Pen and Paper Inn Characters: Alesse Tralmunde - Rage of the Gith Golias Farfletcher - Journey to Salvation Othil Mindbreaker - The Arena of Life, Death, and Everything inbetween - Group 2 Rain Lily - Lightbringers of Rasharaf Alkalia - Lightbringers of Rasharaf Lily Silver - Aftermath
Community Cafe Characters: The Planeswalker Tharian - Shadow and Tear The Neo-Walker Tharian - currently on standby, no quest as of yet. Helix - Trial 2: Path to the Shadowhold Veilana - Trial through Waste and Shadow TS Capsule - TS Capsule Thread & Trial 2: Path to the Shadowhold. Io the Blood Dragon - Community Cafe, Non-Player Character, God of Dragons
GigaGuesses Characters:
Player Name: DalkonCledwin Character Name: Campaign / DM: Character Level: Classes: Race: Alignment: Deity: Size: Age: Gender: Height: Weight: Eyes: Hair: Skin:
Ability Scores Original Point Buy: Str: Dex: Con: Int: Wis: Cha:
Combat Info HP: AC: Touch: FF: Init: BAB: Grapple: Speed: Fly: - Spell Resistance: Energy Resistance: - Immunities:
This thread is not for discussion. It is merely a repository of characters, as well as a place for me to record any relevant information regarding a given campaign that I happen to be involved in at a given time. I would appreciate it if no one aside from me posts in this thread. Thanks.
Saves: Fort: +13 (+10 Base +3 Con) Ref: +17 (+12 Base +5 Dex) Will: +15 (+10 Base +5 Wis) Conditional Saves: +4 vs. Enchantment Spells or Effects
Elf Racial Features
+2 bonus to Dexterity, -2 Penalty to Constitution
Immunity to Magic Sleep Effects
+2 bonus to Saving Throws against Enchantment spells or effects
Low Light Vision
Weapon Proficiency in the Longsword, Rapier, Longbow, and Shortbow
+2 Racial Bonus to Spot, Listen, and Search
Monk Features
Greater Flurry of Blows: as a full attack action the monk may make extra attacks with her unarmed strike. She gets 2 extra attacks at her highest base attack bonus.
Unarmed Strike: She deals greater damage with an unarmed strike
Improved Evasion: if something allows a reflex save for half damage, she can make a reflex save, if successful she takes no damage, if she fails she takes half damage.
Still Mind: +2 bonus on saving throws against Enchantment spells or effects
Ki Strike: Magic, Lawful, Adamantine
Slow Fall 80 feet: must be within arms reach of a wall. Treat falls as if they are 80 feet shorter than they really are.
Purity of Body: Immunity to all natural Diseases
Wholeness of Body: heal up to 32 HP per day (0 / 32 today)
Diamond Body: Immunity to Poisons
Abundant Step: cast dimension door once per day at caster level 8, range 720 feet, bring 2 additional medium sized people along.
Diamond Soul: Spell Resistance 26
Quivering Palm: once per week, fatal attack if opponent fails a Fortitude Save with a DC of 22
Rogue Features
Sneak Attack +4d6: when flanking or otherwise denying an opponent dexterity to their armor class can add this damage to an attack.
Trap Sense +2: gains a +2 bonus to Armor Class and Reflex saves against Traps.
Uncanny Dodge: Retain Dexterity Bonus even if caught Flat Footed or struck by an invisible attacker.
Shadow Dancer Features
Hide in Plain Sight: as long as she is within 10 feet of a shadow she can make a hide check to hide even if she is visible to an enemy.
Darkvision: permanently grants 60 ft of darkvision as per the spell Darkvision.
Improved Uncanny Dodge: She can no longer be flanked except by characters of 4 levels higher than herself.
Shadow Illusion: She can use shadows to cast Silent Image once per day.
Summon Shadow: she can summon a shadow as described below. If the Shadow dies or is dismissed she must make a fortitude save vs. DC 15. If she fails she loses 200 XP per shadow dancer level. If she succeeds she loses 100 XP per SD level.
Shadow Jump 80 feet: She can jump from shadow to shadow. A jump must be a minimum of 10 feet, and can be up to a maximum of 80 feet per day.
Defensive Roll: She can roll with lethal damage, making a tumble check vs. a DC equal to the damage dealt. If successful she takes half damage.
Slippery Mind: She is granted 2 attempts to succeed at a saving throw against compulsion Magic. The second attempt is one full round after the first.
Traits Specialized:Benefit: Alesse gets a +1 bonus to her Knowledge (Religion) Check // Drawback: She takes a -2 penalty to all other Knowledge Checks.
Weapon: +3 Dancing Rapier Attack (Melee): +20/+15/+10 Damage: 1d6+5 Critical: 18-20/x2 Special: As a standard action can be set to fight on its own. Fights for 4 rounds using the BAB of its owner. While dancing it cannot make attacks of Opportunity. The person who activated it is not considered Armed. In all other respects the item is considered equipped by the person who activated it. As a free action the person who activated it can grasp the weapon. When so retrieved the weapon cannot dance again for 4 rounds.
Armor: none
Items: Head: Face: Neck: Amulet of Natural Armor +5 Shoulders: Cloak of Elven Kind (grants a +5 competence bonus to Hide checks) Vest: Arms: Hands: Waist: Feet: Boots of Elven Kind (grants a +5 competence bonus to move silently) Ring: Ring of Blinking (CL 7 - Duration 7 rounds) Ring: Ring of Protection +5
Miscellaneous Equipment:
Ioun Stone, Incandescent Blue Sphere (grants a +2 enhancement to wisdom)
Wand of Cure Serious Wounds (50 Charges, Cures 3d8+5 HP per charge)
Sack
Bedroll
Flint and Steel
4 days worth of Trail Rations
Signal Whistle
Waterskin
Whetstone
Everburning Torch
Masterwork Thieves Tools
Wand Case
Monk's Outfit
Encumbrance: Load Carried: 27.84 lbs Light Load: 66 lbs Medium Load: 133 lbs Heavy Load: 200 lbs Off Ground: 400 lbs Push / Drag: 1000 lbs
Unspent Money: PP 297 GP 7 SP 7 CP 6
none yet
Name: Sully Size/Type: Medium Undead (Incorporeal) Hit Dice: 6d12 (72 / 72 HP) Initiative: +2 Speed: Fly 40 ft. (good) (8 squares) Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11 Base Attack/Grapple: +3/— Attack: Incorporeal touch +3 melee (1d6 Str) Full Attack: Incorporeal touch +3 melee (1d6 Str) Space/Reach: 5 ft./5 ft. Special Attacks: strength damage Special Qualities: Darkvision 60 ft., incorporeal traits, turn immunity, undead traits Saves: Fort +2, Ref +4, Will +6 Abilities: Str Ø, Dex 14, Con Ø, Int 6, Wis 12, Cha 13 Skills: Hide +10*, Listen +8, Search +6, Spot +8 Feats: Alertness, Dodge Alignment: Lawful Neutral
Strength Damage (Su)
The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Skills
Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.
Occupation:
Alesse doesn't really have an occupation, she is a life long student of the Martial Arts. As such she attempts to help people with their needs whenever she can, however often times she is left trying to help herself as much as others. As such she is as much an opportunist as she is a martial artist.
Personality:
Alesse is dedicated to the Law of the Dragons. She focuses so heavily on it, that often times she finds herself at odds with the Laws of Humans, and even those of her own kind. She is sort of a Vigilante in how she approaches the Law tending to take justice into her own hands. She doesn't have much of a sense of humor. However what she does have is rather, obtuse, she will often say things that tend to get her into a great deal of trouble and not even realize it.
General Appearance:
She wears her hair in a ponytail so that it remains out of her eyes while she is fighting. Her hair is a deep brunette in color, and her eyes are a beautiful Sea Green. She has very fair skin. She can often be found in some form of Oriental style clothing. Usually it is of the style attributed to Fighting Monks, especially those of the female caste. Her favorite Rapier is a Golden Hilt Rapier that she loves to have dance for her every now and then.
Distinguishing Features:
She has no real obvious Distinguishing Features. However if you were to see her lower back without any clothing on it, you would discover that it had a tribal tattoo of a Dragon on it a symbol of her devotion to the greater mysteries of Dragon Kind.
Tastes and Hobbies:
She loves to dance in her off time. Something that she grew quite fond of as a child and continuing into her adult life was kata dancing where she would practice her martial arts forms while performing not just for herself but for her masters.
Residence:
She currently doesn't have a permanent place of residence. However if she were to settle somewhere, it would likely be at the Dragon Shrine of Lendys.
History:
To be disclosed in the adventure.
Friends / Allies / Contacts:
She was trained by a one Grand Master Kelynth who as far as she knows was simply a Monk of the Order of Lendys. However unkown to her he was actually one of Lendys' Silver Dragon Servants in disguise.
Enemies:
none yet
Short Term Goals:
None Yet
Long Term Goals:
To discover the deeper Meaning of the Dragon Mysteries.
Misc.
Alesse is required by her oath of poverty to tithe twenty percent of whatever money she has after making purchases towards her own living expenses, which can include adventuring gear and equipment. However cannot include lavish luxury items.
[b]Planar Travel[/b] Teleport to any plane at will (can take up to 50 people with him or a small building)
[b]Senses[/b] he can see and hear up to 20 miles away. Additionally, Tharian can create Remote Sensing locations on other Planes. He can have up to 20 such remote sensing locations at a time. Each of these remote sensing locations has a similar ability to sense up to 20 miles away from the remote sensing location.
[b]Alter Reality[/b] As a standard action, the Planeswalker can duplicate the Wish spell. It does have some limitations though.
[b]Alter Size[/b] As a free action, Tharian can assume any size from Fine to Colossal. He can also alter the size of 100 pounds worth of objects he is touching.
[b]Alter Form[/b] As a move equivalent action Tharian can alter his physical form in such ways as removing his wings, adding limbs, etc...
[b]Shape Change[/b] Tharian can assume the form of animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or plant. He can remain in this form indefinitely, but resumes his original form if slain.
[b]True Shapechanger[/b] Tharian can assume the form of any object or creature.
[b]Arcane Mastery[/b] Tharian can prepare his spells without a spellbook.
[b]Automatic Empower Spell[/b] As a free action Tharian can apply this feat to any of his spells.
[b]Battle Sense[/b] Tharian cannot be surprised or flanked except by Entities with an effective Divine Rank higher than his own.
[b]Call Creatures [Rimescale Dragons][/b] Tharian can summon up to twenty Dragons with 20 hit dice to serve at his command.
[b]Eternal Recall [Artifice][/b] Tharian remembers every event that has to do with Artifice that has ever occured.
[b]Æther Shield[/b] As a free action Tharian can call a shield that lasts 10 minutes and protects against 200 Hit Points worth of damage. This ability can be adjusted to ignore certain types of damage. This ability can be used 10 / 10 times per day.
[b]Area Æther Shield[/b] Tharian can produce a shield that is up to 200 feet square, or a sphere with a radius of 20 feet. The Barrier can be placed anywhere within Tharian's line of sight. The Shield can be made mobile with respect to a certain creature, as well as being made mobile with respect to that creature. Above and beyond that it works just like the ordinary Æther Shield.
[b]Instant Counterspell[/b] As a free action Tharian can cast any of his counterspell spells on a spell cast within his line of sight.
[b]Know Secrets[/b] Tharian can learn a creatures entire history just by looking at it. The results are instantaneous. However they can be resisted by a Will save against a DC of 39.
[b]Æther Blast[/b] this ability is outlined in the weapons section below.
[b]Mass Aether Blast[/b] Works just like the Divine Blast, except Tharian can select up to 100 Targets No two of which can be more than 20 miles apart. The area can be a cone, burst, spread, or cylinder. A cone can be up to 2000 feet long. A burst or spread can have a radius of up to 1000 feet. A cylinder can have a radius of up to 1000 feet and a height of up to 200 feet per rank. The deity chooses the attack’s exact form and dimensions.
[b]Æther Fast Healing x2[/b] Grants a Fast Healing of 80 points, lost limbs or body parts reattach instantly when pressed against the wounds.
[b]Limited Rejuvination[/b] If an attack would kill or destroy Tharian, his body is dispersed and will reassemble itself 10d10 days later. The exception is if the mana orb located in his throat should be destroyed. In which case he truly dies.
[b]Spontaneous Wizard Spells[/b] Tharian can cast his Spells spontaneously
[b]Planar Dodge[/b] Any physical attack or individually targeted spell has a 70% miss chance. Area effects that include the Planeswalker have a similar chance to be ineffective.
[b]Items:[/b]
[b]Head:[/b] Crown of Arming +20
[b]Face:[/b]
[b]Neck:[/b] Amulet of Natural Armor +25
[b]Shoulders:[/b]
[b]Vest:[/b]
[b]Arms:[/b] Bracers of Resistance +35
[b]Hands:[/b]
[b]Waist:[/b]
[b]Feet:[/b]
[b]Ring:[/b] Ring of Natural Armor +25
[b]Ring:[/b] Ring of Protection +25
[b]Miscellaneous Equipment:[/b]
Standard Clothing
none yet
Lv 0 || DC 45
Lv 1 || DC 46
Lv 2 || DC 47
Lv 3 || DC 48
Lv 4 || DC 49
Lv 5 || DC 50
Lv 6 || DC 51
Lv 7 || DC 52
Lv 8 || DC 53
Lv 9 || DC 54
[b]Sideboard:[/b]
All other Red & Blue Instants and Sorceries
[b]Spark Elemental (Summon Monster III)[/b]
[B]Level:[/B] Wizard 3
[B]Mana Cost:[/B] R
[B]Casting Time:[/B] 1 round
[B]Range:[/B] Close (25 ft. + 5 ft./2 levels)
[B]Effect:[/B] One summoned creature
[B]Duration:[/B] 1 rounds (D)
[B]Saving Throw:[/B] None
[B]Spell Resistance:[/B] No
This spell allows Tharian to summon a Small Elemental of the Air category that sparks with electricity. The creature summoned is granted a +20 Initiative Bonus, it will survive long enough to take one action before disappearing back into the Aether.
[b]Raging Goblin (Summon Monster II)[/b]
[B]Level:[/B] Wizard 2
[B]Mana Cost:[/B] R
[B]Casting Time:[/B] 1 round
[B]Range:[/B] Close (25 ft. + 5 ft./2 levels)
[B]Effect:[/B] One summoned creature
[B]Duration:[/B] 1 round / caster level (D)
[B]Saving Throw:[/B] None
[B]Spell Resistance:[/B] No
This spell summons 1 Goblin to the Caster. The spell also confers a +20 Initiative Bonus to the Goblin.
