1. Oh hai Guest!

    Welcome to the RPF!

OOC A Tide of Discussion: the d20 ToF OOC thread

Discussion in 'Role Playing Resource' started by Saintheart, Oct 15, 2012.

Moderators: Penguinator, Ramza
  1. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Welcome to the Tide of Flames OOC thread.

    If you want to talk about what's happening in game, rules mechanics, dice rolls, whatever, whatever, then this is the place to do it!

    EDIT: CSes are now all in here, and set to go, so, enjoy yourselves!
    Last edited by Saintheart, Oct 15, 2012
  2. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Corrath Marktos
    Race: Half-elf
    Class: Rogue 10/Swordsage 1
    Hit Dice: 9d6+1 +1d8+1
    HP: 68
    Initiative: +8 = +7 [DEX] +1 [Quick to Act]
    Speed: 30ft (or 6 squares)

    AC: 24 (10 +7 [DEX bonus] +5 [Mithral Shirt +1] +2 [Ring])
    Touch AC: 18
    Flat-Footed AC: 24
    Base Attack: +7/+2
    Grapple: +6
    Attacks:
    - Melee: +6/+1
    - Dagger: +6/+1
    - Rapier (Carduus ex Dei): +16/+11 (+17/+11 when in Shadow Hand stance)
    - Short Sword (Bloodthirst): +14/+9
    - Ranged: +14/+9
    Damage:
    - +2 Keen Shadow Hand Rapier 1d6+9 (15-20/x2+5d6+10) (Carduus Ex Dei) (Dex and +1 to attack rolls added when in Shadow Hand stance)
    - +1 Kukri (In Drop Sheath, with Crystal of Life Drinking affixed) 1d4+8 (18-20/x2+5d6+10) (Bloodthirst) (Dex added when in Shadow Hand stance)
    - Masterwork Shortbow 1d6 (20/x3+5d6+10)
    - Masterwork Dagger 1d4 (19-20/x2+5d6+10)
    NB: All attack rolls rise by +3 if Corrath is reduced to half hitpoints or less.
    Face/Reach: 5x5, 5 ft
    Special Attacks:
    - Sneak Attack +5d6+10 [Craven]
    Special Qualities:
    - Trapfinding
    - Low-Light Vision (racial)
    - Evasion
    - Uncanny Dodge (can’t be caught flatfooted)
    - Can sneak attack corporeal undead
    - Improved Uncanny Dodge (can’t be flanked)
    - Quick to Act: +1 to initiative
    - Discipline Focus (Diamond Mind): treated as having Weapon Focus for all Diamond Mind weapons (spec.: rapier)
    - Crippling Strike: When an opponent is sneak attacked, damage includes 2 STR damage.
    Saves:
    - Fortitude: 15 = +3 [Base] +1 [CON] +1 [Vest]
    - Reflex: 15 = +9 [Base] +7 [DEX] +1 [Vest] -2 [Craven]
    - Will: 16 = +5 [Base] +0 [WIS] +1 [Vest]
    NB Saves vs. fear rise by +3 (Morale bonus) if Corrath is at half hitpoints or less.

    Abilities:
    - Str 10(+0), Dex 25(+7), Con 13(+1), Int 16(+3), Wis 10(+0),Cha 13(+1)

    Skills:
    Acrobatics +21 = 11 + 3 [Level +3] +7 [Dex]
    Diplomacy +17 = 10 + 3 [Level +3] +1 [Cha] +2 [Synergy from Deception]
    Disable Device +19 = 10 + 3 [Level +3] +3 [Int] +2 [Masterwork Thieves’ Tools]
    Deception +15 = 10 + 3 [Level +3] +1 [Cha]
    Stealth +26 = 10 + 3 [Level +3] +7 [Dex] +5 [Cloak of Elvenkind]
    Perception +19 = 10 + 3 [Level +3] +3 [Int] +2 [Scout's Headband]
    Thievery +21 = 10 + 3 [Level +3] +7 [Dex] (And a further +2 on opening lock checks from Masterwork Tools)
    Concentration +16 = 10 + 3 [Level +3] +1[Cha]
    Use Rope +21 = 10 + 3 [Level +3] +7 [Dex]
    Linguistics +16 = 10 + 3 [Level +3] +2 [Int]
    Athletics +14 = 10 + 3 [Level +3] +0 [Str]
    Forgery + 17 = 10 + 3 [Level + 3] +3 [Int]
    Feats:
    --Armor Proficiency (Light): (automatic to rogues)
    --Telling Blow: Add sneak attack damage (+4d6) to every critical hit.
    --Weapon Finesse: use Dex modifier instead of Str for attack rolls
    --Craven: -2 to Reflex Defence, add character level to sneak attack damage
    --Two-Weapon Fighting: penalties for fighting with two weapons are minimised. With a light weapon in the off hand, the penalties are -2/-2.
    --Improved Two-Weapon Fighting: gain an additional attack with the weapon in the off hand, albeit at a -5 penalty.
    --Shadow Blade: When in a Shadow Hand stance and using a light weapon, add Dex to damage
    Maneuvers and Stances
    Known/Readied/Stances: 6/4/1
    -Stance:
    --Assassin's Stance (Shadow Hand, 3) - Gain Sneak Attack +2d6
    -Manoeuvres:
    --Burning Blade (Desert Wind, 1) (swift action) - +1d6+5[initiator level] fire damage on each attack until end of turn
    --Distracting Ember (Desert Wind, 1) (swift action) - Fire elemental appears, flanks enemy until end of turn (and does nothing else)
    --Sapphire Nightmare Blade (Diamond Mind, 1) (standard action) - Attack and make a Concentration* check vs AC. Success: +1d6 dmg and target is flat-footed. Failure: -2 penalty to attack
    --Flashing Sun (Desert Wind, 2) (full-round action) - Gain extra attack at highest bonus, but all attacks have -2 penalty
    --Cloak of Deception (Shadow Hand, 2) (swift action) - Turn invisible until end of turn
    --Shadow Garrotte (Shadow Hand, 3) (standard action) - Ranged touch attack, deals 5d6 damage
    Languages: Chondathan, Common, Elven, Sylvan, Illuskan, Goblin
    Alignment: Chaotic Neutral
    Deity: Erevan Ilsere
    Gender: Female
    Age: 22
    Height: 5'3"
    Weight: 110lbs


    Equipment:
    Magic Items in Body Slots
    Head: Scout's Headband
    Face:
    Throat: Wink Brooch
    Shoulders: Cloak of Elvenkind
    Body: Blueshine Mithral Shirt +1
    Torso: Vest of Resistance +1
    Arms: Bracers of Quickstrike and Drop Sheath
    Hands: Gloves of Dexterity +4
    Ring 1: Ring of Communication
    Ring 2: Ring of Protection +2
    Waist:
    Feet: Boots of Swift Passage
    Weapon Information:
    - +2 Rapier (Carduus ex Dei) (2lb)
    * Least Crystal of Return: Allows Carduus to be drawn as a free action.
    - Sleeve Blade (drops a Masterwork Dagger into the hand. DC 15 to spot, +5 to Sleight of Hand check to conceal its presence)
    * Masterwork Dagger 1d4+1, crit 19-20/x2+3d6(1lb)
    - Bracers of Quickstrike and Drop Sheath (Magical item: (1) drops a light weapon into the wearer's hand on command as a free action, hides weapon from view and (2) allows +1 attack after full attack made in round. Does not stack with other “+1 attack” effects, feats, or spells.)
    * Currently holding Bloodthirst, a +1 Kukri with Least Crystal of Life-Drinking affixed.)
    ** Least Crystal of Life-Drinking: heal 1 hitpoint from each successful hit (maximum of 10 hitpoints healed)
    - Finger Blades
    - Masterwork Shortbow (2lb)
    - Quiver & Arrows x20 (3lb)
    - +1 Short Sword (formerly Bloodthirst)

    Armour and other Clothing Information:
    - Scout's Headband: provides a passive +2 competence bonus to Perception checks. Has 3 charges each day.
    * Spend 1 charge: Gain darkvision out to 60 feet for 1 hour.
    * Spend 2 charges: See invisible creatures and objects (as See Invisibility) for 10 minutes.
    * Spend 3 charges: Gain True Seeing (as the spell) for 1 minute.
    - Blueshine Mithral Shirt +1: Grants +2 to Stealth checks (competence bonus) (10lb)
    * Lesser Armor Crystal of Rubicund Frenzy: +3 morale bonus on weapon damage rolls and saves against fear when its wearer is at half or fewer hitpoints.
    - Cloak of Elvenkind: +5 to Stealth checks (competence bonus) (1lb)
    - Rending Gauntlets: 3/day, if you deal damage to a creature with two weapons, use a swift action to add +2d6 to the second weapon's damage.
    - Gloves of Dexterity +4 (+4 enhancement bonus to DEX)
    - Vest of Resistance +1
    - Ring of Communication
    - Ring of Protection +2 (+2 deflection bonus to AC)
    - Wink Brooch: A small brooch of a smiling gnome's face. +2 on a single Bluff or Diplomacy check made before the end of your turn, 3/day.
    - Belt Pouch
    * Thunderstone x 3
    - Boots of Swift Passage: 5/day, when activated using a move action, teleport 20 feet to a point within line of sight.

    Other Gear, Tools and Equipment:
    - Handy Haversack (5lb)
    * Masterwork Thieves' tools (1lb)
    * Chime of Opening (10/10 charges)
    * Magic Bedroll (5lb)
    * Waterskin (4lb)
    * Rope, silk (5lb)
    * Climber's Kit
    * Spyglass
    * Everburning Torch
    * Flint and steel
    * Candles x5
    * Torch x5 (5lb)
    * Vial of Striped Toadstool Poison
    * 1 x Potion of Cure Light Wounds
    * 1 x Potion of Cure Serious Wounds
    * 1 x Potion of Cure Moderate Wounds (of Tiamat)
    * 1 x Potion of Cure Moderate Wounds
    * 1 x Potion of Cat's Grace
    * 1 x Potion of Flight
    * 1 x Elixir of Sneaking (NB does not stack with Cloak of Elvenkind)
    * Rations x10 (10lb)
    * Rope, silk (5lb)
    * Grappling hook (4lb)
    * Tindertwigs x 20
    * The Deed to Vraath Keep

    Mount:
    Light Horse, "Altair"
    - Military Saddle (30lb)
    - Bit & Bridle (1lb)
    - Saddlebags (8lb)
    Weight: 39lb


    Appearance: Corrath has slightly pointed ears, sharp features, pale skin tinged with blue due to her Moon Elf heritage, and wavy dark brown hair from her human (largely Chondathan) side. Like most elves and half-elves, she has bright green eyes. She's slenderly built and can look rather attractive if she cares to clean up to look the part - useful when conning people.
    Personality: First and foremost, Corrath is an individualist with precious little in the way of scruples. She's quite willing to steal, con or kill if there's something in it for her, although out of prudence she tries to avoid killing people if she can con them - it's a messy solution to a problem - but won't stand for anyone forcing her to do any of those things. Generally speaking, she's equally likely to kill someone for money as she is to steal things because they're pretty or help a friend with a long quest on a whim. She's able to handle herself in both cities and the wilds, although she is most comfortable in an urban environment.

