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Post by EK - Shadow of Death on Aug 27, 2004 14:12:24 GMT -5
Please feel free to post your characters here. Post all pertinent information, and make sure that your character's history is developed proportionally to your level. Characters of any level are accepted, though please notify me via PM if you intend on posting a character above 9th level.
Optional: Be sure to pick at least 2 things that your character strongly believes in, and would be willing to act selflessly in order to further it. Make these goals specific but universal (Ex. Everyone should have freedom of choice, risk taking is foolish, those in power are always right, etc.). I can furnish more examples, or you can get them from the Planewalker's Handbook.
Allowed races: All standard races Aasimar (Crossbreed between humans and Upper Planar creatures) Bariaur (Half-goat, half-human quadrapeds from Ysgard) Genasi (Crossbreed between humans and elemental creatures) Githzerai (A race of mentally focused, independent humanoids making order for themselves in the plane of Limbo) Rogue Modron (A half-mechanized bipedal creature that is a deviant from the pure law society of Mechanus) Tiefling (Crossbreed between humans and Lower Planar creatures)
Allowed classes: All official classes (run them by me if they're not core)
Allowed alignments: All (Keep in mind that the campaign will likely venture into strongly aligned planes, so strongly opposed characters may not survive for very long.)
Allowed factions (optional): All
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spinagon
Peasant
I eat babies!!
Posts: 23
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Post by spinagon on Aug 28, 2004 19:28:43 GMT -5
Spec's Character SheetStrong beliefs: 1) The multiverse helps those that help themselves. Those who get to the top through blood, sweat, and tears deserve to be there. Those who complain about bad luck or unfair treatment don't deserve any better. To rely on others to get where you want in life is weak. 2) Everyone is out for themselves! Everyone is trying to get to the top in life, and you're just another rung in their ladder. Don't trust anyone because they're all just trying to use you to better their own position. It's either YOU or THEM, and who's a rung in who's ladder...?
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Post by Arcaneye on Aug 29, 2004 3:03:31 GMT -5
Canderous Odell
Male Human Neutral Good Fighter/Barbarian/Planar Champion 4/2/3 Level 9 Experience: 37455 Next level: 45000
Strength 18 Dexterity 16 Constitution 16 Intelligence 14 Wisdom 12 Charisma 13
Age: 21 Height: 5'11" Weight: 165 Size: Medium Speed: 30ft Eye Color: Hazel-Green Hair Color: Reddish Brown Complexion: Tan
Homeworld: Material Plane - Spiren
Languages: Common, Baatorian Common, Planar Common
Hit Points: 95 (6d12+3d10+Con) Armor Class: 21 Initiative: +3
Base Attack Bonus: +7 Melee Attack Bonus: 11 Ranged Attack Bonus: +10
Fortitude Save: +11 Reflex Save: + 8 Will Save: + 4
Rage 1/day
Fast Movement
Uncanny Dodge ( Dex to Ac)
Favored Plane (Nine Hells of Baator) The planar championhas studied thenatives of a particular plane extensivel. He gains a +1 to Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks. The same goes for attack bonus and damage, but he only gets the damage bonus if the creature is within 30 feet. Doesn't apply to creatures immune to critical hits.
See Invisibility Has the ability to see invisible at will. It allows her to see (but not affect) ethereal creautures.
Attack Ethereal Can transform his weapon into a material force effect at will, enabling him to attack creatures on the Ethereal Plane. Has to be a weapon that he has Weapon Specialization in.
Feats: Weapon Focus (Greatsword) Blind-Fight Weapon Focus (Greatsword) Weapon Spec. (Greatsword) Power Attack Dodge Cleave
Skills: (30 Barbarian, 16 Fighter, 18 Planar Champion) Climb 15 (11+STR) Intimidate 6 (5+CHR) Jump 15 (11+STR) Swiim 10 (6+STR) Knowledge (The Planes) - 6 (4+INT) Wilderness Lore 6 (5+WIS)
Weapons
+2 Greatsword Large Slashing Melee +13 Attack 2d6+2 Damage
Daggar (x3) Small Piercing Melee +11 Attack 1d4 Damage
Armor Breatsplate Armor +2 +7 Amor Bonus +3 Max Dex Bonus -2 Armor Check Penalty 30 lbs
Ring of Protection +1
Belongings: Ring of Tounges Ring of Protection Daggers (x3) +2 Greatsword +2 Breastplate Armor Rations (x4) Acid Flask Oil Flask Bedroll Backpack Waterskin (x2) Torch
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Post by Arcaneye on Aug 29, 2004 3:22:46 GMT -5
Canderous' real name is Cristion. He belonged to a small group of wanderers that travelled and settled around the material plane of Spiren. As he aged and grew stronger, he took over as the bodygaurd and muscle for the group. Leading and stopping many a raid lead to him taking over as head of the group. He lead using the power of his father's sword that held abilities that were unlocked to him little by little as he progressed in power.
He accidentally lead the group into Corinine Dunes where there was a cult currently summoning a portal to the Astral Plane. To both group's dismay, an Astral Dreadnaught known as Kyriashikklon expanded the interdimensional rip and killed most of both groups.
The few that survived from Cristion's group decided to hunt down the creature and take it down. Along this destined to fail chase (due to the fact that the Dreadnaught was immensely more powerful than they) Cristion lost the last of his group to Carceri and The Nine Hells in their first battle on their firsy foreign plane.
While now lost with no purpose other than to avenge his lost friends and family, he headed back to the material plane. But, while he was on this journey, he had grabbed the attention of a high level Baatezu who stole his sword.
With all of his belongings except what is left on him (on my 1st page of the Character Sheet), Cristion decided to start another life. He became Canderous and began his journey over again.
He feels very strongly for the sword lost, Paradise, as well as finding the Astral Dreadnaught, Kyriashikklon, and would do anything to get the sword back and destroy the beast.
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Kaygor
Peasant
Rogue Modron
Posts: 19
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Post by Kaygor on Aug 29, 2004 23:21:30 GMT -5
Name: Kaygor Race: Rogue Modron Class: Fighter Lv: 2
Str: 14 Dex: 10 Con: 15 Int: 16 Wis: 12 Cha: 9
Alignment: LN Faction: Fraternity of Order (Guvners) Height: 6'0" Weight: 500lbs. Appearance: 3 foot cube mounted on 2 spindly legs and with 2 spindly arms. 2 eyes,each as large as a saucer, and a one foot long mouth.