[b]Furnace Whelp [/b]
[B]Level:[/B] Wizard 6
[B]Mana Cost:[/B] 2RR
[B]Casting Time:[/B] 1 round
[B]Range:[/B] Close (25 ft. + 5 ft./2 levels)
[B]Effect:[/B] One summoned creature
[B]Duration:[/B] 1 round/level (D)
[B]Saving Throw:[/B] None
[B]Spell Resistance:[/B] No
This spell summons a Young Red Dragon to fight on the side of Tharian and his companions. The caster of the spell must maintain concentration in order not to be attacked by the Dragon as the spell establishes a dominion effect over the Dragon and the Dragon will turn on an unwary master.
[b]Rimescale Dragon (Summon Monster IX)[/b]
[B]Level:[/B] Wizard 9
[B]Mana Cost:[/B] 5RR
[B]Casting Time:[/B] 1 round
[B]Range:[/B] Close (25 ft. + 5 ft./2 levels)
[B]Effect:[/B] One summoned creature
[B]Duration:[/B] 1 round/level (D)
[B]Saving Throw:[/B] None
[B]Spell Resistance:[/B] No
This spell summons an Ancient Rime Scale Dragon to fight on the side of Tharian and his companions. Treat the Dragon as if it had the same stats as a White Dragon of the same Age Category. However the Alignment of the Dragon is Chaotic Neutral instead of Evil.
[b]Rite of Flame[/b]
[B]Level:[/B] Wizard 1
[B]Mana Cost:[/B] R
[B]Casting Time:[/B] Free Spell
[B]Range:[/B] Personal
[B]Target:[/B] You
[B]Duration:[/B] 1 round
[B]Saving Throw:[/B] None
[B]Spell Resistance:[/B] No
For the Remainder of the round or until it is used, treat your mana pool as if it had an additional RR in it. As well as an additional R for each previous time that a Rite of Flame had been cast.
[b]Seething Song[/b]
[B]Level:[/B] Wizard 1
[B]Mana Cost:[/B] 2R
[B]Casting Time:[/B] Free Spell
[B]Range:[/B] Personal
[B]Target:[/B] You
[B]Duration:[/B] 1 round
[B]Saving Throw:[/B] None
[B]Spell Resistance:[/B] No
for the rest of the turn, treat your mana pool as if it has RRRRR in it until that mana is expended.
[b]Shock[/b]
[B]Level:[/B] Wizard 1
[B]Mana Cost:[/B] R
[B]Casting Time:[/B] 1 Standard Action
[B]Range:[/B] Touch
[B]Target:[/B] Creature or Object Touched
[B]Duration:[/B] Instantaneous
[B]Saving Throw:[/B] None
[B]Spell Resistance:[/B] Yes
This spell deals 1d6 damage per every other caster level with no maximum. When cast by Tharian it deals 15d6 damage to the target.
[b]Lava Spike[/b]
[B]Level:[/B] Wizard 2
[B]Mana Cost:[/B] R
[B]Casting Time:[/B] 1 standard action
[B]Range:[/B] Medium (100 ft. + 10 ft./level)
[B]Target:[/b] 1 living creature
[B]Duration:[/B] 1 round
[B]Saving Throw:[/B] Reflex negates
[B]Spell Resistance:[/B] Yes
This spell causes a pillar of flaming matter to errupt from the ground dealing 22d6 points of damage to an opponent caught in the blast. A Reflex save against the spells DC can allow the person who the spell is targeting to avoid the blast.
[b]Lightning Bolt[/b]
[b]Level:[/b] Wizard 6
[b]Mana Cost:[/b] R
[b]Casting Time:[/b] 1 standard action
[b]Range:[/b] 120 ft.
[b]Target:[/b] 120-ft line
[b]Duration:[/b] Instantaneous
[b]Saving Throw:[/b] Reflex half
[b]Spell Resistance:[/b] Yes
The Spell deals 30d6 points of damage to all people within a 120 foot by 10 foot line effect. The bolt has the ability to set combustibles on fire. It can melt things with a low melting point. If the spell causes enough damage to break through a barrier the spells effect can continue on through said barrier and into what the barrier was blocking.
[b]Skred[/b]
[b]Level:[/b] Cleric 5
[b]Mana Cost:[/b] R
[b]Casting Time:[/b] 1 standard action
[b]Range:[/b] Long (400 ft. + 40 ft./level)
[b]Effect:[/b] Ranged Touch Attack
[b]Duration:[/b] 1 round/level
[b]Saving Throw:[/b] Fortitude to negate
[b]Spell Resistance:[/b] No
This spell creates a blast of icy energy. This blast deals 1d6 points of damage times the number of snow permanents that are in existence on the battlefield. The spell allows a person a fortitude check against the spells Difficulty Class in order to negate the damage done by the spell.
[b]Anarchy[/b]
[b]Level:[/b] Cleric 5
[b]Mana Cost:[/b] 2RR
[b]Casting Time:[/mana] 1 standard action
[b]Range:[/b] Personal
[b]Effect:[/b] 100 foot radius + 40 feet per level (1,100 foot radius for Tharian)
Duration: Instantaneous
[b]Saving Throw:[/b] Will Halves effect
[b]Spell Resistance:[/b] No
This spell attempts to cause the immediate and unilateral annhilation of all Lawfully Aligned Creatures within the radius. All creatures who are lawfully aligned get a Willpower Save check against this spell. If they fail the save they instantly perish. However if they succeed they simply take 2d4 Negative Levels instead.
When this spell is cast it attempts to completely annhilate all lifeforms, landscapes, and constructs within its blast radius. The exception to this is that the spell cannot affect anything that has something from the enchantment school of magic affecting it or which is made of an indestructible material.
Anything that has the ability to make a fortitude save is permitted to take a fortitude save. On a failed save the object is completely anhilated without leaving any trace whatsoever. On a successful save the subject takes 30d8 points of fire damage and suffers 1d4 negative level loss.
If a subject has spell resistance, then in order to destroy that subject or subject it to a fortitude save, the caster of Jokulhaups must make a caster level check against that Spell Resistance. If the Caster Level check fails, then the Spell does not destroy the person or confer any negative effects on them.
[b]Boomerang[/b]
[b]Level:[/b] Wizard 5
[b]Mana Cost:[/b] UU
[b]Casting Time:[/b] 1 move action
[b]Range:[/b] Medium (100 ft. + 10 ft./level)
[b]Target:[/b] One Creature or Physical Object
[b]Duration:[/b] 2 minutes/level (D)
[b]Saving Throw:[/b] Will negates; see text
[b]Spell Resistance:[/b] Yes
This spell has the power to cause any creature or object hit by it to fade into the Aether. These creatures remain faded into the Aether for 2 minutes per caster level (so 60 Minutes for Tharian). At which point they will return to the physical world. When they return they are slightly disoriented and unsure of what just happened to them.
[b]Remand[/b]
[b]Level:[/b] Wiz 3
[b]Mana Cost:[/b] 1U
[b]Casting Time:[/b] 1 Free action
[b]Range:[/b] Medium (100 ft. + 10 ft./level)
[b]Target or Area:[/b] One spellcaster, creature, or object; or 20-ft.-radius burst
[b]Duration:[/b] Instantaneous
[b]Saving Throw:[/b] None
[b]Spell Resistance:[/b] No
This is a spell that allows you to counter the effects of another spell or ability. Unfortunately it has the drawback that when used it causes the spell or ability to return to the casters pool of known spells. So that the spell that would be countered is not expended by the person casting the spell. To counter a spell roll 1d20 + 30 to see if the spell has been countered.
[b]Force of Will[/b]
[b]Level:[/b] Wiz 3
[b]Mana Cost:[/b] 3UU
[b]Casting Time:[/b] 1 Free action
[b]Range:[/b] Medium (100 ft. + 10 ft./level)
[b]Target or Area:[/b] One spellcaster, creature, or object; or 20-ft.-radius burst
[b]Duration:[/b] Instantaneous
[b]Saving Throw:[/b] None
[b]Spell Resistance:[/b] No
This is just like using Repeal. Except it properly counters a spell, in that the countered spell is expended as if it had been cast normally even if it gets countered. Roll a 1d20 + 40 to see if you have countered the spell.
As an alternate means of casting this spell, you can exile a blue spell and sacrifice 100 Hit Points instead of paying the mana cost of this spell as you would normally do.
[b]Twincast[/b]
[b]Level:[/b] Wizard 7
[b]Mana Cost:[/b] UU
[b]Casting Time:[/b] 1 Free action
[b]Range:[/b] See text
[b]Target, Effect, or Area:[/b] See text
[b]Duration:[/b] See text
[b]Saving Throw:[/b] None; see text
[b]Spell Resistance:[/b] Yes
This spell can duplicate any other Arcane or Divine Spell of levels 6 or lower. The problem is that the spell that it is duplicating has to be within the visual range of the caster in order for him to be able to duplicate it.
[b]Dragon's Claw[/b]
[b]Level:[/b] Wizard 8
[b]Mana Cost:[/b] 2
[b]Casting Time:[/b] 10 minute
[b]Range:[/b] Close (25 ft. + 5 ft. per 2 levels)
[b]Effect:[/b] Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
[b]Duration:[/b] 1 round/level (D)
[b]Saving Throw:[/b] None
[b]Spell Resistance:[/b] No
This spell creates a small claw out of the available non magical energies. It also imbues this claw with various magical energies. These energies enable the claw to be able to heal the creator of the claw for 100 Hit Points every time they cast a spell that utilizes Red Mana.
[b]Kraken's Eye[/b]
[b]Level:[/b] Wizard 8
[b]Mana Cost:[/b] 2
[b]Casting Time:[/b] 10 minute
[b]Range:[/b] Close (25 ft. + 5 ft. per 2 levels)
[b]Effect:[/b] Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
[b]Duration:[/b] 1 round/level (D)
[b]Saving Throw:[/b] None
[b]Spell Resistance:[/b] No
This spell creates a small eye out of the available non magical energies. It also imbues this eye with various magical energies. These energies enable the eye to be able to heal the creator of the eye for 100 Hit Points every time they cast a spell that utilizes Blue Mana.
[b]Burning Wish[/b]
[b]Level:[/b] Wizard 9
[b]Mana Cost:[/b] 2R
[b]Casting Time:[/b] 1 standard action
[b]Range:[/b] See text
[b]Target, Effect, or Area:[/b] See text
[b]Duration:[/b] See text
[b]Saving Throw:[/b] See text
[b]Spell Resistance:[/b] Yes
This spell duplicates any Sorcery Spell of 8th Level or Lower.
[b]Cunning Wish[/b]
[b]Level:[/b] Wizard 9
[b]Mana Cost:[/b] 2R
[b]Casting Time:[/b] 1 standard action
[b]Range:[/b] See text
[b]Target, Effect, or Area:[/b] See text
[b]Duration:[/b] See text
[b]Saving Throw:[/b] See text
[b]Spell Resistance:[/b] Yes
This spell duplicates any Instant Spell of 8th Level or Lower.
[b]The Æther clod[/b]
+30 Heavy Mace
Legendary Artifact
1d8+30 damage
[b]EGO:[/b] 81
special note, this Mace will only allow Tharian to use it without objection, as it is bonded to his essence
[b]ALIGNMENT:[/b] Chaotic Good
[b]ABILITY SCORES:[/b]
[b]WIS:[/b] 28 / +9
[b]INT:[/b] 25 / +7
[b]CHR:[/b] 13 / +1
[b]ITEM COMMUNICATION:[/b] Speech
[b]SPECIAL PURPOSE & Power:[/b] Defend The Planeswalker Tharian's traveling companions
Fear (DC = 28 normally / 48 when held by Tharian)
[b]PRIMARY ABILITIES:[/b]
Item has 10 ranks in sense motive
Cure Light Wounds on Weilder (1d8+5 - 1/day)
User has free use of Combat Reflexes
Detect Magic at will
[b]EXTRAORDINARY POWERS:[/b]
Detect Thoughts (100 foot range, 1 minute per use, 3/day)
Haste on Weilder (10 rounds, 1 per day)
Globe of Invulnerability
Player Name: DalkonCledwin Character Name / Designation: Helix / TSS-CG01 Campaign / DM: Trial 2 Path to the Shadowhold / Landil Character Level: 20 Classes: Strong Hero 5 / Soldier 5 / Helix Warrior 10 Profession: Time Military Race: Undead Time Lord Diety: The White Guardian Size: Large Age: 320 Gender: Male Height: 7 ft. 10 in. Weight: 350 lbs. Eyes: Green Hair: Grey Skin: decomposing
Wealth Bonus: +19 Reputation Bonus: +5
Current Experience Points: 190,000 Experience to Next Level: 210,000
Saves: Fort: +21 (11 base + 2 Con + 5 Mag + 3 Misc) Ref: +17 (7 base +2 Dex + 5 Mag + 3 Misc) Will: +17 (7 base + 2 Wis + 5 Mag + 3 Misc) Conditional Saves: +5 bonus against Time based effects (such as Haste or Slow)
Time Lord Features
+5 bonus to saving throws against Time based effects
Time Lord Psionics: See FX Abilities below.
Healing Coma: Due to his undead nature, Helix cannot enter the Time Lord Healing Coma.
Regeneration Cycle: Due to his undead Nature, Helix is unable to regenerate.
Low-Light Vision
Undead Time Lord Features
White Guardian Spells: See FX Abilities, he can only cast one spell per caster level per day.
Immortality: Unless Helix is violently killed or done away with by some other unnatural means by some means. He is effectively an Immortal entity, capable of existing throughout all of time without dying a natural death.
Strong Hero Features
Advanced Extreme Effort: as a full round action this Strong Hero can get a +6 bonus on any one Strength based ability check.
Soldier Features:
Weapon Focus (Buster Rifle): This Soldier adds a +1 bonus to all attack rolls made with a buster rifle weapon.
Weapon Specialization (Buster Rifle: This Soldier adds +2 to all damage rolls made with a Buster Rifle Weapon.
Tactical Aid: As a full round action, a Soldier can provide aid to his allies. This grants a +1 competence bonus on attack rolls for 2 rounds. This action requires the use of an Action Point.
Improved Critical (Buster Rifle): Increase the Threat range of the selected weapon by one category.
