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Post by LadyWinterWolf on Sept 28, 2003 12:05:44 GMT -5
Have a favorite character you like using in your freeform gaming, post a description here for all to see, and it'll also be a good place for easy reference when gaming. For the Guild of Thieves threads I've created, here is my elven thief/assasin: Crista NightwingPersonal Information Name: Crista Nightwing Player: Lady Winter Wolf Race: High Elf Gender: Female Height: 4'9" Age: 123 Class: Thief Level: 7 Weight: 89 lbs XP: 40,000 Alignment: Chaotic Neutral Next Level: 70,000 Kit: None Ability Scores Str: 14 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 7% Attack Adj.: +0 Damage Adj.: +0 Max. Press: 170 lbs Open Doors: 8 Dex: 19 Missile Adjustment: +3 Pick Pockets: +15% Open Locks: +20% Reaction Adjustment: +3 Armor Class: -4 Move Silently: +15% Climb Walls: +15% Con: 12 System Shock: 80% Poison Save: +0 Hit Point Adjustment: +0 Resurrection Chance: 85% Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None Bonus Proficiencies: 4 Chance to Learn New Spell: 60% Wis: 16 Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0% Magic Defense Adjustment: +2 Spell Immunity: None Cha: 17 Loyalty Base: +6 Maximum Number of Henchmen: 10 Initial Reaction Adjustment: +6 Saving Throws Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 11 Polymorph: 11 Rod: 12 Staff: 12 Wand: 12 Breath Weapon: 15 Spell: 13 Combat Hit Points: 29 Base THAC0: 17 Melee THAC0: 17 Missile THAC0: 14 Armor Natural armor class 10 Full armor, leather +2 -2 Magic Armor adj. -2 DEX Defensive adj. -4 FINAL: 2 Weapon Proficiencies Dagger Short bow Sword, short Non-Weapon Proficiencies Blind Fighting 16 Forgery 18 Set Snares 18 Tumbling 19 Ventriloquism 12 Voice Mimicry (CRE) 17 Native Languages Common, Dwarf, Elf, Gnoll, Gnome, Goblin, Halfling, Hobgoblin, Orc Weapons THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10) Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX Dagger 17 14 1 2 1d4 1d3 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 Thief Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one. Climb walls* 85% - Able to climb vertical or smooth surfaces. Detect noise* 40% - May hear faint noises. Find/remove traps* 70% - Skill at finding and disarming traps. Followers - Attracts followers when a stronghold is built and name level is reached. Hide in shadows* 65% - Grants the ability to hide in shadows. Move silently* 60% - May move without making a sound. Open locks* 70% - Skill at opening locks with the proper tools. Pick pockets* 65% - Skill at pilfering small items from pockets or purses. Read languages* - Skill at deciphering unknown texts. Scroll Use - May use magic scrolls at 10th level. Thieves' cant - Knowledge of the secret language of thieves. Rogue Skills Skill Base Racial Mods Ability Scores Discretionary Points Armor Final Climb walls 60 +0 +0 +25 +0 85% Detect noise 15 +5 +0 +20 +0 40% Find/remove traps 5 +0 +10 +55 +0 70% Hide in shadows 5 +10 +15 +35 +0 65% Move silently 10 +5 +15 +30 +0 60% Open locks 10 -5 +20 +45 +0 70% Pick pockets 15 +5 +15 +30 +0 65% Read languages 0 +0 +0 +0 +0 0% Inventory Items Carried Backpack Dry rations (1 week) Flint and steel Torch x3 Wineskin Items Readied Dagger Items Worn Full armor, leather +2 Spending Money * Copper Pieces x7 * Gold Pieces x14 * Silver Pieces x6 Movement and Encumbrance Encumbrance: Unencumbered Light Moderate Heavy Severe Weight (lbs): 0-55 56-85 86-115 116-145 146-170 Movement: 12 8 6 4 1 THAC0: -1 -2 -4 AC: +1 +3 Currently carrying 9.60 pounds (None Encumbrance, 12 Movement) Background Crista doesn't know where she originally came from; she was sold to the Master when she was two years old, after slavers killed her elven family. When she reached maturity, she was raped by the Master, and then sent to a overly *friendly* personhouse to learn the arts of seduction. Therefore, if she shows any affection to or for a male, it is true, for it hasn't been paid for. She was adept in the the arts of thievery and assassination also, and quickly rose in the racks of the Guild to become the Master's right hand.
