|
Jump Menu:
Post Reply
The standard character sheet for this game is posted here. I've also been working on a more automated one in my off time to make at least the first part of the character sheet easier to put together: Tangled Webs Character Worksheet.
|
Quick Reply
4 years ago ::
Sep 08, 2009 - 2:16PM
#2
|
|
|
Leigheas "Leah" Uirlis Encounter Information Notes Show
Init: +2; Senses: Shadesight, See the unseen; Perception +8 Defensive Information Notes Show
AC 20 (+2 Dex, +4 mage armor, +4 deflection), 20 touch, 18 flat-footed; Fast healing 2, Entropic warding Offensive Information Notes Show
Speed: 50 ft. [10 squares] (30 base +20 racial); Fly 50 ft.(good) [10 squares] Spells, Invocations and Abilities(Sp, Su) Show Spells Known (CL 9th) [Per day: 5|5/2/4/5]
Abilities Feats
Wealth: 49,000 gold; Carrying capacity: 25lbs (light) [26|27-53|54-80] Possessions Wish List Character description Show Character Description Background Personality Description
Currently playing
Show
• Leigheas Uirlis in Such Tangled Webs they Weave (since 2009) • Dani Shallain in Defending the Dales (since 2013) Previously played Show • Liek'ehtivä in the City state of the Invincible Overlord (since 2005)
• Notari in The Fraternal Order of the Hunting Wolf (since 2009) • Kiera in Eternal War for Charybdis (since 2010) • Kreegan Flinthammer in The Open Gate (since 2010) • Erin Brown in West Marches (since 2010) • Susi in The Tribes of Tell Amakh (since 2010)
|
Quick Reply
4 years ago ::
Sep 08, 2009 - 6:08PM
#3
|
|
|
Aztari Expending her psionic focus, a free action, Aztari gains +5 defection AC, +5 on intimidate, and usually 20% concealment w/4ppts. AC+24 (+0 size, +2 Dex, +2 natural, + 6 armor, +4 shield), +18 touch, +22 flat-footed; +5 deflection in most combat (AC 29, +23 touch, +27 flat footed, +20% concealment) hp /99 (10 HD) [6 L1 Wild, 12 Pal, 12 Wild, 25 QN, +3 Psion, +44 Con, -3 items] Fort +17 (+3 Pal, +1 Wild, +1 QN, +4 Con) Ref +12 (+1 Wild, +1QN, +2 Dex ) Will +19 (+3 Wild, +4 QN, +2 Psion +0 Wis, w/Kalashtar +2) [Includes: +6 Div Grace, +2 item,] Immune to dream related effects Resist +2 on saves vs. mind affecting spells and abilities incl. possession; +4 vs. sleep and paralysis; Weaknesses fond of fine chocolate Defensive Information Notes Show She has damp power as an immediate action option. She will usually vigor as a first buff. As noted above Aztari, expending her psionic focus as a free action, gains +5 defection AC, +5 on intimidate, and usually 20% concealment w/4ppts for 5 minutes. Speed 30 ft. [6 squares] Melee Melee touch attack +9 (1d6+5/x2) + special Melee Longsword +10/+5 (1d8+4/19-20x2) + special Melee Claw +9 (1d3+2) Ranged Ranged touch +9 Space 5 ft.; Reach 5 ft. (10 ft. w/ reach weapon) Base Atk +7; Grapple +9 Atk Options See below in offensive information notes Special Actions See below in offensive information notes Combat Gear +1 Deep Crystal longsword, 2ppts free action to add 2d6 damage/1 minute or until expended. Offensive Information Notes Show Disturbing Touch (Su): Melee touch attack - 1d6 +5 htps and save vs. Will (DC: 23 10+5 Classlvl+6 Cha+2 Veil) or shaken for 1d4 rds (mind affecting fear attack). Options: +1ppt adds Cha bonus to the damage. +3 ppts target becomes frightened rather than shaken on failed will. +4pts you heal as much damage as you deal. Multiple options permited in one strike paid at individual option cost, max 5ppts. +2 on PR/SR rolls for all allies in line of sight in 30' radius. Frightful Presence (Ex): Whenever Aztari attacks (by any means) or charges, all opponents with less than Aztari's HD in 30' must save vs. Will DC 23 or be shaken for 1d6+6 rds. Powers and Skills Show Effective Wilder Level 9th (8th level build) Power Points/Day 117 (58 Wilder base, +11 Racial, +24 Wilder Bonus; 8 Psion +6 Psion bonus) Powers Known (ML 9th): 1st - Vigor, Astral Construct, Demoralize (DC 17) 2nd - Ego Whip, Damp Power, Energy Missle (DC 18) 4th - Dimension Door Effective Psion (Shaper) Level 6 Powers Known (ML 6) 3rd - Ectoplasmic Cocoon (DC 15), Dispell Psionics Spell-Like Abilities (ML 5th): 1/day - mindlink (as 5th level wilder) See also Quori Nightmare class abilities description Skills ACP-5 Total: 84 [24+ 18 Wild +8 Pal, + 30QN, +4 Psion] Social Interaction: Manipulation: +18 Bluff +15 Diplomacy +31 Intimidate (w/o +5 shroud=36 usually) Mental: Movement: +02 Appraise +10 Acrobatics +20 Concentration (+2 syn CD) +1 Climb +2 Escape Artist +3 Stealth +04 Search +4 Jump +10 Perception +2 Ride +1 Swim Knowledge:* +03 Religion +03 Planes +05 Lore (Races) Psionic Skills:* +07 Composure +09 Knowledge (psionics) +16 Psicraft Expanded Ability Descriptions Show Abilities Str 14 [+2] ...4 base (+2 racial) Dex 14 [+2] ...4 base (+2 enhancement) Con 18 [+4] ...6 base (+2 racial, + 2 enhancement) Int 14 [+2] ...6 base Wis 10 [+0] ...2 base Cha 22 [+6] ...10 base (+2 racial + 2 level + 2 enhancement) Feats - Enervation Endurance [1st] - Draconic Aura : Power (+2 on PR rolls) [3rd] - Frightful Presence [6th: Dracominium Pg 106] Whenever Aztari attacks (by any means) or charges, all opponents with less than Aztari's HD in 30' must save vs. Will DC 23 or be shaken for 1d6+6 rds{Will DC23: 1/2 Character level + Cha + Veil} - Expanded Knowledge: Energy Missile [9th] - Expanded Knowledge: Astral Construct [Psion] Kalashtar Traits - +2 vs. mind affecting spells and abilities, including possession - +2 racial bonus on bluff, diplomacy, intimdate - +2 on disguise to impersonate humans - do not dream: immune to dream effects - Naturally psionic: +1 ppt / level - Psi-like abilities: Mindlink 1/day ML=1/2 HD Draconic Traits - +2 on Con, Str, Cha - low light and darkvision - 1d3 claw attack/hand - +1 natural AC - +2 racial bonus on intimidate and spot - +4 racial bonus on saves vs. sleep and paralysis Wilder Abilities - Wild surge +2 (+2 ML on wild surge = +2ppts) - psychic enervation (5% chance/+ML on wild surge for enervation) - Elude touch (Cha bonus AC to touch attacks) Paladin Abilities - Detect Evil (2nd level) - Aura of good (2nd Level) - smite evil 1/day (+6 to hit, +2 damage) - Divine grace - Lay on hands (12 hit points) Quori Nightmare Abilities -Disturbing Touch (Su): Melee touch attack - 1d6 +5 htps and save vs. Will (DC: 23 10+5 Classlvl+6 Cha+2 Veil) or shaken for 1d4 rds (mind affecting fear attack). Options: +1ppt adds Cha bonus to the damage. +3 ppts target becomes frightened rather than shaken on failed will. +4pts you heal as much damage as you deal. Multiple options permited in one strike paid at individual option cost, max 5ppts. -Nightmare Shroud (Su): Expend psionic focus for shroud of duration 5minutes or until regaining focus. Gives +5 deflection AC, +5 Intimidate. +4ppts give 20% concealment. - Nigthmare Touch (Su): when striking with disturbing touch a nightmare spell is automatically implanted affecting the target the next time they sleep. (Will DC: 23 or in addition to disturbing touch 1d10 damage, fatigued and no spells regained). +3ppts allws the nightmare to reoccur for 5 nights or until the will save is made. - Terror (Ps): Phantasmal killer effect 1xday (DC:23). +5ppts to repeat effect which is only allowed 1 more time a day. - Embodiment of Nightmare (Sp): 1 x day, expend psionic focus so a target of Disturbing Touch dies on a failed will save DC23. A successful save still deals 5d6 points of damage. +9ppts to activate ability 1 more time a day, the max. Psion Abilities - Shaper - Feat: Expanded Knowledge: Demoralize - Effective Manifester Level: 6 - Power Points: 8 +6bonus = 14 - Powers Known: Ectoplasmic Cocoon, Dispell Psionics Oldskillbuild Show [code]Skills (L1, L2, L3...) Level 1 +04 Concentration(4) +03 Intimidate (4) +01 Diplomacy +02 Bluff +02 Spot +04 Psicraft +02 Knowledge Psionics +02 Tumble +02 Autohypnosis +02 cc Knowledge Planes Level 2 +1 Concentration +1 Intimidate +3 Bluff +1 Tumble Level 3 +02 Sense Motive +01 Diplomacy Level 4 +01 Knowledge Religion +01 Knowledge Nobility and Royalty +01 Heal Level 5 +02 Intimidate +01 Concentration +02 Tumble +01 Psicraft Level 6 +01 Concentration +03 Piscraft +02 Spot Level 7 +01 Pscraft +01 Intimidate +03 Knowledge Psionics +01 Psicraft Level 8 +01 Psicraft +01 Intimidate +02 Autohypnosis +02 Skill Trick: Never Outnumbered Level 9 +02cc Speak Language Faerun Common +01 Concentration +01 Autohypnosis +02 Spot Level 10 +01 Intimidate +02 psicraft +03 Lore Races +19 Concentration(10) [+4 Con, +5 item, +2 syn to cast defensively NOT included] +31 Intimidate (10) [+6 Ch, +3 item(Comp), +1 item (Circ), +4 racial, +2 syn bluff, +5 item(Enh)] (+5 Shroud NOT included) +15 Diplomacy (2) [+6 Cha, +3 item, +2 syn, +2 racial] +18 Bluff (5) [+6 Cha, +3 item, +2 racial, +2 syn] +10 Perception (8) [+2 racial,] +16 Psicraft (12) [+2 Int, +2 syn] +09 Knowledge Psionics (5) (+2 Int, +2 syn] +05 Lore Races (3) [+2 Int] +10 Acrobatics (8) [+2 Dex] +07 Composure (5) [+2 syn] +03 Knowledge Religion (1) [+2Int] +03 Knowledge Nobiity (1) [+2 Int] +03 Knowledge Planes (1cc) [+2 Int} +02 Sense Motive (2) +03 Stealth (1cc)[+2 Dex] Untrained Skills +3 Appraise (-) +3 Balance (-) +3 Climb (-) +3 Disguise (-) +3 Escape Artist (-) +3 Forgery (-) +3 Gather Information (-) +3 Jump (-) +3 Listen (-) +3 Move Silently (-) +3 Perform (-) +3 Ride (-) [+2 handle animal] +4 Search (+2 Int) +2 Graft + +3 Survival (-) [+2 to avoid getting lost, +2 above ground] +3 Swim (-) +3 Use Rope (-) Skill Tricks - Never Outnumbered - Nimble Stand - Adroit Intimidation [custom skill trick - allows the use of intimidate as a move action] Items and Wealth Show Wealth 66,000 gold; Carrying Capacity lbs (58/116/175); Other Standard Equipment Array (Max Dex 2, Armor Check Penalty -5, Spell Failure 25%) Head - Circlet of Persuasion(- lbs, 4500 gold) Face - Veil of Alluring Darkness Throat - (?? lbs, ??? gold) Torso - (?? lbs, ??? gold) Body - Tunic of Steady Spellcasting and Resistance +2(0 lbs, 6500 gold) Waist - Belt of Healing and Health +2(?? lbs, 5500 gold) Shoulders - Cloak of Charisma, Dolweave[sup]Magic of Eberron Pg. [/sup](?? lbs, 4150 gold) Arms - Bracers of Natural Armor +1 and Dexterity +2(?? lbs, 6000 gold) Hands - (?? lbs, gold) Ring1 - (?? lbs, gold) Ring2 - (?? lbs, ??? gold) Feet - Anklet of Translocation (?? lbs, ??? gold) M. Weapon - +1 deep crystal longsword (4 lbs, 3325 gold) Shield - +2 Darkwood Heavy Shield(5 lbs, 4257gold) Fearsome Darkleaf armor Unslotted Items - 3 x Quori Embedded Shard: Power link [sup]Magic of Eberron Pg. 115 [/sup](- lbs, 9,000gold -3 HP) - Darklight [sup]Secrets of Sarlona Pg. 140[/sup] (1 lbs, 500 gold) - Belt Pouch (?? lbs total): - Coins - ??pp, ??gp, ??sp, ??cp (?? lbs) - Gemname - ??gp (-- lbs) - Gemname - ??gp (-- lbs) - Other pouch contents (?? lbs, ?? gold) Potion Belt (?? lbs total): - potion (?? lbs, ??? gold) - flask (?? lbs, ??? gold) [sblock] Accounting Handy Haversack 2000 Cloak of Charisma +2 4000 Explorers Outfit Dolweave 150 Darkwood heavy shield +2 4257 Fearsome Darkleaf Breastplate +1 8450 (ECS) Crystal Mask of Languages 2500 (Drow, Dwarf, Undercommon, Abyssal, Elven) Belt of Healing and Health +2 4750 Dorje of Energy Missile 10 Charges 900 Dorje of Crystal Storm 10 Charges 900 Quori Embedded Shard 3 pcs Power Link 9000 Anklet of Translocation 1400gps Bracers of natural armor and Dexterity 6000 Vest of Steady Spellcasting and Resistance +2 6500 Deep Cystal Longsword +1 3335 Powerstone Dispell 375 Darklight Secrets of Sarlona Pg 140 500 Powerstone Touchsight x 5 1875 Powerstone Precognition: Offensive x4 100 Powerstone Precognition: Defensive x4 100 Powerstone: Synesthete x2 50 Dorje: Skate 20 charges 300 Powerstone Forcescreen x2 50 Powerstone Grease 25 Dorje of Entangling Ectoplasm 