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Switch to Forum Live View Citadel of the Sorcerer King, Chapter 3
4 years ago  ::  Aug 31, 2009 - 8:05PM #1
Calathan
Date Joined: Sep 21, 2003
Posts: 1,475

For nearly a century, the great sorcerer-king Azliron ruled over a vast country. His capital was a fortress city the likes of which the world had never seen. To create this mighty stronghold, Azliron hollowed out seven huge mountains, and then connected them with massive walls, miles in length and thousands of feet tall. The end result was a single structure far larger than any city built before or since. Today, this structure has become known as the Citadel of Seven Peaks.

In its heyday, the Citadel of Seven Peaks was a thriving city, with room for countless numbers of people. Stories say that the stronghold also held wonders unimaginable and horrors unthinkable deep within its depths. Azliron, the tales tell, held an unquenchable thirst for knowledge and power, and that he sought to obtain it through any means. It is said that elves and dwarves, angels and demons, dragons and giants, and countless other races all served Azliron, and that from them he gained many treasures and learned many secrets.

However, despite Azliron's great power, his reign eventually came to an end. As the legend goes, one day he retired to his inner sanctum, giving strict orders not to be disturbed. That was the last anyone ever saw of Azliron, for he never emerged from his chambers. For years his followers claimed he must still be alive, for what could kill such a mighty man within his own chambers? Even those that believed Azliron to be dead were too afraid to try to enter his sanctum themselves, as should Azliron prove to actually be alive, the punishment for whoever defied his order and disturbed him would be great indeed. Eventually, as the years passed, his subordinates turned to fighting amongst themselves, and the kingdom was soon destroyed by civil war.

Over 800 years have passed since Azliron disappeared. In that time, many people have entered the Citadel of Seven Peaks, hoping to find some of the vast treasure or the wondrous secrets hidden within. Indeed, some of those to enter have returned with fabulous wealth, but many have also lost their lives within the stronghold. To this day, no one has ever managed to reach Azliron's inner sanctum, or if they did, they never returned to tell the tale. The Citadel of Seven Peaks is now home to many savage races, such as orcs and goblinoids, and expeditions into it are more dangerous than ever.

Now the duke of Cantara, a large city that was once part of Azliron's domain, has decided to fund another expedition into the stronghold. He has sent out a call for any who are powerful and brave enough to enter the ancient fortress. The purpose of this expedition is to learn more about the history and culture of this land, with the ultimate goal of determining what actually happened to Azliron himself. Anything not of historical or cultural significance that you find within the Citadel of Seven Peaks is yours to keep.

Thread approved by seTiny

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4 years ago  ::  Aug 31, 2009 - 8:05PM #2
Calathan
Date Joined: Sep 21, 2003
Posts: 1,475

The previous thread is located here.


Players / Characters:

rob4 - Jerenon Errold
Pincushion - Bellamin Tarmikos
Incanus - Kaggrath the Mad
TelinArtho - Arliana

NPCs:

Jackson "Jax" Huntsman


Please repost your character sheets in this thread.

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4 years ago  ::  Aug 31, 2009 - 8:34PM #3
rob4
Date Joined: Jan 13, 2003
Posts: 2,436

Jerenon Errold
Spoiler: Show


Male Human Paladin 5
Lawful Good
XP 10279

Str 16 (+3) (+1 4th level)
Dex 14 (+2)
Con 14(+2)
Int 10 (+0)
Wis 14 (+2)
Cha 15 (+2)

Hit Points 36 HPs Level 5 (1d10=2)
AC 19, Touch 12, Flat 17
Init +2
BAB +5, Grap +8
Speed 20 (base 30, med load 90/153, med armor)
Fort +8, Ref +5, Will +5

+10 Melee, MW Longsword, 1d8+3, 19-20/x2
+9 Melee, MW Flail, 1d8+3, 20/x2
+8 Ranged, MW Comp. Longbow, 1d8+2, 20/x3, 110'r

Medium, 6'1" tall, 195 wt, 27 yrs old
Brown hair, Blue eyes, Tanned skin

Speaks Common

Acp -5
+05 Concentration (3)
+05 Diplomacy (3)
+05 Handle Animal (3)
+05 Heal (3)
+03 Knowledge(Nobility & Royalty) (3)
+03 Knowledge(Religion) (3)
+05 Ride (3)
+05 Sense Motive (3)

Feats
-Mounted Combat
-Weapon Focus(Longsword)
-Combat Reflexes

Human Traits
-Bonus feat
-+4 skill points at 1st level, +1 skill point per level
-Favored Class: Any

Paladin Abilities
-proficient with all simple& martial weapons, all armor & shields except tower shields
-Aura of good
-Detect Evil at will
-Smite Evil 2/day, +2 attack, +5 damage
-Divine Grace: Cha bonus to all saves
-Lay on Hands: Each day can heal 8 hit points of damage. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.
-Aura of Courage: Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
-Divine Health: a paladin gains immunity to all diseases, including supernatural and magical diseases.
-Turn Undead: 5/day as a 2nd level cleric.
-Special Mount: Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level (1). The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level (10); it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Spells Prepared
1st- Magic Weapon


Special
Special Mount Show




 


Warhorse, Heavy


 


Large Animal


Hit Dice:


6d8+18 ( hp)


Initiative:


+1


Speed:


50 ft. (10 squares)


Armor Class:


18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17


Base Attack/Grapple:


+4/+12


Attack:


Hoof +7 melee (1d8+4)


Full Attack:


2 hooves +7 melee (1d8+4) and bite +2 melee (1d4+2)


Space/Reach:


10 ft./5 ft.


Special Qualities:


Low-light vision, scent


Saves:


Fort +8, Ref +6, Will +5


Abilities:


Str 19, Dex 13, Con 17, Int 2, Wis 13, Cha 6


Skills:


Listen +5, Spot +6


Feats:


Endurance, Run, Improved Natural Attack (Hoof)

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.


Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.


Paladin Level


Bonus HD


Natural Armor Adj.


Str Adj.