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Post by LadyWinterWolf on Sept 30, 2003 3:52:14 GMT -5
Personal Information Name: Erianna Player: Lady Winter Wolf Race: Human (Vampire) Gender: Female Height: 5'7" Age: 879 Class: Necromancer Level: 7 Weight: 149 lbs XP: 60,000 Alignment: Neutral Evil Next Level: 90,000 Kit: None
Ability Scores Str: 18 Weight Allowance: 110 lbs Bend Bars/Lift Gates: 16% Attack Adj.: +1 Damage Adj.: +2 Max. Press: 255 lbs Open Doors: 11 Dex: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5% Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0% Con: 18 System Shock: 99% Poison Save: +0 Hit Point Adjustment: +2(+4) Resurrection Chance: 100% Int: 16 Max. Spell Level: 8th Max. Spells Per Level: 11 Illusion Immunity: None Bonus Proficiencies: 5 Chance to Learn New Spell: 70% Wis: 16 Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0% Magic Defense Adjustment: +2 Spell Immunity: None Cha: 18 Loyalty Base: +8 Maximum Number of Henchmen: 15 Initial Reaction Adjustment: +7
Saving Throws Paralyzation: 7 Poison: 7 Death Magic: 7 Petrification: 5 Polymorph: 5 Rod: 3 Staff: 3 Wand: 3 Breath Weapon: 7 Spell: 4
Combat Hit Points: 34 Base THAC0: 18 Melee THAC0: 17 Missile THAC0: 17
Armor Natural armor class 10 Boots of Speed magic adj. -2 Bracers of Defense AC 4 -6 Cloak of Protection +3 magic adj. -3 Ring of Protection +3 magic adj. -3 DEX Defensive adj. -2 FINAL: -6
Weapon Proficiencies Dagger Dart
Non-Weapon Proficiencies Ancient History 15 Disguise 17 Herbalism 14 Necrology 16 Netherworld Knowledge 13 Spellcraft 14 Ancient Languages 16 Beholder Ancient Languages A 16 Netherese (Dead language) Native Languages Common, Elf, Elf - dark (drow) dialect, Giant - Cloud, Goblin, Human - Regional dialect, Orc Reading/Writing 17 Common Reading/Writing (A) 17 Elf
Weapons THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10) Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Class Abilities Necromancer Automatic spells - Gains one free spell every time the mage gains a new level of spells. Elementalists do not recieve one free spell every level, but may add 1d4 effective levels once a day to a spell they cast. Bonus spells - Memorize one free spell for each spell level. This spell must be chosen from their area of speciality. Intense magic - -1 penalty to all saving throws on spells cast from the chosen school. Elementalists enjoy a -2 penalty to all saving throws on spells cast from their chosen element. Wild mages do not recieve a modifyer to their spells. Learning bonus - +15% bonus to learning any spell in the chosen school. Elementalists recieve a +25% bonus to their chosen element, and +15% to other elemental spells, but are unable to learn opposing elemental spells. Wild mages recieve a +10% bonus to learning wild magic spells. Learning penalty - -15% penalty to learning rolls on spells outside the chosen school. Elementalists are unable to learn opposing elemental spells, and suffer a -25% penalty to learn nonelemental spells. Wild mages recieve a -5% penalty to learn standard schools of magic. Research bonus - When researching spells in the chosen school, treat the spell as one level lower. Saving throw bonus - +1 bonus on saves against spells in their chosen school. Elementalists recieve a +2 bonus to their saving throws versus spells in their chosen element. Wild mages do not recieve a bonus to their saving throws. Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Greater Divination, Invocation/Evocation, Necromancy
