The Elsir War: Lair of the Ghostlord (FR) (Recruiting 2/20/07 - 2/28/07)

Character sheet done

Question :How much would a ring that could cast 'hide from undead' 3/d cost?

Ah, and yeah, could anyone spare me a 1000 gp? Will pay it back asap :lol:

[sblock=character sheet]

Male Human Telepath
Lawful Evil

Strength8(-1)
Dexterity14(+2)
Constitution12(+1)
Intelligence18(+4)(20+6)
Wisdom10(+0)
Charisma14(+2)
Size:Medium
Height:6' 7"
Weight:130 lb
Skin:Pale
Eyes:Blue
Hair:Blond; Straight; Light Beard


Total Hit Points: 43 [includes psionic body bonus: 5 psionic feats]
Speed: 30 feet
Armor Class: 16 = 10 +2 [dexterity] +2 Nat +2 defl
Touch AC: 12
Flat-footed: 10
Initiative modifier:+2= +2 [dexterity]
Fortitude save:+3= 2 [base] +1 [constitution]
Reflex save:+4= 2 [base] +2 [dexterity]
Will save:+6= 6 [base]
Attack (handheld):+3= 4 [base] -1 [strength]
Attack (unarmed):+3= 4 [base] -1 [strength]
Attack (missile):+6= 4 [base] +2 [dexterity]
Grapple check:+3= 4 [base] -1 [strength]

Light load: 26 lb. or less
Medium load:27-53 lb.
Heavy load:54-80 lb.
Lift over head:80 lb.
Lift off ground:160 lb.
Push or drag:400 lb.

Languages:Common Dwarven Elven Gnome Infernal

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]
Feats:
Dodge
Combat Manifestation
Psicrystal Affinity
Psionic Body
Empower Power
Enlarge Power

Traits:
AppraiseInt 5 = +5
BalanceDex* 2 = +2
BluffCha 7 = +2+5
ClimbStr* -1 = -1
ConcentrationCon 12 = +1+11
DiplomacyCha 11 = +2+5+2 [bluff] +2 [sense motive]
DisguiseCha 2 = +2
Escape ArtistDex* 2 = +2
ForgeryInt 5 = +5
Gather InfoCha 8 = +2+6
HealWis 0 = +0
HideDex* 2 = +2
IntimidateCha 4 = +2+2 [bluff]
JumpStr* -1 = -1
Knowl (history)Int 9 = +5+4
Knowl (nobility)Int 7 = +5+2
Knowl (religion)Int 9 = +5+4
Knowl (planes)Int 8 = +5+3
ListenWis 2 = +0+2
Move SilentlyDex* 2 = +2
RideDex 3 = +2+1
SearchInt 7 = +5+2
Sense MotiveWis 8 = +0+8
SpotWis 2 = +0+2
SurvivalWis 0 = +0
SwimStr** -1 = -1
Use RopeDex 2 = +2
PsicraftInt 10 = +5+5

* = check penalty for wearing armor
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Psicraft >=5 ranks gives +2 on Use Psionic Device for power stones.

Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Telepath:
Write your psi abilities on your own.

ClassHP rolled
Level 1:Telepath5
Level 2:Telepath4
Level 3:Telepath4
Level 4:Telepath4+1 to intelligence
Level 5:Telepath4
Level 6:Telepath4
Level 7:Telepath4
Level 8:Telepath4+1 to intelligence

78 Power Points/Day:
58[psion]
20[intelligence bonus]

Powers :
Lvl 1
Psionic Charm
Mind Thrust
Inertial Armor
Conceal Thoughts
Vigor

Lvl 2
Thought Shield
Brain Lock
Tongues, Psionic
Read Thoughts

Lvl 3
Empathic transfer, Hostile
Crisis of Breath
Darkvision
Energy Bolt

Lvl 4
Dominate, psionic
Dimension door, Psionic
Death Urge
Correspond

Items :
Headband of intellect +2 4000 gp
Amulet of natural armor +2 8000gp
Ring of protection +2 8000 gp

7000 GP left



[/sblock]
 

log in or register to remove this ad

DrZombie said:
Character sheet done

Question :How much would a ring that could cast 'hide from undead' 3/d cost?