10 charges 150 Powerstone Float x2 50 Powerstone Far Hand 25 Powerstone Mind Thrust x2 50 Powerstone Crystal Shard x2 50 Potion Flying 300 Potion Gaseous Form 300 Potion Invisibility 300 Potion Detect Invisible 300 Powerstone Detect Psionics x4 100 Powerstone: Mass Missive 150 Powerstone Syncronicity ML3 x 2 150 Powerstone of Levitate 150 Powerstone TimeHop 375 Powerstone Knock 150 Powerstone Psychoportive Shelter x2 300 Wand of Divine Weapon 10 charges 300 Wand of Cure Light 50 charges 750 Wand of Resurgance 10 charges 150 (Com Div pg 177) Wand of Prot Evil 10 charges 150 Wand of Lesser Restoration 10 charges 300 Powerstone of Know Direction and Location 25 Dorje of Share Pain 10 charges 1800 Powerstone of Call to Mind x2 50 Wand of Blaze of Light 10 charges 150 (Heroes of Battle pg 125) Powerstone of Dissipating Touch x2 50 Powerstone of Energy Arc x2 50 Powerstone Detect Thoughts 150 Dorje of Missive x 10 150 Powerstone of Conceal Thoughts x2 50 Everfil Mug 200 Endless rations 350 Screaming Flask 40 Holy symbol Crystal Path of Light 25 Tent 10 Waterskin x 2 Hemp rope x1 Chalk Chalk powder, 2 bags. Winter blanket 5 Cold Weather outfit 8 Flasks of oil x4 4 Tindertwigs x4 4 Sunrod x 2 4 Caltrops x2 2 Bedroll Empty sacks x 2 Sewing needle Dagger x2 Potion Belt 150 Flint and Steel Trail rations x2 Cold Iron Hammer 24 65368 Veil of Alluring Darkness - acts as a Veil of Allure plus Heward's Fortifying Bedroll (2 hr rather than 1) and use the Coercive Spell feat 3/day in darkness (Coerive Spell Feat: -2 will saves for 3 rds to damaged living creatures with +1 level/2ppts augment) [/sblock] Wish List Priority: Upgrade to Cloak of Charisma, 2nd: Amulet of Fortune Prevailing Minor: Gloves of Fortunate Striking, Sacred weapon enchanment on longsword and/or Holy Surge (DMG II), Ring of Counterspell (Dispel Magic), Dispelling Cord, Deathward on Shield Major: Draconic grafts| Glaring Eye + Frightful Crest, psionatrix of telepathy, Amulet of Fearsome Might. Character Description Show Short Description
M, 6'3" tall, 180 lbs, 33 yrs old Long raven black hair, Midnight-blue eyes, gold sightly scaled skin Experience: 66000 Speaks: Eberron Common, Faerun Common, Reidran, Draconic, Quori. (+item) Background "I will give you a gift, though you may not thank me for it. Yet I deem you strong enough to withstand this knowledge," came the great warm voice. "All knowledge is worthy,Father," Aztari replied, stubbornly. "Yes, child. Though knowledge is not always pleasant, nor does the knowing of something equate to the understanding of that thing. Knowledge is dangerous, actions based on your wisdom of knowledge is dangerous, the world is dangerous." "How will I recognize my danger, Father?" "Trust your heart, child of the kalashatar, for the purposes that brought you into being were noble ones. Be warned, your heart may lead you astray; but it will honest, to you and the multiverse about us." There was a pause, and with a trill of fear Aztari realized that it was not without extreme trepidatation the next words were offered. "I will show you something. I will show you something of the universe we live in. I show you this so you will truly comprehend the heritage of your race. The reality at the core of being a scion of Tari. I do this so you may know that the words of your race's elders are not the condesending platitiudes of age, that the sacrifice of generations of what you are was not ill considered." Then the great voice became adamantine hard. "Brace yourself, for this is the vision of madness incarnate. Not the madness of the chaos of Xoriat. It is the madness of terror. Behold the living nightmare of Dol Tarai, the spirit of the age." The walls of the worlds split. A window into an exiled plane appeared, the realm of nightmares made real, of the pitiless madness of an unending dream that no one would ever awake from, terror beyond terror, beyond a quaving comatose retreat into a private hell, for from this ultimate fear there was no escape. It was there, part of the world, part of the heavens above, and part of every creature and being upon the three dragons. Dol Tarai, called il-Lashtavar, The Dreaming Dark or the Darkness that Dreams, by the fiends it spawned. The entity that was the embodiment of nightmare, not made real, it was real, there before her. The being that was Dol Quor. Run! Flee! Escape! Came desparate voices out of her soul as Aztari stood transfixed, blue-black eyes blankly staring, a slow dribble of drool collecting and running down out around the corners of her mouth. To be answered by another voice torn from the deepest fibers of her being. Home! The multicolored dream tendrils began to reach through the portal. The window through the worlds slammed shut. A cycle of the moons past. "Father, I have made a decision," came the quiet statement from the raven-haired kalashtar. There was a patient pause. "I will leave this path of sainted paladinhood. My powers of the mind call me and I think to forsake that holy road." "I knew the risk," came the calm reply. "Shortly the powers of the divine would have shielded you from the terror that is your origins. I felt you should be totally aware of the power of Dol Quor. Aztari trembled with a black terrible memory that would remain fused to her soul. "I cannot thank you Father, though I do understand." The great voice continued, as unrelenting as the heaven's above. "I was proud of you as a knight of goodliness, I will be proud of you whatever road you take. For my sight shows me me you will walk strange ways and visit unusual realms. Take care, young one." The woman bowed, then she asked a question, of one she loved,"What of my brother father, is he too to travel afar?" There was now a soft tinge of sadness in the big voice,"You brother is a true half-dragon. As you know mixed race children of the same gender as their kalashtar parent become kalashtar. Your brother follows his other parent's heritage, his destiny is to be much different from yours, Aztari. Remember the story of Vol. Neither of you are blessed with a care-free history." "Look after him please," replied Aztari softly. "I will have little chance fighting the war of my mothers' mothers." There was soft laugh. "I will, Sweet Heart. And maybe, one day, should you and she survive your tribulations, you will meet your half-sister too." Aztari drew herself up with a sudden new hope. Moving carefully through the onery, she departed for the shores of Argonesson and the small galley that had bought her hither. **************** "Tis strange, nay forsooth, may I yet cry hypocritical, this stance of the paladins of the Silver Flame. They would decry my use of the powers of Dol Quor, proudly condeming drawing on the terrors of the soul, even as they hew creatures limb from limb with their implements of war, blood dripping off their sharp steel and gore splattered armor, screams of agony ringing in their ears as they coldly watch the writhing throes of their dying enemies." "I am a soldier. I will wield the weapons given to me." In her heart of hearts though there was another voice that said: but only against those that would use fear themselves. **************** "It cannot be far now," commented the rugged warforged juggernaut. "This Bazaar of the Bizzare." "I trust not the illithid's slave's words," muttered the sly gnome. "She would have said anything to spare her own skin." "I think not," remarked Aztari quietly. "She was genuinely grateful for her rescue, as would any of us be." The paladin of terror that she was, even Aztari gave a small shiver at the grizzly fate that would eventually have overtaken the prey of the mind flayer. "We shall see what this Joe and the pocket shadow universe is about, have no fear." The gnome laughed, "If you tell us not to fear Aztari then I'll know it's true, or my name is not d'Sivis!" **************** "What is this world? So different, yet so alike, where even here there is a deadly virilence of evil. I will learn more this and the nature of the universe. Perhaps for those that look there is wisdom to combat the Quori hidden in this place of heavens and hells." Description A finely limmed potrait of Aztari would depict a demure, dark-haired woman of subtle beauty. Soft delicate features suggest a gentleless of manner, a shy smile hints of internal peace and wisdom beyond her tender years. Meeting the woman in the flesh is like a hammer blow between the eyes. Aztari's tall perfection of form, grace and natural elegance is lost in the magnetism and horror of her personality. One glance into the midnight blue eyes and you know there are things no natural mind should ever have to encompass, that a depth of mind shattering experience beyond your meager imagination is only a diaphranous moment away. Beware! Once the first impact of her personality is past, there are other points that come to mind. Aztari almost seems to... hulk. There is an odd forward tilt to her stance that is certainly not elven lithe grace. After knowing her for some time it then becomes clear that she doesn't show a full flashing smile, and that her more modest lilt of the lips in fact hides an array of sharply pointed teeth. Her lean hands and extraordinarily manicured fingernails, carved, painted and dusted in sparkling gem powder, disguise an edge to the nails that can slice through flesh like a butcher's cleaver. Finely crafted supple black platinum-embossed leather is her normal attire, though little can be seen of it underneath either her spooky coarse brown-grey cloak that shivers and swirls of its own volition, or the strange brown armor that is seems to shape itself into visions of horror when Aztari's wrath is aroused. Even less can be seen of her gold flecked skin. It takes careful observation to note the exquisitely detailed fine scales that run through the flesh. Her long black hair is bound by a fine gold circlet. She usually wears a half mask of clear crystals, that covers part of her cheek and one eye, with a set of magical eye lenses pushed up on her forehead. Now with the gift of Shade she has a shadow casting veil over the lower half of her face, which suit Aztari well Other accoutrements are those of the typical traveller of the multiverse and adventuring combatant. Potion vials, wood and ivory wands, crafted crystal dorjes, and a sheathed longsword are visible at her waist and on her arms. Her large darkly polished wooden shield bears tastefully emblazoned upon the left upper corner the sign of a glowing yellow crystal, though few of this far world could guess at its significance. Personality Aztari is a soldier of the age of the Dreaming Dark. Not for her is to know the light or peace. The aspects of the dark are everywhere, in every universe, and she will fight them where ever they may be. Fatalistic, implacable, a bold loner, Aztari dares where no other would; strives beyond what others attempt, and carries the sad burden of her race lightly in the face of all enmity. To know terror is to understand it, and herself, and she carries pity in her hearts for those of good will over-matched by the horrors of the world. She is compationate and kind to all she can reach out to, she is death to those who would walk away from the light, propogate the darkness of il-Lashtavar, or use fear as a friend. Aztari plays her role by her own rules - for those that would dominate others by fear, brutality and forced submission, so Aztari turns the weapons of terror upon them. She has seen a god-like living embodiment of all the nightmares sentinent minds can conceive with her own eyes, she understands the place of fear in the natural order of things, and the place it holds outside it.