Inventory Items Worn Amulet of Proof Against Detection and Location Belt Belt pouch, small Crystal Ball Wand of Frost Charge x56 Belt pouch, small Dust of Sneezing and Choking Packet x12 Boots of Speed Bracers of Defense AC 4 Cloak of Protection +3 Ring of Protection +3
Movement and Encumbrance Encumbrance: Unencumbered Light Moderate Heavy Severe Weight (lbs): NA NA NA NA NA Movement: NA NA NA NA NA THAC0: -1 -2 -4 AC: +1 +3 Currently carrying 9.40 pounds (None Encumbrance, 24 Movement)
Spells Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Necromancer 5 4 3 2 Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 11 Wizard Chance to Learn New Spell: 70% Maximum Wizard Spell Level: 8th
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Post by Shan Vortan on Oct 5, 2003 5:55:47 GMT -5
Shan Vortan
Gender: Male Race: Human (Shade) Alignment: Lawful Neutral Class: Fighter Level: 6 Effective Character Level: 11 Experience: 55000 Next Level: 66000
Strength: 19 (+4) Dexterity: 18 (+4) Constitution: 16 (+3)/18 (+4) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 10 (+0)/12(+1)
Age: 20 Height: 6’4ft (190cm) Weight: 174lb (87kg) Size: Medium Speed: 20ft/40ft Eye Color: Pale Violet Hair Color: None Complexion: Gray
Patron Deity: None Homeworld: Toril Languages: Netherese, Common
Hit Points: 67/73 Armor Class: 22/26 (+8 armor, +4 Dexterity/+4 Deflection) Initiative: +4 (+4 Dexterity)
Based Attack Bonus: +6/+1 Melee Attack Bonus: +10/+5 Ranged Attack Bonus: +10/+5
Fortitude Save: +8/+13 Reflex Save: +6/+10 Will Save: +3/+7
Shade Special Modifiers (All special modifiers are applied only when Shan is in darkness, for example during the night, or in the dungeon; the darkness doesn’t necessary have to be total):
Increased Speed: In darkness Shan’s speed is increased by 20 feet.
Increased Armor Class: In darkness Shan gain +4 Deflection bonus to AC.
Increased Attacks and Damage: In darkness Shan gain +2 Competence bonus to all his attack and damage rolls.
Increased Saves: In darkness Shan gain +4 Luck bonus to all his saving throws.
Increased Ability Score: In darkness Shan’s Constitution and Charisma score are increased by +2
Increased Skills: In darkness Shan gain +4 racial bonus to Listen and Spot skill checks, and +8 racial bonus to Hide and Move Silently Skill checks. Shan suffers no penalties to any skill checks due to the darkness.
Shade Special Qualities (Shan has access to all his special qualities only when he is in darkness, for example during the night, or in the dungeon; the darkness doesn’t necessary have to be total):
Control Light (Spell-Like Ability): Shan can decrease the level of light within a 100 feet radius from himself by a factor of 60%.
Fast Healing (Extraordinary Ability): Shan regains 2 lost hit points every round. Shan cannot regain lost hit points when he is in the bright light.
Invisibility (Spell-Like Ability): Shan can use this spell-like ability once per day as 6th level sorcerer.
Shadesight (Spell-Like Ability): Shan has 60 feet Darkvision. Shan can see normally through any darkness effects, but not through fog, invisibility, obscurement and so forth.
Shadow Image (Spell-Like Ability): Three times per day, Shan can use this spell-like ability, which is similar to Mirror Image spell) as 6th level sorcerer. The ability creates 1d4+2 illusionary figments of Shan.