Ah, and yeah, could anyone spare me a 1000 gp? Will pay it back asap :lol:

[sblock=character sheet]

Male Human Telepath
Lawful Evil

Strength8(-1)
Dexterity14(+2)
Constitution12(+1)
Intelligence18(+4)(20+6)
Wisdom10(+0)
Charisma14(+2)
Size:Medium
Height:6' 7"
Weight:130 lb
Skin:Pale
Eyes:Blue
Hair:Blond; Straight; Light Beard


Total Hit Points: 43 [includes psionic body bonus: 5 psionic feats]
Speed: 30 feet
Armor Class: 16 = 10 +2 [dexterity] +2 Nat +2 defl
Touch AC: 12
Flat-footed: 10
Initiative modifier:+2= +2 [dexterity]
Fortitude save:+3= 2 [base] +1 [constitution]
Reflex save:+4= 2 [base] +2 [dexterity]
Will save:+6= 6 [base]
Attack (handheld):+3= 4 [base] -1 [strength]
Attack (unarmed):+3= 4 [base] -1 [strength]
Attack (missile):+6= 4 [base] +2 [dexterity]
Grapple check:+3= 4 [base] -1 [strength]

Light load: 26 lb. or less
Medium load:27-53 lb.
Heavy load:54-80 lb.
Lift over head:80 lb.
Lift off ground:160 lb.
Push or drag:400 lb.

Languages:Common Dwarven Elven Gnome Infernal

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]
Feats:
Dodge
Combat Manifestation
Psicrystal Affinity
Psionic Body
Empower Power
Enlarge Power

Traits:
AppraiseInt 5 = +5
BalanceDex* 2 = +2
BluffCha 7 = +2+5
ClimbStr* -1 = -1
ConcentrationCon 12 = +1+11
DiplomacyCha 11 = +2+5+2 [bluff] +2 [sense motive]
DisguiseCha 2 = +2
Escape ArtistDex* 2 = +2
ForgeryInt 5 = +5
Gather InfoCha 8 = +2+6
HealWis 0 = +0
HideDex* 2 = +2
IntimidateCha 4 = +2+2 [bluff]
JumpStr* -1 = -1
Knowl (history)Int 9 = +5+4
Knowl (nobility)Int 7 = +5+2
Knowl (religion)Int 9 = +5+4
Knowl (planes)Int 8 = +5+3
ListenWis 2 = +0+2
Move SilentlyDex* 2 = +2
RideDex 3 = +2+1
SearchInt 7 = +5+2
Sense MotiveWis 8 = +0+8
SpotWis 2 = +0+2
SurvivalWis 0 = +0
SwimStr** -1 = -1
Use RopeDex 2 = +2
PsicraftInt 10 = +5+5

* = check penalty for wearing armor
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Psicraft >=5 ranks gives +2 on Use Psionic Device for power stones.

Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Telepath:
Write your psi abilities on your own.

ClassHP rolled
Level 1:Telepath5
Level 2:Telepath4
Level 3:Telepath4
Level 4:Telepath4+1 to intelligence
Level 5:Telepath4
Level 6:Telepath4
Level 7:Telepath4
Level 8:Telepath4+1 to intelligence

78 Power Points/Day:
58[psion]
20[intelligence bonus]

Powers :
Lvl 1
Psionic Charm
Mind Thrust
Inertial Armor
Conceal Thoughts
Vigor

Lvl 2
Thought Shield
Brain Lock
Tongues, Psionic
Read Thoughts

Lvl 3
Empathic transfer, Hostile
Crisis of Breath
Darkvision
Energy Bolt

Lvl 4
Dominate, psionic
Dimension door, Psionic
Death Urge
Correspond

Items :
Headband of intellect +2 4000 gp
Amulet of natural armor +2 8000gp
Ring of protection +2 8000 gp

7000 GP left



[/sblock]
I have gold left after items, but I still need to buy spells--that's going to take a while. Tell you what, though: If Gwyd allows it, I'll make Wondrous items for any of you who need them, so you get them for cheaper--you only have to pay 75% of market price!
 

DrZombie said:
Character sheet done

Question :How much would a ring that could cast 'hide from undead' 3/d cost?