Int


Special


5th–7th


+2


+4


+1


6


Empathic link, improved evasion, share spells, share saving throws

 


Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.


Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.


Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.


Str Adj.: Add this figure to the mount’s Strength score.


Int: The mount’s Intelligence score.


Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.


Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.


Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).


Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.


Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.


The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).


Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.



Jerenon was born to serve the crown. His father and his two older brothers before him all serve or have served as knights. Jerenon began his training as a squire at age 13 and has spent his time on or around the battlefield ever since, often volunteering for extra tours of duty against the Orc Nations. Unlike his father & brothers, however, Jerenon was blessed by the gods for his virtue & granted the powers of a paladin. 14 years as a soldier have blunted Jerenon's idealism, however, and he serves now more out of habit than devotion. He recently decided he needs some time off from fighting, but rather quickly found himself caught up in bounty hunting.

Jerenon remains a paladin at heart, although only barely. He is experienced and organized, but lacks the intellectual abilities of a truly skilled tactician. He insists on having a plan of action for any encounter, whether it's a negotiation or a battle.

Jerenon is tall, but not especially broad framed. He is in excellent shape, however, due to a lifetime of training and fighting. His face appears young, but his blue eyes have a sorrowful look that shows the toll the years have taken on the man. He wears his hair very short and is clean shaven. He typically wears a white tabard trimmed with blue over his chainmail armor & a barrel-shaped greathelm that covers his entire face.

Explorer's Outfit (worn, -wt)
MW Chainmail (worn, 40wt) 300 gp

Belt Pouch (belt left, 0.5wt) 1 gp
MW Longsword (belt right, 4wt) 315 gp
MW Flail (belt left, 5wt) 308 gp

MW Comp. Longbow (Str +2) (left shoulder, 3wt) 600 gp
Arrows (20) (right shoulder, 3wt) 1 gp
Backpack (center back, 2wt) 2 gp
Bedroll (below backpack, 5wt) 1 sp
MW Heavy Steel Shield (over backpack, 15wt) 170 gp

Holy Symbol, silver (worn, 1wt) 25 gp

Waterskin- water (backpack, 4wt) 1 gp
Trail Rations- 6 days (backpack, 6wt) 3 gp
Whetstone (backpack, 1wt) 2cp
Potion of CLW (backpack, -) 50 gp
Potion of CMW x3 (backpack, -) 900 gp

Coins- 23gp, 8sp, 8cp (pouch, 0.5wt)

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4 years ago  ::  Sep 01, 2009 - 5:54AM #4
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Arliana Show

Arliana


Female Human Rogue 5th
Neutral Good

XP: 13036/15000

Str 12 (+1) (04 pts)
Dex 17 (+3) (10 pts) (16, +1 @4th)
Con 14 (+2) (06 pts)
Int 14 (+2) (06 pts)
Wis 12 (+1) (04 pts)
Cha 14 (+2) (06 pts)

Hit Points 27 = 6 + (2+2) + (5) +(2) + 10 Con
AC 16 (Base 10, +3 Dex, +3 Armor), Touch 13, Flat 16, [+1 vs Traps]
Initiative +7 (+3 Dex, +4 Improved Initiative)
Base Attack Bonus +3, Grapple +4 (+3 BAB, +1 Str)
Speed 30 (base 30)
Load (43/86/130): 40 lbs, light load

Saves
Fortitude +3 (+2 Con, +1 rogue)
Reflex +7 (+3 Dex, +4 rogue) [Evasion] [+1 vs Traps]
Will +2 (+1 Wis, +1 rogue)

Attacks
+5 Melee, Short sword, 1d6+1, 19-20/x2 (+3 BAB, +1 Str, +1 masterwork)
+4 Melee, Dagger, 1d4+1, 19-20/x2 (+3 BAB, +1 Str)
+6 Ranged, Light Crossbow, 1d8, 19-20/x2, 80'range increment (+3 BAB, +3 Dex)

Medium, 5'2" tall, 98 lbs, 19 yrs old
Black hair, brown eyes, fair skin

Speaks: Common, Dwarven, Elven

Skills
+10 Balance* (+3 Dex, 5 ranks, +2 synergy)
+10 Bluff (+2 Cha, 8 ranks)
+01 Climb* (+1 Str)
+12 Disable Device (+2 Int, 8 ranks, +2 circumstance)
+11 Hide* (+3 Dex, 8 ranks)
+03 Jump* (+1 Str)
+09 Listen (+1 Wis, 8 ranks)
+11 Move Silently* (+3 Dex, 8 ranks)
+13 Open Lock (+3 Dex, 8 ranks, +2 circumstance)
+10 Search (+2 Int, 8 ranks)
+09 Sleight of Hand* (+3 Dex, 4 ranks, +2 synergy)
+09 Spot (+1 Wis, 8 ranks)
+10 Tumble* (+3 Dex, 7 ranks)
+10 Use magic Devise (+2 Cha, 8 Ranks)
*Armor check penalty applies (-0)

Feats
Improved Initiative
Dodge
Mobility



Racial Traits and Class Abilities Show

Human Traits
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

Rogue Abilities
-Sneak Attack +3d6: If Arliana can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Arliana’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when Arliana flanks her target.
-Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
-Evasion: Arliana can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if Arliana is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
-Trap sense +1: Arliana has an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
-Uncanny Dodge: Arliana can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.Background




Equipment:
Traveler’s Outfit (worn, -) 1gp
Masterwork Studded Leather Armor (worn, 20lbs) 175gp

Masterwork Short sword (sheathed, belt right, 2lbs) 310gp
Dagger (tucked in belt rear, 1lb) 2gp
Dagger (hidden in right boot, 1lb) 2gp
Crossbow bolts (wooden case with 3) (tucked in belt front, 0.3lb) 1gp

Light crossbow (slung over the left shoulder, 4 lbs) 35gp
Backpack (center back, 2lbs) 2gp
Bedroll (on party mule, 5lbs) 1sp

Blue Quartz Ring (right index finger, -) 10gp

Waterskin (backpack, 4 lbs) 1gp
2 Torches (backpack, 2 lbs) 2cp
Flint & Steel (backpack, -) 1gp
1 day's Trail Rations (backpack, 1 lb) 5sp
Masterwork Thieves’ Tools (backpack, 2 lbs) 100gp
Figurine of woman with red jewels for eyes (backpack)

Coins - 0gp (pouch, 1 lb)
Crumpled paper (pocket)


Paper Show

After unfolding the paper, Arliana notices that there is writing on both sides. On one side is written, The spiders guard the exit and I don't know if I can sneak past, injured as I am. I fear this is my final adventure. Please remember my name if you find this. It is signed Brilus Mai of Cantara.