Spell Resistance (Extraordinary Ability): Shan has spell resistance equal to: 11 +Shan’s character level =17 Feats: Human Bonus Feat: Ambidexterity 1st level character: Two-Weapon Fighting 1st level fighter: Exotic Weapon Profeciency (Two-Bladed Sword) 2nd level fighter: Weapon Focus (Two-Bladed Sword) 3rd level character: Combat Reflexes 4th level fighter: Weapon Specialization (Two-Bladed Sword) 6th level character: Hold the Line 6th level fighter: Blind-Fight
Skills: Climb+4/+6 (3 ranks, +4 Strength, -3 armor check penalty/+2 Climber’s kit) Jump+4 (3 ranks, +4 Strength, -3 armor check penalty Hide+2/+10 (1 rank, +4 Dexterity, -3 armor check penalty/+8 racial bonus) Listen+2/+6 (1 rank, +1 Wisdom/+4 racial bonus) Move Silently+2/+10 (1 rank, +4 Dexterity, -3 armor check penalty/+8 racial bonus) Search+1 (1 rank) Spot+2/+6 (1 rank, +1 Wisdom/+4 racial bonus) Swim+5 (1 rank, +4 Strength) Tumble+4 (3 ranks, +4 Dexterity, -3 armor check penalty) Wilderness Lore+3 (2 ranks, +1 Wisdom)
Equipment: Explorer’s Outfit +3 Darksteel Chainmail of Nimbleness +3 Keen Darksteel Two-Bladed Sword Cloak of Storing (Looks like long black cloak with a hood, which covers most of Shan’s body. Shan is able to store a single item that weigh no more then 50 lbs into the Cloak of Storing as free action, and then retrieve it as free action as well. In all other ways, this ability works exactly like similar ability of Glove of Storing.) Bag of Holding III Amulet of the Planes Masterwork Daggers x7 Trail rations for a month of travel Four waterskins filled with fresh water Cold Weather Outfit Bedroll Winter Blanket Tent Bullseye Lantern Flasks of Oil x2 Flint and Steel Scrollcase Sheets of parchment x10 Vials of Ink x2 Inkpens x2 Small Steel Mirror Silk Rope (100ft long) Grappling Hook attached to 50ft long Hemp Rope Whetstone Spyglass Climber’s kit Moneypouch with 30pp, 60gp, 90sp and 120cp
Notes about Darksteel: Both Shan’s Two-Bladed Sword and Chainmail are made of Darksteel. Normally, Darksteel surface is gleaming purple in color, but when either cut or polished, it has silvered color instead. Shan always keeps both his Two-Bladed Sword and Chainmail well polished. Shan’s Two-Bladed Sword inflicts +1 point of electricity damage with each hit, due to the nature of Darksteel. Shan’s Chainmail grants Shan Acid Resistance 2, due to the nature of Darksteel.
Armor and Shield penalties: Armor Check Penalty: -3 Maximum Dexterity Bonus: +4 Arcane Spell Failure: 30% Speed limitation: 20ft
History:
Shan is one of the few so-called Trueborn Shades, who was born as Shade. Trueborn Shades are rare, as most of the Shades are created from normal humans many years after their birth. And needless to say, Shan’s family, which was one of the noble families of the City of Shade, was very proud of Shan’s birth. However, when Shan came to the age of thirteen, when his magical training was supposed to begin, pride for Shan instantly turned into a bitter disappointed, as it was discovered, that Shan had no magical talent, which was the great social stigma in the City of Shade. To hide their stigma, Shan’s family forced Shan not to leave their estate, except for the rare occasions. During the next four lonely years, Shan discovered passions for weapons and combat. And even though Shan had to train mostly by himself, he managed to become more or less skillful warrior. But despite his constant training, Shan began to get tired with such a life, but then, he was gifted with a chance to change it. When the City of Shade flied to the elven city of Evereska to aid in defending Evereska against Phaerimms, Shan used the confusion of battle to his advantage. Shan took his favorite magical two-bladed sword and magical chainmail, both of which were made from such a rare metal as Darksteel, from the family armory, took some of the traveling supplies and gear, and left his family estate along with the City of Shade forever. In the confusion of battle, nobody paid attention to yet another Shadovar soldier, who pass magical bridge to the ground to join the battle. And when Shan’s disappearance was noticed, it was already far away, and the City of Shade was already on its way back to the desert of Anauroch. Since then, it was officially proclaimed, that Shan died honorably in the battle against Phaerimms. Since then, Shan has been wondering around the World of Toril, enjoying his life outside the grim walls of his family estate and the City of Shade. Even though Shan encountered only mistrust and hatred, when his real appearance is revealed, and had to fight for his life more times in his short life, then he can remember, Shan don’t regret about of anything and ready and willing to fight for his life and freedom, when it is necessary. Two years of loneliness, travels and nearly constant fighting made Shan into cold and merciless, but not cruel man.
