You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> TRILOGY WAR CHARACTERS
Parent thread: Trilogy War Q/A
Jump to:
1
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
TRILOGY WAR CHARACTERS
All Characters will be posted here and updated as needed.
DO NOT POST HERE I POST ALL UPDATES.
FOR QUICK REFERANCE
Current Active Players: 9
Current Inactive Players: 2
Current NPC's: 2
Current Total Active Characters: 11
Current Total Inactive Characters: 0
Current Open Characters: 0
ACTIVE NPC's
Lady Jessica / Human Female / Paladin
Played by Teller of Aryn ON LEAVE D.I.F
Valene / Halfling Female / Thief/Cleric
Played by Kriea
ACTIVE CHARACTERS
Aliya / Half-Elf Female / Fighter/Mage
Played by Astrid
Amara / Elf Female / Cleric
Played by SilentOne
Barreel / Dwarf Male / Berserker
Played by Archangel
Lord Cor / Dwarf Male / Knight Cleric
Played by SirSadaar
Lothor / Human Male / Fighter
Played by Brundel
Rayne / Elf Female / Ranger/Cleric
Played by Brianna
Sirène / Elf Female / Druid/Mage
Played by Ginafae
Ulthok / Halfling Male / Thief/Mage
Played by Odyson
Weaver / Half-Elvin Male / Ranger/Bard
Played by Kyle
MAIN PARTY HIT POINTS
Aliya: 75 /
Amara: 70 /
Barreel: 100 /
Lord Cor: 85 /
Lothor: 98 /
Rayne: 76 /
Sirène: 72 /
Ulthok: 64 /
Weaver: 94 /
SECONDARY/NPC FAMILIER HIT POINTS
Peri: 35 /
Niamedris: 35 /
Xin: 40 /
PARTY FUNDS
800 Platinum Pieces
25,789 Gold Pieces
1,234 Silver Pieces
Posted on 2006-08-31 at 07:29:05.
Edited on 2013-05-23 at 20:09:20 by Tann'Talas
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
ALTHENA SUNBLAYZE

FIGHTER / INNATE PSIONICIST
PLAYER: NPC
RACE: Valar
GENDER: Female
HOMELAND: Unknown
WORLD: Trilogy
AGE: Unknown
HAIR: Long Red hair reaching to shoulders
EYES: Deep Emerald Green
HEIGHT: 5’10”
WEIGHT: 145pds
LEVEL: 12th
ALIGNMENT: Lawful Good
XP: 1,005,000
NEXT LEVEL: 1,200,000
STR: 15 WGT:55pds / Press:170 / OPDRS:8 / BB/LG: 10%
DEX: 17 React Adj: +2 / Missile Adj: +2 / Defense Adj: -3
CON: 14 System shock: 55% / Resurrection Survival: 92%
INT: 20 # of Langs: 9
WIS: 15
CHA: 18 Max Henchmen: 15 / Loyalty Base: +8 / React Adj: +7
SAVING THROWS
Para/Poison/Death Magic: 8
Petrifaction/Polymorph: 8
Rod/Wand/Staff: 10
Breath Weapon: 8
Spell: 10
COMBAT
HIT POINTS: 70
Base THACO:9
Melee: 7
Missile: 5
ARMOR CLASS: 0
Armor Worn: +2 Chain Mail of Blending (also grants the ability of Hide in Shadows as if a thief of 8th LvL)
Ring of Protection +2 (To Saves Only)
WEAPON PROFICIENCES
Long Sword
Short Sword
Dagger
Throwing Dagger
Crossbow (hand)
Longbow
Hand Axe
Quarterstaff
Whip
NON-WEAPON PROFICIENCES
Cooking
Dancing
Etiquette
Heraldry
Healing
Herbalism
Languages Ancient
Swimming
Survival (City / Woodland)
Reading/Writing
NATIVE LANGUAGES
Valar
Common
Dwarf
Dryad
Elf
RACIAL ABILITIES
Infravision 60ft
Innate Psionic Abilities (TELEPATHIC ONLY)
SCIENCIES
Domination
Mind link
Tower of Iron Will
DEVOTIONS
Contact
Conceal Thoughts
Intellect Fortress
Send Thoughts
Heightened Senses
CLASS ABILITIES Fighter
Attracts Followers after a stronghold is built and level 9 is reached
Weapon Specialization
WEAPONS
Vorpal Longsword +3 Sm/Med:1d8+3 / LG:1d12+3 #ATKS:3/2 (on a Natural 20-23 severs body part depending on size and armor)
Crossbow +1(Cho-ku-no) The cho-ku-no is similar to a light crossbow, but holds up to 10 bolts in a magazine that rests on top of the weapon. Can fire 2 bolts for 5 rounds before needing reloading
40* +2 Crossbow Quarrel's Sm/Med:1d4+2 / LG:1d4+2 #ATKS:2
(*20 bolts in 2 extra 10 round Magazines 20 stored in backpack)
2 +2 Daggers of Armor Piercing Sm/Med:1d4 / LG:1d3 #ATKS:3/2
(These small Daggers have the ability to pass through any physical protection, Shields, Helmets, Armor as if AC 10. All magical protections, Rings, Bracers and any magical bonus on said armor still apply. Can be used for both Melee and Missile Combat)
EQUIPMENT
IN BACKPACK
Fine Woolen Dress
Good Cloak
Pair Soft Boots
Pair Shoes
Hair Brush
Hair Comb
2 Matching Decorative Hair Combs
Sm bag of Hair Ties
Embroidery Hoop and Cloth
Embroidery Needles and Thread
Crocheting hooks
Sewing Kit
3 Small Candles
Scented Yellow Rose Petals
Scented Bath oil (Jasmine)
Soap 1lb
Writing Ink(2 vials)
Paper(2 sheets)
Parchment(2 sheets)
Quill pen x2
Oil(2 flasks)
Mirror, small metal
Whetstone
2 Week's Dry Rations
Blanket
Bedroll
Scroll of Protection:Air
Scroll of Protection:Acid
Scroll of Protection:Gas
ITEMS WORN
+2 Chain Mail of Blending
Amulet of Proof against Detection and Location
Ring of Protection +2
Ring of Warmth
Boots of Elvinkind
Cloak of Elvinkind
Pants
Leather Shirt
Cotton undershirt
ITEMS CARRIED
Potion of Extra-Healing
SPENDING MONEY
0 Gold Piecies
945 Platinum Pieces
0 Silver Piecies
ANIMAL
None
BACKGROUND
Known only to Cor and Ulthok as the last surviving party members from the original 9.
Posted on 2006-09-03 at 15:33:10.
Edited on 2013-03-06 at 02:45:09 by Tann'Talas
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
ALIYA MOONSHADOW

FIGHTER/MAGE
PLAYER: Astrid
RACE: Half-Elf
GENDER: Female
HOMELAND: Greymark
WORLD: Trilogy.
AGE: 30
HAIR: honey blond kept pinned in a loose high bun her sides braided and pinned loose to the bun.
EYES: Jade Green
HEIGHT: 5’8
WEIGHT: 135pds
LEVEL: 11/12
ALIGNMENT: Chaotic Good
XP: 750,000 / 750,000
NEXT LEVEL: 1,000,000/1,125,000
STR:15 Max Press:170 WGT:55 BB/LG:7% OPDRS:8
DEX:16 React Adj:+1 Missile Adj:+1 Defense Adj:-1
CON:16 HP Adj::+2 System Shock:95% Resurrection Survival:96%.
INT:18 #Langs:5 Spell Lvl:9th Learn Spell: 85% Mx Spells: all.
WIS:13
CHA:10 Max Henchmen:4
SAVING THROWS
Para/Posion/Death Magic: 7
Petrifaction/Polymorph: 8
Rod/Wand/Staff: 9
Breath Weapon: 8
Spell: 10
COMBAT
HIT POINTS: 75
Base THACO:10
Melee: 7
Missile: 9
FAMILIER
A permanently magically reduced male Janni Name: Xin AC: 2 (Chain mail) HP’s: 35 #Atks: 1 Damage ATK: 1d4+1 (Miniature Scimitar) Movement: 28' (Flight) THACO: 15 (Xin a male janni is the weakest of the elemental humanoids known collectively as genies. Janni are formed out of all four elements and must therefore spend most of their time on the Prime Material plane. In addition to speaking Common and all the languages of genies, janni can speak with animals. Janni often wear chain mail armor (60% chance), giving them an effective AC of 2. They typically use great scimitars, in the case of Xin a miniature one which inflicts 1d4+1 damage to any creature attacked. Due to his size Xin does not have an exceptional Strength score. Xin can use one the following magical powers invisibility three times per day; create food and water once per day as a 7th-level priest; and etherealness (as the armor) once per day for a maximum of one hour. Xin performs at 12th-level ability, except as noted. Aliya has an empathic link with Xin and can issue him mental commands at a distance of up to 1 mile. If separated from the Aliya, even while inside the ring, Xin like all familiars loses 1 hit point each day, and dies if reduced to 0 hit points. While he is in physical contact with Aliya, he gains Aliya’s saving throws against special attacks. If a special attack would normally cause damage, Xin suffers no damage if the saving throw is successful and half damage if the saving throw is failed. If Xin dies, Aliya must successfully roll an immediate system shock check or die. Even if she survives this check, Aliya will still lose 1 point from her Constitution if Xin dies or the ring, his home, is destroyed.
ARMOR CLASS:-1
Armor Worn: +3 Elvin Chain mail of Elemental Resistance (Grants wearer 50% resistance to all elemental type attacks)
WEAPON PROFICIENES
Longsword
Shortsword
Longbow
Shortbow
Dagger
Quarterstaff
NON-WEAPON PROFICIENCES
Languages Ancient(Norse)
Herbalist
Reading/Writing
Spellcraft
Endurance
Artistic Ability (drawing)
Survival
Swimming
Seamstress
Cooking
Riding Land Based
NATIVE LANGUAGES
Common
Elvin
Dwarf
RACIAL ABILITIES (Half-Elf)
Detect secret doors - Because of their acute senses, half-elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
Infravision - Infravision with a range of 60'.
Resistance - 30% resistance to sleep and charm spells.
CLASS ABILITIES( Fighter)
Attracts Followers after a stronghold is built and level 9 is reached
CLASS ABILITIES (Mage)
Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy
WEAPONS
+3 Vorpal Longsword SM/Med:1d8+3 LG:1d12+3 ATKS:3/2
+3 Dagger x2 Sm/Med: 1d4+3 / LG:1d3+3
EQUIPMENT
IN LARGE BACKPACK
2 Tunics
Pair Soft Boots
Embroidery Hoop and Cloth
2 Pairs hose
2 Breeches
Divided Skirt
10 Candles
2 Week's Dry Rations
2 Books (stories blank)
Writing Case (w/charcoal, ink and quill)
Whetstone
10 Sm Candles
Soap 1lb.
Bedroll
Good Cloak
Wool and Knitting Needles
Sewing Kit
Bandages
Wineskins x2
Oil of Fiery Burning
ITEMS WORN
+3 Elvin Chain mail of Elemental Resistance
Eye Glasses of Charming
Ring Of Djinni Summoning (Summons Xin her familiar)
Girdle of Many Pouches
Pants
Belt pouch sm x2 (right hip)(containing spell components)
Lg Belt Pouch
ITEMS CARRIED
Potion of Dragon Sight
Potion Extra Healing x2
SPELLBOOK
1ST LvL: Alarm / Burning Hands / Charm person / Comprehend Languages / Dancing Lights / Detect Undead / Detect Magic / Feather Fall / Grease / Hold Portal / Identify / Jump / Light / Magic Missile /Phantasmal Force / Protection from Evil / Read Magic / Shield / Sleep / Spider Climb / Unseen Servant / Wall of Fog.
2ND LvL: Alter Self / Blur / Continual Light / Darkness 15' Radius / Deep Pockets / Detect Evil / Flaming Sphere / Fog Cloud / Improved Phantasmal Force / Knock / Levitate / Locate Object / Melf's Acid Arrow / Ray of Enfeeblement / Spectral Hand / Strength / Web / Wizard Lock
3RD LvL: Blink / Dispel Magic / Fireball / Flame Arrow / Hold Person / Hold Undead / Infravision / Leomund’s Tiny Hut / Lightening Bolt / Melf's Minute Meteors / Phantom Stead / Protection from Evil 10' Radius / Protection from Normal Missiles / Water Breathing / Wind Wall
4TH LvL: Confusion / Detect Scrying / Dimension Door / Enchanted Weapon / Fear / Extension I / Fire Charm / Fire Shield / Fire Trap / Ice Storm / Improved Invisibility / Leomund’s Secure Shelter / Massmorph / Minor Globe of Invulnerability / Polymorph Self / Polymorph Other / Remove Curse / Shadow Monsters / Stoneskin / Wall of Ice / Wall of Fire.
