Melf Brightflame
Peasant
Knight Commander
His Highness, Prince Melf "Brightflame" of Faerie lineage, Knight Commander of the Knights of Luna
Posts: 64
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Post by Melf Brightflame on Jan 2, 2004 9:23:51 GMT -5
Melf Brightflame Part I
Name: Melf “Brightflame” Faerie Gender: Male Race: Gray Elf Creature Type: Humanoid Alignment: Neutral Good Classes: Wizard/Fighter Class Levels: 14/4 Character Level: 18 Experience: 153000 Next Level: 171000
Strength: 11 (+0)/13 (+1) Dexterity: 19 (+4) Constitution: 11 (+0)/13 (+1) Intelligence: 22 (+6)/24 (+7) Wisdom: 13 (+1)/15 (+2) Charisma: 12 (+1)
Age: 229 (Middle Age) Height: 5’6 ft. (165 cm.) Weight: 106 lb. (53 kg.) Size: Medium Speed: 30 ft. Eyes Color: Light Green Hair Color: White Complexion: Light
Patron Deities: Boccob and Corellon Larethian Homeworld: Oerth Languages: Common, Elven, Dwarven, Halfling, Gnome, Draconic, Celestial, Sylvan, Orc, Goblin, Giant.
Patron Deities Note: Melf’s allegiance is splitted between Boccob, the Lord of All Magic, and Corellon Larethian, the Creator of Elves. Because of such splitted allegiance it is unknown which of the deities will claim Melf’s soul after his death, and it is even possible that both deities will reject Melf’s soul because of his splitted allegiance. However, this doesn’t seem to worry Melf, who isn’t planning to die anytime soon.
Hit Points: 86 Armor Class: 20 (+5 Armor, +4 Dexterity, +1 circumstance) Initiative: +4 (Dexterity)
Based Attack Bonus: +11/+6/+1 Melee Attack Bonus: +12/+7/+2 Ranged Attack Bonus: +15/+10/+5
Fortitude Save: +10 Reflex Save: +10 Will Save: +13
Racial Abilities: Immunity to Sleep +2 Saves vs. Enchantments +2 Listen, Search, Spot Detect Secret Doors: 5ft range Low-Light Vision
Class Abilities: Summon Familiar (Melf currently doesn’t have a familiar)
Feats: 1st level character: Combat Casting 1st level wizard: Scribe Scroll 3rd level character: Craft Wondrous Items 5th level wizard: Craft Magic Arms and Armor 6th level character: Leadership (19) 9th level character: Spell Mastery (6) 10th level wizard: Eschew Materials 12th level character: Still Spell 15th level character: Silent Spell 1st level fighter: Weapon Focus (Longsword) 2nd level fighter: Improved Critical (Longsword) 18th level character: Spell Mastery (6) 4th level fighter: Weapon Specialization (Longsword)
Skills: Alchemy+13 (6 ranks, +7 Intelligence) Bluff+2 (1 rank, +1 Charisma) Climb+4 (1 rank, +1 Strength, +2 Climber’s Kit) Concentration+13/+17 (12 ranks, +1 Constitution/+4 Combat Casting) Craft (Blacksmithing)+10 (3 ranks, +7 Intelligence) Craft (Bowmaking)+8 (1 rank, +7 Intelligence) Craft (Weaponsmithing)+10 (3 ranks, +7 Intelligence) Craft (Armorsmithing)+8 (1 rank, +7 Intelligence) Diplomacy+9 (6 ranks, +1 Charisma, +2 synergy) Gather Information+2 (1 rank, +1 Charisma) Handle Animal+10 (9 ranks, +1 Charisma) Heal+5 (1 rank, +2 Wisdom, +2 Healer’s Kit) Intimidate+2 (1 rank, +1 Charisma) Intuit Direction+3 (1 rank, +2 Wisdom) Jump+2 (1 rank, +1 Strength) Knowledge (Arcana)+16 (9 ranks, +7 Intelligence) Knowledge (History)+13 (6 ranks, +7 Intelligence) Knowledge (Geography)+13 (6 ranks, +7 Intelligence) Knowledge (Local/The Faerie Kingdom of Celene)+10 (3 ranks, +7 Intelligence) Knowledge (Local/Principality of Ulek)+8 (1 rank, +7 Intelligence) Knowledge (Knights of Luna)+13 (6 ranks, +7 Intelligence) Knowledge (Nature)+8 (1 rank, +7 Intelligence) Knowledge (Nobility and Royalty)+13 (6 ranks, +7 Intelligence) Knowledge (Religion)+8 (1 rank, +7 Intelligence) Knowledge (The Planes)+10 (3 ranks, +7 Intelligence) Listen+7 (3 ranks, +2 Wisdom, +2 racial) Perform (Dance)+2 (1 rank, +1 Charisma) Profession (Blacksmith)+5 (3 ranks, +2 Wisdom) Profession (Herbalist)+3 (1 rank, +2 Wisdom) Ride (Horse)+13 (9 ranks, +4 Dexterity) Scry+10 (3 ranks, +7 Intelligence) Search+12 (3 ranks, +7 Intelligence, +2 racial) Sense Motive+8 (6 ranks, +2 Wisdom) Speak Languages (3 ranks) Spellcraft+19 (12 ranks, +7 Intelligence) Spot+7 (3 ranks, +2 Wisdom, +2 racial) Swim+2 (1 rank, +1 Strength) Wilderness Lore+3 (1 rank, +2 Wisdom)
Effective Caster Level (Wizard): 14th Spellcasting Ability Modifier (Intelligence): +7 Spells per day: 4/6/6/6/5/4/4/3 Spells save DC: 17+Spell Level Spells known: 0th level (totally 17 spells): Resistance, Ray of Frost, Detect Poison, Daze, Flare, Light, Dancing Lights, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic, Repair Minor Damage. 1st level (totally 34 spells): Alarm, Endure Elements, Protection from Evil, Shield, Grease, Mage Armor, Mount, Summon Monster I, Unseen Servant, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike, Charm Person, Hypnotism, Sleep, Magic Missile, Tenser’s Floating Disk, Change Self, Color Spray, Cause Fear, Ray of Enfeeblement, Burning Hands, Enlarge, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Message, Reduce, Lesser Acid Orb, Lesser Fire Orb. 2nd level (totally 28 spells): Arcane Lock, Protection from Arrows, Resist Elements, Melf’s Acid Arrow, Summon Monster II, Summon Swarm, Web, Detect Thoughts, Locate Object, See Invisibility, Darkness, Daylight, Flaming Sphere, Shatter, Continual Flame, Blur, Invisibility, Mirror Image, Scare, Alter Self, Blindness/Deafness, Darkvision, Knock, Levitate, Whispering Wind, Filter, Gaze Screen, Familiar Pocket. 3rd level (totally 28 spells): Dispel Magic, Magic Circle against Evil, Nondetection, Protection from Elements, Flame Arrow, Phantom Steed, Summon Monster III, Clairaudience/Clairvoyance, Tongues, Hold Person, Suggestion, Fireball, Gust of Wind, Lightning Bolt, Wind Wall, Displacement, Invisibility Sphere, Halt Undead, Fly, Gaseous Form, Greater Magic Weapon, Haste, Keen Edge, Slow, Water Breathing, Arcane Sight, Enhance Familiar, Rary’s Universal Resist Elements. 