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Post by Julian Heartguard on Oct 6, 2003 12:18:55 GMT -5
Julian Heartguard
Gender: Male Race: Human Alignment: Neutral Good Class: Fighter Level: 5 Experience: 10000 Next Level: 15000
Strength: 19 (+4) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 14 (+1) Charisma: 14 (+2)
Age: 22 Height: 6’1 (182,5cm) Weight: 165lb (82,5kg) Size: Medium Speed: 20ft Eye Color: Blue Hair Color: Blond Complexion: Tanned
Patron Deity: Mayaheine, the Shield Maiden, Demigoddess of Protection, Justice and Valor.
Languages known: Common and Dwarven.
Hit Points: 57 Armor Class: 20 (+5 Armor, +2 Shield, +3 Dexterity) Initiative: +3 (+3 Dexterity)
Based Attack Bonus: +5 Melee Attack Bonus: +9 Ranged Attack Bonus: +8
Fortitude Save: +7 Reflex Save: +4 Will Save: +3
Feats: Human bonus feat: Alertness 1st level character: Quick-Draw 1st level fighter: Exotic Weapon Prefeciency (Bastard Sword) 2nd level fighter: Weapon Focus (Bastard Sword) 3rd level character: Blind-Fight 4th level fighter: Weapon Specialization (Bastard Sword)
Skills: Handle Animal+4 (2 ranks, +2 Charisma) Listen+6 (2 ranks, +2 Wisdom, +2 Alertness) Ride (2 ranks, +3 Dexterity) Search+5 (4 ranks, +1 Intelligence) Sense Motive+6 (4 ranks, +2 Wisdom) Spot+8 (4 ranks, +2 Wisdom, +2 Alertness)
Equipment: Traveler’s Outfit Masterwork Bastard Sword Masterwork Mighty (Strength 18) Composite Longbow Masterwork Arrows x48 Masterwork Breastplate Masterwork Large Steel Shield Dagger Backpack Bedroll Winter Blanket Tent Traveler’s Outfits (spare) Cold Weather Outfit Bullseye Lantern (fuelled) Flask of Oil Empty Flask Flint and Steel Scrollcase Sheets of parchment x10 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 Moneypouch with 50pp, 100gp, 100sp, and 100cp
Mount and related gear: “Tombjade” Chestnut Brown Mare, Heavy Warhorse (see statistics bellow) Bit and Bridle Military Saddle Saddlebags Masterwork Studded Leather Barding Feed for twenty days of travel Five waterskins, filled with fresh water Small tub
“Tombjade” Chestnut Brown Mare Heavy Warhorse Size: Large Creature Type: Animal Hit Dice: 4d8+12 Hit Points: 32 Initiative: +1 Speed: 50ft AC: 17 (-1 size, +1 Dexterity, +4 natural armor, +3 studded leather barding) Attacks: 2x hooves +6/+6 melee; 1x bite +1 melee Damage: Hoof 1d6+4; Bite 1d4+2 Threat Range/Multiplier: Hoof 20/x2; Bite 20/x2 Face/Reach: 5ft by 10ft/5ft Special Qualities: Scent Saves: Fortitude+7, Reflex+5, Will+2 Abilities: Strength 18, Dexterity 13, Constitution 17, Intelligence 2, Wisdom 13, Charisma 6 Skills: Listen+7, Spot+7 Feats: - Carrying Capacity: a light load is up to 300 pounds; a medium load is between 301 and 600 pounds; a heavy load is between 601 and 900 pounds. Morningwind can drag up to 4500 pounds.
Armor and Shield penalties: Armor Check Penalty: -4 Maximum Dexterity Bonus: +3 Arcane Spell Failure: 40% Speed limitation: 20ft
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Post by NightsDragon on Oct 7, 2003 19:07:52 GMT -5
Allana
Race: Ancient Vampire
Sex: Female
Age: Lost count many centuries ago
Appearance: about 6 feet tall, black hair that has tints of red, skin so pale and fine it almost glows, eyes are wide set and almost too large, her lips lush and full. She moves with grace that is characteristic of her race.