|
Quick Reply
4 years ago ::
Sep 11, 2009 - 9:38AM
#4
|
|
|
Mercutio, Death's Head Crusader 1/Cleric 4/Knight Vindicator 6 Medium LN Humanoid (Hellbred); Patron Deity: Kelemvor 6'4" tall, 224 wt, 37 yrs old
Init +1; Senses: Darkvision 120', Listen +4, Spot +4 Aura of Law Languages Common, Infernal, Drow, Drow Sign, Undercommon
AC 24 (+1 Dex +1 natural +7 armor +4 shield +1 deflection), touch 12, flat-footed 22 HP 57 (12+10d8); DR (none) Fort +10 (8 base + 0 Con +2 resistance), Ref +6 (3 base + 1 Dex +2 resistance), Will +14 (9 base + 3 Wis +2 resistance)
Speed 30 ft. [6 squares]
Melee +1 holy morningstar +16/+11 (1d8+6, x2) Ranged Masterwork lLongbow +12/+7 (1d8, x3, 100')
Space 5 ft.; Reach 5 ft. (10 ft. w/ reach weapon) Base Atk +10/+5 Grapple +13 Trip +6 Disarm +10
Atk Options: Maneuvers Special Actions: Turn Undead, Spellcasting Combat Gear: wand of cure light wounds
Active Spells/Effects: Readied: 1) Vanguard Strike [_] 2) Shadow Garrotte [_] 3) Stone Bones [_] 4) Revitalizing Strike [_] 5) Overwhelming Mountain Strike [_] 6) Divine Surge [_]
Spellcasting Cleric CL 11, (6|5+1|4+1|4+1|3+1): 0th (DC 14) - guidance x3, light, detect magic, create water 1st (DC 15) - ray of hope x2, divine favor, blade of blood x2, protection from chaosD 2nd (DC 16) - angelskin x2, animalistic power x2, locate objectD 3rd (DC 17) - ---, ---, ---, ---, flyD 4th (DC 18) - panacea, revenance, ---, dimension doorD
Martial Maneuvers Stances: Martial Spirit, Island of Blades, Press the Advantage Strikes: Vanugard Strike, Shadow Garrotte, Tactical Strike, Stone Bones, Shadow Garrote, Revitalizing Strike, Overwhelming Mountain Strike, Divine Surge Boosts: White Raven Tactics, Expanded Ability DescriptionsAbility Scores Str 20 (+5) (11 pts +2 level +2 enhancement) Dex 12 (+1) (4 pts) Con 10 (+0) (4 pts -2 racial) Int 10 (+0) (2 pts) Wis 18 (+4) (11 pts +2 enhancement) Cha 10 (+0) (0 pts +2 racial) Hellbred Traits Show [FONT="Courier New"]- Infernal Mien: +2 racial to Intimidate Skills (ACP -1)
Show
- Evil Exception (Ex): No penalty for using evil spells or magic items - Hellbound (Su): Can only be raised by a resurrection or greater - Devil's Favor (BF) - Infernal Aspect: Spirit (+2 Cha, -2 Con, +2 Sense Motive, 120' Darkvision)[/font] [font="Courier New"]01 Balance (1 ranks +1 Dex -1 ACP) Feats
Show
04 Climb (0 ranks +5 Str -1 ACP) 09 Concentration (10 ranks +0 Con) 00 Escape Artist (0 ranks +1 Dex -1 ACP) 04 Jump (0 ranks +5 Str -1 ACP) 05 Hide (4 ranks +1 Dex) 10 Intimidate (8 ranks +2 racial) 08 Knowledge (Religion) (8 ranks +0 Int) 04 Listen (0 ranks +4 Wis) 08 Martial Lore (8 ranks +0 Int) 00 Move Silently (0 ranks +1 Dex -1 ACP) 08 Sense Motive (0 ranks +4 Wis +2 racial) 04 Spot (0 ranks +4 Wis) 03 Swim (0 ranks +5 Str -2 ACP)
Speaks Drow, Drow Sign Language, Undercommon[/font] [FONT="Courier New"]- Devil's Favor: 1/day +2 to any attack, save, or skill check. Class Abilities
Show
- Extra Granted Maneuver - Extra Turning - Touch of Healing - Law Devotion[/FONT] Crusader Abilities
Show
[FONT="Courier New"]- Maneuvers Cleric Abilities
Show
- Furious Counterstrike - Steely Resolve 5[/FONT] [FONT="Courier New"]- Turn Undead Knight Vindicator Abilities
Show
- Spontaneous Restoration (Requires material components; Replaces Law Domain power) - Law Domain (spells only) - Travel domain (Survival is a class skill. For a total time per day of 1 round/cleric level you possess, you can act as if you were affected by freedom of movement.)[/FONT] [FONT="Courier New"]- Divine Recovery - Armored Stealth[/FONT] [b]Standard Equipment Array[/b] (Max Dex +5, ACP -1, 33.24 lbs) Arms - [i]bracers of ogre power +2[/i] 04,000.00 Body - [i]+2 mithril breastplate[/i] (15 lbs) 08,200.00 Eyes - 00,000.00 Head - [i]helm of wisdom +2[/i] 04,000.00 Ring 1 - [i]ring of sustenance and protection +1[/i] 04,500.00 Ring 2 - [i]ring of feather falling[/i] 02,200.00 Shoulders - Torso - [i]vest of resistance +2[/i] (1 lb) 04,000.00 Throat - Waist - [i]Healing belt of natural armor +1[/i] 02,750.00
[b]Unslotted Items[/b] - Traveller's outfit 00,000.00 - Money belt (17 pp, 27 gp, 18 cp) (1.24 lbs) 00,004.00 - Silver holy symbol (1 lb) 00,025.00 - [i]Metamagic rod, Extend[/i] 03,000.00 - [i]nightstick[/i] 03,000.00
[b]M. Weapon[/b] - [i]+1 holy morningstar[/i] (6 lbs) 18,308.00 [b]Shield[/b] - [i]+2 darkwood heavy shield of daylight[/i] (5 lbs) 07,257.00
[b][i]Heward's Handy Haversack[/i][/b] (5 lbs) 02,000.00 -Left Compartment Silver holy symbol (1 lb) 00,025.00 Incense for divination 00,075.00 Powdered diamond 00,200.00 Powdered silver 00,100.00 Augury focus 00,025.00 Cleric's vestments (6 lbs) 00,005.00 Spell component pouch x3 (2 lbs each) 00,015.00 Small altar cloth 00,003.00
-Right Compartment Tindertwig x10 00,010.00 Small steel mirror (0.5 lbs) 00,010.00 8 oz. vial of ink 00,008.00 Inkpen 00,000.10 Whetstone (1 lb) 00,000.02 Chalk x10 00,000.10 Paper, 8 sheets 00,004.00 [i]Wand of cure light wounds[/i] 00,750.00
-Center Compartment Bedroll (5 lbs) 00,000.10 Winter blanket (3 lbs) 00,000.50 Spruce altar case (5 lbs) 00.020.00 Masterwork longbow (3 lbs) 00,075.00 60 arrows 00,003.00 Though he swore loyalty to the Lord of the Nine, the god of death gave the individual now known as Mercutio a second chance at life as a hellbred. Sworn to the cause of death
|
Quick Reply
4 years ago ::
Sep 14, 2009 - 10:31AM
#5
|
|
|
Dax Feldspar Male Earth Dwarf Barbarian 2/Fighter4/Warblade2/Swordsage2/Crusader1 (ECL 11) NG Medium Humanoid(earth);; Patron Deity: Moradin (Dax Feldspar) Encounter Information Show These sections are intended to allow additional information, including changes to stats resulting from spells, special abilities such as rage, or even typical tactics. They also serve to divide the sections, and should be retained even if they are not being used. Init +1; Senses Darkvision 60 ft., Perception +4 Languages Common, Dwarven Defensive Information Show Uncanny Dodge +5 AC vs ranged attacks due to crystal of arrow deflection Wall of Blades: Immediate Interrupt, replace AC with attack roll Moment of Perfect Mind(Use concentration check instead of will save) Iron Heart Surge Steadfast Boots(while wielding 2-handed weapon considered readied for charge) Counterstrike Bracers (2/day on opponents miss make AoO) Bolstering Voice: +2 morale on will saves, +4 vs fear Steely Resolve: 1 round DR 5/- Zephyr Dance: +4 AC v 1 attack AC 24(26 w/buckler)/29(31 w/buckler) v ranged (10 + 8 armor +3 enhancement+1 deflection +1 natural armor+1dex), touch 11, flat-footed 20 HP: 140 (85 rolled + 55 con) HD: 11 SavesFort +19 (12base +4con +2resist), Ref +6 (3base +2resist +1dex), Will +6 (3base +1 wis +2resist) Immune Resist ; SR Weaknesses Offensive Information Show Rage 1/day +1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air. Pounce Power Attack Shock Trooper(PA from AC instead of to hit) Leap Attack Furious Counterstrike: on same round that 5 damage enters delayed damage pool, gain +1 to hit. Lesser Crystal of Lifedrinking(+3hp healed per attack up to 30) Speed 20 ft. [4 squares] Melee Greatsword: +20 (+10 BAB, +6 str, +1 enhance, +3 Discipline, +1 W.F., -1 buckler)17-20x2; 3d6 + 10(+9 strX1.5, +1 enhance, +1d6 Punishing Stance) Melee On charge: Greatsword +22/+17 (+10 BAB, +6 str, +1 enhance, +3 Discipline, +1 W.F., +2 charge, -1 buckler) 3d6+37(+9 strX1.5, +1 enhance, +27 Power Attack, +1d6 Punishing Stance): AC due to Shock Trooper: 14 Space 5 ft.; Reach 5 ft. (10 ft. w/ reach weapon) Base Atk +10; Grapple +16; Trip +17; Disarm +19 Atk Options Charge, Power Attack, Shock Trooper, Imp Bullrush Special Actions Rage 1/day; Dance of the Spider; Child of Shadow Combat Gear Powers and Skills Show Maneuvers and Stances Known (IL 6, 4/3(WB); 6, 7/4(SS); 5, 5/5/2(Cr)): Stances - Bolstering Voice, Punishing Stance, Child of Shadow, Dance of the Spider Strikes - Steely Strike, Rabid Wolf Strike, Revitalizing Strike, Mountan Hammer, Emerald Razor, Obscuring Shadow Veil Boosts - Cloak of Deception, Burning Blade, Burning Brand, White Raven Tactics, Sudden Leap Counters - Moment of Perfect Mind, Wall of Blades, Zephyr Dance, Shield Block Other - Shadow Jaunt Disciplines - Desert Wind, Devoted Spirit, Iron Heart, Diamond Mind, Shadow Hand, Stone Dragon, Tiger Claw, White Raven * Readied maneuver Warblade: Steely Strike, Sudden Leap*, Rabid Wolf Strike, Wall of Blades*, Iron Heart Surge* Swordsage: Burning Blade*, Moment of Perfect Mind*, Emerald Razor, Burning Brand, Shadow Jaunt*, Cloak of Deception, Zephyr Dance* Crusader: Mountain Hammer*, Douse the Flames, Revitalizing Strike*, Shield Block*, White Raven Tactics*, Obscuring Shadow Veil(granted via gloves)*
ACP -5 Expanded Ability Descriptions Show
Skill Tricks Items and Wealth Show
Equipment Notes Equipment Notes: Lesser Crystal of Arrow Deflection(+5 AC v ranged attacks) Lesser Crystal of Lifedrinking(+3hp healed per attack up to 30) Steadfast Boots(while wielding 2-handed weapon considered readied for charge) Counterstrike Bracers (2/day on opponents miss make AoO) Amber Amulet: Summon giant wasp 1/day for 1 min. Character Description Show Short Description
Medium, 4’10" tall, 220 lbs, 60 yrs old Red hair, Gray eyes, Tannerd/Weathered skin Experience: Background Background: Dax was born into the dwarven clan of Steelheart. His family had been ordained as the protectors of dwarven clan leaders and shock troops in battle. They were battleragers by right of their elemental touched bodies and their rabid ferocity inspired by strong drink. Dax was the 16th son of a low ranking member of the clan and there were no special hopes for him. At least no one was disappointed. As rotgut liquor was an integral part of the training of Steelheart battleragers, Dax's complete and utter intolerance for alcohol of all sorts was not only shocking, but unheard of in the family's long lineage. While inundating the body with rank liquor was intended to build up the body's ability to fight poison and disease, for Dax a single drink caused his face to turn bright red and swell up, obscuring his vision and making breathing a chore. To make up for his weakness, he was sent away from home to be schooled in a more traditional art of fighting. As part of this, his clan named was stripped and instead of Steelheart he became a Feldspar, no longer the strong metal of his clan but simply a plain, common rock alone. His chance at a new life away from the prejudices of his kin was just the opportunity that Dax needed. His "training" turned out to be service in the local militia of Tsurlagol in the Vast. For 5 years he toiled as a low ranking guardsman, before on one hot summer day a band of raiders assaulted the merchants gathered at the city gates waiting entrance to the city. Charging forth from the gate, Dax burst forward to rally the other guards. Seeing a raider stab an old, sword-wielding man in the back, Dax rushed to his side and blocked a sword strike aimed at the fat merchant cowering behind the old man. Pushing the man under a wagon loaded with goods, Dax leaped on top of the wagon, preventing any of the raiders from closing. Then he noticed the teenage girl hiding under the canvas tarps covering the merchant's goods. Don't fret, they won't touch you. For what seemed like an eternity, Dax fended off raiders, who seemed drawn to the dwarf standing above the fray. Finally a barrage of arrows flew from the city's great walls, breaking the morale of the attacking force. Quickly Dax tended the old swordsman's wounds, which were deep, but not imminently fatal. Days later he received a message from the merchant requesting a meeting. At that meeting, Dax was hired as a personal bodyguard much to his surprise. Over the coming months, Dax was trained by the old swordsman in the secrets of swordplay, and he gave up the dwarven waraxe in favor of a huge greatsword. Under the tutelage of Maris he quickly became a master of the intricacies of combat, going so far as learning how to shrug off poison, bolster his mind, and vanish into the shadows. From town to town they traveled, buying and selling goods at each major city along the route. As they neared the Dales talk of drow attacks became more and more common, and eventually the remnants of their attacks could be seen in continual funerals and burned buildings. There was a somber mood when they arrived in Daggerdale and as the call when out for volunteers for a deadly and secretive service to the Dale, Maris shook Dax's hand for the last time. They say there are no coincidences, you know. Really? Who says that? They..them...haven't you tired of asking me stupid questions after all these months? With that, Dax wrote his name on the volunteer list and waited. Personality Dax is generally calm and quiet. The most recent years of his life have essentially trained him to be a student, so he listens to those more knowledgable than himself with little worry of their motivations. After the abandonment by his family, he is still trying to find a place for himself in the larger world. He is good through and through, though, always ready to step take the hit for an ally or place himself in danger when necessary. He knows that large swords and muscles are common enough, and so he goes the extra mile to protect those who are intellectually strong. He has had few close friends or associates his entire life, so much of his inner personality is still waiting to emerge. Description Description: Dax is large for a dwarf, standing right around 5' tall. His body is proportionate, though, and so he has the appearance of a wall. Heavy full plate and weapons bristle from the engine of destruction that is Dax. His eyes are green and strangely soft for one who has seen so much death, and his red beard hangs straight from his chin, the coarse hairs almost touching his breastplate. Though equipped for violence, Dax gives off a strange calmness, as if fighting is the last thing he wants to do. Generally he smiles, his soft eyes and calm demeanor putting people at ease.