On the other side of the paper is written, Saw this symbol on a house in the town. Need to ask someone what it means. Below that is drawn a symbol that looks like a couple squiggles. It doesn't look like something from any system of writing you know of.

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4 years ago  ::  Sep 01, 2009 - 7:09PM #5
Pincushion
Date Joined: Mar 10, 2004
Posts: 1,303
Bellamin Tarmikos The Cook Show

Race: Human
Languages: Lalsharan, Elven, Dwarven,Draconic,Goblin, Orc
Align: NG
Class: Bard
Levels: 5
Xp: 13,060

Str :
10(2pts)
Dex: 14 (6pts)
Con: 12(4pts)
Int : 14 (6pts)
Wis: 10 (2pts)
Cha: 19 (16 pt,+1lvl)

Base saves: +1 Fort, +4 Ref, +4 Will
Total saves: +2 Fort, +6 Ref, +4Will
Base Attack: +3

Rapier
+3 attack 1d6+0 damage crit: 18-20/x2 2Lbs Piercing (20gp)
Shortbow +5 attack 1d6+0 damage crit: 20/x3 range: 60ft 2Lbs Piercing(30 gp)
3 quivers of arrows(59 arrows)(3gp)

Mithril Chain shirt: +4 AC Armor check pen: 0 speed: 30 ft, 10 Lbs(1100gp)
AC: 16 Touch AC: 12 Flat-footed: 14

Hit Points:
25 hp for lvls 3-4 (3d6=7) (both 1's changed to 2's), 1d6=5(hp lvl 5)
Feats:
Spell Focus Conjuration
Greater spell Focus conjuration
Skill Focus Decipher Script
Class Features:
Bardic Music 5/day 0/used
Bardic Knowledge +9(5th lvl,+2 Int, +2 synergy)
Countersong, Fascinate, Inspire Courage +1, Inspire Competence


skills Show
(6+2x4+4, 8+1/lvl)(63pts)
+10(6)Perform Sing(Cha)
+10(6)Perform Oratory(Cha)
+04(0)Perform Comedy(Cha)
+12(6)Perform Wind Instrument(Cha)(+2 with MW Flute)
+10(6)Perform Act(Cha)
+4(4)Profession Cook(Wis)
+4(2)Appraise(Int)
+4(0)Balance(Dex)(+2synergy)
+10(6)Bluff(Char)
+0(0)Climb(Str)
+7(6)Concentration(Con)
+10(5)Decipher Script(Int)(+3 Feat)
+7(1)Diplomacy(Cha)(+2synergy)
+6(0)Disguise(Cha)(+2synergy)
+2(0)Escape Artist(Dex)
+7(3)Gather Information(Cha)
+3(1)Hide(Dex)
+2(0)Jump(Str)(+2 synergy)
+3(1)Knowledge Arcana(Int)
+7(5)Knowledge History(Int)
+5(3)Move Silently(Dex)
+1(1)Sense Motive(Wis)
+4(0)Sleight of hand(Dex)(+2synergy)
--(3)Speak language(Draconic,Orc, Goblin)
+4(2)Spellcraft(Int)
+0(0)Swim
+7(5)Tumble
+0(0)Use Magic Device(+2 synergy using scrolls)
+0(0)Listen(Wis)
+0(0)Spot(Wis)


spells Show
Spells Per day:
Lvl 0: 3 3/3 remaining
Lvl 1: 4 2/4 remaining
Lvl 2: 2 0/2 remaining

Spells Known:
Lvl 06)Dancing Lights, Prestigitation, Read Magic, Summon Instrument,Mage Hand,Message
Lvl 13)Grease(Range:35ft/Reflex DC: 17),Detect Secret Doors, Identify, Cure L. Wnds.(DC 17 Will Half)
Lvl 23)Glitterdust(Range: 140ft/Will DC: 18), Invisibility, Eagle's Splendor(+4char,1min/lvl)


Equipement Show
Explorers outfit(8 Lbs, 10 gp)(consists of (the shirt is white and accompanied by a black vest, black gloves, darkblue hooded cloak and a wided brimmed dark green hat with a leather band around it with two large eagle feathers sticking out on the right side with the fluffy ends pointing towards the rear of the hat)
2 sets of Travelers outfits(10 Lbs, 2 gp), Shirts are all white and everything else is brown)(Haversack, Large compartment)
Bedroll(5Lbs,1sp)(HS, large comp.)
Winter Blanket(3Lbs, 5sp)(HS, Large comp.)
2 bottles of fine wine(3 Lbs, 20 gp)(haversack, large compartment)
4 Pearls worth 100 gp each (400 gold)(spell component pouch)
Spell component pouch (2Lbs, 5gp)
2 bags Caltrops (2 Lbs, 1 gold) (HS, smaller left compartment)
10 pieces of chalk(1sp)(in belt pouch 1)
Flint and steel(1gp)
Belt pouch 1, (1/2Lb, 1 gp)
Belt Pouch 2, (1/2Lb, 1 gp)
waterskin (4Lbs,1gp)(HS, smaller left compartment)
6 scroll cases(3Lbs, 6gp)(HS, smaller left compartment)
5 sheets of Parchment(1gp)(Rolled and stored in the scroll cases)
Ink(pouch 2)(8gp)(HS, Sm.Lft.Comp)
Inkpen(pouch 2)(1sp)(HS, Sm.Lft.Comp)
Iron Pot (10 Lbs, 5sp)(HS, large compartment)
Mess Kit(1Lb)(6sp)(HS, large comp.)
Sack(1/2Lbs, 1sp)(contains 5.25Lbs of cooking stuff)(HS, Lrg. Comp.)
3 Ounces Basil(3sp) (sack)
3 Ounces Chives(6cp)(sack)
3 Ounces Dillweed(9cp)(sack)
3 Ounces Garlic(3cp)(sack)
3 Ounces ginger(30gp)(sack)
3 Ounces horseradish(3cp)(sack)
3 Ounces Lemon balm(6sp)(sack)
3 Ounces Mustard seed(15cp)(sack)
3 Ounces Oregano(6sp)(sack)
3 Ounces Pepper(90 gp)(sack)
3 Ounces Rosemary(15sp)(sack)
3 Ounces salt(3cp)(sack)
1Lb Chilies(25 gp)(Sack, wrapped in cloth)
2 pints Honey(2sp)(sack)
MW Flute(100 gp)(+2 perform check with flute)
Mule with Saddle bags(8lbs)(12gp)
38 days feed(2gp)(400 Lbs)(Mule)
19 Trail rations(10gp)(20Lbs)(HS. Right Small compartment)
Empty potion vial(HS. Left Small Compartment)