4th level (totally 28 spells): Dimensional Anchor, Fire Trap, Minor Globe of Invulnerability, Remove Curse, Stoneskin, Evard’s Black Tentacles, Summon Monster IV, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Confusion, Fire Shield, Shout, Wall of Fire, Improved Invisibility, Phantasmal Killer, Fear, Bestow Curse, Dimensional Door, Polymorph Other, Polymorph Self, Rary’s Mnemonic Enhancer, Mass Resist Elements, Acid Orb, Fire Orb, Mass Darkvision, Fortify Familiar. 5th level (totally 12 spells): Summon Monster V, Rary’s Telepathic Bond, Hold Monster, Bigby’s Interposing Hand, Sending, Wall of Force, Dream, Nightmare, Telekinesis, Teleport, Permanency, Energy Buffer. 6th level (totally 11 spells): Globe of Invulnerability, Greater Dispelling, Guards and Wards, Acid Fog, Summon Monster VI, Analyze Dweomer, Bigby’s Forceful Hand, Mass Haste, Mordenkainen’s Lucubration, Tenser’s Transformation, Mass Fly. 7th level (totally 15 spells): Spell Turning, Drawmij’s Instant Summons, Power Word Stun, Summon Monster VII, Greater Scrying, Bigby’s Grasping Hand, Delayed Blast Fireball, Prismatic Spray, Mass Invisibility, Ethereal Jaunt, Plane Shift, Teleport Without Error, Limited Wish, Energy Immunity, Mass Teleport. Spells Mastered (automatically mastered Read Magic, plus all the spells which Melf has mastered through Spell Mastery feats): Arcane Mark, Detect Magic, Read Magic, Alarm, Identify, Melf’s Acid Arrow, See Invisibility, Phantom Steed, Greater Magic Weapon, Fire Shield, Delayed Blast Fireball, Plane Shift, Teleport Without Error. Melf’s Arcane Mark: Arrow surrounded by fiery aura.
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Melf Brightflame
Peasant
Knight Commander
His Highness, Prince Melf "Brightflame" of Faerie lineage, Knight Commander of the Knights of Luna
Posts: 64
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Post by Melf Brightflame on Jan 2, 2004 9:24:27 GMT -5
Melf Brightflame Part II
Equipment: Traveler’s Outfit “Irrai the Flametongue” +1 Intelligent Longsword of Flaming Burst (see description bellow) White Robe of Archmage (+5 armor bonus to AC, spell resistance 17, +1 resistance bonus to all saving throws, ability to overcome spell resistance of others as if through Spell Penetration feat) Amulet of the Planes (looks like simple steel pendant on the steel chain, without any ornament or gemstones) +5 Ring of Protection (looks like elegant silver ring with amethyst) Ring of Minor Universal Elemental Resistance (looks like simple copper ring with amber; Melf removes this ring when he is forced to wear his Golden Signet Ring of Celene Royal Family) Golden Signet Ring of Celene Royal Family (Minor magical enchantment imbedded into this ring allows wearer to cast Detect Poison spell at will. Melf usually wears this ring only on various feats where he risks being poisoned, or when he acts as representative of Celene Royal Family or the Faerie Kingdom of Celene, which is happening more and more rarely lately.) Scabbard of Keen Edges Brooch of Shielding (still able to absorb up to 101 points of magic missiles’ damage) Melf’s Circlet of Body and Mind (unique wondrous item; see statistics bellow; looks like simple steel half-circlet) Everburning Torch Bag of Holding IV Melf’s Boundless Spellbook (minor artifact; see statistics bellow; appears to be rather ordinary spellbook with leather cover and parchment pages) Bedroll Winter Blanket Tent Traveler’ Outfit (spare) x3 Cold Weather Outfit x3 Courtier’s Outfit x3 Noble Outfit Royal Outfit Flint and Steel Scrollcase Sheets of parchment x20 Vials of Ink x2 Inkpens x2 Small Steel Mirror Silk Rope (100ft long) Grappling Hook attached to 50ft long Hemp Rope Trail rations for month of travel Waterskins filled with fresh water x4 Whetstone Spyglass Climber’s kit Healer’s kit (10 uses left) Pouch with eighteen white pearls, each worth about 100 gp Moneypouch with 180 pp, 450 gp, 900 sp, 900 cp
“Irrai the Flametongue” +1 Intelligent Longsword of Flaming Burst Alignment: True Neutral Alignment Notes: Unlike most True Neutral intelligent items, who allow only True Neutral characters to carry and use them normally, Irrai doesn’t care much about his wielder’s alignment, and thus doesn’t bestow negative levels upon wielder of any alignment, and doesn’t conflict with wielder at all. Ego: 6 Communication: Semiempathy (Wielder’s body is filled with warmth while Irrai’s Find Traps primary ability is working, or, in case of Melf only, at any time while he is wielding Irrai. This warmth also grants wielder +1 bonus on his fortitude saving throws for purpose of resisting subdual damage from cold only.) Intelligence: 16 (+3) Wisdom: 9 (-1) Charisma: 9 (-1) Primary Abilities: * Wielder can cast Find Traps spell upon himself at will, duration of this spell is 1 minute, after that the spell must be casted once again. * When Irrai is wielded by Melf, Melf gains +1 circumstance bonus to AC, Attack Rolls and Damage Rolls. This Irrai’s primary ability works only for Melf, and any other person who will happen to wield Irrai will not gain benefit from this Irrai’s primary ability. History: Very little is known about Irrai, except that Melf carried and wielded him for a few decades already. It is also rather surprising that Melf chooses to carry and wield Irrai while he certainly could find himself a magical weapon of far greater power. What is the story behind Melf’s and Irrai’s relationship? Nobody seem to know it for sure…
“Melf’s Circlet of Body and Mind” Unique Wondrous Item Description: Simple steel half-circlet. Powers: Wearer gains +2 bonus to his Strength, Constitution, Intelligence and Wisdom ability scores. History: As it is stated in its name, Melf’s Circlet of Body and Mind was crafted by Melf Brightflame a few decades ago to compensate his waning strength and endurance and to enhance his mental capabilities.