|
Quick Reply
4 years ago ::
Sep 17, 2009 - 11:29AM
#6
|
|
|
Wealth4271 gold; Carrying Capacity 27.5 lbs (33/66/100); Other Rereading the shiftweave item, it looks like you can't normally update the clothing that it provides. If you want though, I'll allow that for 1000 gold instead of 500 gold-- just make sure to note it on your character sheet along with the full round action required (Just changing clothes is a swift action, incidentally). Possessions Background Changelings, by nature, are outcasts. One such outcast, abandoned as a freak to the streets of Westgate, was discovered by a younger Randal Morn. The exile leader of Daggerdale was in the city incognito, seeking to discreetly purchase arms and information for the four-year-old resistance movement he'd organized against the Zhents in Daggerdale. By pure coincidence (and the sound of a heavy purse), he came across a six-year-old street urchin with powers of disguise far beyond human capabilities, and a fast friendship started. When Randal Morn set off to return to Daggerdale, his 'little brother' followed. The changeling child was eager to help Morn in his mission, but mistrust against those with doppelganger blood runs deep. Even among Morn's most loyal soldiers, there was little love for the boy from Westgate. In his early adolescence Cho tried to help the resistance cause as best he could, but when Zhent agents eventually found out there was a young changeling spy working for Randal Morn, he decided he'd become a liability, and left Morn at the age of thirteen. Wandering into Deepingdale, Cho found a young man with a dilemma. Kern Hillsmont was a merchant's son who wanted desperately to marry his sweetheart. His parents opposed the match, however, and wished for him to 'make something of himself'. With Cho's help, Kern eloped with said sweetheart into the hills of the dale. In turn, Cho assumed Kern's identity and underwent militia training, eventually to become an apprentice warmage. The two young men ran around maintaining the lie for three years, when Kern finally confessed to his parents. Cho promptly disappeared, returning to the other dales to practice his newfound magic on monsters and drow. Four years ago, a mercenary warmage named Serina Skyfire offered her services to Randal Morn, and has been his reclusive weapon ever since. What only Randal Morn and his most trusted servants know is that Serina is actually the changeling Cho, returned to repay what he considers a life's debt. Cho is a shapechanger with a mission, whose entire existence revolves about being whomever Randal Morn needs him to be. Recently: Cho, in his guise as Serina Skyfire, was assigned along with Torel Silvanus to accompany the first party with their mission by Lord Morn. When the mission began, none of his companions know his true identity, which is just how he liked it. Keeping his nature and the full extent of his disguise capabilities hidden from enemies, present or potential, is important to serving his function as Lord Morn's spymage, and the drow certainly count as enemies. Fully aware as he is of the drow's capability to draw information from unwilling subjects through torture and magic, it was simply best in Cho's mind to simply not risk further exposure if not necessary. However, an encounter with a nasty formwarping spell forced Cho into his true form long enough for his companions to notice. He gave them what information he felt was necessary and no more. Unfortunately, his worst fears came to pass when his teammates were captured by the enemy forces. Since the failed mission, he has trained fiercely and extensively to change his normal tactics and develop new potential approaches. He is determined not to fail twice. Personality Cho is one of those changeling agents who has very much become what he does. When not assuming a persona, Cho is direct, serious, and terse. A Westgate childhood and long career fighting drow in the arena of espionage has left Cho world-weary for his age. Serina Skyfire, Cho's official persona, is a middling woman with an old woman's attitude and a young man's patience. She takes no nonsense from anyone, but can show a wink and a chuckle should a comrade earn her trust. She resembles the true Cho in that both do enjoy going over new knowledge and learning, although this is motivated by curiosity for Serina. For Cho, constant research is simply one part of staying ahead in his chosen profession. Description In his natural form, Cho is a textbook example of a male changeling: grey unfeatured skin, flat white hair cut to ear length, silver eyes. Nothing much is distinctive about Cho in this form; even his 'true' voice sounds flat and devoid of tone or accent. Few see him in this form though. Most see him as Serina Skyfire, an unfriendly, pragmatic, and solitary mage serving as Randal Morn's agent (Morn knows Cho's true nature). To call Serina unattractive is a complement. Her figure is heavyset, her eyes beady, and her facial features look as though they were carved from small boulders - very rough boulders. Mottled, ruddy skin and ragged hair complete the look of "Lord Morn's Witch" (as the few Dalesfolk who pay her any heed have titled her). This unattractiveness is intentional - Cho does not want to attract attention, and Serina repels curious eyes.
|
Quick Reply
4 years ago ::
Sep 17, 2009 - 4:56PM
#7
|
|
|
Halandar Saranac Maneuvers Known Show Maneuvers and Stances Known (IL 10th): Stances - Step of the Wind, Island of Blades, Assassin's Stance, Step of the Dancing Moth Strikes - Sapphire Nightmare Blade, Emerald Razor, Soaring Raptor Strike, Insightful Strike, Ruby Nightmare Blade, Mind Strike Boosts - Burning Blade, Dancing Mongoose, Sudden Leap Counters - Counter Charge, Baffling Defense, Mind over Body, Mirrored Pursuit Other - Shadow Stride, Shadow Jaunt Disciplines - Diamond Mind, Setting Sun, Tiger Claw, Shadow Hand * Readied maneuver Expanded Descriptions Show [font="Courier New"]STR 08 (10 base - 2 racial) ________________________________________DEX 18 (15 base + 2 racial + 1 level) CON 16 (16 base) INT 12 (12 base) WIS 16 (15 base + 1 level) CHA 08 (08 base)[/font]Racial Features Show
+01 Appriase ..........................(00 ranks + 1 INT) +11 Balance ...........................(07 ranks + 4 DEX + 0 synergy) -01 Bluff .............................(00 ranks - 1 CHA) +01 Climb .............................(00 ranks - 1 STR + 2 racial) +26 Concentration .....................(13 ranks + 3 CON + 10 competence) +03 Craft .............................(00 ranks + 3 WIS) +01 Diplomacy .........................(00 ranks - 1 CHA + 2 synergy) -01 Disguise ..........................(00 ranks - 1 CHA) +04 Escape Artist .....................(00 ranks + 4 DEX) +01 Forgery ...........................(00 ranks + 1 INT) -01 Gather Information ................(00 ranks - 1 CHA) +03 Heal ..............................(00 ranks + 3 WIS) +22 Hide ..............................(06 ranks + 4 DEX + 4 size + 8 racial) -01 Intimidate ........................(00 ranks - 1 CHA) +18 Jump ..............................(10 ranks - 1 STR + 2 racial + 2 synergy + 5 competence) +05 Listen ............................(00 ranks + 3 WIS + 2 racial) +09 Martial Lore ......................(08 ranks + 1 INT) +18 Move Silently .....................(08 ranks + 4 DEX + 6 racial) -01 Perform ...........................(00 ranks - 1 CHA) +04 Ride ..............................(00 ranks + 4 DEX) +01 Search ............................(00 ranks + 1 INT) +15 Sense Motive ......................(12 ranks + 3 WIS) +04 Sleight of Hand ...................(00 ranks + 4 DEX) +03 Spot ..............................(00 ranks + 3 WIS) +03 Survival ..........................(00 ranks + 3 WIS) +04 Swim ..............................(05 ranks - 1 STR) +00 Use Rope...........................(00 ranks + 4 DEX) +03 Knowledge (History) ...............(02 ranks + 1 INT) +03 Knowledge (Local - Lurien) ........(02 ranks + 1 INT) +03 Knowledge (Local - Kara Tur) ......(02 ranks + 1 INT) +03 Knowledge (Local - Dalelands) .....(02 ranks + 1 INT) +03 Knowledge (Nature) ................(02 ranks + 1 INT) +05 Profession (Sailor) ...............(04 ranks + 1 INT) +14 Tumble ............................(08 ranks + 4 DEX + 2 synergy) Equipment Show Wealth 7,638.04 gold; Carrying Capacity 15.5 lbs (19.5/39.75/60); Other Standard Equipment Array (Max Dex +6, Armor Check Penalty 0) Head - (?? lbs, ??? gold) Eyes - Third Eye - Concentrate (0 lbs, 10000 gold) Throat - Amulet of Natural Armor +2 (0 lbs, 8000 gold) Torso - +2 Mithril Chain Shirt (6.25 lbs, 5100 gold) Body - (?? lbs, ??? gold) Waist - Healing Belt (0.5 lbs, 750 gold) Shoulders - Cloak of Resistance +2 (0.5 lbs, 4000 gold) Arms - Strongarm Bracers (0.5 lbs, 6000 gold) Hands - (:?? lbs, ???? gold) Ring1 - Ring of Sustenance and Protection +1(0 lbs, 2500 gold) Ring2 - (?? lbs, ??? gold) Feet - Boots of Striding and Springing (0.5 lbs, 5500 gold) M. Weapon - +1 Shadow Hand Spiked Chain (5 lbs, 8325 gold) Shield - (?? lbs, ??? gold) R. Weapon - (?? lbs, ??? gold) Quiver - (?? lbs, ??? gold) Possessions Heward's Handy Haversack (5 lbs total, 2000 gold) [41.5/80 lbs]: - Bedroll (5 lbs, 0.1 gold) - Rod of Ropes (4 lbs, 4000 gold) - Winter Blanket (3 lbs, 0.5 gold) - Masterwork Manacles (2 lbs 50 gold) - Lock (Good) (1 lbs, 80 gold) - 10 pieces of Chalk (-- lbs, 0.1 gold, ) - Ink vial ( -- lbs, 8 gold) - Ink pen (-- lbs, 0.1 gold) - small steel mirror (-- lbs, 10 gold) - 10 sheets of Paper( -- lbs, 4 gold) - Shovel (2 lbs, 8 gold) - 100ft Silk Rope (20 lbs, 10 gold) - Crowbar (2 lbs, 5 gold) - Empty Sack (0.1 lbs, 0.5 gold) - 2 Flasks (0.06 lbs, 3 gold) - 10 Tindertwigs (-- lbs, 10 gold) Belt Pouch (0.5 lbs, 1 gold) []: - Coins - ??pp, ??gp, ??sp, ??cp (?? lbs) - Gemname - ??gp (-- lbs) - Gemname - ??gp (-- lbs) - Other pouch contents (?? lbs, ?? gold) Potion Belt (?? lbs total): - potion (?? lbs, ??? gold) - flask (?? lbs, ??? gold) Description and Background Show Background ________________________________________Despite being born in Lurien among the Stronghearts, Halanadar - or Hal, as others often call him - has always suffered from wanderlust. The Hin Nation train their young in a form of martial arts, similar to that which the Shou people are known for, so after a stint in the militia, Hal took off for points east, hoping to find the homeland of the Shou - the mysterious Kara-Tur. It took several months to make the journey, but at last, he arrived. He found a small monastery, where in exchange for work, he trained in their ways. He quickly became one of the top disciples and mastered some of the most difficult techniques known to the masters. After a decade of study, Hal felt the urge to travel again. He departed for the West along the Golden Way with a merchant caravan. During this trip, he disappeared without a trace. He reemerged around the Moonsea a couple of years later - paler, and with jet black hair. He does not answer questions about those years. People who repeatedly ask tend to get hurt. Bibliography Show ToM - Tome of Magic
ToB - Tome of Battle MIC - Magic Item Compendium FRCS - Forgotten Realms Campaign Setting Interesting article on integrating Tome of Battle into Forgotten Realms games - if it ever comes up, I will identify the fighting styles as described in the article
|
Quick Reply
4 years ago ::
Sep 17, 2009 - 6:07PM
#8
|
|
|
Desmond Issurius Desmond Show Male Tiefling Rogue 6 / Scout3 (ECL 10) CN Medium Native Outsider; worshipper of Vaerun Hitpoints=77 Init +6 (dex+5, battle fortitude+1); Senses Dark-vision 60 ft, Lowlight vision (Mask of the Predator).; Listen +13, Spot +15 Languages Common, Infernal, Under-common, Elvin, and Drow Sign Encounter Information Notes Show Track (Mask of the Predator) AC 21=10 (+5 armor, +1 Deflection, +5 Dex,) 16 touch , 16 Flat Footed hp 77 (10 HD); DR 0Fort +8 (base 2, Con+3, Battle Fortitude+1, Resistance +2) Ref +15 (base 8, Dex+5, Resistance +2) Will +7/+10 (base 2, Wis+3, Resistance +2, +3 competence bonus / mind affecting) Immune none Resist fire 5, cold 5, electricity 5; SR0 Weaknesses Defensive Information Notes Show -Evasion: save for ½ reflex saves cause no damage on a successful save -Spell sense: +1 bonus to ac vs spells and spell like abilities (replaces Trap sense) -Improved Uncanny dodge: retains dex even if flat footed or fighting against an invisible attacker (unless class 4 levels higher in class that grants this) +2 competence bonus until next action when move 10' Speed 40 ft.(30+10 fast movement from Scout) [8 squares] meleeClaw Gloves; Punching Daggers +1 +12/+7 (1d4+2 x3) Melee/RangedMW light hammer +12/+7 (1d4+1/x3) range 20' Melee/Ranged Dagger +11/+6 (1d4+1/19-20x2) range 10' Ranged +1 composite short bow, mighty +1: +12/+7 (1d6+1/x3) range 60' Melee light 2 weapon attack +10/+10/+5 (as above) Space 5 ft.; Reach 5 ft. (10 ft. w/ reach weapon) Base Atk +6; Grapple +7; Trip +; Disarm + Atk Options Offensive Information Notes Show Weapon finesse, Improved 2 wpn fighting (2 offhand attacks), +3d6 sneak attack (+1 mantle of predator), +3d6 skirmish, rend for 3d6 upon hitting one target with both claws (1/round), Lesser True death crystal grants +1d6 vs undead (currently on left claw) Powers and Skills Show Spell-Like Abilities (CL 9th): 1/day - Darkness as sorcerer of CL 1/day -Invisibility CL 3rd (Mantle of Predator) Expanded Ability Descriptions
Show
Skills [i]Social Interaction:[/i] [i]Manipulation:[/i] -01 Bluff +03 Forgery -01 Diplomacy +05 Use Rope -01 Disguise +14 Disable Device -01 Gather Information -01 Intimidate -01 Perform [i]Mental:[/i] [i]Movement:[/i] +02 Appraise +12 Balance +03 Concentration +09 Climb +03 Heal +05 Escape Artist +15 Listen +24 Hide +14 Search +15 Jump +15 Spot +22 Move Silently +12 Survival +05 Ride +01 Swim +15 Tumble [b]Abilities[/b] Str 12 [+1] ...12 base (4pts) (+0 racial + 0 level + 0 enhancement + 0 inherent + 0 other) [b]Feats[/b] -1st 2 weapon fighting [b]Tiefling Traits[/b] -+2 dex, +2 int, -2 cha [b]Rogue Abilities[/b] -Weapon and armor proficiency: all simple weapons including hand crossbows, rapiers, and short swords. Proficient with light armor [b]Skills[/b] [i](L1, L2, L3...)[/i] +12 Balance (5) (Dex +5) (Tumble synergy +2) [b]Untrained Skills[/b] +02 Appraise (int +2) [b]Skill Tricks[/b] Point it out: When I make a spot check I can spend an immediate action to grant a companion within 30' +2 circumstance to spot the same thing. Spot the weak point: As a standard action I can make a spot check DC is ac of opponent to find the weak point in target's defenses. If successful the next attack is a touch attack. Next attack must be made no later than following round to gain this benefit. Twisted Charge: Can make 1 90 degree turn during a charge. Must have line of sight to target at beginning of round.
