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Alacrity
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Characters in CWWLLO2



Name: Jarenion Mithesonel
Race: Grey Elf
Alignment: NG
Class: Mage
Level: 15

Strength: 12 � Dmg Adj: -, Wt Allw: 45, Max Press: 140, Open Doors: 7, Bend Bars/Lift Gates: 4%
Intelligence: 18 - # of Languages:7, Spell Lvl: 9th, Chance to Learn: 85%; Max Spells/Lvl: 18
Wisdom: 16 � Magical Def Adj.: +2, Bonus Spells 2nd, Chance Spell Failure: 0%
Dexterity: 17 � Reaction Adj.: +2, Attack Adj.: +2, Defensive Adj.: -3
Constitution: 14 � HP Adj.: 0, System Shock: 88%, Res Survival: 92%, Poison Save: 0, Regen: Nil
Charisma: 15 � Max# Henchmen: 7, Loyalty Base: +3, Reaction Adj.:+3

Armour Class: -1
Hit Points: 110

Abilities Race: 90% resistance to sleep and charm spells, infravision 60�, detect secret/concealed doors

General Appearance Age: 153
Eyes: Violet
Height: 5� 5�
Weight: 125 lbs
Hair: Black
Build: Slender
General Description: Jarenion stands 5' 5" tall and weighs a rather sleight 125 lbs. Despite his small stature, however, he cuts an imposing if not intimidating figure owed to his confidence and determination. He wears his long black hair in a loose and, in truth, somewhat unkempt fashion, his eyes (a violet shade common to his blood line), much like the points of his leaf-shaped ears, are seldom seen as they are often hidden by the spill of his hair and the wide brim of the dark leather hat that he rarely removes. He is most often seen wearing a knee-length, charcoal grey coat, blousy black trousers, and soft charcoal grey boots in lieu of the standard robes of a mage. His only visible weapons are a rune-graven adamantine staff that is seldom far from hand and a dagger that hangs amidst a cluster of pouches from the belt around his waist� what items may be in those pouches or, for that matter, in the dark leather satchel slung from his shoulder are beyond imagining as he guards their contents jealously.

Jarenion might easily be mistaken as being arrogant by those who haven�t taken the time (or had the patience) to get to know him beyond appearances and first impressions. He is rather aloof and supremely confident in his abilities, though, tending to be a bit of an intimidator when it comes to wielding the arcane energies he�s spent his life mastering and, often, prefers to take his spells into combat alongside sword-and-armor fighters rather than simply providing them support from a distance as he has seen many other mages do. Despite his standoffish nature and lack of a ready smile for most of civilization, those who have travelled with and/or befriended the mage know that a warm smile and pleasant conversation can be evoked from Jarenion on occasion� if you can pull his attentions from his spellcraft for that long.


Combat Abilities Proficiencies: Staff, Dagger/Dirk
Specializations: Staff

Weapons and Equipment (not including Magical Items)
On Person:
  • Broad-brimmed leather hat (originally was dyed deep black but is well-worn and weathered)
  • Tunic (midnight blue)
  • Boots, soft (charcoal grey)
  • Belt (black)
  • Belt Pouch, Lg (x1)
  • Belt pouch, Sm (x3)
  • assortment of spell components and herbs
  • Chalk (3 pcs)
  • Wine/waterskin
  • Trail rations (3 days (?))
  • mirror, small metal
  • candles (4)
  • Map/Scroll case
  • Parchment (10 sheets or so should suffice, I suppose)
  • Writing ink (3 vials)
  • Writing quills (small assortment)
  • Spellbook

Languages Spoken: Common, Draconic, Dwarven, Elven, Sylvan, Abyssal, Celestial
Non-Weapon Proficiencies:
  • Spellcraft
  • Riding, Land based
  • Languages, Modern
  • Languages, Ancient
  • Weather Sense
  • Reading/Writing
  • Etiquette
  • Ancient History

Magical Items:
    >
  • Staff of the Stone Lord (40 chr)� This staff is a solid piece of Adamantine, doe +3 to hit and damage, can affect any creature as if a +5 weapon and any weapon breakage can be ignored. The staff has all the powers of a Rod of Smiting (+3 magical weapon that inflicts 1d8+3 points of damage. Against golems, the staff causes 2d8+6 points of damage, and any score of 20 or better completely destroys the golem. Any hit upon a golem drains one charge. The rod causes normal damage (1d8+3) versus creatures of the Outer Planes. Any score of 20 or better draws off one charge and causes triple damage: (1d8+3) x3).
    Additional Powers:
    Staff holds up to 10 levels of spells in holding (10 1st, 5 2nd etc Banishment (7), Dispel Magic(3)). These spells can be cast by the user at any point but require a casting time of 1 seg only. Caster can refill spells by casting the spell into the staff.
    Earthen strength � as long as the staff is held, the wielder gains 20 hit points.
    The Staff is soul bonded to Jarenion and can be summoned to hand at will
    Once a day the staff can cast Stoneskin on the wielder only (2 charges, holds for 7 attacks))
    Once per day the staff can expend 3 charges and create a wall of stone (20 H, 3� thick) around the caster in a 10� radius. The wall will be circular and last one round only but no attack can get through it, not even mist.
    Casting time is always # of charges as Segments

    The Onyx Weasel AC 4 AT: 1 Dm: 1-4 -When commanded, this statuette changes into a creature with the similar properties as a weasel, except that it is endowed with Intelligence of 8-10, can communicate in the Common tongue, and has exceptional olfactory and visual abilities. The olfactory power enables the onyx weasel to scent the trail of a known creature 100% of the time if the trail is one hour old or less, -10% per hour thereafter. The weasel is subject to being thrown off by false trails, breaks, water, and masking or blocking substances or scents. The visual power enables the onyx weasel to use 90-foot-range infravision, spotting hidden (such as in shadows) things 60% of the time, and normally invisible things 50% of the time. An onyx weasel can be used for up to six continuous hours, once per week. It obeys only its owner. This is J's Familiar as well.

  • Dagger +1
  • Rune�s Coat � Given to Jarenion by the arch-mage Rune himself, this Knee-length, charcoal grey coat gives a base AC of 2 and gives you against the elements in a normal setting (cold, heat, rain)
  • Sanderan�s Satchel � Like a Heward�s Handy Haversack but as a Satchel
  • Potion of Extra Healing (3)

Mana
85 +3 (INT) = 88


Spells- 18/18/18/18/18/10/5 First Level
  1. Affect normal fires (PHB)
  2. Armor (PHB)
  3. Burning Hands (PHB)
  4. Chill Touch (PHB)
  5. Detect Magic (PHB)
  6. Enlarge (PHB)
  7. Feather Fall (PHB)
  8. Find Familiar (PHB)
  9. Fire Burst (ToM)
  10. Fist of Stone (ToM)
  11. Grease (PHB)
  12. Jump (PHB)
  13. Light (PHB)
  14. Magic Missile (PHB)
  15. Read Magic (PHB)
  16. Shocking Grasp (PHB)
  17. Spider Climb (PHB)
  18. Wall of Fog (PHB)
Second Level
  1. Blindness (PHB)
  2. Continual Light (PHB)
  3. Darkness, 15� radius (PHB)
  4. Detect Evil (PHB)
  5. Detect Invisibility (PHB)
  6. Flaming Sphere (PHB)
  7. Invisibility (PHB)
  8. Knock (PHB)
  9. Levitate (PHB)
  10. Maximilian�s Earthen Grasp (ToM)
  11. Melf�s Acid Arrow (PHB)
  12. Mirror Image (PHB)
  13. Protection from paralysis (ToM)
  14. Ray of Enfeeblement (PHB)
  15. Spectral Hand (PHB)
  16. Summon Swarm (PHB)
  17. Web (PHB)
  18. Whispering Wind (PHB)
Third Level
  1. Clairaudience (PHB)
  2. Clairvoyance (PHB)
  3. Dispel Magic (PHB)
  4. Far Reaching I (ToM)
  5. Fireball (PHB)
  6. Gust of Wind (PHB)
  7. Haste (PHB)
  8. Hold Person (PHB)
  9. Invisibility, 10� Radius (PHB)
  10. Lightning Bolt (PHB)
  11. Maximilian�s Stony Grasp (ToM)
  12. Melf�s Minute Meteors (PHB)
  13. Minor malison (ToM)
  14. Monster Summoning I (PHB)
  15. Protection from evil, 10� radius (PHB)
  16. Slow (PHB)
  17. Windwall (PHB)
  18. Wraithform (PHB)
Fourth Level
  1. Charm Monster (PHB)
  2. Confusion (PHB)
  3. Contagion (PHB)
  4. Dig (PHB)
  5. Enervation (PHB)
  6. Evard�s Black Tentacles (PHB)
  7. Far Reaching II (ToM)
  8. Fear (PHB)
  9. Greater Malison (ToM)
  10. Ice Storm (PHB)
  11. Improved Invisibility (PHB)
  12. Minor spell turning (ToM)
  13. Monster Summoning II (PHB)
  14. Remove Curse (PHB)
  15. Stoneskin (PHB)
  16. Thunder Staff (ToM)
  17. Turn Pebble to Boulder (ToM)
  18. Wall of Fire (PHB)
Fifth Level
  1. Airy Water (PHB)
  2. Cloudkill (PHB)
  3. Cone of Cold (PHB)
  4. Conjure elemental (PHB)
  5. Dismissal (PHB)
  6. Far Reaching III (ToM)
  7. Feeblemind (PHB)
  8. Hold Monster (PHB)
  9. Leomund�s Lamentable Belaborment (PHB)
  10. Mind Fog (ToM)
  11. Monster Summoning III (PHB)
  12. Mordenkainen�s faithful Hound (PHB)
  13. Passwall (PHB)
  14. Safeguarding (ToM)
  15. Summon Shadow (PHB)
  16. Telekinesis (PHB)
  17. Von Gasik�s Refusal (ToM)
  18. Wall of Stone (PHB)
Sixth Level
  1. Bigby�s Forceful Hand (PHB)
  2. Chain Lightning (PHB)
  3. Control Weather (PHB)
  4. Disintegrate (PHB)
  5. Forest�s Fiery Constrictor (ToM)
  6. Lorloveim�s Shadowy Transformation (ToM)
  7. Monster Summoning IV (PHB)
  8. Tenser�s Transformation (PHB)
  9. True Seeing (PHB)
  10. Veil (PHB)
Seventh Level
  1. Banishment (PHB)
  2. Mordenkainen�s Sword (PHB)
  3. Shadowcat (ToM)
  4. Spell Turning (PHB)
  5. Suffocate (ToM)

