All Characters will be posted here and updated as needed. DO NOT POST HERE I POST ALL UPDATES.
FOR QUICK REFERANCE Current Active Players: 6 Current Inactive Players: 0 Current NPC's: 1 Total Characters: 7
ACTIVE NPC's Valene / Halfling Female / Thief/Cleric
ACTIVE CHARACTERS Arandur / Elf Male / Ranger / Played by dragon-soul92 Lord Cor / Dwarf Male / Knight Cleric /Played by Keeper of Dragons Lothor / Human Male / Fighter /Played by Nomad D2 Rayden / Elf Female / Ranger/Cleric / Played by SilentOne Sirene / Elf Female / Druid/Mage /Played by Nimu Ulthok / Halfling Male / Thief/Mage /Played by Odyson
MAIN PARTY HIT POINTS Arandur 80 / Lord Cor: 82 / Lothor: 100 / Rayden 76 / Sirene: 72 / Ulthok: 65 / Valene: 63 /
COMBAT HIT POINTS:76 Base THACO: 8 Melee: 7 Missile: 5
ARMOR CLASS: -1 Armor Worn: +3 Leather Armor of Arvoreen (Allows wearer to cast any Cure Serious Wound spell on himself or another twice per day. inlaid with Elvin Mythril granting 20% damage reduction.) Cloak of Elvenkind Boots of Speed WEAPON PROFICIENCES Rapiar Long Dagger NON-WEAPON PROFICIENCES Alertness Bowyer/Fletcher Camouflage Direction Sense Distance Sense Endurance Set Snares Tracking*
NATIVE LANGUAGES Common Elvin Gnoll
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.(+4 Bonus) Limited Animal Empathy Gains priest spells of the Animal and Plant sphere's (at 9th LvL) KIT: Pathfinder SPECIAL BENEFITS: The first two benefits, trail sense and overland guiding, apply only when the Pathfinder leads the party. At least 20 feet must separate the Pathfinder from the rest of the party; the proximity of others distracts the Pathfinder, making him unable to take advantage of these benefits.
Trail Sense: The Pathfinder's chance of getting lost in any outdoor land setting is reduced by 10%. Furthermore, his base chance of getting lost in his primary terrain (i.e. the Surroundings column of Table 81 in the DUNGEON MASTER Guide) will not exceed 20%. This is not cumulative with other benefits, such as the one for the direction sense proficiency.
Overland Guiding: A Pathfinder is able to find the optimum trail through rough terrain, increasing the party's movement rate when traversing long distances. To determine terrain costs for overland movement when a Pathfinder leads the party, use Table 49 in this book in place of Table 74 in Chapter 14 of the DUNGEON MASTER Guide. The movement costs indicate points of movement spent per mile of travel; when moving through the various terrain types, subtract the points from the total movement available to the party for that day. (Note that less rugged terrain types are relatively unaffected, as the optimum paths are usually obvious, even without the help of a Pathfinder.)
Marksmanship: Owing to his steady hand and acute vision, the Pathfinder has a +1 bonus to the attacks made with a favorite missile weapon. It must be one in which he has proficiency and selected as a weapon of choice.
Recognize Trail Hazard. (90%) By observing subtle changes in the terrain, the Pathfinder is able to recognize natural hazards, enabling him and his companions to avoid them. Typical hazards include quicksand, sinkholes, slippery slopes, and thin ice. A Pathfinder has no special ability to recognize man-made hazards, such as pit traps or dangerous bridges, nor does he have any special talent for anticipating encounters with hostile natives or animals. A Pathfinder's chance of recognizing a hazard is 10% per experience level; to a maximum chance of 90% at ninth level. If the DM determines that the Pathfinder is approaching an area containing a natural hazard, he secretly rolls percentile dice. If the roll is equal to or less than the Pathfinder's chance, the Pathfinder recognizes a potential hazard. (Optionally, the DM might only describe an unusual aspect of the terrain and let the Pathfinder come to his own conclusions. For example, if the Pathfinder is approaching a pool of quicksand, the DM might say that the ground feels exceptionally spongy. If the Pathfinder nears a patch of thin ice, the DM might point out that the ice ahead is discolored and laced with tiny cracks).