    Biography: Corrath was born in a half-elven enclave in the Silver Marches. Both her parents were from half-elven stock themselves and had her rather young - unfortunately, this resulted in her mother dying in childbirth, for which her father never forgave her. He was an alcoholic, a mean drunk and a lousy parent, and to survive Corrath began to steal: first from him, then later from others. By her early teens she had become a rather accomplished thief and con artist (the wide-eyed innocent look fooled many people, although usually not more than once) and it wasn't long before she left her father's house in Silverymoon to strike out on her own.


    She city-hopped for a while after that, finding work whenever she needed money, but mostly just out for adventure. Then by chance, Corrath was passing through Alqidar's Crossing the night of the Mossgarde Fire. She and seven others banded together to drive off the goblin raiders, and rescued Lissa Mossgarde and her children. The goblins themselves slipped through their grasp - but the experience had forged them into a group, unlikely though it was.


    Time passed. Travelling in a group outdoors proved an instructional experience for the young rogue. Her strength and dexterity improved from practice, and a few more close shaves, particularly nearly dying at the battle of Cadeford, hammered a bit more common sense into her head. That the battle in question also saw the death of Radok Keghammer made it a particularly sobering experience. Corrath had not liked the dwarf very much, but they had been travelling companions for several months and she was surprised to find she missed having him around. Not long after, Simwar Saddlebrook disappeared into the night - perhaps he had been shaken by Radok's death and decided to find a safer group to travel with, or perhaps he simply found a better path to riches.


    Not that the Company didn't come across sufficient riches during their travels. They were soon able to afford the horses they couldn't buy at Alqidar's Crossing; Corrath's mount was a spirited black stallion named Altair. A craftsman in a tiny nondescript shop crafted Corrath's Blueshine Mithral Shirt, a beautiful piece of armour that fit her like a glove and glittered with a blue-black sheen, as if covered in oily liquid sapphire. But her prize possession was a reward from one of their adventures: a razor-edged rapier with a sky blue crystal set in its hilt and the letters "Nox" etched on the blade. The previous owner had done her level best to behead Corrath with it, and subsequently Corrath took a certain amount of vindictive pleasure in claiming it as her own.
    Last edited by Saintheart, Mar 5, 2014
  3. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Ariel Elandinai ("Arrowbreeze")
    Race: Winged Elf (Avariel)
    Class: Fighter 4/Duskblade 7
    Level: 11
    Hit Dice: 4d10+2 + 7d8+2
    HP = 118

    Initiative: +6
    Speed: 30 ft, fly 50ft (6 squares, fly 10 squares) (Good manueverability)

    AC: 24 = 10 +6 [Max Dex Bonus in Mithral Shirt] +5 [mithral shirt +1] +1 [Ring of Protection +1] +2 [Amulet of Natural Armor]
    Touch AC: 17
    Flat-Footed AC: 18

    Base Attack: +11/+6
    Grapple: +13
    Attack/Damage:
    --Dagger +18/+13, 1d4+3 (19-20/x2)
    --Avariel Thundering, Sudden Stunning Courtblade +1 (Sulsalka) +21/+16, 1d10+5 (19-20/x2 +1d8 [sonic], DC 14 Fort save or target is deafened) +1d6 electricity assault (from its Weapon Crystal).
    * Sudden Stunning: 3/day (Cha bonus), take swift action to force a DC 16 Reflex save or target is stunned.
    --Rapier (Morsul) +21/+16, 1d6+3 (18-20/x2)
    --Composite Longbow +19/+14, 1d8+3 (20/×3)
    --Bolas +19/+14, 1d4+3 (20/x2)
    - NB Dive Attack: on charge attack, damage is doubled.
    - NB Diving Charge: on charge attack, damage is +2d6.
    - NB Piercer Cloak: +2d6 damage on charge attack.


    Face/Reach: 5x5, 5 ft
    Special Attacks: Dive Attack, Flyby Attack
    Special Qualities: Elf traits, Keen sight
    Special Abilities:
    --Armored Mage (heavy shield): You can cast spells with a heavy shield without any arcane spell failure chance.
    --Arcane Attunement: You can use the spells dancing lights, detect magic, flare, ghost sound, and read magic at will as spell-like powers.
    --Ability Focus: Spellcraft: +3 to any Spellcraft checks required to cast a spell.
    --Arcane Channelling: May cast a touch-range spell into a weapon (as standard action) to discharge on making a melee attack.
    --Quick Cast: 1/day, may cast a standard action spell as a swift action.
    --Spell Power +2: +2 to attack rolls to overcome spell resistance.

    Saves:
    Fortitude: 22 = +9 [Base] +2 [CON] +1 [Cloak]
    Reflex: 22 = +3 [Base] +8 [DEX] +1 [Cloak]
    Will: 18 = +6 [Base] +2 [WIS] +1 [Cloak]

    Abilities:
    Str 16 (+3), Dex 26 (+8), Con 14 (+2), Int 13 (+1), Wis 15 (+2), Cha 16 (+3)

    Skills:
    Perception +9 = (10 + 3)/2 [Level +3/2] +2 [Wis]
    Stealth +15 = (10 + 3)/2 [Level +3/2] +6 [Dex]
    Heal +11 = (10+3)/2 [Level +3/2] +2 [Wis] +2 [Healer’s Kit]
    Perform (Wind Instruments) +10 = (10 + 3)/2 [Level +3/2] +3 [Cha]
    Sense Motive +13 = 15 + 3 [Level +3] +2 [Wis]

    Feats:
    --Weapon Focus (Light Blades): +1 to attack rolls with light weapons
    --Flyby Attack: may move both before and after making an attack while flying, up to maximum movement allowance.
    --Improved Flight: Maneuverability increases from average to good.
    -- Hover: May hover in place
    --Power Attack: may subtract up to 10 off attack roll and apply to damage roll instead.
    --Weapon Finesse: May apply DEX bonus instead of STR bonus to attack rolls when using light weapons (up to rapier in size.)
    --Fearless: immune to fear effects, including dragonfear.
    --Versatile Spellcaster: may combine two 0-level spells to cast a single 1st level spell.
    --Improved Weapon Familiarity: all elven racial weapons are martial, not exotic.
    --Diving Charge: When dive attacking at least 10 feet moving 30 feet, add +2d6 to damage.

    Spells:
    Level 0: Acid splash, disrupt undead, ray of frost (usable at will).
    Level 1: True Strike, Resist Energy, Ray of Enfeeblement, Shocking Grasp, Chill Touch (7 spells maximum per day.)
    Level 2: Ghoul Touch, Dimension Hop, Touch of Idiocy (5 spells maximum per day).
    NB: Arcane Spell Failure chance: 15%, where shield is worn and spell has a somatic component.
    Languages: Elven, Common, Auran, Draconic
    Alignment: Chaotic Good
    Deity: Aerdrie Faenya
    Gender: Female
    Age: 51 (Young mature)
    Height: 5'11"
    Weight: 110
    Equipment:
    Magic Items and Body Slots
    Head: Hat of Disguise
    Face:
    Throat: Amulet of Natural Armor +2
    Shoulders: Piercer Cloak of Resistance +1
    Body: Mithral Shirt +1
    Torso:
    Arms:
    Hands: Gloves of Dexterity +4
    Ring 1: Ring of Communication
    Ring 2: Ring of Protection +1
    Waist:
    Feet:

    Weapon Information:
    -Sulcabedoo, an Avariel thundering, sudden stunning glasteel rapier +1.
    * Lesser Crystal of Electricity Assault: +1d6 [electricity] damage on each successful hit.
    * Thundering weapon: on a critical hit, add +1d8 [sonic] damage and the target must make a DC 14 Fort save to avoid being permanently deafened.
    * Sudden Stunning: (Cha bonus/day), after a successful melee attack, as a swift action, may force the target to make a Reflex save (DC 10 + half your level + Cha bonus). Failing the save means the target is stunned for 1d4+1 rounds.
    - Composite Bow (+3 strength bonus) 1d8+3 (20/×3)
    - Efficient Quiver
    * 60 arrows
    * 20 bullets
    * Bolas
    * Masterwork Rapier (Morsul)
    * Sling
    * Dagger
    - Battle Net

    Armour and other Clothing Information:
    - Mithral Shirt +1: adds a total of 5 to AC.
    - Hat of Disguise: Allows wearer to disguise herself as the disguise self spell.
    - Ring of Communication
    - Ring of Protection +1: adds +1 deflection bonus to AC
    - Cloak of Piercer Resistance +1: adds +1 to all saving throws, +2d6 on charge attack.
    - Empowered Shardspell (Produce Flame); 3/day, apply feat Empower Spell to Produce Flame spell.

    Other Gear, Tools and Equipment:
    -Handy Haversack:
    *Flint and steel
    *Water/wine skin
    * rope, silk x2 - 100 feet of rope
    * torch
    * spyglass
    * caltrops 2lb bag
    * 3 flasks oil
    * 6 candles
    * 2 torches
    * first aid/healers kit
    * 2 smokesticks
    * Rations
    * Wooden buckler shield. +1 to armor.
    * 1 Soap
    * 5 Piton
    * 1 Ink (1 oz. vial)
    * 1 Inkpen
    * 1 Hammer
    * 1 Grappling hook
    * 1 piece of chalk
    * 1 Twig with Continual Flame cast on it.
    - Scroll Case
    * Resist Energy x4
    * Blank scroll x1
    * Parchment sheet x2
    * Necklace (to be appraised)
    * Filthy silk cloak
    * Universal Solvent
    * Everlasting Rations
    * Replenishing Skin
    * Two manticore spikes
    * 1 of Ozyrrandion's teeth
    * 1 of Ozyrrandion's scales
    * 1 of Varanthian's teeth
    - Magic bedroll
    - Horn of Fog: when blown, creates a mist as Obscuring Mist spell.
    - Horn.
    - 2 x Potion of Cure Light Wounds (of Ilmater)
    - 1 x Potion of Cure Moderate Wounds (of Tiamat)
    - 1 x Potion of Cure Moderate Wounds (of Torm)
    - 1 x Potion of Shield of Faith (of Tiamat)
    - 1 x Elixir of Sneaking

    Background:
    Much has changed in the year that Ariel has spent with the company of folks she found herself with. But still, nothing felt as wonderful, as their first gathering, when they had saved the mother and her children. From Alqidar's Crossing, she had retained a horn, which looked like some kind of dire boar tusk. She had purchased it to sound warnings if necessary, but found she liked the instrument, and began practicing with it, to become a decent player of the thing, and it provided her fond, if not sometimes frustrating memories of her first true campaign.

    Later, after the battle of Cadeford where they had lost the dwarven warrior Keghammer, came something she could barely believe. As she traveled with the others, they came upon a dark forest, it was like places she had heard whispered about in the airie as a child. And there, she had found it. A crystal weapon, of her own people. The others thought it was but a trinket, as it looked delicate, and made of glass, but Ariel recognized it immediately. She wondered what of the Avariel that might have been here before her. The rapier was beautiful, looked as light as a breeze, with gold writing around its crystaline hilt. She softly read the script, 'Saesa omentien lle', and nearly burst out laughing at it's translation. "Pleasure meeting you." Seems the prior owner had a sense of humor. So she came to named her regular rapier, Morsul, The Black Wind, and the crystal one, Sulcabedoo, the Windycliffes to remind her of home. Not long afterwards, the halfling Sadlebrook disappeared from the group.