Brief History: Jarenion Mithesonel, while considered by most as a more academician sort, had a long and successful career as an adventurer before his retirement, even having the opportunity to travel and adventure with some of Oerth�s most reputed heroes on several occasions. After many, many years of trials and travels beyond Celene�s borders, though, the mage has recently returned to his homeland and, at long last, in the privacy of his own tower, spent the last few years buried in his continuing study of magic and, on occasion, serving in something of an advisory capacity to the royals/nobles of Grey Elf society.


Posted on 2014-10-21 at 18:25:28.
Edited on 2015-12-10 at 09:19:15 by Alacrity

Alacrity
The Tired
RDI Staff
Karma: 291/33
6348 Posts


The Gladiator Thief

 photo c9a21517-88ac-451f-bdd8-26490827d42a_zpsba2a8541.png
PLAYER: Tann�Talas
GENDER: Male
LEVEL: 7/8
ALIGNMENT: Chaotic Good
XP: 64,000/70,000
NEXT LEVEL: 110,000 (Thief Only)

STR: 18(00) To Hit: +3 Damage: +6 MXP: 480lbs WGT: 335lbs BB/LG: 40% OPDRS: 16(6)
DEX: 17(18 w/Gloves) React Adj: +2 Missile Adj: +2 Defensive Adj: -4
CON: 17 HP Adj: +2(+3) System Shock: 97% Resurrection Survival: 98%
INT: 16
WIS: 8
CHA; 13

Armour Class: -4
Hit Points: 144

Abilities
Race: Human
Class: (Duel) Fighter/Thief

Combat Abilities CLASS ABILITIES Fighter W/Gladiator Kit
Followers - Attracts followers after a stronghold is built and 9th level is reached.
Weapon specialization - Allows specialization in one weapon.
KIT DESCRIPTION Gladiator
Description: The gladiator is a showman-warrior from a society where public combat competitions are a popular sport. The gladiator is a professional warrior in this high-profile arena; for the delight (and bloodlust) of the crowds, for his own personal wealth and aggrandizement (or, if he is a slave, for the profits of his owner), he fights organized matches against human, demihuman, and even monstrous opponents. The Gladiator is going to be a showy, high-profile warrior. He performs dangerous stunts in combat. He attracts the attention of crowds of admirers. He receives a lot of credit for brave deeds whether he deserves the credit or not. A Gladiator can be a callous brute, a dirty arena fighter with no interests other than killing his enemy as quickly as possible and making off with his prize; or he can be a clean-limbed, heroic figure, a hero who always fights honorably in the arena and never kills when he does not have to

CLASS ABILITIES Thief
Thieves' cant* - Knowledge of the secret language of thieves.
Backstab* - Surprise attack may inflict 2x damage.
Climb walls* 55%
Detect noise* 60%
Find/remove traps* 100%
Move silently* 80%
Open locks* 100%
Scroll Use* 60%

Proficiencies Axe Hand -Throwing (Specialist) (+2/+2) (3 slots)
Long Sword (Specialist) (+2/+2) (3 slots)
Short Sword (Specialist) (+2/+2) (3 slots)
Dagger

Weapons and Equipment (not including Magical Items)
On Person ITEMS WORN +3 Elven Chainmail of Elemental Resistance
Boots of Speed
Gauntlets of Dexterity
Ring of Free Action
Cat�s Eye Gem
ITEMS CARRIED +3 Vorpal Long Sword ON BACK +3 Short Sword ON BACK +3 Hand Axes x2 AT HIPS Daggers +2 x2 IN BOOTS Thieves Tools of Silent Stealth Potion of Extra Healing x3
On Horse IN BACKPACK Bedroll
Flint & Steel
Grappling hook
Dry rations (4 week)
Iron rations (4 weeks
Oil Flasks x2
Rope 50' silk
Spikes (3)
Steel Mirror
Torches (4)
Thieves Tools x2
Waterskin
Wineskin.
Keoghtom's Ointment x3
Treasure Carried 550gp�s 50sp�s
Languages Spoken Common
Non Weapon Proficiencies Ambidexterity
Blind Fighting
Charioteering
Distance Sense (CRE)
Endurance
Etiquette
Fire-Building
Gaming
Hunting
Jumping
Riding, Land
Set Snares
Swimming
Tumbling

General Appearance Age: 37
Eyes: blue
Height: 7�
Weight: 260
Hair: Long Blond hair braided in a pony tail
Build: Very muscular, tall, looks like body builder with long hair (*see picture)

Magical Items +3 Vorpal Long Sword �JAL� JAL was re-forged with a red mystic gem on its pommel. When touched and the command word spoken, the sword changes with the blade goes to red becoming red hot as if taken fresh from a forge. In this form it is +4 vs cold using creatures and does double damage, However it loses the Vorpal power when hot. A second touch and the command word spoken in reverse JAL returns to it normal Vorpal state.
+3 Short Sword �HOTH� HOTH was forged with a blue mystic gem the blade crafted with glassteel. The sword itself does not reflect light nor make a sound when drawn from a sheath. When drawn, it casts a light in a 60' radius but only the bearer of the sword can see the light. 2x per day, a command can be given that turns the light into True seeing as per the spell for 5 rounds. The bearer can if desired share the True Seeing ability with two others if all grasp the hilt of HOTH. Like JAL if the gemstone is touched and the command word spoken the blade goes blue becoming ice cold like an icicle. The sword is +4 vs fire using creatures and does double damage. However in ice form, the light and true seeing can not be used. A second touch and the command word spoken in reverse HOTH returns to it normal state
The two swords are a matched set

+3 Axe of Hurling X2 This appears to be a normal hand axe. With familiarity and practice, however, the possessor will eventually discover that the axe can be hurled up to 180 feet, and it will return to the thrower in the same round whether or not it scores a hit. Damage inflicted by the magical throwing attack is twice normal (2d6 vs. S or M, 2d4 vs. L), with the weapon's magical bonus added thereafter. (For example, an axe of hurling +3 will inflict 2d6+3 points of damage vs. S- or M-sized creatures and 2d4+3 points of damage vs. creatures of size L if it hits the target after being thrown.) The axe will cause only normal damage (plus its magical bonus) when used as a hand-held weapon.
+2 Daggers

+3 Elven Chainmail of Elemental Resistance (Grants the wearer 50% Resistance to elemental based attacks both magical and mundane.)
Gauntlets of Dexterity
Boots of Speed
Ring of Free Action
Cat�s Eye Gem This simple small gold gem looks like the eye of a cat. The gem grants infravision just like an Elf (60�) and is embedded to the right or left side of user�s eye. Thieves Tools of Silent Stealth These Thief tools do not look to be made of metal but some hard dark substance perhaps obsidian. While magical no means of detecting will reveal such. The tools have 2 main powers.
SILENCE: Any thief using these tools will make no sound when opening locks, disarming traps, or any such use.
STEALTH: When all tools are placed in case, case can be held against users skin and will magically mold into the users body disappearing from view. There they safely remain until user commands them to resurface.
Grants +10% to all thief skills
Potions of Extra-healing x3
Keoghtom's Ointment x3

BACKGROUND Maximus Jerele started life as any normal boy born to loving parents and a part of a Sueli household, north of the Empire. His first 15 years of age were as normal as any child could hope for filled with love of a girl, happiness of youth and two very wonderful parents. But as with everything in life all good things come to an end and with the coming of the Empire so did Maximus�s normal life.