Helix Warrior:
Haul: This Warrior's strength is considered 4 points higher for purpose of carrying capacity.
Light Sleeper: If Helix were to sleep, he would be able to make a listen check while sleeping without a penalty.
Survivor: When a Helix Warrior uses an Action Point to modify a saving throw, he may roll an additional +1d6 on top of the others he would roll and drop the lowest.
Darkvision 120 ft
Strong as an Ox: Treat the Helix Warrior as if he were one size category larger when determining Carrying Capacity.
Superior Conditioning: When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all.
Improved Reaction: the Helix Warrior gets a +2 bonus on Initiative
Decisive Attack: When the Helix Warrior spends an Action Point to modify an Attack Roll, he may roll an additional 1d6 and drop the lowest roll among them.
Allegiances:
Time Lord Nobility
Time Lord Society
Veilana
Mutations Radioactive: Helix is immune to mild, low, and moderate degrees of Röntgen radiation exposure. In addition, his body acts as a radiation battery, specifically storing Röntgen radiation for later use. Once per day as a free action, he may release a 60-foot-radius burst of Röntgen radiation centered on himself. All creatures within the burst radius are exposed to a moderate degree of Röntgen radiation (Fortitude DC 18, incubation period 3d6 hours, initial and secondary damage 1d6–1 Con). Additionally, Time Lords as a whole are immune to this effect.
Cybernetic Dependency: Helix needs a modified body repair weave to heal naturally. For him, the body repair weave does not confer its usual benefit. If the implant is destroyed, he cannot heal damage naturally until it is replaced or repaired.
Alertness: +2 bonus to listen and spot skill checks
Endurance: +4 bonus on checks or saves to resist non-lethal damage.
Gallifreyan Endurance: can apply the Endurance feat to situations that include the hostility of the vacuum of space, and even the time vortex.
Oathbound: Time Lord Nobility: When Helix aids another, he grants a +3 circumstance bonus to the attempt instead of a +2. Additionally he gets a +1 bonus on all attack rolls made against foes who do not share his dedication.
Class Based Feats:
Blind Fight: Reroll miss chance for concealment
Combat Martial Arts: Helix excels at fighting unarmed as well as armed. As such his unarmed attacks do exceptional damage.
Armor Proficiency Light See below.
Armor Proficiency Medium See below.
Armor Proficiency Heavy: He is proficient with all forms of Armor. The Armor Check Penalty only applies to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble Skill Checks
Dead Aim: By taking the full round action, he can gain a +2 circumstance bonus on his next single ranged attack roll. However he can only fire one shot for that round.
Feats:
Improved Initiative: Helix gains a +4 bonus on his initiative rolls
Personal Firearms Proficiency: Helix takes no penalty to attack when using Personal Firearms.
Advanced Firearms Proficiency: Helix takes no penalty to attack when using Advanced Firearms.
Exotic Firearms Proficiency: Helix takes no penalty to attack when using Exotic Firearms.
Alien Weapons Proficiency: Helix takes no penalty to attack when using Alien Weapons
Action Boost: when using Action points to modify the result of a d20 dice roll, Helix can roll d8 instead of d6.
Zero-G Training: Helix takes no penalty on attack when fighting in space. Additionally he does not suffer the debilitating effects of space sickness (aka Space Adaption Syndrome).
Weapons: Weapon: Positive Energy Touch Attack (Melee): +24/+19/+14/+9 Damage: 1d8+5 Special: the touch of Helix removes Paralysis, and curses from creatures beneficially affected by positive energy, and instead bestows paralysis upon those creatures affected negatively by positive energy, even such creatures normally immune to such things. FORT DC of 23 against this effect. This effect can also heal creatures that are beneficially affected by positive energy or damage creatures negatively affected by positive energy.
Weapon: Time Vortex Buster Rifle Attack (Range): +26/+21/+16/+11 (100 feet) Damage: 4d10+14 Critical: 19-20 / x2 Special: Buster Rifle does x2 damage to foes in Heavy Armor, x3 damage to light fortifications, x4 damage to heavy fortifications, and x5 damage to impenetrable fortifications. Time Vortex Buster Rifle's draw their energy directly from the Time Vortex. As such they do not require Ammunition or Power Packs. These weapons have an infinite Power Supply. However if used for too long (usually 5 hours straight) the weapon can burn out, requiring that it be repaired by someone skilled in repairing Time Lord technology.
Weapon: Unarmed Strike Attack (Melee): +24/+19/+14/+9 Damage: 1d4+7 Critical: x2 Special: Helix's unarmed attacks count as being made as if he was actually armed with something.
Armor: Buster Armor || Heavy || +20 AC Bns || -4 CP || +2 Max Dex || 50% spell failure || 20 foot max speed Special: If the wearer of this armor were to take a critical hit, he will take the hit as if it were normal damage instead. This applies to all attacks that are treated as if they are Critical Hits (Sneak Attacks, etc...).
Body Repair Weave: located just over the heart, but under the armor || Hard/HP -/4 || This allows Helix to heal at the natural Rate for a Time Lord or Human.
Personal Hostile Action Displacement System: Located over the left lung || Hard/HP 4/20 || Grants 50% concealment in combat
Personal Perception Filter: located under armor over the stomach || Hard/HP 4/20 || Grants +40 Competence Bonus to Hide Checks if Immobile, and +20 bonus on Hide Checks if mobile.
Targeting Optics x2: Located in Armor Visor || Hard/HP -/4 || grants a +2 to all attack rolls made with ranged weapons.
Internal Weapon Mount: Located in Left Leg || Hard/HP 10/5 || conceals a Plasma Pistol.
Miscellaneous Equipment:
Personal Force Field (Grants Damage Reduction of 10/-)
2x Time Rings
TS Capsule Key
Encumbrance: Load Carried: 159.01 lbs Light Load: 1,864 lbs Medium Load: 3,732 lbs Heavy Load: 5,600 lbs Off Ground: 11,200 lbs Push / Drag: 28,000 lbs
none yet
Divine Spells by Level - Caster Level 20 for purposes of casting these spells Level 1 spells one per day
Temporal Favor (treat as Divine Favor)
Protection from Chaos
Virtue
Timing (treat as Blessing)
Level 2 Spells one per day - cast
Temporal Shield
Zone of Truth
Undetectable Alignment
Bull's Strength
Level 3 Spells one per day
Dispel Mnemonics (Treat as Dispel Magic)
Temporal Circle against Chaos (Treat as Magic Circle against Chaos)
Remove Curse
Level 4 Spells one per day - cast
Cure Serious Wounds
Dispel Evil
White Guardian's Weapon (treat as Holy Sword)
Time Lord Psionics by Level
All Time Lord Psionics are At Will with a few stipulations placed on them. They also have a caster level equal to the total effective character level of the character Level 1 Psionics
Detect Temporal Anomalies: Time Lords can sense the presence of other Time Lords, this ability can be so specific that they are able to identify other Time Lords on sight. Additionally, they can easily identify any object that is not native to the current point in time and space.
Level 2 Psionics
Sensitivity to Temporal Impressions: The Time Lord can detect Distortions in Time as well as Jumps in Time with this ability. As well as being able to directly perceive the movements of Interstellar and cosmological bodies or their Inhabitants. Further they can perceive all possible Time Lines. The DC's for this are outlined below, all DC's utilize the Knowledge [Time] Skill check:
To focus on one subject requires a DC of 15
To focus on Intricate Details of said subject requires a +5 to that DC
For each additional subject beyond the first add +2 DC to the total
Thus if I wanted to focus on 3 subjects, and get intricate details about one of them, the DC to the Knowledge [Time] Check would be 24.
Level 5 Psionics
Mind Probe: A Time Lord has the ability to enter anothers mind through close proximity to that mind. This requires that they touch the person, and make a concentration check. If the person whom they are probing makes an opposed concentration check, the mind probe can result in 2 way communication between both participants. This ability is one of the most intimate abilities a Time Lord has at their disposal, and is not used lightly as it can reveal some of the darkest secrets of the Time Lords past.
Sending: This functions as per the Sending Psionic Power. However it only works between a Time Lord and another Time Lord. It also requires the use of a device known as a Hypercube to be effective. Additionally, the identity of the Time Lord whom is on the receiving end of the ability must be known. Distance and Time Planes are of little consequence as this ability has a nearly infinite range.
Occupation
Helix is a super soldier in the Time Lord Military. He has been designated TSS-CG01. Like the Time Ship that he was found in by Veilana he is also a prototype of Time Lord Technology. His primary goal was to serve as the bodyguard of the operator of the TS Capsule that Veilana 'acquired' and to that end he has designated himself the personal bodyguard of Veilana despite what could be considered her crimes against Time Lord society.
Personality
Helix is a firm believer in and defender of justice. He will gladly disobey laws if it will further what he believes is the proper course of justice. However as per part of his programming as a super-soldier, he is personally unable to disobey the orders of any living Time Lord who is in good standing with the society or nobles of Time Lord society. As such if Veilana were ever to return to Gallifrey, it is likely that he would be unable to stand by her side any longer. Indeed he may even find himself becoming Veilana's enemy if she were to return to Gallifrey.
General Appearance
Helix is in essence undead. He has the physical appearance of a corpse that has been rotting in a humid climate for far too long. However to counteract that appearance, he has been outfitted with multiple cybernetic implants as well as extremely heavy armor that protects his body, as well as preserves it. The Armor is basically a mobile and dexterous coffin of sorts. The exterior of the Armor is a slate grey in color, meanwhile the section that allows him to see the external world is a one way optics device allowing him to see the outside world, but nothing to see in to him. It even shields against the bright sunlight found in space.
Residence
Helix is permanently stationed as part of the complimentary crew of the Mark 0081 Time and Space Capsule. Even if the Capsule returned to Gallifrey, he would be required to remain with it while the rest of the crew is debriefed. The only time he is permitted to leave the Capsule is if he is doing some sort of bodyguard duty for the operator's of the capsule or some other imperative duty that forces him out of the capsule. This policy is as much to protect Helix as it is to protect the TS Capsule.
History
Helix unfortunately cannot remember anything of his life prior to the time he became a Super Soldier. This is as much to protect him as it is to protect those around him.
Player Name: DalkonCledwin Character Name: Lady Veilana Tralianis Campaign / DM: Trial through Waste and Shadow / Landil Character Level: 20 Classes: Smart Hero 5 / Techie 10 / Explorer 5 Profession: Celebrity Race: Time Lord (Gallifreyan) Diety: Time itself Size: Medium Age: 3rd Regeneration Gender: Female Height: 5 ft. 0 in. Weight: 113 lbs. Eyes: Blue Hair: Blond Skin: slightly tanned, but fair skin
Saves: Fort: +10 (7 base + 3 Con) Ref: +11 (7 base + 4 Dex) Will: +15 (13 base + 2 Wis) Conditional Saves: +5 bonus against Slow-Time based effects (such as Slow, or Hold Person) // +2 bonus to resist fear and intimidate effects
Time Lord Features
+5 bonus to saving throws against effects that slow down Time.
Röntgen Immunity Gallifreyan's are so minimally affected by the radiation given off by time distortions, that their children are given toys infused with the radiation to play with to help speed up the development of the immunity. As such a fully developed adult Gallifreyan is completely and utterly immune to the Radiation. Indeed Gallifreyans can absorb the Radiation and expel it as harmless for others in their proximity, thereby granting them a +5 circumstance bonus on their checks against such radiation.
Time Lord Psionics: See FX Abilities below.
Healing Coma: When a Time Lord is greivously injured, they can enter a comatose state whereby they gain a form of fast heal, this fast heal is treated as if it had the fast heal rate of 5 HP per round. However the Time Lord must remain in the Coma for at least 12 hours.
Regeneration Cycles: When a Time Lord sustains lethal damage, or chooses to undergo this process, they can essentially shed the physical and mental processes of their current lifetime. Thereby becoming what amounts to a new person. When this occurs one rerolls the Time Lords Strength, Dexterity, Wisdom, and Charisma stats. The Constitution, and Intelligence stats remain unaltered by these changes. Additionally, as long as the Time Lord is within 1 mile distance of their Time and Space Capsule for the 48 hours surrounding their Regeneration Cycle, they have an accelerated healing rate equal to a Fast Heal of 100 HP per round. This accelerated healing rate is capable of such feats as regrowing a Time Lords own limbs should they be dismembered.
Low-Light Vision:
Smart Hero Features
Research Talent Tree (Savant) x3: Smart Hero can add a bonus equal to her smart level to the following skills: Knowledge (Time), Disable Device, and Repair
Techie Features:
Jury Rig +4: the Techie gets a +4 competence bonus to repair checks made to Jury Rig something.
Extreme Machine: If it has Mechanical or Electronic components, the techie can get maximum performance out of it at the risk of causing the machine to need repairs at a later time. This ability requires an Action Point to be spent, and either a Craft (Electronic) or Craft (Mechanical) check be made. The DC for this check will depend on the improvement being made. It takes 1 hour to complete the effort, and the Techie cannot take a 10 or 20 on the attempt.
Build a Robot: given enough time and materials the Techie can build a robot that can emulate one of the following skills remotely so long as the Techie has at least 1 rank in that skill herself: Computer Use, Demolitions, Disable Device, Listen, Repair, or Spot.
Mastercraft: the Techie can make mastercraft Electronics or Mechanical Objects.
Explorer:
Explorer Lore: The Explorer may make an Explorer Lore Check with a bonus of +9 to see if she learns anything of value about her current time or location.
Skilled Searcher: An Explorer gains a +2 bonus on her search check to discover secret doors or traps.
Trap Sense +1: The Explorer gains a +1 bonus to her Armor Class and Reflex Rolls to avoid Traps.
Extra Step: by spending an Action Point, an Explorer can take an extra five step foot without provoking an attack of opportunity.
Mutations Time Vortex Unity Veilana is fused to the Time Vortex. Should she remain in one time frame without access to the Eye of Harmony on her TS Capsule or a portable infusion from the Time Vortex Energy for a period of up to 10 weeks, she will begin to destabilize causing various places in the Time Frame she is in to suffer Chaos Storms (identical to the spell Storm of Vengeance at max caster level) after another 10 weeks without being able to access the Eye of Harmony or gaining an infusion from the Time Vortex, she will begin to radiate Quantum Energy while said Storms continue. Anyone who touches her while she is radiating quantum energy will need to make a Fortitude Save vs. a DC of 23. If they fail they will have their existence ripped from the time line. Unless she can get to the Eye of Harmony on her TS Capsule within a period of 2 days, she will explode taking everything within 500 light years of herself out of the Time Line except for any TS Capsules (or similarly advanced Time Ships) and their occupants that are caught in the blast.