HP: 9 AC: 4 THAC0: 19 Mv: 15
Weapon Proficiencies (4 + 1 int): Two-handed weapon style Two-weapon style Ambidexterity Bastard sword Light crossbow
Non weapon proficiencies (3 + 4 int): Modron (language) Bariaur (language) Planar survival (Mechanus) Endurance Endurance Portal feel Planar survival (Outlands)
Equipment: Modron Armor Modron backpack Green steel bastard sword x2 Light crossbow Planar compass
Background: Kaygor went rogue less than 4 months ago when two of his superiors gave it conflicting orders. It wandered Sigil for 3 days, getting its bearings, before it decided to adapt to its surroundings and live a life befitting its talents. It turned courier, and made a great deal of money relaying messages across the city. Calling itself Kaygor, after a pet name bestowed upon him by its bariaur employer, it joined the Fraternity of Order so that it could again feel comfortable in a hierarchy. Kaygor quickly gained some status as a courier and was sent on missions to the Outlands. Utilizing its resourcefulness, Kaygor made friends in many gate towns and was even given a special assignment once leading to the Astral Plane. Kaygor currently resides in Sigil, awaiting its next assignment.
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K'Zan
Squire
(pl/m/gz/W4/Du/CN)
Posts: 106
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Post by K'Zan on Sept 4, 2004 11:24:17 GMT -5
K'Zan (Pl/m/gz/W4/Du/CN)
(CN Githzerai Dustman Mage, 4th level)
Home Plane: Limbo [Deity: Zerthimon] Age: 20 Height: 5' 10" Weight: 126 lb (9 st) Eyes: Grey Skin: Parchment yellow Hair: Black
General Appearance: Short for a githzerai but gaunt by anyone's standards, K'Zan hardly stands out in a crowd. His skin is the colour of an old scroll, and his eyes have all the vitality and joy of a Sigilian sky. He is bald, but sports a wispy beard of the same dusty black as his robes.
Stats:- STR: 10 DEX: 15 CON: 11 INT: 17 WIS: 14 CHA: 11
AC: 8 (natural=9) HP: 12
Saving Throws:- Paralyzyation: 14 Wand: 11 Polymorph: 13 Breath weapon: 15 Spell: 12
Special:- Dead Truce Only 50% resurrection survival Infravision to 60 ft
Proficiencies:- Weapon: Quarterstaff (1 slot) Non-Weapon: Direction Sense, Fire-Building, Reading-Writing, Religion, Spellcraft, Chaos Shaping, Planar Sense, Limbo Survival.
Languages: Githzerai, Planar Trade, Slaadi
Spells:- 1) Magic Missile, Tenser's Floating Disc, Unseen Servant 2) Alter Self, Improved Phantasmal Force
Equipment: Robe, Cloak, Bedroll, Iron Rations, Quarterstaff +1 (Sigilian), Ring of Protection +1 (Sigilian), Waterskin, Rope, Twine, Lantern Oil, Dustman Prayer Beads (108 skulls carved from Fhorge bone), 42 GP.
Character History: K'zan's parents met in a githyanki prison camp in the Astral plane; why their captors had not simply killed them and how they escaped are matters that never entirely came to light. What is known is that on their return to Limbo, rumours abounded that they had, in some way, collaborated with the hated children of Gith. A week after K'zan hatched, his father disappeared. He never had a close relationship with his mother, and knows very little about his family (he also has one sister, slightly younger than him, who was training in the arts of stealth when he left Limbo). For his first 18 years his name was K'Tor; he only changed it after arriving in Sigil.
At the age of eight, K'Tor left home (in the Floating City) to study under the Anarchs of Shra'kt'lor. Although a decent student, he began to feel disillusioned with the philosophy of the powerful Anarch's guild, and fell in with a semi-underground movement that venerated the legendary Zerthimon. Increasingly feeling the constrictions of life beneath the githzerai wizard-king, he decided to leave his home plane and train to become a zerth - fighting and studying to aid his people in their struggle against tyranny, in all its forms.
A few months later, at the age of 18, he and a small band of friends passed through the gate-town of Xaos and took the first portal they found to Sigil - the big city. They didn't last three days - drunk on unfamiliar alcohol and the heady scent of adventure, they got into a fight with a group of githyanki in one of the numerous seedy bars of the hive. K'Tor, terrified by his first taste of combat, hid under a table and later fled. Returning - out of shame at his cowardice rather than any renewal of courage - he found the bodies of his friends being carted away. Alone in an unfamiliar city, he followed the only faces he knew - straight up the steps of the Mortuary.
The naive young githzerai was a gift to the Dustmen, and it took little effort to convince the rapidly disillusioned young mage that their philosophy offered him a way of coping with both his grief and shame. He also took a new name (according to an old githzerai custom) that reflected his current situation: K'Zan, He-Who-Was-Full-Of-Shame. However, his strongly held githzerai beliefs could not be ousted by this new philosophy; instead, he believes he has found a way of reconciling the contrasting views of a Dustman and zerth, seeking liberation from the tyranny of life and working against those - such as the githyanki and the illithids - who would spread false death through violence.
His faction tolerate these unorthodox views, though they feel he has a long way to go before he is really 'one of them'. For a start, his racial hatred and shame are clouding his mind and preventing the way to True Death.
For the next two years he worked as an administrator in the Mortuary, an experience that has left him with a wide understanding of the various religions of the planes - but in almost all cases, only those parts that deal with death or burial practices. He studied and practised his mage skills, and became more and more introverted; for K'Zan, the outside world is a dangerous place full of violence and untimely death. However, his faction - recognising the first signs of the Apathy closing about his mind - convinced him to go out and experience the planes, following whatever path was placed in front of him.
He does not drink alcohol (seeing it as the seed of emotion and violence), abhors tyranny (a hangover from his githzerai roots) and avoids combat when he can - though he sees the world as inherently violent, and accepts that he must defend himself and those around him.