5TH LvL: Airy Water / Chaos / Cone of Cold / Conjure Elemental / Contact Other Plane / Dismissal / Fabricate / Hold Monster / Major Creation / Monster Summoning III / Shadow Magic / Summon Shadow / Teleport / Transmute Rock to Mud / Wall of Iron
6TH LvL: Antimagic Shell / Chain Lighting / Death Fog / Ensnarement / Glassee / Globe of Invulnerability / Monster Summoning IV / Permanent Illusion / Reincarnation / Stone to Flesh / Tensor's Transformation / Transmute Water to Dust
SPELLS ALLOWED PER LVL
1st LvL: 4 / 2nd LvL: 4 / 3rd LvL: 4 / 4th LvL: 4 / 5th LvL: 4 / 6th LvL: 1 /
SPELLS MEMORIZED
1ST LvL: Comprehend Languages / Feather Fall / Shield / Protection from Evil
2ND LvL: Continual Light / Deep Pockets / Levitate / Strength
3RD LvL: Flame Arrow / Fireball / Water Breathing / Lightning Bolt
4TH LvL: Wall of Ice / Ice Storm / Minor Globe of Invulnerability / Shadow Monsters
5TH LvL: Shadow Magic / Teleport / Conjure Elemental / Dismissal
6TH LvL: Tensor's Transformation
SPENDING MONEY
750 Gold Pieces
300 Silver Pieces
ANIMAL
Light Warhorse
BACKGROUND
Her mother was her world till she was three then, that world was shattered when her mother passed suddenly. Her father never got over her mothers death. Leaving her to be raised by her mother’s parents. Her grandfather was gruff but the knowledge he possessed drew her near him. She learned her mage spells at his side, always intoned with the degradation of the fighter over the mage. "Only those who lack the power that knowledge brings balk at its power" as her grandfather favorite saying. A pacifist at heart he drew her to the pursuit of the ancient knowledge. her Grandmother helped keep them both balanced, and fed. Pulling them from musty tomes and separating them when discussion degraded to argument and hurt feelings. Mending the conflicts with loving words and brazen tactics of a diplomat. The stability of that little life was once again shattered when her grandmother passed when she was ten winters old, the grief of her death made her grandfather turn his back on the world. Sending her to live with her father a ruff drunkard mercenary he hated magic and trained her abusively to fight. Fore sight fostered by her grandmother helped her cope allowing her to quickly surpass her fathers skill and eat up the battle tactics but excelled more as a trader. Ever chance her father got he drunkenly reminded her that magic couldn't save her mother. " It costs more to live soft then hard, coin gets you far, steel gets you farther." her grandfather is her hero upon a pedestal, news of his death hit her hard making her rethink her life. Is she really a fighter or a mage can she truly be both?
Posted on 2006-09-03 at 16:38:14.
Edited on 2013-05-12 at 17:53:38 by Tann'Talas
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
AMARA LANIA’DRIAN

CLERIC
PLAYER: SilentOne
RACE: Elf
GENDER: Female
HOMELAND: Shanna’Tara
WORLD: Trilogy
AGE: 120
HAIR: Blonde
EYES: soft lavender
HEIGHT: 5' 7"
WEIGHT: 98
LEVEL: 13th
ALIGNMENT: Neutral Good
XP: 1,125,000
NEXT LEVEL: 1,350,000
STR: 17 To Hit: +1 Damage: +1 Max Press: 195 WGT:70 BB/LG:10% OPDRS:9
DEX: 17 React Adj: +2 Missile Adj: +2 Defense Adj: -3
CON: 16 HP Adj: +2 System Shock: 97% Resurrection Survival: 98%
INT: 14 #Lang: 4
WIS: 18 Mag Def: +4 Bonus Spells: 2,1st/ 2,2nd/1,3rd / 1,4th
CHA: 14 Loyalty Base: +1 React Adj: +2 Max Henchmen: 6
SAVING THROWS
Para/Poison/Death Magic: 5
Petrification/Polymorph: 8
Rod/Wand/Staff: 9
Breath Weapon: 11
Spells: 10
COMBAT
HIT POINTS: 70
Base THACO: 12
Melee: 9
Missile: 8
ARMOR CLASS: -4
Armor Worn: Elvin Plate Mail +2
Helm of Comprehending Languages and Magic.
+2 Holy Shield (Shield face is that of Holy Symbol turning shield into same vs Undead)
WEAPON PROFICIENCES
Crossbow (heavy)
Dagger
Quarterstaff
Flail footman’s
Mace footman’s
Whip
Club
Hammer
NON-WEAPON PROFICIENCES
Animal Handling
Animal Lore
Direction Sense
Healing
Herbalist
Hunting
Read/Write Elven
Riding Airborne
Riding Land based
Survival
NATIVE LANGUAGES
Elven
Common
Dwarf
RACIAL BENEFITS (Elf)
Infravision 60 feet.
90% Resistance to sleep or charm related spells.
+1 To hit with Bows.
+1 to hit with Long and Shortswords.
+4 to surprise if alone or a party of all Elves or
Halflings or 90 feet away from party.
+2 to surprise if opening a door or screen.
Find secret door in 10 foot area on a 1 or 2 on d6.
Passing 10 feet by hidden door a 1 on a d6.
Find concealed door in 10 foot area on a 1,2,or 3 on a
d6.
CLASS ABILITIES: (Cleric)
Has access to all spell spheres Clerical.
Turn Undead.
May use magical items per class.
SPELLS ALLOWED PER LEVEL (Cleric)
1st: 8 / 2nd: 8 / 3rd: 7 / 4th: 4 / 5th: 2 / 6th: 2
SPELLS GRANTED/PRAYED FOR (Cleric)
1st LvL: Bless / Cure Light Wounds x3 / Faerie Fire / Light / Protection from Evil / Sanctuary
2nd LvL: Aid / Charm Person or Mammal / Entrall / Fire Trap / Flame Blade / Produce Flame / Slow Poison / Spiritual Hammer
3rd LvL: Cure Moderate Wounds x2 / Cure Blindness & Deafness / Cure Disease / Talking Dead / Water Breating
4th LvL: Cure Serious Wounds x2 / Neutralize Poison / Protection from Lightening /
5th LvL: Raise Dead / Cure Critical Wounds
6th LvL: Blade Barrier / Heal
TURNING UNDEAD
Skeleton or 1 HD: D*. / Mummy or 7 HD: T
Zombie: D*. / Spectre or 8 HD: 4
Ghoul or 2 HD: D*. / Vampire or 9 HD: 7
Shadow or 3 HD: D*. / Ghost or 10 HD: 10
Wight or 5 HD: D. / Lich or 11 HD: 13
Ghast: D / Special: 16
Wraith or 6 HD: T.
WEAPONS
+3 Mace of Disruption SM/Med:1d6+4 / LG:1d6+4 #ATKS:3/2 (All evil creatures take 5d4 +4 points of damage when hit. Any undead or evil creature from lower planes %chance may utterly destroy them.)
+2 Heavy Crossbow
Quiver 40 +2 Bolts SM/Med:1d4+3 / LG:1d4+3 #ATKS: 1
+1 Hammer of Hurling Sm/Med:1d6+2 (thrown: 2d4+2) / LG:1d4+2 (thrown: 2d4+2)
Quiver (1) 40 +1 Bolts SM/Med:1d4+3 / LG:1d6+3 #ATKS: 1 (Quiver also contains a magical Bolt of Refilling. Like the arrow any bolts placed in the quiver will never run out)
2 +3 Daggers 1d4+3/1d3+3 #ATKS:2 (boots)
Hunting Dagger SM/Med:1d3+1 LG:1d2+1(boot)#ATKS:2
EQUIPMENT
Backpack
Elven Harp
Personal grooming stuff,
Clothes extra underwear, socks, shirt, tunic pants, etc.
Soft shoes
One silk shift
One silk dress
Wrapped in waterproof container (cleaning rags, towel, soap, perfume, steel mirror, healing salves)
Flask of Holy Water x10
Silver Holy Symbol
Flask Oil x2
Small pot and pan
Quill pen x4
Writing Ink x2
Parchment x2
Paper sheets x2
Flint, tinder and steel x2
Whetstone
Sewing kit: oil cooking and
Weapon oil
Thread needles,
Scissors, thimble;
Bedroll,
Blanket
leather tarp for rain about 9' x 9'
Bag of Holding(1500pds)
ITEMS WORN
Elvin Plate Mail +2
Cloak of Elvinkind
ITEMS CARRIED
+2 Holy Shield (Shield face is that of Holy Symbol turning shield into same vs Undead)
Potion of Extra-Healing x2 (pouch)
Potion of Rest (pouch)
SPENDING MONEY
500 Gold Pieces
300 Silver Pieces
BACKGROUND
?? If any
Posted on 2006-09-04 at 15:10:31.
Edited on 2013-05-16 at 13:32:15 by Tann'Talas
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
BARREEL AXEHAND

BERSERKER
PLAYER: Archangel
RACE: Mountain Dwarf
GENDER: Male
HOMELAND: Erebor
WORLD: Trilogy.
AGE: 149
HAIR: Stained dark red.
EYES: Golden
HEIGHT: 4’2”
WEIGHT: 145lbs
LEVEL: 12th
ALIGNMENT: Chaotic Good
XP: 1,225,000
NEXT LEVEL: 1,250,00
STR: 18(00) To Hit: +3 Damage: +6 MXP: 480lbs WGT: 335lbs BB/LG: 40% OPDRS: 16(6)
DEX: 16 React Adj: +1 Missile Adj: +1 Defensive Adj: -2
CON: 17 HP Adj: +2 System Shock: 97% Resurrection Survival: 98%
INT: 10 #Lang: 2
WIS: 15
CHA; 11 Max Henchmen: 4
SAVING THROWS
Poison: 7
Para/Death Magic: 9
Petrifaction/Polymorph: 8
Rod/Wand/Staff: 9
Breath Weapon: 8
Spells:10
COMBAT
HIT POINTS: 100
Base THACO: 9
Melee: 8
Missile: 10
ARMOR CLASS: -5
+2 Field Plate Armor (Armor is covered in razor sharp spikes that in melee if he is physically attacked will each do 1d4 points of damage. There are 24 such spikes arrayed on the armor. To determine the number that hit roll 1d20 +4)
+1 Medium Shield (Shield is also covered in 12 smaller spikes then the armor that do 1d3 points of damage roll 1d12 to determine how many hit when shield is used to bash enemy)
Ring of Free Action
Boots of Striding & Springing.
WEAPON PROFICIENCIES
Battle Axe (Specialized)
Warhammer (Specialized)
Morning Star
Bastard Sword One Handed
Bastard Sword Two handed
Club
NON-WEAPON PROFICIENCIES
Armorer
Blacksmithing
Blind-Fighting
Endurance
Gaming
Intimidation
Mining
Singing
Underground Navigation
Underground Survival
NATIVE LANGUAGES
Common
Dwarf
RACIAL ABILITIES
Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
Saving throw bonuses - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health sub-ability score.
CLASS ABILITIES: (Fighter)
Followers - Attracts followers after a stronghold is built and 9th level is reached.
Weapon specialization - Allows specialization in one weapon.
KIT: Controlled Berserker
SPECIAL BENEFITS
They excel at fighting. Not only are they specialists with battle axe and warhammer, they are able to enter a furious killing rage that is very effective vs. those he considers enemies. Unlike a Battlerager he has complete control over the killing rage and is able to distinguish between friend and foe. When in combat, he will bellow a battle song at the top of his lungs. After five rounds, during which time he can fight or perform other activities, he enters the rage. This lasts until there are no enemies left to slay. Whether enemies are standing to fight or lying wounded on the ground, the Controlled Berserker will hack them apart. During the rage, the Controlled Berserker will continue to sing, pausing only to scream insults at foes.
A Controlled Berserker can try to come out of the rage at the beginning of each round by making a Wisdom check. If he succeeds, his rage ends and he suffers the effects below. If not, he remains enraged. He may attempt withdrawal each round, until he succeeds.
He may attempt to prevent a killing rage by making a successful Wisdom check. If he succeeds, he can control himself for the rest of the encounter. During the next five rounds, he will gnaw ferociously on his shield rim or grind his teeth together in an effort to control himself. If he fails the check, he enters the rage.
The Killing Rage: While in a killing rage, the Controlled Berserker receives the following special benefits: +1 to attack, +3 to damage, +10 hp, and -1 bonus to his AC (e.g., AC 4 drops to AC 3).
· Immunity to these wizard spells (no saving throw necessary) charm person, emotion, fear, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas; and these clerical spells command, charm person or mammal, enthrall, cloak of bravery, remove fear, symbol.
· He gets a +4 saving throw bonus, on top of his dwarf bonus, against these wizard spells: blindness, Tasha's uncontrollable hideous laughter, hold person, charm monster, confusion; and against these clerical spells hold person, hold animal.
· While in the rage, he is immune to KO results from the Punching and Wrestling rules and takes only half damage from bare-hand attacks.
Killing Rage Disadvantages: A Controlled Berserker suffers the following disadvantages while enraged:
· He is oblivious to pain. The DM takes note of the Controlled Berserker current hit points when the character first enters his killing rage, reducing them as he takes damage. The player is not told how many points of damage he takes from enemy attacks, or how many he has left. He is only aware that he is enjoying himself tremendously. He is told how much damage his character has received when he falls over dead or the rage ends.