Wealth; Standard Equipment Array (Max Dex 06, Armor Check Penalty 0) Head -Hat of Disguise [i](0 lbs, 1,800 gold) Unslotted Items [b]Possessions[/b] Hewards Handy Haversack (5 lbs total, 2,000 gold): [b]Possession Not on Person [/b] Mount [b]Home[/b] [b]Wish List[/b] Character Description Show Short Description Medium, 6'1" tall, 210 lbs, 17 yrs old Dark Red hair, Solid Blue Eyes, Gray skin Experience 45,000 / 55,000 Background Now that I think about it I've been a freelance for as long as I've been around. Though not technically a drow I might as well be. If that question is answered by the culture, then I'm as much a drow as any other. Seventeen years ago I was born into house Issurius, the product of an illicit encounter between my father, Gwellendin, the house mage and Xch'iacal a daughter of the Matron mother Olesril. The only thing to save my "useless hide" was a birthmark on my left arm in the shape of a mask. Even then my position was tenuous. Not as though I really know the mind of the matron mother but comments were made that if they weren't so useful that my mother and father would have made appropriate sacrifices to thank Vaerun for my birth. Twisted to be sure but that is definitely a typical drow sentiment. As a youth my time was spent learning the way of trickery and guile. While my father would have preferred for me to learn his craft, frankly I never cared about it. After turning twelve I started working for house Issurius as a messenger and scout. From an early age I've been impressed with the understanding that for others to discover my true form would be the cause of my demise. Being a creature of Vaerun in city of Lloth worshipers is all the reason these drow would have needed. It is impossible for me to remember that thought strand without uncovering memories of the time I came home from a mission to find the rest of the city leveling the compound I grew up in. Fortune was my ally that day, for though I lost my home, basis of power, and my family; the mob was unaware of my presence among them. Turning into a blind ally I affected a change to my appearance so to not tempt fate. After house Issurius fell into oblivion I ended up joining a group of unaffiliated drow turned into a mercenary company. Mercenary is not quite the right word as these drow as they did pretty much anything for money, from trading to outright theft. Not long after joining this motley crew a group of them tried to turn me in for the bounty on my head. After a short time I managed to get away from this group and having decided that any other person would give the same treatment, so I left for the wilds of the underdark. For one such as I accustomed to city life this was a major transition, giving up the rhythms of life and adopting the patterns of life but given the situation this was the only answer. I knew of the surface world, but was impressed with the dangers of the life there. Even though the drow weren't trusted sources; this fact was so ingrained from such an early age that I wasn't willing to test its veracity. So my life changed to the patterns of nature taking down a beast of some sort when good meat was to be had or danger to be averted, otherwise subsisting on wild mushrooms that crop up naturally. Normally in the underdark as long as one behaves in a stealthy manner it is possible to avoid the more dangerous denizens of the underdark. There are times, however when anyone faces a horror and doesn't have time to react without consequence. It was during one such time that I turned a corner to discover a snake like thing made of shadow. All I know is that it must have ventured into the area claiming it as its own. A tendril aimed at my torso instead landed as a glancing blow barely hitting my right arm. Immediately with the strike it became apparent that a poison was at work numbing my reactions and slowing my retreat. Only the smaller dose of poison that was delivered left me with enough control of myself to avoid capture by this lurking horror. I did manage to escape but in a weakened condition and my escape drove me back toward populated areas. I'll consider myself fortunate that I was able to evade the patrols, though I was aware of them tracking me. Though I didn't know it they were boxing me in. My disorientation was enough that I was heading for a way to the surface without knowing it. First the pressure changed and then the un-worked stone of the underdark gave way to the virtually smooth shafts of a mine. Even unskilled eyes like mine could tell dwarven stonecutting techniques. Though I did not wish for the surface and the horrors that lay above, there was simply no choice. There was simply no way to cut back around and my foe was too many to fight in my weakened condition. Off in the distance I could hear another group ahead of me. Suddenly it made sense this second group of drow was there to block off any hope of escape. "So this is how it ends", I thought to myself. So I turned back to see what I could do about the force coming up behind me. My first assessment of this group's strength must have been off of the mark, which is an easy mistake for someone in my position to make, it's not as though I've had much time to think tings through. Their lead scout didn't put up much of a fight and my knife was in his rear abdomen before he knew I was upon him. Considering that the lead position is handled by their most proficient stalker, maybe I didn't have too much to worry about. Even that being so there was no telling how much of a force was tracking me. Continuing down the corridor I encountered a group of five drow but a misstep of mine alerted them to my proximity, so I turned on my heels and ran hoping to find a decent place to hide once out of sight. That didn't happen since the group of non-drow had advanced and I ended up running through their ranks. In an instant my pursuers were upon them. With this development I turned to aid the others who were now attacking the drow. With this help these inexperienced drow were quickly dispatched. It took some effort on my part to convince this group of my non-hostility, but I did manage to assuage their fears. Eventually I did have to talk to their employer who did grill me about what I knew of the drow and that my interests in the world above didn't involve mass murder of any groups or working to sow major discord. In turn I found that there are some people in the surface world more worthy of trust than I'd been aware. Personality Desmond is a reserved individual holding his cards close to his chest. Though he doesn't seek the validation of others he does enjoy their company. At heart is a down to earth person who doesn't suffer fools lightly. He can be just as at home in the wild as he can in a city. The politics in the wild are the same in the wild, just without the pretense. Description Desmond's true appearance is that of an ash gray slender man with small horns and a split tongue. He keeps his long silver hair tied in a pony tail. A birthmark in the shape of a mask adorns his left shoulder. He often wears tanned black leather boots, dark. new version of sheet Spoiler: Show Encounter Information Show Darkness 1/day (as sorc), invisibity 1/day (1 round) Init +6 (dex +5, battle fortitude +1); Senses Dark vision 60 ft., low-light vision (mask of the predator); Perception +16 Languages Common, Infernal, Under-common, Elvin, and Drow Sign Defensive Information Show +2 ac vs spells, +2 ac after moving 10’, retain dex to ac when flat footed AC 24/26* (10 +5 Dex, +2 deflection, +5 armor, +2 natural armor), 17 touch, 19* flat-footed hp 77+ (10 HD) Fort +9 (3)(+2 resist, +1 battle fortitude, +3 con), Ref +16 (9)(+2 resist,+5 dex), Will +6/+9 (3)(+2 resist,+1 crystal of mind cloaking, +3 wis) Resist fire 5, cold 5, electricity 5 Offensive Information Show +4d6 sneak attack, +3d6 skirmish, +3d6 rend (1/round) Speed 40 ft. [8 squares] melee Claw Gloves; Punching Daggers +1 +13/+8 (1d4+2 x3) Melee/Ranged light hammer +12/+7 (1d4+1/x3) range 20' Melee/Ranged Dagger +12/+7 (1d4+1/19-20x2) range 10' Ranged +1 composite short bow, mighty +1: +13/+8 (1d6+1/x3) range 60' Space 5 ft.; Reach 5 ft. (10 ft. w/ reach weapon) Base Atk +7/+2; Grapple +8; Trip +1 Skills Show Skills Social Interaction: Mental: Knowledge: +09 Bluff +09 Diplomacy +15 Disguise (+17 to act in character) -01 Gather Information +01 Intimidate -01 Perform +12 Sense Motive +03 Concentration +03 Heal +14 Search +16 Perception +16 Survival (+18 to track) Manipulation: Movement: +15 Disable Device +20 Acrobatics +14 Athletics +10 Escape Artist +25 Stealth +01 Mobility Expanded Ability Descriptions Show Abilities Str 12 [+1] ...12 base (4pts) (+0 racial + 0 level + 0 enhancement + 0 inherent + 0 other) Dex 20 [+5] ...14 base (6pts) (+2 racial + 2 level + 2 enhancement + 0 inherent) Con 16 [+3] ...14 base (6pts) (+0 racial + 0 level + 2 enhancement + 0 inherent + 0 other) Int 14 [+2] ...12 base (4pts) (+2 racial + 0 level + 0 enhancement + 0 inherent + 0 other) Wis 16 [+3] ...16 base (10) (+0 racial + 0 level + 0 enhancement + 0 inherent + 0 other) Cha 08 [-1] ...10 base (2pts) (-2 racial + 0 level + 0 enhancement + 0 inherent + 0 other) Feats -1st 2 weapon fighting -3rd Weapon Finesse -6th Dark Stalker -9th Improved 2 Weapon Fighting -Scout 4th Swift Ambusher -Track (Mask of the predator) Tiefling Traits -+2 dex, +2 int, -2 cha -resistance fire 5, cold 5, electricity 5 -Darkness: 1/day as sorcerer @ my class level -+2 bonuses to hide and bluff checks -Dark vision 60' -Favored class: Rogue Rogue Abilities -Light armor proficiency -Simple weapon proficiency + hand x-bows, rapiers, short swords -Trap finding: can find traps w/ DC that is higher than 20 -Evasion: save for ½ reflex saves cause no damage on a successful save -Spell sense: +2 bonus to ac vs spells & SLA’s -Improved Uncanny dodge: Retain ac to dex -Sneak attack +4d6 (3d6 +1d6 mantle of predator) Scout Abilities -Skirmish +3d6 dmg(Swift Ambusher), +2 ac @ 10' move -Trapfinding -Battle Fortitude +1 -Fast Movement 10' -Trackless Step -Bonus Feat (Swift Ambusher) Skills Max ranks 13/6.5 +20 Acrobatics (13+5+2 dex, syn athletics) +14 Athletics (11+1+2 str, syn acrobatics) +09 Bluff (8+2-1 racial,cha) +17 Disable Device (13+2+2 int, mw theif tools) +09 Diplomacy (6-1+2+2 ch, syn bluff, syn sense motive) +15 Disguise (6+10-1 hat of disguise, cha)(+2 syn bluff to stay in char) +10 Escape Artist (5+5 dex) +04 Linguistics (2+2 int) +16 Perception (13+3 wis) +14 Search (12+2 int) +12 Sense Motive (9+3 wis) +25 Stealth (13+5+2+5 dex, racial, enhancement) +16 Survival (13+3 wis)(+2 syn search for tracking only) Untrained Skills -- Composure (Composure, Autohypnosis, Control Shape) - Wis +03 Concentration (Concentration, Lucid Dreaming) - Con +02 Craft (see description) - Int -- Endurance (new [see 4e], Autohypnosis [poison, death]) - Con -01 Gather Information - Cha +03 Heal - Wis -- Iajutsu Focus - Cha +01 Intimidate - Cha syn bluff -- Knowledge - Int -- Lore [Spellcraft (external), Psicraft (internal), Warcraft (Martial Lore, physical)] - Int +01 Mobility (Swim, Run, Fly) - Str -01 Perform - Cha +03 Profession - Wis +07 Sleight of Hand - Dex, syn bluff -- Truespeak - Int Skill Tricks -Point it out: When I make a spot check I can spend an immediate action to grant a companion within 30' +2 circumstance to spot the same thing. -Spot the weak point: As a standard action I can make a spot check DC is ac of opponent to find the weak point in target's defenses. If successful the next attack is a touch attack. Next attack must be made no later than following round to gain this benefit. -Twisted Charge: Can make 1 90 degree turn during a charge. To use this ability must have line of sight to target at start of round. Items and Wealth Show Wealth 49,000 gold Carrying Capacity 35.5 lbs (43/86/130) Standard Equipment Array (Max Dex 06, Armor Check Penalty 0) Head -Hat of Disguise (0 lbs, 1,800 gold) Face -Mask of the Tiger (see below) (0 lbs, 4,000 gold) Throat -Amulet of Health +2 (0 lbs, 4,000 gold) Torso -Ebon Shirt of Shadow Armor +1 mithril shirt, +2 natural armor, +2 deflection bonus and gain total concealment until the end of your next turn 3/day in darkness w/ Crystal of Mind Cloaking (12.5 lbs, ?1,100 gold) Body - Vest of Resistance +2 (1 lb, 4,000 gold) Waist –Healing Belt (1lb, 750gp) Shoulders - Mantle of the Predator (see below) (2 lbs, 8,000 gold) Arms - Hands - Gloves of dexterity +2/Claw Gloves (0 lbs, 9,604 gold)[/o] Ring1 - Ring of Protection +1 [i](1 lb, 2,000 gold) Ring2 - Feet -Anklet of Translocation (0 lb, 1,400 gold) Claw gloves -each considered +1 punching daggers -when using charge or spring attack can make offhand attack Mantle of the Predator -+5 hide and move silently +1d6 sneak attack Mask of the Tiger -Lowlight Vision -Track feat or +5 to Survival checks Collection Benefits -Rend for 3d6 when both gloves hit one target (1/round) -1/day invisibility (CL 3 as standard mental action) M. Weapon - Light hammer 2 lbs. 1gp M. Weapon-4 daggers(1 Lb ea=4b total, 2 each =8 gold) R. Weapon - MWComposite short bow, mighty +1 (2 lbs, 425 gold) Quiver -20 MW arrows (3 lbs, 140 gold) Possessions Hewards Handy Haversack (5 lbs total, 2,000 gold): -Masterwork Thieves Tools (1 lb, 100 gold) -5 vials of acid (5 lbs, 50 gold) -5 vials of alchemist fire (5 lbs, 100 gold) -Lesser True death Crystal (grants +1d6 vs undead and ghost touch/ currently on left claw)0 lb, 5,000 gold -Lesser Crystal of Mind Cloaking (+3 will saves vs mind affecting/ on armor) (0 lbs, 4,000 gold) Belt Pouch (0 lbs total): - Coins - 0 pp, 522 gp, 0 sp, 0 cp (?? lbs) Potion Belt (0 lbs total): -2 potions of cure moderate wounds [i](0 lbs, 300 gold) Character Description Show Short Description Medium, 6'1" tall, 210 lbs, 217 yrs old Dark Red hair, Solid Blue Eyes, Gray skin Experience Speaks Common, Infernal, Under-common, Elvin, and Drow Sign Background Now that I think about it I've been a freelance for as long as I've been around. Though not technically a Drow I might as well be. If that question is answered by the culture, then I'm as much a Drow