Ah, and yeah, could anyone spare me a 1000 gp? Will pay it back asap :lol:

I get your ring at 1,080 gp.

1 [1st level spell] x1 [1st level caster] x1800gp [Command word activated]
=1800 gp /(5/3) [3 uses per day] = 1,080 gp.

I'd loan you the gold, but I'm broke. At least unless Gwyd okays the crafting. Then I'd probably spend it and be broke again, but I'd feel bad. :p
 


I've had a lot of work recently, so this a work-in-progres--I still need spells and skills, and then to write out the background specifically (though I have it in my head) but most of it is done

[SBLOCK=Lycanter]Lycanter Polaris
Male Nimbrese Archivist 8
Medium Humanoid
Alignment: Neutral
Height: 5' 9'
Weight: 152lbs
Hair: Dark black
Eyes: Pale Blue
Age: 29

Str: 8 (-1) [0 points]
Dex: 14 (+1) [4 points, +2 enhancement]
Con: 12 (+1) [4 points]
Int: 20 (+5) [10 points, +2 stat raise, +2 enhancement]
Wis: 18 (+3) [10 points, +2 enhancement]
Cha: 8 (-1) [0 points]

Class and Racial Abilities:
Armoured Mage, Trapfinding, Cloaked Casting +1 DC, Surprise Casting

Hit Dice: 8d6+8
HP: ?
AC: 26 (13 touch, 24 flat-footed)
ACP: -2
Init: +2 (+2 Dex)
Speed: 20ft Land

Saves:
Fortitude +9 [+6 base, +1 Con, +2 Resistance]
Reflex +6 [+2 base, +2 Dex, +2 Resistance]
Will +12 [+6 base, +4 Wis, +2 Resisyance]

BAB: +4
Melee Atk: -3 (1d6-1 x2 B&P, morningstar),

Skills: 99 pts
Appraise +3 [0 ranks, +3 Int]
Balance +3 [0 ranks, +3 Dex]
Bluff +13 [4 ranks, +3 Cha, +6 Beguiling Influence]
Climb -2 [0 ranks, -2 Str]
Concentration +2 [1 rank, +1 Con]
Craft +3 [0 ranks, +3 Int]
Diplomacy +13 [4 ranks, +3 Cha, +6 Beguiling Influence]
Disguise +3 [0 ranks, +3 Cha]
Escape Artist +3 [0 ranks, +3 Dex]
Forgery +3 [0 ranks, +3 Int]
Gather Information +3 [0 ranks, +3 Cha]
Heal -1 [0 ranks, -1 Wis]
Hide +3 [0 ranks, +3 Dex]
Intimidate +9 [0 ranks, +3 Cha, +6 Beguiling Influence]
Jump -2 (+3) [0 ranks, -2 Str]
Knowledge (arcana) +4 [1 rank, +3 Int]
Knowledge (history) +5 [0 ranks, +3 Int, +2 and untrained use Academy Graduate]
Knowledge (nobility and royalty) +9 [4 ranks, +3 Int, +2 Academy Graduate]
Knowledge (the planes) +4 [1 rank, +3 Int]
Listen -1 [0 ranks, -1 Wis]
Move Silently +3 [0 ranks, +3 Dex]
Perform +3 [0 ranks, +3 Cha]
Ride +3 [0 ranks, +3 Dex]
Search +3 [0 ranks, +3 Int]
Sense Motive +3 [4 ranks, -1 Wis]
Spellcraft +4 [1 ranks, +3 Int]
Spot -1 [0 ranks, -1 Wis]
Survival -1 [0 ranks, -1 Wis]
Swim -2 [0 ranks, -2 Str]
Use Magic Device +7 [4 ranks, +3 Cha]
Use Rope +3 [0 ranks, +3 Dex]

Feats:
Draconic Archivist,
Archivist of Nature,
Craft Wondrous Item
Spontaneous Healer


Languages: Common, Halruaan, Thorass, Netherese, Loross, Draconic

Equipment

+1 Mithral Fullplate 11.5k
+1 Mithral Buckler 2k
+2 Dex item 2k
+2 Int item 2k
+2 Wis item 2k
Haversack 1k
+1 AoNA 1k
+1 RoP 2k
+2 CoR 2k

Amaunator-sun and law (questionable, debated by heretics)
Jannath-earthmother goddess (Chauntea now)
Jergal-lord of the end of everything (lesser now)
Kozah-Lord of Destruction (Talos now)
Moander-Decay (dead)
Mystryl-Magic, Time (dead)
Selune-Duh
Shar-Duh
Targus-God of War (lesser now, Garagos)
Tyche-Luck (split in half)
[/SBLOCK]
 
Last edited:

DrZombie said:
Character sheet done

Question :How much would a ring that could cast 'hide from undead' 3/d cost?