    As the year wound down its days, they came upon other fabulous treasure, which made it easier for Ariel to carry the few things she now claimed as hers. She honed her archery and rapier skills. She stayed airborne as much as possible, finally claiming the skies as hers, when she received the ability to hover. Yes, she had much to be thankful, and sang praises to the winged mother come end of the year. When she is in WING mode, she tends to use the glass rapier. But if she is using her hat of disguises, and hiding her wings, she uses the other, so as not to stand out. She rather likes the ability to not be the 'BIG BIRD' of the group, only to suddenly appear later, wings in all. It also allowed her to deal more directly with the other elves in the party she was with. For while the other landers were polite, she enjoyed the chance to speak the home tongue to those elves around her. And she was fascinated by the Clerics and Mages, Clerics being quite well looked upon by her people. She love to listen to stories as she traveled as well, watching with a curious eye, as the party changed with the loss and growth of others, and how much their skills had changed, since they had first joined in combat. Other lessons came to her as well, such as why her people wore the belts that they did. After losing her weapons a few times, she quickly decided to adopt the belt system that others of her kind did, tying her rapiers to her belt so that she would not lose them. Also, as she travels, she has done her best to collect the most beautiful or unusual feathers from different creatures as she can, for she knows she will need them soon enough.

    She often takes to the skies at night, to avoid the gawks and stares of the locals when in town, but away from cities, the skies are hers to fly. Her horn, can often be heard in the distance, playing a gentle tune as she floats aloft in the clouds.
    Last edited by Saintheart, Mar 5, 2014
  4. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Skadi (Sa'adi Adim)
    Race: Human (Cali*****)
    Class: Cleric 10 (Variant from the SRD, substitutes Turn Undead for Smite Evil and Aura of Courage as a paladin)
    Hit Dice: 11d8+34
    HP: 124

    Initiative: +1
    Speed: 20 feet (4 squares)

    AC: 25 = 10 +8 armor +2 shield +1 Dex +3 Enhancement +1 Ring
    Touch AC: 11
    Flat-Footed AC: 19

    Base Attack: +8/+3
    Grapple: +9
    Attacks: +13/+8 Winterfall (+1 frost longsword), +10/+5 Heavy Mace (NB Skirmisher Boots potentially add one more attack per round)
    Damage: 1d8+4 + 1d6 cold damage (Winterfall) (+3 to damage while Gauntlets of War donned), Heavy Mace 1d8+3 (+4 to all damage if Divine Power is memorized).
    Face/Reach: 5x5, 5 ft
    Special Attacks: Smite Evil 4/day (+2 Hit, +8+1d6 damage vs. evil, good-aligned), Spells
    Special Qualities: Aura (Good, Law), Aura of Courage
    Saves:
    Fortitude: 21 = +7 [Base] +3 [CON] +1 [Cloak]
    Reflex: 15 = +3 [Base] +1 [DEX] +1 [Cloak]
    Will: 24 = +7 [Base] +6 [WIS] +1 [Cloak]

    Abilities: Str-17(+3), Dex -12(+1), Con -16(+3), Int -12(+1), Wis -26 (+8), Cha -15(+2)

    Skills:
    Diplomacy +16 = 10 + 3 [Level +3] +2[Cha]
    Heal +24 = 10 + 3 [Level +3] +8[Wis] +2 [Healer’s Kit]
    Intimidate +16 = 10 + 3 [Level +3] +2[Cha]
    Knowledge (religion) +15 = 10 + 3 [Level +3] +1[Int]
    Profession (sailor) +22 = 10 + 3 [Level +3] +8[Wis]
    Spellcraft +22 = 10 + 3 [Level +3] +8[Wis]
    Armor Check Penalty: -6

    Feats:
    --Improved Smite: From Complete Warrior, adds 1d6 damage to any evil target smote, weapon counts as good-aligned
    --Improved Toughness: From Complete Warrior, adds 1 HP per HD
    --Weapon Focus (heavy blades)*
    --Weapon Group Proficiency (heavy blades)*
    --Martial Study (Devoted Spirit- Shield Block): From Tome of Battle: Book of the Nine Swords, makes Intimidate a class skill and allows once per encounter, to add +4 shield bonus to an adjacent ally's AC
    --Martial Stance (Devoted Spirit- Martial Spirit): From Tome of Battle: Book of Nine Swords, a stance adopted as a swift action. Upon each successful attack made while in this stance, Skadi or an ally within 30 feet (her choice with each attack) is healed 2 points of damage.
    --Extra Smiting: From Complete Warrior, adds 2 extra smites per day.
    --Holy Warrior: As long as you have a 4th-level or higher War domain spell available to cast, you gain a bonus on your weapon damage rolls equal to the level of the highest-level War spell you have available to cast. As a secondary benefi t, you gain a +1 competence bonus to your caster level when casting force spells. (i.e. +4 to damage while Divine Power is memorised).
    --Power Attack: can subtract up to 7 off your attack roll and add it to your damage roll.

    Languages: Alzhedo, Chondathan, Common
    Alignment: Lawful Good
    Deity: Tyr
    Gender: Female
    Age: 46
    Height: 5’11”
    Weight: 150 lbs

    Equipment
    Magic Items and Body Slots:
    Head:
    Face:
    Throat: Periapt of Wisdom +6 (+6 to WiS)
    Shoulders: Cloak of Resistance +1
    Body: +2 Platemail
    Torso:
    Arms:
    Hands: Gauntlets of War
    Ring 1: Ring of Communication
    Ring 2: Ring of Protection +1
    Waist: Healing Belt
    Feet: Skirmisher Boots

    Weaponry Descriptions:
    - Winterfall, a +1 frost longsword, once owned by Amery Vraath.
    * Least Crystal of Return: this weapon may be drawn as a free action.
    - Standard Heavy Mace

    Armour and Other Clothing Descriptions:
    - +2 Light Fortification Platemail from Rhest
    * Least Restful Crystal: may sleep in this armor without becoming fatigued.
    * Light Fortification: when sneak attacked or critical'd, 25% chance to negate the damage.
    - +1 Heavy Steel Shield: Adds +3 to AC when readied.
    - Gauntlets of War: while wielding longsword, adds +3 to melee damage rolls.
    - Cloak of Resistance +1: +1 to all saving throws
    - Periapt of Wisdom +6: +6 to WIS
    - Ring of Communication
    - Ring of Protection +1: +1 deflection bonus to AC.
    - Belt of Healing: heal up to 6d8 damage per day depending on how many charges expended: 1 charge for 2d8, 2 charges for 3d8, 3 charges for 4d8. (Belt has 3 charges in it.)
    - Skirmisher Boots: 2/day, after moving at least 10 feet from your previous position, as a swift action, gain a single extra melee attack at highest attack bonus.

    Other Gear, Tools and Equipment:
    - Magic Bedroll
    - Backpack
    - Handy Haversack
    * Healer’s Kit
    * Bedroll
    * Tent
    * Torch x3
    * Waterskin
    * Rations
    - Holy symbol (silver)
    - 1 x Potion of Cure Moderate Wounds (of Tiamat)
    - 1 x Potion of Owl's Wisdom (of Torm)
    - 1 x Potion of Cure Moderate Wounds (of Torm)
    - 1 x Potion of Bull's Strength (of Tiamat)
    - 1 x Elixir of Sneaking
    - 1 x Potion of Flight
    - 1 x Potion of Blur

    Spells: (At will/8/7/7/6/4/3) DC (18+Level) Domains: Retribution, War Caster Level: 11 (Caster Level 12 for [force] spells.)
    0:
    1:
    2:
    3:
    4:
    5:
    6:

    Appearance: Black curly hair streaked with grey, tan skin, dark brown eyes. Scar on her upper lip, and a chunk missing from her right earlobe. She has a large but very faded sunburst tattoo covering her upper right arm. She walks with a slight stoop from the days when she lived on a ship.


    [IMG]


    Personality: Brave, bossy, a bit set in her ways, can be very judgemental. Likes things to go the way she plans them to. Won’t back down from a fight. Unfortunately her definition of ‘fight’ is extremely loose.
    Biography: When she was younger Skadi was a notorious pirate operating around the Sea of Fallen Stars. She was known for her skill at fighting and was renowned amongst other pirates for her drive and determination. However, during one raid Skadi's crew kidnapped a cleric of Tyr. While imprisoned in the ship, he started to teach Skadi about his religion and eventually she became certain that the life of a pirate was not for her any more, and that she should dedicate her life to Tyr.
    Skadi helped him to escape and followed the cleric to an abbey where she decided to dedicate her life to Tyr. Her pirate fighting skills were not allowed to atrophy, but this time they were used for justice.
    That was many years ago now, but Skadi has continued to faithfully follow the way of Tyr.
    Last edited by Saintheart, Mar 11, 2014
  5. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Zanaek Grahorn [zahn-ach gray-horn]
    Race: Human (Tethyrian)
    Class: Cleric 8 / Divine Oracle 3
    Hit Dice: 8d8 +8 [Con] + 3d6 +2
    Hitpoints: 90

    Initiative: +2 = +2 [Dex]
    Speed: 30 feet (6 squares)

    AC: 24 = 10 +9 [Full Plate +1] +1 [Max DEX in Full Plate] +3 [heavy steel shield +1] +1 [Ring of Protection +1]
    Touch AC: 12
    Flat-Footed AC: 23

    Base Attack: +7/+2
    Grapple: +7 [base + Str]
    Attacks/Damage:
    -- Crossbow, light +9/+3 [1d8, crit 19-20/x2, range inc 80 ft., 4 lb., light, piercing]
    -- +1 Longsword +9/+3 [1d8+2, crit 19-20/x2, 4 lb., medium, slashing]
    -- +1 Heavy Steel Shield +9/+3 [1d3+2, crit x2, 6 lb., light, bludgeon]
    -- Dagger x 2 +9/+9 [1d4+1, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
    Face/Reach: 5x5, 5 ft
    Special Attacks:
    -- Turn Undead 3 + (+5) [Cha] = 8x per day
    (NB +2 to Turn Undead check from ranks in Knowledge (Religion).
    Special Qualities:
    -- Scry Bonus: +1 sacred bonus to save DC of divination (scrying) spells
    -- Prescient Sense: functions as Evasion. i.e. If save against half damage spell, take no damage instead.
    -- Trap Sense +1: +1 to Reflex saves against traps
    -- Divination Enhancement: for any divination spell, reroll and take the better result of the two.
    Saves:
    --Fortitude: 19 = 7 [base] +1 [CON] +1 [Vest]
    --Reflex: 16 = 3 [base] +2 [DEX] +1 [Vest]
    --Will: 28 = 9 [base] +8 [WIS] +1 [Vest]