“Melf’s Boundless Spellbook” Minor Artifact Description: Melf’s Boundless Spellbook appears to be rather ordinary spellbook with leather cover and parchment pages. Powers: Melf’s Boundless Spellbook enchanted by powerful magic, which allows an unlimited number of pages to be added to extra-dimensional space which overlaps Melf’s Boundless Spellbook, and then to access these pages through Melf’s Boundless Spellbook itself, as they can temporally replace normal pages of Melf’s Boundless Spellbook itself. Thus Melf’s Boundless Spellbook can contain all of Melf’s spells, and unlimited amount of more spells. History: Melf created Melf’s Boundless Spellbook over hundred years ago, when he was still young and not especially experienced when it came to wizardry. It is unclear how young Melf was able to create such a powerful magic item, but it is believe that Boccob, or perhaps some other deity, temporally gave Melf enough power to create such a powerful magic item, and possibly personally guided young Melf through the process of creation.
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Post by Exile, Bast Incarnate on Jan 13, 2004 23:55:32 GMT -5
Sage Resiliana Raksasha Torrence Emerald Tailin Third Daughter of Corvin Tailin Lord Of Great Glacier
Alias: Exile Gender: Female Race: Wild Elf Were-Tigress Creature Type:Lycanthrope Alignment: Chaotic Good Class(es):Sorcerer / Rogue / Monk Class Level(s): 10 / 3 / 1 Character Level: 14 Effective Character Level: 18 Experience: Next Level:171000
Strength:17 +3 Dexterity: 18 +4 Constitution: 16 +3 Intelligence:14 +2 Wisdom: 14 +2 Charisma: 19 +4
Age: 107 Height: 5' 5" Weight: 115 Size: Medium Speed: 30 feet Eye Color: Light Blue Hair Color: White w/ Black Stripes Complexion: Pale
Patron Deity: Shiva, Goddess of Great Glacier Homeworld: Tarelianel Land Of The Elements Languages: Common, Elven
Hit Points: 89 Armor Class: 19 Initiative: +7
Based Attack Bonus: +7 Melee Attack Bonus: +10 Ranged Attack Bonus: +10
Fortitude Save:9 Reflex Save:12 Will Save:12
________________________________________________ Tiger/Hybrid Form:
Hit Points: 131 Armor Class: 21 Initiative: +9
Strength: 25 (+7) Dexterity: 22 (+6) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 19 (+3)
Size: Large Speed: 30 feet ________________________________________________
Racial Abilities:Weapon Finesse (Bite), Blind Fight, Improved Initiative
Class Abilities: Summon Familiar, Improved Unarmed Strike, Evasion, Stunning Fist, Sneak Attack +2d6, Uncanny Dodge (Dex to AC)
Feats: Silent Spell, Energy Substitution, Dodge, Mobility, Spring Attack, Combat Casting, Ambidexterity, Two Weapon Fighting
Skill Points: Sorcerer 36 Rogue 27 Monk 5
Skills: Alchemy Animal Empathy Appraise Balance Bluff Climb Concentration 15 (12+3CON) +4 when casting defensively Craft Decipher Script Diplomacy 9 (5+4CHA) Disable Device Disguise Escape Artist Forgery Gather Information Hanle Animal Heal Hide Innuendo Intimidate Intuit Direction Jump Knowledge (Arcana) 13 (12+1) Listen 11 (3+2WIS+4WereTiger+2Elf) Move Silently Open Lock Perform Pick Pocket Profession Read Lips Ride Scry Search 6 (4WereTiger+2Elf) Sense Motive Speak Language Spellcraft 13 (12+1) Spot 9 (3+2Wis+4WereTiger+2Elf) Swim Tumble 21 (18+3 Dex) Use Magic Device Use Rope Wilderness Lore
Equipment: Bag Of Holding Spell Component Pouch Flachion Chainshirt Silk Rope Dagger 3x Potion of Cure Moderate Wounds
Total Equipment Weight: 37
Spellcasting Abilities: Effective Caster Level: 10 Spellcasting Ability Modifier: Charisma Spells per Day: 6/6/6/6/5/3 Spells save DC:14 Spells known:9/5/4/3/2/1 0 Resistance Ray Of Frost Flare Mage Hand Detect Magic Prestidigitation Read Magic Mending Disrupt Undead 1 Mage Armor Magic Missile Chill Touch Burning Hands Shocking Grasp Sleep 2 Invisibility Melf?s Acid Arrow Flaming Sphere Mirror Image Web 3 Vampiric Touch Leomunds Tiny Hut Flame Arrow Fireball Lightning Bolt 4 Confusion Ice Storm 5 Cone Of Cold
Armor Lycanthropic Protection Blending Chainshirt Armor Bonus: +5 Armor Check Penalty: 0 Armor Type: Light Arcane Spell Failure: 0% Max Dex Bonus:+5 Speed Limitation: None
+1 Ring Of Protection
Melee Weapon Weapon: +2 Falcion Attack Bonus: +12 Damage: 2d4+2 Threat Range/Multiplier: 18-20/x2 Damage Type: Slashing Weapon Size: Large
Melee Weapon Weapon: Dagger Attack Bonus: +10 Damage: 1d4 Threat Range/Multiplier: x2 Damage Type: Piercing Weapon Size: Small
Background: Princess and youngest daughter of Corvin Tailin and possibly the youngest and strongest of her plane, she has always been rebellious. She supported the arcane whispers in the back of her mind at an early age and kept it from her family. Her mother and her also had another secret, they were Were-Tigresses. The older daughters did not receive the gene. When they were found out, her mother took her life, while Sage was set out of the land to do negotiations with a country they were at war with. Sage understood what her father was trying to do, kill her off in a civilized way. So she hid in the country as an advernturer. Starting out as a rogue then she became a sorceress. She has gained great prestige but under the name Exile. After the war was over and great Glacier had won. Her father met her and didn?t even recognize her. Her father gave her a faulty teleportation scroll (showing that he actually knew it was her) which sent her to arandom location?which happened to be Celene.