Ah, and yeah, could anyone spare me a 1000 gp? Will pay it back asap :lol:

[

Why would you want to hide from Undead? Undead are our friends. Indeed my character hopes to be one some day...
 

Scotley said:
Why would you want to hide from Undead? Undead are our friends. Indeed my character hopes to be one some day...
And you'd be hiding from my character, who is very charismatic. Really. Don't mind the skin flakes.
 

hafrogman said:
I'm always flexible. Scotley, feel free to suggest links as you come up with your background, and we'll see who else we get.

Jergal
http://en.wikipedia.org/wiki/Jergal

Okay, I have some thoughts. I read about Alden Eckhart. Both characters are LN followers of Jergal, so they should get along fine. I was thinking that my Cleric/Dread Necromancer, Sabir Aquilla, has spent some time as a mercenary in Chessenta. If the DM approves he may have even done some work for the Vampire Dragon of Threskel, Jaxanaedegor. I would also expect the two of them to have done some work for the church as well. Let me know what you think when you get back. Perhaps they shared some adventures? I hope to have a fairly complete version of Sabir up no later than Friday night.
 

Here is a tentative history for Sabir. If anyone would like to be part of the company he adventured with feel free to suggest additions or changes.

Sabir Aquilla was born into a minor noble family near Soorenar in Chessenta. The family’s holdings include olive groves and their business is growing olives and pressing olive oil. Sabir is the third child and baby of the modestly prosperous family of Aquilla. His youth was largely pastoral and he was educated with an eye toward attending a mages’ academy. However, Chessenta was rocked by constant civil war. Many of young Sabir’s friends went off to fight and came home in a box. The constant war and death weighed heavily on the young man. His fiancée, Antonia Savatta, died when her wedding party wandered into a battle on the road to Soorenar. Sabir was near inconsolable. He sought comfort in the church of Jergal. Obsessed with death and intrigued by undeath he joined the priesthood. At first fascinated, Sabir soon became bored with the endless copying of lists and texts. Rather than simply copy, he often read. He was particularly fascinated with books of necromantic lore. He found that his earlier training in magic had prepared him well to understand ways of the dread necromancer. After many discussions with his fellow priests and much soul searching Sabir chose to leave the path of a priest and become a necromancer. He remains faithful and often works for the church and is still a priest, but he strives for the arcane rather than spiritual.

Like many in Chessenta, Sabir has not been able to avoid the wars. He joined a mercenary force in opposition to the army responsible for the death of Antonia and learned the ways of war. His skills in the necromantic arts grew during this time. Eventually, he parted ways with the mercenaries when the army had been defeated. He worked as a mercenary and agent for the temple of Jergal for a few years. On a recent mission to deliver an artifact to a a temple of Jergal; he and a small band were near Threskel and had camped for the night when a Vampire Dragon fell upon them. The power of the artifact allowed Sabir to hold the dragon at bay. He did not have the power to defeat the dragon or escape, and the dragon could not attack them. Instead they began to talk. Jaxanaedegor was angry at a theft from his lair. A jade serpent of considerable magical power over snakes had been taken. In exchange for their lives, the band agreed to seek the thief. After a difficult investigation it was revealed that the thief was a Kobold sorcerer of note. This sorcerer, Paksall Ternaerath, from the Orsraun Mountains in Turmish was plotting the overthrow of the city of Hlondeth in the Vilhon Reach. Sabir and his friends managed to defeat the sorcerer and recover the Jade Serpent, which was returned to Jaxanaedegor. While in the reach they took on another job guarding a diplomat during his travels. After the mission, the diplomat secured magical transport for the next leg of his journey. The completion of this most recent mission left them in Caldron trying to decide what to do next.
 