Endurance: +4 bonus on checks or saves to resist non-lethal damage.
Gallifreyan Endurance: can apply the Endurance feat to situations that include the hostility of the vacuum of space, and even the time vortex.
Gallifreyan Renown x1 +3 Reputation Bonus when dealing with other members of Gallifreyan Society.
Class Based Bonus Feats:
Combat Expertise: Trade Attack bonus for an AC bonus (max of 5)
Improved Disarm: +4 bonus on disarm attempts, disarm attempts do not provoke attacks of opportunity.
Educated (Time, and Technology): +2 bonus to the appropriate skills
Gearhead: +2 bonus to Computer Use and Repair Skill Checks
Personal Firearms Proficiency: Veilana can fire a personal firearm without taking a penalty
Guide: +2 bonus on all Navigate and Survival Skill Checks
Track: Veilana can use the Survival Check to follow tracks
Spacer: +2 to Computer Use checks made onboard a spacecraft / time ship. +2 to Navigate Checks when plotting a course through space / time. +2 to Pilot Checks made to fly a spacecraft or timeship.
Level Feats:
Improved Initiative: +4 to Initiative
Archaic Weapon Proficiency: Veilana takes no penalty when using Archaic weapons.
Surgery: Veilana can use the Treat Injury skill to perform Surgery without penalty.
Xenomedic: Veilana can perform Surgery on any form of life with no penalty.
Salvage: Veilana can salvage mechanical or electronic parts from destroyed Vehicles, Mecha, starships, robots, and cybernetic attachments. Requires a successful Search check, and has the chance of increasing the characters Wealth Score in the process.
Aircraft Operation (Time Ship): Veilana takes no penalty to Pilot Checks or Attack Rolls when operating a Time Ship.
Windfall: Veilana's Wealth is increased by +3, she also gets a +1 bonus on profession checks
Equipment to Large to carry on person:
TS Capsule
Chameleon Arch
Equipment that has been confiscated by the Shadows:
Ring of Blinking
Ring of Spell Turning
Amulet of Natural Armor +5
Boots of Striding and Springing
Cloak of Resistance +5
Gloves of Dexterity +6
Headband of Intellect +6
Psychic Paper
4x Hypercubes
Stattenheim Remote
Time Ring
Entertainer's Outfit
Equipment Landil Promised me that I haven't gotten yet:
+6 Fiery Blast Rapier (Purchase DC 66)
Encumbrance: Load Carried: (9.05 lbs when properly equiped) Light Load: 116 lbs Medium Load: 233 lbs Heavy Load: 350 lbs Off Ground: 700 lbs Push / Drag: 1,750 lbs
none yet
Time Lord Psionics by Level
All Time Lord Psionics are At Will with a few stipulations placed on them. They also have a caster level equal to the total effective character level of the character Level 1 Psionics
Detect Temporal Anomalies: Time Lords can sense the presence of other Time Lords, this ability can be so specific that they are able to identify other Time Lords on sight. Additionally, they can easily identify any object that is not native to the current point in time and space.
Level 2 Psionics
Sensitivity to Temporal Impressions: The Time Lord can detect Distortions in Time as well as Jumps in Time with this ability. As well as being able to directly perceive the movements of Interstellar and cosmological bodies or their Inhabitants. Further they can perceive all possible Time Lines. The DC's for this are outlined below, all DC's utilize the Knowledge [Time] Skill check:
To focus on one subject requires a DC of 15
To focus on Intricate Details of said subject requires a +5 to that DC
For each additional subject beyond the first add +2 DC to the total
Thus if I wanted to focus on 3 subjects, and get intricate details about one of them, the DC to the Knowledge [Time] Check would be 24.
Level 5 Psionics
Mind Probe: A Time Lord has the ability to enter anothers mind through close proximity to that mind. This requires that they touch the person, and make a concentration check. If the person whom they are probing makes an opposed concentration check, the mind probe can result in 2 way communication between both participants. This ability is one of the most intimate abilities a Time Lord has at their disposal, and is not used lightly as it can reveal some of the darkest secrets of the Time Lords past.
Sending: This functions as per the Sending Psionic Power. However it only works between a Time Lord and another Time Lord. It also requires the use of a device known as a Hypercube to be effective. Additionally, the identity of the Time Lord whom is on the receiving end of the ability must be known. Distance and Time Planes are of little consequence as this ability has a nearly infinite range.
Occupation
Veilana is what one might call a "Time Drifter" in otherwords she drifts from time to time trying to experience the most out of her life. She doesn't actually have any real job to speak of. She just tries to survive the best that she can in any given time frame.
Personality:
Being something of a headstrong, and carefree individual. She tries to keep those around her in something of a subservient roll to her, having grown up in a palace with nothing but servants catering to her every need during her childhood. However this self-same attitude oftentimes gets her into a heaping helping of trouble in various time lines where people don't take kindly to a pompous rich ***** attitude. However ever sense having met Maeja, Gilanna, and Jenissa; Veilana has started to mellow out just a tad. Having become more and more determined to please her new found friends instead of herself. This is a very new development for the prissy girl, but one which may pay her some great rewards in the future.
General Appearance:
Veilana's current appearance is that of a medium height human woman in her early to mid twenties. She has Blond hair, Blue eyes, and slightly tanned yet fair skin. She is not incredibly heavy. However she is incredibly physically fit for her size. She prefers to wear more aristocratic clothing, but was dropped into her current incarnation wearing her previous incarnations favorite clothes (entertainers clothing), and quickly thrust into a situation where she didn't get to pick her clothing. Currently she is wearing a bloodstained white outfit intended for the slaves caste of the Shadow people's Nobility.
Residence:
Her current place of residence, despite her pleas to the contrary, is the Shadow People's stronghold. Wherever that happens to actually be located in Time and Space is beyond her as it appears to be cut off from the normal flow of time and space.
Her normal place of Residence, is a Mark 0081 Time and Space Capsule designated as the Time Lords first prototype in Military endeavors. The ship is outfitted on the inside the same as any other TS Capsule. However externally it is fitted with some of the Time Lords most powerful ship based weaponry.
History:
the majority is yet to be revealed in the community cafe.
Veilana recently arrived in the modern period of Sali Island where she discovered to her horror that a Vampire was running amok on Sali Island. She attempted to pursue it, and eventually discovered and befriended not just the one she assumed was this Vampire, but Maeja, and Gilanna as well.
Friends and Allies:
Helix, Maeja, Jenissa, Gilanna, Suv, and Davros
Enemies:
The Shadow Lords and People
Short Term Goals:
Escape the Shadow Fortress, and find a way back to the TS Capsule before time runs out for her.
Basic Stats Name: Mark 0081 - Time / Space Capsule - Battle Prototype Type & Subtype: Ultra light - Battleship Classification: Time Ship Minimum Crew: 1 (Ace) Optimal Crew: 6 (Ace) Fighting Space: 4 feet wide by 4 feet deep by 10 feet tall.
Combat Stats Hit Dice / Hit Points / Destroyed @: 12d20 || 30 / 135 HP || -30 HP Initiative Modifiers: +10 w/ Veilana as Pilot || +2 with no Pilot Attack Bonus with Veilana as Gunner +19 / +14 Attack Bonus with Helix as Gunner +17 / +12 / +7 / +2 Ships Armor Class with Veilana as a Pilot: 25 Ships Armor Class with Computer as a pilot: 9
Equipment Engine Type:
Modified Temporal Compressor (PL 9): the most advanced engine ever concieved of. This engine "folds" or "wrinkles" time as well as space in much the same way as the Spatial Compressor Engine does to space in order to move a ship from one point in space to another. This allows the TS Capsule to travel from one point in Time or Space to another. Since the ship doesn't actually move while it is in flight, the ship can stop, or change direction and thrust vector without any maneuvering whatsoever.
The Time Lords Name for this type of Engine is an "Vortex Drive" or "Power Drive Unit" it is powered directly by Vortex Energy also known as Artron Energy. This is the very same Energy that sustains Veilana and keeps her from exploding.
Further this system has been heavily modified by Veilana to be able to jump from one dimension to another just as easily as if it were jumping from one point in time or space to another. Once in a new dimension it operates as if it were an ordinary Temporal Compressor.
Comm Systems:
Ansible (PL 9): Also known as the "Telepathic Circuit Link" this system is a two way communication system between the TS Capsule and the Capital City of Gallifrey. This system allows for instantaneous thought transmission between the TS Capsule and the capital city of Gallifrey from anywhere in known Time and Space, or even within the known and explored Dimensions.
Temporal Telecomm (PL 9): This system, installed by Veilana herself, is a system that allows for communication between the TS Capsule and a receiver unit the Receiver unit must be modified in such a way that it can receive calls from the Temporal Telecomm, but once it is, it can receive calls from just about anywhere in Time or Space. However traveling to a different Dimension will disable this type of communication system.
Sensors:
Targeting System, Improved (PL 7) - grants a +3 bonus to attack rolls
Achilles Targeting System (PL 8) - increases the Critical Threat Range of weapons on the ship by 1 category.
Class VII Sensor Aray (PL 8) - Grants a +2 to Initiative. Additionally, with a Comp Use Check of DC 15 this sensor system can do the following:
Determine the Type, Subtype, Mass, and Location of all ships on a battlefield.
Identify the location of all hazards on a battlefield.
Determine a specific ships PL 5, PL 6, PL 7, and PL 8 design specs.
Determine the presence and location of ships and mines using active cloaking screens. This does not negate the effects of the Cloaking screan's total concealment. This does apply to Perception Filters.
Determine the number and type of creatures aboard a specific ship.
Analyze the Chemical composition of a planets atmosphere.
Determine the number and type of life forms within a 4,000 square mile region of a planet's surface.
Analyze and Chart topography within a 4,000 Square Mile region of a planet's surface.
Determine a planet's prevailing Meteorlogical conditions and weather patterns.
Weapons:
2 Fire Linked Lasers || 6d8 dmg ea. || 19 - 20 Crit || Tp: Fire || 3,000 ft rng || Sng / Smi / Auto **
Back Laser || 16d8 dmg || 19 - 20 Crit || Tp: Energy || 8,000 ft rng || Sng / Auto
Grappling Devices:
Planetary Tractor Beam (PL 9) - this ship is capable of grappling, and moving objects the size of a planet.
Armor Type:
Deflective (PL 7), Hardness 20 vs. Ballistic Attacks, Hardness 40 against other types of attacks.
Defense Systems:
Displacer (PL 7) - causes all attack rolls against the ship to have a 30% miss chance.
Radiation Shielding (PL 6) - grants all occupants of the ship a +5 circumstance bonus against Radiation poisoning.
Particle Field (PL 7) - Energy Weapons of various sorts take a -4 penalty on attack rolls against the ship.
Light Fortification (PL 7) - converts 25% of Critical hits into normal damage.
Perception Filter (PL 8) - grants total concealment (50% miss chances on attack rolls) against all ships of PL 8 or less who have not actively been made aware of the ships presence. Makes the ship undetectable to all ships and observers of PL 6 or less who have not actively been made aware of the ships presence. High level (Manifester Level 20+) Psionics work in a similar way to PL 7+ Sensors when being used against a ship with a perception Filter.
Camouflage (PL 9) - The ship causes those observing it externally to confuse it for other objects native to its surroundings. This causes people who are not familiar with the ship to have to make a search check vs. a DC of 25. If a person is familiar with the appearance of the Ship they can reduce the check DC by 5. If a person is Familiar with the location of the ship they can reduce the check DC by 5. If they are familiar with both the location and appearance of the ship they can combine the reductions in the DC to a total of 10. If the person has traveled in the ship before they can reduce the DC by an additional 5, on top of this people who have traveled in the ship before automatically are allowed to take 10 on their search check to find the ship.
** The Laser can only fire Semi-Automaticly or Automatically with a successful repair check with a DC 30 and 1 hours work time.
The Interior of the Ship is approximately 700 feet. by 420 feet by 20 feet (length, width, height)
Control room - 50 feet by 30 feet by 20 feet
It is from here, of course, that the ship is controlled. The control room also contains the computer bank alcove, which houses many of the ship's computational systems. The control room is home to the control console, from which the ship is piloted; the scanner, which is located above and beyond the console; and the power octagon, technically known as the Artron Disperser, which is situated directly above the control console, and can be raised out of view. Opposite the computer bank alcove, on the far side of the control room, there exists an empty, open-access alcove, which may be used for storing equipment and/or as a rest area.
The computer bank alcove contains a wall where the front panels of many recessed computer banks may be found Transparent panels separate this part of the ship from the control room, forming a corridor which leads out to the left-hand side of the control room's interior door. From the perspective of standing at the main door looking into the TS Capsule, the alcove is on the left.
Lobby 10 feet by 10 feet by 20 feet
The lobby has a set of double doors leading into the control room, and further doors lead to two of the living quarters, the bathroom, and the wardrobe. A corridor from the far end of the lobby leads to the laboratory. A second corridor leads from the lobby to the other four living quarters. The power room is accessible directly from the lobby. The food machine is located here.
Living Quarters 30 feet by 20 feet by 20 feet ea. (180 feet by 120 feet by 20 feet To.)
There are six personal living areas with ample room for study, rest and sleeping. Sleeping bunks are provided, which swing down from the walls. The light level in each living quarter may be altered by use of a dimmer switch.
Bathroom 1 50 feet by 30 feet by 20 feet
This large room contains a swimming bath, washing and changing facilities and a general purpose waste disposal system. Soft ultraviolet light permeates the area giving the pool area a special warmth and allows skin-tan to develop as well as helping the production of vitamin D.
Bathroom 2 10 feet by 10 feet by 20 feet
A small room featuring an oil and water shower and a personal waste disposal unit.
Sick bay 50 feet by 50 feet by 20 feet
A medical centre is provided in case the occurrence of injuries, sickness or travel fatigue, either with the personnel or pilot of the timeship. Several sleeping couches are fitted as is a comprehensive medicine cabinet.
Wardrobe - 200 feet by 100 feet by 20 feet
A walk-in wardrobe equipped with space suits and many different styles of clothing ensure that any traveller will fit in perfectly with the indigenous inhabitants of each planet visited. Also called the equipment room.
Laboratory 50 feet by 50 feet by 20 feet
A multi-purpose scientific lab is provided and is stocked with standard apparatus.