as any other. Seventeen years ago I was born into house Issurius, the product of an illicit encounter between my father, Gwellendin, the house mage and Xch'iacal a daughter of the Matron mother Olesril. The only thing to save my "useless hide" was a birthmark on my left arm in the shape of a mask. Even then my position was tenuous. Not as though I really know the mind of the matron mother but comments were made that if they weren't so useful that my mother and father would have made appropriate sacrifices to thank Vaerun for my birth. Twisted to be sure but that is definitely a typical Drow sentiment. As a youth my time was spent learning the way of trickery and guile. While my father would have preferred for me to learn his craft, frankly I never cared about it. After turning twelve I started working for house Issurius as a messenger and scout. From an early age I've been impressed with the understanding that for others to discover my true form would be the cause of my demise. Being a creature of Vaerun in city of Lloth worshipers is all the reason these Drow would have needed. It is impossible for me to remember that thought strand without uncovering memories of the time I came home from a mission to find the rest of the city leveling the compound I grew up in. Fortune was my ally that day, for though I lost my home, basis of power, and my family; the mob was unaware of my presence among them. Turning into a blind ally I affected a change to my appearance so to not tempt fate. After house Issurius fell into oblivion I ended up joining a group of unaffiliated Drow turned into a mercenary company. Mercenary is not quite the right word as these Drow as they did pretty much anything for money, from trading to outright theft. Not long after joining this motley crew a group of them tried to turn me in for the bounty on my head. After a short time I managed to get away from this group and having decided that any other person would give the same treatment, so I left for the wilds of the under dark. For one such as I accustomed to city life this was a major transition, giving up the rhythms of life and adopting the patterns of life but given the situation this was the only answer. I knew of the surface world, but was impressed with the dangers of the life there. Even though the drow weren't trusted sources; this fact was so ingrained from such an early age that I wasn't willing to test its veracity. So my life changed to the patterns of nature taking down a beast of some sort when good meat was to be had or danger to be averted, otherwise subsisting on wild mushrooms that crop up naturally. Normally in the under dark as long as one behaves in a stealthy manner it is possible to avoid the more dangerous denizens of the under dark. There are times, however when anyone faces a horror and doesn't have time to react without consequence. It was during one such time that I turned a corner to discover a snake like thing made of shadow. All I know is that it must have ventured into the area claiming it as its own. A tendril aimed at my torso instead landed as a glancing blow barely hitting my right arm. Immediately with the strike it became apparent that a poison was at work numbing my reactions and slowing my retreat. Only the smaller dose of poison that was delivered left me with enough control of myself to avoid capture by this lurking horror. I did manage to escape but in a weakened condition and my escape drove me back toward populated areas. I'll consider myself fortunate that I was able to evade the patrols, though I was aware of them tracking me. Though I didn't know it they were boxing me in. My disorientation was enough that I was heading for a way to the surface without knowing it. First the pressure changed and then the un-worked stone of the under dark gave way to the virtually smooth shafts of a mine. Even unskilled eyes like mine could tell dwarven stonecutting techniques. Though I did not wish for the surface and the horrors that lay above, there was simply no choice. There was simply no way to cut back around and my foe was too many to fight in my weakened condition. Off in the distance I could hear another group ahead of me. Suddenly it made sense this second group of Drow was there to block off any hope of escape. "So this is how it ends", I thought to myself. So I turned back to see what I could do about the force coming up behind me. My first assessment of this group's strength must have been off of the mark, which is an easy mistake for someone in my position to make, it's not as though I've had much time to think tings through. Their lead scout didn't put up much of a fight and my knife was in his rear abdomen before he knew I was upon him. Considering that the lead position is handled by their most proficient stalker, maybe I didn't have too much to worry about. Even that being so there was no telling how much of a force was tracking me. Continuing down the corridor I encountered a group of five Drow but a misstep of mine alerted them to my proximity, so I turned on my heels and ran hoping to find a decent place to hide once out of sight. That didn't happen since the group of non-Drow had advanced and I ended up running through their ranks. In an instant my pursuers were upon them. With this development I turned to aid the others who were now attacking the Drow. With this help these inexperienced Drow were quickly dispatched. It took some effort on my part to convince this group of my non-hostility, but I did manage to assuage their fears. Eventually I did have to talk to their employer who did grill me about what I knew of the Drow and that my interests in the world above didn't involve mass murder of any groups or working to sow major discord. In turn I found that there are some people in the surface world more worthy of trust than I'd been aware. Personality Desmond is a reserved individual holding his cards close to his chest. Though he doesn't seek the validation of others he does enjoy their company. At heart is a down to earth person who doesn't suffer fools lightly. He can be just as at home in the wild as he can in a city. The politics in the wild are the same in the wild, just without the pretense. Description Desmond's true appearance is that of an ash gray slender man with small horns and a split tongue. He keeps his long silver hair tied in a pony tail. A birthmark in the shape of a mask adorns his left shoulder. He often wears tanned black leather boots.
|
Quick Reply
4 years ago ::
Oct 01, 2009 - 8:29AM
#9
|
|
|
Melia Kobor
Melia Show Melia Kobor a.k.a.'s/aliases: Laeli Phaeanis (drow mistress), Lilith Fairweather (human sorceress) Female Half-Elf (Drow) Binder 8 / Bard 1 / Scion of Dantalion 2 / Urban Savant 1 Chaotic Good reveres Eilistraee and Oghma Medium Humanoid, 4'11" tall, 95 lb, 25 yrs old Str 12 (+1) 12 base (4 pts) Dex 16 (+3) 14 base (6 pts), +2 enhancement Con 16 (+3) 14 base (6 pts), +2 enhancement Int 17 (+3) 14 base (6 pts), +2 enhancement, +1 12th level Wis 8 (-1) 8 base (0 pts) Cha 22 (+6) 16 base (10 pts), +1 4th level, +1 8th level, +4 enhancement Hit Points: 85 (8 + 41 + 36 (3 con * 12)) AC 22 (base 10, dex +3, armor +6, shield +2, +1 deflection), Touch 14, Flat 19 Init +3 BAB +7/+2, Grap +8 Speed 30 (base 30, light armour, light load) Fort +12 (+9 base, +3 con), Ref +8 (+5 base, +3 dex), Will +10[+12] (+11 base, -1 wis, [+2 racial bonus against spells and spell-like abilities]) [+14/+10/+14 vs. Enchantment spells or effects (+2 racial bonus)] +1 Gloryborn Mithral Chain Bikini, +6 AC, +6 max dex, 0 armor check +1 Buckler, +2 AC, 0 armor check +9 Melee, +1 Keen Rapier , 1d6+2, 15-20/x2, Piercing +9 Melee, MW Flutter blade, 1d4+1, 19-20/x3, Slashing or Piercing +8 Melee, Sap, *1d6+1, 20/x2, Bludgeoning +10 Ranged, Hand Crossbow, 1d4, 19-20/x2, Piercing *nonlethal damage Full Attack: Rapier +16/+11 Bound Vestiges and adjustments Show Dantalion (automatic good pact) ? (from Sealing the Remnant): ? Power Gained: ? Phylactery: ? binding checks for The Triad and Naberius, respectively (1d20+14=25, 1d20+14=17) Spells Show Spells Known 1st (3/day) - Charm Person*, Comprehend Languages, Improvisation, Undetectable Alignment 2nd (2/day) - Dark Way, Invisibility, Suggestion*, Reflective Disguise 3rd (1/day) - Puppeteer*, Charm Monster* Save DC 15 (10 + cha mod) + spell level +2 to DC of Enchantment spells* Maneuvers Show * = readied > = expended Maneuvers: (1/encounter) *Shadow Garrote (from gloves)- 5d6 ranged touch Skills Show Binder/SoD: 2+int(2)x4=16, 2+int(2)x9=36; Bard: 6+int(2)=8; US: 6+int(2)=8 = total 68 Speaks: (automatic) Common, Chondathan, Undercommon, Elven (drow) (int. bonus) Drow Sign, Draconic, Elven (high) (linguistics) Halfling, Dwarven, Terran, Celestial, Abyssal skills abil. mod|1|2|3|4|5|6|7|8|9|10|11|12 misc -------------------------|-|-|-|-|-|-|-|-|-|--|--|-- ---- +18 Bluff +6 cha|4|1|1|2|1|1|1|1| | | | ±0 Composure -1 wis| | | | | | | | |1| | | +8 Concentration +3 con| | | | | |1|2|2| | | | +20 Diplomacy +6 cha|4|1|1| | | | | | | | | +2 racial, +6 synergy +19 Disguise +6 cha| | | | | | | | |1| | | +2 synergy, +10 hat +12 Gather Info +6 cha| | | |1| |1| | | | | | +2 racial, +2 synergy +9 Intimidate +6 cha|1| | | | | | | | | | | +2 synergy +4 Know (arcana) +3 int|1| | | | | | | | | | | +4 Know (arc&eng) +3 int| | | | | | | | | | | |1 +5 Know (dungeon) +3 int| | | | | | | | | |1 |1 | +4 Know (geogrphy)+3 int| | | | | | | | | | | |1 +10 Know (history) +3 int|4| | | |1| | | | | | | +2 competence +13 Know (local) +3 int| | | | | | | | |5|2 |1 | +2 competence +5 Know (nature) +3 int| | | | | | | | | |1 |1 | +10 Know (nob&roy) +3 int| | | | | | | | | | |1 |4 +2 competence +6 Know (planes) +3 int|1| | | | | | | | | | | +2 competence +4 Know (psionics)+3 int| | | | | | | | | | | |1 +4 Know (religion)+3 int| |1| | | | | | | | | | +8 Linguistics +3 int|1|1|1| |1| | |1| | | | +1 Perception -1 wis| | | | | | | | | | | | +2 racial +9 Perf (caveharp)+6 cha| | | | | | | | |1| | | +2 circumstance +4 Search +3 int| | | | | | | | | | | | +1 racial +4 Sense Motive -1 wis| | |1|1|1|1|1| | | | | +4 Stealth +3 dex| | | | | | | | | | | |1 +6 {/+16} Bardic Knowledge (+1 Bard levels, +3 Int, +2 synergy)/{+10 EBL when bound to The Triad} Feats Show - Drow Legacy [sup]Lvl 1[/sup] - Improved Binding [sup]Lvl 3[/sup] - Ignore Special Requirements [sup]Binder 4 bonus feat[/sup] - Expel Vestige [sup]Lvl 6[/sup] - Sealing the Remnant (DM custom feat) [sup]Lvl 9[/sup] - Favored (League of Eyes) [sup]Lvl 12[/sup] Racial traits and class features Show Half-elf (w/Drow Legacy) traits - immune to magical sleep - +2 bonus to saving throws vs. enchantment spells or effects - low-light vision - darkvision - +1 racial bonus on listen, search, and spot - +2 racial bonus on diplomacy and gather information - elven blood - favoured class: any - +2 bonus on will saves against spells and spell-like abilities - exotic weapon proficiency (hand crossbow) - Undercommon and drow dialect of Elven as automatic languages - spell-like abilities, 1/day: Dancing Lights, Darkness, Faerie Fire (caster level = class level) - dazzled (-1 to attacks, saves, checks) in bright sunlight or within daylight spell Binder features - Soul binding (2 vestiges) - Pact augmentation (2) - Suppress sign - Soul guardian (immune to fear) - save DC 23 on supernatural effects granted by vestiges [10 + effective binder level/2(=5) + cha mod(=6) + Veil of Allure(+2)] Scion of Dantalion - +2 to Dantalion's read thoughts ability (Improved Read Thoughts) = DC 25 - Swift Awe of Dantalion (Awe ability as swift action) Urban Savant - Urban Savvy (strengths) Equipment Show +1 Gloryborn Mithral Chain Bikini (worn, 12.5 lb) 2250 +1 Buckler (left arm, 5 lb) 1165 Amulet of Health +2 (neck, --) 4000 Shadow Hands of Dexterity +2 (hands, --) 5500 Mantle of Dark Beauty (worn, 2 lb) [Cloak of Charisma +4, apply dark template to summons 3/day] ~ 'gift' from Thultanthar Traveler's Outfit (sort of) (worn, --) Vestige Phylactery (left thigh, 5 lb) 15,000 Hat of Disguise and Intellect +2 (head, --) 5800 Healing Belt (waist, 1 lb) 750 Veil of Allure (face, --) 14,000 Ring of Protection +1 (right hand) 2000 +1 Keen Rapier (right hip, 2 lb) 8320 MW Flutter Blade (right boot, 2 lb) 315 Hand Crossbow (left hip, 2 lb) 100 10 bolts (, 1 lb) 1 gp Drow knockout poison, 1 dose (, --) 400 Sap (, 2 lb) 1 gp Wand of Fear [as 3rd lvl Bard spell, CL 7] 1575 Caveharp (, 3 lb) 150 chalk, 10 pieces (pouch, lb) 1 sp Coins- 2097 gp, 9 sp (pouch, lb) Encumbrance: 33.5 lb [Light Load, 0-43 lb], [Medium Load, 44-86 lb], [Heavy Load, 87-130 lb] Original Background Show Melia was born in the forests known as the Archwood, in northern Sembia, the half-breed of two fugitives, rebelling against the societies in which they were hewn. Her mother was called Minrae, of the House Phaeanis. Thrust into training for the priesthood at an early age, Minrae quickly lost her taste for the vicious nature of life in the Underdark and found her fear and respect of their patron Lolth turning more and more to hatred and loathing. It was then that Eilistraee appeared to her in a dream, beckoning with two simple words, "Ascend, child." Minrae found her way to the surface and almost immediately ran into an adventuring party, run by a young merchant noble named Andras Selkirk. Seeing that she was alone (and very attractive and barely clothed), he asked her to travel with them, hoping to gain valuable information about the Drow culture. As they adventured together, they became friends and more, and it was not very long before a child was conceived. They attempted to settle down for a time in Daerlun, to raise the child, but it seemed just as fate had conspired to bring them together it would likewise drive them apart. Andras began to grow more and more tired of the adventuring life, and even moreso of the conniving nature of his merchant house. Minrae, at the same time, was frustrated by the constant need for secrecy and disguise, knowing that members of her race were not often accepted as viable members of surface society (she most of all resented Andras' preference