He must continue to fight each melee round until all opponents have been killed. He may attack any enemy within range of his weapon. If none are in range once he kills an opponent, he must move to attack the next enemy within a 3 move range. Once all enemies are dead Rage automatically ends and he suffers the post Rage penalties below.
· He cannot take cover from missile attacks.
· He is temporarily unaffected by the clerical spells bless, cure light wounds, aid, cure serious wounds, cure critical wounds, heal, regenerate, and wither. He only gains the benefits of these spells when he is not enraged.
· The taunt spell is automatically successful and causes him to abandon his current enemy and rush to attack the taunting person.
· Once the rage is over, he loses all of its advantages, including the 10 bonus hit points. This could cause him to die instantly, or collapse unconscious, if he has 0 or less hit points remaining.
· After the rage subsides, he suffers a -1 penalty to his attack rolls, a -3 penalty to damage rolls, and +1 penalty to his AC. This effect remains for the same number of rounds that he was enraged.
WEAPONS
+3 Battleaxe +4 vs. Orcs and Goblins SM/MED:1d8+9 / LG:1d8 +9 #ATKS: 2/1
+2 Dwarven Thrower (Warhammer) SM/MED:1d4+8 / LG:1d4+5 #ATKS: 1/1 (This appears to be a standard hammer +2. In the hands of a dwarven fighter who knows the appropriate command word, its full potential is realized. In addition to the +2 bonus, the hammer has the following characteristics:
The hammer has a 180-foot range and will return to its wielder's hand like a boomerang. It has a +3 bonus to attack and damage rolls. When hurled, the hammer inflicts double damage against all opponents except giants (including ogres, ogre magi, trolls, and Ettins). Against giants it causes triple damage (plus the bonus of +2)
EQUIPMENT
IN BACKPACK
Rope 50ft.
Bedroll.
2 x Aleskin (Full of 'gutbuster')
Bread (2)
Meat (10)
Torches (3)
Belt
Belt pouch (large)
Powder of Coagulation (When placed on an open wound, a pinch of this yellow powder stops all bleeding and heals 6 hit points of damage. Each pouch or packet contains 20 pinches.) .
Flint and steel
Whet Stone
ITEMS WORN
+2 Field Plate Armor
Ring of Free Action
Boots of Striding & Springing.
ITEMS CARRIED
+1 Medium Shield
Potions Extra-Healing x2
Elixir of Health x2 (This potion cures blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poisoning, and rot. It will not heal wounds or restore hit points lost through any of the above causes. Imbibing the whole potion will cure all of the above afflictions suffered by the imbiber. Half a flask will cure any one or two of the listed ills)
BACKGROUND
Hailing from the land of Erebor, Barreel was always a boisterous person, even by Dwarf standards. From a young age he would be in fights, drinking games and other rowdy activities that earned him both fame and infamy in many groups of his peers. When he reached adulthood, he was trained in the ways of the berserker. Chosen because of his naturally violent behavior and fits of rage they trained him to both intensify his power by condensing the anger into strength and how to control himself when under the influence of the rage. Since, he has traveled the lands looking for bigger and stronger foes to test himself against, hoping to one day meet his match and die in glorious battle. Until such a time he will continue to fight and cause trouble for himself and normally some amount of annoyance to those who travel with him. However, despite all this, he knows when enough is enough and won't go out of his way to hinder friends. Unless he's had one too many flagons of Ale that is!
Posted on 2006-09-06 at 22:34:37.
Edited on 2013-05-25 at 03:50:35 by Tann'Talas
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
LORD COR TROLLHAMMER

KNIGHT CLERIC
PLAYER: SirSadaar
RACE: Hill Dwarf.
GENDER: Male.
KIT: Nobleman Priest.
HOMELAND: Callahorn.
WORLD: Trilogy.
AGE: 150.
HAIR: Red
EYES: Emerald Green
HEIGHT: 4'1".
WEIGHT: 150lbs.
LEVEL 14th
ALINGNMENT: Lawful Good
XP: 1,430,700
NEXT: 1,575,000
STR:18/00 To hit +3 Damage:+6 MXP:480 WGT:335 BB/LG:40% OPDRS:16/6.
DEX:15 AC Adj:-1.
CON:17 HP Adj:+3 System Shock:97% Resurrection Survival:96%.
INT:13 #Lang:3.
WIS:18 Bonus Clerical Spells:2,2,1,1 Magical Def Adj:+4.
CHA:13 Max Henchmen:5.React Adj:+1
SAVING THROWS
Para/Death Magic:3.
Poison:-1.
Petrifaction/Polymorph:6.
Rod/Wand/Staff:3.
Breath Weapon:9.
Spell:11.
COMBAT
HIT POINTS: 85
Base THACO:12
Melee:7 hammer/ 8 mace/9 all others.
Missile:12.
ARMOR CLASS: -5
Armor Worn: Dwarven Plate Mail +2
Helmet of Walls (grants the user the ability to cast any wall spell 2 times a week)
Cloak of Displacement
WEAPON PROFICIENCIES
Battle Axe(Specialized due to kit +1/+2).
Warhamer
Footman's Mace.
Footman's Flail.
NON-WEAPON PROFICIENCIES
Etiquette.(free due to Kit)
Heraldry. (free due to Kit)
Riding Land. (free due to Kit)
Animal Training.
Armorer.
Gaming.
Heal
Jousting.
Reading/Writing.
Riding Airborne.
NATIVE LANGUAGES
Common.
Dwarf.
Troll.
RACIAL ABILITIES
60 feet Infravision.
+1 Bonus to hit vs Orcs,Half-Orcs,Goblins and Hob-Goblins.Futher when Ogres,Half-Ogres,Ogre-Magi,Trolls,Giants or Titins fight dwarves they suffer a -4 penalty on all attack rolls.
Mining Detection Abilities.-By concentrating for 1 rd the character can.
Determine the approximate depth underground 1-3 on a 1d6.
Detect any sliding or shifting walls or rooms. 1-4 on a 1d6.
Detect any grade or slope in the passage they are passing through 1-5 on a 1d6.
Detect stonework traps,pits and deadfalls 1-3 on a 1d6.
Detect new construction in stonework. 1-5 on a 1d6.
Bonus to saving throw vs Posion,Rods,Wands and Spells based on constituion subability score.
CLASS ABILITIES Cleric
Lay on Hands Healing:- Can heal 12 points of damage to anyone by laying on hands.
Aura of Protection:- Has a consent 1' circle of protection around him.
Turn Undead.
Minor Sphere's of Magic: Elemental
Major Sphere's of Magic: All / Astral / Charm / Combat / Creation / Divination / Guardian / Necromantic / Protection / Summoning / Sun.
KIT ABILITIES Nobleman Priest
Special Benefits: The Nobleman Priest starts with more gold than other priests.
Gains the Ability to Specialize in one Slash Type weapon
The Nobleman Priest receives a +3 reaction from any noble of his own culture, and a +2 from nobles of other cultures. When travelling, he can demand shelter from anyone in his own land.
He can demand shelter for two people multiplied by the priest's experience level (if he's eighth level, he can demand shelter for himself and a retinue of fifteen more people).
Special Hindrances: The Nobleman Priest is expected to live well. If he has enough money to do so, he may only buy high-quality goods, and so must spend at least two times the minimum necessary money for anything he buys. If a basic long sword costs 15 gp, he won't buy one worth less than 30 gp; the extra money goes into quality, engraving, etc. (He can't save money by having a friend or follower buy cheaper things for him; he's just not satisfied with anything less than good-quality merchandise.)
If the priest is broke and cannot spend this extra money, he can then settle for lesser goods . . . but the other nobles of his culture, if they see him with shabby accoutrements, will mock him, and he does not get his
TURNING UNDEAD
Skeleton or 1 HD: D*. / Mummy or 7 HD: T
Zombie: D*. / Spectre or 8 HD: 4
Ghoul or 2 HD: D*. / Vampire or 9 HD: 7
Shadow or 3 HD: D. / Ghost or 10 HD: 10
Wight or 5 HD: D. / Lich or 11 HD: 13
Ghast: T / Special: 16
Wraith or 6 HD: T.
#SPELLS ABLE TO PRAY FOR EACH LvL
1st: 8 2nd: 8 3rd: 7 4th: 6 5th: 3 6th: 2
SPELLS
1st lvl: Bless x2 / Cure light x3 / Entangle x2 / Light
2nd lvl: Aid x4 / Hold Person x3 / Spiritual Hammer
3rd lvl: Dispel Magic x2 / Cure moderate x5
4th lvl: Free action / Cure serious x5
5th lvl: Cure Critical Wounds / Flame strike x2
6th lvl: Heal x2
WEAPONS
+4 Bipennis Battleaxe SM/Med:1d10+10 / LG:1d10+10 #ATKS: 5/2 (This large Dwarven battle-axe is +4 and can be broken down when the command word is spoken into 2 1 bladed +2 battle axes light enough for use in each hand without the two weapon fighting proficiency and without any penalties. The two axes also act as dwarven throwers, but this ability can only be used twice a day per axe for a total of four throws, 2 per axe.)
+2 Dwarven Thrower(hammer)SM/MED:1d4+8 / LG:1d4+8 #ATKS:5/2.
+1 Footman's Mace SM/Med:1d6+8 / LG:1d6+7 #ATKS:1/1
+3 Rod of Smiting SM/Med:1d8+9 / LG:1d8+9 #ATKS:1/1
EQUIPMENT
IN BACKPACK
Candle x2
Flint/Steel.
Holy Item.
Incense of Meditation x4.
Map or Scroll Case.
Oil(lamp per flask) x2.
Paper(per sheets)x3.
Parchment(per sheet)x3.
Rope Silk 50ft.
Sealing/Candle wax.
Torch x3.
Wineskin.
Writing Ink(per vail)x2.
Scroll of 5 Priest Spells:Magic Stone / Wyvern Watch / Death’s Door / Spike Stones / Air Walk
Staff of Curing (14 Charges Remaining)
ITEMS WORN
Dwarven Plate Mail +2
Helmet of Walls
Gauntlets of Ogre Power.
Signet ring (personal crest)(non-magical).
Belt.
Buckle.
Boots riding
Breeches.
Common Robe.
Doublet.
Pouch.
Potions of Extra Healing x2(pouch)
Potion of ESP (pouch)
Potion of Rest (pouch)
Ring Protection +3 (pouch-not worn)
Metal Mirror SM.(pouch).
ITEMS CARRIED
Potion of Extra Healing(pouch)
Potion of ESP (pouch)
Chalk x2(pouch).
Metal Mirror SM.(pouch).
SPENDING MONEY
3 gold pieces
823 platinum pieces
0 silver pieces
MONEY STORED
$1,200 Gold Pieces
$2,890 Platinum Pieces
$19,000 Silver Pieces.
ANIMAL
None
BACKGROUND
Cor is a minor noble who has given his life to the church. His main duties are testing Paladins for advancements in levels in the church. Although he tests them fairly, Cor has no real awe for paladins seeing them as those who are not pious enough to become real war priests.He is not overly impressive looking figure and many paladins have underestimated him and some even popenly questioned his ability to judge them. Few who have seen him in battle retain that view.A dwarf of good humor little gets him down and even in the midst of battle he can often be heard taunting nearby paladins. In the course of his duties and in connection in rescuing the King’s daughter was Knighted.
Posted on 2007-09-13 at 13:32:15.
Edited on 2013-05-25 at 01:59:20 by Tann'Talas
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
LOTHOR GREENBEARD

FIGHTER
PLAYER: Brundel
RACE: Human
GENDER: Male
HOMELAND: Duraguzan
WORLD: Trilogy.
AGE: 30
HAIR: Jet Black
EYES: Brown
HEIGHT: 6’1
WEIGHT: 165pds
LEVEL: 13th
ALIGNMENT: Neutral Good
XP: 1,270,000
NEXT LEVEL: 1,500,000
STR:18(20)(19) To Hit: +1(+3) Damage: +3(+7) MXP: 280(640) WGT: 135(485) BB/LG: 50% OPDRS: 16/8
DEX: 16 React Adj: +1 Missile Adj: +1 Defensive Adj: -2
CON: 16 HP Adj: +2 System Shock: 95% Resurrection Survival: 96%
INT: 13 #Bonus Proficiencies: 3
WIS: 12
CHA; 13 Max Henchmen: 5
SAVING THROWS
Poison: 5
Para/Death Magic: 5
Petrifaction/Polymorph: 7
Rod/Wand/Staff: 5
Breath Weapon: 9
Spells: 6
COMBAT
HIT POINTS: 98
Base THACO: 8
Melee: 6
Missile: 9
ARMOR CLASS:
ARMOR WORN: +2 Plate mail of Noble Command
This finely crafted plate mail radiates a powerful aura of magic. When worn, the armor bestows a dignified and commanding aura upon its owner. The wearer is treated as if he had a Charisma of 18 for all encounter reactions. Friendly troops within 360 feet of the user have their morale increased by +2. Otherwise, the armor functions as plate mail +1. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot hide or conceal himself in any way and still have the effect function. Also allows the casting of charm person and dispel fear twice a day.)