SPECIAL HINDERANCE: By moving ahead of the party, the Pathfinder places himself in a position of risk. Separated from his companions, the Pathfinder is more likely to be the victim of enemy attacks. He runs a greater risk of drawing fire from snipers, and is more susceptible to ambushes from hostile creatures. If he fails to recognize a hazard, he'll probably be the first to become a victim.
Terrain Costs for Pathfinders
TERRIAN TYPEMOVEMENT COST Barren, wasteland 1 Clear, farmland 1/2 Desert, rocky 1 Desert, sand 2 Forest, light 1 Forest, medium 2 Forest, heavy 3 Glacier 1 Hills, rolling 1 Hills, steep (foothills) 3 Jungle, medium 4 Jungle, heavy 6 Marsh, swamp 6 Moor 3 Mountains, low 3 Mountains, medium 4 Mountains, high 6 Plains, grassland 1 Scrub, brushland 1 Tundra 2
WEAPONS +3 Rapiar of Arvoreen (In combat wielder gains +3 to strength. Adds +2 to hit vs. Creatures over 6’ feet. Does triple damage when wielder is under 20 hit points. Attuned to a single enemy chosen by wielder. When struck enemy must save vs. Death Magic or die. Sm/Med: 1d6+3 / LG: 1d6+3 #ATKS: 2) +2 Rapiar of Stunning (Stuns any living creature hit for damage for 1d4 rounds (Save vs. spell to negate) Sm/Med: 1d6+2 / LG: 1d6+2 #ATKS: 1) +3 Composite Longbow (Dragon Wing) w/60 +2 Arrows Sm/Med: 1d6+2 / LG: 1d6+2 #ATKS: 2 +2 Dagger (Dragon Fang) Sm/Med: 1d4+2 / LG:1d3+2 #ATKS:2
EQUIPMENT Backpack Fletcher’s blade Wine/waterskin Trail rations (10 days) Efficient Quiver*Arrows (60) Rope, silk (50 ft) Whetstone Camouflage kit Tinderbox (waterproofed) Bedroll Oil, 2 flasks Mirror, small, metal Grappling Potion of Extra Healing (2) Bracers of Archery ITEMS WORN +3 Leather armor of Arvoreen Cloak of Elvenkind Boots of Speed Bracers of Archery Amulet of Life Protection
SPENDING MONEY 100 Gold Pieces 100 Silver Pieces
Physical Description: Long white-blonde hair that falls to just past his elbows when not tied back, but is almost always tied back in a band of elven silk. Green leather armour inlaid with Elvin chain. Sapphire blue eyes. Scar running down the right side of his neck from fighting a rabid bear. 6'2'' tall. Eyes are slanted and cat-like in shape. Wears a bracelet which is elven silver and crafted to resemble a band of intertwining leaves to express his love of nature. Wears bearskin gloves which he made from the rabid black bear he had killed that scarred his neck. Despite wearing gloves, he still wears rings: one of them is made of the same silver as his bracelet and is a leaf with an emerald embedded in the centre, another is again elven silver and has a diamond with an elven glyph carved into its face, the final ring is the exception for it is gold and has a ruby with a dragon coiled around it. The meaning of his rings are a mystery to anyone but him... He wears a green leather belt embroidered with silver thread depicting leaves and elven glyphs, the buckle elven silver and forged into a wolf's head. His leather armour that he wears over his mythril is also embroidered with silver thread and shows a dragon, wings flared and rearing.
Personality: Arandor can seem rather introverted due to the fact that he prefers the company of animals and plants as opposed to humans and even, to some extent, other elves. He is polite, well spoken and helpful, however, so you can approach him if you have a problem. He is very mysterious, only revealing his past to those he truly trusts and because, as has been said, he is introverted, he hardly trusts anyone deeply so therefore his past has only been uttered to very few-elves and humans alike. His heart is just and true, always striving to assist other good hearted creatures as best he can and defend nature and all its creatures with all the power he possesses. He has a great empathy towards both plants and animals and as such is well attuned to their habbits and actions. He is also very well versed in flora and can detect at a mere glance what can heal and what can harm. He is also an excellent cook which is handy for long hours on the road. Despite his introverted personality, however, when angered and provoked he can turn into a blood rage that gives his mind but one purpose: to vanquish his enemies no matter the hurt to himself. While this single-mindded determination has served him well on some occasions, it can also endanger him for he can turn rather reckless and can abandon defence when it is needed. Background: ???