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Post by Brenan Emelorn on Jul 31, 2004 6:30:56 GMT -5
Brenan Emelorn
Gender: Male Race: Gray Elf Creature Type: Humanoid Alignment: Lawful Neutral Classes: Fighter/Wizard Class Levels: 2/1 Character Level: 3 Experience: 3000 Next Level: 6000
Strength: 13 (+1) Dexterity: 15 (+2) Constitution: 9 (-1) Intelligence: 11 (+0) Wisdom: 9 (-1) Charisma: 11 (+0)
Age: 119 (Adult) Height: 5’5 ft. (162,5 cm) Weight: 115 lb. (57,5 kg) Size: Medium Speed: 20 ft. Eye Color: Hazel Hair Color: Light Gray Complexion: Light
Patron Deity: Corellon Larethian Homeworld: Oerth Languages: Elven, Common, Goblin.
Hit Points: 15 Armor Class: 20 (+6 Armor, +2 Dexterity, +2 Shield) Initiative: +2 (+2 Dexterity)
Based Attack Bonus: +2 Melee Attack Bonus: +3 Ranged Attack Bonus: +4
Fortitude Save: +2 Reflex Save: +2 Will Save: +3
Racial Abilities: Immunity to Sleep +2 Saves vs. Enchantments +2 Listen, Search, Spot Detect Secret Doors: 5ft range Low-Light Vision
Class Abilities: Summon Familiar
Feats: 1st level character: Iron Will 1st level fighter: Weapon Focus (Longspear) 1st level wizard: Scribe Scroll 3rd level character: Dodge 2nd level fighter: Weapon Focus (Longsword)
Skills: Climb-2 (1 rank, +1 Strength, -4 armor check penalty) Concentration+0 (1 rank, -1 Constitution) Jump-2 (1 ranks, +3 Strength, -4 armor check penalty) Knowledge (Arcana)+1 (1 rank) Knowledge (War)+1 (1 rank) Listen+2 (1 rank, -1 Wisdom, +2 racial) Search+3 (1 rank, +2 racial) Spellcraft+1 (1 rank) Spot+2 (1 rank, -1 Wisdom, +2 racial)
Effective Caster Level (Wizard): 1st Spellcasting Ability Modifier (Intelligence): +0 Spells per day: 3/1 Spells save DC: 10+Spell Level Spells known: 0th level: Resistance, Ray of Frost, Detect Poison, Daze, Flare, Light, Dancing Lights, Ghost Sound, Disrupt Undead, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic, Repair Minor Damage. 1st level: Alarm, Protection from Chaos, Shield.
Equipment: Traveler’s Outfit +1 Chainmail +1 Longspear +1 Longsword +1 Buckler +1 Mighty (Strength 12) Composite Longbow +1 Arrows x48 Brenan’s Spellbook (leather cover and parchment pages; hardness 2, 1 hit point, weight 3 lb.; contains all Brenan’s spells; 77 pages are still free) Spellcomponent Pouch Bag of Holding I Bedroll Winter Blanket Tent Traveler’s Outfits (spare) x3 Cold Weather Outfits x3 Flint and Steel Scrollcase Sheets of Parchment x20 Vials of Ink x2 Inkpens x2 Small Steel Mirror Trail rations for a month of travel Waterskins filled with fresh water x4 Whetstone Moneypouch with 2 pp, 12 gp, 60 sp, and 60 cp
Armor and Shield penalties: Arcane Spell Failure: 35% Armor Check Penalty: -4 Armor Type: Medium Maximum Dexterity Bonus: +2 Speed limitation: 20 ft.
Weapon Statistics:
1. Weapon: +1 Longspear Attack Bonus: +5 Damage: 1d8+2 Threat Range/Multiplier: 20/x3 Damage Type: Piercing Weapon Size: Large Special: A longspear has reach. Brenan can strike opponents 10 feet away with it, but he can’t use it against adjacent foe.
2. Weapon: +1 Longsword Attack Bonus: +5 Damage: 1d8+2 Threat Range/Multiplier: 19-20/x2 Damage Type: Slashing Weapon Size: Medium
3. Weapon: +1 Mighty (Strength 12) Composite Longbow Ammunition: +1 Arrows Attack Bonus: +6 Damage: 1d8+3 Threat Range: 20/x3 Range Incensement: 110ft Damage Type: Piercing Weapon Size: Large
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Post by ElrosTarMinitarsus on Jan 7, 2005 18:45:06 GMT -5
Trakas Wolfsbane Lightning-Bearer After a long travel and attempts to understand what is really happening, found myself on Celene’s southern border, where I along with poorly trained local militia attempted to oppose the invading orcish hordes from the neighboring nation of Pomarj. The final battle was fierce, and only after I joined it I realized that it was a mistake to be here, for the orcish hordes clearly had all the advantages over battled and poorly trained Celenian militia. But it was too late by then… Most of the local militia was slaughtered in that battle, and I were among the few unfortunate souls who were taken alive to face the cruel orcish torturers, who seemed to torture me for the sheer pleasure of it rather then for information. However, even then I kept my sanity, studying my enemies and seeking for an opportunity to escape. I learned the orcish hordes were lead by a powerful general, strong in both combat, tactic and battle magic. I even overheard as some speculated that he isn’t really an orc at all, but rather some powerful creature in disguise… But either way, all the orcs, even the hardest warriors and cruelest torturers seem to fear their general more then death itself. And finally, after only Corellon knows who long, and opportunity to escape presented itself... By then, I spent months weakening the ropes that held me helpless, and when I heard warcries and sounds of battle in the camp and the orcish guard who watched over me rushed away to see what’s happening, I finally tore the ropes and escaped. Outside the tent I were greeted by a chaos of battle, as the allied forces of elven cavalry and dwarven infantry were slaughtering disorganized orcish force. And amidst the chaos was a white robbed elven rider, whom you with surprise recognized as nearly legendary Melf Brightflame, crown prince of the Faerie Kingdom of Celene, recognized leader of Knights of Luna and a mage of no small renown. As the remaining orcish forces fleed, you presented yourself to Melf, explaining who I was and my situation. As it became apparent that I was an archer of great skill, Melf didn’t hesitate to offer me to ride with him and his knights, and even offered me an honorary rank of a squire (an offer that I accepted ), so that when I prove my valor in combat he could make me a knight. Regardless of whether I accepted or rejected an Melf’s offer to join the Knights of Luna, I choose to remain at Melf’s side, even if only to avenge all the months of imprisonment and tortures I suffered at orcish hands. Since then, the victorious alliance of Knights of Luna and dwarven warriors from the nearby Principality of Ulek pushed the orcs backwards to Pomarj’s borders, until you finally stood on the verge of final battle against the orcs, with their general’s stand right behind their armies. However, the first attempt to assault the remnants of the orcish hordes was a disaster; not only orcs held the high ground, but their general proved to be a spellcaster of great powerful, something that nobody have expected from the orcish general. Hurt, the allied forced back away into the fortified camp, to make the plans for tomorrow’s assault, the assault that should end this war in one way or another… Here is My characters online sheet: www.3eprofiler.net/3ep/view.php?id=16168
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Post by LEHayes on Jan 11, 2005 14:00:21 GMT -5
Ragnarok
A man of 32 years. The edges of his lush brown hair are streaked with grey. He wears a large grey hooded cloak with the hood down that's fastened at the coller with a broach. It is obvious that under the cloak he wears a backpack. He wears dark brown leather pants and sturdy dark brown boots. He stands 6'2 and carries a staff in one hand and a lantern in the other.