Power room 75 feet by 50 feet by 20 feet
The ship's power drive and energy banks are now located within the power room. The artron disperser is also situated here, now housed within a traditional machinery bank. A feed from the ship's power systems may be taken from here.
Store room 25 feet by 20 feet by 20 feet
A small storage area comes stocked with minor spare parts and components in the unlikely event of the ship suffering a malfunction.
Player Name: DalkonCledwin Character Name: Golias Farfletcher Campaign / DM: Journey of Salvation / Amadi Character Level: 3 Classes: Druid 3 Race: Human Alignment: Neutral Good Deity: Nature Size: Medium Age: 22 Gender: Male Height: 5ft 3in Weight: 150 lbs Eyes: Green Hair: Brown Skin:Tan
Total Experience Points: 3,000 Experience Points till Next Level: 6,000
Spontaneously Cast Summon Nature's Ally In Place of one of his spells for the day the Druid can cast a Summon Nature's Ally Spell of Equal or Lesser Level than the spell it is replacing.
Animal Companion Golias begins play with an animal companion.
Nature Sense Druids get a +2 bonus on Knowledge [Nature] and Survival Checks
Wild Empathy The Druid can attempt a check that functions similarly to a diplomacy check to affect the attitude of an animal. The modifier for the check is +5
Woodland Stride The Druid can pass through any sort of undergrowth at his normal movement rate without taking damage. However magically altered undergrowth manipulated to impede travel still affects him.
Trackless Step The Druid leaves no trail in natural surroundings, unless he so wishes to. Thus it is impossible to track the Druid unless he wants to be tracked.
Traits
Illiterate: +1 bonus to Survival checks, character is illiterate.
Uncivilized: +1 bonus on Wild Empathy and Handle Animal Checks. -1 penalty on Bluff, Gather Information, and Diplomacy Checks.
Flaws
Feeble: You take a -2 penalty on Strength, Dexterity, and Constitution based ability checks and skill checks.
Armor: +1 Dragonhide Chain Shirt || Light || +5 AC || -1 CP || +4 Max Dex || 20% Spell Failure || Max Speed 30 ft Special: Made of Green Dragon Hide
Shield: +1 Darkwood Heavy Wooden Shield || Heavy || +3 AC || 15% Spell Failure Special: This shield is made from special Darkwood Material, it is lighter, and stronger than normal shields.
Miscellaneous Equipment:
Spell Component Pouch
Bedroll
Flint and Steel
Hemp Rope
10 Days Trail Rations
Signal Whistle
Sack
Waterskin
Encumbrance: Load Carried: 65.5 lbs Light Load: 43 lbs Medium Load: 86 lbs Heavy Load: 130 lbs Off Ground: 260 lbs Push / Drag: 650 lbs
Unspent Money: PP GP 14 SP CP
none yet
Spell Level / Spells Per Day / DC
0th / 4 / DC 13 || 1st / 3 / DC 14 || 2nd / 2 / DC 15
Spells By Level Orison Level Spells
Create Water - 1x casting
Purify Food / Drink - 1x casting
Read Magic - 1x casting
Detect Magic - 1x casting
1st Level Spells
Lesser Vigor - 1x casting
Entangle - 1x casting
Produce Flame - 1x casting
2nd Level Spells
Bear's Endurance - 1x casting
Lesser Restoration - 1x casting
War Trained Riding Dog Size/Type: Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 BAB / Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent, link, share spells Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1* Feats: Alertness, Track Tricks: Attack (All Creatures), Come, Defend, Down, Guard, Heel
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
Trip (Ex) A riding dog that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the riding dog.
Occupation
Golias is for lack of a better term, employed as a protector of the wilderness around the village of brunswick.
Personality
Golias is an extremely gruff, and yet straightforward man. He seeks to always find the most direct path to the conclusion of a situation. He hates formalities and will try to avoid them whenever he can, even going so far as to insult his way out of them if necessary. He doesn't see the problem in insulting people and is entirely uncouth.
General Appearance
Golias tends to wear hides and other materials made from scraps of dead animals. His one cloth item was given to him in gratitude by the Villagers of Brunswick when he was part of a party that helped defeat a dragon that was threatening the Village. He also wears parts of the Dragon as armor. His hair is lanky and brown, his eyes are green. And he has a deep tan from spending too much time in the wilderness.
Distinguishing Features
Golias has several tattoos marking his body in various locations. These tattoos are marks of pride for himself as they mark various points in his growth and his perseverance against the pain that they inflicted while they were being applied. All of the Tattoos are of knot works or animals.
Residence
Golias dwells in a comfy cave to the south of Brunswick. It has what are to him, all the comforts of home. However if some civilized person were to see it, they would think an animal lived there as it is not the typical home of a human being.
Player Name: DalkonCledwin Character Name: Othil Mindbreaker Campaign / DM: The Arena of Death, Life, and Everything inbetween - Group 2 / Amadi Character Level: 1 Classes: Psion [Kineticist] 1 Race: Blue [Goblinoid] Alignment: Chaotic Good Deity: The God of Psionics Size: Small Age: 12 Gender: Male Height: 3 feet 1 inch Weight: 41 pounds Eyes: white Hair: violet Skin: blue
Encumbrance: Load Carried: 11.5 lbs Light Load: 24.75 lbs Medium Load: 49.5 lbs Heavy Load: 75 lbs Off Ground: 150 lbs Push / Drag: 375 lbs
Unspent Money: PP GP 94 SP CP
none yet
Powers by Level
Size/Type: Diminutive Construct Hit Dice: 3 / 3 (d4+2) Initiative: +2 Speed: 30 ft. (6 squares), climb 20 ft.* Armor Class: 16 (+4 size, +2 Dex*), touch 16, flat-footed 14 Base Attack/Grapple: +0/-17 Attack: — Full Attack: — Space/Reach: 1 ft./0 ft. Special Attacks: — Special Qualities: Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality (nimble), self-propulsion, share powers, sighted (40 ft), telepathic link) Saves: +2 FORT, +0 REF, +5 WILL Abilities: Str 1 / -5*, Dex 15 / +2*, Con 0 / -6, Int 6 / -2, Wis 10 / 0, Cha 10 / 0 Skills: Concentration -2, Intimidate +4, Know (Psionics) +2, Swim -3, Autohypnosis +4, Psicraft +2, Climb +14*, Listen +6, Move Silently +6, Search +2, Spot +6 Feats: Alertness Alignment: Chaotic Good
Construct Traits
immune to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects, & any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. does not have darkvision or low-light vision.
Feats
Alertness the Psi-Crystal grants the Alertness Feat to its master when it is within Arm's Reach of its master.
Special Qualities
Improved Evasion anything that normally requires a Reflex Save for Half Damage, will instead cause the Psi-Crystal to take no damage on a successful save, and half damage on a failed save.
Personality Nimble, Grants +2 to the Owners Initiative Rolls.
Self Propulsion As a Standard Action the Psi-Crystal can grow legs and move at a land speed of 30 feet per round. It can also climb at a speed of 20 feet per round.
Share Power the Owner can have any power that manifests on himself manifest on the Psi-Crystal as well. The Crystal must be within 5 feet of him at the time. If the Psi-Crystal moves outside of 5 feet of the owner, the power stops manifesting. The powers shared must be able to affect Creatures of the Construct type.
Sighted The Psi-Crystal can sense the world around it, even within complete darkness (supernatural or not), or a magically silenced area. The Psi-Crystals senses extend out to 40 feet.
Telepathic Link The Psi-Crystal and its owner share a telepathic link (as per the mindlink power) out to a distance of 1 mile. If the Psi-Crystal has seen a room, the owner could teleport into that room as if the owner had seen that room as well.
Character Name: Tharian Campaign / DM: Has yet to be implemented Character Level: 21 Classes: Dragon Sorcerer (see page 136 PHB 2) Paragon Path: Blizzard Mage Epic Destiny: Planeswalker (See Demigod, page 174 PHB 1) Race: Dragonborn Alignment: Good Deity: The Blind Eternities Age: 38 Gender: Male Height: 6 ft 8 in Weight: 280 Lbs Size: Medium Eyes: Red Hair: White Skin: White
Current Experience: 175,000 Experience to next level: 210,000
The Cold Snap: Tharian was born in the Arctic environment of Terisiare. He was quickly forced into learning how to adapt in such an environment. Fortunately his draconic heritage gave him an advantage over his human brethren in that he had a natural ability to stay warm in such an environment. Even still, he had to work to find food, as well as finding water that was clean to drink.
Associated Skills: Endurance, Nature
Dragonborn Features:
Dragonborn Fury When Tharian is bloodied he gets a +1 Racial bonus to attack rolls.
Draconic Heritage Tharian's healing surge value is equal to 1/4th HP + Con modifier.
Dragon Breath See encounter Powers
Sorcerer Features
Armor Proficiency Cloth
Weapon Proficiency Simple Melee, Simple Ranged
Implements Daggers & Staffs
Bonus to Defense: +2 to Will
Spell Source: Dragon Magic
Draconic Power: Tharian gets a bonus of his strength modifier (7) + 4 to all damage rolls on arcane powers.
Draconic Resiliance: While not wearing heavy armor, Tharian can use his Strength modifier in place of his Dexterity or Intelligence Modifier to determine his Armor Class
Dragon Soul [Cold]: Tharian gains Cold Resist 15 for his class and an additional Cold Resist 10 for a feat. Further, his Arcane Powers ignore any of his targets with resistance to cold damage up to an equivalent of his own resistance.
Scales of the Dragon: the first time Tharian becomes bloodied during an encounter, he gains +2 AC until the end of the encounter.
Blizzard Mage
Icy Action: Whenever Tharian spends an action point to make an attack, each creature he hits or misses with the attack is slowed (save ends).
Walk through Winter: While Tharian is immobilized, he can shift 1 square. While he is slowed, his speed is 3 instead of 2.
Chill Winds Whenever Tharian scores a critical hit, he can slide any single creature within 10 squares of him 1 square.
Planeswalker Features
Planeswalker Spark - Increase two abilities by 2 points each.
Dragonfrost — Sorcerer Attack 1 A gust of frost hammers Tharian's foe and hammers him back. At Will — Arcane, Cold, Implement
Standard Action — Range: 10 Target: One Creature Attack: +26 (10.5 Lv, 5 Imp, 9 Cha, 2 Ft) vs. Fortitude Hit: 2d8 +25 (5 Imp, 9 Cha, 7 Str, 4 Cls) Cold Damage and Tharian pushes the Target 1 Square Crit: +5d6 cold damage Special: This power can be used as a Ranged Basic Attack.
Burning Spray — Sorcerer Attack 1 Tharian flings his arm in a wide arc, casting liquid fire at his foes. At Will — Arcane, Fire, Implement
Standard Action — Close: Blast 3 squares Target: Each Creature in the Blast Attack: +26 (10.5 Lv, 5 Imp, 9 Cha, 2 Ft) vs. Reflex Hit: 2d8 +25 (5 Imp, 9 Cha, 7 Str, 4 Cls) Fire Damage Crit: +5d6 cold damage Dragon Magic: The next enemy to hit Tharian before the end of his next turn, takes Fire damage equal to Tharian's strength modifier.
Dragon Breath — Dragonborn Racial Power As Tharian opens his mouth with a Roar, the deadly power of his Draconic Kin bursts forth to engulf his enemies. Encounter — Cold
Minor Action — Close: Blast 3 or 5 squares Targets: All Creatures in Area Attack (Str): +23 (10.5 Lv, 7 Str, 6 Rc) vs. Reflex Hit: 3d10+5 (5 Con) Cold Damage
Rimestorm — Sorcerer Attack 7 A wintry blast drives your enemies to their knees Encounter — Arcane, Cold, Implement
Standard Action — Close: Blast 3 squares Target: Each Enemy in Blast Attack: +26 (10.5 lv, 9 Cha, 5 Imp, 2 Ft) vs. Fortitude Hit: 2d8 +25 (5 Imp, 9 Cha, 7 Str, 4 Cls) cold damage, and knocks the target prone. Dragon Magic: The target also takes a -2 penalty to fortitude until the end of Tharian's next turn.
Chains of Fire — Sorcerer Attack 13 Fiery Serpents wrap around Tharian's foes and drag them together, holding them close. Encounter — Arcane, Fire, Implement
Standard Action — Range: 10 Target: One or Two Creatures Attack: +26 (10.5 Lv, 9 Cha, 5 Imp, 2 Ft) vs. Reflex Hit: 2d8 +25 (5 Imp, 9 Cha, 7 Str, 4 Cls) fire damage. If you hit two targets with this power, you slide one of them to a space adjacent to the other, and until the end of Tharian's next turn, the two targets take 1d10 fire damage the first time they are more than 3 squares apart. Crit: +5d6 cold damage
Dragon Tail Meditation — Sorcerer Attack 17 A lashing tail of lightning protects Tharian from a foe that thinks it has the advantage Encounter — Arcane, Implement, Lightning
Immediate Reaction — Melee: 1 Square Trigger: An enemy moves into a space where it flanks Tharian Target: The triggering creature. Attack: +26 (10.5 Lv, 9 Cha, 5 Imp, 2 Ft) vs. Reflex Hit: 2d10 +25 (5 Imp 9 Cha, 7 Str, 4 Cls) Lightning Damage Crit: +5d6 Cold damage Dragon Magic: Tharian pushes the target a number of squares equal to his strength modifier.
Winter's Clutch — Blizzard Mage Attack 11 Tharian exhales draconic energy that detonates at a distance. Encounter — Arcane, Cold, Implement
Standard Action — Ranged: 20 Target: One Creature Attack: +26 (10.5 Lv, 9 Cha, 5 Imp, 2 Ft) vs. Reflex Hit: 3d8 +25 (5 Imp, 9 Cha, 7 Str, 4 Cls) Cold Damage. You slide the target 1 square, and the target is immobilized until the end of your next turn. Also, you slide each ally within 20 squares of you 2 squares. Crit: +5d6 cold damage
Adamantine Echo — Sorcerer Attack 9 Tharian unleashes a thunderous roar to batter his enemies, and scales like those of an adamantine dragon cover his skin. Daily — Arcane, Implement, Thunder
Standard Action — Close: Blast 3 Target: Each creature in the Blast Attack: +26 (10.5 Lv, 9 Cha, 5 Imp, 2 Ft) vs. Fortitude Hit: 2d6 +25 (5 Imp 9 Cha, 7 Str, 4 Cls) Thunder damage, and ongoing 5 Thunder damage (Save ends). Crit: +5d6 Cold Damage. Miss: Ongoing 5 Thunder Damage (save ends). Dragon Magic: Tharian gains a power bonus to AC equal to his Strength Modifier until the end of the Encounter.