His parents killed and his village destroyed he along with a few hardy boys were taken as slaves to be trained for a new life and death in the Gladiatorial pits. His handlers were good and seeing in Maximus a possible champion they trained him both day and night and turned him into a good fighter and then as hoped for, a champion. So much the champion that the crowds knew him by face and placed upon him the nickname of "El Diablo", or translated to common "the Devil" and so they chanted it every time he did enter the pit.

For the next 10 years Maximus was champion, unbeatable by all, and seemed to savor this life so much so that though he was still watched and not trusted his guards grew lax and in a moment of surprise violence Maximus did kill them and escaped. Along with a few others Maximus now 25, was free.

The boy turned slave, turned Gladiator, now a free man vowed never to be a slave again. He turned Mercenary, went out into the world for the first time to fight for any and all including himself. At times even for free if the cause was right, against the realm he would hate till his dying breath that of the Empire. Maximus worked his way south, away from his former homelands and into the realms of the Iron League. Then one day, five years after breaking free, Maximus now thirty joined up with a newly formed group of adventurer�s.

This new group consisted of Arien Thedell, a male, human Knight, no one more noble then this Knight in training. Char, a human Ranger, no man better in the skill of a woodsmen. Dapple Moon a beautiful female half-elf Fighter/Thief, some called her crazy, Maximus called her friend. Kilgim Blackaxe, a male, dwarf, Fighter/Cleric, when called upon to heal or fight there was none more faithful to his god. Adrian Valentine, a male, human, Mage the first of his skill set Maximus had ever met in or out of the arena, but one to remember.

Finally there was Jal Spellbinder, another human Mage but different from the rest of this new party. As the adventure that had brought them together began Maximus found he and Jal had much in common and they soon became the closet of the group in friendship. In reality Maximus as a gladiator had never had friends, nor as a mercenary. For him Jal was his first true friend. Years came and went, daring quests and missions started and finished, and the party made a name for themselves. Life for awhile was good for this close group of seven friends.

However nothing lasts forever and it was on a mission to a tower of evil that Jal died. For the group as a whole the death of Jal was terrible and heart breaking, for Maximus it was devastating and the huge gladiator never fully recovered. Within a short time later the six survivors parted ways, each following his or her own path, the cloud of Jal�s death hanging over all.

During the next four years since leaving the others the time moving slowly Jal�s death ever hovering. Finding himself on his own, and having to support himself, Maximus turned to the skill of Thievery, finding even for his size, he was quite good at it. Little by little while learning the skills of a rogue, Jal�s memory a cloud of guilt, loneliness and despair. During this time Maximus found himself adventuring with many different groups, though never making as close friends as the original group. It was during one of these quests to the Hall of a Stone King that Maximus was able to give Jal the honor he deserved and lay the guilt felt over the Mage�s death to rest. During combat with an Iron Scorpion, Maximus was able to defeat it but lost his hand and his prized Vorpal sword was broken. A fellow party member, Galenthanus an Elven Mage/Thief, and son of Yolanda, lent the big gladiator his ring of regeneration to slowly re-grow the hand. During this time a dwarf smith named Otto, owing his life to Maximus and having taken two mystic gems from the scorpion. Used them to reforge the Vorpal blade and also make a matching short sword as well. When presented to the big Fighter/Mage Maximus named the new Vorpal sword JAL, the short sword HOTH.

With two new swords and his hand once more whole Maximus continues to adventure hoping one day to once again reunite with the survivors of that first group somehow.


Posted on 2014-10-24 at 13:49:05.
Edited on 2014-11-26 at 07:43:08 by Alacrity

Alacrity
The Tired
RDI Staff
Karma: 291/33
6348 Posts


the Dwarven Fighter

 photo dwarf.jpg
Name: Kadrin Stonefist, “the Scarred General”
Race: Mountain Dwarf
Alignment: Lawful Good
Class: Fighter [Clansdwarf]
Level: 15

Strength 18/93 – Hit Prob +2; Dmg Adj +5; Weight Allow 235 lbs; Max Press 380 lbs; Open doors 15 (3); Bend Bars/Lift Gates 35%
Intelligence: 14 - +4 languages
Wisdom: 16 - +2 magical defense bonus
Dexterity: 10 – no bonuses
Constitution: 19 - +45 hp; 99% SS; 100% Resurrect
Charisma: 15 – +3 loyalty base; +3 reaction rolls

Armour Class: -5 (armor + shield)
Hit Points: 163 hp

Abilities
Race: 60 ft infravision; +5 bonus to saves vs Poison, Rods/Staves/Wands, and Spells; +4 bonus to saves vs Fear; Underground detection abilities
Class: Build stronghold; Attract men-at-arms

Combat Abilities
Proficiencies: Battle Axe, Hand Axe, Light Crossbow, Shield Bash, War Hammer
Specializations: Battle Axe (x1), Light Crossbow (x1), War Hammer (x2)
Class: Increased Hit Point Bonus; Increased Number of Attacks per Rounds
Race: +1 to hit Goblins, Hobgoblins, Orcs, and Half-Orcs; Ogres, Ogre Magi, Ettins, Trolls, Giants, and Titans suffer a -4 to hit Dwarves.

Weapons and Equipment (not including Magical Items)
On Person: Crossbow bolts (x20); Bedroll; Blanket; Extra set of fine clothes; Flint & steel; Small cask of some fine dwarven drink; a mess kit (plate, bowl, silverware, mug); Dry rations (1 week); Waterskins (x2); Mirror; Personal grooming kit (hair brushes, soap, scissors); Lantern; Oil flasks (x3); Jars of Ointment for Stiffness (x2); Armour and Weapon cleaning kits
On Horse: None
Treasure Carried: Pouch with various currency of the Principality of Ulek (about 50 gp worth); Pouch with various precious stones (about 150 gp worth); Small, ornate steel box with gold and silver inlays (worth about 100 gp) with 3 finely cut precious stones (red garnet, blue spinel, yellow topaz... worth about 500 gp each)... the box and stones within are his personal treasure away from home and are not for sale.
Languages Spoken: Common, Dwarf, Elf, Halfling, Keolandish, Orc
Non Weapon Proficiencies: Ancient History [Dwarven Military], Appraising, Armourer, Dwarven Runes, Endurance, Engineering, Etiquette, Fire-Building, Heraldry, Intimidation, Local History [Havenhills]

General Appearance
Age: 325 years old
Eyes: Blue, though his left eye is pale, milky white, blind and ruined
Height: 4 ft 6 in
Weight: 170 lbs
Hair: Reddish-brown, beginning to grey
Build: Stocky, muscular frame

General Description: Kadrin is a stocky, muscular Mountain Dwarf originally from Havenhill. He has been serving in Prince Olinstaad’s Royal Army almost since the Prince ascended the throne. He is an old dwarf, though, except from the wrinkles that have formed deep etches around his eyes and the slightly greying beard, it would be difficult to tell... a dwarf of 200 hundred years, maybe.

But while Kadrin’s strength and constitution seem not to be failing him, he is in fact 325 years old. The occasional grumbling of his joints reminds the dwarf of this fact from time to time.

Kadrin is blind in his right eye, an early brush with death that has left him with a savage scar and a sightless socket.

Being part of the Stonefist clan and having achieved his own measure of success in service to the Prince, Kadrin is well-to-do. Like most of his race, he admires fine craftsmanship.

Magical Items
Ring of Youthful Vitality: A ring of white gold with small rubies along the band. The ring provides two blessings upon the wearer – 1) when the ring is worn for a month, the wearer’s maximum age variable is doubled (2d100x2 for the dwarf)... once granted, the blessing is permanent even if the wearer removes the ring. 2) when the ring is worn for a week, the wearer begins to become immune to the negative penalties of aging... this blessing is lost if the ring is removed.

Ring of True Seeing: A small, precisely cut diamond set in a platinum ring. Once per day, when the wearer of the ring will it, the ring produces the effect of a priest’s “true seeing” spell, allowing the wearer “true sight” out to a range of 120 ft for the duration of 5 rounds.

Brooch of Warning: A silver chain with a silver medallion with platinum inlays depicting a picture of a watchful bear. Anyone wearing this brooch is surprised only on a roll of 1 in 10.