Posted on 2006-09-03 at 16:38:14.
Edited on 2019-02-27 at 23:53:32 by TannTalas
COMBATHIT POINTS:82 Base THACO:12 Melee:7 battle axe / 8 mace / 9 all others. Missile:11.
ARMOR CLASS: -6 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 Ring of Deathly Night (Dull gray metal ring with a whitish bat like motif etched into an onyx gem. Grants the following abilities: Acts as a Ring of Protection +4 While wearing it bearer need never eat or breath. Grants 20 hit points to wearers total for 2 turns (20rds) twice per day. These hit points are lost first when taking damage in combat.(1) Wearer can cast Burning Hands at 16th LvL 2x per day (2) Wearer can cast Magic Missile at 16th lvl 3x times a day (3)
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 throws 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. Major Sphere's of Magic: All / Astral / Charm / Combat / Creation / Divination / Guardian / Necromantic / Protection / Summoning / Sun. Minor Sphere's of Magic: Elemental KIT: Knight Cleric Special Benefits Knight Cleric: Just like a Nobleman Priest he starts with more gold than other priests. Gains the Ability to Specialize in one Blunt Type weapon The Nobleman Priest/Knight Cleric 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). +2 bonus to all saving throws. Immune to all forms of disease. 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* Zombie: D* Ghoul or 2 HD: D* Shadow or 3-4 HD: D Wight or 5 HD: D Ghast: D Wraith or 6 HD: D Mummy or 7 HD: T Specter or 8 HD: 4 Vampire or 9 HD: 7 Ghost or 10 HD: 10 Lich or 11 HD: 13 Special**: 16
#SPELLS ABLE TO PRAY FOR LvL1st: 8 2nd: 8 3rd: 7 4th: 7 5th: 4 6th: 2 7th 1
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. Staff of Curing (13 Charges Remaining)
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. Sealing/Candle wax. Torch x2. Wineskin. Writing Ink(per vail)x2. Scroll of 5 Priest Spells:Magic Stone / Wyvern Watch / Death’s Door / Spike Stones / Air Wall ITEMS WORN Dwarven Plate Mail +2 Helmet of Walls Gauntlets of Ogre Power. Ring of Deathly Night Signet ring (personal crest)(non-magical). Belt. Buckle. Boots riding Breeches. Common Robe. Doublet. Pouch. ITEMS CARRIED Potion of Flying (pouch) Potion of ESP (pouch) Potion of Rest (pouch) Metal Mirror SM.(pouch). *Bag of Holding (Hold up to 1000pds) ((*wrapped in cloth inside bag *Bone from inside Advisors left leg: *+5 Meat Cleaver of Wounding *+5 Holy Avenger *Robe of Cancellation *Dagger of Increased Venom II *Tome of Necronomicon Ex-Mortis *Tome of Immoral Sanity *Tome of Naturom Demonto *+4 sword no other powers. *3 bags of gold *Bagpipes of Shattering *Potion of Alternate Profession)) ------------- 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
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.In order to insure he stands out as a war priest he dons no armor but instead trusts in his faith to see him through battle. He is not overly impressive looking figure and many paladins have underestimated him and some even probably 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 2006-09-04 at 15:10:31.
Edited on 2019-02-18 at 12:29:57 by TannTalas
COMBAT HIT POINTS:95 Base THACO: 8 Melee: 6 Missile: 9
ARMOR CLASS: -1 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. Rabbit’s Foot of Luck:When worn this chain passively gives the wearer 40% resistance to fear, help’s calm wearer in times of stress and gives +1 to all rolls involving luck. The wearer need not know the chains full magic potential for these abilities to function. However once chain is identified the true nature of it’s magic becomes known and the command word revealed. When commanded once per combat all wearer’s actions in the next consecutive combat round succeed no matter the actions in question. This ability uses 1 charge and is not rechargeable. At present has 12 charges, once all charges are used Rabbit’s Foot turns to dust.