that she be disguised as a human woman). So, they fled the city and made themselves a home in the Archwood. Andras took the name Kobor, breaking his ties with his merchant kin. Shortly thereafter, a daughter, Melia, was born. As Andras' comfort with life in the woodlands grew, so did Minrae's boredom and wanderlust. One day, when Melia was but four years of age, she awoke to find her mother gone without so much as a word. Her father raised her as best he could, knowing he could not keep her hidden and sheltered in the woods forever. He taught her the value of disguise, and would bring her occasionally to the city, so that she might find a taste for society and not grow up as wild and flighty as her mother. A skilled swordsman, he attempted to teach Melia the martial way, but she never paid much attention to his lessons, dancing and singing instead of performing his drills and exercises. She was far more interested in the libraries of the cities they visited, and relished these visits. She would spend hours rifling through old texts, fascinated by any reading she could lay eyes on. As she matured, she began to sneak away despite her father's wishes and warnings, making solo trips to the city to delve further and further into older and more obscure texts. It was through this unquenchable thirst for knowledge (and through a friend and, briefly, a lover she made in the process, a cleric of Oghma) that she discovered pact magic. The study of binder history quickly became her favourite subject, along with the interest she always held in the Drow. By reading about the latter, she subconsciously hoped to learn more about her mother who disappeared when she was so young. She stole a few books and began practicing binding at home, hiding it from her father. He eventually discovered what his daughter had been doing and was enraged, demanding that she stop "that insidious witchcraft" at once or leave his home. Temper flaring, she snatched up her books and stormed out of the house. She realised later that night that she would need more than just her books if she were to set out on her own, so she returned to her home and broke in, intending to take her things and leave again without having to confront her father. His temper had cooled, however, and he regretted his words. So when she managed to sneak in, he was there waiting for her. Melia's father begged her to stay, but she refused. He sighed, nodding his head; he had always known this day would come. "Take these, then," he requested, opening an intricately carved wooden box. "They were commissioned for your mother." Inside were a pair of shining black gems, carved in the shape of two delicate hands. When Melia moved to pick them up, they vanished and a pair of black silk gloves appeared on her own hands. She could feel their power coursing through her. So she left, and given her fascination with her mother's kind, and her general dislike for the bright light of day, she found her way into the Underdark. She worked as a mercenary for a time, serving as a hired soldier for trade caravans. She walked a perilous line, sometimes disguising herself as a dark elf noblewoman (taking her mother's surname of Phaeanis, and the first name Laeli, which means "daughter of night") to find work with their kind, and sometimes appearing human, to work for those who were less friendly towards the Drow. Though she grew frustrated with the dark elves' vicious ways, she was able to see that it was a product of their society and not built into their nature, and preferred to travel as Laeli whenever possible. She progressed in her knowledge and ability, and after a time she discovered the vestige called Dantalion. She felt a strong connection to him, and basked in the access to his wealth of knowledge in all things, and his given ability to read others' thoughts. Using this and her own skill, she began to find more work, selling information and general intelligence to whoever was willing to pay for it. She would, however, often give misleading information to those whose thoughts belied particularly evil intent. She continues in her quest for knowledge, and her subtle attempts to undermine the evil doings in the area, hoping to somehow subvert Lolth's subjugation of her people and help them peacefully coexist with other beings. Appearance Show Melia possesses a slender, sculpted figure, platinum white hair flowing down about her shoulders. She wears a "shirt" of elven chain armour that covers her bosom and little else. Another small section of chain covers her pelvic region, held up by a fine belt from which hangs an ornate rapier and a traditional dark elf hand crossbow. She wears knee-high black boots which seem to coordinate with the black silk gloves that tightly cover her hands and forearms. Melia is most often seen as Laeli, a drow noblewoman just barely of mature age. This persona wears even less than the real thing, keeping the boots and gloves pretty much as they are, and clothed in an evocative suit of fine leather that stretches across her ebony frame like spider webs, covering the important parts and leaving little else to the imagination. She keeps her ornate rapier visible, thinking it helps add to the appearance and implication of nobility. Personality Show Melia is a woman of strong character. She takes pride in her appearance, and tends to flaunt her considerably attractive looks. To some, this may come across as narcissistic or vain, but she resents either opinion strongly, seeing no fault in being confident in her appearance. She can also be very amorous, though by her own count she has had far too few lovers since beginning her travels beneath the surface, as she is usually unwilling to compromise her disguises. Melia's preference for traveling as Laeli, while useful, is truly more from a combination of pride in her heritage and emulating a glorified memory of her mother than it is utilitarian. She hopes to somehow find her mother some day, and when she is able, she attempts to use her considerable skill for gathering information to research who she was, at the very least before she came to the surface. Her thirst for knowledge is likewise unquenchable, and it is this intense curiosity that has fueled her many adventures thus far. Despite parting ways on somewhat rough terms, and not having spoken to him for several years on account of adventuring, Melia loves and respects her father (though she considers him a boring old man), and hopes to someday return to the surface and visit him.
Lorem ipsum dolor sit down and shut up.
|
Quick Reply
3 years ago ::
Sep 26, 2010 - 11:03PM
#10
|
|
|
Spells
Show
Spell descriptions Invocations
Show
0th ... 1st Dead end[SpC] [Illusion(Shadow) | VSM(pinch of spice), standard, touch(1 creature/level), 10 minutes/level, Will, SR]: One touched subject per level has its tracks, scent, and other signs of passage, obscured. Any creature that attempts to locate a subject’s trail with a Search check, a Survival check for tracking, or using the Scent Ability, interacts with the illusion and can make a Will save to disbelieve. Net of shadows[SpC] [Illusion(Shadow)[darkness] | VS, standard, close(1 creature/level), 1d6 rounds, Will, SR]: One target per level within a 25’ area are engulfed in a single-person Cloud of shadows that don’t hamper movement. Cloud gives concealment, but limits vision to 5ft(including darkvision). Shadow script[Web] [Universal(Shadow) | VS, standard, 0ft(message within 1sq. ft.), permanent]: This spell allows you to inscribe a short message on an object, up to 5 words per level, that is visible only to darkvision. The script may be tagged with an arcane mark that identifies the caster (requiring a separate casting of that spell) or left unsigned 2nd Claws of darkness[SpC] [Illusion(Shadow) | VS, standard, personal, 1 round/level, Fortitude, SR]: Starting with his/her next action, both the caster’s hands become shadowy claws. Treated as natural weapons they enable the caster to make ‘armed’ Melee Touch attacks that deal 1d8 Cold damage. Since both hands can be affected, the caster has the option of making off-hand attacks at the normal penalty. If the caster successfully grapples someone, the caster does 1d8 Cold damage on each successful Grapple check and the opponent is Slowed (Fortitude negates) as long as the opponent is grappled. A successful save cases the opponent to be immune to the Slow effect for this spell’s duration. The caster may extend the claws to gain 10’ reach or retract them (each is a Free Action). While this spell is in effect, the caster may not cast spells with anything but Verbal components & any magic items on the caster’s hands are suppressed. Dark way[SpC] [Illusion(Shadow)[force] | VS, standard, close(5ft wide x 20ft/level long bridge of force), 1 round/level, SR]: Creates a bridge of force that is 5’ wide, 1” thick, & 20’/lvl long. The bridge must be anchored to solid object at both ends & can support 200 pounds per level. Any excess weight sinks through the bridge without breaking it. The caster never sinks through the bridge unless he/she exceeds the bridge’s weight maximum. Shadow mask[SpC] [Illusion(Shadow) | VSM(black mask), standard, personal, 10 minutes/level]: The caster’s face is obscured by darkness that he/she can see through normally, granting a +4 bonus on saving throws against ‘light’ spells, ‘darkness’ spells, & any spell that works due to bright light, such as Flare or Pyrotechnics.The caster also gains a 50% chance to avoid needing to make a saving throw vs. a Gaze attack. If your eyes are averted you gain a second chance of needing to make a save. When the spell ends (even if it is dispelled), the shadows fade slowly over 1d4 rounds. Shadow radiance[SpC] [Illusion(Shadow) | VSM(torch flame), standard, medium(20ft radius burst), 1 round/level, Will, SR]: illusion of intense bright light blinds those who fail their save for 1 round, and then subjects take any applicable penalties as if in an area of bright light. In addition they are dazzled for the duration. On leaving the area, subjects recover after 1 round. Those making their saves and those outside of the area only perceive torchlight Shadow spray[SpC] [Illusion(Shadow) | VSM(black ribbon), standard, medium(5ft radius burst), 1 round/level, Fortitude, SR]: Creatures in the area take 4 points of Strength damage and are Dazed for 1 round Wall of gloom[SpC] [Illusion(Shadow)[darkness, fear, mind affecting] | VSM(black wool), standard, medium(straight wall of area 10ft/level), Concentration + 1 round/level]: Creates an insubstantial wall of shadows that obscures vision and block LoS(including darkvision). Dispels any light spell of equal or lower level. 3rd Hound of doom[CW] [Illusion(shadow) | VS, 1 round, close(shadowy hound), 1 minute/level(D)]: You shape the essence of the Plane of Shadow to create a powerful doglike companion that serves you loyally for the duration of the spell. The hound of doom has the statistics of a dire wolf (see page 65 of the Monster Manual) with the following adjustments: It gains a deflection bonus to Armor Class equal to your Charisma bonus, its hit points when created are equal to your full normal hit points, and it uses your base attack bonus instead of its own (adding its +7 bonus from Strength and -1 penalty from size as normal). You can command a hound of doom as a move action just as if it were fully trained to perform all the tricks listed in the Handle Animal skill (see page 74 of the Player's Handbook). If a hound of doom's hit points are reduced to 0, it is destroyed. A hound of doom is treated as a magical beast for the purpose of spells and effects, but it can also be dispelled. You can only have one hound of doom in existence at a time. If you cast a second hound of doom spell while the first is still active, the first hound is instantly dispelled. Hound of Doom: Large Animal; HD 6d8+18; hp (Caster's HP); Init +2; Spd 50ft; AC17, touch 14, flat-footed 15(-1 size, +2 Dex, +3 natural, +(Caster's Cha) deflection); Base atk (Caster's BAB); Grp +BAB+11; Atk +BAB+7 melee(1d8+10, bite); Space/Reach 10ft/5ft; SA trip; SQ Low-light vision, scent; AL N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10; Hide +0, Listen +7, Move silently +4, Spot +7, Survival +2*(+4 when tracking by scent); Alertness, Run, Track, Weapon focus(bite) Shadow binding[SpC] [Illusion(Shadow) | VSM(iron chain), standard, close(10ft radius burst), 1 round/level, Will, SR]: All creatures in a 10’ radius Burst who fail their save are Entangled and unable to move (DC 20 Strength or Escape Artist check to get free). Shadow cache[SpC] [Illusion(Shadow) | VS, standard, touch(1ft diameter circle), 1 minute/level]: Opens a small portal to the plane of Shadow through which you can temporarily store or permanently dispose of nonliving objects. The portal is invisible on the material plane and appears as a small disc on the plane of Shadow. The cache can hold up to 30 cubic feet of material or 250 lbs. You can recover objects placed in the cache throughout the spells duration, or by another casting in the same location later. A cache is stationary at the point in which it was created. For every 24 hours that passes, there is a 10% chance each day that items in the cache are gone (moved or taken). This spell cannot be cast whilst on the plane of Shadow itself, only on adjacent planes. Spectral weapon[SpC] [Illusion(Shadow) | VS, swift, 0ft(Shadowy blade), 1 round/level, Will, SR]: The caster creates a single weapon with which he/she is proficient. This weapon is normal except that only the caster may wield the weapon (it dissipates if released/dropped), the caster makes touch attacks (instead of normal attacks), and when hit the foe is allowed a Will save to recognize the weapons shadowy nature. If a foe successfully recognizes the weapons nature, that attack and any that follow only do 50% damage and any special effect, such as Death Attack, only has a 50% chance of working. A caster may only maintain 1 Spectral Weapon at a time. 4th Nightmare terrain[CM] [Illusion(shadow) | VS, standard, close(5x10ft