    Abilities: [Base Score] + [Modifier]
    Str: 12 (+1), Dex: 14 (+2), Con: 12 (+1), Int: 12 (+1), Wis: 27 (+8), Cha: 20 (+5)

    Skills: (Ability modifier) + (Rank modifier) + (Misc modifier) = Total modifier
    --Heal: +24 = 10 + 3 [Level +3] +8[Wis] +2 [Healer’s Kit]
    --Spellcraft: +22 = 10 + 3 [Level +3] +8[Wis]
    --Knowledge [Religion]: +19 = 9 + 3 [Level +3] +1[Int] +3 [Discipline Focus]
    --Diplomacy: +19 = 10 + 3 [Level +3] +5[Cha]
    --Ride: +11 = (10 + 3)/2 [Level +3/2] +2[Dex] +2 [Military Saddle]
    --Perception: +15 = 10 + 3 [Level +3] +1[Int]
    --Athletics: +3 = (10 + 3)/2 [Level +3]/2 +1[Str] -5 [Armor Check Penalty]
    Armor Check Penalty: -5

    Feats:
    --Armor Proficiency (All): No armor check penalty on attack rolls, clerics receive this feat automatically.
    --Augment Healing: Healing spells do +2 per spell level
    --Create Magical Item: see item creation rules.
    --Discipline Focus (Knowledge (Religion): +3 to Knowledge (Religion) checks.
    --Touch of Healing: As long as you have a healing spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.
    --Sacred Healing: You can spend a turn attempt as a full-round action to grant fast healing 3 to all living creatures within a 60-ft. burst. The fast healing lasts for a number of rounds equal to 1 + your Cha modifier (minimum 1 round).
    --Imbued Healing: When you cast a 1st-level or higher Conjuration (Healing) spell, you confer a carrier effect on the subject at your choice of either DR 3/evil (lasting 1 minute per level of the healing spell cast) or 8 temporary hitpoints (lasting 1 hour).
    --Spontaneous Healing: Swap out your spells for cure spells on your list
    --Weapon Proficiency [Longsword]: granted by virtue of faith in Torm
    --Oracle Domain Power: +2 to caster level for divination spells
    --Protection Devotion: as immediate action 1/day (more with 3 turn attempts), grant a +4 sacred bonus to AC and allies' AC within 30 feet. Lasts 1 minute.

    Languages: Common, Chondathan, Goblinoid
    Alignment: Lawful Good
    Deity: Torm
    Gender: Male
    Age: 23
    Height: 5'9"
    Weight: 122 lbs


    Equipment:
    Magic Items and Body Slots:
    Head:
    Face: Pearl of Speech (Infernal)
    Throat: Periapt of Wisdom +6
    Shoulders: Cloak of Charisma +2
    Body: Full Plate +1
    Torso: Vest of Resistance +1
    Arms:
    Hands:
    Ring 1: Ring of Protection +1
    Ring 2: Ring of Communication
    Waist: Healing Belt
    Feet:


    Weaponry Descriptions:
    - +1 Longsword (Previously Skadi's weapon until Winterfall was recovered (4 lbs)
    - Dagger x 2 (2 lbs)
    - Light Crossbow
    * Bolts, quiver of 10 x3 (3 lbs)

    Armour and Other Clothing Descriptions:
    - Psychoactive Skin: Skin of Celestial Embrace - Cost to create: 12,000gp For 15 rounds: +4 Fort save bonus vs poison. Dmg reduction 10/magic. Darkvision 60 ft. Feathered wings and fly at 2x base land speed. Immune to disease. Resistance 10 to acid, cold, electricity. 1/day Smite Evil. Spell resistance 25. Functions once per day.
    - Full Plate +1 (Previously Skadi’s armour until Rhest was liberated)
    - Heavy Steel Shield +1 (6 lbs)
    - Cloak of Charisma +2
    - Periapt of Wisdom +6
    - Holy Symbol
    - Vest of Resistance +1: +1 to saving throws
    - Pearl of Speech (Infernal): allows the user to translate the Infernal language
    - Ring of Protection +1: +1 deflection bonus to AC
    - Ring of Communication
    - Healing Belt (1 lbs): Cure up to 6d8 of hitpoints depending on charges expended: 1 charge 2d8, 2 charges 3d8, 3 charges 4d8.
    - The Staff of Life: The Staff of Life has 8 out of 9 charges. It can cast Heal (expending 1 charge); Raise Dead (expending 5 charges); and Revivify (from the Spell Compendium) expending 3 charges.
    - Potion belt, masterwork (1 lbs)
    * Cure Light Wounds, potion of x2 (of Corellon Larethian)
    * Cure Moderate Wounds, potion x 17 (of Tiamat)
    * Cure Serious Wounds, potion x 2 (of Torm)
    * Cure Moderate Wounds, potion x1 (of Torm)
    * Cure Moderate Wounds, potion x5
    * Elixir of Sneaking x2 (1 lbs)
    * Owl's Wisdom, potion of x1 (of Torm)
    * Blur, potion of x1
    * Invisibility, potion of x1
    * Elixir of Truth x2
    * Elixir of Love x2

    Other Gear, Equipment, and Tools
    - Metamagic Rod of Lesser Spell Extension: double the duration of any spell 3rd level or lower, 3/day.
    - Pearl of Power, 1st level: Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast.
    - Pearl of Power, 2nd level: Once per day on command, a pearl of power enables the possessor to recall any one level 2 spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast.
    - Handy Haversack (5 lbs)
    * Daern's Instant Tent (1 lbs) (Magic Item Compendium page 155): This small patch of canvas, when activated, grows to become a twenty-foot square tent. The inside is always temperate in climate; eight people can sleep inside cots which appear inside it. It also has a fire pit with a smoke hole, and has resistance 10 to fire, electricity and acid, and immunity to cold.
    * Candle x2
    * Healer's Kit 10/10 (1 lbs)
    * Grappling Hook w/ 50' hemp (14 lbs)
    * Lantern, hooded (2 lbs)
    * Oil (1 lbs)
    * Rations x 7 (7 lbs)
    * Torch x 2 (2 lbs)
    * Waterskin (4 lbs)
    * Holy Water (1 lbs)
    * Sunrod x 2 (2 lbs)
    * Ink
    * Inkpen
    * Vial x 5 (.5 lbs)
    * Parchment x 14
    * Pot, iron (10 lbs)
    * Case, map (.5 lbs)
    * Holy text (3 lbs)
    * Spyglass (1 lbs)
    * Tinderwig x 10
    * Pestle and Mortar (1 lbs)
    * Tongs, metal (4 lbs)
    * Antitoxin, vial x 2
    * Hourglass (1 lbs)
    * Blank Book 100pg (3 lbs)
    * Scroll of Invisibility Purge (1 lbs)
    - Pouch x 2 (1 lbs)
    * Flint & Steel
    * Signal Whistle

    Mount:
    Military Saddle (30 lbs)
    Saddlebags (8 lbs)

    Spells: (At will/8/7/7/6/4/3) DC 18+Level, Caster Level 11 (Caster Level 13 for [Healing] and [Divination] spells, Caster Level 12 for [Good] spells.)
    0:
    1:
    2:
    3:
    4:
    5:
    Quick reckoner for how much Zanaek's healing spells do:
    Cure Light Wounds: 1d8 + 1 per caster level (max +5) +2 [Augment Healing] = 1d8+7.
    Cure Moderate Wounds: 2d8 + 1 per caster level (max +10) +4 [Augment Healing] = 2d8+14.
    Cure Serious Wounds: 3d8 + 1 per caster level (max +15) +6 [Augment Healing] = 3d8+19.
    Cure Critical Wounds: 4d8 + 1 per caster level (max +20) +8 [Augment Healing] = 4d8+21.

    Appearance:
    [IMG]

    Torm's Symbol
    [IMG]

    Looks exactly like images above minus the helm and the Templar Cross is replaced with Torm's symbol above.

    Personality: Zanaek Grahorn is a kind, simple and religious man. He will help those who are in need of healing and does not turn away even a dying enemy. It is of his opinion that kindness can turn even a diehard enemy into a friend, even if he's only a temporary ally. He is loyal to his cause and to those he calls friends. He has courage but he will not foolishly fight a battle that cannot be won. He will also protect those who cannot protect themselves, particularly innocent and unarmed civilians. He may not be a genius, but he has a lot of sense and wisdom to make up for his lack of intelligence.
    Biography: Zanaek Grahorn is a healer and an explorer of a religious sect that follows the lesser deity, Torm; a god of loyalty, goodness, healing, protection, and strength. Zanaek grew up in a war torn region and has seen various acts of cruelty and hatred which eventually led him to studying under the clerics of Torm with a belief to protect and help those in need from the same cruelties and hatreds he had seen as a child. Zanaek soon discovered that he could do more than become a knight of his sect when he realized that he had been blessed with a keen ability to heal others as well as himself from injury either through divinity from his god or simply with his knowledge in herb lore.
    Last edited by Saintheart, Mar 5, 2014
  6. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Name: Evelios D’Rtan
    Race: Human [Tethyrian]

    Class: Bard 11
    Hit Dice: 11d6 + 20
    Hit Points: 85
    Initiative: +2
    Speed: 30 feet

    AC: 21 (10 +2 [Max Dex Bonus] +8 [Ectoplasmic Skin of Armor] +1 [Ring of Protection] – When not wearing armor, AC is 13.)
    Touch AC: 12
    Flat-Footed AC: 19

    Base Attack: +8/+3
    Grapple: +9
    Attacks:
    -+1 Harmonizing Sudden Stunning Crystal Echoblade Rapier +11/+6 Attack, 1d8 + 3 Damage, Critical 19-20/x2
    * Crystal Echoblade: If bardic music is being used, add +5 [sonic] damage [half character level].
    * Sudden Stunning: 6/day [Cha], as swift action force a DC 20 Reflex save. Fail means target is stunned 1d4+1 rounds.
    - Masterwork Whip +10/+5 Attack, 1d3 + 2 (Nonlethal) Damage, Critical x2, Range 15 ft +2 to Disarm Checks, Null vs. +1 or more Armor Bonus (+3 or more Natural Armor Bonus)
    - Masterwork Shortbow +11/+6 Attack, 1d6 Damage, Critical x3, Range 60 ft 40 Arrows, Ranged Piercing

    Face/Reach: 5x5, 5 ft

    Special Attacks:
    Snowflake Wardance:
    -Raises all attack rolls by +6 for 11 rounds.
    Bardic Music (10/day)
    -Countersong (Su)
    -Fascinate (Sp): Perform Skill Check +1 = Will save vs. the Fascinate effect. Works for up to 15 rounds.
    -Inspire Courage (Su): Adds a +6 to attack, damage rolls, and saves vs. charm, fear (If Song of the Heart and Badge of Valor if used.) If no Badge of Valor use, it's a +4 to the above. (NB Vest of Legends in effect)
    -Inspire Competence (Su): +2 competence bonus to skill checks of a party member.
    -Suggestion (Sp): (Doesn't count vs. Bardic Music uses, but requires Fascinate first. Will save DC 20.)
    -Inspire Greatness: 3 targets, for duration of song +5 rounds, get +2 HD (d10s) and temporary hitpoints with CON bonuses, +2 competence bonuses to attack rolls, +1 to Fort save.