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 Greatsword of Wounding +3 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. Axe of Hurling +1 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. +3 Ivory & Gold/Silver Longbow “Andurile’s Blood”(turns any arrow fired from it into a green bolt of pure energy that affects all creatures doing 1d12+3 per arrow in addition to 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 (o) 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.) +5 Dagger Sm/Med: 1d4+8/ LG: 1d3+8 #ATKS: 2/1 +3 Daggers x2 Sm/Med: 1d4+6 / LG: 1d3+6 #ATKS: 2/1 Quiver of Ehlonna (Holding 100 Arrows)
EQUIPMENT IN BACKPACK Lantern 4 flasks of oil torches (4) Grappling hook iron rations Spikes (3) Steel Mirror rope 50' silk Tinderbox Flint & Steel Ring of The EarAllows wearer to increase or decrease his/her lvl of hearing to be able to hear a toothpick drop behind thick doors or walls. To hearing nothing leaving him immune to all sound based spells.Potions of Basilisk’s Blood x2 Can be used in 2 ways. When brushed on any non-stone object will turn object to stone permanently. When thrown as a missile, on a successful hit will turn creature or object to stone, Creatures gain a saving throw, objects do not. Contains 4 doses.) ITEMS WORN +2 Plate mail of Noble Command Helm of Comprehending Languages and Magic Ioun Stone (deep purple) =Allows Infravision as Elf (60') Girdle of Hill Giant Strength (Gives 19 Strength Ring of Regeneration Ring of Free Action Boots of Striding and Springing ITEMS CARRIED Potions Extra-Healing x3 Keoghtom's Ointment (doses x5)
SPENDING MONEY 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 2006-09-06 at 22:34:37.
Edited on 2019-02-18 at 12:31:59 by TannTalas
ANIMAL COMPANIONS Mount: Pinto Mare AC:10 HP:15 Young Black Bear (Brutus) AC:7 HP:25 #ATKS:3 Claw:1d3 / Claw:1d3 / Bite:1d6
COMBAT HIT POINTS:76 Base THACO: 11 Melee: 7 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). Boots of Quickness (Act as Boots of Speed but give +3 to AC instead of +2)
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.
TURNING UNDEAD Skeleton or 1 HD: D* Zombie: D* Ghoul or 2 HD: D* Shadow or 3-4 HD: D* Wight or 5 HD: D Ghast: D Wraith or 6 HD: T Mummy or 7 HD: T Specter or 8 HD: 4 Vampire or 9 HD: 7 Ghost or 10 HD: 10 Lich or 11 HD: 13 Special**: 16
WEAPONS Sun Blade +2/+4 SM/Med:1d8+8 /LG:1d12+8 #ATKS:5/2 (left Hip) (Against Undead creatures, is +4. Blade has a special sunray power. Once/day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword-wielder, spreading outward at 5 feet per round for 10 rounds thereafter, creating a globe of light with a 60-foot radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely. All sun blades are of good alignment) +3 Longbow Quiver of Ehlonna (Holding 100 Arrows) Arrows 50 Flight 1d6+1/1d6+1 #ATKS:2 (Long Range) Arrows 50 Sheaf 1d8+1/1d8+1 #ATKS:2 (Short Ranged) +2 Dagger Sm/Med: 1d4+2 / LG:1d3+2 #ATKS: 2
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 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 Potion of Hill Giant Strength Potion of Animal Control ITEMS WORN +3 Studded Leather of Immunity Ring of Animal Communication Ring of Protection +3 (To Saves Only) Bracers of Archery, Cloak of Elvenkind Boots of Elvenkind ITEMS CARRIED Potion of Extra Healing x4 Potion of Hill Giant Strength Potion of Animal Control SPENDING MONEY 100 Gold Pieces 100 Silver Pieces
Posted on 2008-01-24 at 05:09:51.