cubes + 10ft cube/level), 1 round/level, Will]: terrain looks, smells, and sounds like something out of nightmare. Those who fail their save are entangled by the illusionary terrain, but regardless of the save, creatures within 5ft have concealment, while those 10ft or further have total concealment. Finally, whilst within the area of this spell, the caster can attempt hide checks even while being observed. Shadow well[SpC] [Illusion(Shadow) | VS, standard, close(creature), 1 round/level, Will, SR]: Target's shadow becomes a gateway to the Plane of Shadow, through which the weak willed fall for the spell’s duration. A creature may make a new save each round to return and end the spell. When the spells ends, the target returns in the same location, but is Frightened for 1d4 rounds unless they make another save. 5th Etherealness, swift[PHBII]->[SpC] [Transmutation | VS, swift, close(creature), 1 round, Will, SR]: Target becomes ethereal, along with his/her equipment, for 1 round. If the target is within a solid object when the spell ends, he/she is shunted into the nearest open space & takes 1d6 damage per 5’ moved. Shadow form[SpC] [Illusion(Shadow) | VSM(black funeral shroud), standard, personal, 1 minute/level]: The caster becomes shadow-like gaining concealment and a +4 Competence bonus on Escape Artist, Hide, & Move Silently checks. The concealment is negated or suppressed by bright natural sunlight, a Daylight spell, or True Seeing. In addition, if the caster has ranks in Escape Artist, they can pass through an object or barrier by succeeding on an Escape Artist check vs. DC 20, thus ending the spell. Ranks Max Barrier 5 Solid up to 5ft thick 10 Solid up to 10ft thick 15 Magical barrier (including force) Shadow guardians[RoD p168] [Illusion(Shadow) | VSM, standard, medium(1 guardian/level), 1 hour/level, Will disbelief]: creates the illusion of one or more small or medium figures of a chosen humanoid race. Each is effectively a partially real minor image, and can be dressed in any way that the caster chooses. When the spell is cast, each figure is given a brief set of orders to follow for the spells duration. These orders can be different for each figure and cannot be changed later. In addition to its orders, the caster can give each guardian a trigger that causes it to attack. Against a creature that recognizes it as an illusion, the shadow guardians do 50% normal damage. Shadow guardian: Medium construct; HD 4d8; hp 18; Init +1; Spd 30ft; AC17, touch 17, flat-footed 15; Base atk +2; Grp +4; Atk +4 melee(1d8+2, weapon); AL N; SV Fort +2, Ref +4, Will +4; Str 14, Dex 14, Con -, Int -, Wis 14, Cha 1. Shadow hand[SpC] [Illusion(Shadow) | VS, standard, close(5ft x 5ft hand), 1 round/level, SR]: Creates a magical 5’x 5’ hand that has half the caster’s hit-points, uses its caster saving throws, and has AC 18 (+6 Natural, +2 Deflection). As a Standard Action, the caster can order the hand to provide total cover, carry up to 100 pound per level, move anywhere within range, and point & gesture as a normal hand Shadowfade[SpC] [Illusion(Shadow) | VS, standard, close(10ft portal to plane of Shadow), 1 minute/level, Will, SR]: Open a 10ft portal from an adjacent plane to the plane of Shadow, allowing you and any creatures you designate to pass through. The portal remains open for the duration and any creature who makes the will save may pass through in either direction. The portal is invisible from the material plane, and looks like a white hole on the plane of Shadow. You must be in a region of heavy shadows on an adjacent plane to cast shadowfade, and cannot be cast on the plane of Shadow at all. 6th Fantastic machine[FRCS] [Illusion(shadow) | VS, standard, medium(10ft machine), 1 minute/level]: creates an illusionary many armed mechanical construct which can be commanded to perform any simple task (described in 25 words or less). The task is set on casting, but you may order the construct to perform the task again and again. The machine always acts on your initiative. The machine acts as a Large (tall) animated object. It has a load capacity of 230(light)/450(medium)/700(heavy), can lift 1,400lbs to a height of 15ft, push or drag 3,500lbs, excavate 7,000lbs of loose rock per minute(5ft cube of loose rock per 3 rounds) or twice that amount of sand or loose soil. Fantastic machine: Large construct; HD 4d10; hp 22; Init -; Spd 40ft(fly 10ft(clumsy); swim 10ft); AC14, touch 9, flat-footed 14; Base atk +5; Grp +10; Atk +5 melee(1d8+4[3d8+12 vs stone or metal], slam); Rng Atk +3 melee(2d6+4, rock, 150ft range(10 increments)); Space/Reach 10ft/10ft; SA blind, constrict, trample; SQ Construct traits, darkvision 60 ft., low-light vision, hardness 10, improved speed; AL N; SV Fort +1, Ref +1, Will -4; Str 16, Dex 10, Con -, Int -, Wis 1, Cha 1. Shadowy grappler[SpC] [Illusion(Shadow) | VSM(squid tentacle), standard, medium(creature), 1 round/level, Will, SR]: An effect made from shadow attempts to Grapple the target. It automatically grabs the target and its grapple bonus is equal to the save DC of this spell. If the target made its Will save, this total is halved. If the shadowy grappler successfully grapples, it attempts to pin. If it pins, then it will prevent the target from speaking. The shadowy grappler remains in the same hex as the target, even if he/she moves. 7th Illusory sending[AR] [Illusion(shadow) | VSF(500gp jade lenses), standard, personal, 1 min/level(D), No, No]: this spell allows a caster who has cast a successful scrying create an illusion of themself that is 40% real to the location for 10 minutes per level. It is just as if you were at the location yourself to your perception, though any damage you take is converted to subdual and it is possible for people to see through the fact that you are an illusion and thus take only 40% damage. You can cast spells with verbal and somatic components, however spells with material and focus components are only possible to cast if the materials are on hand at the location, as the illusions you craft are not sufficient to serve as spell components. This spell will only function on the same plane as yourself and distant locations are viewed utilizing the mechanics described in the scrying spell. While using the spell, your body appears to be sleeping or comatose to those close to it. However any disturbances provoke a concentration check. Triple mask[LoD] [Illusion(shadow) | VS, standard, medium(3 shadow duplicates), 1 round/level, Will]: creates three shadow duplicates of caster(look, smell, and sound, but intangible). You can switch perceptions between yourself and your shadows as a free action. When you use the perceptions of a shadow, it mimics your actions (including speech) unless you concentrate on making it act differently. Any shadows you are not controlling remain inert. Any spell with a range of touch or greater can originate from the controlled shadow instead of yourself. The shadows are otherwise similar to an unseen servant and can be commanded to perform a simple task, or programmed to move in a particular direction or to a particular location. Using any spell that removes you from the same plane as the shadow, even momentarily, ends the spell. 8th ... 9th Fantastic machine, greater[FRCS] [Illusion(shadow) | VS, standard, medium(10ft machine), 1 minute/level, SR]: creates an illusionary many armed mechanical construct which can be commanded to perform any simple task (described in 25 words or less). The task can be changed or the machines actions directed as a standard actionn. The machine always acts on your initiative. The machine acts as a Large (tall) animated object. It has a load capacity of 520(light)/1040(medium)/1560(heavy), can lift 3,120lbs to a height of 15ft, push or drag 7,800lbs, excavate 20,000lbs of loose rock per minute(5ft cube of loose rock per round) or twice that amount of sand or loose soil. Fantastic machine: Large construct; HD 16d10; hp 88; Init -; Spd 60ft(fly 20ft(poor); swim 20ft); AC20, touch 9, flat-footed 20; Base atk +12/+7; Grp +10; Atk +17/+12 melee(1d8+9[3d8+27 vs stone or metal], slam); Rng Atk +12/+7 melee(2d6+9, rock, 150ft range(10 increments)); Space/Reach 10ft/10ft; SA blind, constrict, trample; SQ Construct traits, darkvision 60 ft., low-light vision, hardness 20, improved speed; AL N; SV Fort +5, Ref +5, Will +0; Str 22, Dex 10, Con -, Int -, Wis 1, Cha 1. Illusory sending, greater[AR] [Illusion(shadow) | VSF(500gp jade lenses), standard, personal, 10 min/level(D), No, No]: As illusory sending, except that the duration is longer, the illusory duplicate of yourself is 60% real, and the spell can cross planar boundaries. Shadow landscape[SpC] [Illusion(Shadow) | VS, 1 hour, long(1 mile radius spread), 1 day/level, SR]: Causes natural terrain in a 1 mile radius Spread to be infused with energy from the Plane of Shadow thus becoming more dangerous: - All: Roll twice for all weather condition (three times for Plains) and take the worst result - Desert/Tundra: Average temperature becomes more extreme by 30 degrees and sandstorms/snowstorms blow through hourly - Forest: The canopy of leaves block the sun, Light Undergrowth becomes Heavy Undergrowth, & Heavy Undergrowth becomes Entangle - Hill: Light Undergrowth becomes Heavy Undergrowth, it takes two movement to go up a Gradual Slope, four movement to go up a Steep Slope, and cliffs require a Climb check vs. DC 25 to go up or down - Marsh: Half the terrain is considered Quicksand - Mountain: Cliffs require a Climb check vs. DC 25 to go up or down, Avalanches are 10% likely to occur when there is a loud noise, and the altitude effects are one category worse. - Plains: Half the spaces with Undergrowth are treated like Entangle and there are more tornados & thunderstorms - Underground: Naturally occurring caverns require 4 movement to enter & 10% of the floor is covered by stalagmites The caster and one creature per 4 caster levels can be designated a ‘Traveler’ & is not effected by the special traits of the landscape (but weather effects still apply). One HD per caster level of Animal, Plants, or Magical Beasts native to the target area can be designated ‘Shadow Guardians’. While in the area of effect, the Shadow Guardians are Friendly toward the ‘Travelers’, gain Low-Light Vision, Darkvision 60’, Resist Cold 10, Damage Reduction 5/magic, & Evasion. Invocation descriptions Least ... Lesser ... Greater Devil's whispers[Cityscape, pg68] [Greater; 5th]: You can use a suggestion effect, as the spell. Additionally, when the duration ends or the task is completed, the subject must attempt a second Will save with a –5 penalty. If this second save fails, the subject completely forgets that you were the one who suggested the course of action mandated by the use of devil’s whispers, instead becoming convinced that it was his own idea—even if he’s not certain why he might have chosen to perform such an action. A successful break enchantment spell can rid him of this delusion, but dispel magic and similar effects cannot. You can have a number of devil’s whispers active at any one time equal to your Charisma modifier (minimum 1). Devil’s whispers is a mind-affecting compulsion effect. Dark ... Notes Show Levelling Progression
Beguiler/Bloodline 4/Warlock 2/Eldritch theurge 5/Shadow Adept/Eldritch theurge 4/??? 2/Eldritch theurge 1 -> Bloodline 4/Beguiler 1/Warlock 2/Eldritch theurge 10/Shadow Adept 1/??? 2 where ??? = - Beguiler 2 (Spellcasting CL+2, Invocations CL+1; Cloaked casting; Surprise casting; Advanced learning) or - Warlock 2 (Spellcasting CL+1, Invocations CL+2; Damage reduction 1/cold iron; Deceive item) - ... - Mindbender 1 (Telepathy, Spellcasting CL+1) +Mindsight feat - Exemplar 1 (Skill artistry, Skill mastery) - Is a spellcasting CL worth skill mastery in 6+ skills?
Options Show - Warblade 1 (Battle clarity(reflex), weapon aptitude; IL- maneuvers 3: Moment of perfect mind, Action before thought, Mind over body; stance 1: Absolute steel) - obtain access to maneuvers via a novice ring of the diamond mind Spells (Advanced learning @ Beguiler CL 18) 6th: Freezing glance(reflavoured as Shadow?) 9th: Programmed Amnesia Invocations (0/1/3+1/2) Least: otherworldly whispers, baleful utterance, darkness Lesser: mask of flesh, beshadowed blast Greater: devil's whispers, chilling tentacles, enervating shadow Dark: dark foresight, word of changing, dark discorporation Skills (ET: 55; Beguiler: 24; SA: 8 -> +87 skill points) - (cc) Composure [+5 ranks] -> +synergy to Bluff, Concentration(casting defensively) (Max) Bluff(8+), Lore(spellcraft)(5+), Sleight of hand(9+) (Other skill to max) Diplomacy(9+) or Use device(4+) Knowledge(nobility & royalty) [+5 ranks] -> +synergy to Diplomacy Sense motive [+5 ranks] -> +2 synergy to Diplomacy Diplomacy [+1 rank] -> +Social recovery Disguise [+5 ranks] -> +Second impression False theurgy/Collector of stories Feats Deceptive spell [...] Invisible spell [Any metamagic feat] Extra invocation [Lesser invocation] Combat Charm [Wis 13] Ability focus [Special attack] (Devil's whispers) Sudden Ability focus [Special attack] Truename training Education Darkstalker Shadowmaster [epic; Spellcraft 24 ranks, beshadowed blast, dark discorporation, darkness, enervating shadow] -> @ ECL22 Items Ring of Diamond mind, novice [ToB] (Moment of perfect mind, Mind over body) Shirt of Wraith stalking [MIC] Wand of Primal Instinct[Dragon Magic] (+5 Initiative & Survival; 24 hrs)
Currently playing
Show
• Leigheas Uirlis in Such Tangled Webs they Weave (since 2009) • Dani Shallain in Defending the Dales (since 2013) Previously played Show • Liek'ehtivä in the City state of the Invincible Overlord (since 2005)
• Notari in The Fraternal Order of the Hunting Wolf (since 2009) • Kiera in Eternal War for Charybdis (since 2010) • Kreegan Flinthammer in The Open Gate (since 2010) • Erin Brown in West Marches (since 2010) • Susi in The Tribes of Tell Amakh (since 2010)
|
Quick Reply
Jump Menu:
Viewing this thread :: 0 registered and 1 guest
No registered users viewing
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||