Sabir Aquilla

Still needs a little mundane gear, but pretty much complete.

Code:
[B]Name:[/B] Sabir Aquilla
[B]Class:[/B] Cleric (Jergal) 1/Dread Necromancer 7
[B]Race:[/B] Human (Mulan)
[B]Region:[/B] Chessenta
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Jergal

[B]Str:[/B] 10 +0 (02p.)     [B]Level:[/B] 8        [B]XP:[/B] 28000
[B]Dex:[/B] 14 +2 (06p.)     [B]BAB:[/B] +4         [B]HP:[/B] 37 (7d6+16)
[B]Con:[/B] 12 +1 (04p.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] 4/Magic and Blunt
[B]Int:[/B] 12 +1 (04p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 14 +2 (06p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +0
[B]Cha:[/B] 16 +3 (06p.)     [B]ACP:[/B] 0          [B]Spell Fail:[/B] 00%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +6    +0    +2    +0    +1    +0    19
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 17

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      4    +1          +5
[B]Ref:[/B]                       2    +2          +4
[B]Will:[/B]                      6    +2          +8

[B]Weapon                  Attack   Damage     Critical[/B]
+2 Darkwood Scythe+6     2d4+2     20x4
Charnal Touch          +7     1d8+1     20x2 (Touch)
MW Longspear          +5     1d8+0     20x3 (Reach)
MW Darkwood Lt. Crossbow +7     1d8+0     19-20x2

[B]Languages:[/B] Chessentan, Draconic

[B]Abilities:[/B] Rebuke Undead, Charnel Touch 1d8+1, Lich body DR4, Negative Energy Burst 1/day 7d4 Will save DC:17, Advanced Learning: Death Armor, Mental Bastion +2, Fear Aura DC: 17, Scabrous touch 1/day, Summon Familiar (Imp), Use Simple weapons and one martial (scythe), light armor without spell failure, Fate Domain, Rune Domain 

[B]Feats:[/B] Arcane Schooling (Wizard); Spirit Sense (see and speak with recently dead (min=Wis bonus) and +4 Spot and Listen incorporeal); Weapon Finesse, Weapon focus (Touch spells), Scribe Scroll (domain bonus) 

[B]Skill Points:[/B] 26       [B]Max Ranks:[/B] 11/5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff			   0	+3	    +3	
Concentration              8    +1          +9
Decipher Script		   1	+1	    +2
Diplomacy                  0    +3          +3
Heal                       5    +2          +7
Hide			   1	+2	    +3
Intimidate		   2    +3	    +5
Knowledge (Arcana)         1    +1          +2
Knowledge (History)        1    +1          +2
Knowledge (Religion)       1    +1          +2
Knowledge (The Planes)     1    +1          +2
Spellcraft		   5	+1	    +6
Spot cc			   0    +2	    +2
Listen cc		   0    +2	    +2
Search cc		   0    +1	    +1		


[B]Equipment:               Cost  Weight[/B]
+2 Mithril Chain Shirt 5100gp 12.5lb
MW Long Spear            00gp    9lb
+1 Darkwood Scythe     8418gp   5lb
Handy Haversack        2000gp    5lb
Cloak of Charisma      4000gp
True Unholy symbol	500gp    1lb
+1 Ring of Protection    2000gp
MW Darkwood Lt. Crossbow  375gp    2lb  10 bolts 1 gp  1lb
Nobles' outfit           105gp  00lb   With jewelry and signet ring
Spell compenent pouch 5gp
Wand of Cure Light Wounds 750gp (50 charges)
Wand of Fireball (6th lvl) 1350gp (5 charges)
Wand of Lightening bolt (5th level) 1800gp (8 charges)

[B]Total Weight:[/B]XXlb      [B]Money:[/B] 596gp XXsp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               33    66    100   200   500