Horn of Clanggedin: A white ram’s horn inlayed with adamantine, the metal depicting two crossed battle axes. When the horn is blow, it produces the effect of a priest’s “prayer” spell with an area effect of 100 ft centered on the person blowing the horn and the duration of 10 rounds. The horn can be blown 3x/day and only by a dwarf of good alignment.

Boots of the Draft Horse: Sturdy, dark brown leather boots, steel toed, with a picture of a powerful horse sewn into the leather of each boot. The boots allow the wearer to gain the movement rate of a draft horse (MV 12), and the wearer does not suffer any ill effects from a forced march.

Haversack of the Merchant: A well crafted, leather backpack sewn together with threads of silver and gold, the buckles being made of to look like gold coins depicting the face of a dwarven king. The backpack functions exactly like “Heward’s Handy Haversack”.

Nurabir, “Brother’s Keeper”, +3 Dwarven Field Plate (AC -2), Soul bound: This suit of field plate was specifically made for Kadrin by his sister, Hilda Stonefist, a master craftswoman and priestess dedicated to the Soul Forger. The chain mail undercoat is made from fine links of alternating steel and adamantine. The plates are made of high-polished steel, giving it a slightly bluish colouration. Etched in the steel plates and inlayed with adamantine is the heraldry of the Stonefist clan, along with the Clan’s motto “Resolute and Sure”. The suit contains enchantments increasing its defensive protection by +3. Additionally, when Kadrin speaks a command word, he can call the armor to himself. If he is not wearing any other armor, Brother’s Keeper appears on him, strapped and buckled properly. A second command word allows Kadrin to remove Brother’s Keeper. The armor disappears from his body and appears nearby (5 – 10 ft away) on dwarven mannequin.

Har’ard, “the Stalwart Guardian”, +2 Medium Steel Shield (adds +3 bonus to AC): A highly polished round shield with the heraldry of the Principality of Ulek etched in dark adamantine. This shield was also a gift to Kadrin from his sister. The enchantments add an additional +2 to the defensive protection of the shield. When Kadrin uses the shield to bash his opponents, it is +2 to hit and causes 1d6+2 plus strength damage.

Nurakas, “the Steady Seeker”, +3 Light Crossbow of Accuracy: A dark lacquered, wooden crossbow with string made from tightly braided unicorn hair. This crossbow adds +3 to hit, causes 1d6+3 damage, and all normal distances are considered “short” range.

Dain, “the Stout Fist”, +3 War Hammer: A light-weight, double headed hammer molded from one piece of mithral-adamantine alloy. The hammer may be used one handed in combat, causing double normal hammer damage (2d4+2/2d4) with a +3 bonus to attack and damage. When used two-handed on walls and doors up to 2 feet thick, the hammer has a chance of smashing through a hole in the door or wall equal to double the wielder's chances to bend bars or lift gates. The hole will be large enough to allow a human-sized being to crawl through it without trouble.

Brief History: Kadrin serves as a general in the Principality’s Royal Army, and presently divides his time between advising the Prince, defends the Principality’s land holdings near Thunderstrike (near the Suss Forest), and taking on certain special operations on behalf of the Prince’s or nation’s interest. Being assigned to the defense of the lands around Thunderstrike means that Kadrin regularly is connecting and coordinating with leaders from the nations with shared borders, most often with Celene. While he feels wounded by Queen Yolanda’s resistance to assist the Principality of Ulek in recapturing territory lost to the tribes of Pomarj, he has continued to remain fast friends with her son, Galan.


Posted on 2014-10-24 at 14:22:37.

Alacrity
The Tired
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Karma: 291/33
6348 Posts


Shapeshifter Shaman

 photo Odyson.jpg
Name: Odyson
Race: Human (Barbarian with Lycanthrope)
Class: Shaman
Alignment: Lawful Good
Level: 15

Strength 18 +1/+2 110 WA, 225 MP, 11 OD, 16% BB
Intelligence: 15 - 3 languages
Wisdom: 18 - +4 vs Mind based attacks, extra Spells
Dexterity: 15 - -1 Defence bonus
Constitution: 16- _2 hp per die 95% SS, 96% RS
Charisma: 14 - +2 reaction adj.

Armour Class:
Hit Points: 112
Hybrid HP: 142
Great Bear: 172
*When he shapeshifts, he heals 50% of hit points if wounded

Abilities:
Race:
Shapeshifter - Can transform into a Great bear or a hybird animal between bear and human. HD: 1d10 for level 1-9 then+2 / Level after that. He has 15 Ki points. To change into the bear costs 3 pts, and into the hybrid, 2 points. For 1 point you can basically do an internal shift and heal yourself for 25%. You can also do this to another person by touch. Returning to man never costs points. Ki returns after a full rest period of sleep and prayers.
In hybrid form he is a foot taller (6’ 9”), broader and hairier. His nails grow long and sharp so his hands become d8 weapons, although he can use weapons.
In bear form he is 2 feet taller (7’ 9”), does 2-16 with his claws, invulnerable to ordinary weapons (+1 needed to hit you). and can bite for 2d8. He has a hug attack for 2-16.
He is resistant to (normal) cold.
He can naturally detect magic within 10' of him: 75% (5% per level)
Class:
Prayer (Spell Casting)
Turn Undead

Combat Abilities
Proficiencies: Great Axe, Club, Knife, Quarterstaff, Short bow
Specializations: Great Axe (1)
Race: When not wearing armour, Ody can use both DEX and CON bonuses to AC

Weapons and Equipment (not including Magical Items)
On Person: Quiver (holds 40 Regular Arrows), 20 Sheaf Arrows

Non Weapon Proficiencies: Direction Sense, Healing, Ancient Languages, Endurance, Religion

General Appearance
Age: 38
Eyes: Brown
Height: 6” 6”
Weight: 178
Hair: Black
Build: Muscular
General Description:

Magical Items:
Armor: Amamlthea’s “Tree of Life” Armor. +3 splint mail armor that is all silver birch leaves. You wear a leaf earring that stay with you no matter your form. A touch of the leaf and the armour falls apart like leaves in autumns, swirling and disappearing. When your want the armor back, you touch the leaf and it reforms around you.
Floppy Broad Rim Leather Hat - enchanted to protect as if a full helm
The Great Axe, “Apatchin” (One That Comes Back) +3 double Damage Against Tanar'ri . A special weapon for a Shaman when he is in Hybrid form. A magical weapon that appeared in his hand after touching a tattoo on his forearm and calling to it. The great axe of the Guardian Lieut (the guardian of the people) created it to help destroy the creatures created by the Dark, a Tanar'ri Killer. It is + 3 against all enemies, but when facing Demons it is the real threat. The blade glows red in 100’ presence when Demons are near to cast back the darkness. Wielder gains a 75% magic resistance to Tanar'ri cast spells.
+3 Bow of Accuracy - The bow of accuracy is a simple yet effective missile weapon. The magic properties of this bow are a +3 bonus to hit and damage; likewise, all ranges within normal bow range are figured as short range in regard to this weapon.
20 +1 Arrows 1D8
+2 Knife (Long Blade Sheathe)
+3 Feather Edged Silver Tomahawk This Magical Weapon has a +3 to Hit and does 1d8 +2 base Damage; Double Damage vs Lycanthropes and it can also be thrown a distance of 20 feet accurately!

Tattoos: An Attacking Bald Eagle is spread across Ody’s back with the wings spread reaching shoulder to shoulder. The Eagle has serpent in its talons. The tattoo of protection improves the wearer's Armor Class value and saving throws versus all forms of attack as a ring of protection +2
Cat's Eye, on the palm of the left hand, done with such great artistry that people often recoil from the first sight if it. This tattoo protects for detection spell and scrying devices as per Non-detection spell.
A tattoo of the native symbol for strength on the right palm( > ) turns any bludgeoning weapon to a +1 weapon. (club, mace, hammer, table leg,…). Works in both human and hybrid form.
Tattoo of a Bear Paw on the back of his right hand:

Rod of healing that has 50 charges and you can cast Cure light (1 chr), Serious, Disease (2 chr), Critical, poison (3 chr) and heal (4 chr)?
3 Potions of Extra Healing

Beads braided in his hair - stay for any transformation
Bead of Free Action: This bead enables the wearer to move and attack freely and normally even when attacked by a web, hold, or slow spell, or even while under water. The spells simply have no effect. While under water, the individual moves at normal (surface) speed and does full damage even with cutting weapons (like axes and scimitars) and with smashing weapons (like flails, hammers, and maces), insofar as the weapon used is held rather than hurled. This will not, however, enable breathing under water without further appropriate magic.
Bead of Fire Resistance: The wearer of this bead is totally immune to the effects of normal
fires—torches, flaming oil, bonfires, etc. Very large and hot fires, molten lava, hell-hound breath, or a wall of fire spell will cause 10 hit points of damage per round if the wearer is directly within the conflagration. Exceptionally hot fires such as red-dragon breath, pyrohydra breath, fireballs, flame strike, fire storm, etc., are saved against with a +4 bonus to the die roll, and all damage dice are calculated at -2 per die, but each die is never less than 1 in any event. As a rule of thumb, consider very hot fires as those that have a maximum initial exposure of up to 24 hit points, those of exceptional heat (25 or more hit points).

