X4: Master of the Desert Nomads - OOC

Okay, I think I've got everything done. Here's my Shadowcaster.

[sblock=Jex Riggen]
Name: Jex Riggen
Player: Dragonwriter

Race: Human
Class: Shadowcaster 6/Master of Shadow 3
XPs: 36,000 current/1000 next level

Alignment: Lawful Neutral
===================================
Str: 8 (0 points)
Dex: 16 (6 points +2 item)
Con: 14 (4 points +2 item)
Int: 14 (6 points)
Wis: 8 (0 points)
Cha: 22 (16 points +2 levels +2 item)
===================================
HP: 59 [6+20(4*5)+ 15 (5*3)+18]
AC: 18 (+3 Dex, +0 Size, +5 Armor, +0 Shield)
Init: +3
Speed: 30 feet
BAB: +4
Mel: +3
Rng: +7
Fort: +8 (4 SC, 3 MoS, 1 Con)
Refl: +5 (1 SC, 1 Mos, 3 Dex)
Will: +6 (4 SC, 3 MoS, -1 Wis)
===================================
Special Abilities
Race: Bonus Feat, Bonus skills points

Class: Fundamentals of shadow, apprentice mysteries (spell-like), bonus feat, umbral sight (darkvision 30 ft.), Sustaining Shadow (eat 1 meal/week), initiate mysteries
Shadow servant, master’s bidding (standard action), resistance to cold 5

===================================
Feats: Extend Mystery (1st), Reach Mystery (Human), Shadow Familiar (3rd), Path Focus: Touch of Twilight (6th), Reach Mystery (9th)

===================================
Languages: Common, Orcish, Goblin

===================================
Skills (60 skill points total)
Trained or Untrained: +X (=Rank + Stat Mod + Other)
Concentration +13 (=12+1+0) (9 from SC, 3 from MoS)
Hide +11 (=9+2+0) (8 from SC, 2 cc from MoS)
Move Silently +11 (=9+2+0) (8 from SC, 2 cc from MoS)
Spot +11 (=12-1+0) (7 from SC, 5 from MoS)

Trained Only: +X (=Rank + Stat Mod + Other)
Knowledge (arcana) +10 (=8+2+0) (5 from SC, 3 from MoS)
Knowledge (the planes) +10 (=8+2+0) (8 from SC)
===================================
Magic Items (location, weight): +1 Mithral Shirt of Twilight (5,100 GP, chest/armor, 12.5 lbs), Lesser Metashadow Rod of Extend Mystery (3,000 GP, haversack or left hand, 0 lbs.), Ring of Feather Falling ( 2,200 GP, left hand index finger, .0 lbs.), Cloak of Charisma +2 (4,000 GP, shoulders, 2 lbs.), Handy Haversack (2,000 GP, back, 5 lbs.), Amulet of Health +2 (4,000 GP, neck, 0 lbs.), Gloves of Dexterity (4,000 GP, hands, 0 lbs.), Ring of Sustenance (2,500 GP, right hand index finger, 0 lbs.), Bag of Tricks (rust, 6,300 GP, belt, 0 lbs.), Wand of Dusk and Dawn (25 charges, CL 1, 375 GP, haversack, 0 lbs), 2 potions of Cure Moderate Wounds (CL 3, 300 GP, haversack), potion of lesser restoration (CL 3, 300 GP ea, haversack), potion of Cure Serious Wounds (CL 5, 750 GP, haversack), 3 potions of Cure Light Wounds (CL 1, 50 GP ea, haversack), Arrow of Dusk (50 charges, CL 1, 375 GP, haversack)

===================================
Other Equipment:
Weapons: Masterwork Dagger +4 melee (1d4-1, 19-20/x2, piercing or slashing, 10 ft. range, 302 GP, 1 lb.)

Armor, Clothes: +1 Mithral Shirt of Twilight (+4 AC, +6 Max Dex, 0% ASF, 0 ACP, 12.5 lbs), traveler’s outfit.