Magic Items:

Handy Haversack(2000 gp)(5Lbs)(Large comp contains 37.25 Lbs worth of Items)(small left compartment contains 11 Lbs woth in Items)(small right compartment contains 20 Lbs)
Everburning torch(110gp)
Feather Token Whip (500 gp)
2 scrolls comprehend languages(50gp)
2 potions cure light wounds(200gp)(1 used)
2 potions of protection from evil(100gp)(1 used vial discarded)
1 empty potion vial

Gold left:
4
Weight: 30 Lbs(Light Load) (medium load starts at 34 Lbs)Weight on Mule: 200 Lbs Light Load, Medium starts at 231 and heavy starts at 462 Lbs)


Fluff Show
Personality:
Always cheerfull sometimes overly-so, curiosity runs wild at times and on top of his passion to sing, tell stories or create them he also has a passion for cooking.
Appearance: Height about 5'7", 160Lbs, 31 years old(but looks closer to 24). Average build with an overall healthy clean shaven look with Long black hair reaching down around his waist and has deep midnight blue eyes. He also smells everso slightly of many different types of cooking spices.
Background:
The Cook as some people call him, Bellamin lead a fairly average life. His mother Theresa a scholar and playwright well versed in scriptures of many types as well as writing more than a few plays known across the lands in some of the lesser known area's..mostly small towns and villages. She kept to the road and never once did her and her band once perform the same play within ten days ride of another place. Along the road she met with a traveling salesman named Tristin Tarmikos who fell in love with Therasa's superb acting skills as well as her fine womenly features. Soon after meeting her as his job required moving around alot as well as hers did he attached his business to her group and traveled with them. It was only a matter of time...very short time before the two decided to marry and than many months later Bellamin was born. He traveled with his Ma and Pops for many years learning everything he could from them, but spent a lot of time with the troupes cook learning what makes what he eats so good..not to mention the cooks daughter was kind of cute. Unfortunetly as handsome as Bellamin was growing up to be, she however hated traveling with the troupe and never took notice of Bellamin at all and one day she ran away from the troupe. That was around the time Bellamin was only sixteen and he took the absent of his runaway Luv as if it was the end of the world. Finally he told his parents he must go and find her and they understood that he must go. During his quest Bellamin learned much about the harsh world and about having friends strong enough to help him when wits alone wasn't enough. However in ten years he never found his luv and realized he most likely would not, but always optimistic he kept on going, earning his living off of donations from his singing and acting skills, sometimes rejoining with his parents troupe when they crossed passes...which was many times and he'd stay with the troupe till the road was a bit less rocky. At the age of twenty-seven he saw his luv again and she was just as beautiful as he remembered her, however he realized that in his travels his luv had faded and he realized it was just an attraction. He did talk to her for many hours and never once did she even realize that she had grown up with him and she did not know him at all. He spent the night with her that night, but new that lust was no match for true luv and that if he stayed he'd only break her heart when he found his true luv. In the morning he pulled himself out of bed while she slept quitely...beautifully next to him. He silently slid on his clothing and went down stairs, he paid for the use of the inns kitchen and cooks a grand breakfast using a recipe her father had taught him as well as her. He gave the Innkeeper a few extra gold and asked him to take the meal up to the girl and tell her it was from the long haired man. He did as told and when she first smelled and tasted the breakfast omellete she knew at once who he was..Bellamin Tarmikos. She rushed downstairs and to the Inn doors to catch him, but he was already gone, seeking adventure a good story and a new recipe and perhaps a new luv and if fate and destiny allow perhaps that luv can be a true luv that will last forever. Since that day Bellamin has known nothing more or less than travel as he had his whole life making his living mostly off cooking and his fine charming arts and searching for new things and knowledge and perhaps a lil bit power to create new works of art.
Recently in the past four years he was captured by a band of orcs and goblins lead by an Hobgoblin Sorcerer. They kept him as their personal jester even though his joke were a bit dry compared to his stories and flute playing. His skills were their only means of nonviolent amuzement. Bellamin although not pleased about letting himself get captured so easily, took it as an opportunity so as he sang and danced and told a few jokes using the opportunity to learned their languages so that he could better tell the stories and better sing songs to their liking. Suprisingly using his charm he was able to stay there for an entire four years keeping himself alive and cooking what ever they brought him. Finally he had learned enough about himself and the ways of magic to take the risk and perform one last grand performance for them. He chose a time when the Sorcerer was away talking to a new tribe, normally he kept a good eye on Bellamin, but in three years had not seen the entertainer once try to escape. So while the sorcerer was away Bellamin finally found his chance cause now with the Sorcerer gone as well as more than half the tribes warriors with him, he had his chance. He performed a magical performance and as his audience stared into nothingness with smiles upon faces most fallen asleep due to his outstanding performance of a goblin Luliby. He sang quitely and the two guards that he had fascinated stared pasted him as they were both still in their stupor as he slipped away from the stage. He pleace a couple area's behind him with a simple spell of greasing. Than all he had left was to make it past the next couple sets of guards and he decided to try a new spell he had learned that seemed to have come to him in a dream, he wasn't even sure exactly what it would do. When he finally finished the spell he found he could not see himself and ran for the nearest exit. He could here a commotion behind him knowing the guards he had fascinated were now aware of his departure and had roused the audiance to chase him down, he also heard their curses and the sounds of them all falling as they hit the area's touched by his grease magic. Finally he ran past the entrance guards, they only looked up in confussion looking around and gripping their weapons, but they did not know where the sound of running feet had come from and reacted too slow to stop him from running past them. They went chasing after the sound and gave up when they could no longer here the sound of feet running, drowned out by the crowd running up behind them. Bellamin did not stop running even after his spell wore off, eventually he found a good hiding place as he was nearing exhaustion and collapse, the next day he continued at a slower pace surviving one some dried meat he had stolen in preparation of his escape..it was almost not enough, but allas a week later half starved he finally made it back to civilazation in the form of a small farming village. He stayed there briefly earning his food and stay once again with his flute and stories, one being his life for the past three years. A year has passed since his captivity and now he finds himself performing where ever he can within the city of Cantara shortly after which he see's the call from the Duke for adventurers.