Differential characteristics: Was cursed with the ability to feel human emotions, such as compassion, guilt, and love.
Abilities: As an Ancient Vampire she holds sway with most of nature's elements as well as animals. She has ability to transform into most anything, even as complex as mist. She also has ability to entice and trance other beings, unless they are focused and guarded against such ablities. Stronger than any mortal man, and many other basic beings.
Weaknesses: Can not handle sunlight, even dawn approaching weakens her. Needs to feed on live blood to survive, without feeding she grows weak and loses many of her abilities, and at worst her life. Her emotions can be used as weakness, she is cursed with the ability to feel and therefore can be hurt emotionally.
Personality: Allana copes with eternity due to her insatiable curiousity. She is like a child and life is her candy. She was born a vampire, knows and wants no other life. She is a social creature, but is very select in who she choses to share herself and life with. She has a temper and defends her honor code and those she considers hers to the death if need be. She is also fickle, and is swift to change direction if somethin else catches her interest.
Alignment: Chaotic Good or Evil....depends on her mood and the situation. She can be evil if her temper is lost, killing anything that stands in her path. Or good, defending a child or even village to the death if it has caught her interest and therefore her concern.
As for the rest....guess you'll just have to wait and find out.
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Post by Shadowdragon on Oct 8, 2003 16:42:30 GMT -5
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Post by Archmage Turanis Altaine on Oct 12, 2003 15:58:09 GMT -5
Turanis Altaine AKA The Dawnguard, Prince of Netheril, Demonslayer, Master of the Darkness Flame, Father (his most treasured)
Race: Ageless Star Elf Homeworld: Abeir-Toril Level: Wiz 17/ Ftr 12/ Manslayer 3
Abilities: Summon Darkness Flame Ki control Eyes of the Slayer Sense Swordsman Spirit
Background: (Long story but here's the gist) Born during the days of Netheril, he was trained in the wizardly arts in Shade Enclave. When Karsus destroyed Netheril, Turanis spent years traveling the realms and spent many years learning Kara-Turan swordsmanship. Upon the coming of the Avatars he returned to the realms and destroyed many demonic forces, becoming a Manslayer in the process. He married Aeria Ni'Ta and had two children, Aranil Altaine and Nethra Altaine. For a time all was well until Demons killed them in retribution for his deeds. Vowing to never let this happen again he has traveled the Planes slaying as he goes.
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Selenya
Squire
Planeshifter
Posts: 138
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Post by Selenya on Oct 26, 2003 8:58:29 GMT -5
Selenya Part I
Gender: Female Race: Half-Elf (Sun) Alignment: Neutral Good Classes: Wizard/Incanatrix/Planeshifter Class Levels: 5/6/2 Character Level: 13 Experience: 82865 Next Level: 91000
Strength: 11 (+0) Dexterity: 14 (+2) Constitution: 11 (+0) Intelligence: 21 (+5) Wisdom: 11 (+0) Charisma: 12 (+1)
Age: 29 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 Special Appearance Notes: Selenya has an ugly scar, which crosses left side of her otherwise attractive face, barely missing the eye.
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
Class and Racial Abilities: Summon 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 60ft 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
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 Oct 26, 2003 8:59:51 GMT -5
Selenya Part II
Effective 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. 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*. 3rd level: Dispel Magic, Phantom Steed, Tongues, Fireball, Lightning Bolt, Wind Wall, Fly, Greater Magic Weapon, Haste, Secret Page, Water Breathing. 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. 5th level: Dismissal , Hold Monster, Clone of Cold, Wall of Force, Passwall, Teleport, Permanency, Dimensional Lock, Lesser Ironguard. 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.
P.S. Spells marked with ‘*’ are of Selenya’s own creation.