    Spells Per Day (Base Save DC 18)
    0 – At Will
    1 – 5
    2 – 5
    3 – 4
    4 - 3

    Spells Known
    0 – Prestidigitation, Summon Instrument, Detect Magic, Songbird, Light, Message
    1 – Improvisation, Inspirational Boost, Charm Person, Hideous Laughter
    2 – Tongues, Glitterdust, Detect Thoughts, Resounding Voice
    3 – Haste, Glibness, Dispel Magic, Confusion
    4 - Fugue, Sirine's Grace, Shadow Conjuration

    Special Qualities
    Bardic Knowledge +14
    Familiar: Raven “Poe”
    +3 to Appraise, Speaks Common (Su)
    HD: 8d6 + 14, HP: 34
    Natural Armor Regular + 4
    Familiar Skills (Master’s or Familiars for Ranks)
    Familiar Attacks (Master’s BAB)
    INT – 9
    Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Birds

    Saves:
    Fortitude: 15 = +3 [Base] +2 [CON] +4
    Reflex: 19 = +7 [Base] +2 [DEX]
    Will: 25 = +7 [Base] +8 [CHA]
    [+1 vs Spell-like effects: Nymph's Kiss]

    Abilities: Str 14(+2), Dex 14(+2), Con 14(+2), Int 16(+3), Wis 12(+1), Cha 27(+8)]

    Skills:
    Deception (Cha) +27 = 10 + 3 [Level +3] +8 [Cha] + 3 [Circlet of Persuasion] + 2 [Nymph's Kiss]
    Diplomacy (Cha) +34 = 10 +3 [Level +3] +8 [Cha] + 3 [Circlet of Persuasion] +2 [Nymph's Kiss] +2 [Synergy from Sense Motive] +5 [Vest of Legends]
    Knowledge (History) (Int) +16 = 10 + 3 [Level+3] +3 [Int]
    Perception (Wis) +15 = 10 + 3 [Level +3] +1 [Wis]
    Perform (Cha) +32 = 10 + 3 [Level + 3] + 8 [Cha] + 3 [Circlet of Persuasion] +2 [Nymph's Kiss] +5 [Vest of Legends]
    -- NB Perform is +34 if two performance skills used at the same time [Versatile Performer]
    --NB Perform is +36 if Harmonising Rapier is wielded while using Perform (Sing)
    -String Instruments
    -Wind Instruments
    -Keyboard Instruments
    -Sing
    -Dance
    -Act
    -Comedy
    -Oratory
    Sense Motive (Wis) +19 = 10 + 3 [Level +3] +1 [Wis] +4 [Harper Token]
    Intimidate (Cha) +27 = 10 + 3 [Level + 3] + 8 [Cha] + 3 [Circlet of Persuasion] + 2 [Nymph's Kiss]
    Use Magic Device (Cha) +27 = 10 + 3 [Level + 3] + 8 [Cha] + 3 [Circlet of Persuasion] + 2 [Nymph's Kiss]
    Linguistics (Int) +17 = 10 + 3 [Level +3] +3 [Int]

    Feats:
    --Melodic Casting – Inspire Courage effect increases by +1.
    --Song of the Heart: use Perform checks for Concentration checks.
    --Obtain Familiar: You can obtain a familiar the way a sorcerer or wizard does.
    --Nymph’s Kiss [Exalted]: You are fey to fey creatures. You get +2 to CHA-based skill checks, and +1 vs. all saving throws vs. spells or spell-like abilities.
    --Versatile Performer: +2 to Perform checks if two performance skills used together.
    --Snowflake Wardance: Expend a bardic music use as a free action. You may then add your CHA bonus to attack rolls with any slashing melee weapon wielded in one hand. This ability lasts for a duration of your ranks in Perform (Dance). When it ends, you are physically fatigued for 10 minutes.
    --Words of Creation: take 3d4 nonlethal damage per round sung to double inspire courage effect, i.e. inspire courage becomes +7. Also has other effects, see Book of Exalted Deeds for details.

    Languages: ]Common, Chondathan, Aglarondan, Chessentan, Damaran

    Alignment: Chaotic Good
    Deity: Milil
    Gender: Male
    Age: 23
    Height: 178 cm
    Weight: 70 kg

    Equipment:
    Magic Items and Body Slots
    Head: Circlet of Persuasion
    Face: Artificer's Monocle
    Throat: Harper Token of Valor
    Shoulders: Cloak of Charisma +6
    Body: Psychoactive Skin of Ectoplasmic Armor
    Torso: Vest of Legends
    Arms:
    Hands: Arcanist’s Gloves
    Ring 1: Ring of Communication
    Ring 2: Ring of Protection +1
    Waist:
    Feet:

    Weaponry Descriptions:
    -- +1 Harmonising, Sudden Stunning Crystal Echoblade Rapier: when wielded, adds +2 competence bonus to Perform (Sing) checks.
    * Harmonising: one round after beginning a bardic music effect allowing or requiring continued use or concentration, the weapon picks it up and continues it for up to 10 rounds, until you commence another bardic music effect, or end the effect as a swift (mental) action.
    * Crystal Echoblade: If use bardic music ability while wielding the weapon, gain half bard level in [sonic] damage per hit.
    * Sudden Stunning: (Cha bonus/day), after a successful melee attack, as a swift action, may force the target to make a Reflex save (DC 10 + half your level + Cha bonus). Failing the save means the target is stunned for 1d4+1 rounds.
    ** Lesser Crystal of Cold Assault: +1d6 [cold] damage to any weapon to which this weapon is affixed.
    -- Masterwork Whip
    -- Masterwork Shortbow

    Armour and Other Clothing Descriptions:
    - Psychoactive Skin of Ectoplasmic Armor: - +8 AC, -6 Check Penalty, +2 Max Dex, Light Armor, Donned as a standard action from globe form.
    - Circlet of Persuasion: A silver headband that grants +3 Competence bonus to Charisma-based skill checks.
    - Harper Token of Valor
    * 3/day, you and all allies within 60 feet gain a +2 to next save vs. charm or fear; or
    * Add a +1 to Inspire Courage for the duration of the effect.
    * Functions as a Harper Token (Sense Motive)
    - Arcanist’s Gloves: 3/day, raise the caster level of a level 1 spell by 2.
    - +6 Cloak of Charisma
    - +1 Ring of Protection
    - Ring of Communication
    - Artificer's Monocle (Detect Magic and study item for 1 minute = as if identify had been cast on an item.)
    - Vest of Legends (DMG p. 272): +5 competence to Diplomacy and Perform checks; Bard level treated 5 higher for the purposes of calculating inspire courage, fascinate, inspire greatness, and inspire heroicslevel.

    Other Gear, Equipment and Tools:
    - Staff of Stormclouds: Allows use of the following spells on a “charge” basis:
    * Fog cloud (1 charge)
    * Call Lightning (2 charges)
    * Control weather (4 charges).
    The staff has 40-odd charges of its 50 charges left.
    - Masterwork Flute
    - Najos's Bag of Holding:
    * Masterwork Violin
    * Masterwork Lute: renders you one bard level higher for the purpose of Inspire Courage effects.
    * Backpack
    * Bedroll
    * Sack
    * Ink Vials (5, 1 oz)
    * Ink Pens (8)
    * Spellbooks (3)
    * Bottle of Wine and Two Glasses
    * Magnifying Glass
    * A young black dragon's skull, which is not magical
    * A set of forest giant teeth, which are also not magical
    * 7 x Quivers of 20 arrows
    * Hat of Disguise
    - 1 Potion of Cure Moderate Wounds (of Tiamat)
    - 1 Potion of Cure Moderate Wounds
    - 1 Elixir of Sneaking
    - 1 Potion of Glibness
    - 1 Potion of Bull's Strength (of Tiamat)
    - Wand of Magic Missiles (5th level, 15 charges)
    - Wand of Web (5th level, 15 charges)
    - Spell Component Pouch
    - Sunrods (3)
    - Focus for Fugue spell

    Weight: 49.5 lbs (22.45 kg) [Light Load]

    Appearance: [IMG]

    Personality:
    Evelios is something of a bon vivant. His tendency to be spontaneous is legendary, and he often prefers writing a new routine or playing a new tune to actually fighting. He’s a generally good person, though, and does what he can to help those in need. Just don’t try to stifle his creativity.

    Biography:
    The only son of the legendary Harper agent Leviat D’Rtan, Evelios was taught the importance of fighting the good fight from an early age, to the extent that his father, the night before he left for Waterdeep and never returned, bestowed upon him a Harper Token, a mystical object that allowed him to better read others’ true intentions. A relatively common magical item, perhaps, but nonetheless his most prized possession; Evelios wears his Harper token to this day, although typically hidden beneath the folds of his cloak.


    Always the creative type, at the age of fifteen Evelios left his home to travel the Realms in search of new and exciting inspirations. He’s picked up more than a few different tricks along the way (He often boasts that he can play anything, except the drums, for which he has no love lost), and has one over many a cold heart with his abilities.


    While he’s traveled far and wide in his wanderlust, the closest thing Evelios has to a home could possibly be considered Cormanthor forest. During his first trek there, on a trek from Tilverton to the Moonsea, he encountered perhaps the most beautiful woman he had ever seen. So beautiful, in fact, that when he first saw her he literally almost went blind. She was a nymph, and her name was Lia. Evelios was positively smitten.


    Over the course of several years, and with the help of his trusty companion Poe (A raven he had met and altered into his familiar while in the Cormanthor), Lia and Evelios fell steadily further in love with each other, and while they aren’t married in any binding definition of the word, they may as well be. Evelios makes sure to stop by their house in the Cormanthor periodically.