Spitfire Furnace — Sorcerer Attack 15 After unleashing a blast of flames, Tharian smolders with heat, and no one dares approach him lest they get burned Daily — Arcane, Fire, Implement
Standard Action — Close: Blast 3 Target: Each creature in the Blast Attack: +26 (10.5 Lv, 9 Cha, 5 Imp, 2 Ft) vs. Reflex Hit: 4d10 +25 (5 Imp 9 Cha, 7 Str, 4 Cls) Fire Damage Crit: +5d6 Cold Damage Dragon Magic: Until the End of the Encounter any enemy that starts the turn within 2 squares of Tharian takes 2 + Tharian's Strength Modifier (+7) in Fire damage.
Split Strike — Sorcerer Attack 19 A bolt of lightning leaps from each of Tharian's hands. Daily — Arcane, Implement, Lightning
Standard Action — Range: 10 Target: One or Two Creatures Attack: +26 (10.5 Lv, 9 Cha, 5 Imp, 2 Ft) vs. Reflex Hit: 6d6 +25 (5 Imp, 9 Cha, 7 Str, 4 Cls) Lightning Damage Crit: +5d6 Cold Damage Miss: Half Damage
Blizzard — Blizzard Mage Attack 20 Tharian's breath clings to creatures before him, eating them alive. Daily — Arcane, Cold, Implement
Standard Action — Close: Burst 10 Target: Each enemy in the Burst Attack: +26 (10.5 Lv, 9 Cha, 5 Imp, 2 Ft) vs. Reflex Hit: 4d10 +25 (5 Imp, 9 Cha, 7 Str, 4 Cls) Cold damage, and you knock the target prone. Crit: +5d6 Cold Damage. Effect: Each ally in the burst gains resist 10 cold until the end of the encounter.
Until the end of the encounter, Tharian is surrounded by freezing wind and snow. At the start of each of Tharian's turns, each enemy within 10 squares of him takes 2d6 cold damage, and he slides it 2 squares.
Elemental Shift — Sorcerer Utility 2 The alignment of the Elements within Tharian changes at his command Daily — Arcane
Minor Action — Personal Effect: Tharian can change the element of the resistance his Dragon Soul grants him for the rest of the encounter to one of the other Damage types. In addition, one ally adjacent to him gains Resistance 15 to damage of the type that he has changed his element to.
Sudden Scales — Sorcerer Utility 6 Dragon Scales cover Tharian's form in reaction to an assault as arcane power shields his mind and body from assault. Encounter — Arcane
Immediate Interrupt — Personal Trigger: Tharian is hit by an attack Dragon Magic: Tharian gains a bonus to all of his defenses equal to 3 + his Strength Modifier (+7) against the triggering attack.
Invert Resistance — Sorcerer Utility 10 Tharian twists the nature of his foes to turn their protections into a weakness. Daily — Arcane
Minor Action — Close: Burst 5 Target: Each enemy in the Burst Effect: Each target loses its resistances and gains vulnerability 5 to the damage types it had resistance against (Save ends both).
Draconic Majesty — Sorcerer Utility 16 As Tharian's foes draw near to him, fear steals into their hearts Encounter — Arcane, Fear, Zone
Minor Action — Close: Burst 3 Effect: The burst creates a zone of fear that lasts until the end of Tharian's next turn. When Tharian moves, the zone moves with him, remaining centered on him. The zone is difficult terrain for enemies. While within the zone, enemies take a penalty to attack rolls equal to Tharian's strength modifier (-7 penalty).
Cloak of Freezing Wind — Blizzard Mage Utility 12 Daily — Arcane, Cold
Minor Action — Personal Effect: Until the end of the encounter, each creature that hits Tharian with a melee attack takes 1d8 + Tharian's Charisma modifier (+9) cold damage, and he pushes that creature 1d4 + 2 squares.
Tharian is able to draw on the colors of Mana, utilizing them to his benefit. The Colors of Mana have coresponding elements, and skills attached to them. They are as follows:
Skill || Color || Element
Arcana || Red || Fire
Dungeoneering || Black || Acid
History || Blue || Lightning
Nature || Green || Poison
Religion || White || Cold
These elements do not always correspond to the color of mana that is being used, but generally speaking they do. For example, lightning can be used by both Red and Blue mana, likewise Acid can be used by both Green and Black. Likewise even Red can use the Cold.
L1: Arcane Spellfury when Tharian hits an enemy with an At Will attack power, he gains a +1 bonus to Attack against that enemy until the end of his next turn.
L2: Coordinated Explosion When Tharian uses any Implement power that creates a burst or a blast, he gains a +1 bonus to attack rolls against the power's targets if at least one ally is within the burst or blast.
L4: Enlarged Dragonbreath when using his Dragonbreath, Tharian can choose to make it blast 5 instead of blast 3.
L6: Improved Initiative Tharian gains a +4 bonus on his initiative rolls.
L8: Ritual Caster Tharian can cast Rituals of his level or lower
L10: Wintertouched when attacking a creature that is vulnerable to cold, Tharian gains combat advantage when he uses a power that has the cold keyword.
L11: Arcane Reach When using a close arcane power. Tharian can choose a square up to two squares away from him as the power's point of origin. The power still follows the rules for close attacks.
L12: Danger Sense When Tharian rolls initiative, he rolls twice and takes the higher of the two rolls.
L14: Empowered Dragon Breath use d10's instead of d6's for the damage rolls from Tharian's Dragon Breath ability.
L16: Expert Ritualist Tharian gets a +2 bonus to skill checks while performing Rituals.
L18: Implement Expertise [Staff] Tharian gains a +2 bonus on his attack rolls with powers while using an implement Staff.
L20: Improved Dragon Soul The resistance granted by Tharian's Dragon Soul is increased by 10 points.
L21: Arcane Flexibility When Tharian scores a critical hit with a sorcerer power, he can change the damage type dealt by the power to a damage type that he has a resistance or immunity to.
Aurora, Winter Staff (see PHB page 242): (Level 24) Formerly known as The Æther Clod, Aurora, Winter Staff is made of Crystalized Mana energy, and appears to be made of Ice in the form of a Stalactite. Weapon Staff Enhancement +5 to Attack, Damage of Basic attacks & implement powers. Attack: +24 (10.5 Lv, 5 Enh, 7 Str, 2 Pr) Hit: 2d8+12 (5 enh, 7 Str) Critical: +5d6 cold damage Power (daily): Free Action. Use this ability when using any power with the cold keyword. After you resolve the power, all enemies within three squares of you are immobilized (save ends). Communication: Touch Telepathy, Glyphic, Speech Background & Persona: During the time that Aurora was known as the Æther Clod, Aurora was created by Tharian to serve as his constant companion. Aurora was created in the Blind Eternities from the entropy and raw mana energies that were there. As such Aurora is a bit of a unique individual. Having been formed from Chaos and entropy, Aurora will often times react to situations and events in an extremely random manner. Sometimes reacting like a frightened kitten, other times urging Tharian to charge into combat as if he hadn't a care in the world. Overall howevr Aurora is a kind and gentle soul, who tends to contrast Tharian's more straightforward and brash way of doing things. Alignment Good Languages Common, Supernal, Primordial Skills Aurora gives a +2 bonus to all checks used to perform the Planeswalking Ritual. Weight: 4 pounds
Delver's Armor (Level 18) Type Cloth Armor Bonus: +4 AC Power (Daily): Free Action. Gain a +2 power bonus to a saving throw you just rolled; use the new result. Weight: 4 pounds
Circlet of Authority (Level 7) Slot Head Property: +2 item bonus to Diplomacy and Intimidate Checks Weight: 1 pound
Guardian's Bracers (Level 20) Slot Hands Property: +4 item bonus to Ref, Will, Fort Power (Daily, Teleportation): Move Action, Teleport to the space of an Ally within 10 squares of you; that ally simultaneously teleports to your original space. You need not have line of sight or line of effect to the ally's space. Special these are a customized version of the Guardian's Cape Magic Item. They function identically to the Cape, they just are worn in a different slot than the cape would be due to the difficulty of a Half-Dragon who has wings to be wearing a cape. Weight: 1.5 pounds
Ring of Protection (level 17) Slot Ring Property: +1 item bonus to Saving Throws Power (Daily): Immediate Interrupt. Tharian can use this power when he is hit by an attack. He gains a +2 power bonus to a single defense score against the attack. If he has reached at least 1 milestone today, this bonus lasts until the start of his next turn instead. Weight: 0.005 pounds
Woundrous Items: Everlasting Provisions - Level 4 - this plain basket will after an extended rest, create enough food for 5 medium sized or small people (or one large person) for the next 24 hours (weighs 2 pounds) Potion of Vitality - Level 15 - as a Minor action, drink this, and spend a healing surge. The imbiber recovers 25 Hit Points and is allowed a saving throw to end one effect on him or her that a saving throw could end. (weighs 1.5 pounds) Handy Haversack - Level 10 - This Backpack modified specially for winged creatures, can hold up to 1,000 pounds in weight, or 100 cubic feet but itself only weighs 1 pound. Drawing an item from the bag is a minor action.
Non Magical Equipment: Belt Pouch stores the potion of vitality & tharians money (weighs 1/2 pounds) Bedroll (weighs 5 pounds) Flint & Steel 2x Sunrods (weigh 1 pound each) Tent (weighs 20 pounds) Ritual Gems, Belt, & Sash: equivalent to 159 out of 256 pages used (weighs 3 pounds) A Crystal Ball: worth 1,000 GP (weighs 2 pounds) 20x Gemstones: worth 50 GP each and 1000 GP total (weighs 2 pounds) Alchemical Regeants: 21,445 GP worth (weighs 42.89 pounds)
As Tharian finishes this ritual, the guttural language of the creatures before him clarifies into something he can understand. Category Exploration Time 10 minutes Duration 24 hours Component Cost 10 gp Key Skill Arcana
When beginning this Ritual, choose a language Tharian has heard or a piece of writing he has seen within the last 24 hours.
Using this Ritual on a language he has heard allows him to understand it when spoken for the next 24 hours and, if his arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this Ritual on a language he has seen as a piece of writing allows him to read the language for the next 24 hours and, if his arcana check is 35 or higher, to write that language in its native script or in any other script he knows for the duration.
Using this ritual on a language he has both heard and seen as a piece of writing within the past 24 hours allows him to understand it in both forms for the next 24 hours, and an arcana check of 35 or higher allows him to speak and write the language.
Straining both your patience and your keen ears, you hear nothing in the duke's private chambers. That's why your so surprised to see the duke when you boldly enter. Category Warding Time 10 Minutes Duration 24 hours Component Cost 30 gp Key Skill Arcana (no check)
Tharian wards a single room (or burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a -10 penalty to their perception checks.
"Oh this? It follows me everywhere, like a porter that never needs to rest." Category Exploration Time 10 minutes Duration 24 hours Component Cost 50 gp Key Skill Arcana
Check Result || Maximum Load
9 or lower || 250 pounds
10 to 24 || 500 pounds
25 to 39 || 1,000 pounds
40 or higher || 2,000 pounds
Tharian can create a slightly concave, circular plane of force that floats a foot off the ground and can carry what he lays upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless he moves more than 5 squares away from it, in which case it moves with Tharian's base speed once per round until it is within 5 squares of Tharian. Tharian can also command the disk to move up to his speed as a move action. If he is more than 5 squares from the disk for 2 consecutive rounds, the disk disappears dropping whatever it was carrying.
Tharian's arcana check result determines the maximum load the disk can carry.
Neither biting cold nor searing heat troubles Tharian anymore. Tharian can travel in the arctic or the desert wastes as comfortably as in the temperate climes. Category Exploration Time 10 minutes Duration 24 hours Component Cost 20 gp Key Skill Arcana / Nature (no check)
The Endure elements Ritual lets Tharian designate up to five ritual participants, including himself, who ignore the penalties associated with extremes of non-magical weather.
An affected creature suffers no ill effects from ambient temperatures between -50 and 140 degree's fahrenheit, and the creatures equipment is likewise protected from the ravages of these temperatures and of precipitatation.
Tharian conjures forth a phantasmal sentry - a slender pillar 6 feet tall, topped with a floatin, unblinking eye. The eye watches over Tharian's camp as he sleeps and cries out an alert if danger approaches. Category Warding Time 30 minutes Duration 24 hours (special) Component Price 25 gp Key ability Arcana
This ritual creates watchful eyes that Tharian can place in any square within 10 squares of where he performs the Ritual. Each eye is located in a particular square; it is intangible and can't be interacted with physically. The eyes are nearly invisible and have a stealth check result equal to 20 + Tharian's level to avoid detection.
Tharian's Arcana check determines how many eyes he can place and what type of vision or sensory abilities they have.
Check Result || Eyes Created || Vision or Ability
19 or less || one || Normal Vision
20 to 39 || three || Darkvision
40 or more || five || Tremorsense 12 squares
The eyes do not hear, but they see well, each eye uses Tharian's perception modifier with a +5 bonus.
If an Eye see's an intruder it emits a loud warning sound defined by Tharian during the ritual. The perception DC to hear the eye's sound is zero modified by distance as normal.
The eyes never consider Tharian an intruder. In addition Tharian can designate any number of other Ritual participants as non-intruders. When he performs the ritual he can also designate one or more categories of creatures that the eyes will ignore. Tharian can define these categories by obvious physical characteristics (such as height, weight, or body shape) Creature types (such as humanoid), creature race (such as Hill Giant), or obvious equipment (such as a creature carrying a shield with a flame emblazoned on it).
The Ritual lasts for 24 hours or until you move more than 20 squares from all of the eyes.
Optional Focus Tharian can extend the duration of this Ritual indefinitely by using a focus of a small, jeweled eye made of silver and ruby worth at least 100 gp. The Ritual's effects last as long as the focus remains within 20 squares of any of the eyes. Tharian can hide or protect the ritual's focus however he likes as long as it remains within 20 squares of the eyes.
A flare soars into the night sky and explodes with brilliant color. Category Creation Time 1 minute Duration 10 minutes Component Price 20 gp Key Skill Arcana (no check)
Tharian sends a barrage of small, colorful explosions into the sky. The explosions blossom into whatever color or shape he chooses for 1 minute. At the end of each minute of the Ritual's duration, he can choose a new color and shape. At night the lights are visible within a 10 mile radius. During the day, the lights are visible within a 1 mile radius.