‘Selenya the Spellguard’ Custom spell, researched by Selenya School: Abjuration Levels: Sor/Wiz 2 Components: V, S Casting time: 1 action Range: touch Target: One creature Saving Thrown: Will negates (Harmless) Spell Resistance: Yes (Harmless) Duration: 10 min/level Description: For duration of this spell, whatever target if affected by spell or spell-like ability that normally affects only a single target, caster may choose for this spell or spell-like ability to affect himself or herself instead of target, as long as target and caster are on the same plane of existence. If this spell allows Spell Resistance, both target and caster may attempt to negate this spell by their Spell Resistance. If this spell allows Saving Thrown, target uses his own Reflex Saving Thrown, while caster uses her own Fortitude and Will Saving Throws.
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 ‘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 earring with violine (each worth 10gp) x2 Silver ring with amethyst (worth 120gp) Simple ivory ring (worth 20gp) Holy wooden symbol of Mystra Small bag of dirt Dagger Mithral half-circlet with pearl (worth 400gp) Piece of leather (focus for Mage Armor) Tiny bell (focus for Alarm) Small piece of very fine silver wire (focus for Alarm) Small leather loop (focus for Levitate) Piece of turtle shell (focus for Protection from Arrows) Feather from bird’s wing (focus for Fly) Iron nail (focus for Hold Person) Small silk cloth (focus for Nystul’s Magical Aura and Nystul’s Undetectable Aura) Tiny lantern with fine candle inside (focus for Dismissal against creatures from the Plane of Shadow) Travel Cloak (light blue) Moneybag with 13pp 130gp, 130sp, 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; 86 of 100 pages are full; enchantments: resistance[minor] and waterproof) Spellbook III (thin wooden cover; paper pages; hardness: 3; hit points: 2; weight: 3lb; 96 of 100 pages are full; enchantments: resistance[minor] and waterproof) Spellbook IV (thin wooden cover; paper pages; hardness: 3; hit points: 2; weight: 3lb; 56 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 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 same ability of normal 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 (effect of Thunderlance spell) Attack Bonus: +13/+8 Damage: 2d6+7 Threat Range: 20/x3 Reach: 20ft Damage Type: Piercing Weapon Size: Huge Special: Strike 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.
History: Selenya left home when she was twenty old, and still considered just a child by her sun elven mother. However, even then she displayed an impressive magical talent and skills, for her mother, an sun elven wizardess, taught Selenya art of Spellcasting since her 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…
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Post by FionaMar on Dec 9, 2003 5:59:49 GMT -5
Personal Information Name: Fiona Mar Player: Race: Human Gender: Female Height: 5'7" Age: 25 Class: Necromancer Level: 14 Weight: 159 lbs XP: 1,500,000 Alignment: Chaotic Evil Next Level: 1,875,000 Kit: None
Ability Scores Str: 7 Weight Allowance: 20 lbs Bend Bars/Lift Gates: 0% Attack Adj.: -1 Damage Adj.: +0 Max. Press: 55 lbs Open Doors: 4 Dex: 18 Missile Adjustment: +2 Pick Pockets: -5% Open Locks: +0% Reaction Adjustment: +3 Armor Class: -4 Move Silently: -10% Climb Walls: +0% Con: 16 System Shock: 95% Poison Save: +0 Hit Point Adjustment: +2 Resurrection Chance: 96% Int: 18 Max. Spell Level: 7th Max. Spells Per Level: 11 Illusion Immunity: None Bonus Proficiencies: 4 Chance to Learn New Spell: 65% Wis: 18 Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0% Magic Defense Adjustment: +4 Spell Immunity: None Cha: 10 Loyalty Base: +0 Maximum Number of Henchmen: 4 Initial Reaction Adjustment: +0
Saving Throws Paralyzation: 11 Poison: 11 Death Magic: 11 Petrification: 9 Polymorph: 9 Rod: 7 Staff: 7 Wand: 7 Breath Weapon: 11 Spell: 8
Combat Hit Points: 59 Base THAC0: 16 Melee THAC0: 17 Missile THAC0: 16 Armor Natural armor class 6 Bracers of Defense AC 6 Ring of Protection +2 -4
-2 FINAL: 0 Weapon Proficiencies Dagger Quarterstaff Non-Weapon Proficiencies Ancient History 14 Ancient Languages A 15 Astronomy 15 Disguise 9 Herbalism 13 Necrology 16 Netherworld Knowledge 13 Reading/Writing 16 Spellcraft 13 Native Languages Human - Regional dialect