Info needed on Rosniwks stuff Show
Rosniwks stuff
MW Singham
MW Shuriken (2) (there was 3 but he threw one and its somewhere in the dragons room)
Holy Symbol silver (25 gp)(1lb)
Holy Text Elawara (10 gp)(3lbs)
Bedroll (1sp)(5lbs)
backpack (2 gp)(2lbs)
winter blanket (5 sp)(3lbs)
Rations, trail 3 days (1.5 gp)(3lbs)
Spell component pouch (5 gp)(2lbs)
healers Kit (50 gp)(1lb)
Monks outfit (5 gp)(2lbs)
Signal Whistle (8 sp)
2 square yards canvas (2 sp)(2lbs)
2 bars soap (1gp)(2lbs)
Flute
2 Wands cure light wounds (750 gp)
(Wand 1=19 charges/Wand 2=50 charges)
Pearl of power 1st lvl (1,000gp)
PP:4
GP:8
Sp: 9
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4 years ago  ::  Sep 04, 2009 - 1:33PM #6
Golden_Silverstar
Date Joined: Sep 13, 2007
Posts: 220

golden armor + sword; www.wizards.com/dnd/images/ab_gallery/27...
273.jpg


iron armor + spear; www.wizards.com/dnd/images/war_drums_gal...


Omelia Salitasia
Female Human Aristocrat 2, wizard 2, (experience: 8305)
LG


character Show


Str 16 +3 (10 pts)
Dex 14 +2 (6 pts)
Con 14 +2 (6 pts)
Int 15 +2 (6 pts) +1 lvl 4 bonus
Wis 12 +1 (4 pts)
Cha 12 +1 (4 pts)


data Show


wounds; 15/29
Hit Points 29 (2d8= 8 + 5, then 2d4= 8, + 2 con x 4 lvl)
AC 12 (base 10 + 2 dex) no armor
AC 19 (base 10 + 1 dex + 8ac) full plate (maxdex+1, armor check penalty -6, arcane spell failure chance 35%)
Touch 11 (12 no armor) (base 10 + 1 (2) dex)
Flat 18 (10 no armor) (base 10 + 8 armor)


Init +2 (dex 2)
BAB +2, Grap +5
Speed 30 (base 30, no armor, (load; 60) light load 0-76, medium 77-153,)
Speed 20 (base 30, heavy armor -10)
Fort +2 (aristocrat 0 + 0 wizard + 2 con)
Refl +2 (aristocrat 0 + 0 wizard + 2 dex)
Will +7 (aristocrat 3 + 3 wizard + 1 wis)


1d20+3=18, 1d8+8=9



+5 Melee (bab 2 + 3 str), heavy mace 1d8+3, x2
+5 Melee (bab 2 + 3 str), long sword 1d8+3, 19-20/x2
+4 Ranged (bab 2 + 2 dex), longbow 1d8, x3, 100r


Medium size, 5'0" tall, 99 wt, 20 yrs old
Red hair, blue eyes, white skin


Speaks common. Bonus elven, draconian



skills Show


* = armor check penalty
** = double armor check penalty


skills; (4+2 int)x4, 4+2 int, 2 + 2 int, + human bonus


7 Concentration (Con 2) 1r + 4 feat
5 craft (alchemy) (int 2) 3r
3 Decipher Script (Int 2) 1r
8 diplomacy (cha 1)  5r + 2 synergy (knowledge (nobility & royalty))
2 handle animals (cha 1) 1r
9 knowledge (arcana) (int 2) 7r
7 knowledge (architecture and engineering) (int 2) 5r
7 knowledge (nobility and royalty) (int 2) 5r
5 listen (wis 1)  4r
4 search (int 2) +2 synergy to find secret doors (knowledge (architecture and engineering))
5 sense motive (wis 1) 4r
7 Spellcraft (Int 2) 3r + 2 synergy (knowledge (arcana))
5 spot (wis 1) 4r
3 survival (wis 1) 2r
3 swim** (str 3)



feats Show


1st lvl human- power attack
1st lvl- cleave
3rd lvl- combat casting



abilities Show


Human Traits
30 feet
1 extra feat at lvl 1
4 extra skills at lvl 1
1 extra skillpoint from lvl 2 up
language; common. Bonus; any except secret
adulthood; 15 years, middle age 35, old 53, venerable 70
height male 4'10", female 4'5", weight 120/85


Aristocrat Abilities
hit die d8
all simple & martial wpn
all armor & shield


Wizard Abilities
Hit Die: d4.
all knowledge
familiar, gives master +3 on move silently
scribe scroll



spells Show


(i) for bonus for high int
Spells Prepared
0th-(sp4) Detect Magic, Read Magic, Disrupt Undead, x Disrupt Undead
1st-(2+i) sleep, shocking grasp (i)


temporary; Detect Magic x 2, Read Magic, Light, Protection from Evil x 2, and Shocking Grasp