Fire leaps and dances at Tharian's command, brightening or dimming Category Exploration Time 1 minute Duration 8 hours Component Cost 25 gp Key Skill Arcana / Nature (no check)
Tharian gains Mastery over non-magical fire. For the Ritual's duration, or until he takes an extended rest, he can manipulate non-magical flames within 10 squares of himself as a minor action. Tharian can make a fire that normally provides dim light produce an equal amount of bright light, or he can double the radius of bright light a fire produces. Alternatively he can diminish a fire's light, reducing its area of bright light to an equal amount of dim light, or reducing its area of dim light to darkness. Reducing a fire's light to produce no light does not extinguish the fire. Additionally, Tharian can extinguish 1 square of non-magical fire as a minor action.
A blue, glowing key appears in front of the door and disappears into it. The door glows amber for a moment and then unlocks. Category Exploration Time 10 minutes Duration Instantaneous Component Cost: 35 gp, plus 1 Healing Surge Key Skill Arcana
The knock ritual allows Tharian to open a single locked door, chest, gate, or other object. It even works against Portals sealed with the Arcane Lock ritual or doors secured with bolts or bars that are on the far side, out of reach. Tharian must defeat all closures on a locked object to unlock it. Tharian makes one Arcana check per Lock, bar, arcane lock, or similar closure. The object you unlock does not open automatically; Tharian must still open it himself after the Ritual unlocks it.
Tharian makes an Arcana check with a +5 bonus in place of a Thievery check to open each lock or closure. (see the Thievery skill description on page 189 of the Players Handbook for example DC's). To undo bolts or bars he couldn't normally reach, he must succeed on a DC 20 Arcana check.
If Tharian uses this Ritual successfully against a Portal protected by the Arcane Lock Ritual, Tharian destroys the Arcane Lock and its effects end.
The Item ignites in a brief flash of brilliant light, then crumbles to golden dust in Tharian's hands. Category Creation Time 1 hour Duration Instantaneous Component Cost 25 gp Key skill Arcana (no check)
When Tharian finishes performing this Ritual, he touches a magic item, and destroys it. This turns the item into a quantity of Residuum valued at one fifth of the item's prie. The Item must be Tharian's level or lower and must be something that can be created using the Enchant Magic Item Ritual.
Tharian conjures black, ghostly horses. They sniff the air and stamp impatiently as if ready to ride like the wind. Their hooves, maines, and tails trail off into mist Category Exploration Time 10 minutes Duration 12 hours Component Cost 70 GP Key Skill Arcana
This ritual conjures forth up to eight horselike creatures. Each one is large and can be ridden by Tharian or any other character he designates during the Ritual.
His Arcana check determines the speed of the Steeds he conjures and whether they have any special movement capabilities. The steeds have the special movement capabilities associated with Tharian's check result and all lower results.
Check Result || Speed || Special Movement
19 or less || 10 || None
20 to 29 || 12 || Ignore Difficult Terrain
30 to 39 || 15 || Move on Water as if it were Solid ground
40 or more || 20 || Fly (up to 10 squares above the ground)
The steeds cannot attack or affect other creatures in any way other than to serve as mounts. Each steed's defense scores are equal to the Riders (or Tharian's if the steed has no Rider). A phantom steed is immune to any effect other than damage.
A steed created by this Ritual lasts for 12 hours, or until it takes any damage. When the Ritual ends, or when a steed is destroyed, the steed fades into nothingness and its rider lands on his or her feet in the steeds space. If the steed is flying when it disapears, the rider descends safely to the ground, Landing at the start of his or her next turn.
Tharian can see him in his mind's eye, clear as the first time he met him. Tharian's magic lets him know that he is safe. Despite encountering the followers of Uzar, and he reassures you that Uzar himself has caused him no harm. Category Exploration Time 10 Minutes Duration Instantaneous Component Cost 50 gp Key Skill Arcana
Tharian can convey a mental message of up to 25 words to a person he knows. If the target is within Range he or she receives the message mentally and can respond likewise. The Ritual's maximum Range is determined by Tharian's Arcana check result.
Check Result || Maximum Range
9 or less || 10 miles
10 to 19 || 100 miles
20 to 29 || 500 miles
30 to 39 || 1,000 miles
40 or more || anywhere on the same plane
A wyvern shaped presence formed from mist fills the area, promising doom to those who stumble into its demesne Category Warding Time 1 hour Duration 8 hours or until discharged Component Cost 100 gp Key Skill Arcana
Tharian places a ward in a 4 square by 4 square area. The ghostly form of a wyvern appears in that area. His Arcana check determines the perception DC to notice the Wyvern's presence.
As part of the Ritual, Tharian can name creatures that can pass freely through the warded area and he can set conditions that allow a creature to bypass the ward. Any other creature that enters the area is subject to an attack equal to Tharian's level +4 vs. Will. On a hit, the target is immobilized (save ends). When the attack is triggered, Tharian becomes aware that it has been triggered regardless of his distance from the Ritual's area. The ritual is also discharged.
The Cool water fills your lungs, yet you find yourself able to breath and speak as well as you can on land. Category Exploration Time 10 Minutes Duration Special Component Cost 135 gp Key Skill Arcana or Nature
When Tharian performs this Ritual, he can designate up to eight other participants (including himself if he wishes) who breathe water as easily as they breathe air. Furthermore they can speak underwater.
Waterbreathing doesn't change ones ability to breathe air. It doesn't confer a greater swim speed or the ability to fight underwater unhindered. It does protect any gear one takes with them, such as books, and scrolls from water damage.
The Arcana or Nature check determines the Duration of the Effect
Check Result || Duration
14 or less || 1 hour
15 to 19 || 2 hours
20 to 24 || 4 hours
25 to 29 || 8 hours
30 or higher || 24 hours
Tharian extends his senses beyond the door, looking and listening inside as if he was there Category Scrying Time 10 minutes Duration special Component Cost 270 gp, plus a focus worth 200 gp Key skill Arcana
When Tharian performs a Wizard's Sight Ritual, he chooses a square within 20 feet of himself, even a square he cannot see or doesn't have line of effect to. He then creates a magical sensor in that square. He can see and hear as if he were standing in that square and he has darkvision through the sensor. He uses his perception skill to determine whether he hears quiet sounds and notices unobtrusive things while observing the area through the sensor.
His Arcana check determines how long the Sensor lasts:
Arcana Check || Duration
19 or less || 1 round
20 to 24 || 2 rounds
25 to 29 || 3 rounds
30 to 39 || 4 rounds
40 or more || 5 rounds
The Ritual creates a scrying Sensor - a Shimmer in the air - that a whatchful creature might notice. Creatures must make a Perception check against a DC of 10 + Tharian's level to notice the Sensor. They can't disrupt or interact with the Sensor in any way.
Sufficiently Warded area's (area's warded by the forbiddance spell) can block Wizard's Sight. If a location is warded in such a way, Tharian learns it before expending his Components and can cancel the Ritual.
Focus a Mirror or Crystal Ball worth at least 200 GP. The focus conveys what Tharian see's or hears during the Ritual.
Tharian draws a circle around himself, inscribes it with runes and lays gems along the lines. Then he sits in quiet meditation, letting the mana of the world infuse him with power or knowledge. Catagory: Divination Time: 15 minutes Duration: Special Component Cost: A focus worth 1,000 gp Key Skill: Arcana
Before undergoing this ritual, choose whether you want it to affect skill or power.
If you choose skill, then also choose whether you want to have it affect an Arcana, Dungeoneering, History, Nature, or Religion check. If you choose power, then also choose whether you want to have it affect powers with the Acid, Cold, Fire, Lightning, or Poison keyword.
You enter a meditative state from which you may not be disturbed, or the ritual fails. While in meditation you are fully aware of your surroundings and notice approaching enemies and other events as normal. In meditation, you connect your mind to the mana that flows through the plane of existence you are currently on, storing its power within yourself until you wish to release it.
The meditation gives you a bonus to one skill check or power you use within 24 hours of the meditation, you choose when to apply the bonus. Make an Arcana check to determine what bonus you gain to either the skill or the power:
Arcana Check Result || Bonus
19 or lower || +2 to attack roll // +5 to skill check
20 to 29 || +4 to attack roll // +10 to skill check
30 to 39 || +6 to attack roll or +15 to skill check
40 or higher || +8 to attack roll // +20 to skill check
Focus The focus for this spell is 1,000 gp worth of Gems. Which must be placed in a circle around the Mana Bond Ritual User.
Special: You cannot be aided in this ritual and you can use it only once per 24 hour period.
A gap opens in an impenetrable fortress wall, peeling the solid stone into a passageway as if it were a pair of tent flaps. "Come" says your guide, "we have only a short time before they notice this trick... or it closes on us." Category Exploration Time 10 minutes Duration 1 minute Component Cost 1000 gp Key Skill Arcana
Tharian can create a passage through any solid material. HE can choose the orientation of the passage relative to the surface he touches. The passage is 1 square wide and tall. The passage can be any number of squares deep equal to the arcana check result divided by 5. This Ritual does not conceal the passage from anyone or bar anyone from entering . A creature inside the passage when it closes takes 5d10 damage and is ejected to the nearest end of the passage. This ritual does not affect the structural integrity of a cavern or a wall; the passage is a twist in space, not an actual shifting of material.
The secrets of the world are Tharian's to plumb, for his Magically enhanced eyes can see into the King's chambers, the Wizard's Library, or the Dragon's Cave! Category Scrying Time 1 hour DurationSpecial Component Cost 1,600 gp plus a focus worth 1,000 gp Key Skill Arcana
When Tharian performs this Ritual, he chooses a location he has previously visited. The location must be fixed in place (he can't choose to look into a Ship's cabin that is at sea), and it must still be at the same place (and more or less the same shape) as when he visited it. Redecorating will not fool this ritual. However destruction of a tower and rebuilding it with a different layout would cause the ritual to fail (until Tharian visits the new location). Tharian will know if the Ritual has failed before he expends any components. This Ritual can show him a location anywhere in the world, but cannot show him a location on another plane.
The Ritual creates a scrying sensor, that watchful creatures may notice. The Perception DC to notice this Sensor is equal to 10 + Tharian's level. The sensor cannot be disrupted, nor can creatures who notice it interact with it.
Tharian can both see and hear through the Sensor. He also has Darkvision through the sensor. He must use his Perception skill to see if he notices quiet noises or unobtrusive sights in the area he is observing.
Tharian's Arcana check determines how long the Sensor remains in the area.
Arcana Check || Duration
19 or less || 1 round
20 to 24 || 2 rounds
25 to 29 || 3 rounds
30 to 39 || 4 rounds
40 or more || 5 rounds
Sufficiently Warded area's (through things like the Forbiddance spell) can block the View Location Ritual. If the location is being warded in such a way Tharian will know before he has expended any components and can cancel the Ritual before hand.
Focus A Mirror or Crystal Ball worth at least 1,000 gp. The focus conveys what Tharian see's or hears during the course of the Ritual.
A powerful invisible ward protects Tharian from his enemies' efforts to magically spy on him and from enemies who try to teleport into his presence. Category Warding Time 30 minutes Duration 24 hours (Special) Component Cost 5,000 gp, plus 5 Healing Surges Key Skill Arcana
No scrying sensor can enter a forbiddance and no creature can teleport into it, unless the sensor or the creature is higher level than the ritual caster who performed the forbiddance ritual.
Tharian's Arcana check determines the size of the Warded area which is a burst.
Arcana Check || Warded Area
9 or less || Burst 1
10 to 19 || Burst 3
20 to 29 || Burst 5
30 to 39 || Burst 8
40 or more || Burst 12
The warding effect lasts 24 hours, but the ritual caster (not any assistants) can extend the duration by expending a healing surge every 24 hours to sustain it. The caster does not need to be in the same area or even on the same plane to sustain the effect. If the Ritual's effect is sustained without interruption for a year and a day, the effect becomes permanent.
Special This spell does not prevent a Planeswalker from entering or leaving the effected area via the Planeswalk Ritual.
Category Travel Time 10 minutes (special) Duration special Component Cost none existent Key ability Special
Only a person with the Planeswalker Epic Destiny can learn this Ritual. The Ritual enables the person to traverse the planes of the multiverse.
The Ritual requires two checks relating to one of the 5 types of mana. When the Planeswalker attempts to Planeswalk he first rolls a departure check using one of the following skills associated with one of the five types of Mana: Arcana, Dungeonering, History, Nature, and Religion. He then compares it to the Departure table below to determine the amount of time that is suggested for preparing the Ritual.
Departure Check || Time Spent Preparing || Penalty for less Time
19 or lower || 10 minutes need to be spent || -6 penalty to Rituals next Check
20 to 39 || 5 minutes need to be spent || -4 penalty to Rituals next Check
40 or higher || 1 minute needs to be spent || -2 penalty to Rituals next Check
This Ritual does not actually require that the Planeswalker take the full time that is suggested for preparing for the Planeswalking attempt. However if less time is spent on the Planeswalking attempt then the Planeswalker will recieve a penalty of between -2 and -6 on the roll to determine if he successfully arrives at the intended destination. Again, to determine if the Planeswalker arrives at the intended destination, he will have to roll a check of one of the following types: Arcana, Dungeonering, History, Nature, and Religion which corresponds to a type of Mana he has training in drawing upon. He then compares it to the following table:
Arrival Check || Result of the Check
10 or lower || Lost on Blind Eternities for 1d% days. 99% chance of a random destination.
11 to 19 || Lost on Blind Eternities for 1d4 days. 80% chance of random destination.
20 to 39 || Arrival on intended plane, 1d6 miles from intended location
40 or higher || Arrival on intended plane, at intended location
Penalty If the Planeswalker rolls a 19 or lower on his Arrival check he will be lost in the Blind Eternities for up to 100 days. For each day he is lost in the Blind Eternities, he will take 10 Ongoing Damage. The Planeswalker cannot recover from this type of damage, or spend Healing Surges to heal from it, until he has successfully escaped the Blind Eternities. He can make a saving throw to take half the damage though.
Bonus If a planeswalker has visited his intended destination before, he gets a bonus to the Arrival Arcana Check equal to the number of times he has previously visited that plane of existence.
due to the length and intensity of Tharian's biography, I am going to be keeping track of it from now on in it's own seperate post here in my campaign notes. Please note that this history is ONLY for the version of Tharian present in the Community Cafe, and not for the version that exists in MTG the RPG.