Weapons THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10) Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX Quarterstaff, Magical +3 14 1 4 1d6+3 1d6+3 B M
Class Abilities Necromancer Automatic spells - Gains one free spell every time the mage gains a new level of spells. Elementalists do not recieve one free spell every level, but may add 1d4 effective levels once a day to a spell they cast. Bonus spells - Memorize one free spell for each spell level. This spell must be chosen from their area of speciality. Intense magic - -1 penalty to all saving throws on spells cast from the chosen school. Elementalists enjoy a -2 penalty to all saving throws on spells cast from their chosen element. Wild mages do not recieve a modifyer to their spells. Learning bonus - +15% bonus to learning any spell in the chosen school. Elementalists recieve a +25% bonus to their chosen element, and +15% to other elemental spells, but are unable to learn opposing elemental spells. Wild mages recieve a +10% bonus to learning wild magic spells. Learning penalty - -15% penalty to learning rolls on spells outside the chosen school. Elementalists are unable to learn opposing elemental spells, and suffer a -25% penalty to learn nonelemental spells. Wild mages recieve a -5% penalty to learn standard schools of magic. Research bonus - When researching spells in the chosen school, treat the spell as one level lower. Saving throw bonus - +1 bonus on saves against spells in their chosen school. Elementalists recieve a +2 bonus to their saving throws versus spells in their chosen element. Wild mages do not recieve a bonus to their saving throws. Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Greater Divination, Invocation/Evocation, Necromancy
Inventory Items Carried Wand of Frost Charge x85
Wand of Lightning (2 charges 6d6 damage each) Charge x 85
Items Readied Quarterstaff, Magical +3 Items Worn Bracers of Defense AC 6 Ring of Protection +2
Movement and Encumbrance Encumbrance: Unencumbered Light Moderate Heavy Severe Weight (lbs): 0-20 21-29 30-38 39-46 47-55 Movement: 12 8 6 4 1 THAC0: -1 -2 -4 AC: +1 +3 Currently carrying 5.50 pounds (None Encumbrance, 12 Movement)
Spells Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Necromancer 6 6 6 5 5 3 2 Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 11 Wizard Chance to Learn New Spell: 65% Maximum Wizard Spell Level: 7th
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Kariel
Peasant
Armour will never replace dexterity
Posts: 41
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Post by Kariel on Nov 15, 2004 22:41:42 GMT -5
My name is Liveoak I am a blend of human and elven, my mother would say the best of both worlds, my father the worst. Needless to say I haven't talked to dad in a number of years. I send a bit of coin to mother when I can.
I make my way in this world doing what comes to me. Sometimes I guard a rich merchant or mule train, sometimes I hunt for a hungry town, if the crowd is good I put on a show with the only thing of value I posses, my grandfathers bow. Doing trick shots like cutting rope or splitting an arrow. I once hit a thrown apple twice before it hit the ground. Some of it is luck, some of it is skill. Personally, I think most of it is luck.
Some people say some of it is grandads bow. Yeah, it's different, all layered with wood and what might be horn. Mom, said he brought it back from a war. All I know is that it is the size of a shortbow but hits like a guardsmens longbow. What I do know is that it's not magic. Had that tested by a wizard long ago. I did have an old elf tell me it had the mark of a masters lifework on it. As long as it keeps my belly full.
Me? I'm middlin height 5'7" or so, light for a human heavy for an elf I would say 140ish. My clothes are patched but clean. My cloak is the best I can afford, by best I mean warm and tight woven to shed the rain. Not that fancy stuff. Armour? never had any of my own. I've worn it when required (and provided) by a job. Personally I don't care for it. If it ain't at bow range I've already milked the bull. Bunch of metal ain't gonna help me run.
So am I in? I could use an advance.
Liveoak Halfelven
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