[B]Age:[/B] 32
[B]Height:[/B] 6'1"
[B]Weight:[/B] 145lb
[B]Eyes:[/B] Hazel
[B]Hair:[/B] Shaved head (black)
[B]Skin:[/B] Pale
Appearance: Sabir is a tall, gaunt, sallow, somewhat sickly looking mulani. He is clean shaven including his head. He dresses in fine clothes in dark colors with silver trim. The skull scroll and quill symbol of Jergal is displayed prominently on his chest in silver. He makes an ominous figure with his darkwood scythe in hand. A darkwood crossbow is worn at his shoulder. He has a soft black leather sheath with three spaces for wands on his right thigh. Sabir speaks with a cultured voice that suggests nobility and education. He can be condescending and arrogant though he tries to keep it under control. Paradoxically, in spite of his fascination with death, like many Chessentans, Sabir enjoys life and sensation. He takes great pleasure in food and drink, especially good wine, but despite prodigious consumption he continues to be pale and thin. He has a great fondness for theater and opera, most notably tragedies.

Background: Sabir Aquilla was born into a minor noble family near Soorenar in Chessenta. The family’s holdings include olive groves and their business is growing olives and pressing olive oil. Sabir is the third child and baby of the modestly prosperous family of Aquilla. His youth was largely pastoral and he was educated with an eye toward attending a mages’ academy. However, Chessenta was rocked by constant civil war. While still a boy, the students in his class were poisoned in an attempt to get at their noble parents. Many died and Sabir was one of the lucky ones to survive, though he was weak and somewhat sickly looking from this time on. After this experience he found he could sometimes see and even speak to the recently dead. This began his fascination with death. Many of young Sabir’s friends went off to fight and came home in a box. The constant war and death weighed heavily on the young man. His fiancée, Antonia Savatta, died when her wedding party wandered into a battle on the road to Soorenar. Sabir was near inconsolable. He sought comfort in the church of Jergal. Obsessed with death and intrigued by undeath he joined the priesthood. At first fascinated, Sabir soon became bored with the endless copying of lists and texts. Rather than simply copy, he often read. He was particularly fascinated with books of necromantic lore. He found that his earlier training in magic had prepared him well to understand ways of the dread necromancer. After many discussions with his fellow priests and much soul searching Sabir chose to leave the path of a priest and become a necromancer. He remains faithful and often works for the church and is still a priest, but he strives for the arcane rather than spiritual.

Like many in Chessenta, Sabir has not been able to avoid the wars. He joined a mercenary force in opposition to the army responsible for the death of Antonia and learned the ways of war. His skills in the necromantic arts grew during this time. Eventually, he parted ways with the mercenaries when the army had been defeated. He worked as a mercenary and agent for the temple of Jergal for a few years. On a recent mission to deliver an artifact to a a temple of Jergal; he and a small band were near Threskel and had camped for the night when a Vampire Dragon fell upon them. The power of the artifact allowed Sabir to hold the dragon at bay. He did not have the power to defeat the dragon or escape, and the dragon could not attack them. Instead they began to talk. Jaxanaedegor was angry at a theft from his lair. A jade serpent of considerable magical power over snakes had been taken. In exchange for their lives, the band agreed to seek the thief. After a difficult investigation it was revealed that the thief was a Kobold sorcerer of note. This sorcerer, Paksall Ternaerath, from the Orsraun Mountains in Turmish was plotting the overthrow of the city of Hlondeth in the Vilhon Reach. Sabir and his friends managed to defeat the sorcerer and recover the Jade Serpent, which was returned to Jaxanaedegor. While in the reach they took on another job guarding a diplomat during his travels. After the mission, the diplomat secured magical transport for the next leg of his journey. The completion of this most recent mission left them in Caldron trying to decide what to do next.


[sblock=Spells] Cleric 0 (3) 1st (2+1--Erase or True Strike)
Typically prays for Cure Light wounds, Bless, True Strike at dusk
Dread Necromancer 1st (7) 2nd (7) 3rd (4)
1st Bane, Bestow wound*, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, summon undead I*, undetectable alignment
2nd Blindness/deafness, command undead, darkness, deathknell, death armor (spell compendium), false life, gentle repose, ghoul touch, inflict moderate wounds, scare, spectral hand, summon swarm, summon undead II*
3rd Crushing despair, death ward, halt undead, inflict serious wounds, ray of exhaustion, speak with dead, summon undead III*, vampiric touch[/sblock]
 
Last edited:

Remove ads

Top