    In the meantime, he continues wandering. And he wouldn’t have it any other way.
    Last edited by Saintheart, Mar 5, 2014
  7. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Name: Ragnar Ingvarson
    Race: Human (Illuskan)
    Class: Wolf Totem Barbarian 10
    Hit Dice: 11d12+34 = 164 (While Raging: 185)
    Initiative: +2
    Speed: 50 ft (30 + 10 Fast Movement + 10 Boots of Striding and Springing)

    AC: 19 (10 +2 [DEX bonus] +7 [Mithral Breastplate +2])
    Touch AC: 12
    Flat-Footed AC: 17
    NB: While raging, -4 to AC

    Base Attack: +11/+6/+1
    Grapple: +16
    Attacks: +2 maul +19/+14
    While raging: +1 maul +23/+18
    Damage: +2 maul 1d10+8/(20 x3) +1d6 [electricity]
    While Raging: +2 maul 1d10+12/(20 x3) +1d6 [electricity]

    Face/Reach: 5x5, 5 ft
    Special Attacks: Rage 5/day: +6 to STR (i.e. +3 to attacks, damage), +6 to CON (i.e. gets 21 extra hitpoints) and +2 to Fort save, +2 Morale bonus to Will, -4 to AC (Lasts 13 rounds with Extra Rage, and is boosted by Reckless Rage)
    Special Qualities:
    Damage Reduction 2/-: Subtract 2 from any damage taken from natural attack or a weapon.
    Fast Movement: +10 feet to speed
    Illiteracy: Can't read.
    Trap Sense +3
    Greater Rage: Another +2 to STR, CON in Rage.
    Saves:
    Fort: +8 [Base] +5 [Con] +2 [Cloak] = 25
    Ref: +2 [Base] +2 [Dex] +2 [Cloak] = 16
    Will: +3 [Base] +0 [Wis] +2 [Cloak] = 15
    While raging: Fort save rises by +3, Will save rises by +3

    Abilities: Str-23(+6), Dex - 15(+2), Con -21(+5), Int -9(-1), Wis -10(+0), Cha - 13(+1)
    NB: STR has a +2 bonus for STR checks (Armbands of Might)

    Skills:
    Athletics: +22 = 10 + 3 [Level +3] + 6 [STR] (and +5 to Jump checks specifically) +2 [Armbands of Might]
    Handle Animal: +15 = 10 + 3 [Level +3] +1 [CHA]
    Perception: +14 = 10 + 3 [Level +3] +0 [WIS]
    Survival: +14 = 10 + 3 [Level +3] +0 [WIS]

    Feats:
    --Improved Trip : +4 to STR checks on trip attacks, and immediate melee attack follows on successful trip attack.
    --Extend Rage: +5 rounds to rage attack
    --Extra Rage: +2 rage attacks per day
    --Power Attack (PHB): subtract up to 10 from attack roll, add to damage roll (or x2 to damage roll if two-handed weapon used.) NB: Armbands of Might add a further +2 to damage if at least a -2 penalty is taken.
    --Reckless Rage: +2 to STR, CON while raging, but additional -2 to AC.
    --Track: As per the ranger feat. Can detect and follow tracks from use of the Survival skill.
    --Improved Bull Rush: +4 to STR on opposed check when making a Bull Rush attempt.
    --Leap Attack: You can combine a jump with a charge by making a Jump check. If you do, and cover 10 feet of distance and end the leap in a square next to an enemy, any Power Attack damage you use in the attack with a maul is tripled.
    --Shock Trooper: Allows 3 tactical feats:
    ---Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe back, you may also push that foe one square to the left or right.
    ---Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if your attempt fails.
    ---Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.


    Languages: Common, Illuskan
    Alignment: Chaotic Neutral
    Deity: Tempus
    Gender: Male
    Age: 25
    Height: 2.12 meters
    Weight: 310 lbs.

    Equipment:
    Magic Items and Body Slots:
    Head:
    Face:
    Throat: Amulet of Health +4
    Shoulders: Cloak of Resistance +2
    Body: Mithral Breastplate +2 of Easy Travel (with Armor Crystal of Least Adaptation)
    Torso:
    Arms: Armbands of Might
    Hands: Gauntlets of Ogre Strength +2
    Ring 1: Ring of Sustenance
    Ring 2:
    Waist: Healing Belt
    Feet: Boots of Striding and Springing

    Weaponry Descriptions:
    +2 Adamantine Maul: Has a hardness of 20.
    * Lesser Crystal of Electricity Assault: +1d6 [electricity] damage on a hit.

    Armour and Other Clothing Descriptions:
    - Gauntlets of Ogre Strength +2 (4000)
    - Armbands of Might: add +2 to STR checks and STR-based skill checks; when take at least -2 on Power Attack, add a further +2 to damage.
    - Amulet of Health +4: adds +4 to CON
    - Boots of Striding and Springing (5500): +5 to Jump checks, +10 feet to movement allowance
    - Ring of Sustenance (2500)
    - Mithral Breastplate +2
    - Mithral Chain Shirt +1 of Easy Travel (3500) (MIC)
    * Armor Crystal of Least Adaptation: protects wearer as the Endure Elements spell.
    - Healing Belt (750) (MIC)
    - Cloak of Resistance +2
    - Skirmisher Boots: 2/day, after moving at least 10 feet from your previous position, as a swift action, gain a single extra melee attack at highest attack bonus.

    Gear, Equipment and Other Tools:
    - Everburning Torch (110 gp)
    - Potion of Cure Moderate Wounds
    - Potion of Flight
    - Potion of Shield of Faith

    Appearance:
    Personality: Though he's loath to admit it, Ragnar has a big heart and is a secret admirer of the epic sagas of his people. Though illiterate, he loves stories and feels most at home around a campfire with a skin of mead and his friends about him. He may also be delusional.
    Biography: The song of Ragnar Ingvarson began in 1378 DR, the first notes called out by Ingvar Silvertongue and Greta Thrarsdottir, his parents. A sickly child, Ragnar was lucky to survive a particularly harsh winter and even luckier that his runtiness did not stunt a social life. His fellow villagers watched out for him when they could - they were his large extended family. By adolescence, Ragnar Ingvarson was favoured by the gods and sprouted up to the height of his fellows and then a head and a half further. His health improved drastically and as he grew, he did not forget those that had lent a hand before. Ragnar thought nothing of hunting an extra buck here and there; if someone was in need, he'd help them. Despite his remarkable phyiscal prowess, Ragnar was never the brightest boy, a fact that bothered him little, but he had a way about his person that seemed to attract friends and supporters. He was naturally one of the first of his friends to be chosen as a warrior.

    This decision would forever change the boy's life. Out patrolling the wild about his village, he and his comrades were attacked by a band of prowling raiders. Recklessly, he charged them headlong, managing not only to survive completely unscathed, but also fell the enemy leader. This planted the seed in Ragnar's mind, and further battles confirmed it: though battered, he was invincible, for the gods had a particularly grand death in store for him. Wanderlust took him, and he has been searching ever since for a glorious exit from this reality.
    Last edited by Saintheart, Mar 5, 2014
  8. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Mazarun Zothyrr
    Race: Drow
    Class: Fighter 6/Wizard 2/Warblade 3
    Hit Dice: 6d10+2d4+3d12+30
    HP: 132

    Initiative: +6 (+4 Dex +2 Hit-and-Run Tactics)
    Speed: 30ft (or 6 squares)

    AC: 21(10 +4 dex +4 armour + 2 enhancement +1 ring)
    Touch AC: 15
    Flat-Footed AC: 17

    Base Attack: : +10/+5
    Grapple: +14
    Attacks:
    - Melee: +11/+6
    - +17/+12 Rapier
    - +16/+11 Hand Crossbow
    (NB: Two-Weapon Fighting generates two additional attacks with the off hand: one at -2, next at -5.)
    Damage:
    - 1d6+7 Rapier (18-20/x2)
    - 1d4+3 Hand Crossbow
    Face/Reach: 5x5, 5 ft
    Special Attacks:
    - Hit and Run Tactics (DrU): Attacking flatfooted opponent within 30 feet, add DEX bonus as competence bonus to damage rolls.
    - Spells
    - Spell-like Abilities (3/day), CL 10 [character level]:
    * Detect Good
    * Detect Magic
    * Levitate – NB this ability can be used 27 times per day for 10 minutes at a time.
    * Dancing Lights
    * Darkness
    * Faerie Fire
    * Confusion
    * Dimension Door
    * Summon Nature's Ally V
    Special Qualities:
    - Hit and Run Tactics (DrU): Lose proficiency with heavy armor and tower shields.
    - Spell Resistance 19
    - Darkvision to 120 feet.
    - Battle Clarity: INT bonus (max +1) to Reflex defence while not flatfooted)
    - Weapon Aptitude
    - Uncanny Dodge: Can't be caught flatfooted
    Saves:
    - Fortitude: 23 = 9 [Base] +3 [CON] +1 [Vest]
    - Reflex: 18 = 3 [Base] +4 [DEX] +1 [Vest] (NB 18 if not flatfooted)
    - Will: 20 = 6 [Base] +3 [WIS] +1 [Vest] (NB +3 if it's an enchantment effect)
    NB +2 to Will saves vs. spells/spell-like abilities.

    Abilities:
    - Str 20(+5), Dex 19 (+4), Con 16(+3), Int 19(+4), Wis 16(+3), Cha 14(+2)

    Skills:
    Acrobatics +18 = 10 + 3 [Level +3] +4 [Dex]
    Athletics +19 = 10 + 3 [Level +3] +5 [Str]
    Intimidate +16 = 10 + 3 [Level +3] +2 [Cha]
    Knowledge (arcana) +18 = 10 + 3 [Level +3] +4 [Int]
    Perception +19 = 10 + 3 [Level +3] +3 [Wis]
    Spellcraft +18 = 10 + 3 [Level +3] +4 [Int]
    Stealth +23 = 10 + 3 [Level +3] +4 [Dex] +5 [Piwafwi]

    Feats:
    -- Armor Proficiency (Light, Medium): Automatic to fighters
    --At Home in the Deep (DrU): Can see through a Darkness spell as if it were not there.
    --Crossbow Sniper (PHB II): Gain half DEX bonus to damage with crossbow. Sneak attack range rises to 60 feet instead of 30.
    --Hand Crossbow Focus (DrU): Reload hand crossbow as free action, +1 to attack rolls with hand crossbow.
    --Highborn Drow (RoF): May use detect good, detect magic, and levitate as spell-like abilities (see Magic in the Blood) with CL = character level.
    --Improved Levitation (RoF): May use levitate 24 times per day for 10 minutes at a time (!) (Calcs: 3/day x character level 8 x 10 mins at a time)
    --Improved Two-Weapon Fighting: gain an additional attack with the weapon in the off hand, albeit at a -5 penalty.
    --Magic in the Blood (PGtF): All spell-like abilities rise to 3/day uses.
    --Constant Guardian (DoTU): 1/turn, as a free action, take -2 to attack rolls to grant a single ally within 10 feet +2 dodge bonus to AC. Lasts until next turn or if movement is greater than 10 feet.
    --Point Blank Shot: +1 to attack rolls made at less than 30 feet.
    --Practiced Spellcaster (CArc): CL rises by 4 for wizard, to max of HD. QED Wizard CL is 6).
    --Create Potion or Scroll (instead of Scribe Scroll.)
    --Versatile Combatant (DrU): when armed with rapier and hand crossbow, treated as having Two-Weapon Fighting (i.e. penalties are reduced to -2/-2.)
    --Fey Heritage (CM): +3 to Will saves vs. enchantment effects.
    --Fey Legacy (CM): You gain the following spell-like abilities, each usable once per day: confusion, dimension door, and summon nature's ally V. Your caster level equals your character level.
    -- Improved Two-Weapon Fighting: get another offhand attack at -5.

    Maneuvers and Stances (Known/Readied/Stances) 5/3/1
    -- Wall of Blades: substitute attack roll for AC for one attack.
    -- Leading the Charge
    -- Iron Heart Surge
    -- White Raven Tactics
    -- Steel Wind.
    -- Flesh Ripper

    Languages: Common, Draconic, Drow Sign Language, Elven (drow dialect), Goblin, Undercommon
    Alignment: Chaotic Neutral
    Deity: Currently none.
    Region: Menzoberranyr
    Gender: Male
    Age: 85
    Height: 5'5"
    Weight: 130lbs

    Equipment:
    Magic Items in Body Slots
    Head: Hat of Disguise
    Face: Sundark Goggles
    Throat: Drow House Insignia (Cat's Grace)
    Shoulders: Lesser Drow Piwafwi
    Body: +2 mithral chain shirt
    Torso: Vest of Resistance
    Arms:
    Hands: Gauntlets of Ogre Power +2
    Ring 1: Ring of Protection +1
    Ring 2: Ring of Communication
    Waist: Healing Belt
    Feet: Sandals of Sprinting


    Weapon Information:
    - +2 Rapier (2lb)
    * Least Crystal of Return: Allows rapier to be drawn as a free action.
    - +1 Hand Crossbow
    * Least Crystal of Return: Allows hand crossbow to be drawn as a free action.