Spellbook
0th- Resistance: Subject gains +1 on saving throws.
0th- Acid Splash: Orb deals 1d3 acid damage.
0th- Detect Poison: Detects poison in one creature or small object.
0th- Detect Magic: Detects spells and magic items within 60 ft.
0th- Read Magic: Read scrolls and spellbooks.
0th- Daze: Humanoid creature of 4 HD or less loses next action.
0th- Dancing Lights: Creates torches or other lights.
0th- Flare: Dazzles one creature (-1 on attack rolls).
0th- Light: Object shines like a torch.
0th- Ray of Frost: Ray deals 1d3 cold damage.
0th- Ghost Sound: Figment sounds.
0th- Disrupt Undead: Deals 1d6 damage to one undead.
0th- Touch of Fatigue: Touch attack fatigues target.
0th- Mage Hand: 5-pound telekinesis.
0th- Mending: Makes minor repairs on an object.
0th- Message: Whispered conversation at distance.
0th- Open/Close: Opens or closes small or light things.
0th- Arcane Mark: Inscribes a personal rune (visible or invisible).
0th- Prestidigitation: Performs minor tricks.


1st- protection from evil, +2 ac, +2 to saves
1st- sleep, put 4HD of creatures into magic slumber
1st- identify
1st-i shocking grasp, touch 1d6 electricity damage
1st-i expeditious retreat, speed +30 ft.
1st- obscuring mist (from found scroll)


2nd- levitate (from found scroll)


Special Show


Familiar
McManus,
Cat, Tiny Animal (magical)
Hit Dice: 1/2 d8 (2 hp)   
Initiative: +2   
Speed: 30 ft. (6 squares)   
Armor Class: 15 (+2 size, +2 Dex +1 natural), touch 15, flat-footed 12   
Base Attack/Grapple: +1/-12   
Attack: Claw +4 melee (1d2-4)   
Full Attack: 2 claws +4 melee (1d2-4) and bite -1 melee (1d3-4) 
Space/Reach: 2-1/2 ft./0 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +14, Jump +10, Listen +3, Move Silently +6, Spot +3
Feats: Weapon Finesse


Sam
light horse to ride
large animal
hit dice 3d8+6 (19hp)
initiative +1
speed 60ft.
ac 13, touch 10, flat 12
bab +2, grapple +8
space 10ft/5ft
F+5, R+4, W+2
14, 13, 15, 2, 12, 6
endurance, run



History Show


Background


Omelia Salitasia


grew up in Foresthill Castle; it is a place south of Cantara. It used to be a dense forest around the steep hill the castle were build on. Today it is surrounded by farmland, but there is still a dense forest to the west.
school; The best education money could buy in Foresthill. She first had a traditional education by old McManus, who also had been her fathers teacher when he was child. He teached the kids the old noble ways, and even speech was done in the old style with 'thees, thous, wilt, hath and so on. But when McManus died of old age in Omelia's mid-teens the only good teacher left in Foresthill was wizard Angler. He were totally different sort of teacher than old, honorable McManus had been. The wizard disgarded the fine art of diplomacy and ethics and gave the children a more wizardly approach to things.
First quest; This quest would actually be her first. Her experience is soley from diplomatic missions and assisting various barons and of late the Duke of Cantara. When she heard of the expedition to  the Citadel of Seven Peaks she knew joining the group to search for the long-disapeared king would lead to fame and fortune, and perhaps she will gain a barony in reward too.
It took her some days to get prepared for the adventure and the group of choosen adventurers had already left by the time she was ready. She travelled after as best she could.


look
She has a long dark red hair and usually wears a gold-colored dress fitting a noble. The dress covers the shoulders but not the arms.
Her right hand is covered by a long white silk glove while the left hand is uncovered.
If she is in dangerous areas she will also wear eighter her longsword or the mace, and her body will be covered by plate armor.




Equipment Show


fine dress, (worn, 8wt) 20gp
fine belt, (worn) 25gp
silk;
 pants, (worn) 8gp
 gloves, (worn) 15gp


longsword (saddlebag, 4wt) + 315 gp MW +15gp
longbow (shoulder, 3wt) 100r + 75gp
arrows (40) (quiver, 6wt) 1gp
mace heavy (left side, 8wt) + 312 gp MW +12gp
spell component pouch (worn, 2wt) 5gp
wizard's spellbook (pocket, 3wt) 15gp


Backpack (center back, 2wt) 2gp
full plate (worn, 50wt) 30ft>20ft, 1500gp
Trail Rations- 1 days (backpack, 1wt) 5sp
 
3 alchemists fire (flask) 1d6 (pocket, 4wt) 80gp
1 antitoxin (vial) (backpack, -wt) 50gp
1 heal potions


saddlebags 8wt 4gp


Quiver (saddlebags, -wt)
arrows (80) (saddlebags, 12wt) 5gp
Bedroll (saddlebags, 5wt) 1sp
Waterskin- water (saddlebags, 4wt) 1gp
everburning torch (worn, 1wt) 110gp
Trail Rations- 5 days (saddlebags, 5wt) 25sp
crowbar (saddlebags, 5wt) 2gp
rope silk 40ft. (saddlebags, 4wt) 8gp


scrolls; 'obscuring mist' first circle spell, 'levitate' a second circle


Horse light, light load 1-150, med 151-300,  75gp
bit and bridle 1wt 2gp
saddle riding 25wt 10gp
feed (4 days for 1 horse, or 2 days for 2 horses) 40wt 2sp


Coins- 28gp, 7sp, 0cp (pouch, -wt)


weight worn/backpack; 60 wt


Visit my homepage with the maps of Faerun, Eberron and cities.
I DM the games Adventures into Conflict (4e FR) and Adventures into Power (3.5e FR)
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4 years ago  ::  Sep 07, 2009 - 2:24PM #7
Incanus
Date Joined: Dec 6, 2001
Posts: 2,171

Kaggrath the Mad
Male Human Psion 5th
True Neutral
Devotee of the Golden Mind
13,060 Experience Points

Str 08 -1 (0 points)
Dex 14 +2 (6 points)
Con 10 +0 (2 points)
Int 19 +4 (16 points, +1 level)
Wis 14 +2 (6 points)
Cha 14 +2 (6 points)

HP 24
AC 12, Touch 12 , Flat-Footed 10
Init +2
BAB +2, Grap +1
Speed 30 ft.
Fort +1, Ref +3, Will +6
Light Load: 26 lbs. Medium Load: 27-53 lbs. Heavy: 54-80 lbs.
Current Load: 15.5 lbs.