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Post by treyguy on Jan 14, 2005 23:46:09 GMT -5
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Post by Khazraad Corond on Feb 27, 2005 7:07:49 GMT -5
Khazraad Corond Part I
Name: Khazraad Corond Gender: Male Race: Hill Dwarf Creature Type: Humanoid Alignment: Lawful Good Class: Fighter Class Level: 12 Character Level: 12 Experience: 66000 Next Level: 78000
Strength: 19 (+5)/25 (+7) Dexterity: 15 (+2) Constitution: 20 (+5)/26 (+8) Intelligence: 14 (+2) Wisdom: 16 (+4) Charisma: 14 (+2)
Age: 155 (Middle Age) Height: 4’6 ft.(135 cm.) Weight: 184 lb. (92 kg) Size: Medium Speed: 20 ft. (15 ft.) Eye Color: Blue Hair Color: Black Complexion: Light Brown
Patron Deity: Moradin Homeworld: Oerth Languages: Common, Dwarven, Orc, Giant, Elven Terran, Goblin, Undercommon.
Hit Points: 117 (153 with Helm of Adamant Might) Armor Class: 28 (+10 Armor, +3 Dexterity, +5 Natural Armor) Initiative: +2 (+2 Dexterity)
Based Attack Bonus: +12/+7 Melee Attack Bonus: +19/+14 Ranged Attack Bonus: +14/+9
Fortitude Save: +21 Reflex Save: +11 Will Save: +11
Racial Traits:
Darkvision: 60 ft. Stonecunning: +2 racial bonus on checks to notice unusual stonework +2 (+4 with Corond Signet Ring) racial bonus on saving throws against poison +2 (+4 with Corond Signet Ring) racial bonus on saving throws against spells and spell-like effects +1 racial bonus to attack rolls against orcs and goblinoids +4 dodge bonus against giants +2 racial bonus on Appraise checks that are related with exotic items +2 racial bonus on Craft checks that are related with stone or metal
Feats: 1st level character: Blind-Fight 1st level fighter: Weapon Focus (Great Axe) 2nd level fighter: Power Attack 3rd level character: Expertise 4th level fighter: Weapon Specialization (Great Axe) 6th level character: Leadership (14) 6th level fighter: Cleave 8th level fighter: Improved Critical (Great Axe) 9th level character: Improved Trip 10th level fighter: Great Cleave 12th level character: Knock-Down 12th level fighter: Improved Unarmed Strike
Skills:
Climb+10 (4 ranks, +7 Strength, -3 armor check penalty, +2 climber’s kit) Diplomacy+3 (2 ranks, +1 Charisma) Intuit Direction+3 (1 rank, +2 Wisdom) Knowledge (Geography/Flanaess)+3 (1 rank, +2 Intelligence) Knowledge (Local/Lortmil Mountains)+4 (2 ranks, +2 Intelligence) Knowledge (Local/Principality of Ulek)+8 (6 ranks, +2 Intelligence) Knowledge (War)+8 (6 ranks, +2 Intelligence) Listen+3 (1 rank, +2 Wisdom) Sense Motive+6 (4 ranks, +2 Wisdom) Speak Languages (4 ranks) Spot+3 (1 rank, +2 Wisdom)
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Post by Khazraad Corond on Feb 27, 2005 7:12:08 GMT -5
Khazraad Corond Part II
Equipment: Traveler’s Outfit (worn under armor) +5 Adamantine Breastplate of Heavy Fortification (Being made of adamantine, this breastplate has natural +2 enhancement bonus even if its magical enchantments aren’t working for some reason.) +5 Defending Greataxe of Orcs Bane +3 Heavy Crossbow of Distance +3 Shocking Bolts x30 +1 Greater Bolts of Dragon Slaying x5 +1 Greater Bolts of Giant Slaying x5 Helm of Adamant Might (This heavy adamantine helm with a pair of large bull-like horns provides its wearer with +6 enhancement bonus to Strength and Constitution.) Ring of See Invisibility (Wearer sees invisible creatures as if he is always under effect of See Invisibility spell.) Ring of Major Sonic and Electricity Resistance Corond Signet Ring (Looks like simple platinum ring. Minor magical enchantment increases dwarven racial bonuses on saving throws against poison, spells and spell-like effect for dwarves of Corond lineage from +2 to +4; provides no benefit to anyone else.) [Khazraad wears his signet ring only on rare formal occasions; otherwise he prefers to wear rings with stronger magical enchantments] +5 Amulet of Resistance and Natural Armor Bag of Holding IV Tent Bedroll Winter blanket Traveler’s Outfit (spare) x3 Cold Weather Outfit x3 Trail rations for three months of travel Waterskins (filled with fresh water) x10 Flint and Steel Tinderbox Bullseye Lantern (fueled) Oil (1 pint flask) x5 Inkpen x2 Ink (1 oz. vial) x2 Scrollcase Map of Lortmil Mountains and surrounding area (of very good quality) Sheet of paper x15 Climber’s kit Grappling Hook Hemp Rope (100 ft. long)
Armor and Shield penalties:
Arcane Spell Failure: 25% Armor Check Penalty: -3 Armor Type: Medium Maximum Dexterity Bonus: +3 Speed Limitation: 15 ft.