Upon entering the Dustmen he took vows renouncing his previous life; as far as his relatives are concerned, he died in a brawl in Sigil.
Current Goals: It seems that to truly understand this mockery of existence it is necessary to see more of the multiverse than just Limbo or the sheltered atmosphere of the Mortuary. Every day he sees deaders being carted in - but how did they die? What is happening outside, in the planes? Curiousity must be purged before he can even begin to reach towards True Death, and K'zan is losing sight of everything in his current situation: he has to look outside before he can truly examine himself.
Beliefs: His friends are gone, struck down in a brawl. That seems... wrong, somehow; too sudden. It has, however, shown K'zan the harsh light of truth: the multiverse is defined by death. Life is death, existence is empty and to strive is to fail. Grief and cowardice are both weaknesses, emotions. They must be purged if K'zan is ever to progress - ever to escape the fate of his comrades and find his own, True Death. Zerthimon is dead, beyond the Eternal Boundary. It thus seems obvious to K'zan that the philosophy of the Dustmen and the religion of the Githzerai can easily co-exist - for K'zan, Zerthimon was the prophet of death, showing the Githzerai the true path not merely away from the tyranny of Gith but also towards the aim of existence - transcendence into True Death.
(1. Emotions are weaknesses, and violence (as a product and/or producer of rage and passion) in particular is wrong. 2. Tyranny should always be opposed.)
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Piper Silverstream
Squire
Always look behind you, you never know what will catch you unawares.
Posts: 81
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Post by Piper Silverstream on Oct 1, 2004 22:30:12 GMT -5
Name: Piper Silverstream Race: High Elf Age: 119 Gender: Female Class: Ranger Alignment: Chaotic Good
Piper Silverstream is a beautiful elf with long black hair flowing loosely down to her waist, and bright, vibrant green eyes with lots of warmth in them. Her lips are blood red with a ready smile on them, her skin milky white with a few freckles strewn across her cheeks and nose. She is wearing tan leather armor that fits her slender, petite body perfectly, comfortable but snug. Strapped to her back are two longswords with the sword hilts jutting up from above her right shoulder and a composite longbow strapped across her left shoulder. She is very wary of others but does not let it show. She is loyal to those who stand by her, and will fight to her death to protect and save them.
Greetings to one and all. I am Piper Silverstream, a noble elf from the town of Fayeville. My parents were never around much, as their interest lay in the running of the town, so it was my sister Vierna who raised me. Vierna was an embarassment to our family, but we adored each other. One year a visitor came to our town, and my sister let him have passage into our keep, as he was weary from battle and poor. When my parents found out that Vierna let a human into our keep, they were furious with her and told her she was responsible for keeping an eye on him. Brian and I began to spend alot of time with each other, and we fell in love. I confided my feelings for him to my sister, and she was the only one who knew of our secret feelings for each other, and she kept my secret. It was getting time for Brian to leave us, and he wanted me to go with him, but knowing how my parents felt about him, and how they would feel about me running away with him, I declined his offer. One night, Vierna came into my room and awakenend me, and told me to grab only what was important to me and that Brian was waiting for me outside. I told her I was afraid to go, and she told me she knew the only way I would ever be happy was to be with my love, so I went with him. The last thing I remember as we were riding away was Vierna's screams as she was punished for my behavior and running, and blamed for not keeping a better eye on Brian. I have never seen my sister or my home since then. Brian and I were happy together, and very much in love. Everyday was a treasure to me, just to be with him. One night, as we lay sleeping under the stars, a band of thieves crept upon us, and attacked. Brian fought them off long enough for me to get away. I wanted to stay and help him fight them, but he told me to run and find help because there was so many of them. When I returned, it was to find my beloved's body stabbed to death, and the end of my happy existence. Everything we had that were of value had been taken, but nothing so valuable to me as his life. I have sworn vegenance on finding the brigands who took his life. While tracking the band, I came across some standing stones, and when I passed through them, I came to a place I have never seen before in my life, and all I want is to return to my world and find those who took him from me.
Name: Piper Silverstream Race: High elf Gender: Female Height: 4'11" Age: 119 Class: Ranger Level: 1 Weight: 85 lbs XP: 0 Alignment: Chaotic Good Next Level: 2,250 Kit: None Ability Scores Str: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 10% Attack Adj.: +0 Damage Adj.: +1 Max. Press: 195 lbs Open Doors: 9 Dex: 19 Missile Adjustment: +3 Pick Pockets: +15% Open Locks: +20% Reaction Adjustment: +3 Armor Class: -4 Move Silently: +15% Climb Walls: +15% Con: 13 System Shock: 85% Poison Save: +0 Hit Point Adjustment: +0 Resurrection Chance: 90% Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None Bonus Proficiencies: 4 Chance to Learn New Spell: 60% Wis: 14 Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0% Magic Defense Adjustment: +0 Spell Immunity: None Cha: 15 Loyalty Base: +3 Maximum Number of Henchmen: 7 Initial Reaction Adjustment: +3 Saving Throws Paralyzation: 14 Poison: 14 Death Magic: 14 Petrification: 15 Polymorph: 15 Rod: 16 Staff: 16 Wand: 16 Breath Weapon: 17 Spell: 17 Combat Hit Points: 10 Base THAC0: 20 Melee THAC0: 20 Missile THAC0: 17 Armor Natural armor class 10 Full armor, studded leather -3 DEX Defensive adj. -4 FINAL: 3 Weapon Proficiencies Dagger Long bow Sword, long Sword, short Non-Weapon Proficiencies Direction Sense 15 Fire-Building 13 Hunting 13 Reading/Writing 15 Set Snares 18 Spellcraft 12 Tracking 19 Native Languages Common, Elf, Goblin Weapons THAC0 Attacks/ Speed Damage Range (-2) (-5) Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long Sword, long 19 1 5 1d8+1 1d12+1 S M Composite long bow 17 2 7 P L Composite long bow, sheaf arrow 1d8 1d8 P S 8 16 34 Dagger 20 17 1 2 1d4+1 1d3+1 P S 2 4 6 Racial Abilities Bow bonus - +1 bonus to attack rolls with long or short bows. Infravision - 60' infravision range. Resistance 90% - 90 percent resistant to sleep and charm-related spells. Secret doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door. Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door. Sword bonus - +1 bonus to attack rolls when using a long or short sword.