    Armour and other Clothing Information:
    - Mithral Chain Shirt +2 (10lb)
    - Drow House Insignia (Cat's Grace): 1/day, can be affected as the Cat's Grace spell.
    - Lesser Drow Piwafwi: +5 to Stealth checks (competence bonus) (1lb)
    - Vest of Resistance +1
    - Ring of Protection +1 (+1 deflection bonus to AC)
    - Gauntlets of Ogre Power +2: +2 to STR
    - Arcanist’s Gloves: 3/day, raise the caster level of a level 1 spell by 2.
    - Sandals of Sprinting (3/day, add +30 feet to move speed until next turn.)
    - Pink Ioun Stone (Intelligent: Casts Deathwatch constantly, as well as +1 insight bonus to AC.
    - Scarlet and Blue Ioun Stone (+2 to INT)

    Other Gear, Tools and Equipment:
    - Crossbow bolts (quiver of 10) x2
    - Spell component pouch
    - Handy Haversack (5lb)
    * 7 black pearls
    * Facepaint
    * 6 vials of Drow Poison (450 gp)
    * Pearl of Power, 1st level (1k)
    * Spellbook
    * Blanket, winter x2
    * Bottle
    * Case (for map or scroll)
    * Ink pen
    * Mirror
    * Parchment sheets x2
    * Rations (1 day) x2
    * Rope (50', hempen) x1
    * Soap
    * Comb
    *Vial (for ink or potions) x2
    * Waterskins x1

    Spells Known:
    0th: All
    1st: Alarm, Cause Fear, Charm Person, Chill Touch, Color Spray, Comprehend Languages, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Identify, Invisible Servant, Mage Armor, Magic Missile, Mount, Protection from Evil, Protection from Good, Ray of Clumsiness (SpC), Ray of Enfeeblement, Shield, True Strike


    Spells Prepared (4/3) (CL 6)
    0:
    1:

    Description: Short and slim, as one would expect from a drow, Mazarun has a fondness for dressing well when out of combat, but danger trumps fashion, and so armour is more frequently his outfit of choice. The standard obsidian-black skin, pure white hair (worn in two forelocks that reach slightly past his shoulders, and reaching to his waist at the back) and red eyes apply here. Mazarun is oddly pretty-faced, even by drow standards - and has yet to work out whether this is a good or bad thing in entirety, given his origins.
    Picture:
    [IMG]
    And a drawn pic may be found here.

    Personality: There's a saying; it's not paranoia if they really are out to get you. And in Menzoberranzan, they are. Mazarun is extremely wary, constantly trying to work out if anyone might be plotting against him. He is, at times, prone to the sulkiness of one who is sure he's a superior individual but is being denied chances to show it. He has somewhat of a fear of spiders - not for their appearance, to which he is accustomed, but due to the superstitious fear that the Spider Goddess might be watching through their eyes. He does not even say Her name, lest he catch her attention. Still, aside from his ingrained belief that surface creatures aren't that clever, he tends to react well to kindness if it seems genuine, not having experienced much of it.

    Biography: Let me tell you a tale of a city of depravity and wickedness, and one young man struggling to find his place there... Oh. Already heard that one? This story doesn't quite go like that one. Mazarun was born to a Menzoberranzan House as their fourthborn son, the third having been sacrificed according to custom. While in the early years, he had some help from the less sadistic of his kin, it began to fall apart once he witnessed his father's final punishment for speaking out blasphemously, just once. It left a lesson engraved in his mind - keep your head down and don't make trouble. He trained at Melee-Magthere, and from there moved on to the other duties of a drow warrior, gradually losing both his childhood shreds of ethics and whatever courage might have permitted him to flee. And thus he might have spent the rest of his life as just another cold and deadly killer in a city of killers, had there not been an accident on one surface raid. A botched teleport spell flung his way scattered the group. He ended up far from home, alone, and unsure what to do next, until he was taken in by an old woman, blind and thinking him to be an ordinary elf. His time with her, helping her maintain life in her little cottage, gradually began to show him that things could be different. And thus he stands now, no longer quite one thing or another, unsure where to go from here...
    Last edited by Saintheart, Mar 5, 2014
  9. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Name: William Marshall
    Race: Human (Tethyrian)
    Class: Wizard 7/Loremaster 4
    Hit Dice: 11d4 + 33 = 75

    Initiative: +5
    Speed: 30 ft

    AC: 10+ 1 [Dex] + 1 natural [Amulet] + 1 deflection [Ring] + 2 [Bracers - armor] = 15
    Touch AC: 12
    Flat-Footed AC: 14

    Base Attack: +5
    Grapple: +4
    Attacks: N/A
    Damage: N/A
    Face/Reach: 5x5, 5 ft
    Special Attacks: Spells
    Special Qualities:
    Lore: Functions like Bardic Knowledge. May roll a +2 +10 +2 [Knowledge History] = 1d20+12 for this check.
    Familiar: Peregrine falcon, "Maeghen"
    Saves: Fort - 19, Ref - 21, Will - 27
    Abilities: Str - 10 (+0), Dex - 12 (+1), Con - 16 (+3), Int - 28 (+9), Wis - 17 (+3), Cha - 14 (+2)

    Skills:
    Diplomacy = 13 (Level +3) +2 (CHA) = +15
    Heal = 13 (Level+3) +3 = +16
    Knowledge (Arcana) = 13 (Level+3) +9 (INT) = +24
    Knowledge (History) = 13 (Level+3) = +24
    Knowledge (the Planes) = 13 (Level+3) = +22
    Linguistics = 13 (Level+3) +9 (INT) = 22
    Perception = 13 (Level+3) +3 (WIS) = +16
    Ride = 13 (Level+3)+1 (DEX) = +14
    Spellcraft = 13 (Level+3) +9 (INT) = +22
    Survival = 13 (Level+3) +3 (WIS) = +16
    Use Magic Device = 13 (Level+3) +2 (CHA) = +15

    Feats: Collegiate Wizard (CArc), Create Magic Item*, Extend Spell, Fiery Burst (CMag), Improved Initiative, Sculpt Spell*, Split Ray, Skill Focus (Knowledge: History), Twin Spell, Persistent Spell

    Languages: Common, Chondathan, Draconic, Elven, Sylvan, Ruathlek, Alzhedo, Undercommon, one more to be selected.
    Alignment: Neutral Good
    Deity: Currently none
    Region: Waterdeep
    Gender: Male
    Age: 49
    Height: 5'9"
    Weight: 157 pounds

    Equipment:
    Magic Items and Body Slots
    Head: Headband of Intellect +6 (INT +6)
    Face:
    Throat: Amulet of Natural Armour +1
    Shoulders: Cloak of Comfort +1
    Body: Brooch of Shielding
    Torso: Vest of Resistance +1
    Arms: Bracers of Armor +2
    Hands:
    Ring 1: Ring of Protection +1
    Ring 2: Ring of Communication
    Waist: Healing Belt
    Feet:

    Other Gear, Tools and Equipment:
    Sudden Stunning Dagger +1
    Bracers of Armor +2
    Brooch of Shielding (Absorbs 101 points of damage from Magic Missile)
    Ring of Communication
    Hobgoblin Spellbook
    Handy Haversack (5lb) (2k)
    Tome of Worldly Memory (1lb) (1.5k)
    Blessed Book (1lb) (3k)
    Rod of Metamagic, Lesser Extend (3k)
    Rod of Metamagic, Lesser Spell Chain
    Rod of Metamagic, Lesser Quicken
    Wand of Web
    Scroll of Sending
    Scroll of Servant Horde
    Fortifying Bedroll (2lb) (3k)
    Bottle
    Candle
    Case (for map or scroll) (1lb)
    Chalk
    Flasks x1 (2lb)
    Ink vial
    Ink pen
    Paper sheets x4
    Parchment sheets x4
    Pouch x1 (1lb)
    Rations (1 day) x2 (2lb)
    Sealing wax (1lb)
    Vial (for ink or potions) x2 (1lb)
    Waterskins x1 (4lb)
    Spell component pouch (2lb)
    Soap (1 lb)
    Razor
    Mirror (1lb)
    Scrolls: Cone of Cold, 2x Feeblemind, 1x Mass Fire Shield, 1x Mass Fly, 1x Overland Flight, 2x Greater Invisibility, 2x Polymorph, 1x Wall of Ice, 1x Wall of Sand, 1xFly, 2 x Teleport
    3,500 gp

    Weight: 30lb

    Spells per Day: (At-will/7/6/6/5/4/2) Attack Roll 1d20+10+spell level

    Spells Known:
    0th:
    1st: Alarm, Cause Fear, Charm Person, Chill Touch, Color Spray, Comprehend Languages, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Identify, Mage Armor, Magic Missile, Mount, Protection from Evil, Protection from Good, Ray of Clumsiness, Ray of Enfeeblement, Shield, Sleep, True Strike
    2nd: Detect Thoughts, False Life, Flaming Sphere, Ghoul Touch, Glitterdust, Invisibility, Ray of Stupidity, Rope Trick, Scare, Scorching Ray, See Invisibility, Shatter, Web, Whispering Wind
    3rd: Claiaudience/Clairvoyance, Deep Slumber, Dispel Magic, Fireball, Greater Mage Armor, Greater Magic Weapon, Haste, Lightning Bolt, Phantom Steed, Servant Horde, Slow, Tongues
    4th: Assay Spell Resistance, Confusion, Defenestrating Sphere, Dimensional Anchor, Dimension Door, Enervation, Greater Invisibility, Lesser Geas, Mass Resist Energy, Orb of Fire, Polymorph, Scrying, Shout, Solid Fog, Summon Monster IV, Wall of Ice, Wall of Sand
    5th: Cone of Cold, Feeblemind, Hold Monster, Magic Jar, Mass Fire Shield, Mass Fly, Overland Flight, Sending, Teleport, Unfettered Heroism
    6th: Disintegrate, Ruby Ray of Reversal, Superior Resistance, Tactical Teleportation.

    Appearance: William is a fairly competent-looking human, not overly solid in build but not particularly thin either. He has shoulder-length hair - medium brown in colour and generally messy - blue eyes, and a round, unremarkable face. Although he is almost fifty, no hint of grey shows in his hair yet, and his face more closely resembles that of a man in his late thirties. A general air of preoccupation hangs around him much of the time, belying his actual alertness to his surroundings. His usual dress is a blue robe, frequently inkstained, over sturdy trousers and a shirt, and sensible boots suited for travelling. His only concessions to any kind of decoration are the enchanted items of jewellery he wears. He has a few scars; the main ones are a thick burn scar in a diagonal across his chest, and an old gash across his right arm.