Helm of Comprehending Languages and Magic
Appearing as a normal helmet, a helmet of comprehending languages and reading magic enables its wearer to understand 90% of strange tongues and writings and 80% of magical writings. (Note that these percentage figures apply to whether all or none of the speaking/writing or inscription is understandable. Understanding does not necessarily imply spell use.) This device is equal to a normal helmet of the type accompanying Armor Class 5.
WEAPON PROFICIENCIES
Great Sword (Specialized +1/+2)
Short Sword (gladius)
Battle Axe
Hand Axe
Throwing Axe (Specialized +1/+2)
Trident
Net
NON-WEAPON PROFICIENCIES
Blind Fighting
Brewing
Charioteering
Direction Sense
Endurance
Gaming
Hunting
Riding Land Based
Survival (Wilderness)
NATIVE LANGUAGES
Common
Elvin
Dwarvin
CLASS ABILITIES Fighter
Attracts Followers after a stronghold is built and level 9 is reached
Weapon Specialization
KIT: Gladiator
SPECIAL BENEFITS Gladiator
Gladiators, because of their intensive training, get a free Weapon Specialization. This doesn't cost any of their beginning weapon proficiencies: They still get all four of those, and get this Specialization free. It must be chosen from one of the following weapons: Axe (Hand/Throwing) bow (choice), cestus*, dagger, drusus*, lasso*, net*, scimitar, short sword, spear, trident, and whip.
SPECIAL HINDERANCE Gladiator
Gladiators tend to be recognized—as Gladiators, at least, if not by their own names—wherever they go. This makes it more difficult for them to do things in secret; some troublesome NPC is always remembering "the tall, fair-haired gladiator" who was at the scene of the action, which makes it very easy for the authorities to follow the heroes' trail.
WEAPONS
+3 Greatsword of Wounding SM/Med: 1d10+8 LG: 3d6+8 #ATKS: 2/1
Any hit made with it cannot be healed by regeneration. In subsequent rounds, the opponent so wounded loses one additional hit point for each wound inflicted by the sword. Thus, an opponent hit for four points of damage on the first melee round will automatically lose one additional hit point on the second and each successive round of combat. Loss of the extra point stops only when the creature so wounded bandages its wound or after 10 melee rounds (one turn). Damage from a sword of wounding can be healed only by normal means (rest and time), never by potion, spell, or other magical means short of a wish. Note that successive wounds will damage in the same manner as the first.
+1 Axe of Hurling SM/Med: 1d6+6 (thrown: 2d6+6 ) LG: 1d4+6 (thrown: 2d4+6 ) #ATKS: 2/1
This appears to be a normal hand axe. With familiarity and practice, however, the possessor will eventually discover that the axe can be hurled up to 180 feet, and it will return to the thrower in the same round whether or not it scores a hit. Damage inflicted by the magical throwing attack is twice normal (2d6 vs. S or M, 2d4 vs. L), with the weapon's magical bonus added thereafter. (For example, an axe of hurling +3 will inflict 2d6+3 points of damage vs. S- or M-sized creatures and 2d4+3 points of damage vs. creatures of size L if it hits the target after being thrown.) The axe will cause only normal damage (plus its magical bonus) when used as a hand-held weapon.
2 +3 Daggers Sm/Med: 1d4+6 / LG: 1d3+6
EQUIPMENT
IN BACKPACK
Lantern
4 flasks of oil
torches (4)
Grappling hook
iron rations
Spikes (3)
Steel Mirror
rope 50' silk
Tinderbox
Flint & Steel
ITEMS WORN
+2 Plate mail of Noble Command
Helm of Comprehending Languages and Magic
Rabbits Foot of Luck On string around neck)
Ioun Stone (deep purple) =Allows Infravision as Elf (60')
Girdle of Hill Giant Strength (Gives 19 Strength
ITEMS CARRIED
Potions Extra-Healing x2
Keoghtom's Ointment (doses x5)
SPENDING MONEY
1,500gps
ANIMAL
None
BACKGROUND
When Lothor was of a young age he loved to explore the hills and forests that surrounded his small village. His friends and he would find large, thick, brown sticks and play warriors under the green-brown canopy above them. Their sticks would crash with a dull thud, and sometimes it would jar his arm, but Lothor ignored the pain, and the dull thud sounded like a ringing of steel to his ears and the stick held before him would turn into a great-sword gleaming in the sunlight.
For years he fought pretend duels with the other peasant boys, growing a strong arm and a love for fighting. As they grew older they used their mothers kitchen knives to fashion wooden swords and shields out of the wood that surrounded their small hamlet. Lothor however did not use a shield as the others did, he found a mighty log one day and carved himself a sword three quarters of his own height. He was stronger than the other boys, passing through puberty quicker than the others. Soon foreign hairs began to sprout out of unexpected places upon his body and he grew more muscular with each passing day. He chose to follow his fathers footsteps, a simple woodcutter, providing wood to keep the villages fires burning and to build new houses.
Soon he became an accomplished woodcutter and his axe swung hard and true. Lothor did not forget his childhood sword, he smoothed the splintered edges each day and practiced an hour each morning before his days work and an hour at dusk once darkness fell. His training partners of old, the children he had played warriors with in the woods, soon set down their wooden toys and settled for a normal peasant life, where they did not go hungry and could find comely wives to settle with.
Lothor wanted none of this however.
He was cheerful enough in his small village, he loved his family and friends and enjoyed the battle with the wood each day, felling a tree was of great pleasure to him. He would still practice with his sword each day, ignoring the jokes and japes of the village folk as he pranced around the space in front of his families hovel. His mother and father were supportive to him at least and gave their blessing to him to go out and explore the world, no doubt hoping he would return one day rich beyond their wildest dreams. His friends were not quite as supportive he would go to the small inn each night with them, they would drink ale and mead and joke with each other and Lothor would often take the brunt of the mocking. His wits however were nearly as sharp as his skill with the wooden sword and he would return their japes with equally witty comebacks, whether it was their skill in the smithy or in the bedroom.
On his seventeenth name day he waved goodbye to his parents and friends off to explore the world of Trilogy. He left with little, he took his wooden sword and a shield gifted to him by his apprentice friend at the smithy. He had a pouch full of coppers, as much as his family could spare, and a blanket knitted for him by his mother to keep him warm on cold nights. He was not sure what would become of him once he left, he was as much excited as he was scared. He had not once left the small hamlet and on the first, sleepless, night he contemplated many times going back, yet he could not bare the humility. Therefore he carried on, he reached the small Duraguzan army barracks nearby and signed up.
Fortunately he was not the only raw recruit to sign up in the previous weeks and a small group of them were trained by a stern lieutenant, who had laughed at Lothors wooden sword and poorly crafted shield and he was forced to throw them upon the fire his first night. During the course of these actions he stumbled upon a chainless Rabbit’s foot and vowed to wear this around his neck to remember where he came from. He purchased a silver chain with his few coppers, buying it more with his begging from the passing merchant than with his coin, he fastened the pendant to it immediately and he still wears it to this day.
He spent two years at the barracks learning greater skill with the sword. His daily practice had helped, along with the strength he had gained from cutting trees every day for three years. Quickly he had set himself apart from the raw recruits and became captain of the new regiment. There he had learned to be a leader, though guarding a small barracks and settling land disputes between old farmers did little to challenge his new found skills. Once again Lothor grew restless.
He left the barrack guard and traveled throughout the land lending his hand to farms and cut wood for villages, all the while earning coin and keeping a full belly. He had been offered to buy weapons and armor from the quartermaster at the barracks for a discounted price. There was little choice but he found what he needed, a rusted chain shirt and a nicked, rusted great-sword. He bought a whetstone and winter clothes and he quickly restored the great-sword to a better standard , removing the nicks and rust until once again the blade was sharp and gleamed in the sun as he had dreamed in his childhood.
For two more years he traveled, he fought in land disputes all the while doing more honest work in peacetime. As his 21st name day arrived he decided to try the sea. He lived on a ship for half a year and here he had gained the name, Greenbeard, in the first two weeks every time the waters heaved, his stomach would also. After a while he gained his sea legs, but the name stuck and Lothor became accustomed to the name and will introduce himself with the name proudly. After his sea journey’s, Lothor now 30 and longing for a taste of home made his way back towards Duraguzan only to be captured by a raiding party of Hill Giants. He has spent the last month being a slave for them along with a Halfling female named Valene who has been held by the Giants for over a year and a newly caught prisoner, an Elf Paladin.
Posted on 2007-12-20 at 07:01:46.
Edited on 2013-05-23 at 20:08:43 by Tann'Talas
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
RAYNE FIREHEART

RANGER/CLERIC
PLAYER: Brianna
RACE: Elf
GENDER: Female
HOMELAND: Shanna’Tara
WORLD: Trilogy
AGE: 142
HAIR: Red Gold
EYES: soft lavender
HEIGHT: 5' 4"
WEIGHT: 98
LEVEL: 10/12
ALIGNMENT: Neutral Good
XP: 855,500,000/900,500
NEXT LEVEL: 900,000/900,000
STR: 16 +1 Damage Max Press: 195 WGT:70 BB/LG:10% OPDRS:9
DEX: 19 React Adj: +3 Missile Adj: +3 Defense Adj: -4
CON: 16 HP Adj: +2 System Shock: 97% Resurrection Survival: 98%
INT: 14 #Lang: 4
WIS: 17 Mag Def: +3 Bonus Spells: 2,1st/ 2,2nd/1,3rd
CHA: 14 Loyality Base: +1 React Adj: +2 Max Henchmen: 6
SAVING THROWS
Para/Poison/Death Magic: 1
Petrification/Polymorph: 3
Rod/Wand/Staff: 4
Breath Weapon: 3
Spells: 5
SPECIES ENEMY: Orcs
(+4 to hit vs.)
ANIMAL COMPANIONS (3)
A Pair of Ferrets
An Eagle Owl
COMBAT
HIT POINTS: 76
Base THACO: 11
Melee: 8
Missile: 5
ARMOR CLASS: -2
Armor Worn: +3 Studded Leather of Immunity Wearer is immune to all forms of disease and poisons both normal and magical in nature.
+2 Small Shield Of Magical Defense This shield gives a +2 to AC and grants the holder a +4 bonus to save vs. Breath weapons and ranged spells that can be dodged (Lighting Bolt, Magic Missile, Flaming Arrow etc..)But offers no bonus to area effect spells (Fireball A Dragons flame breath etc...)
WEAPON PROFICIENCES
Longsword (Allowed due to Deity)
Composite Bow (Allowed due to Deity)
Quarterstaff
Sling
Flail footman’s
Mace footman’s
Whip
Boomerang
Club
Hammer
Sap
NON-WEAPON PROFICIENCES
Animal Handling
Animal Lore
Bowyer/Fletcher
Direction Sense
Healing
Herbalist
Hunting
Read/Write Elven
Riding Airborne
Riding Land based
Survival
NATIVE LANGUAGES
Elven
Common
Dwarf
Orc
RACIAL BENEFITS (Elf)
Infravision 60 feet.
90% Resistance to sleep or charm related spells.
+1 To hit with Bows.
+1 to hit with Long and Shortswords.
+4 to surprise if alone or a party of all Elves or
Halflings or 90 feet away from party.
+2 to surprise if opening a door or screen.
Find secret door in 10 foot area on a 1 or 2 on d6.
Passing 10 feet by hidden door a 1 on a d6.
Find concealed door in 10 foot area on a 1,2,or 3 on a
d6.
CLASS ABILITIES: (Ranger)
When wearing studded leather or lighter armor may
attack two handed without penalty.
When wearing studded leather or lighter armor the
ranger gains the skills Move Silently and Hide in
Shadows.
Gains Tracking for free improves by +1 for every 3
levels has earned.(+3 Bonus)
Limited Animal Empathy
Gains priest spells of the Animal and Plant sphere's
(at 9th LvL).
CLASS ABILITIES: (Cleric)
May use non blunt weapons due to diety.
Has access to all spell spheres Clerical.
Turn Undead.
May use magical items per class.