Combat Statistics:
1. Weapon: +5 Defending Greataxe of Orcs Bane Attack Bonus: +25/+20 (+27/+22 against Orcs) Damage: 1d12+17 (1d12+19 against Orcs) Threat Range/Multiplier: 19-20/x3 Damage Type: Slashing Weapon Size: Large Special: Acts as a +7 weapon against Orcs; furthermore, each successful to an Orc deals additional +2d6 points of damage
2. Weapon: Unarmed Strike Attack Bonus: +19/+14 Damage: 1d3+8 (subdual) Threat Range/Multiplier: 20/x2 Damage Type: Bludgeoning Weapon Size: Small
3. Weapon: Unarmed Strike Attack Bonus: +15/+10 Damage: 1d3+8 Threat Range/Multiplier: 20/x2 Damage Type: Bludgeoning Weapon Size: Small
4. Weapon: +3 Heavy Crossbow of Distance Ammunition: +3 Shocking Bolts Attack Bonus: +20/+15 Damage: 1d10+6 Threat Range/Multiplier: 19-20/x2 Range Incensement: 240 ft. Damage Type: Piercing Weapon Size: Medium Special: Each successful hit deals additional +1d6 points of electricity damage
5. Weapon: +3 Heavy Crossbow of Distance Ammunition: +1 Greater Bolts of Dragon Slaying Attack Bonus: +18/+13 Damage: 1d10+4 Threat Range/Multiplier: 19-20/x2 Range Incensement: 240 ft. Damage Type: Piercing Weapon Size: Medium Special: Any Dragon hit by the bolt must succeed a Fortitude save against DC: 23 or die instantly.
6. Weapon: +3 Heavy Crossbow of Distance Ammunition: +1 Greater Bolts of Giant Slaying Attack Bonus: +18/+13 Damage: 1d10+4 Threat Range/Multiplier: 19-20/x2 Range Incensement: 240 ft. Damage Type: Piercing Weapon Size: Medium Special: Any Giant hit by the bolt must succeed a Fortitude save against DC: 23 or die instantly.
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Post by Macabrevity on Apr 3, 2005 11:32:34 GMT -5
Itti_Kessa Lyithoeryn[/u] Female Githzerai Monk www.3edb.com/viewCharacter.asp?cid=9643Itti-Kessa is slender, and moves with extraordinary grace. She has pale yellow skin, yellow eyes, and soft orange hair. She is often clothed in very simple robes, which allow for free and comfortable movement. She has a pleasant smell to her, something of a cross between pumpkin and cinnamon, and her voice is a soft whisper. She rarely issues much sound, and cannot be heard to breath heavily, regardless of what activity she is engaged in. Her smooth, calm movements, are fluid and hypnotic, giving her the appearance of moving much slower than she actually is. It is difficult for non-gith to read emotions in her facial expressions, and for that, she often appears to be non-reactionary to stress or situations which trigger outward expression in others. ------------------------------------------------------------------------ Rei’Shana+3 Intelligent Teleporting Javelin Alignment: Lawful Neutral Ego: 27 Communication: Speech, Telepathy Languages known: Githzerai, Common, Githyanki, Draconic, Infernal Intelligence: 19 (+4) Wisdom: 16 (+3) Charisma: 14 (+2) Alignment restriction: Rei’Shana bestows 2 negative levels on any chaotic-alignmented character that attempts to wield or otherwise use her. Furthermore, if a chaotic-alignmented character attempts to wield or otherwise use her, a personality conflict is likely to occur and Rei’Shana will attempt to force owner to surrender her to a more fitting (lawful, or at least non-chaotic) owner. Personality Traits:Observant; owner gains +2 bonus on all Spot checks Sage; owner gains +2 bonus on all Knowledge (Ancient History/Gith) checks Singleminded; owner gains +1 bonus on Concentration checks Personality:Rei’Shana seems to constantly observe and analyze everything she sees, but she rarely shares her observations, even with her owner, unless she deems them especially important or if owner’s life may depend on them. Even when Rei’Shana talks, she rarely, if ever, talks out loud, preferring to communicate using her telepathic ability. Skills:Knowledge (Ancient History/Gith)+10 (6 ranks, +4 Intelligence) Knowledge (Githyanki lore)+8 (4 ranks, +4 Intelligence) Knowledge (Githzerai lore)+8 (4 ranks, +4 Intelligence) Knowledge (Psionics)+6 (2 ranks, +4 Intelligence) Knowledge (Sha’sal Khou)+12 (8 ranks, +4 Intelligence) Knowledge (the Planes)+6 (2 ranks, +4 Intelligence) Sense Motive+5 (2 ranks, +3 Wisdom) Spot+5 (2 ranks, +3 Wisdom) Primary Abilities:Owner (and Rei’Shana herself) can Detect Chaos at will Owner (and Rei’Shana herself) can Detect Law at will Owner can cast Protection from Chaos on herself three times per day as if it has been cast by a 1st level cleric Rei’Shana’s Special Purpose is to maintain contact between owner and Sha'sal Khou. While owner has no control over this power, he or she can ask Rei’Shana to transmit a message to Sha’sal Khou, and she usually has little reason to object to such request. Rei’Shana nearly always chooses herself to whom to transmit the message, and considering her vast knowledge of Sha’sal Khou, it is probably the best this way. Note, that if owner isn’t a member of Sha’sal Khou, Rei’Shana will likely attempt to subtly influence the owner into acting in Sha’sal Khou’s best interests, and in time, she may introduce the owner into Sha’sal Khou if others in Sha’sal Khou see it fit.