Edited on 2019-02-18 at 12:29:17 by TannTalas
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.) Boots of Elvin Kind 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 in 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
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
DIVINE SPELLS MEMORIZED LVL 1: Animal Friendship / Bless / Cure Light Wounds x9 / Detect Evil / Detect Poison / Detect Snares and Pits / Entangle / Faerie Fire LvL 2: Augury / Barkskin / Detect Charm / Dust Devil / Flame Blade / Heat Metal x2 / Know Alignment / Messenger / Obscurement / Produce Flame x2 / Speak with Animals / Warp Wood LvL 3 Call Lightning / Continual Light / Cure Moderate Wounds x3 / Locate Object / Meld Into Stone / Plant Growth / Protection From Fire / Pyrotechnics / Stone Shape / Summon Insects LvL 4: Control Temperature x6 LvL 5:-2 Insect Plague / Wall of Fire LvL 6:-3 Stone Tell
WEAPONS +2 Scimitar Sm/Med: LG: +2 Dagger Sm/Med: 1d4+2 / LG: 1d3+2 40 +3 bullets SM/Med:1d4+4 / LG:1d6+4 Druid Staff of Striking and Curing(Staff can be used to cure disease, cure blindness, cure wounds (3d6+3 hit points), or cure insanity once per day on any person (Dwarf, Elf, Gnome, Half-Elf, Halfling included), no function may be employed more than twice per day (i.e., the staff can function only eight times during a 24-hour period). This staff also acts as a staff of striking, the equivalent of a +3 magical weapon. (If the weapon vs. armor type adjustment is used, the staff of striking is treated as the most favorable weapon type vs. any armor.) It causes 1d6+3 points of damage when a hit is scored. This expends a charge. If two charges are expended, bonus damage is doubled (1d6+6); if three charges are expended, bonus damage is tripled (1d6+9). No more than three charges can be expended per strike. The staff can be recharged. Staff of Fury :(This Staff is used in conjunction with a Wizards normal arsenal of spells. While holding the staff all damage attack spells (Fireball, Lighting Bolt, Magic Missile etc) Gain an extra +1 die of damage. This costs one charge. The staff can also be used defensively blocking up to four successful attacks each turn (1 turn equals 10 rounds combat) be it a melee weapon or spell. Can only do attack or defense never both at same time. Costs 2 charges. Staff currently has 29 charges remaining 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 Staff of the Woodlands +2 Wand of Lightining (35 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) Ring of Emotionless Action (Wearer becomes totally without emotions allowing him/Her to commit any action good or evil without regret, sadness, empathy or the like. Ring also grants the following powers: Regenerates 6 hits points per rd and restores missing body parts, excluding head, in 1d4 days) Potions of Fire Resistance x2 Potions of Extra Healing x4 Potion of Flying x2 ITEMS WORN Holy Symbol Wood, Stone, and Ceramic Beaded Jewelry Undergarments Linen Tunic Woolen Breeches (Indigo) Riding Boots (Dark Grey) Woolen Cloak (Indigo) Girdle of Many Pouches Ring of Protection + 2 Ring of Elemental Command (Air) Robe of the Archmagi ITEMS CARRIED Scimitar + 2 w/ scabbard (at side) Dagger + 2 w/ scabbard (at side) Druid Staff of Striking and Curing Staff of Fury Sling With 40 +3 bullets Wand of Lightning Pearl of Sirines
BACKGROUND Take care not to wander too deep into the forest, else you lose yourself in another place. In the deepest piece of the wild, at twilight, if you take another step you will find Faerie and you will never find your way out…
The people of Faerie may have been forgotten, but they yet remain. Deep within E’Loth Lo’Rian, lies the path to Faerie. There the ancient elves make their home. These copper skinned people remained within the starlight shadows rather than seek the sun.It is here that Siréne Ta’alah trod the spiral paths of the Old Religion. The youngest child of an ancient line, the fey girl served the will of the Great Goddess from her earliest days. Her mothers mother was Mnemosyne, the voice of the Goddess. From this Faerie Queen, Siréne learned the mysteries. She was the mirror image of her grandmother, reflecting not only the Faerie Queen's visage but also her command of the mysteries and favor of the Goddess. When Siréne swore her final oaths to the Old Religion, it was was Mnemosyne herself that etched the mark of the Goddess onto her skin. She was named heir to the Faerie Queen, a mantle she would never wear. Mnemosyne was eternal. For untold centuries, Siréne joined the Spiral Dance. She walked softly on the earth and danced beneath the stars. Her life was bound to the mysteries and to magic, for the Goddess was the Mysteries, and the Goddess was the Magic.Then it all changed. The Sight came to her unbidden. Dark visions haunted her, calling her toward the world of men. Siréne followed. At midsummer, just as twilight became night, the faerie passed through the veil and took her first steps onto mortal soil. If the Goddess had a voice, then she must also have a hand.Siréne has wandered the world of men for many lifetimes. Lovers taken have grown old and died, and yet she remains unchanged. Among men, she has sat with noble and peasant alike, pulling strings to ensure that the Old Ways remained. 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 Goddess would be done.