Class Abilities Ranger Empathy with animals - May befriend animals. Followers - Attracts 2d6 followers at 10th level. Hide in shadows 10% - May hide in natural settings. Move silently 15% - May move silently through natural settings. Priest spells - May begin to cast Priest spells at 8th level. Special enemy - Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when encountering this creature. Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels. Two-weapon style - May fight with two weapons with no penalty if wearing studded leather armor or lighter. Major Spheres of Magic - Animal, Plant
-------------------------------------------------------------------------------- Inventory
Items Readied Sword, long Items Worn Backpack Composite long bow Belt Belt pouch, large * Copper Pieces x25 * Gold Pieces x48 * Silver Pieces x25 Sword, long Boots, riding Dagger Breeches Full armor, studded leather Quiver Composite long bow, sheaf arrow x20 Tunic Movement and Encumbrance Encumbrance: Unencumbered Light Moderate Heavy Severe Weight (lbs): 0-70 71-100 101-130 131-160 161-195 Movement: 12 8 6 4 1 THAC0: -1 -2 -4 AC: +1 +3 Currently carrying 47.56 pounds (None Encumbrance, 12 Movement)
-------------------------------------------------------------------------------- Spells Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Ranger Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 9 Wizard Chance to Learn New Spell: 60% Maximum Wizard Spell Level: 7th Spells Memorized
-------------------------------------------------------------------------------- Ranger Spells Granted Spell Time Range Area of Effect Components
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Post by Exile, Bast Incarnate on Jan 16, 2005 1:32:49 GMT -5
Sserztah
Gender: Female Race: Yuan-Ti Halfblood Creature Type: Monstrous Humanoid Alignment: Chaotic Neutral Class(es): Ranger/Druid Class Level(s): 6/3 Character Level: 9 Effective Character Level: 12 Experience: 67450 Next Level: 78000
Rolls: 17, 11, 16, 16, 12 13
Strength: 17 + 2 Racial = 19 (+4) +1 = 20 (+5) Dexterity: 16 + 2 Racial = 18 (+4) +2 = 20 (+5) Constitution: 16 (+3) Intelligence: 12 + 4 Racial = 16 (+3) Wisdom: 13 +4 Racial = 17 (+3) +1 = 18 (+4) Charisma: 11 + 4 Racial = 15 (+2)
Age: 37 Height: 5’7” Weight: 135 Size: Medium Speed: 30ft Walk, Swim 15 ft Eye Color: Yellow-Green Hair Color: Jet Black Complexion: Tan with a Green Tinge
Patron Deity: Sseth Homeworld: Languages: Common, Yuan-Ti, Undercommon
Hit Points: 85 (58+27Con) Armor Class: 10 + 4 Natural Armor + 3 Armor + 5 Dexterity = 22 Initiative: +5
Base Attack Bonus: +6/+1 Melee Attack Bonus: +11/+6 Ranged Attack Bonus: +11/+6
Fortitude Save: +11 Reflex Save: +8 Will Save: +9
Racial Abilities:
Race related skills: Concentration, Craft, Knowledge (all), Hide, Listen, and Spot.
Spell-like abilities:
1/day - cause fear, neutralize poison, and suggestion. These abilities are as if cast by a 8th level sorcerer.
Psionic Abilities:
At will: Detect Poison (as a 6th level sorcerer), and Aversion (30 ft range, Will save 17 or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 20 feet away from snakes and yuan-ti (alive or dead). If another Will save (DC 17) is made, they can approach, but gain a -4 Dex penalty while within 20 feet of a snake or yuan-ti
Scales instead of skin: (+4 natural armor),
Legs and Snake Tail: Speed 30 feet, Swim 15 feet Can constrict Small or smaller creatures for 1d4 + (x1 ½) STR while grappling
Class Abilities:
Favored Enemy: 1st Undead 2nd Magical Beasts
Nature Sense: Can identify plants and animals (species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned or other wise unfit for consumption)
Animal Companion
Woodland Stride: A druid may move through natural thorns, briars, overgrown areas and similar terrain at her normal speed and without suffering damage or impairment.
Trackless Step: A druid leaves no trail in natural surroundings.
Feats:
Point Blank Shot Precise Shot Dodge Mobility Shot On The Run Track Ambidexterity Two-Weapon Fighting
Skills: Animal Empathy 6 + 2 Cha = 8 Climb 3 + 5 STR –2 Armor = 6 Concentration 5 + 3Con = 8 Craft (Bow/Arrow making) 15 + 3Int = 18 Heal 3 + 4Wis = 7 Hide 6 +5 Dex= 11 Intuit Direction 3 +4 Wis = 7 Jump 6 + 5 Str, -2 Armor = 9 Knowledge (Planes) 7 + 2 Int = 9 Move Silently 3 + 5 Dex – 2 Armor = 6 Search 2 +2 Int = 4 Spellcraft 4 + 2 Int = 6 Spot 2 +4 Wis = 6 Wilderness Lore 10 + 4 Wis = 14
Equipment:
Total Equipment Weight:
Ranger
Spellcasting Abilities: Effective Caster Level: 6 Ranger Spellcasting Ability Modifier: WIS +4 Spells per Day: 2 Spells save DC: 14 Spells known: All from list for level 1
Spellcasting Abilities: Effective Caster Level: 3 Druid Spellcasting Ability Modifier: WIS 18+4 Spells per Day: 5/3/2 Spells save DC: 14/15/16 Spells known: All from list for level 0, 1 & 2
Armor and Shield Penalties: Armor Check Penalty: -2 Armor Type: Studded Leather Armor (Light) Arcane Spell Failure: 15% Max Dex Bonus: +5 Speed Limitation: None
Weapon Statistics:
Melee Weapon Weapon: +1 Keen Scimitar Attack Bonus: +11/+6 Damage: 1d6+1 +5 Str Threat Range/Multiplier: 16-20/x2 Damage Type: Slash Weapon Size: Medium
Melee Weapon Weapon: +1 Silvered Dagger Attack Bonus: +11/+6 Damage: 1d6 +5 Str Threat Range/Multiplier: x2 Damage Type: Pierce Weapon Size: Tiny
Melee Weapon Weapon: Sickle Attack Bonus: +11/+6 Damage: 1d6 +5 Str Threat Range/Multiplier: x2 Damage Type: Slash Weapon Size: Small
Ranged Weapon Weapon: +4 STR Mighty Longbow Ammunition: Arrows (60) Attack Bonus: +11/6 Damage: 1d8 +4 Threat Range/Multiplier: x3 Range Increment: 110 ft Damage Type: Piercing Weapon Size: Large
Background: Once a candidate to become a priest of her deity, Sseth, Ssertzah was sent to kill a fallen priest by the Scaled Supreme. When she found her target, he had given her the knowledge that Sseth was actually in a slumber and what most of the Scaled Ones of their kind were worshipping was the Evil god set. (http://www.wizards.com/default.asp?x=dnd/ex/20040709a)
Taken aback by the information, Ssertzah then went on a hunt to gain the power and allies needed to find and awaken the one true god of the Scaled Ones.