Feather of the Great Horned Owl, grants 60 foot infravision.
Feather of a White Dove, grants the wearer instant Feather Fall. This feather protects its wearer by automatic activation of a feather fall if the individual falls 5 feet or more.

Spells 8/8/7/7/4/2/1
Any spell on Cleric list

Paralization, Poison or Death Magic: 5
Breath Weapon: 11
Petrification or Polymorph: 9
Spells/Magic: 10
Rod, Staff, or Wand: 8

Brief History:
Dawn had not yet broken when the old man entered the lodge, “Witschidin (helper), it is time.” The young boy stirred then quickly dressed. “ Yes, Muchomes ( Grandfather) I am ready.”

Odyson started gathered the few meager items he owned. “No, remove your leathers, leave them and the rest, they are no longer of use to you.” So naked into the dark the boy followed his Great grandfather. The boy had to follow in silence, he was giving up family and all that he had. He was chosen and he understood what that this meant, he hoped he would prove worthy.
Thus the boy of seven summers began his trail of the Great Bear. His family was said to be descended for Jon, the Shaman of the Great Bear, but that alone was not enough to be finally be accepted by the Guardians. Any of the people could be chosen and train, but only those that learned to serve would lead.

Shaman of the Great Bear
In the time before people Lieut watched over his sisters and brothers and thus learned much about world. Fawna saw there was much to do and called the great bear. ‘Your great strength and gentle manner will aide you to watch over my beasts. You shall roam the mountains and plains being my eyes and ears when I am not there. You are as my own child. And so the bear became first among those that walked the earth.

The Great Spirit was pleased and placed people on the land. Lieut was charged to be the guardian of the people. The great bear saw these new creature and added them to its duty for were they not also beasts of the land? Lieut and Fawna were pleased and together they guided and watch the great bear, for it aided both their charges.

Because of the bear’s great size and strength the people became fearful and weary of the beast. From that fear and misunderstanding the first chief of the spear people, Addom, sent his two sons out to destroy the bear. Mikel was a mighty hunter and warrior. Jon was a tracker, woodsman and healer. Together they tracked the bear into the hills. Here the found the cave of the bear. They waited for the bear come out. As the sun started setting there were sounds of movement near the cave opening. Mikel notched an arrow and shot it into cave. A small scream of pain came from the cave mouth as small bear cub tumbled out, the arrow lodged in its side. The small bear whined painfully for it mother. Mikel notched another arrow but Jon stopped his arm before he shot. “The cub is not what we came to kill, there is no honor in protecting our people from the death of a babe.” Grabbing his healer’s bag Jon went to the cub and tried to save the cub.

Jon’s calm and gentle manner smoothed the young bear and it allowed Jon to tend it and remove the arrow. From the darkness of the cave a great form lumber toward Jon. The great bear emerged and raised up on hind legs. With teeth bared and clews extended the she bear was going to protect her cub. Mikel quickly let another arrow fly. The line of flight was true to the bears heart, a sure kill.

Jon saw the arrow flight, but it just stopped, hanging in mid air. He turned and Mikel was standing as if stone watching the arrow. He looked at the bear and it to stood silently still. The air around Jon began to shimmer and two low glowing balls of light appeared between him and the bear. The spirits of Fawna and Lieut appeared. “Jon,” Fawna said,” You are brave and good of heart. You must teach your people not fear my bear. She is here to serve me and watch over all my creatures.”

Lieut said, “She is here the aide me; to watch over the people too.”

“But the bear was surely attacking me, she will kill me” said Jon.

“She was protecting her babe, she drew the arrow to her to save her cub” said Fawna. “You must learn from her for she is as my child. You must teach your people to respect her and know the bear is good and watching over them too. She will lead you to my brothers and sisters, they will teach you of their powers and how you can call upon them for aid. You will then gather others of the people and teach them of the “Way”.

With that the bear now moved too. Turning to Fawna the bear said, “Mother, what must I do? My babe is dying from this creatures attack, surly they are no longer my charge but shall be my pry.”

“No my daughter, this one has saved your child and proven they can be good of heart, they do not understand your purpose and must learn. This one will stay with you and you shall learn from each other.”

“How can that be, it is so small and weak it surely can not serve in the wild?”

Fawna raised her hand and Jon transform into the shape of a great brown bear. “He will take this form when he needs the strength of the Shush so that he may travel and hunt with you.”

Lieut, waved his hand and bear transformed into a beautiful maiden of the people. “In this form you will learn more of the people and their ways. You will be able to call this form when you need it. Now your spirits will unite so that you may understand and trust each other. “

Mikel, though unable to move saw and understood all that was happening. Lieut turned to Mikel, “ You will return to your father and tell only that you have learned that the great bear is not to be feared, but respected for it silently stands guard to protect the people. You tell your father that Jon has gone to learn the ways of the great bear spirit and to spread the knowledge among the people. Tell him that his son has seen the Great Bear Spirit and will be the first Shaman of the Great Bear.”

Mikel returned to the people and told his father all as he was instructed. Jon never returned to his father, but a Shaman came and trained a member of the tribe in the ways of healing and the how to call the powers of the earth and creatures. These Shaman had great powers that made them worthy in battle, healing and become trusted counselors. All of these things came from the secrets Jon had learned from the spirit of the bear and the guidance of the “Guardians”.

And so it is that the followers of the “Great Spirit” will need a teacher to guide them, one who knows the “Way” of each “Guardian”. Devoting themselves to each starting with Amamlthea and ending with Lieut, this teacher will learn to guide, to serve, to heal, to protect and to act as the link between the people and the “Way”. The Shaman draw powers from the blessings of the “Children” of Mother Earth and are granted the ability to do special feats. If a servant of the “Way” has completed his learning of the “Six”, is chosen by the Guardian and passes the test of the “Children” they may crossover between the boundaries of the “Ways” and become joined with the Great Bear.


Posted on 2014-10-24 at 14:32:08.

Alacrity
The Tired
RDI Staff
Karma: 291/33
6348 Posts


Ranger

 photo ranger.jpg
Name: Sparrow
Race: Half elf
Alignment: Chaotic Good
Class: Ranger
Level: 15th

Strength: 18(21) +1 to hit/ +3 to damage/ +135 lb. carry/1-12 (d20) doors/20% bars
Intelligence: 14 Four languages known/ Four NWP
Wisdom: 16 +2 to mind based attack spells/ 2-1st 2-2nd
Dexterity: 18 +3 reaction & initiative / -4 defensive bonus
Constitution: 16 +2 per die/ 95% system/ 96% resurrection
Charisma: 17 10 henchmen/ +6 loyalty/ +6 reaction

Armour Class: -2
Hit Points: 140
THAC0: 6
Abilities
Infravision 140'
Detect Secret doors 1-2 on a d6
Animal Ken ( good with animals, 20% + 5% per level on befriending animals)
Animal Companion (“Bandit” –Ferret AC 6 HD 1 Hp 6 At 1 Dm 1-4)
Tracking (at +5)
Hide in Shadows: 115%
Move Silently : 115%
Priest Spells (5/5/3) –animal, plant and healing
Combat Abilities
Two weapon attack without penalty
+4 to hit racial enemy (Drow)
Specialization: Short Swords (+3/+3) and Longbow
Weapons of Proficiency: Short Swords (3), dagger, Long bow (3)
Weapons and Equipment (not including Magical Items)
On Person: Fine Clothing (Black), Arrows (30), dagger (2), cloak, backpack, 50' rope, 5' pole, oil flasks (3), tinder box
On Horse: Grappling hook, saddle bags, camping equipment
Treasure Carried 2000 gps
Languages Spoken: High Elvish, drow, gnome, halfling, goblin, keolandish
Non Weapon Proficiencies : Animal Lore, Tracking, Direction Sense, Bowyer/Fletcher, Endurance, Hunting, Mountaineering, Riding (land-based), Swimming, Firebuilding, Fishing
General Appearance
Age: 47
Eyes: Brown
Height: 5' 2"
Hair: Black
Weight: 120 lb.
Build: Athletic -Voluptuous
She favours black clothing of excellent quality but not flashy. She never wears armour in public. Sparrow is very quiet and reserved.