APPEARANCE Sirène is graced with an unearthly beauty, remarkable even by the standards of E’Loth Lo’rian. A mane of long, raven hair, flows in loose, spiral curls over pointed ears. Her almond shaped, nocturnal eyes burn with a brilliant, incandescent light in aquamarine and violet hues. High cheekbones narrow to dark, lush lips. Siréne is ageless, with smooth copper skin in a darker hue than elves outside of Faerie. Intricate, esoteric tattoos adorn the contours of her body. An iridescent tattoo runs in a blue line vertically up the middle of her forehead. This tattoo is complemented by a series of 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 Faerie, she wears diaphanous gowns made from finely woven linens, silks, or wools, or nothing at all when in prayer. On her travels, she is clad in a silver dress of layered gossamer. It is adorned with ceramic, stone, and wooden fastenings along the narrow, fitted bodice and slender bell sleeves, which fall just below her wrists. The skirt of the dress reaches to her lower calves, it splits at the waist to reveal form-fitting riding breeches of indigo dyed wool tucked into soft, grey boots. During colder weather, she often wears a hooded cloak, woven of wools dyed with many shades of indigo. Siréne wears a few simple pieces of jewelry: a single, intricate pearl-earring, a silver necklace displaying two clasped hands, aged wooden cuffs around each wrist, and a silver ring on each hand.
Posted on 2009-07-20 at 19:13:21.
Edited on 2019-03-11 at 19:38:32 by TannTalas
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: 856,250 / 856,250 NEXT LEVEL: 880,000 / 1.125,000
STR: 17 To Hit:+1 Damage:+1 MXP:220lbs WGT:85lbs BB/LG:13% OPDRS:10. DEX: 19 React Adj:+3 Missile Adj:+3 Defensive Adj:-4. CON: 15 HP Adj:+1 System Shock:90% Resurrection Survival:94%. 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 COMBATHIT 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: 32 #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
SPELLBOOKLvl 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 1st LvL: Burning Hands x2 / Enlarge / Feather Fall / Magic Missile x3 / Shocking Grasp / Shield 2ndLvL: ESP / Flaming Sphere / Fog Cloud / Invisibility / Levitate x2 / Mirror Image / Ray of Enfeeblement / Web 3rd:LvL: -2 Dispel Magic / Fireball / Flame Arrow / Fly / Lighting Bolt / Vampiric Touch 4th LvL: Charm Monster / Phantasmal Killer / Polymorph Self / Wall of Fire 5th LvL: Hold Monster / Pass Wall / Teleport / Wall of Stone / 6th LvL: Disintrgrate
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 1 Throwing Daggers SM/Med:1d4+1 LG:1d3+1 #ATKS: 2/1 8 +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) 40 Sling Bullets SM/Med:1d4+2 LG:1d6+2. EQUIPMENTIN 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 Parchment Paper x5. Candles x4. Silver Mirror. Wineskin. Scroll Cases x4. Iron Rations x2 wk Pouch of Storage: Acts like a Bag of Holding 1000 pounds.(* wrapped in cloth inside) *Potions Extra Healing x3 *Potion of Fire Resistance *Potions Levitation x2 *Potions of Clairaudience x3 *Potion of Master Thievery *Potion of Treasure Finding *Potion of Mage Wine *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 *Anklets of Walking *Necklace of Superior Curing *Wand of Animation *Pin of Vampiric Energy Drain *Ring of Beauty *Fork of Never-ending Food *A set of Bone & Marble Dice of Wagering *Scroll of Tattoo ITEMS WORN Cloak Elvinkind Ring Of Wizardry (doubles 1st and 2nd and 3rd lvl spells) Ring of Invisibility Gauntlets of Ogre Power Boots of Striding and Springing. Amulet of Life Protection. Belt. Standard Clothing. ITEMS CARRIED Wand of Illumination (91 Charges remaining) Wand of Frost (Charges Remaining: 87) Slippers of Spider Climbing Spell pouch(on belt) Waterskin.(hip). Oil Flasks x2(belt pouch). Quiver (12 sheath / 16 Flight) SPENDING MONEY 12 Gold Pieces 450 Platinum Pieces 3 diamonds (1,000 Gold each) Blue Sapphire (5,000gp) (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 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)(Magical Familiar) RACE Faerie Dragon GENDER: Female LEVEL: Mage LvL 12 / ALIGNMENT: Chaotic Good / ARMOR CLASS: 5 (3 with band 1 when invisible) 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.