SPELLS ALLOWED PER LEVEL (Cleric)
1st: 8 / 2nd: 7 / 3rd: 6 / 4th: 3 / 5th: 2
SPELLS ALLOWED PER LEVEL (Ranger)
1st: 2 / 2nd: 1
SPELLS GRANTED/PRAYED FOR (Cleric)
1st LvL: Bless / Cure Light Wounds x4 / Detect Poison / Entangle
2nd LvL: Barkskin / Flame Blade / Know Alignment / Silence 15’.Radius / Speak with Animals / Hold Person
3rd LvL: Cure Moderate Wounds x2 / Prayer / Remove Curse x2
4th LvL: Divination / Neutralize Poison / Protection from Evil 10' radius
5th LvL: Flame Strike / Raise Dead
SPELLS MEMORIZED (Ranger)
1ST LvL: Cure Light Wounds / Faerie Fire
2ND LvL: Warp Wood
THIEF SKILLS (per Ranger)
Move Silently: 63%
Hide in Shadows: 78%
TURNING UNDEAD
Skeleton or 1 HD: D*
Zombie: D*
Ghoul or 2 HD: D*
Shadow or 3-4 HD: D
Wight or 5 HD: T
Ghast: T
Wraith or 6 HD: 4
Mummy or 7 HD: 7
Specter or 8 HD: 10
Vampire or 9 HD: 13
Ghost or 10 HD: 16
Lich or 11 HD: 19
Special**: 20
WEAPONS
+2 Longsword of Agility (Grants the wielder the ability to 'Jump' as the spell twice per day/ Grants 2 rounds of Hasted action within a 24 hour period/ Makes wielder Immune to Hold, Slow and all Hypnotic spells) (On Back) SM/Med:1d8+3 LG:1d12+3 #ATKS: 3/2
+3 Ivory & Gold/Silver Longbow “Andurile’s Blood” (turns any arrow fired from it into a bolt of pure energy that affects all creatures doing 1d12 per arrow including its own +3 and any Strength bonus. It can be used by anyone with Long Bow/Composite Bow as a proficiency but in the hands of a Ranger it grants +2 to all saving throws/ the ability to cast 2 Cure lights per day and adds + 1 to AC. The bow must be held to gain these extra benefits. Its rate of fire is the same as all other bows.)
Quiver of Ehlonna (Holding 100 Arrows)
Arrows 50 Flight 1d6+1/1d6+1 #ATKS:2
Arrows 50 Sheaf 1d8+1/1d8+1 #ATKS:2
Sap SM/Med:1d4 LG:1d3 #ATKS:1 (In Pocket)
Knife SM/Med:1d3 LG:1d2 #ATKS:2 (In Boot)
Sling (At side)
Sling Bullets 1d4+1/1d6+1 #ATRKS:2 (In pouch on side)
Whip SM/Med:1d2 LG:1 #ATKS:1 (Coiled on belt)
EQUIPMENT
Backpack
Personal grooming stuff,
Clothes extra underwear, socks, shirt, tunic pants, etc.
Soft shoes
One silk shift
One silk dress
Trail rations.
Wrapped in waterproof containers (cleaning rags, towel, soap, perfume, steel mirror, healing salves)
Fist aid kit, bandages, salves
150 gt of silk rope
Climbing gear: harness pitons, hammer, grappling hook
Flask of Holy Water
Flask Oil x2
Small pot and pan
Quill pen x4
Writing Ink x2
Parchment x2
Paper sheets x2
Flint, tinder and steel x2
Whetstone
Sewing kit: oil cooking and
Weapon oil
Thread needles,
Scissors, thimble;
Bedroll,
Blanket
leather tarp for rain about 9' x 9'
ITEMS WORN
+3 Studded Leather of Immunity
Brooch of Shielding
Ring of Animal Communication
Ring of Protection +3 (To Saves Only)
Bracers of Archery,
Cloak of Elvenkind
Boots of Elvenkind
ITEMS CARRIED
+2 Small Shield Of Magical Defense
Potion of Extra Healing x4
Potion of Cure Blindness/Deafness
SPENDING MONEY
100 Gold Pieces
100 Silver Pieces
BACKGROUND
Rayne Fireheart is a younger daughter of an old elven House. An autumn child. but well loved. Her mother was a noted druid but she herself while she enjoyed nature and being out in the woods grew up as a protector and guardian in a different manner than her mother. Besides her love of nature and all things natural she felt called to the service of Corellon Larethian. Her life was split between these two passions and she learned to live comfortably in many strange places, wither called by the needs of nature or by Corellon
Posted on 2008-01-24 at 05:09:51.
Edited on 2013-05-23 at 15:47:15 by Tann'Talas
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
SIRENE TELE MELETE

MAGE/DRUID
PLAYER: Ginafae
RACE: Elf
GENDER: Female
HOMELAND: E’Loth Lo’Rian
WORLD: Trilogy
AGE: 186 years
HAIR: Black, cropped short
EYES: Incandescent Aquamarine
HEIGHT: 5' 2"
WEIGHT: 96 lbs
LEVEL: 13/12
ALIGNMENT: Neutral Good
XP: 1,250,000/ 650,000
NEXT LEVEL: 1,500,000/ 750,000
STR:11 MXP:115 lbs WGT: 40 lbs BB/LG: 2% OPDRS: 6
DEX: 16 React Adj:+1 Missile Adj:+1 Defensive Adj: -2
CON: 13 HP Adj:0 System Shock: 85% Resurrection Survival: 90%
INT: 18 #Lang:7 Spell Lvl:9th Lrn Spell:85% Max#:18.
WIS: 17 Magical Def Adj:+3
CHA: 16 Max Henchmen:8 Loyalty Base:+4 Reaction Adj:+5
SAVING THROWS
Poison: 3
Para/Death Magic: 3
Petrifaction/Polymorph: 6
Rod/Wand/Staff: 4
Breath Weapon: 8
Spells: 5
COMBAT
HIT POINTS: 72
Base THACO: 14
Melee: 12 (+2 Sword/+2 Dagger)
Missile: 10 (+3 sling bullets)
ARMOR CLASS: -1
Armor Worn: : Gauntlets Of the Bear (these minor magical gauntlets grant normal wearers only a +1 to AC and a +1 to saving throws but when worn by a Druid act as +3 Studded Leather armor and upon mental command extrudes sharp enchanted bear claws that do 1d12 damage plus Strength and grants the wearer the ability to climb trees with no chance of falling any irregular surfaces as a thief with a base 75% chance of success and when used in animal form act as a set of second claws granting an extra attack per round but only while in animal form.)
Ring of Protection + 2
Robe of Arch magi This normal-appearing garment can be white (45%—good alignment), gray (30%—neutral, but neither good nor evil, alignment), or black (25%—evil alignment). Its wearer gains the following powers:
1. It serves as armor equal to AC 5.
2. The robe confers a 5% magic resistance.
3. It adds a +1 bonus to saving throw scores.
4. The robe reduces the victim's magic resistance and saving throws by 20%/-4 when the wearer casts any of the following spells: charm monster, charm person, friends, hold monster, hold person, polymorph other, suggestion.
WEAPON PROFICIENCIES
Dagger/Dirk
Scimitar
Sling
Spear
Staff
NON-WEAPON PROFICIENCIES
Ancient History
Astrology
Dancing
Healing
Herbalism
Reading/Writing
Religion
Riding, Land-based
Spellcraft
Survival
NATIVE LANGUAGES
Elf
Common
Draconic
Druidic
Dryad
Giant
Halfling
Orc
RACIAL ABILITIES
Infravision 60 feet.
90% Resistance to sleep or charm related spells.
+1 To hit with Bows.
+1 to hit with Long and Shortswords.
+4 to surprise if alone or a party of all Elves or Halflings or 90 feet away from party.
+2 to surprise if opening a door or screen.
Find secret door in 10 foot area on a 1 or 2 on d6.
Passing 10 feet by hidden door a 1 on a d6.
Find concealed door in 10 foot area on a 1,2,or 3 on a d6.
CLASS ABILITIES (Mage)
Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy
KIT DESCRIPTION( Enchantress)
Memorize one additional enchantment/charm spell per spell level
+1 saving throws vs enchantment/charm spells
Victims suffer - 1 saving throw penalty vs enchantment charm spells
+15% to learn enchantment/charm spells
FAMILIER
Black and Brown Elvin Cat, Name: Niamedris AC:5 HP'S: 35 #Atks: 3 1d4/1d4/1d6(claw/claw/bite) (Niamedris is a semi-intelligent Elfin Cat with the limited abilities of spell use, speak the Elvin language, and talk mind to mind with Sirene)
CLASS ABILITIES (Druid)
+2 to all saving throws vs fire and electrical attacks.
Bonus Language: Druidic
Identify Plants, Animals, and Pure Water.
Immune to charm spells cast by woodland creatures.
Shape-change into a Reptile, Bird or Mammal 3 times a day but each form only once that day. Assuming new form heals 1d6x10% of all damage and gains all the abilities of said form AC,#ATKS, movement etc. but retains her own hit point levels. Only normal animals allowed. Clothing and one item in each hand become part of the change but can not be used while changed.
Spheres of Influence -
Major: All, Animal, Elemental, Healing, Plant, Weather
Minor: Divination
MAGE SPELLS ALLOWED PER LvL
1st LvL: 6 [12] / 2nd LvL: 6 [12] / 3rd LvL: 6 [12] / 4th LvL: 5 / 5th LvL: 5 / 6th LvL: 3
DRUID SPELLS ALLOWED PER LvL
1st LvL: 8 / 2nd LvL: 7 / 3rd LvL: 6 / 4th LvL: 3 / 5th LvL: 2 / 6th LvL: 2
SPELLBOOK
Lvl 1: Affect Normal Fires / Alarm / Armor / Audible Glamour / Burning Hands / Cantrip / Change Self / Charm Person / Chill Touch / Color Spray / Comprehend Languages / Dancing Lights / Detect Magic / Detect Undead / Enlarge / Feather Fall / Find Familiar / Gaze Reflection / Grease / Hold Portal / Hypnotism / Identify / Jump / Light / Magic Missile / Mending / Message / Mount / Nystul’s Magical Aura / Phantasmal Force / Protection from Evil / Read Magic / Sleep / Shield / Shocking Grasp / Spider Climb / Spook / Taunt / Tenser’s Floating Disc / Unseen Servant / Wall of Fog / Wizard Mark
Lvl 2: Alter Self / Bind / Blindness / Blur / Continual Light / Darkness 15' Radius / Deafness / Deeppockets / Detect Evil / Detect Invisibility / ESP / Flaming Sphere / Fog Cloud / Forget / Hypnotic Pattern / Improved Phantasmal Force / Invisibility / Knock / Know Alignment / Leomund’s Trap / Levitate / Locate Object / Melf's Acid Arrow / Mirror Image / Misdirection / Protection from Cantrips / Pyrotechnics / Ray of Enfeeblement / Rope Trick / Scare / Shatter / Spectral Hand / Stinking Cloud / Strength / Summon Swarm / Tasha’s Uncontrollable Hideous Laughter / Web / Whispering Wind / Wizard Lock
Lvl 3: Blink / Clairaudience / Clairvoyance / Dispel Magic / Fireball / Flame Arrow / Fly / Gust of Wind / Haste / Hold Person / Hold Undead / Infravision / Invisibility 10’ Radius / Leomund’s Tiny Hut / Lighting Bolt / Melf's Minute Meteors / Monster Summoning I / Non-Detection / Phantom Steed / Protection From Evil 10' Radius / Protection from Normal Missiles / Secret Page / Sepia Snake Sigil / Spectral Force / Slow / Suggestion / Tongues / Vampiric Touch / Water Breathing / Wind Wall / Wraithform
Lvl 4: Charm Monster / Confusion / Detect Scrying / Dig / Dimension Door / Emotion / Enchanted Weapon / Evard's Black Tentacles / Fear / Fire Charm / Fire Shield / Fire Trap / Fumble / Ice Storm / Improved Invisibility / Leomund's Secure Shelter / Magic Mirror / Massmorph / Minor Globe of Invulnerability / Monster Summoning II / Otiluke’s Resilient Sphere / Phantasmal Killer / Plant Growth / Polymorph Other / Polymorph Self / Rainbow Pattern / Rary’s Mnemonic Enhancer / Remove Curse / Shadow Monsters / Shout / Solid Fog / Stoneskin / Wall of Fire / Wall of Ice / Wizard Eye
Lvl 5: Advanced Illusion / Airy Water / Bigby's Interposing Hand / Chaos / Cloudkill / Cone of Cold / Conjure Elemental / Contact Other Plane / Demishadow Monsters / Dismissal / Distance Distortion / Domination / Dream / Fabricate / False Vision / Feeblemind / Hold Monster / Leomund's Lamentable Belaborment / Leomund's Secret Chest / Major Creation / Monster Summoning III / Mordenkainen’s Faithful Hound / Pass Wall / Seeming / Sending / Shadow Door / Shadowmagic / Summon Shadow / Telekinesis / Teleport / Transmute Rock to Mud / Wall of Force / Wall of Iron / Wall of Stone
Lvl 6: Antimagic Shell / Bigby's Forcefull Hand / Chain Lighting / Conjure Animals / Control Weather / Death Fog / Death Spell / Demishadow Magic / Disintegrate / Enchant an Item / Ensnarement / Eyebite / Geas / Glassee / Globe of Invulnerability / Guard and Wards / Invisible Stalker / Legend Lore / Mass Suggestion / Mirage Arcana / Mislead / Monster Summoning IV / Move Earth / Otiluke’s Freezing Sphere / Part Water / Permanent Illusion / Programed Illusion / Project Image / Reincarnation / Repulsion / Shades / Stone to Flesh / Tenser’s Transformation / True Seeing / Transmute Water to Dust / Veil
Lvl 7: Prismatic Spray / Shadow Walk
MAGE SPELLS MEMORIZED
Level 1: Magic Missile x 2 / Identify / Detect Magic / Read Magic / Feather Fall
Level 2: ESP / Detect Invisibility / Knock / Mirror Image / Summon Swarm / Tasha’s Uncontrollable Hideous Laughter
Level 3: -1 Dispel Magic / Fly / Fireball x2 / Lightning Bolt
Level 4: Evard’s Black Tentacles / Fire Shield / Improved Invisibility / Stoneskin / Wizard Eye
Level 5: Chaos / Cloudkill / Hold Monster / Feeblemind / Teleport
Level 6: Mislead / Chain Lightning x 2
DRUID SPELLS MEMORIZED
Level 1: Create Water / Cure Light Wounds x2 / Faerie Fire / Entangle x 2 / Purify Food and Drink / Bless
Level 2: Messenger / Heat Metal / Obscurement / Speak With Animals / Charm Person or Mammal / Barkskin x 2
Level 3: Hold Animal / Protection From Fire / Stone Shape / Summon Insects / Cure Moderate Wounds x 2
Level 4: Protection From Lightning / Neutralize Poison / Cure Serious Wounds
Level 5: True Seeing / Commune with Nature
Level 6: Heal / Conjure Fire Elemental
WEAPONS
+2 Scimitar: 1d8+2 / LG: 1d8+2
+2 Dagger Sm/Med: 1d4+2 / LG: 1d3+2
Sling /With 40 +3 bullets SM/Med:1d4+4 / LG:1d6+4
Staff of the Woodlands +2 SM/Med:1d6 / LG:1d6 (Grants the following spell powers: Wall of thorns / Animal friendship / Speak with animals / Pass without Trace / Animate tree / barkskin/. each spell expands 1 charge has 24 charges and is rechargeable)
EQUIPMENT
GIRDLE OF MANY POUCHES
Undergarments x 2
Woolen Breeches (Indigo) x 2
Fine Woolen Riding Dress, Divided Skirts (Indigo)
Fine Bleached Linen Dress
Fine Silk Dress (Indigo)
Shoes
Linen Tunic x 2
Dry Rations (Elven) 2 wks
Candles x 3
Flint and Steel
Scroll case x 2
Silver Mirror
Oil Flask x 2
Papyrus x 6
50 ft Silk Rope
Comb
Soap (1 lb)
Sealing Wax (1 lb)
Personal Seal
Wineskin
Writing Ink (per vial) x 2
Quill Pen x 2
Bedroll
Woolen Winter Blanket
First Aid Kit
Assorted Herbs
Incense
Spell Components
Spell Book
Potions of Fire Resistance x2
Potions of Extra Healing x4
ITEMS WORN
Holy Symbol
Wood, Stone, and Ceramic Beaded Jewelry
Undergarments
Linen Tunic
Woolen Breeches (Indigo)
Riding Boots (Dark Grey)
Woolen Cloak (Indigo)
Amulet of Spell Power: Looks like a plain silver amulet of two hands clasped together. Once placed around one’s neck spells needing spell components to use no longer need them. In addition doubles Range, Duration, and Damage if an attack type spell.