-----------------------------------
Container: Handy Haversack (Main)

Contents: Lesser Metashadow Rod of Extend Mystery, Wand of Dusk and Dawn (25 charges, CL 1), Arrow of Dusk (50 charges, CL 1), bedroll, flint and steel, hempen rope (50 ft),


Container: Handy Haversack (pocket)

Contents: coinage


Container: Handy Haversack (right pocket)

Contents: 2 potions of Cure Moderate Wounds (CL 3), potion of lesser restoration, potion of Cure Serious Wounds (CL 5), 3 potions of Cure Light Wounds (CL 1)

-----------------------------------
Money
PP: 0
GP: 45
SP: 9
CP: 0
Gems/Other: 0
-----------------------------------
Load
Light: 0-26 lbs.
Medium: 27-53 lbs.
Heavy: 54-80 lbs.
Current: 20.5 lbs.
===================================
Familiar/Animal Companion(s):
Eissun the Large Shadow Elemental (Incorporeal)
HD 10d8+30 Hp 75 Init +6 Spd Fly 40 ft (perfect) AC 12
Atk (10 ft. reach) 2 Incorporeal Touches +8 melee (1d8 plus 1d8 cold damage)
SA: Shadow Mastery (+1 on attacks and damage in shadowy or darker areas), Dusk and Dawn 3/day
SQ: Blindsight 60 ft., elemental traits, incorporeal traits
AL: N
Saves: F: 6/ R: 7/ W: 3
Str - Dex 14 Con 16 Int 6 Wis 11 Cha 11
Skills & Feats: Listen +8, Spot +9 (2 skill points due to advanced HD), Alertness, Combat Reflexes, Improved Initiative, Flyby Attack (new feat due to HD advancement)

===================================
Mysteries
Caster Level: 8 (DC 15 + mystery level)
Fundamentals (usable 3 each): Caul of Shadow, Black Candle, Arrow of Dusk (x2)
Lvl 1 Apprentice Mysteries (2 per day each): Life Fades, Carpet of Shadow
Lvl 2 Apprentice Mysteries (2 per day each): Flesh Fails, Black Fire
Lvl 3 Apprentice Mysteries (2 per day each: Umbral Touch, Clinging Darkness
Lvl 4 Initiate Mysteries (1 per day each): Shadow Evocation, Warp Spell
===================================
Description (include Age, gender, height, weight, physical description):
Jex is an unusual young man of about 22, though at first glance his features would merely bespeak “pretty boy.” He isn’t particularly tall or strong-looking (he stands around 5’7” or 5’8” and is of light build, weighing about 120 lbs.), but his presence makes him seem larger. He carries himself with a calm, cool air, which can be slightly unnerving as he always seems to maintain it, no matter the circumstances.

He keeps his long hair in ponytail that reaches almost to the middle of his back, and it never seems out of place or disturbed, even when he pulls loose the string that keeps it restrained. His face appears soft and pale, as though he hasn’t had to travel much in the sun, or worked very hard at all. His hands follow suit, smooth and clean, more the hands of a noble’s son or scholar than an adventurer. While these aren’t especially unusual qualities, the way he speaks with a cool and smooth voice in addition to his posture and bearing make him someone to which others listen.

All of these things wouldn’t be particularly unusual, even taken together. No, what makes Jex unusual is his mastery over pure darkness and shadow, so strong that he is able to manifest and summon a creature of that pure darkness, a giant shadow companion that he has taken to calling Eissun. This creature seems to listen to him, but his own personal shadow sometimes seems to move of its’ own accord, out of sync with his body. When this is noticed, it is an altogether disturbing event.

===================================
Background:
A Darokin native, Jex was born to an immigrant family from the Soderford Jarldoms, his parents seeking to escape the harsh climate and common bickering and fighting. He was raised to learn the merchant ways, but he quickly drifted away from that, showing signs of magical talent. He was soon instructed in the way of the wizards, but it never caught on with him. His own power seemed more natural than wizardry. Yet, he also never showed the same signs as a sorcerer… His own supernatural talents seemed to occur most often when the world was dark. Over time, as he researched and focused, he learned of shadow magic. He made contact with an actual shadowcaster and convinced the older mage to take him as an apprentice, much to his parents concern. Jex learned the ways of shadow, night and darkness, and how to manipulate these forces himself. After he had learned all he could, he left, never looking back.