When her journey began, she was in search of where the Supreme Scaled One's original location was. Her search lead her into a trap left by some followers of Set that disguised themselves as followers of Sseth.
After being locked up without nourishment for a good 2 weeks, she was saved by a group of heroes. After being taken into the groups custody until she was back to full health, she was given a vision of a land where evil lives and it continues downwards infinitely.
As this information was released to her, she awakened to find her saviors dead with the symbol of Set near them. She then went into a rage and strayed away from her original path.
Not only did she want to save Sseth, but she was now even more hell bent on getting back at Set for all the damage he had done to her and those around.
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Selenya
Squire
Planeshifter
Posts: 138
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Post by Selenya on Feb 13, 2005 6:25:17 GMT -5
Selenya Part I
Name: Selenya Gender: Female Race: Half-Elf (Sun) Alignment: Neutral Good Classes: Wizard/Incanatrix/Planeshifter Class Levels: 5/6/2 Character Level: 13 Experience: 89765 Next Level: 91000
Strength: 11 (+0) Dexterity: 14 (+2) Constitution: 11 (+0) Intelligence: 21 (+5) Wisdom: 11 (+0) Charisma: 12 (+1)
Age: 30 (Adult) Height: 5,7ft (167,5 cm) Weight: 113lb (56,5 kg) Size: Medium Speed: 30ft Eye Color: Brown Hair Color: Light golden Complexion: Slight bronzed tan
Patron Deity: Mystra Homeworld: Toril Languages: Chondathan, Elven, Common, Sylvan, Draconic, Auran, Celestial, Midani, Thorass, Seldruin, Aquan, Illuskan.
Hit Points: 44 Armor Class: 14 (+2 Dexterity, +2 Luck) Initiative: +2
Base Attack Bonus: +6/+1 Melee Attack Bonus: +6/+1 Ranged Attack Bonus: +8/+3
Fortitude Save: +9 Reflex Save: +8 Will Save: +14
Appearance: Selenya looks young and could be called attractive, with her light golden hair, brown eyes and slight bronzed tan, if not for an ugly scar, which crosses left side of her face, barely missing eye. She looks very human, except for slightly-longer-then-normal ears, which mark her as a half-elf. Her custom outfit a bit strange looking sleeveless dress, with white almost transparent top, and long red and blue bottom; and a pair of sandals. On rare formal ocassions Selenya usually puts on some jewelry, which she keeps for such ocassions.
Class and Racial Abilities: Summon Familiar (Selenya currently doesn’t have a familiar) School Specialization (Abjuration)/Prohibited School (Illusion): Selenya gained School Specialization through Incanatrix prestige class, and thus, while she can never learn spells from Illusion school, she can still use spells from Illusion school, which she learned before she became Incanatrix. Send Away (Extraordinary Ability): Selenya gain +2 bonus to all dispel checks and caster level checks to harm, banish, or overcome spell desistance of outsiders. This include dispel checks to dispel a summon monster spell. See Ethereal (Supernatural Ability): Selenya can use this ability once per day, and it lasts for six rounds. This ability allows Selenya to see ethereal creatures up to 60 ft. away, although they appear gray and insubstantial (as objects on Material Plane appear to ethereal creatures). This does not give her any additional ability to attack ethereal creatures, but she can utilize spells and effects that affect ethereal creatures (such as force effects and abjurations) normally, so she could cast a magic missile spell at an ethereal creature. Immunity to Sleep Low-light vision +1 to listen, search and spot Strike Ethereal (Supernatural Ability): Selenya can alter her spells so they strike ethereal targets that she can see. Altering this way works similar to a sorcerer using metamagic feat – spells with a casting time of one action become full-round spells, and spells with a longer casting time take an extra full-round action to cast. The altered spell takes effect on the Ethereal Plane instead of the Material Plane. +2 Saves versus Enchantment Plane Shift (Spell-like Ability): 1/day, as 13th level Sorcerer Analyze Portal (Spell-like Ability): 2/day, as 12th level Sorcerer Hardy Spirit (Supernatural Ability): Selenya is immune to all death effects and energy drain attacks.
