Know: (Arcana)[/U]  +11	6	+3	+2
[U]Know: (Religion[/U])+7	4	+3	--
[U]Know: (Planes)[/U]  +9	6	+3	--
[U]Know: (Nature)[/U]  +7	4	+3	--
[U]Spellcraft[/U]  	+11	6	+3	+2
[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
MW Light Crossbow	335gp	4lb
20 bolts   		2gp	2lb
Dagger    		2gp	1lb
Explorer's Outfit	10gp	5lb
Belt Pouch		1gp	0.5lb
Spell Component Pouch   5gp	2lb
Arcanist's Gloves		500gp	--lb
Eternal Wand of Identify	820gp	--lb
Eternal Wand of Shield     	820gp	--lb
Armband of Elusive Action	800gp	1lb
Vest of Resistance      	1000gp	1lb

[U]Backpack 		2gp	2lb[/U]
Spellbook 		15gp	3lb
Sunrod    		2gp	1lb
Chalk (3 pieces)	3cp	0lb
Pen and Ink		8gp	0lb
Paper (10 sheets)  	4gp	0lb
Flask        		3cp	1.5lb

[u]Potions:[/u]
Cure Light Wounds X2 	100gp	--lb
Cure Moderate Wounds X2	600gp	--lb
Bears Endurance    	300gp	--lb
Barkskin +2           	300gp	--lb

[U]Scroll Case with: [/U]           	1gp	0.5lb
Glitterdust (CL3)           	150gp	--lb
Invisibility (CL3)            	150gp	--lb
Grease (CL1)                 	25gp	--lb
Tenser's Floating Disk (CL3) 	75gp	--lb
Enlarge Person X2 (CL3) 	150gp	--lb
Reduce Person X2 (CL3)      	150gp	--lb
Lesser Orb of Fire (CL3)    	75gp	--lb
Lesser Orb of Acid (CL3)     	75gp	--lb
Mage Armor (CL1)          	25gp	--lb

[Cost for all scrolls above (scribed himself) = 437 gp 5 sp and 35 xp]

[B]Total Weight:[/B]25 lb	[B]Money:[/B] 347.5 gp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	26	53	80	160	400

[B]Age:[/B] 19
[B]Height:[/B] 5'10"
[B]Weight:[/B] 154
[B]Eyes:[/B] Green
[B]Hair:[/B] Black 
[B]Skin:[/B] Pale

[B]Familiar:[/B] Ebony (Raven)
Size: Tiny animal
Hit Dice: 3d8 (6hp)
Armor Class: 16 (+2 size, +2 Dex, +2 Natural Armor), touch 14, flat-footed 14
Speed: 10 ft. (2 squares), fly 40 ft. (average) 
Abilities: Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6
Skills: Listen +5, Spot +7
Feats: Alertness, Weapon Finesse, Improved Evasion, 
Special Qualities: Low-light vision, Speech (Common), Empathic Link, Share Spells, Deliver touch spells
Saves: Fort +2, Ref +4, Will +2 
Full Attack: Claws +4 melee (1d2-5)

Appearance: Hedowin is of normal build for one who spends long hours pouring over ancient texts and magical tomes. His skin is somewhat pale, and his frame is somewhat gaunt.

Personality: He is quite intelligent and there appears to be more beneath the surface. Always one to question, to get the root of any issue, he is more interested in finding out how things, primarily magical, work. He is morally gray for the most part, as to him, the end results justify the means. Hedowin is also known for getting lost in the details, and as a result, he sometimes is caught daydreaming. People often say that he doesn't even know they are in the room, or talking to him, while he is lost in thought.

Background: Hedowin is apprenticed to the mage Flavik, and he has been for 6 years. His parents sent him off to the mage when they realized he was of no use at their tannery, and several locals noticed his aptitude for magic.

The mage took him in and has done a good job of honing Hedowin's work ethic. He spends countless hours pouring over old, musty texts and continually thirsts for more. He has made amazing strides in such short time, and the old wizard feels a great deal of pride in his pupils success. Flavik's own reputation as a teacher has been bolstered by his tutelage of Hedowin. Hedowin's raw abilities manifested quickly, and the old wizard is beginning to suspect that there is not much more that he can teach the boy, but is loath to let him know that.

Hedowin spends the vast majority of his time in the Arcane University's library, where he has bumped into Felix from time to time. Most of the time they get along quite well, as they both have a thirst for knowledge, and they often debate various things -- most often the conversation ends up discussing magical topics. Other times, Felix's worldview can sometimes poison their discussion. Hedowin basically takes Felix with a grain of salt.

Lately, Hedowin has begun to think that there is more to his studies than just old tomes and texts. Spellbooks may not be all that there is to know in order to truly understand magic. He has heard of so called - sorcerers - who channel magic without the need for preparation and study, and he is starting to study the relationship between how the two methods to arcane magic could be linked. Afterall, to him, the end result is the same, the pathway differs slightly, so, in his mind, there must be a link between the two.

Hedowin is beginning to suspect that his master is no longer teaching him of great import -- he is beginning to feel as if he is the dog in the dog-and-pony-show. Not one to like being used or mislead, he is starting to have thoughts of setting out on his own, but is unsure how life outside of the academic world would progress -- so he is studying it.

[sblock=Advancement]
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
[/sblock]
 

Remove ads

Top