When worn for 30 consecutive days, without removal, thereafter grants the ability once per week to double all spells of each Level up to level 9 if worn by a Mage or Level 7 if worn by a Cleric.
Girdle of Many Pouches
Ring of Protection + 2
Ring of Animal Friendship
Robe of the Archmagi
ITEMS CARRIED
Scimitar + 2 w/ scabbard (at side)
Dagger + 2 w/ scabbard (at side)
Sling + Bullets (at side)
Wand of Lightining (32 Charges)
Pearl of Sirines: (Enables possessor to breath in water the same as if in Air. Grants an Underwater movement rate of 24. Possessor is immune to all ill effects from the posion touch of a Sirine. Pearl must be within less then 10 feet to convey it's powers)
SPENDING MONEY
Gold Piecies: 3,000
Platinum Pieces: 0
Silver Pieces: 40
ANIMAL
None
BACKGROUND
The only child of Selene Melete and Eldare Candarae, Sirène was born deep within the ancient forests of the elven lands. The old faerie blood flowed strongly within her parents, and so was it passed on to her. Sirène spent the earliest years of her childhood carefree and unaware of the legacy of her ancient lineage - an unbroken line of the old faerie blood. It was when she was only 10 that the sight first came to her - flashes of the future, shadows and visions that only she could see. Her mother, Selene, quickly took notice and it was not long before mother and daughter traveled into the deepest recesses of the ancient forest. It was there that she first came before her own grandmother, Mnemosyne, the voice of the Queen of Heaven - The Great Goddess. Sirène was brought into the sisterhood of the Queen of Heaven and it was among them that she began to see that the Goddess was all and all was of the Goddess. As the she elf learned the mysteries of the Old Ways so did she acquire power. Through the sight she harnessed the power of the unseen world. After nearly a century Sirène, like her mother and mother's mothers before her, was wholly initiated into the sisterhood. As she swore to serve the will of the Great Goddess, Mnemosyne herself etched the mark of the Queen of Heaven onto her skin.
Sirène remained among the sacred groves for many decades. She danced underneath the stars and walked softly on the earth. With occasional exception Sirène abstained from flesh food and hard spirits, for both could dampen the sight. Rarely did she leave her sylvan home, and then only to see that the will of the Goddess was done. Away from the lands of the sisterhood many thought her a witch, fearing her primal ways and her power to wield energies both divine and arcane. Sirène let them believe what they wished - for so long as the Old Ways remained, even if only in the remote wild places, then the will of the Queen of Heaven would be done. She sat with noble and peasant alike, pulling strings to ensure that the sanctity of the wild places and the Old Ways remained in the world.
And so things were and remained.
Change came as she approached the end of her second century. Dark visions haunted her reverie, at times waking her violently from the restful meditation. Not since the earliest years of her childhood had the sight come to her unbidden - and yet the visions could be naught but the sight. Though she could not yet make sense of these visions Sirène knew she could not remain idle. And so, letting the voice of the Great Goddess guide her, Sirène Talà Melete left the sacred groves without a thought of when she would return.
APPEARANCE
Sirène is graced with an unearthly beauty, remarkable even by the standards of E’Loth Lo’rian. Short, soft raven hair, tapers over long, pointed ears. Her wide, nocturnal eyes burn in a brilliant, incandescent aquamarine. High cheekbones narrow to dark, lush lips. Her face is ageless, her skin flawless, but of a darker and more coppery hue than most Elves. Her body is adorned with strange and intricate tattoos. An iridescent tattoo runs in a blue line vertically up the middle of her forehead. This tattoo is complemented by a series of other tattoos depicting the phases of the moon in the same blue ink that spiral down her neck and the centre of her back to her narrow waist. She possesses a slim, slender dancer’s physique.
Sirène moves with grace and usually maintains a near impenetrable aura of serenity. Within the sacred groves of her homeland she wears diaphonous gowns made from finely stitched silks, or nothing at all when in prayer. On her travels, she is clad in a dove grey dress made of suede and layered gossamer silk (robe of the archmagi). It consists of a narrow, princess-seamed bodice and narrow sleeves embroidered with Elven runes that open below the elbow to ease her spell-casting. The lower of the dress splits at the waist, revealing a silk underskirt and form-fitting riding trousers. She commonly wears too pieces of jewellery: a single, intricate pearl-earing, and a silver necklace displaying too clasped hands. She bears no weapons, save for a worn wrinkled staff.
Of late, Sirène’s mood has been dark and sullen. She rarely smiles, and is prone to uncharacteristic flashes of anger.
Posted on 2009-07-20 at 19:13:21.
Edited on 2013-05-23 at 20:29:51 by Tann'Talas
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
ULTHOK RYDENHAM

THIEF/MAGE
PLAYER: Odyson
RACE: Halfling.
GENDER: Male.
HOMELAND: Cormalin.
WORLD: Trilogy.
AGE:55
HAIR: Long jet black pulled back into pony tail.
EYES: Hazel.
HEIGHT: 3'4".
WEIGHT: 88lbs.
LEVEL: 13/12.
ALIGNMENT: Chaotic Good.
XP: 825,750 / 825,750.
NEXT LEVEL: 880,000 / 1.125,000
STR: 18(00) To Hit:+3 Damage:+6 MXP:220lbs WGT:85lbs BB/LG:13% OPDRS:10.
DEX: 19 React Adj:+3 Missile Adj:+3 Defensive Adj:-4.
CON: 16 HP Adj:+2 System Shock:95% Resurrection Survival:96%.
INT: 18 #Lang:7 Spell Lvl:9th Lrn Spell:85% Max#:18.
WIS: 10.
CHA; 9 Max Henchmen:4.
SAVING THROWS
Poison:3
Para/Death Magic:7
Petrifaction/Polymorph:5
Rod/Wand/Staff:3
Breath Weapon:8
Spells:4
COMBAT
HIT POINTS: 64
Base THACO:14
Melee:10/11 sword/13 all others.
Missile: 9 Bow/11 all others
ARMOR CLASS: 0
Body Suit +2 (AC 7 Normally)
Boots of Striding and Springing.(-1 to AC)
WEAPON PROFICIENCIES
Short Sword.
Dagger.
Throwing Knives.
Short Bow.
Sling.
NON-WEAPON PROFICIENCIES
Fishing.
Hunting.
Leather Working(skinning/tanning).
Rope Use.
Swimming.
Tracking.
Trapping.
NATIVE LANGUAGES
Common.
Elf.
Dwarf.
Orc.
Draconic.(Black)
Goblin.
Giant.(Hill)
RACIAL ABILITIES
Attack bonus - +1 bonus to attack rolls with hurled weapons.
Infravision- 60' range
Mining detection abilities - A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can:
Determine approximate direction underground, 1-3 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-3 on 1d4.
Saving throw bonuses - For every 3.5 points of a Halfling's Constitution/Health, they will receive a +1 to saves vs. wand, staves, rods, and spells.
Stealth - When the halfling is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, or a -2 if the halfing has to open a door or move aside some other obstruction
CLASS ABILITIES (Thief)
Pick Pockets:85%.
Open Locks:85%.
Find/Remove Traps:85%.
Move Silently:85%.
Detect Noise:85%.
Climb Walls:95%.
Read Languages:40%.