Permanented Spells: Resistance (the bonus is included in statistics above)
Feats: 1st level character: Mind Over Body 1st level wizard: Scribe Scroll 3rd level character: Iron Will 5th level wizard: Still Spell 6th level character: Eschew Materials 1st level incanatrix: Silent Spell 9th level character: Craft Wondrous Item 5th level incanatrix: Heighten Spell 12th level character: Enlarge Spell
Skills: Alchemy+7 (2 ranks, +5 Intelligence) Concentration+16 (16 ranks) Diplomacy+3 (2 ranks, +1 Charisma) Gather Information+3 (2 ranks, +1 Charisma) Heal+2 (2 ranks) Intuit Direction+2 (2 ranks) Knowledge (Arcana)+21 (16 ranks, +5 Intelligence) Knowledge (The Planes)+21 (16 ranks, +5 Intelligence) Knowledge (History/Faerun)+7 (2 ranks, +5 Intelligence) Knowledge (Local/Silver Marches)+7 (2 ranks, +5 Intelligence) Knowledge (Nature)+7 (2 ranks, +5 Intelligence) Listen+3 (2 ranks, +1 racial bonus) Profession (Herbalist)+2 (2 ranks) Scry+10 (5 ranks, +5 Intelligence) Search+7 (1 rank, +5 Intelligence, +1 racial bonus) Sense Motive+1 (1 rank) Spellcraft+21 (16 ranks, +5 Intelligence) Spot+3 (2 ranks, +1 racial bonus) Wilderness Lore+2 (2 ranks) Speak Languages (4 ranks)
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Selenya
Squire
Planeshifter
Posts: 138
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Post by Selenya on Feb 13, 2005 6:25:55 GMT -5
SelenyaPart IIEffective Caster Level (Wizard): 12th Spellcasting Ability Modifier (Intelligence): +5 Spells per day: 4+1/6+1/5+1/4+1/4+1/3+1/1+1 Spells save DC: 15+Speell 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, Acid Splash, Electric Jolt, Horizikaul’s Cough, Silent Portal, Launch Bolt, Repair Minor Damage. 1st level: Alarm, Endure Elements, Shield, Mage Armor, Obscuring Mist, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike, Charm Person, Sleep, Magic Missile, Nystul’s Magical Aura, Nystul’s Undetectable Aura, Enlarge, Erase, Feather Fall, Magic Weapon, Reduce, Shocking Grasp, Spider Climb, Speed Swim, Summon Monster I. 2nd level: Protection from Arrows, Resist Elements, See Invisibility, Daylight, Continual Flame, Invisibility, Alter Self, Bull’s Strength, Cat’s Grace, Darkvision, Endurance, Knock, Levitate, Selenya the Spellguard*, Summon Monster II. 3rd level: Dispel Magic, Phantom Steed, Tongues, Fireball, Lightning Bolt, Wind Wall, Fly, Greater Magic Weapon, Haste, Secret Page, Water Breathing, Tongues, Summon Monster III. 4th level: Dimension Anchor, Minor Globe of Invulnerability, Remove Curse, Stoneskin, Arcane Eye, Ice Storm, Otiluke’s Resilient Sphere, Dimension Door, Polymorph Other, Polymorph Self, Thunderlance, Summon Monster IV. 5th level: Dismissal , Hold Monster, Clone of Cold, Wall of Force, Passwall, Teleport, Permanency, Lesser Ironguard, Feeblemind, Summon Monster V. 6th level: Antimagic Field, Globe of Invulnerability, Greater Dispelling, Analyze Dweomer, Legend Lore, True Seeing , Chain Lightning, Circle of Death, Disintegrate, Flesh to Stone, Stone to Flesh. Note I: Spells marked with ‘*’ have been researched by me. The descriptions of these spells can be found in "A few spells by Selenya" thread. Here is the direct link to "A few spells by Selenya" thread:shadowdragons69.proboards2.com/index.cgi?board=3dnd&action=display&n=1&thread=546Note II: Selenya’s Arcane Mark is an ornate end of her Staff of Power against the background of a crescent moon. Here is the picture of it:Equipment: Selenya’s outfit (a bit strange looking sleeveless dress, with white and nearly transparent top, which leaves Selenya's arms and shoulders bare, and long red and blue bottom; and sandals) x3 (one is worn, two are spare) "Randel’s Gift" Unique Staff of Power (see statistics bellow) Backpack Bedroll Winter Blanket Spellcomponent Pouch Cold Weather Outfit Flint and Steel Trail Rations for seven days Waterskin Pearl (worth 100gp) Scrollcase Parchment (sheet) x10 Ink (1 oz. vial) Inkpen Silver earrings with violine (each worth 10gp) x2 Silver ring with amethyst (worth 120gp) Simple ivory ring (worth 20gp) Wooden Holy Symbol of Mystra (occasionally used as a focus for Dismissal spell when it is casted against evil-alignmented outsiders) Small bag of dirt Dagger Mithral half-circlet with pearl (worth 400gp) Piece of leather (focus for Mage Armor spell) Tiny bell (focus for Alarm spell) Small piece of very fine silver wire (focus for Alarm spell) Small leather loop (focus for Levitate spell) Piece of turtle shell (focus for Protection from Arrows spell) Feather from bird’s wing (focus for Fly spell) Iron nail (focus for Hold Person spell) Small silk cloth (focus for Nystul’s Magical Aura and Nystul’s Undetectable Aura spells) Tiny lantern with fine candle inside (focus for Dismissal spell when it is casted against creatures from the Plane of Shadow) A clear crystal prism (focus for Read Magic spell) A bit of fur (part of a focus for Chain Lightning spell) A small crystal rod (part of a focus for Chain Lightning spell) Silver pins (part of a focus for Chain Lightning spell) x20 A miniature wooden paddle (focus for Speed Swim spell) Travel Cloak (light blue) Moneybag with 113pp 187gp, 135sp, and 130cp. Spellbook I (leather cover; parchment pages; hardness: 2; hit points: 1; weight: 3lb; 98 of 100 pages are full; enchantments: resistance[minor] and waterproof) Spellbook II (thin wooden cover; paper pages; hardness: 3; hit points: 2; weight: 3lb; 90 of 100 pages are full; enchantments: resistance[minor] and waterproof) Spellbook III (thin wooden cover; paper pages; hardness: 3; hit points: 2; weight: 3lb; 100 of 100 pages are full; enchantments: resistance[minor] and waterproof) Spellbook IV (thin wooden cover; paper pages; hardness: 3; hit points: 2; weight: 3lb; 86 of 100 pages are full) Spellbook V (wooden and steel cover; paper pages; hardness: 5; hit points: 5; weight: 5lb; 100 of 100 pages are full) Spellbook VI (wooden and steel cover; paper pages; hardness: 5; hit points: 5; weight: 5lb; 94 of 100 pages are full) Spellbook VII (wooden and steel cover; paper pages; hardness: 5; hit points: 5; weight: 5lb; 0 of 100 pages are full) "Randel’s Gift" Unique Staff of Power Looks like ornate wooden staff +2 Quarterstaff +2 Luck Bonus to AC and Saving Throws Charges: 50 Spells, activated by spell trigger (concentration and thinking the word "Randel"): Magic Missile (1 charge) Ray of Enfeeblement (Heightened to 5th level; 1 charge) Continual Flame (1 charge) Levitate (1 charge) Lightning Bolt (Heightened to 5th level; 1 charge) Fireball (Heightened to 5th level; 1 charge) Clone of Cold (2 charges) Hold Monster (2 charges) Wall of Force (in 10ft radius around wielder; 2 charges) Globe of Invulnerability (2 charges) All spells work as if they were casted by 20th level sorcerer. Save DC for all spells is 25+Spell Level. Retributive Strike (works exactly as the same ability of an ordinary Staff of Power) Combat Statistics: 1. Weapon: "Randel's Gift" Staff of Power Attack Bonus: +8/+3 Damage: 1d6+2 Threat Range: 20/x2 Damage Type: Bludgeoning Weapon Size: Large Special: +2 Luck Bonus to AC and Saving Throws. 