Magical Items
Short Sword +3 (Scalpel) This Short Sword is completely black from hilt to blade. It does not reflect light nor does it make a sound when dropped or drawn. In the hands of a non-thief, the sword gives the wielder the ability to back-stab as a 1st level thief. In the hand of a professional, the blade will add one to the damage modifier (IE: a 15th level thief would do X6 with scalpel). Furthermore, once per day the sword can be used to cut through any armour for a single attack. When used for this attack, the victim has a base Ac of 9 plus dexterity only. The sword does double damge for this attack.
Short Sword +2 (Suction) Made from a strange red metal that can not easily found, this sword drinks the blood of the victim and transfer the life energy to the weilder. It does this for the first 8 points of damage in a single hit, tranferring 8 hit points of healing to the user. It will only drink the blood once a round and once for three rounds. Once satiated, the sword will act as a sword +3 only for five more rounds. If combat is still going at that point it can suck up three more gulps of blood, and so on.

Atrioch Ring: Formerly her father’s ring with many dark and disturbing powers, Sparrow was given the ring after Aurora had taken most of the powers away. The ring serves as a Ring of Protection +2 and as a Gem of Life Protection.

The Web of Deceit: Made from the spider webs of Loth herself, this armour in it’s natural state appears as merely a silk body-suit. However it is as tough and hard as chain mail (AC 5), makes no sounds and can be worn under any style clothing. Upon mental command from a command ring, the body suit can undo itself from the wearer and creep around on it’s own. The suit response to mental commands and possesses a strength of 18 (00). Its main attack is to lash out at opponents and strangle them to death.

Boots of Jumping: These high, soft black leather boots allow the wearer to jump 20’ straight up, 40’ across from a running start and 10’ backwards.

Long Bow ++2 and double damage vs undead, made from the bones of the undead dragon Undeatha.
Arrows of Healing (15): This strange arrows are made of a crystal material with a clear liquid inside. When hitting a target, the material shatters and the “victim” gains the effect of a cure light wounds.

Spells 5,5,3

1)Animal Friendship, Invisibility to Animals, Locate Animals or mammals, Cure Light Wounds, Entangle, Pass without Trace, Shillelagh

2) Charm Person or Mammal, Messenger, Snake Charm, Speak with Amimals, Slow Poison, Barkskin, Goodberry, Trip, Warp Wood

3) Hold Animal, Summon Insects, Plant Growth, Snare ,Spike Growth, Tree



Posted on 2014-10-24 at 15:01:32.
Edited on 2014-10-27 at 16:00:06 by Alacrity

Alacrity
The Tired
RDI Staff
Karma: 291/33
6348 Posts


The Knight

 photo arienarmour.jpg
Name: Arien Aston Thedell the Third
Race: Human
Alignment: Chaotic Good
Class: Fighter
Level: 15th

Strength: 21 / +4 to hit/ +9 to damage/ 635 lb. carry / 17 open doors / 70% bend bars
Intelligence: 16 / Five languages known/ Five bonus NWP
Wisdom: 7 / -1 magical defense adjustment
Dexterity: 18 / +3 reaction & initiative / -4 defensive bonus / +2 to hit ranged
Constitution: 15 +1 per die / 90% system / 94% resurrection
Charisma: 17 10 henchmen / +6 loyalty/ +6 reaction

Armour Class: -9
Hit Points: 127
THAC0: 6 (base) / -4 with Luin’naur (-7 vs cold using/dwelling creatures) / 3 with longbow / 0 with dagger melee / 2 with dagger missile

Abilities
Infravision 140'

Weapon proficiencies:
Longsword (x4 slots)
Dagger
Longbow (x2 slots)
Lance
Mace

Nonweapon proficiencies:
Etiquette
Dancing
Heraldry
Lore, Imperial
Animal handling, horses
Knowledge, tactics
Swimming
Riding, land-based
Artistic ability (poetry)
Armorer
Blind fighting

General Appearance:
Age: 38
Eyes: Green
Height: 5' 11"
Hair: Jet black now sprinkled with gray
Weight: 175 lb.
Build: Athletic
Handsome face, easy grin, laugh lines becoming more prominent. Wears a salt and pepper mustache.

Magical Items:
Luin’naur This longsword of Elvish origin ignited into blue flames when the wielder speaks the name of the blade. It has since been upgraded to a fire brand, which grants it a +3 bonus to attack and damage at all times - except when facing creatures that use cold or dwell in cold environments, in which case the attack and damage bonuses are doubled to +6. The wielder is always protected as if he were wearing a ring of cold resistance. The sword also has a 50% chance of igniting any flammable material or melting any ice. This power extends to a 10 foot radius, including a wall of ice but not a cone of cold, ice storm, or similar.

Ankheg Plate Armor +3 of Free Action This unque green armor was crafted specifically for Arien in gratitude for his service to the elven crown. The knight helped to destroy an infestation of ankhegs, and the elven smiths crafted a suit of plate from the carcass of the largest, most powerful of the monsters.

The surface armor is covered is subtle runes of power. From a distance, these are not readily visible, but close inspection reveals them. The armor is half the weight of normal plate, and is flexible and comfortable to wear (as far as armor goes).

It carries powerful enchantments that not only grant +3 against attacks, but also grants the wearer the benefits of a ring of free action - namely, he can move and attack freely and normally even when attacked with a web, hold, or slow spell, and even while under water; the spells simply have no effect. When under water, the wearer moves at normal (surface) speed and does full damage even with cutting or smashing weapons (assuming the weapon is held, and not thrown). The effect does not, however, grant the ability to breathe under water.

The helm of the armor carries an additional, unique enchantment - when the faceplate is closed, the wearer's vision is not impacted at all; the wearer can see as clearly through the helmet as he could if wearing no headgear whatsoever. In addition, the helmet bestows infravision as if the wearer were elven.

Shield +2, +5 vs Missiles This kite shield once belonged to Arien's grandfather. It grants a +2 against melee attacks, and a massive +5 against hand-hurled and mechanically propelled missiles of all sorts. In addition, the shield has a 30% chance of negating magic missile attacks (from a frontal position).

Dagger of Throwing +2 The balance of this sturdy blade is perfect, and when thrown, demonstrates superb characteristics as a ranged weapon. The magic of the dagger enables it to be hurled up to 180 feet. A successful hit when thrown inflicts twice normal dagger damage, plus the weapon's bonus of +2.

Longbow +1 This beautifully crafted yew longbow bears elvish runes up and down the surface of the wood. More importantly, it grants a +1 to both attack and damage.

Girdle of Frost Giant Strength This belt looks similar to ordinary belts, but it is imbued with very powerful magic. When worn, it increases the physical prowess of its wearer, giving him the strength of a giant. The strength gained is not cumulative with normal or magical strength bonuses except in combination with gauntlet of ogre power and magical warhammers.

Boots of Levitation Allows the wearer to ascend or descend vertically, at will. The speed on ascent/descent is 20 feet per round, with no limitation on duration.

Peripat of Health This engraved gem appears to be a gem of small value. The possessor is immune to all diseases save that of the peripat of foul rotting for as long as he has it on his person.

Scarab of Protection This nondescript amulet gives off a faint magical aura, and if held and examined for one round, an inscription appears to let the holder know that it is a protective device.

The possessor gains a +1 bonus to all saving throws versus spell. If no save is normally possible, he gets a 1 in 20 chance of saving, adjusted by any other magical protections that normally give bonuses to saving throws. Thus, this device allows a saving throw versus spell at base 20 against magic missile attacks, for example. Any magical armor bonuses, rings of protection, etc, stack with this bonus, so Arien would be granted a save of 12 or better to avoid a magic missile.

The scarab can also absorb up to 12 level draining attacks, death touches, death rays, or fingers of death. However, upon absorbing 12 such attacks, the scarab tuns to powder - completely destroyed.

Heward's Handy Haversack This backpack appears qute ordinary and well used. It appears to be crafted of fine leather, and bears brass buckles and hardware. There are two side pouches which appear to hold around a quart of material, but each is similar to a bag of holding and will actually hold up to two cubic feet of volume or 20 pounds in weight. The large central portion of the backpack can hold up to 8 cubic feet of volume or 80 pounds of material.

The pack has an even greater power - when the wearer reaches into it for a specific item, that item will always be on top, negating any need to dig around for it. The haversack and all items within it gain a +2 to all saving throws.

Portable hole A portable hole is a magical cloth spun from the webs of a phase spider interwoven with the strands of ether and beams of Astral plane luminaries. When opened fully, a portable hole can be 6 feet in diameter, but it can be folded as small as a pocket handkerchief. When spread upon any surface, it causes an extra-dimensional hole 10 feet deep to come into being. this hole can be "picked up" from inside or out by simply taking hold edges of the magical cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.