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Post by Des'starria on Apr 24, 2005 8:49:29 GMT -5
Des'starria Part I
Name: Des'starria Gender: Female Race: Succubus (Demon/Tanar'ri) Creature Type: Outsider (Chaotic/Evil) Alignment: Chaotic Evil Classes: Rogue/Sorcerer Class Levels: 3/3 Extra Hit Dices(Outsider): 6 Character Level: 6 Effective Character Level: 15 Experience: 105000 Next Level: 120000
Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 29 (+9)
Age: Unknown Height: 6'1 ft. Weight: 125 lb. (62,5 kg.) Size: Medium Speed: 30 ft. Flight Speed: 50 ft. Flight Maneuverability: Average Eye Color: Black Hair Color: Dark Blue Complexion: Lightly Tanned
Hit Points: 82 Armor Class: 22 (+3 Dexteirty, +9 Natural Armor) Initiative: +3 (+3 Dexterity)
Based Attack Bonus: +9/+4 Melee Attack Bonus: +11/+6 Ranged Attack Bonus: +12/+7
Fortitude Save: +9 Reflex Save: +12 Will Save: +10
Damage Reduction: 20/+2 Spell Resistance: 14
Succubus Special Abilities:
Spell-Like Abilities (All Spell-Like Abilities work as if they have been casted by a 12th level Sorcerer; Save DC equals to 19+Spell Level [21+Spell Level when the Spell-Like Ability is "boosted"]): At will - Charm Monster, Clairaudience/ Clairvoyance, Darkness, Desecrate, Detect Good, Detect Thoughts, Doom, Ethereal Jaunt (self plus 50 pounds of objects only), Suggestion, and Teleport Without Error (self plus 50 pounds of objects only); 1/day - Unholy Blight.
Energy Drain (Supernatural Ability): Des'starria drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, Des'starria must start a grapple, which provokes an attack of opportunity. Des'starria's kiss or embrace inflicts one negative level; the victim must succeed at a Wisdom check (DC 15) to even notice. The Fortitude save to remove the negative level has a DC of 18.
Summon Tanar'ri (Spell-Like Ability): Once per day, Des'starria can attempt to summon one balor with a 10% chance of success.
Alternate Form (Supernatural Ability): Des'starria can assume any humanoid form of Small to Large size as a standard action. This ability is similar to the polymorph self spell but allows only humanoid forms. While using this ability, Des'starria gains a +10 circumstance bonus to Disguise checks.
Tongues (Supernatural Ability): Des'starria has permanent Tongues ability as the spell cast by a 12th level Sorcerer. Des'starria usually use verbal communication with mortals and save telepathic communication for conversing with other fiends.
Tanar'ri Qualities:
Immunities (Extraordinary Ability): Des'starria is immune to poison and electricity.
Resistances (Extraordinary Ability): Des'starria has cold, fire, and acid resistance 20.
Telepathy (Supernatural Ability): Des'starria can communicate telepathically with any creature within 100 feet that has a language.
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Post by Des'starria on Apr 24, 2005 8:51:43 GMT -5
Des'starriaPart IIClass Features:Sneak Attack: +2d6 Summon Familiar (Des'starria currently doesn't have a familiar) Evasion Uncanny Dodge (Dexterity bonus to AC) Feats:1st Hit Dice: Dodge 5th Hit Dice: Mobility 1st character level: Boost Spell Resistance 3rd character level: Boost Spell Like-Ability (Charm Monster) 6th character level: Boost Spell Like-Ability (Suggestion) Skills:Balance+11 (6 ranks, +3 Dexterity, +2 synergy) Bluff+21 (12 ranks, +9 Charisma) Concentration+8 (6 ranks, +2 Constitution) Contortion+11 (6 ranks, +3 Dexterity, +2 synergy) Diplomacy+19 (6 ranks, +9 Charisma, +4 synergy) Disguise+18 (9 ranks, +9 Charisma) Escape Artist+9 (6 ranks, +3 Dexterity) Heal+7 (6 ranks, +1 Wisdom) Hide+9 (6 ranks, +3 Dexterity) Jump+10 (6 ranks, +2 Strength, +2 synergy) Knowledge (Arcana)+6 (3 ranks, +3 Intelligence) Knowledge (the Planes/Lower Planes)+15 (12 ranks, +3 Intelligence) Listen+12 (3 ranks, +1 Wisdom, +8 racial) Massage+9 (6 ranks, +3 Intelligence) Move Silently+9 (6 ranks, +3 Dexterity) Perform (Dancing, Erotic Arts, Flute, Harp, Lovemaking, Lute, Lyre, Mandolin, Singing)+18 (9 ranks, +9 Charisma) Profession (Servant)+16 (15 ranks, +1 Wisdom) Search+6 (3 ranks, +3 Intelligence) Sense Motive+7 (6 ranks, +1 Wisdom) Sexual Knowledge+9 (6 ranks, +3 Intelligence) Spellcraft+6 (3 ranks, +3 Intelligence) Spot+12 (3 ranks, +1 Wisdom, +8 racial) Tumble+11 (6 ranks, +3 Dexterity, +2 synergy) Note: As you could notice, I have a few non-standard skill. To learn what these skills do, check the following thread:shadowdragons69.proboards2.com/index.cgi?board=3dnd&action=display&n=1&thread=607Spellcasting Abilities:Effective Caster Level (Sorcerer): 3rd Spellcasting Ability Modifier (Charisma): +9 Spells per day: 6/8 Spells save DC: 19+Spell Level Spells known: 0th level: Daze, Ghost Sound, Mage Hand, Detect Magic, Read Magic. 1st level: Protection from Good, Mage Armor, Identify. Equipment:Gown of Pockets (appears to be an elegant black gown with four hidden pockets, each of which acts as Bag of Holding I) Shoes Combat Statistics:Claws (x2): Attack Bonus: Damage: 1d3+2 Threat Range/Multiplier: 20/x2 Damage Type: Piercing/Slashing Weapon Size: Tiny
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Post by Lyse Harrow on Apr 24, 2005 9:29:45 GMT -5
Lyse Harrow Part I
Name: Lyse Harrow Gender: Male Race: Half-Elf (Gray) Creature Type: Humanoid Alignment: Neutral Evil Classes: Rogue/Fighter/Assassin/Shadowdancer Class Levels: 3/2/2/8 Character Level: 15 Experience: 105000 Next Level: 120000
Strength: 16 (+3) Dexterity: 20 (+5)/24 (+7) Constitution: 12 (+1)/16 (+3) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 6 (-2)
Age: 46 (Adult) Height: 5'3 ft. (157,5 cm) Weight: 124 lb. (62 kg) Size: Medium Speed: 30 ft. Eye Color: Black Hair Color: Black Complexion: Tanned
Appearance Notes: Lyse's body is covered by scars, either scars from a blade or burns from fire or acid; some of the scars look like they are self-inflicted.