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
MAGE SPELLS ALLOWED PER LvL 1st LvL: 4 / 2nd LvL: 4 / 3rd LvL: 4 / 4th LvL: 4 / 5th LvL: 4 / 6th LvL: 1 Spells Readied 1st Lvl: Grease / Feather Fall /. Enlarge / Protection from Evil 2nd Lvl: Blindness / Levitate / Web / Tasha’s Uncontrollable Hidious Laughter 3rd Lvl: Suggestion / Fly / Hold Person / Wind Wall 4th Lvl: Confusion / Fumble / Solid Fog / Polymorph Other 5th Lvl: Chaos / Feeblemind / Transmute Rock to Mud / Wall of Force 6th Lvl: Mass Suggestion
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 2011-07-16 at 20:44:31.
Edited on 2019-03-11 at 20:28:19 by TannTalas
COMBAT HIT POINTS:60 Base THACO: 14 Melee: 11 Missile: 10
ARMOR CLASS: -4 ARMOR WORN: +3 Elvin Chain mail Boots of Speed
WEAPON PROFICIENCIES Longsword Short Sword Footmans Mace Dagger Sling Short Bow Crossbow NON-WEAPON PROFICIENCIES Ancient History Cobbling Cooking Fire building Gaming Riding Land Based Reading/Writing Tight Rope Walking Tumbling Spellcraft NATIVE LANGUAGES Common. Elf. Dwarf. Giant.(Hill/Mountain) Halfling
RACIAL ABILITIES (Halfling) 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: (Cleric) Has access to all spell spheres Clerical. Turn Undead. May use magical items per class.
SPELLS PRAYED FOR Level 1: Cure Light Wounds x5 / Fearie Fire / Sanctuary / Entangle Level 2: Barkskin / Hold Person / Warp Wood / Charm Person / Obscurement / Silence 15' radius / Slow Poison / Spiritual Hammer Level 3: Cure Moderate Wounds x2 / Cure Disease / Dispel Magic / Prayer / Remove Paralysis / Speak with Dead Level 4: Cure Serious Wounds x2 / Neutralize Poison x2 / Produce Fire Level 5:Cure Critical Wounds / Flame Strike / Raise Dead x2 Level 6: Conjure Fire Elemental / Heal
TURNING UNDEAD Skeleton or 1 HD: D* Zombie: D* Ghoul or 2 HD: D* Shadow or 3-4 HD: D Wight or 5 HD: D Ghast: T Wraith or 6 HD: T Mummy or 7 HD: 4 Specter or 8 HD: 7 Vampire or 9 HD: 10 Ghost or 10 HD: 13 Lich or 11 HD: 16 Special**: 19
WEAPONS +3 Short Sword Of Combat Dancing SM/Med: 1d6+4 LG: 1d8+4 ATKS:3/2 (After four rounds of melee its wielder can opt to allow the sword to "dance." Dancing consists of loosing the sword on any round after the fourth round of melee. The sword then fights on its own at the same level of experience as its wielder. On the first round of Dancing the sword is +1, on the second +2, on the third and fourth +3. On the fifth round the sword returns to its wielder, who must hold it and use it in melee for another four rounds before it can dance again in addition if used by a Cleric or Mage doubles all 4th and 5th LvL spells) +2 Lt Hand Crossbow of Speed w/30 +2 Bolts Sm/Med: 1d4+4 LG: 1d4+4 2 +2 Daggers of Throwing Sm/Med: 1d4+2 / LG: 1d3+2 2 +3 Daggers Sm/Med: 1d4+4 / LG: 1d3+4
EQUIPMENT Heward's Handy Haversack 3 Candles 10 sheets of paper (blank) 1 small book Thief's Picks in belt pouch 50' silk rope Bedroll Small Tent Waterskin Wineskin Bedroll w/blanket Boots, low soft worn White silk blouse Blue pantaloons Embroidered Vest ITEMS WORN Hat of Disguise, wide brimmed, w/feather Boots of Speed Belt w/ 2 small pouches ITEMS CARRIED Figurine of Wondrous Power: Onyx Dog: (When commanded, this statuette changes into a creature with the same properties as a war dog, except that it is endowed with Intelligence of 8-10, can communicate in the Common tongue, and has exceptional olfactory and visual abilities. The olfactory power enables the onyx dog to scent the trail of a known creature 100% of the time if the trail is one hour old or less, -10% per hour thereafter. The dog is subject to being thrown off by false trails, breaks, water, and masking or blocking substances or scents. The visual power enables the onyx dog to use 90-foot-range infravision, spotting hidden (such as in shadows) things 80% of the time, normally invisible things 65% of the time, and noting astral, ethereal, and out-of-phase things 50% of the time. An onyx dog can be used for up to six continuous hours, once per week. It obeys only its owner. AC: 6 #ATKS: 1 Damage: 2d4) Potions Extra-Healing x2