The only oxygen inside the hole is created by the creation of the space, so creatures requiring the gas cannot remain inside the hold for more than a turn without opening the space again by means of the magical cloth. The cloth does not accumulate weight, even if the hole is filled


Posted on 2014-10-24 at 15:49:07.
Edited on 2014-10-24 at 17:07:58 by Alacrity

Alacrity
The Tired
RDI Staff
Karma: 291/33
6348 Posts


The Bard - not complete

 photo FaceforFlamingRaven1.jpg
 photo FireRaven.jpg
Name: Finarsil the Flaming Raven
Race: High Elf
Class: Bard
Alignment: Neutral Good
Level: 15th
Religion: Ye'Cind, demigod of music and magical songs


Strength 13 - No bonuses
Intelligence: 17 - 6 Languages, 14 spells 75%
Wisdom: 15 - +1 on Mind based attacks
Dexterity: 17 - +2 Reaction +2 Missile -3 AC
Constitution: 13 - 85% SS 90% RS
Charisma: 17 - 10 HM +6 reaction

Armour Class: -1
Hit Points: 100

Abilities
Elves have extremely keen eyes. Their eyes have the ability to see further into the infrared spectrum, allowing them to function in most unlighted places. This sight extends only to a range of 60 feet.
Elves are 90% resistant to sleep- and charm-related spells. Even if they fail a check, they get the save usual for such spells.
Elves gain a special bonus to find secret or concealed doors. Passing within 10 feet of a secret door, elves will detect it on a roll of 1 on a 1d6. If they search a 10-foot–square area, elves can find a secret door on a roll of 1 or 2 on a 1d6. Elves find concealed doors on a roll of 1, 2, or 3 on a 1d6.
Elves gain a special bonus with bows, excluding crossbows. When firing a bow, an elf gains a +1 to attack rolls. This does not apply to damage unless a specially made bow is used that takes advantage of a Strength bonus.
Elves are especially good with short and long swords. Like their abilities with bows, they gain a +1 to attack rolls (but not on damage) when using one of these weapons. This is in addition to any bonuses of the weapon itself.
Elves have the ability to give their enemies a –4 penalty to a surprise roll if the elf is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the elf must open a door or screen to get to the enemy, the penalty is reduced to –2.
Legend Lore: 75%
Climb Walls: 85%
Detect Noise: 85%
Hide in Shadows: 98%
Read Languages: 85%

Combat Abilities
Proficiencies: Longbow, Longsword, Dagger, Shortbow, Shortsword

Weapons and Equipment (not including Magical Items)
On Person:

Treasure Carried: 300 gp
Non Weapon Proficiencies: Ambidexterity, Singing, Musical Instruments (Strings, Wind, Percussion), Reading/Writing [Elven], Local History [Celene], Animal Lore, Dancing, Etiquette, Religion, Riding [Land-based]
Languages: Common, Elven, Sylvan, Celestial, Dwarven and Halfling (because she has Halfling students in her School of the Bards)

General Appearance
Age: 400
Eyes: Green (Almond shapes)
Skin: Light Olive
Height: 5’5”
Weight: 110 lbs
Hair: Raven Black
Build: Slim
General Description:

Magical Items
Amulet of Tongues [understand/speak any language]

Long Sword (Dark Reaver) +3/+6 vs Undead, Blade glows blue when within 60 feet of undead.

Long Bow+1/+3 vs Undead, half damage against skeleton warriors is ignored

Bracers of Ye’Cind- Bracers of AC 2, each bracer has 2 pockets of holding in them that allow the wearer to store items out of sight and then bring them to hand with a command and gesture. The pockets can hold up to 20 arrows each, or a bow, or musical instruments. If the wearer of the bracers is using a bow, the arrows automatically appear when the bow is drawn, giving the attacker one extra attack per round with the bow. (40 Regular Arrows and 15 Healing Arrows are in 3 pouches of her Bracers of Ye' Cind)

Arrows of Healing (15): These strange arrows are made of a crystal material with a clear liquid inside. When hitting a target, the material shatters and the “victim” gains the effect of a cure light wounds (25%)

Boots of Elvenkind: These soft boots enable the wearer to move without sound of footfall in virtually any surroundings. Thus the wearer can walk across a patch of dry leaves or over a creaky wooden floor and make only a whisper of noise—95% chance of silence in the worst of conditions, 100% in the best.

Belt of Holding

Ring of Sustenance (worn on her left hand ring finger underneath her thin Elven glove at all times, because she is 'married to it') This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to re-attune it to himself.

Dagger +2

Potions of Extra Healing [x3]

Ye’Cind Flute – a rather plain and undistinguished flute, if a detect magic is cast upon it if will only show a slight enchantment. However in the hand of a Bard follower of Ye’Cind, it has these properties.
+4 mana per day
+2 when attempting to use a Counter Song
When a rally is called on the flute, allies gain +2 to hit, saving throws and +3 to morale
3/day the music from the flute can perform a mass Cure light wound to allies of the bard, up to ten companions (2 seg)
1/day the flute will cast Fire Shield on the wearer (1 seg)
Range: 0
Components: V, S, M
Duration: 2 rds. + 1 rd/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
A warm shield that protects against cold-based attacks, it returns damage to creatures making physical attacks against the caster. When casting this spell, the person appears to immolate himself, but the flames are thin and wispy, shedding no heat, and giving light equal to only half the illumination of a normal torch The special powers of the shield are as follows: The flames are warm to the touch. Any cold-based attacks are saved against with a +2 bonus; either half normal damage or no damage is sustained. There is no bonus against fire-based attacks, but if the wizard fails to make the required saving throw (if any) against them, he sustains double normal damage.


Spells , Mana=37+2+4 = 43

1st) Alarm, Burning Hands, Colour Spray, Dancing lights
Detect Magic, Feather Fall, Find Familiar, Hold Portal, Identify, Sleep, Magic Missile, Message, Cure light wounds, Faerie Fire

2nd) Continual Light, Flaming Sphere, Imp. Phantasmal Force, Knock, Melf Acid Arrow, Mirror Image, Web, Aid, Barkskin, Fire Trap, Flameblade, Produce Flame,

3rd) Dispel Magic, Fireball, Flame Arrow, Fly, Lightning bolt, Wraithform, Cure Blindness or Deafness, Cure Disease, Flame walk, Protection from Fire

4th) Fire Charm, Fire Shield, Fire trap, Stoneskin, Wall of Fire, Cure Serious Wounds, Detect Lie, Produce Fire

5th) Advanced Illusion, Cone of Cold, Dismissal, Hold Monster, Cure Critical Wounds, Flame Strike

6th) Globe of Invulnerability, Project Image, Fire Seed, Heal

Finarsil the Flaming Raven was orphaned as an 100 year young Elf when her parents were killed in the middle of experimentations with a sequence of forbidden magics, which also caused their only daughter to be rendered infertile with no hope of reversing her inability to bear children.

The High Elf Elders determined that since Firnarsil was incapable of bearing children that she be forbidden to marry, because of the population plunge among the High Elves, especially from the wide spread experimentations of forbidden magics.

Therefore, she was assigned as an apprentice among the storied Bards of the High Elves, where she gained noteriety with the Flute and devoted herself to the worship of Ye' Cind, the demigod of music and magical songs.

She also showed a tendancy for an ill advised interest in spell casting, but through the years learned to stay away from the forbidden magics that claimed the lives of her parents and caused her infertility.

Finarsil was wont to steal away and company with various adventurers, which also added to her woes among the High Elf Elders.

She was forbidden to leave the Bard School to which she was assigned under the watchful eye of the High Elf Elders, but she stole away once more with about a dozen other Bard Students, in the company of a band of adventurers and mercenaries.

Dire consequences were the results of these ill advised actions, because her fellow Bards were all slaughtered, as were all but a handful of the mercenaries.

She returned to the High Elf Elders with great shame, in the company of a group of Bounty Hunters who had been employed to seek and return the wayward Bards.

Finarsil had been tattooed with five 'Flaming Ravens' during her unauthorized absence. One large tattoo on her back, two small tattoos on the outside of each arm between her shoulders and elbows, as well as two other tattoos covering the outside of her hips and upper thighs.

She was banished from the Bard School for her actions and indescretions, the scapegoat for the deaths of the other Bard Students, amid a divided vote among the High Elf Elders.

Migrating to the Lortmil Mountains, she continued to company with various adventurers, but was befriended by a Rogue High Elf Elder who cast a dissenting vote against her banishment, along with an Elderly High Elf Bard.

Together the three founded a Bard School, but in a few short years both the Rogue High Elf Elder and the Elderly High Elf Bard were slaughtered in an attack by Orcs and Goblins upon the unauthorized Bard School.

Finarsil was able to avenge their deaths, before secluding herself somewhere in the Lortmil Mountains, near the Ulek Pass, where she became the Founder and Overseer of 'The Flaming Raven School of the Bards' that welcomed students from among a variety of Elves, Humans, Dwarves and Halflings.

It was here at her 'Bard Refuge' that she first met Galanthanus and begin adventuring with the son of Yolanda the Queen of the Grey Elves, both Finarsil and Galen being about the same age.