CLASS ABILITIES (Mage)
Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy
FAMILIER
Bluish/Green Faerie Dragon, Name: Peri AC: 1 (-3 when invisible) HP’s: 35 #Atks: 1 (bite 1d4 or Spell use.) Movement: 28' (Flight) THACO: 15 (Peri is a miniature dragon with a thin body, long, prehensile tail, gossamer butterfly wings, and a huge smile can talk mind to mind with Ulthok) *See below for further info
SPELLS ALLOWED PER LvL
1st LvL: 4 [8] / 2nd LvL: 4 [8] / 3rd LvL: 4 [8] / 4th LvL: 4 / 5th LvL: 4 / 6th LvL: 1
SPELLBOOK
Lvl 1: Affect Normal Fires / Alarm / Armor / Audible Glamour / Burning Hands / Cantrip / Change Self / Charm Person / Chill Touch / Color Spray / Comprehend Languages / Dancing Lights / Detect Magic / Detect Undead / Enlarge / Feather Fall / Find Familiar / Gaze Reflection / Grease / Hold Portal / Hypnotism / Identify / Jump / Light / Magic Missile / Mending / Message / Mount / Nystul’s Magical Aura / Phantasmal Force / Protection from Evil / Read Magic / Sleep / Shield / Shocking Grasp / Spider Climb / Spook / Taunt / Tenser’s Floating Disc / Unseen Servant / Wall of Fog / Wizard Mark
Lvl 2: Alter Self / Bind / Blindness / Blur / Continual Light / Darkness 15' Radius / Deafness / Deeppockets / Detect Evil / Detect Invisibility / ESP / Flaming Sphere / Fog Cloud / Forget / Hypnotic Pattern / Improved Phantasmal Force / Invisibility / Knock / Know Alignment / Leomund’s Trap / Levitate / Locate Object / Melf's Acid Arrow / Mirror Image / Misdirection / Protection from Cantrips / Pyrotechnics / Ray of Enfeeblement / Rope Trick / Scare / Shatter / Spectral Hand / Stinking Cloud / Strength / Summon Swarm / Tasha’s Uncontrollable Hideous Laughter / Web / Whispering Wind / Wizard Lock
Lvl 3: Blink / Clairaudience / Clairvoyance / Dispel Magic / Fireball / Flame Arrow / Fly / Gust of Wind / Haste / Hold Person / Hold Undead / Infravision / Invisibility 10’ Radius / Leomund’s Tiny Hut / Lighting Bolt / Melf's Minute Meteors / Monster Summoning I / Non-Detection / Phantom Steed / Protection From Evil 10' Radius / Protection from Normal Missiles / Secret Page / Sepia Snake Sigil / Spectral Force / Slow / Suggestion / Tongues / Vampiric Touch / Water Breathing / Wind Wall / Wraithform
Lvl 4: Charm Monster / Confusion / Detect Scrying / Dig / Dimension Door / Emotion / Enchanted Weapon / Evard's Black Tentacles / Fear / Fire Charm / Fire Shield / Fire Trap / Fumble / Ice Storm / Improved Invisibility / Leomund's Secure Shelter / Magic Mirror / Massmorph / Minor Globe of Invulnerability / Monster Summoning II / Otiluke’s Resilient Sphere / Phantasmal Killer / Plant Growth / Polymorph Other / Polymorph Self / Rainbow Pattern / Rary’s Mnemonic Enhancer / Remove Curse / Shadow Monsters / Shout / Solid Fog / Stoneskin / Wall of Fire / Wall of Ice / Wizard Eye
Lvl 5: Advanced Illusion / Animate Dead / Airy Water / Bigby's Interposing Hand / Chaos / Cloudkill / Cone of Cold / Conjure Elemental / Contact Other Plane / Demishadow Monsters / Dismissal / Distance Distortion / Domination / Dream / Fabricate / False Vision / Feeblemind / Hold Monster / Leomund's Secret Chest / Major Creation / Monster Summoning III / Mordenkainen’s Faithful Hound / Pass Wall / Seeming / Sending / Shadow Door / Shadowmagic / Summon Shadow / Telekinesis / Teleport / Transmute Rock to Mud / Wall of Force / Wall of Iron / Wall of Stone
Lvl 6: Antimagic Shell / Bigby's Forcefull Hand / Chain Lighting / Conjure Animals / Control Weather / Death Fog / Death Spell / Demishadow Magic / Disintegrate / Enchant an Item / Ensnarement / Eyebite / Geas / Glassee / Globe of Invulnerability /
Guard and Wards / Invisible Stalker / Legend Lore / Mass Suggestion / Mirage Arcana / Mislead / Monster Summoning IV / Move Earth / Otiluke’s Freezing Sphere / Part Water / Permanent Illusion / Programed Illusion / Project Image / Reincarnation / Repulsion / Shades / Stone to Flesh / Tenser’s Transformation / True Seeing / Transmute Water to Dust / Veil
Lvl 7: Prismatic Spray
SPELLS MEMORIZED
Level 1: Burning Hands x2 / Magic Missile x2 / Chill Touch / Feather Fall / Hypnotism /Shield
Level 2: -1 Invisibility / Melf's Acid Arrow x2 / Mirror Image / / Shatter / Fog Cloud / Continual Light Darkness 15' Radius
Level 3: -1 Fireball x2 / Hold Person / Lighting Bolt / Monster Summoning 1 / Non-detection / Melf's Minute Meteors
Level 4: Confusion / Dimension Door / Wall of Fire / Ice Storm
Level 5: Cone of Cold / Summon Shadow /Teleport / Wall of Force
Level 6: Disintegrate
WEAPONS
+2 Short Sword(Idrenal)SM/Med:1d6+3 LG:1d8+3 #ATKS:1/1.(doubles all damage from backstab)
+3 Short Sword of Lighting Quickness SM/Med:1d6+4 LG:1d8+4 #ATKS:2/1 (when held in combat grants the wielder the same benefits as that of a Haste spell in addition to striking first in every combat round)
+2 Bow of Speed (like the crossbow of speed doubles rate of fire allowing four arrows to be fired in one combat round.)16 +3 Sheaf Arrows 1d8+6/1d8+6
2 +3 Daggers Sm/Med: 1d4+3 / LG: 1d3+3 #ATKS: 3/2
2 Throwing Daggers SM/Med:1d4+1 LG:1d3+1 #ATKS: 2/1
12 +1 Throwing Stars SM/Med:1d4 LG:1d4
Whip of Entanglement SM/Med:1d2 LG:1 ATKS:2 (on a successful hit can entangle foe making them lose attack for that round if wielder of Whip strikes first. Each round new to hit role must made)
Sling x40 Bullets SM/Med:1d4+2 LG:1d6+2.
EQUIPMENT
IN BACKPACK
Rope 50ft.
Grappling Hook.
Bedroll.
Flint/Steel.
Lantern(bull's eye wrapped in cloth).
Oil Flasks x2.
Thieves Tools(wrapped in cloth)
Tent(strapped to horse's rump).
Boccob's Blessed Book
Pen&Ink.
Parchment Paper x5.
Candles x4.
Silver Mirror.
Wineskin.
Good Meal 1 wk
Scroll Cases x4.
Iron Rations x2 wk
Pouch of Storage: Acts like a Bag of Holding 1000 pounds.
(* wrapped in cloth)
*Potions Extra Healing x3
*Potion of Fire Resistance
*Potions Levitation x2
*Potions of Clairaudience x3
*Potions of Flying x2
*Potion of Master Thievery
*Potion of Treasure Finding
*Potion of Dragon Sight This Potion bestows excellent sight on it’s drinker. Under it’s influence a character can see for three times the normal range of vision and can see as well as a Dragon at night. (treat as Infravision with twice normal range). While affected by this Potion a character suffers no range penalties for long distance attacks with missile weapons.
*Oil of Fiery Burning x2
Scroll of Tattoo: IN USE
Scroll of Creation The user of this valuble scroll may draw a picture of any normal item up to 5 by 10 by 1 foot in size (Drawn smaller of course)and up to 500 pounds in weight. Once drawn the item may be taken off the scroll where it will take on it's full size and be used. The item vanishes after 24 hours or upon command. The scroll is reusable up to 4 times and magical items can not be created.
ITEMS WORN
Cloak Elvinkind
Ring Of Wizardry (doubles 1st and 2nd and 3rd lvl spells)
Ring of Invisibility
Boots of Striding and Springing.
Amulet of Life Protection.
Gauntlets of Ogre Power.
Belt.
Standard Clothing.
ITEMS CARRIED
Figurine of Wondrous Power: Obsidian Panther
(AC:4 / HP:45 / Movement: 15’ #attacks:3 / Damage Attack:1d4/1d4/1d12 (Claw/Claw/Bite) / Able to Move Silently and Hide in Shadows at 95% / While active never surprised. / Can be used for 12 hours every 3 days)
Wand of Illumination (91 Charges remaining)
Wand of Frost (Charges Remaining: 84)
Slippers of Spider Climbing
Spell pouch(on belt)
Waterskin.(hip).
Oil Flasks x2(belt pouch).
Quiver Of Arrow Storing (Can store up to 200 arrows of all types. Quiver even when full weighs nothing.) In Quiver: 46 sheaf 1d8+6 / 16 Flight 1d6+6
SPENDING MONEY
12 Gold Pieces
450 Platinum Pieces
3 diamonds (1,000 Gold each)
(All following gems worth 1,000gp)
Black Opal / Red Spinal / Yellow Oriental Topaz / White Pearl / Green Chrysoberyl / Black Sapphire
Gold Tiger Eye Agate / Silver Smoky Quartz / Bronze Banded Agate / Copper Lapis Lazuli
MONEY STORED
$7,153 Gold Pieces
$1,850 Platinum Pieces
$23,000 Silver Pieces.
ANIMAL
None
APPEARANCE
Ulthok stands at 3ft. 4in and weighs in at 38lbs.His face is little more oval then round and although somewhat rugged looking he projects an air of innocence. His hair is jet black and quite long and he keeps it back in a pony tail he has thick long sideburns on each cheek.
His skin is deeply bronzed from the elements and this sets off his deep hazel eyes. He is good at making people see him the way he wants them to. He use's his eyes to appear innocent and harmless or to give you a dark piercing stare that makes you feel like his is looking into your soul. He appears never to wear armor only a skin tight body suit with normal clothing over it.
He has 3 of them one black one dark brown and one Tan.
*Periwinkle Thistledown (Peri)
GENDER: Female LEVEL: Mage LvL 12 / ALIGNMENT: Chaotic Good /
Items Worn Band Of Invulnerability: This thin band of platinum glows with a faint golden aura. The band improves the wearers AC by 2 and with the expenditure of 1 charge a Minor Globe of Invulnerability same as the spell springs up around the wearer lasting for 1 turn (10 combat rounds). The band becomes non-magical if all charges are used (20 charges non-rechargeable)
Native languages
Common / Elvin / Fay (Sprites, Pixies etc) / Dragon Speak / Telepathy with master only
MAGE SPELLS ALLOWED PER LvL
1st LvL: 4 / 2nd LvL: 4 / 3rd LvL: 4 / 4th LvL: 4 / 5th LvL: 4 / 6th LvL: 1
Spells Known
1st Lvl: Affect Normal Fires / Alarm / Audible Glamour / Dancing Lights / Enlarge / Feather Fall / Grease / Hypnotism / Light / Message / Protection from Evil / Sleep / Spook / Taunt / Unseen Servant / Ventriloquism
2nd Lvl: Blindness / Blur / Continual Light / Darkness 15' Radius / Deafness / Forget / Hypnotic Pattern / Leomund’s Trap / Levitate / Magic Mouth / Mirror Image / Misdirection / Pyrotechnics / Scare / Tasha’s Uncontrollable Hideous Laughter / Web / Whispering Wind
3rd Lvl: Blink / Fly / Gust of Wind / Hold Person / Protection From Evil 10' Radius / Spectral Force / Slow / Suggestion / Tongues / Water Breathing / Wind Wall
4th Lvl: Confusion / Emotion / Fear / Fire Charm / Fumble / Hallucinatory Terrain / Polymorph Other / Polymorph Self / Rainbow Pattern / Shout / Solid Fog / Stoneskin
5th Lvl: Advanced Illusion / Chaos / Distance Distortion / False Vision / Feeblemind / Mordenkainen’s Faithful Hound / Seeming / Telekinesis / Transmute Rock to Mud / Wall of Force
6th Lvl: Control Weather / Enchant an Item / Ensnarement / Legend Lore / Mass Suggestion / Mislead / Programmed Illusion / Project Image / Repulsion / Transmute Water to Dust
Spells Readied
1st Lvl: Dancing Lights / Hypnotism / Message / Ventrioquism.
2nd Lvl: Hypnotic Pattern / Levitate / Mirror Image / Tasha’s Uncontrollable Hidious Laughter
3rd Lvl: Suggestion / Tongue / Water Breathing / Wind Wall
4th Lvl: Emotion / Tumble / Polymorph Self / Rainbow Pattern
5th Lvl: Seeming / Telekinesis / Transmute Rock to Mud / Wall of Force
6th Lvl: Legend Lore
Racial Character)
A chaotic offshoot of the pseudodragon, the faerie dragon lives in peaceful, tangled forests and thrives on pranks, mischief, and practical jokes.
All faerie dragons can communicate telepathically with one another at a distance of up to 2 miles. They speak their own language, along with the language of sprites, pixies, elves, and the birds and animals in their area
Combat: Faerie dragons can become invisible at will, and can attack, use spells, and employ breath weapons while invisible. Periwinkle being a familiar attacks as 8-HD creature biting for 1d4 points of damage. Though she can use spells almost all spells are chosen for mischief potential. A faerie dragon usually begins its attacks by turning invisible and using its breath weapon, a 2-foot-diameter cloud of euphoria gas. A victim failing a saving throw vs. breath weapon will wander around aimlessly in a state of bliss for the next 3d4 minutes, during which time he is unable to attack and his Armor Class is decreased by 2. Even though he is unable to attack, the victim can keep his mind on the situation if he succeeds on an Intelligence check (by rolling his Intelligence score or less on 1d20) each round; if he fails an Intelligence check, he completely loses interest in the matters at hand for the duration of the breath weapon's effect.
Faerie dragons avoid combat and never intentionally inflict damage unless cornered or defending their lairs. If attacked, however, they engage in spirited defense,
Appearance
Faerie dragons resemble miniature dragons with thin bodies, long, prehensile tails, gossamer butterfly wings, and huge smiles. Their colors range through the spectrum, changing as they age, from the red of a hatchling to the black of a great wyrm (see chart). The hides of females have a golden tinge that sparkles in the sunlight; males have a silver tinge. Faerie dragons take advantage of every opportunity to wreak mischief on passers-by, frequently using forest creatures to help them in their pranks. Though many of these pranks are spontaneous, months of preparation can go into a single, spectacular practical joke. A tell-tale giggle, which sounds like the tinkling of tiny silver bells, often alerts potential victims to the presence of invisible faerie dragons.
Posted on 2009-08-07 at 06:17:27.
Edited on 2013-05-23 at 20:13:48 by Tann'Talas
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
OPEN SLOT
****
Posted on 2011-07-16 at 20:44:31.
Edited on 2013-05-22 at 03:32:37 by Tann'Talas
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
WEAVER HOVSUS (aka Maggot)

RANGER/BARD
PLAYER: Kyle
RACE: Half-Elf .
GENDER: Male
HOMELAND: Unknown
WORLD: Trilogy.