2. Weapon: Thunderlance (the effect of Thunderlance spell) Attack Bonus: +13/+8 Damage: 2d6+7 Threat Range: 20/x3 Reach: 20ft Damage Type: Piercing Weapon Size: Huge Special: Strikes as if wielder’s strength was 24; dispels all force effects of 3rd or lower level from target it strikes. Can strike adjust enemies normally, because of Thunderlance’s ability to increase or decrease its size. Duration: 12 rounds = 1 minute, 12 seconds
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Selenya
Squire
Planeshifter
Posts: 138
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Post by Selenya on Feb 13, 2005 6:26:26 GMT -5
Selenya Part III
History: Selenya is a daughter of a powerful elven enchantress from Silverymoon and a daring human adventurer and sellsword from Calimport, whose love for each other was passionate, but short-living. Selenya left home when she was twenty old, and still considered just a child by her sun elven mother. As she left home, Selenya refused to take either mother’s or father’s second name as her own, for she believed that name is something she should make for herself. Even when she has just began her adventuring, however, Selenya displayed an impressive magical talent and skills, for her mother was teaching Selenya the art of spellcasting since Selenya’s childhood. During her magical studies, other worlds and plane shifting have always fascinated Selenya, and she dreamt to travel to the other worlds someday. At first traveling and adventuring was very difficult for Selenya, for while her magical skills were quite good even then, she lacked life experience. However, Selenya quickly adapted, and within two years, she became an experienced adventuress. And only recently her dream to travel to the other worlds was fulfilled, however, everything turned to be very different from how Selenya imagined it would be. Selenya talks little about what happened during her planar travels. She makes clear only one thing: her former friends betrayed her, and if she wouldn’t be brought to Hub of the Multiverse by mysterious elf, who called himself Morph, in right time, she would most likely die. Morph required Slenya’s assiastance, in his war against mysterious Shadow, which seemed to be taking planes under its control. Selenya galdly agreed, but soon, this mission fall into ruins, just as Selenya’s previous mission did. Selenya got separated from her freinds, and was forced to flee back to the Prime Material Plane, in order to defeat the Shadow Coati, that pursued her. Once on the Prime Material Plane, Selenya quite easily dismissed the Shadow Coati, forcing the creature back to the plane it came from. Afterwards, Selenya allowed herself to relax a little bit at the Mage Fair she found herself at. In addition to relaxing from her past adventures, Selenya used the time she spent at Mage Fair to earn some money, learn a several new spells, and even research a new spell of her own. Soon, however, Selenya was fully rested and ready for the new adventures, for it seems that even all the past failures were unable to crush Selenya's adventurous spirit. Soon after her return to the Planes, Selenya has appeared to be forced to work for a mercenary force known as the Abyssal League; although in reality, Selenya’s desire to take part in some “adventures” around the Planes and her unwillingness to abandon those who recently helped her – K’Zan and Spec, were the only reasons why Selenya simply didn’t flee from the Abyssal League, something she is quite confident she can do at any time.
Current goals and beliefs: Currently, Selenya made it her goal to learn as much as possible about the planes, for while her magic power is impressive, her knowledge about the planes is somewhat lacking, based mostly on what she read in the books rather then on personal experience. Selenya currently doesn’t seem to have any strong beliefs that she strives to uphold, but she is often willing to offer her help when it is needed, even for a little payment or no payment at all. Once Selenya used to strive to right wrongs whenever she saw them, but the time she spent upon the Planes taught her that such concepts as “good” are “evil” aren’t absolute, as she saw one too many times how “good” for some is “evil” to others.
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Stik
Peasant
Posts: 39
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Post by Stik on Sept 23, 2005 23:36:25 GMT -5
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Stik
Peasant
Posts: 39
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Post by Stik on Sept 24, 2005 11:55:45 GMT -5
Martin is a tallish half-elf with long blonde hair typically bound in a pony tail. His manner of dress is strange: fine clothes but in garish colors, and strange fabrics, with no piece of it matching any other, and a fine cloak stitched motley-style from scraps of about a hundred different colors and types of expensive fabric.
He wears a rapier on his left hip, the basket hilt cast in the shape of a stylized skull. The long dagger on his right hip sports a crossguard in the shape of a grinning jester's head. On his arms he wears a leather manicae studded with scraps of chainmail and colored metal plates. His shirt is leather, covered in multicolored rivets, rings chains and plates.
Slung across his back are a small duffel and a smaller instrument case.
Over all, he wears an enormous felt hat with a large brim. The hat is wine colored, with a multicolored hatband decorated with leather flowers and ribbons.