    [IMG]

    Personality: William is essentially deeply kind-hearted. He will go out of his way as often as not to help others, and refuses to harm the innocent. He will challenge injustice if he feels able to do so effectively. He is determined, and both studious and a traveller; on one hand, it would be perfectly possible to lose him in a library for days, but on the other hand he’s willing to undertake long journeys if necessary. He’s very cheerful around people willing to be friendly, and isn’t easy to provoke, but does not take kindly to insults.

    Biography: Born in Waterdeep to comfortably well-off glassware makers Edward and Ruth Marshall, William grew up a rather studious child. From an early age he was fascinated with mages and wizardry, and read any books he could get his hands on in hopes of finding out more. Once old enough to consider a trade, he persuaded his parents to allow him to study magic; his efforts wound up with him becoming a student in Blackstaff Tower at the age of fifteen, where he applied himself to his studies thoroughly. It was over twenty years before he left, feeling he had mastered the arts of magic sufficiently in the Tower and now needed to find out what other places had to offer.

    And so he became something of a traveller, seeking out new knowledge in other cities - and being side-tracked on occasion by hints of danger to Waterdeep and the surrounding realms, which he diligently worked to counter. Throughout his journeys, he retained his love for learning and would often spend as long as possible in any collection of books and other learnings that he came across. In this endeavour, he was joined perhaps eight years ago by a young female falcon named Maeghen, whom he made his familiar after coming across her on one of his journeys.

    And thus things remain with him; travelling wherever he can in order to seek out both threats and knowledge, and deal with them as efficiently as he can.

    Familiar: Maeghen was an ordinary peregrine falcon until William stumbled across her, trying to recover from an injured foot, when she was perhaps a year old. Heartstrings tugged by her struggles, he kindly treated her, and then decided to make her his familiar. He has since jokingly claimed to regret this decision; she’s loyal and devoted to him, but often treats him more like her hatchling than her master. She’s frequently the one who gets him to eat and sleep when he gets lost in his books, and her sharp beak has enforced her insistence more than once. For all his complaining, though, he’s truly fond of her and regards her as his closest friend. To others, she’s a little more distant, but in general her opinion of others is influenced by his.
    Last edited by Saintheart, Mar 11, 2014
  10. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    MAKING PLANS FOR THE DEFENCE OF BRINDOL


    As a result of conversation discussions, there's been some things decided, some things proposed by the Company of the Crescent Flame for their part in defending the city.

    What has been decided and nailed down with the Lords of Brindol regarding actual defence of the city:

    [IMG]

    - That the fortification of the walls and gate continue.

    - That the bridges over the river be dismantled and the stone used to buttress the wall and other uses made of it.

    - That when the battle comes, the wall will be held and no cavalry sally will take place from the city.

    - If the wall falls:

    • The blue lines indicate the area of Brindol that must be held at all costs.
    • The red lines indicate where barricading is to take place. This will amount to blocking streets along the red lines, not blocking the entire length of the streets. Captain Ulverth will also look to establishing sniper posts through the city based on these barricades.
    • The Cathedral of Lathander becomes Brindol's field hospital, with all clerics and medical treatment taking place from there.
    • Cathedral Square becomes the main staging ground for the defence of the city if the wall's breached, and indeed before it's breached.
    What has been suggested to the Lords of Brindol but not acted on as yet:

    - Per William, that spell traps be set up behind the barricades if available.

    - Per William (on suggestion from Mitth), using Stone Shape to buttress the walls.

    - Per Mazarun, installation of catapults on the walls.

    - Per Zanaek, brewing up alchemist's fire for pouring on attackers. (No discussions among group about costs, quantities, etc)

    - Per Mazarun, caltrops and/or spells to make the ground muddy as the Red Hand moves in. (No discussions in group on logistics of this yet).

    Things that have been suggested in brainstorming but not suggested to the Lords or acted on as yet:

    - Buying mercenaries and teleporting them back to Brindol via William; group seems undecided on this. DM has pointed out possibilities; indeed another group of dwarven mercenaries from the Great Rift could reach Brindol on foot in time if the party's quick about it. Take as read that William would be able to convince hard-bitten fighting men to enter Bags of Holding; the Realms is relatively magic-heavy.

    - Digging a moat or redirecting the Elsir River around the walls; group seems to be against due to concerns about structural integrity of the walls and availability of Instant Storm In A Staff; DM has pointed out hiring an expert with Knowledge (Architecture and Engineering) could potentially alleviate this. 39,000 tons of earth must be moved; no discussion on taking teams of men to achieve this task.

    - Finding other spellcasters to support Brindol's defence. Per DM, William is aware Immerstal the Red is the only comparable level caster in Brindol; there are three level two casters other than him in Brindol, who would have to be sought out and convinced to stay.

    - Clerics of Kelemvor: can Consecrate the graveyard and then join the healing efforts, but nobody's talked to them as yet. Also note Brindol has a Temple of Yondalla, the halflings' god, which probably also has some clerics in it as well.

    - The Thieves' Guild. Possibly could be appealed to for assistance, though it would take Corrath revealing their existence and then the party negotiating with them somehow.

    Other measures the group's thought of but which aren't Brindol's job to be acted on:

    - The Company itself interdicting the Red Hand or bloodying its nose somewhere west of Brindol to slow it down in some way. No concrete plans on this from you guys as yet.

    Other stuff going on in the Vale which the group might or might not take an interest in:

    - The Shining Axes, out of the Hammerfist Holds. Durin Shieldbreaker was dispatched three days ago to go and try to secure their support and pay them to help defend Brindol. Do you help out there? See if Durin's made it?

    - The Company of Last Resort: this will be the fighting band that escorts Brindol's civilians to Dennovar, two weeks hence. Do you assist in any way here?

    - Foraging parties: obviously Brindol is sending harvesters west into the teeth of the Hand's advance to try and scorch the earth or gather in some limited harvest. And just as obviously, the Red Hand will be sending its own scouts and raiders ahead of it, too. Do you help out here?

    - Scouting on the Red Hand and general intel: Ktala rightly pointed out that it'd be good to get a decent sense of the Red Hand's size and composition. This might not require you to head out there counting noses, necessarily. William knows Scrying, as does Zanaek since he's now a Divine Oracle and Augury, Divination, Scrying, and Commune are all domain spells for him (Divine Oracles get the Oracle domain).

    - General training of the garrison: although Ulverth and the Lions are decent enough fighters, they don't have anywhere near the boots adapted for wading in blood that the party has. It might be the party has some pointers to provide...?

    - General prep for battle: your gold is fairly well down, of course, but maybe there's some stuff to craft.
  11. Ramza JC Head Admin and RPF Manager

    Administrator
    Member Since:
    Jul 13, 2008
    star 7
    Sorry for the utter dearth of content from my end, after those projects wrapped up I had another test, plus the whole Episode VII MS high-alert thing. October in general has not been kind to me. But! This Wednesday and Thursday I will have nothing. Updates will come. I swear it on my ancestors, and also Bob from accounting.
  12. CmdrMitthrawnuruodo Force Ghost

    Member Since:
    Jul 1, 2000
    star 6
    Bob? As in:

    [IMG]


    Sent from my iPhone using Tapatalk
  13. Ramza JC Head Admin and RPF Manager

    Administrator
    Member Since:
    Jul 13, 2008
    star 7
    No, no, Bob from accounting.
  14. Ramza JC Head Admin and RPF Manager

    Administrator
    Member Since:
    Jul 13, 2008
    star 7
    Or.... not.
  15. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Perhaps somewhat appropriately, the above is a pretty good reason for me to go with the idea we've previously discussed, i.e. deciding which side stuff you guys would like to do in preparation for Brindol's defence via voting on likes. Much faster than posting, though if you want to argue your case for doing one thing as opposed to another, this is the thread to do it. So here's how it'll work:

    I'll throw up a series of posts, each with a proposition contained in the post. If you're in favour of doing that thing in the weeks ahead of the projected arrival of the Red Hand at Brindol, 'like' the post. If not, don't. A majority of players agreeing to a proposed "mission" will then be taken by me as what lines the Company wishes to explore, and I'll prepare/work on it on that basis. There's no particular closing date on votes, but do try and get all your votes in quick as you can because it makes it easier to plan. ;) Best part of this is that you can 'unlike' if you change your mind!

    Next post will be the first of the propositions.
  16. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Prop 1: :D

    Buying mercenaries and teleporting them back to Brindol via William; group seems undecided on this. DM has pointed out possibilities; indeed another group of dwarven mercenaries from the Great Rift could reach Brindol on foot in time if the party's quick about it. Take as read that William would be able to convince hard-bitten fighting men to enter Bags of Holding; the Realms is relatively magic-heavy.
    Rilwen_Shadowflame likes this.
  17. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Prop 2:

    Digging a moat or redirecting the Elsir River around the walls; group seems to be against due to concerns about structural integrity of the walls and availability of Instant Storm In A Staff; DM has pointed out hiring an expert with Knowledge (Architecture and Engineering) could potentially alleviate this. 39,000 tons of earth must be moved; no discussion on taking teams of men to achieve this task.
  18. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Prop 3:

    Finding other spellcasters to support Brindol's defence. Per DM, William is aware Immerstal the Red is the only comparable level caster in Brindol; there are three level two casters other than him in Brindol, who would have to be sought out and convinced to stay.
  19. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Prop 4:

    The Thieves' Guild. Possibly could be appealed to for assistance, though it would take Corrath revealing their existence and then the party negotiating with them somehow by Corrath going to them independently of the party and engaging them on her own.
    Last edited by Saintheart, Nov 7, 2012
  20. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Prop 5:

    The Company itself interdicting the Red Hand or bloodying its nose somewhere west of Brindol to slow it down in some way. No concrete plans on this from you guys as yet.
  21. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Prop 6:

    The Shining Axes, out of the Hammerfist Holds. Durin Shieldbreaker was dispatched three days ago to go and try to secure their support and pay them to help defend Brindol. Do you help out there? See if Durin's made it?
  22. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Prop 7:

    The Company of Last Resort: this will be the fighting band that escorts Brindol's civilians to Dennovar, two weeks hence. Do you assist in any way here?
    Rilwen_Shadowflame likes this.
  23. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Prop 8:

    Foraging parties: obviously Brindol is sending harvesters west into the teeth of the Hand's advance to try and scorch the earth or gather in some limited harvest. And just as obviously, the Red Hand will be sending its own scouts and raiders ahead of it, too. Do you help out here?
  24. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Prop 9:

    Scouting on the Red Hand and general intel: Ktala rightly pointed out that it'd be good to get a decent sense of the Red Hand's size and composition. This might not require you to head out there counting noses, necessarily. William knows Scrying, as does Zanaek since he's now a Divine Oracle and Augury, Divination, Scrying, and Commune are all domain spells for him (Divine Oracles get the Oracle domain).
  25. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Prop 10:

    General training of the garrison: although Ulverth and the Lions are decent enough fighters, they don't have anywhere near the boots adapted for wading in blood that the party has. It might be the party has some pointers to provide...?
Moderators: Penguinator, Ramza