AGE: Unknown
HAIR: Dark Brown
EYES: Hazel Green
HEIGHT: 5’8
WEIGHT: 129pds
LEVEL: 14/13
ALIGNMENT: Neutral Good
XP: 1,865,000/725,000
NEXT LEVEL: 2,100,000/880,000
STR: 17 To Hit: +1 Damage: +1 MXP: 220 lbs
WGT:85 lbs BB/LG: 13% OPDRS: 10
DEX: 18 React Adj:+2 Missile Adj:+2 Defensive Adj: -4
CON: 15 HP Adj: System Shock: Resurrection Survival:
INT: 15 #Lang: 4 Spell Lvl: 7th Lrn Spell: 65% Max#: 11
WIS: 14
CHA; 16 Loyalty Base: +4 Max Henchmen: 8 React ADJ: +5
SAVING THROWS
Poison: 5
Para/Death Magic: 5
Petrifaction/Polymorph: 6
Rod/Wand/Staff: 7
Breath Weapon: 5
Spells: 8
COMBAT
HIT POINTS: 94
Base THACO:7
Melee: 6
Missile: 5
ARMOR CLASS: 1 (*-1 when holding Staff)
+3 Leather Armor
*Ring of Protection +2( *To saves only)
WEAPON PROFICIENCIES
Quarter Staff
Dagger
Long bow
Short bow
Long Sword
Short Sword
NON-WEAPON PROFICIENCIES
Ancient History (+5)
Blind Fighting
Bowyer/Fletcher
Brewing
Camouflage
Forage
Hunting
Local history
Musical Instrument (Harp, Flute, Lute)
Read Languages
Reading/Writing
Singing
Survival
Tracking (+4)
NATIVE LANGUAGES
Human
Elvin
Dwarf
RACIAL ABILITIES
Detect secret doors - Because of their acute senses, half-elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
Infravision - Infravision with a range of 60'.
Resistance - 30% resistance to sleep and charm spells.
CLASS ABILITIES: (Ranger)
When wearing studded leather or lighter armor may
attack two handed without penalty.
When wearing studded leather or lighter armor the
ranger gains the skills Move Silently and Hide in
Shadows.
Gains Tracking for free improves by +1 for every 3
levels has earned.
Limited Animal Empathy
Gains priest spells of the Animal and Plant sphere's at 8th LvL
CLASS ABILITIES (Bard)
Alter moods - While performing before a non-hostile group, the bard may alter the group's mood. Everyone who hears the bard perform must save vs. paralyzation, with a penalty of one for every three levels of the bard. If the save fails, the group's mood may be shifted one level in the direction wished by the bard.
Counter effects - Allows the bard to counter song based attacks.
History 65% - Gives a bard a 5% chance per level to identify a magic item by closely examining the item.
Rally friends - By spending three rounds, the bard may grant their comrades a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus to Morale rolls. The range of the effect is 10 feet, and lasts one round per level of the bard.
Read languages* 5% - Gives a chance to read languages not familiar to the bard.
Scroll use 80% - Allows the use of magic scrolls at 10th level.
Wizard spells - Allows the bard to cast wizard spells.
Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy
THIEF ABILITIES Ranger
Hide in shadows: 93%
Move silently: 99%
THIEF ABILITIES Bard
Climb Walls: 70%
Detect Noise: 20%
Pick Pocket: 35%
Read Languages: 5%
SPELLS ALLOWED PER LvL
BARD
1st LvL: 3 / 2nd LvL: 3 / 3rd LvL: 3(6) / 4th LvL: 2 / 5th LvL: 1
RANGER
1st LvL: 3 / 2nd LvL: 2 / 3rd LvL: 2
SPELLS IN SPELLBOOK
Lvl 1: Affect Normal Fires / Alarm / Armor / Audible Glamour / Burning Hands / Cantrip / Change Self / Charm Person / Chill Touch / Color Spray / Comprehend Languages / Dancing Lights / Detect Magic / Detect Undead / Enlarge / Feather Fall / Find Familiar / Gaze Reflection / Grease / Hold Portal / Hypnotism / Identify / Jump / Light / Magic Missile / Mending / Message / Mount / Nystul’s Magical Aura / Phantasmal Force / Protection from Evil / Read Magic / Sleep / Shield / Shocking Grasp / Spider Climb / Spook / Taunt / Tenser’s Floating Disc / Unseen Servant / Wall of Fog / Wizard Mark
Lvl 2: Alter Self / Bind / Blindness / Blur / Continual Light / Darkness 15' Radius / Deafness / Deeppockets / Detect Evil / Detect Invisibility / ESP / Flaming Sphere / Fog Cloud / Forget / Hypnotic Pattern / Improved Phantasmal Force / Invisibility / Knock / Know Alignment / Leomund’s Trap / Levitate / Locate Object / Melf's Acid Arrow / Mirror Image / Misdirection / Protection from Cantrips / Pyrotechnics / Ray of Enfeeblement / Rope Trick / Scare / Shatter / Spectral Hand / Stinking Cloud / Strength / Summon Swarm / Tasha’s Uncontrollable Hideous Laughter / Web / Whispering Wind / Wizard Lock
Lvl 3: Blink / Clairaudience / Clairvoyance / Dispel Magic / Fireball / Flame Arrow / Fly / Gust of Wind / Haste / Hold Person / Hold Undead / Infravision / Invisibility 10’ Radius / Leomund’s Tiny Hut / Lighting Bolt / Melf's Minute Meteors / Monster Summoning I / Non-Detection / Phantom Steed / Protection From Evil 10' Radius / Protection from Normal Missiles / Secret Page / Sepia Snake Sigil / Spectral Force / Slow / Suggestion / Tongues / Vampiric Touch / Water Breathing / Wind Wall / Wraithform
Lvl 4: Charm Monster / Confusion / Detect Scrying / Dig / Dimension Door / Emotion / Enchanted Weapon / Evard's Black Tentacles / Fear / Fire Charm / Fire Shield / Fire Trap / Fumble / Ice Storm / Improved Invisibility / Leomund's Secure Shelter / Magic Mirror / Massmorph / Minor Globe of Invulnerability / Monster Summoning II / Otiluke’s Resilient Sphere / Phantasmal Killer / Plant Growth / Polymorph Other / Polymorph Self / Rainbow Pattern / Rary’s Mnemonic Enhancer / Remove Curse / Shadow Monsters / Shout / Solid Fog / Stoneskin / Wall of Fire / Wall of Ice / Wizard Eye
Lvl 5: Advanced Illusion / Airy Water / Animate Dead / Bigby's Interposing Hand / Chaos / Cloudkill / Cone of Cold / Conjure Elemental / Contact Other Plane / Demishadow Monsters / Dismissal / Distance Distortion / Domination / Dream / Fabricate / False Vision / Feeblemind / Hold Monster / Leomund's Secret Chest / Major Creation / Monster Summoning III / Mordenkainen’s Faithful Hound / Pass Wall / Seeming / Sending / Shadow Door / Shadowmagic / Summon Shadow / Telekinesis / Teleport / Transmute Rock to Mud / Wall of Force / Wall of Iron / Wall of Stone
Lvl 6: Antimagic Shell / Bigby's Forcefull Hand / Chain Lighting / Conjure Animals / Control Weather / Death Fog / Death Spell / Demishadow Magic / Disintegrate / Enchant an Item / Ensnarement / Eyebite / Geas / Glassee / Globe of Invulnerability / Guard and Wards / Invisible Stalker / Legend Lore / Mass Suggestion / Mirage Arcana / Mislead / Monster Summoning IV / Move Earth / Otiluke’s Freezing Sphere / Part Water / Permanent Illusion / Programed Illusion / Project Image / Reincarnation / Repulsion / Shades / Stone to Flesh / Tenser’s Transformation / True Seeing / Transmute Water to Dust / Veil
Lvl 7: Prismatic Spray
SPELLS MEMORIZED BARD
Level 1: Burning Hands / Magic Missile x2
Level 2: Invisibility / Mirror Image / Melf’s Acid Arrow
Level 3: Fly / Lighting Bolt / Dispel Magic
Level 4: Improved Invisibility / Polymorph Self
Level 5: Teleport
SPELLS MEMORIZED RANGER
Level 1: Cure Light / Endure Cold-Heat / Sanctuary
Level 2: Aid / Flame Blade
Level 3: Cure Moderate / Prayer
WEAPONS
Long Sword +3 SM/Med:1d8+4 LG:1d12+4 #ATKS: 2
Dagger +3 SM/Med:1d4+4 LG:1d3+4 #ATKS: 2
Quarter Staff of Shielding +2 SM/Med:1d6+3 LG:1d6+3
(When used in the left hand it acts as a shield (+2) two weapon fighting style is not required to use this ability of the staff, but if staff is used as a second weapon when fighting two weapon style wielder incurs loss of shield benefit. When used as a weapon by itself with both hands it is a staff (+2) )
Long Bow +3
Quiver 24 Flight arrows (+2) 1d6+2 Damage
EQUIPMENT
IN BACKPACK
Bandages
Blanket; old, smelly, very dirty
Book; small story book, short works and poems
Book; cover, back, and only about 4 pages of a holy book, Deity name faded and unreadable
Spellbook
Candle, Small
Common Robe Tattered (green)
Dry Rations ¾ day; Maggot can make this last 3 days if need be
Dried Herbs ½ lb (24 feedings) used in cooking and lends some healing 1d4 over night.
Flask used for Holy Water, half full
Flint/Steel
Fishing kit
Holy Item
Honey Leather; about 3ft x 6ft used as a bedroll or cover in the event of inclement weather.
Map or Scroll Case: Containing scribbling of past deeds, adventures. Scroll case very closely guarded. Contents unknown.
Paper / Parchment 3 (found in scroll case)
Quill 1; wore and almost unusable (In scroll Case)
Writing Ink (per vial); the vial is empty and what is left is harden and unusable. If ink is added the harden ink will become usable again.
Oil (lamp per flask) x1
Rope Hemp 20ft left
Sewing Kit needle with a spool of thread pulled off of other garments
Spell Components
Weapon Kit; Cloth, Oil, Whetstone
ITEMS WORN
Ring of Wizardry (Doubles all 3rd Level Spells)
Ring Protection +2
Earring of Summoning / Magnetism: [Cannot be removed unless wearer dies]
Acts as a Ring of summoning Valkyries
(Can use the ring to summon a Valkyrie to fight for him but it only has three charges. Once all charges have been used this function of the ring is lost.)
Acts as a Ring of Animal Magnetism
(Allows communication with all animals as if wearer had an 18 charisma. Wearer can Speak with Animals at will, though the ring does not allow the wearer to charm animals in any manner unless already having that ability as a class feature. Only true animals { mammals, marsupials, birds, fish, amphibians and reptiles} may be spoken to in this manner all magical or magic using creatures aka, “monsters”, are not affected. The wearer may try to convince animals to work or fight for him and reaction is checked at +2 as if they were randomly encountered humans.)
Belt. Made of a strand of rope and leather
Boots of Striding
Breeches. Tattered and torn
Pouch. (Belt)
Potion Extra Healing (Stored in Pouch)
Chalk (black) (pouch and wrapped in cloth). More like a lump of coal
String, bit of 5ft (pouch)
Shirt White; at one time was very nice
Musical Instrument; several small wooden or bone flutes stung around his neck
Signet Broach (family crest keeps it under a flap of his cloak, can be seen at times but not at all times.)
ITEMS CARRIED
Lute of Charming (On back, strapped to backpack)
When played by a person proficient in Lute the player of the Lute can cast one Suggestion spell each turn of playing. However on a die roll of 20 the person has played so poorly to instead enrage everyone that hears)
Potion Extra Healing
Potion Extra-Healing (3 Doses)
SPENDING MONEY
643 Gold Pieces
APPEARANCE
Before the world stands a Half-Elf of middle age. The lack of lines on the Half-Elf’s face said he was of middle age for a Half-Elf. His eyes, hair, and facial hair said other wise. You see Half-Elves have no facial hair unless they are of many years and close to death, yet this young looking half-elf had a few days growth on his face. Only on his upper lip and chin could this hair be seen. His hair seemed to have streaks in it that when the sun caught just right looked to be faded with age. His eyes looked to be old. Not tired old but full of wisdom old. Oh and there is the walking stick he now used to lean upon. A Long bow of antique fashion and a matching quiver of arrows where sitting awkwardly on his back. The hilt of a sword could be seen peaking out from the left side of his cloak, telling all he was right handed. The dagger that he was wielding with his left hand from before could not be seen. All his weapons looked to be in well kept state unlike the rest of him.
Posted on 2011-11-07 at 07:30:14.
Edited on 2013-05-23 at 20:15:24 by Tann'Talas
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
All character EXP Updated
07/02/12
Posted on 2012-08-03 at 00:39:39.
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
Thread Updated
5/14/13
Posted on 2013-05-22 at 03:44:28.
Edited on 2013-05-22 at 03:44:45 by Tann'Talas
|
Tann'Talas Trilogy Master Karma: 138/98 3852 Posts
|
EXP ADDED
5/23/13
Posted on 2013-05-23 at 20:16:20.
|
| |
|
Jump to:
1
View/Edit Your Profile | Staff List | Contact Us
Use of the RDINN forums or chatrooms constitutes agreement with our Terms of Service.You must enable cookies and javascript to use all features of this site.
|
|