SPENDING MONEY None
APPEARANCE Valene does everything in her power to appear like every other Halfling you see. She doesn't want to stick out. When given the choice she wears nondescript clothes and keeps her long dark hair either in a multitude of tiny braids pulled back and held with a leather strap or simply loose, and frequently in her face if she has no other way to obscure herself. She has a perpetual smile since to her life is a big long prank. She claims to have a tattoo though it's not in an obvious area. When she gets the chance she wears a mask of some kind.
BACKGROUND Valene was raised primarily by her mother since her father was a trader and spent most of his time traveling. She had two brothers and several male cousins that were constantly drawing her into their competitions and teasing her saying the reason she usually lost was that she was a girl (and her being much younger had nothing to do with it.) She slipped out of the house at night to go practice skipping stones or practicing with her brother's sling until she was deadly accurate, more so than the boys. Eventually she learned to climb higher and be sneakier, often winning her victories in less than fair ways, but she was willing to claim them anyway. There was no greater joy for her than beating the boys at their own game, even though the daring stunts almost always resulted in punishment for her. These punishments came in the form of nearly endless wife lessons as her mother was determined she would be a proper wife and mother someday. Her mother made sure she knew how to mend clothing, cook a proper meal and tend to a household's daily needs.
When the unexpected death of her mother put her family in a dire situation she stepped up and took over the house, staying oddly cheerful despite being in a situation she hated. She found grinning made things more tolerable than sobbing and a joke instead of a tender word cheered someone up faster. When her father's caravan was taken on the road and they heard news that he would not be coming home she made a grim decision and began using the skills she had learned as a child to defeat her brothers to appropriate the items that were desperately needed for daily life. When both her brothers were finally married off she simply slipped away. Hungry but determined she made her way to a decently large city and was taken in by a group of thieves. They honed her rudimentary skills and introduced her to their patron god. She found that while she was sleeping she dreamed of this god and he pushed her to greater heights of accomplishment. He bolstered her confidence, telling her that no matter how bad a situation it was always just a great prank and eventually she'd get her turn about when she played a prank on someone else. Eventually she devoted herself to the god using her thievery and joyful nature to serve his needs. She goes often willingly faces terrible danger in order to gain the things to cheer others, seeing that creating joy in the world is her job. No matter how much she may dislike a particular person, she sees their happiness as vital to their survival and will do what she can to bolster it. At present she is in a romantic relationship with Ulthok Rydenham a halfling Thief/Mage.
Posted on 2011-11-07 at 07:30:14.
Edited on 2019-03-11 at 14:15:11 by TannTalas