+1 Melee, Club 1d6-1, 20/x2

Medium, 5' 8" Tall, 170 wt, 30 yrs old
Red hair, Blue eyes, Pale skin

Speaks Common, Dwarven, Goblin, Orc, Undercommon

Skills
Bluff +10 (8 ranks, +2 Cha)
Concentration +8 (8 ranks, +0 Con)
Disguise +8 (6 ranks, +2 Cha)
Knowledge (arcana) +12 (8 rank, +4 Int)
Knowledge (dungeoneering) +6 (2 rank, +4 Int)
Knowledge (psionics) +12 (8 ranks, +4 Int)
Psicraft +14 (8 ranks, +4 Int, +2 synergy)
Use Psionic Device +10 (8 ranks, +2 Cha)

Feats
Body Fuel [3rd level] - You can recover power points by taking ability score damage to each of your three ability scores: Strength, Dexterity, and Constitution. You gain 2 power points for every point of damage to the three scores.
Boost Construct [Psion 5] - When you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from.
Overchannel [Psion 1] - While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.
Psionic Body [1st level] - You gain 2 hit points for each psionic feat you have (including this one).
Talented [Human] - To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling.

Human Abilities
-Bonus Feat
-Bonus Skill Points

Psion Abilities
-Bonus feat
-Discipline (Shaper)

Power Points 35
Powers Known
1st-Degree: Astral Construct, Energy Ray, Force Screen, Mind Thrust, Vigor
2nd-Degree: Ego Whip, Energy Push, Psionic Identify, Swarm of Crystals
3rd-Degree: Ectoplasmic Cocoon, Telekinetic Thrust

Powers Show

1st-Level Powers Show
1st Level Powers
Astral Construct
Metacreativity (Creation)
Level: Shaper 1
Display: Visual; see text
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One created astral construct
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1

This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power's duration and dissipates at the end of its turn.
Astral constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.
Augment: For every 2 additional power points you spend, the level of the astral construct increases by one.

Energy Ray
Psychokinesis [see text]
Level: Psion/wilder 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 1

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.
Cold: A ray of this energy type deals +1 point of damage per die.
Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A ray of this energy type deals +1 point of damage per die.
Sonic: A ray of this energy type deals -1 point of damage per die and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power's damage increases by one die (d6).

Force Screen
Psychokinesis [Force]
Level: Psion/wilder 1, psychic warrior 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 1

You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it.
Augment: For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.

Mind Thrust
Telepathy [Mind-Affecting]
Level: Psion/wilder 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.
Augment: For every additional power point you spend, this power's damage increases by 1d10 points. For each extra 2d10 points of damage, this power's save DC increases by 1.

Vigor
Psychometabolism
Level: Psion/wilder 1, psychic warrior 1
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 1

You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones.
Augment: For every additional power point you spend, the number of temporary hit points you gain increases by 5.


2nd-Level Powers Show
2nd Level Powers
Ego Whip
Telepathy [Mind-Affecting]
Level: Psion/wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half; see text
Power Resistance: Yes
Power Points: 3
Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The target takes 1d4 points of Charisma damage, or half that amount (minimum 1 point) on a successful save. A target that fails its save is also dazed for 1 round.
Augment: For every 4 additional power points you spend, this power's Charisma damage increases by 1d4 points and its save DC increases by 2.

Energy Push
Energy Push
Psychokinetic [see text]
Level: Psion/wilder 2
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 3
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You project a solid blast of energy of the chosen type at a target, dealing it 2d6 points of damage. In addition, if a subject of up to one size category larger than you fails a Strength check (DC equal to the save DC of this power), the driving force of the energy blast pushes it back 5 feet plus another 5 feet for every 5 points of damage it takes. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save). The movement caused by energy push does not provoke attacks of opportunity.
Cold: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points). The saving throw to reduce damage from a cold push is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a blast of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points).
Sonic: A blast of this energy type deals -1 point of damage per die (damage from impact remains at 2d6 points) and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
Augment: For every 2 additional power points you spend, this power's damage increases by one die (d6) and its save DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with an object.

Identify, Psionic
Clairsentience
Level: Psion/wilder 2
Display: Material and mental
Manifesting Time: One day
Range: Touch
Target: One touched object
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3

As the identify spell, except as noted here.
This power is used to identify the abilities of psionic items.

Swarm of Crystals
Metacreativity (Creation)
Level: Psion/wilder 2
Display: Material
Manifesting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3

Thousands of tiny crystal shards spray forth in an arc from your hand. These razorlike crystals slice everything in their path. Anyone caught in the cone takes 3d4 points of slashing damage.
Augment: For every additional power point you spend, this power's damage increases by 1d4 points.


3rd-Level Powers Show
3rd Level Powers
Ectoplasmic Cocoon
Metacreativity
Level: Shaper 3
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One Medium or smaller creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 5

You draw writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy. The subject can still breathe but is otherwise helpless, unable to see outside the cocoon, speak, or take any physical actions. The subject’s nostrils are clear (air passes through the cocoon normally). The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components).
Cutting or damaging the cocoon can free a victim. The cocoon has hardness 8 and 20 hit points. Teleportation and other forms of travel provide a means of escape, but the cocoon extends into the Ethereal Plane, blocking ethereal travel. An ectoplasmic cocoon can’t be affected by dispel psionics, but it can be dismissed with dismiss ectoplasm, or otherwise destroyed by extreme measures or items.
The creature within the cocoon is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the cocoon is destroyed. The cocooned creature can be moved normally (the weight of the cocoon is negligible).
A creature that is cocooned while aloft begins to fall immediately, and a creature that is cocooned while swimming or underwater may drown.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power’s save DC increases by 1.
2. For every 2 additional power points you spend, this power can affect a target one size category larger.