She continued doing so for nearly 50 years, until the last time when Galen called upon her and some other adventurer friends to help him find three magical items of evil.

They barely survived their adventure in the Mountains of the White Plume: where they encountered vampires, giant magically enhanced crabs and other evil creatures. They managed to locate the items, along with effreeti and a giant undead dragon.

Finarsil has secluded herself with her Bard Students for the past five years, refusing any requests from Galen, or any other adventurers offering gold to employ her special talents.

She is quite content to remain secluded in the Lortmil Mountains near the Ulek Pass, diligently training any student with coin enough to study at 'The Flaming Raven School of the Bards' and receive her tuteledge and insight from her many years of adventuring.

Finarsil fights Left Handed with her long sword 'Dark Reaver' and holds her long bow with her Left Hand and draws arrows with Elven accuracy with her Right Hand.

When teaching formal classes she wears a sleeveless purple gown that is cut low in the back, exposing the Flaming Raven tattoo on her back and the two tattoos on her arms; while the two tattoos on her hips and outer thighs are exposed by slits up the sides of her gown that open and close when she walks.

When adventuring, she wears a type of Elven garment that covers her body from the neck down to her waist, plus it has sleeves for her arms and she wears thin gloves that do not hinder her Archery or Sword battle talents. She also wears leggings that tuck into her Boots of Elvenkind.that rises up to her waist beneath the top garment. Thus her 5 Tattoos are unable to be seen.

Also, her Bracers of Ye' Cind fit unhindered over her wrists where her gloves meet her sleeves. Hidden under her left glove is a Ring of Sustenance, secured on her finger like a wedding band, signifying the High Elf Bard is 'married' with her trust in the Ring of Sustenance to preserve her life.

Tucked inside her garment underneath her armor is the Amulet of Tongues that allows Finarsil to understand/speak any language.

She also has a Belt of Holding that contains whatever she needs for her personal use or to assist her to help accomplish her mission during any type of adventure. She carries her +2 Dagger in a sheathe on the right side of her Belt of Holding.

There are four pouches (two each) in her Bracers of Ye' Cind that carry 40 regular arrows in her left Bracer and 15 Healing Arrows plus her plain wooden Ye' Cind Flute in her right Bracer.

400 years young, she has smiling Green Almond Shaped Eyes, Light Olive Skin, is 5'5” tall, weighs 110lbs, lets her Raven Dark Black Hair flow over her petite Elven Ears, has an attractively Slim Build and usually carries her Dark Reaver Long Sword in her Left Hand, while her Long Bow is slung over her back.

She enjoys Spinning Tales of Valor, Singing and Spontaneous Poetic Verse to entertain her companions, when she is not playing her Ye' Cind Flute


Posted on 2014-10-24 at 15:49:47.
Edited on 2014-10-30 at 14:47:42 by Alacrity

Alacrity
The Tired
RDI Staff
Karma: 291/33
6348 Posts


the cleric - not complete

 photo priestess.jpg
NAME: Lun Telumendil
RACE: Grey Elf
CLASS: Cleric
ALIGNMENT: Chaotic Good
LEVEL: 15

STR: 10 MXP: 115 lbs WGT: 40 lbs BB/LG: 2% OPDRS: 6
DEX: 16 React Adj:+1 Missile Adj:+1 Defensive Adj: -2
CON: 16 HP Adj:+2 System Shock: 95% Resurrection Survival: 96%
INT: 16 #Lang:5 Spell Lvl:8th Lrn Spell:70% Max#:11.
WIS: 20 Magical Def Adj:+4 Bonus Spells: 1st,1st,1st, 2nd, 2nd, 2nd, 3rd, 3rd, 4th
CHA; 16 Max Henchmen:8 Loyalty Base:+4 Reaction Adj:+5

WISDOM SPELL IMMUNITY: Cause Fear, Charm Person, Command, Forget, Friends, Hold Person, Hypnotism, Ray of Enfeeblement, Scare

ARMOR CLASS: -3 (- 1)
HIT POINTS: 120

RACIAL ABILITIES
Infravision 60 feet.
90% Resistance to sleep or charm related spells.
+1 To hit with Bows.
+1 to hit with Long and Shortswords.
+4 to surprise if alone or a party of all Elves or Halflings or 90 feet away from party.
+2 to surprise if opening a door or screen.
Find secret door in 10 foot area on a 1 or 2 on d6.
Passing 10 feet by hidden door a 1 on a d6.
Find concealed door in 10 foot area on a 1,2,or 3 on a d6.

CLASS ABILITIES
Prayers
Turn Undead

TURNING UNDEAD
Skeleton/1 HD | D*
Zombie | D*
Ghoul/2 HD | D*
Shadow/4 HD | D*
Wight/ 5 HD | D*
Ghast | D
Wraith/6 HD | D
Mummy/7 HD | T
Spectre/8 HD | T
Vampire/9 HD | 4
Ghost/10 HD | 7
Lich/11+ HD | 10
Special | 13

COMBAT ABILITIES
Weapon Proficiencies: Club, Hammer, Mace, Morning Star, Quarter Staff, Sling
Base THACO: 12
Melee: 12
Missile: 11

SAVING THROWS
Poison: 2
Para/Death Magic: 2
Petrifaction/Polymorph: 5
Rod/Wand/Staff: 6
Breath Weapon: 8
Spells: 7

WEAPONS AND EQUIPMENT
On Person (In Girdle of Many Pouches):Undergarments x 4, Woolen Leggings x 2, Fine Woolen Dress, Fine Bleached Linen Dress, Fine Silk Dress, Fitted Bleached Linen Tunic x 2, Fitted Unbleached Linen Tunic x 2, Sandals, Shoes, Rations, Flint and Steel, Scroll case x 2, Silver Mirror, Oil Flask x 2, Papyrus x 6, 50 ft Silk Rope, Comb, Soap, Wineskin, Writing Ink (per vial) x 2, Quill Pen x 2, Bedroll, Woolen Winter Blanket, Assorted Herbs, Assorted Spell Components, Potions of Extra Healing x 3
On Person (Worn): Holy Symbol of Sehanine Moonbow, Undergarments, Fitted Linen Tunic, Woolen Leggings,
Non-Weapon Proficiencies: Ancient History, Astrology, Blind Fighting, Direction Sense, Etiquette, Healing, Herbalism, Land Based Riding, Navigation, Reading/Writing, Religion, Spell Craft, Singing, Swimming, Weather Sense

MAGIC ITEMS
Winged Boots (worn)
Girdle of Many Pouches (worn)
Tome of Understanding (used)
+3 Elven Chain Mail (worn)
Pearl of Wisdom (worn)
Ring of Shooting Stars (worn)
Prayer Beads: Bead of Atonement, Bead of Blessing, Bead of Curing, Bead of Karma, Bead of Summons (worn)
Staff of Eternal Midnight (50 Charges): Appears to be sculpted from black ash with pale silver rings along the shaft. Grants the following powers: +3 AC, +3 Saving Throws, +3 Magical Weapon 1d6+3, when in areas of magical darkness functions as a 2d8+3magical weapon, it is soul bound to Lun and enables the wielder to see in the magical darkness created by the staff, 3 times per day Darkness/Light (1 chr), 3 times per day Continual Darkness/Light (1 chr), once per day expend 2 charges for Protection From Evil 10' Radius, once per day expend 2 charges for Dispel Evil - caster level is character level

PRAYERS PER LEVEL
1st LvL: 9 / 2nd LvL: 9 / 3rd LvL: 8 / 4th LvL: 8 / 5th LvL: 4 / 6th LvL: 2 / 7th LvL: 1

GENERAL APPEARANCE
Age: Unknown, but assumed to be near the end of her second century
Eyes: Yellow Gold
Height: 5' 4"
Weight: 96 lbs
Build: Slender
Description: Lun epitomizes the mystery and beauty of the elven people with finely chiseled features and a lithe figure. Her golden eyes burn with an inner light, and a curly mane of pale silver hair offsets her copper skin. Eldritch markings in honor of Sehanine Moonbow are tattooed along her body.

Brief History: Lun Telumendil has served as a high priestess of the Cult of Mysteries for what seems like centuries. Yet it must be remembered that the Cult of Mysteries values secrecy and the esoteric above all else. The Dark Sisterhood shrouds its members in such mystery where even age and parentage are unknown. Rumors speak of a strange semblance of immortality bestowed upon these enigmatic priestesses, where, like the moon, they live, fade into darkness and then rise again. Among them, Lun is utterly devoted to the mysteries and has spent most of her long life aloof from the rest of the world. Only the most dire of needs have called her out from the hidden temples of Celene.



Posted on 2014-10-24 at 15:50:07.
Edited on 2014-10-27 at 15:55:30 by Alacrity

   
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