He took to life on the road with some difficulty, not used to going hungry sometimes. Nevertheless, he worked through it, taking work as a sneak, or sometimes a mercenary mage. Over time, his powers grew until he developed the strength necessary to summon a creature of pure shadow, which has been his one constant companion since then.

Recently, he was hired by the Darokin government to try to track down the elusive Master, learn or steal his battle plans, and possibly assassinate him with the Crystal Dagger. Jex failed, was captured, held and interrogated until his shadow companion recovered, slipped in, enveloped the guards in its icy embrace and cloaked the halls in shadow, allowing Jex to escape. The young man snatched his belongings and the two fled, using his shadow powers to cover their retreat. Since then, the two have been trying to disrupt the Master’s forces with small ambushes, while simultaneously trying to find Darokin forces to rejoin and report.
[/sblock]
 

log in or register to remove this ad

Looks good DW. The DC is 16+mystery level with Cha 22. You can post it to the RG.

A few notes on background:

[sblock=DW]Jex was part of a group of adventurers sent by Darokin. These included Bishop Guilliame, Keira (a silver-dragon-blooded sorceress), and others (left unspecified in case I need more replacement PCs!) In an ancient tomb in the desert the group obtained the hilt of the crystal dagger of Cymorrak; the dagger was thought to be a way to kill the Master. However, the Master's agents somehow found out about the party, and in a surprise attack, killed or captured the lot of you, as far as you know.

Jex was kept alive because his magic was seen as something unusual, which the Master's wizards were hoping to learn from. He was beaten to keep him from trying to use his magic to escape (having only a few hp left, such an attempt would be suicidal). He was taken from the desert to the mountains and through the Great Pass, into the Master's land of Hule, where he was supposed to be studied. The Master's wizards had more urgent business so he was held in a small keep near the mountains for several days. With the help of his shadow companion and a neglectful guard, he escaped and began to harass the Master's forces when he can.

He has learned that the Master resides in a place called Greatrealm. Also, Hule is run by "holy men" and clergy. "Diviners" seem to be similar to religious police, and wear uniforms that consist of a red robe, a black leather mask, a mace, and an amulet of crystal.[/sblock]
 

Looks good DW. The DC is 16+mystery level with Cha 22. You can post it to the RG.

Ah, right. I forgot to change that when I was purchasing gear.

And the background edit is fine with me.

[sblock=Kinem]
Will I be starting at reduced HP, or will I have rested up enough?

And was the hilt of the Crystal Dagger lost when my first group was captured?
[/sblock]
 

[sblock=DW]You'll start at 41 hp, and be lying in wait along the trail away from the Great Pass.

Bishop Guilliame had the crystal hilt on him when your party was ambushed. You went down before he did, so you don't know for sure what happened, but your captors told you that the rest of the party other than you has been killed.[/sblock]
 

[sblock=DW]You'll start at 41 hp, and be lying in wait along the trail away from the Great Pass.

Bishop Guilliame had the crystal hilt on him when your party was ambushed. You went down before he did, so you don't know for sure what happened, but your captors told you that the rest of the party other than you has been killed.[/sblock]

[sblock=Kinem]
Okay.

By lying in wait, are you suggesting some kind of ambush from me? ;)

What do the other characters look like currently? Like part of the Master's forces, or warriors for Darokin?
[/sblock]
 

[sblock=DW]This is getting ahead a little bit but you will see:

- a man in armor in the style of Hule, the nation ruled by the Master

- a warrior from the desert peoples (desert nomads are mostly the Master's allies)

- a halfling riding some kind of lizard-monster - could mean anything

- and Keira, the sorceress from your party! She's alive after all! Great news! Yet it may seem a little suspicious - why is she alive and keeping such strange company? After all, somehow the enemy forces knew about your party and where to ambush you ...[/sblock]
 

WD (not to be confused with DW!), I hope you feel better.

I guess we are waiting for Girgal to weigh in on the fate of the unconscious man.
 




Remove ads

Top