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Stik
Peasant
Posts: 39
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Post by Stik on Oct 16, 2005 12:55:46 GMT -5
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Stik
Peasant
Posts: 39
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Post by Stik on Oct 16, 2005 12:56:35 GMT -5
Name: Martin Race: Half Elf Age: 25 Gender: Male Class: Bard (Jester kit) Level: 4 Alignment: Neutral Height: 5'11" Weight: 180
Ability Scores STR: 13 Attack Adj.: +0 Damage Adj.: +0, Open Doors: 7 Weight Allowance: 40 lbs, Max. Press: 115 lbs, Bend Bars/Lift Gates: 4% (+5*)
DEX: 18 Missile Adjustment: +2, Reaction Adjustment: +2, Armor Class: -4 Pick Pockets: +10% Open Locks: +15% Move Silently: +15% Climb Walls: +15%
CON: 12 System Shock: 80%(+5*) Poison Save: +0 Hit Point Adjustment: +0 Resurrection Chance: 85%(+5*)
INT: 15 Max. Spell Level: 7th, Max. Spells Per Level: 11, Illusion Immunity: None Bonus Proficiencies: 4 Chance to Learn New Spell: 65%(+5*)
WIS: 14
CHA: 15 Initial Reaction Adjustment:+4, Loyalty Base:+4, Maximum # of Henchmen: 8
Saving Throws* Paralyzation, Poison, Death Magic: 12*; Rod, Staff, Wand: 13*; Petrification, Polymorph: 11*; Breath Weapon: 15*; Spell: 14* *Modified for “Fool’s Luck” bonus
Combat Hit Points: 18 Base THAC0: 19 Melee THAC0: 19 Missile THAC0: 17
Armor Natural armor class: 10 Piecemeal Armor (equiv to Studded Leather) -3, DEX Defensive adj. -3 “Fool’s Luck” -1 FINAL: 3
Weapon Proficiencies Dagger Rapier Scourge
Non-Weapon Proficiencies Acting Blind Fighting Crowd Working Dancing Juggling Musical Instrument (Mandolin) Singing Tightrope Walking Tumbling
Native Languages Common, Elf
Weapons Weapon, THAC0, Attacks/rd, Speed factor, Damage: S-m, Lg, Dmg Type, Wpn Size Range: Short-Medium-Long
Rapier: 19, 1/rd, 4, 1d6+1, 1d8+1, P, M (Basket hilt punch: 19, 1/rd, 4, 1d3, 1d3, B, M, plus punching effects, see PHB pg. 98) basket hilt provides +1 on parry attempts.
Dagger (hand), 19, 1/rd, 2, 1d4+1, 1d3+1, P, S, Dagger (thrown), 17, 2/rd, 2, 1d4+1, 1d3+1, P, S, 2-4-6
Scourge, 19, 1/rd, 5, 1d4, 1d2, --, S
Racial Abilities Infravision - 60' infravision range. Magic Resistance 30%%(+5*) to sleep and charm-related spells. Passing within 10' of a concealed door allows a half elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, a half elf’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Class/kit abilities Fool's Luck: It is amazing to most that Jesters can survive in any situation. They are careless, foolish, and given to whimsical decisions. It is fool's luck that has saved many a Jester's life. Jesters receive a +1 bonus (+5% on percentile rolls) to most die rolls. This includes saving throws, initiative, surprise, proficiency checks, thief skill checks, ability checks, and ability sub-checks (e.g., bend bars/lift gates, resurrection survival, and so on). The fool's luck also adds a +1 bonus to the Jester's Armor Class. About the only die rolls that the fool's luck ability doesn't affect are attack rolls, damage rolls, initial character generation rolls, and Hit Die rolls.
Jesting: Jesting is the art of projecting meaning and mood through the use of body motions. By jesting (or gesturing), a Jester may communicate a single sentence each round to anyone who rolls a successful Wisdom check with a -5 penalty. Such communication is totally silent and does not rely upon a shared language. The Jester must use his entire body for the communication; thus, he must be fully visible and within 30 feet for communication to take place. Jesting may be done to taunt or tease. Such jesting affects only those who are within 30 feet of the Jester and who are able to fully view him. This form of jesting causes those being jested at to roll a saving throw vs. paralyzation, with a -1 penalty per three levels of the Jester. Those who fail must immediately try to physically strike the Jester for as long as the jesting continues. The effect ends when the jesting ends. Combat strategy is ignored by those who are affected. They recklessly pass by more dangerous targets in an attempt to attack the Jester. Jesting is thus a wonderful way to break the ranks of enemy forces.
Joking: The practice of creating and telling jokes has been elevated to an art form by the Jester; this skill can be used for many special purposes. Jokes are told in an attempt to alter encounter reactions. For any form of joke to function, the Jester must speak a language known by the recipient of the joke. Furthermore, the Jester must be within easy verbal range of the recipient. Such jokes require 1d10 rounds to tell, after which the audience must roll a saving throw vs. paralyzation with a -1 penalty per three levels of the Jester. Those who fail have their reactions adjusted one level in the direction desired by the Jester. However, those who succeed take the joke the wrong way and have their reactions adjusted one level in the opposite direction. Finally, a joke told at just the right moment can dispel the effects of fear. Such a joke requires a round to tell and enables all those affected by fear (normal or magical) to roll a second saving throw to avoid the fear (note that those affected by the fear do not immediately run away, but remain until the joke is told). If no first saving throw was allowed, then the saving throw is rolled vs. spell.
A Jester's Mind: Jesters are immune to attacks that cause insanity. Jesters also gain a saving throw bonus equal to their level vs. wizard spells of the enchantment/charm school and priest spells of the charm sphere. (A saving throw of 1 always fails, however.) Furthermore, any attempt to read a Jester's mind has a percentage chance equal to the Jester's level of causing confusion in the mind reader (treat as if under the effect of a confusion spell).
THIEF ABILITIES
Pick Detect Climb Read Pockets Noise Walls Languages 10% 20% 50% 5% Base skill +10% - - - Racial bonus +10% - - - Dex bonus +10% -5% - -10% Kit adjustment +45% +0% +10% +5% Level advancement +5% +10% +5% +5% “Fool’s Luck” bonus Totals Pick Pockets: 90% Hear Noise: 20% Climb Walls: 65% Read Languages: 5%
Spells Magic User spells per day: 2 lvl 1, 1 lvl 2 Maximum Wizard Spells Per Level: 11 Chance to Learn New Spell: 65%; Maximum Wizard Spell Level: 7th Besides just dabbling in wizardry, 10th-level bards have the powerful ability to use any written magical item, whether it is a scroll, book, map, or other written form. This skill is not limited by normal class restrictions. Thus, bards can use clerical scrolls, wizard scrolls, and even magical books restricted to other classes. Since all bards are dabblers and not devotees of the magical arts, their understanding of written magic is imperfect. There is a 15% chance that they use the work incorrectly. The consequences of incorrect use are up to the DM, but they are almost certain to be unpleasant. (It is common for a bard's allies to flee in panic when he begins to read such items.)
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