Telekinetic Thrust
Psychokinesis
Level: Psion/wilder 3
Display: Visual
Manifesting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Targets: One or more objects or creatures with a total weight of 250 lb. or less
Duartion: Instantaneous
Saving Throw: Will negates or Will negates (object); see text.
Power Resistance: Yes or Yes (object); see text
Power Points: 5

You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).
Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power.
If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Augment: For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds.



Background
Kaggrath was once a simple human cobbler who lived in a town in the highlands with a large dwarvish community. Except for the occasional raid from orc or goblin brigands, there was little to disturb the slow pace of life on the frontier. Things moved rather dully for the modest shoemaker, who had never been gifted with much drive or ambition. Everything changed, however, when a small band of black-skinned dwarves attacked the city one night. Conjuring bolts of fire and lightning, throwing objects and people through the air with the simplest thought, the interlopers wielded a magic unlike any that had ever been seen as they forced their way to the dwarven quarter of the city. Awoken from his sleep, Kaggrath could scarcely believe his eyes as he witnessed the duergar savants take whatever they pleased from the city and then vanish into thin air.
Fascinated by the strange psychic powers they used, Kaggrath became restless. Nothing of his dull former life interested him any longer. All that he could think about any longer was the incredible mental powers of the deep dwarves. He began to research it feverishly, learning everything he could about duergar and psionics. Eventually, his delvings led him to the arcane teachings of the Golden Mind. When the dwarves of the city learned of his investigations, however, they accused him of being in league with the duergar that had attacked them. Amid the fears and paranoia of his fellow townsfolk, Kaggrath soon found himself banished from his home, exiled into the world with little more than the clothes on his back.
Following hints and rumors he had collected about the cult of the Golden Mind, Kaggrath was eventually able to track down a solitary mystic named Volkmar. Long had Volkmar walked the path that Kaggrath sought, pondering the vast mysteries of the Golden Mind. Kaggrath learned much under his tutelage, but after months under his supervision, his psion master achieved at last the highest level of enlightment. His body faded away from the material world into the realm of purest thought. Now Kaggrath, alone but armed with the teachings of the Golden Mind, set out to make his name in the world.

Personality
Bitter and seemingly mad at times, Kaggrath is, in all fact, stark raving sane. Shunned by many for the abberant philosophies he follows, he believes that most see him as a lunatic anyway, and he feels no compunction to change that opinion. There is little that he cares for other than gold and power, especially the refining of his own mental powers. And while he is by no means evil, he doesn't see any reason to benevolently meddle in the affairs of others.

Appearance
Kaggrath's long, wild, flaming red hair characterizes his madman persona well. His soft blue eyes hide a hard, uncaring heart of stone. He wears long, volumous robes of bright red and blue that envelop his small, slender frame. Within the folds of his vestment are dozens of tiny hidden pockets holding all manner of strange (and mostly worthless) knicknacks and periphernalia.

Equipment
265 gp 0 sp 5cp

Backpack (center back, 2 lb. wt) 2 gp
Bedroll (below backpack, 5 lb. wt) 5 sp
Club (belt right, 3 lb. wt)
Everburning torch (backpack, 1 lb. wt) 110 gp
Ring of sustenance (right 4th finger, -wt) 2,500 gp
Scholar's outfit (worn, - wt)
Flask of acid (backpack, 1wt)
Flask of holy water (backpack, 1wt)
Potion of detect thoughts (backpack, -wt)
Coins (backpack, 1.5 lb. wt)
Thunderstone (pocket, 1wt)
Vial of slime (pocket, -wt)

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4 years ago  ::  Sep 07, 2009 - 6:56PM #8
Calathan
Date Joined: Sep 21, 2003
Posts: 1,475

Alright, let's continue the game.  You were getting ready to open the door in the sewer.  I've placed you all on the map near the door, but if you wanted to be in different positions, that is fine too.  Let me know when you want to open the door and who will go first.



  A|B|C|D|E|F|G|H|I|J|K|L|M|N|O|P|Q|R|S|T|U|V|W|X|Y|Z|a|b|c|d|e|f|g|h|
 1                                                                   |
 2     <---                                                          |
 3                                                                   |
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 7                           ?. .*x*. .?                             |
 8                             |. * .|                               |
 9                             |. . .|                               |
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32          ___|.|_____________|. . .|                               |
33         |x x . . . . . . . . . . .|____________________?|         |
34         |x x . . j O K . . . . . . . . . . . . * . . . .|         |
35         |x x . . R A J . . . . . .|                               |
36                  _|=|            =                                |
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40                                                                   |
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42                                                                   |
43                                                                   |
44                                                                   |
45                                                                   |
46                                                                   |
47                                                                   |
48                                                                   |
49                                                                   |
50                                                                   |

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4 years ago  ::  Sep 08, 2009 - 6:33AM #9
TelinArtho
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Date Joined: Nov 3, 2004
Posts: 13,722

Arliana will open the door and proceed ahead unless Rosniwk wants to continue being the scout

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4 years ago  ::  Sep 08, 2009 - 1:06PM #10
Pincushion
Date Joined: Mar 10, 2004
Posts: 1,303

Rosniwk lightly touches Arliana's arm and whispers in her ear. I shall venture into the darkness once more, I'll be just beyond the limits of the torches light. I'll whistle if I get in trouble, but just incase you and the rest should start following once I leave your sight.


He than slinks forward taking his time as he moves past the door and Arliana, being sure not disturb any loose pebbles their may be scatter along these ancient passageways. He extends past the boundaries set by the torches light and is once again plunged into the world of black and white. He knows that as soon as he vanishes from site the others will start to follow. He looks back every few seconds to make sure that he doesn't Journey too far from his allies.

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