Patron Deity: Vecna, the Demigod of Secrets Homeworld: Oerth Languages: Common, Elven, Goblin, Orcish
Hit Points: 69/99 Armor Class: 29/30 (+9 Armor, +3 Deflection, +7 Dexterity/+1 Dodge) Initiative: +7 (+7 Dexterity)
Based Attack Bonus: +11/+6/+1 Melee Attack Bonus: +14/+9/+4 Ranged Attack Bonus: +18/+13/+8
Fortitude Save: +14 Reflex Save: +24 Will Save: +9
Racial Traits:
Immunity to Sleep Low-light vision +1 to listen, search and spot +2 Saves versus Enchantment
Class Features:
Sneak Attack: +3d6 Evasion Uncanny Dodge (Dexterity bonus to AC) Uncanny Dodge (Cannot be flanked) Uncanny Dodge (+1 against traps) Death Attack (Fortitude save DC: 15) Poison Use Hide in Plain Sight (Supernatural Ability) Darkvision (Supernatural Ability): 60 ft. Shadow Illusion (Spell-like Ability): Once per day; this spell-like ability allows Lyse to create visual illusion from surrounding shadows as per Silent Image spell. Summon Shadow: two shadows of 5th Hit Dice each; it is unknown whether Lyse currently has any shadow companions or no. Shadow Jump: 80 ft. Defensive Roll
Feats:
1st level character: Ambidexterity 1st level rogue: Exotic Weapon Proficiency (Hand Crossbow) 3rd level character: Two-Weapon Fighting 1st level fighter: Dodge 2nd level fighter: Mobility 6th level character: Combat Reflexes 9th level character: Thrall to Demon 12th level character: Willing Deformity 15th level character: Deformity (Eyes)
Deformity Traits:
+2 bonus on Intimidate checks See Invisibility (Supernatural Ability): 1 minute per day -2 penalty on Spot checks -2 penalty on Search checks
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Post by Lyse Harrow on Apr 24, 2005 9:30:14 GMT -5
Lyse Harrow Part II
Skills:
Alchemy+9 (6 ranks, +3 Intelligence) Appraise+6 (3 ranks, +3 Intelligence) Balance+15 (6 ranks, +7 Dexterity, +2 synergy) Bluff+7 (9 ranks, -2 Charisma) Climb+9 (6 ranks, +3 Strength) Concentration+9 (6 ranks, +3 Constitution) Craft (Poisonmaking)+9 (6 ranks, +3 Intelligence) Decipher Script+6 (3 rank, +3 Intelligence) Diplomacy+5 (3 ranks, -2 Charisma, +4 synergy) Disable Device+8 (3 rank, +3 Intelligence, +2 Masterwork Thieves’ Tools) Disguise+7 (9 ranks, -2 Charisma) Escape Artist+23 (6 ranks, +7 Dexterity, +10 circumstance) Gather Information+1 (3 ranks, -2 Charisma) Heal+4 (3 ranks, +1 Wisdom) Hide+29 (12 ranks, +7 Dexterity, +10 circumstance) Innuendo+9 (6 ranks, +1 Wisdom, +2 synergy) Intimidate+5 (3 ranks, -2 Charisma, +2 synergy, +2 deformity) Intuit Direction+4 (3 ranks, +1 Wisdom) Jump+11 (6 ranks, +3 Strength, +2 synergy) Knowledge (Arcana)+6 (3 ranks, +3 Intelligence) Knowledge (the Planes/Lower Planes)+6 (3 ranks, +3 Intelligence) Listen+6 (6 ranks, +1 Wisdom, +1 racial) Move Silently+29 (12 ranks, +7 Dexterity, +10 circumstance) Open Lock+12 (3 rank, +7 Dexterity, +2 Masterwork Thieves’ Tools) Pick Pockets+12 (3 ranks, +7 Dexterity, +2 synergy) Read Lips+6 (3 ranks, +3 Intelligence) Search+5 (3 ranks, +3 Intelligence, +1 racial, -2 deformity) Sense Motive+7 (6 ranks, +1 Wisdom) Spellcraft+6 (3 ranks, +3 Intelligence) Spot+6 (6 ranks, +1 Wisdom, +1 racial, -2 deformity) Tumble+15 (6 ranks, +7 Dexterity, +2 synergy) Use Magic Device+1 (3 ranks, -2 Charisma) Use Rope+6 (3 ranks, +3 Dexterity) Wilderness Lore+4 (3 ranks, +1 Wisdom)
Spellcasting Ability:
Effective Caster Level (Assassin): 2nd Spellcasting Ability Modifier (Intelligence): +3 Spells per day: 2 Spells save DC: 13+Spell Level Spells known: 1st level: Change Self, Detect Poison, Ghost Sound, Obscuring Mist, Spider Climb.
Equipment: Traveler's Outfit (worn) +6 Slick Studded Leather Armor of Nimbleness, Shadow and Silent Moves "Laar the Hollow Seeker" +3 Intelligent Short Sword (details bellow) +1 Dagger of Venom (Fortitude save DC: 14) +1 Hand Crossbow Secret Case (a tiny magical case that, despite its tiny size, can contain up to sixty bolts for either hand, light, or heavy crossbow; drawing a bolt [or a several of them] out of the Secret Case is a free action, providing that the Secret Case is easily reachable.) +1 Bolts x30 +1 Bolts of Elves Bane x30 +5 Cloak of Resistance +3 Ring of Protection Ring of Mind Shielding +4 Amulet of Health +4 Gloves of Dexterity Bag of Holding IV Spellcomponent Pouch Masterwork Thieves' Tools Bedroll Winter Blanket Tent Traveler's Outfits (spare) x3 Flint and Steel Scrollcase Sheets of paper x20 Vials of Ink x2 Inkpens x2 Small Steel Mirror Trail rations for month of travel Waterskins filled with fresh water x4 Whetstone Spyglass Moneypouch with 150 pp, 150 gp, 150 sp, and 150 cp
"Laar the Hollow Seeker" +3 Intelligent Shortsword Alignment: Neutral Evil Ego: 8 Communication: Speech Known Languages: Common, Undercommon, Goblin Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 10 (+0) Primary Abilities: Wielder can Detect Secret Doors at will Wielder can Locate Object in 120 ft. radius at will.
Armor and Shield penalties:
Arcane Spell Failure: 15% Armor Check Penalty: 0 Armor Type: Light Maximum Dexterity Bonus: +7 Speed Limitation: None
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