Appearance and distinguishing features
Thar (short for Tharian) is a half-Dragon, which means he has wings, and claws. His Claws are fully functional, and he prefers them over any other weapon except his Mace. His wings have also recently become fully functional, unlike in times past. As such he is capable of powered flight if he so wishes it. Tharian’s spell gems are worn on a belt and sash that are made of particularly fine quality leather. Currently while he is residing on Sali Island and the outlaying Planes of existence, he is wearing what appears to be a summer outfit for the comfort and ease of movement that it provides to him. His skin and hair are perfectly white. However his eyes and claws are blood red in color.
Tharian's History prior to the Time Rift that brought him to Estark in his own words:
"My father is an insane man... he used the power of his ice crystals to amplify his controlling and transformative magics to allow him to impregnate one of the most willful creatures on the face of Terisiare... a Rimescale Dragon. He then went on with the rest of his Sect to proceed to attempt to enslave the land of Terisiare using Phyrexian War Machines, and to submit Terisiare to a second and Artificial Ice Age."
History Prior After Time Rift:
Born in Terisiare during the end of the last great Ice Age, he traveled through a time rift to find himself located in the modern era of Dominarian History. He spent a great deal of time in Estark City learning about the intricacies of Time Magic. He also developed a passing knowledge of Artifice. However during one of his guild’s field studies, Tharian was consumed by a Time Rift, and hurled into an alternate time line where history was different. He was quickly able to make an attachment to the mana there, and was promptly confronted by a gigantic and powerful Dragon who was attuned to Tharian’s colors of Mana. This dragon called itself Numot, the Devastator Numot took Tharian under his wings, and trained Tharian to further be able to manipulate the magics of his new world. Eventually Tharian found a phyrexian portal. He used this portal to traverse the planes and learn more about his new world. He eventually found his way to Sali Island.
Once on Sali Island Tharian quickly made an impact on the culture there. He had an encounter with a young elf girl who seemed to be from his original multiverse. As well as a mind mage of some sort. Later he found a tavern and entered it. Once he was inside he made the discovery of his lifetime, a beautiful young dancer. He tried to woe her unsuccessfully with some modified mental magic that he had learned from Numot. However the magic was repelled quite effectively by some magical force that the girl had access to.
He was then approached mentally by an entity calling himself Io. This entity suggested that Tharian proceed to a place known as Trey’s Junk Shop and volunteer to join with Amila on a quest of dire importance to not just Sali Islands multiverse, but to all multiverses. Some nameless evil was corrupting all reality and Tharian might well be a pivotal figure in putting a stop to this evil.
He did as he was asked joining, Trey, Drea, and Grignak in following Amila to some remote Tower. Once there they proceeded to lay siege to the Tower. At the top, they were greeted by both Amila’s husband and what everyone assumes is this nameless evil. Uzar. Eventually Tharian confronted Uzar. When he did Uzar placed a spell upon Tharian, that compelled Tharian to obey his commands. However in doing so, Uzar inadvertently activated Tharians spark, which rebelled against the effects of the spell due to Tharian’s inherently good nature.
Tharian proceeded to explode in a font of pure mana. He ended up in the Blind Eternities, where his spark transformed him into a true Planeswalker. However, he was summoned back to the Physical world by Keljar (Amila’s husband), who asked Tharian to take Trey, Grignak, and Drea on a quest to find a person who could help them retrieve a weapon that could potentially put an end to Uzar’s existence. Or at least that is what is hoped.
Biological Make-up
Unlike a normal "Reptile" Tharian is very warm blooded. In otherwords his core tempature is warmer than the environment around him. This allows him to survive in colder climates than a normal reptile would be able to survive in. However on the flip side it prevents him from being able to survive in especially hot climates for very long. So if he were to go into a hot climate, he would actually need some sort of supply of cold energy... fortunately, his own mana produces such a supply of cold energy.
Private Mod Note
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Character Name: Io the Blood Dragon Campaign / DM: not part of a campaign or adventure strictly speaking Character Level: 36 Monster Type: Solo Brute Race: Immortal Magical Beast, Deity (Dragon) Alignment: Unaligned True Size: Gargantuan (15 squares by 20 squares)
Vital Stats Hit Points: 1650 Bloodied: 825 Action Points: 3
Movement Related Land Speed: 10 Squares Overland Flight Speed: 15 (Hover) Squares Teleport Speed: 5 Squares Initiative: Io is always treated as if he has rolled a 61 on his initiative rolls.
Io's Aura Aura 10; Any Creature that enters or starts its turn within the Aura takes 25 Force Damage. This Aura is only active if Io chooses for it to be active.
Saving Throws Io gets a +5 bonus on all Saving Throws. Additionally he can immediately make a saving throw when an affect that can be ended by a Saving Throw is applied to him. Finally, he can roll his saving throws again at the end of his turn just like a normal character.
Discorporation When Io is bloodied, he discorporates. This means that his astral essence escapes. He has technically been defeated. However he has not been slain at such a time. (this feature can be negated by other Divine, Demonic, or Primordial entities)
Transcendant Brain Io is immune to effects that would Stun or Daze him.
Instant Rituals Io can cast any Ritual that he knows as if it were a Minor Action instead of at the speed listed in the Rituals description.
Claw
At Will * Melee, Force
Standard Action Melee / Reach: 4 Squares Target: one creature Attack: +39 vs. AC Hit: 4d10+12 force damage
Bite
At Will * Melee
Standard Action Melee / Reach: 4 Squares Target: one Creature Attack: +39 vs. AC Hit: 8d8+12 damage and the target loses 1d4 healing surges.
Double Attack
At Will * Melee
Standard Action Effect: Io can make either 2 Claw attacks, or 1 Claw and 1 Bite Attack during his turn.
Tail Bash
Encounter * Melee, Force
Standard Action Melee / Reach 5 squares Target: one creature Attack: +39 vs. AC Hit 4d10+12 Force damage Secondary Target: the primary target Secondary Attack: +39 vs. Will Hit: Target is knocked prone and dazed (save ends both).
Overbearing Breath Encounter * Recharge 4-5-6 * Force Standard Action Close Burst 30 Squares Target: each enemy in the Burst Attack: +37 vs. Reflex Damage: 10d8 force damage and the target takes ongoing 25 force damage (save ends). After Effect: The Target is Slowed (save ends). Special: Io can only use this attack after 3 rounds of combat.
Bloodied Breath Encounter * Force Immediate Action Trigger When Io becomes bloodied for the first time in an encounter. Close: Burst 30 Squares Target: Each enemy in the Burst Attack: +37 Reflex Damage: 10d8 force damage and the target takes ongoing 25 force damage (save ends). After Effect: The Target is slowed (save ends)
Resplendant Majesty
Encounter * Fear
Minor Action Close Burst 20 Squares Targets: all enemies within the Burst Attack: +37 vs. Will Effect: the Target is Stunned until the end of Io's next turn. After Effect: The Target takes a -2 penalty to Attack Rolls (Save Ends).
Character Name: Io the Old Man (Aspect of Io) Campaign / DM: not part of a campaign or adventure strictly speaking Character Level: 18 Class Templates: Cleric, Paladin, Sorcerer Monster Type: Solo Brute Race: Immortal Humanoid, Deity (Human) Alignment: Unaligned Size: Medium
Saving Throws Io gets a +5 bonus on all Saving Throws. Additionally he can immediately make a saving throw when an affect that can be ended by a Saving Throw is applied to him. Finally, he can roll his saving throws again at the end of his turn just like a normal character.
Quick Rituals In this form Io can cast any Ritual that he has access to as if it were a Standard Action instead of at the speed listed in the Rituals description.
Paladin Features:
Divine Challenge Io marks a target within a burst of 5 squares of himself. The target remains marked until Io uses this power against another target or if Io fails to engage the Target. While Marked the Target recieves a -2 penalty to attack rolls for any attack that does not include Io. Also it takes 9 + Io's Charisma Modifier Radiant Damage the first time it makes an attack that does not include Io. On Io's turn he must engage the Target or change to a different Target. If he does not, he cannot use this ability again on his next turn. Io can use Divine Challenge once per turn.
Lay on Hands Io spends a healing surge but regains no hit points. Instead the target regains hit points as if it had spent a healing surge.
Cleric Features:
Channel Divinity (Divine Fortune) Once per encounter Io gains a +1 bonus to his next Attack Roll or Saving Throw before the End of his Next Turn.
Healing Word Up to Three times per encounter, Io can use this power to heal one Ally in a close burst (15 Squares). The Ally uses a Healing Surge and regains an additional 6d6 Hit Points.
Sorcerer Features:
Spell Source Dragon Soul
Valiant Strike - Lv 1
At-Will * Divine, Weapon
Standard Action * Melee Weapon Target: 1 Creature Attack: 26 + 1 per enemy Adjacent to Io vs. AC Hit: 2d8 + 21 damage
Terrifying Smite - Lv 17
Encounter * Divine, Fear, Weapon
Standard Action * Melee Weapon Target One Creature Attack +26 vs. AC Hit 3d8 + 21 damage, and Io pushes the target a number of Squares equal to his Charisma Modifier. The Target can't move nearer to him on it's next turn.
True Nemesis - Lv 15
Daily * Divine, Implement
Standard Action Ranged 5 Squares Target one creature Attack +24 vs. Will Hit 2d10 + 20 damage Miss Half Damage Effect Until the end of the encounter, whenever the target is within 5 squares of you and attacks you or an ally you can make a secondary attack against the target as an immediate reaction. Secondary Attack 24 vs. Will Hit 2d10 + 20 damage Miss Half Damage
Turn the Tide Lv 10
Daily * Divine
Standard Action Close Burst 3 Targets You and each ally in the burst Effect the targets make saving throws against every effect that a save can end.
Priests Shield Lv. 1
At Will * Divine, Weapon
Standard Action Melee Weapon Target one Creature Attack +26 vs. AC Hit: 2d8 +21 damage and Io and one adjacent Ally gain a +1 Power Bonus to Armor Class until the end of Io's next turn.
Enthrall Lv. 17
Encounter * Charm, Divine, Implement, Psychic
Standard Action Area Burst 3 within 10 Squares Target each enemy in Burst Attack +24 vs. Will Hit 2d10 +17 Psychic Damage and Target is immobilized and unable to make attacks against you until the end of your next turn.
Purifying Fire Lv 15
Daily * Divine, Fire, Healing, Implement
Standard Action Area Burst 2 within 10 Squares Target Each enemy in Burst Attack +24 vs. Reflex Hit: 3d10 +17 fire damage, and Ongoing 10 Fire Damage (save ends). While this Power's ongoing damage is in effect, Io and his allies regain hit points equal to 5 + Io's Charisma modifier when starting a turn adjacent to one or more targets taking Ongoing damage. Miss Half Damage and no Ongoing damage.
Divine Armor Lv 16
Daily * Divine, Healing
Standard Action Close Burst 3 Targets Io and each ally in burst Effect Io gains a +2 power bonus to AC, and all targets gain Resist 5 to all damage until the end of encounter.
Burning Spray Lv. 1
At Will * Arcane, Fire, Implement
Standard Action Close Blast 5 Target Each Creature in the Blast Attack +24 vs. Reflex Hit: 2d8 +20 fire Damage Dragon Magic: The next enemy that Hit's Io with a melee attack before the end of his next turn takes fire damage equal to his Strength Modifier.
Dragon Tail Meditation Lv. 17
Encounter * Arcane, Implement, Lightning
Immediate Reaction Melee 1 Square Trigger An Enemy moves into a space where it Flanks Io Target the Triggering Creature Attack +24 vs. Reflex Hit 2d10 +20 lightning Damage Dragon Magic Io pushes the target a number of squares equal to his Strength Modifier.
Spitfire Furnace Lv. 15
Daily * Arcane, Fire, Implement
Standard Action Close Blast 3 Target each creature in Blast Attack +24 vs. Reflex Hit 4d10 +20 Fire Damage Dragon Magic Until the end of encounter, any enemy that starts its turn within 2 squares of Io takes Fire damage equal to 2 + his Strength Modifier.
Chaos Echoes Lv. 16
Daily * Arcane
Immediate Reaction Close Burst 5 Trigger You are hit or missed by an attack Target one enemy in burst Effect The Triggering attack hits the target
Overbearing Breath
Encounter - Recharge 6 * Force
Standard Action Close Blast 5 Squares Target: each enemy in the Blast Attack: +19 vs. Reflex Damage: 4d20 +12 force damage and the target is slowed (save ends).
Bloodied Breath
Encounter * Force
Immediate Action Trigger When Io becomes bloodied for the first time in an encounter. Close Blast 5 Squares Target: each enemy in the Blast Attack: +19 vs. Reflex Damage: 4d20 +12 force damage and the target is slowed (save ends).
Resplendant Majesty
Encounter * Fear
Minor Action Close Burst 10 Squares Targets: all enemies within the Burst Attack: +19 vs. Will Effect: the Target is Stunned until the end of Io's next turn. After Effect: The Target takes a -2 penalty to Attack Rolls (Save Ends).
Langauges:
Supernal (can communicate in any language)
Adiya, the Furious Stave
**See below description of Adiya**
Battleforged Armor Armor: Godplate Armor Bonus: +14 Enhancement Bonus: +6 to AC Check Penalty: -2 Speed Penalty: -1 Property: If you use your second wind when you are bloodied, regain an extra 3d10 Hit Points. Weight: 50 pounds
Seven Potions of Life
Four Potions of Recovery
225 Astral Diamonds
998 Platinum Pieces
50 Gold Pieces
800,000 GP worth of Alchemical Reagents
800,000 GP worth of Mystic Salves
Thirty-Six Objects of Art worth 50,000 GP each
Level 30 Battleforged Armor
Artifact: Adiya, the Furious Stave
Ritual Book (128 of 128 pages used)
Ritual Book (128 of 128 pages used)
Ritual Book (102 of 128 Pages used)
Adiya is appropriate for Epic Level characters only. Adiya, the Furious Stave
Adiya is a +5 Staff of Forceful Might with the following properties: Implement (Staff) Enhancement +5 to Attack Rolls & Damage Rolls Attack: +26 vs. AC Hit: 1d8 +21 damage Critical: +5d8 force damage Property: Divine Characters can use this Staff as a Holy Symbol implement for Divine Powers. Property: When fighting the Enemies of Dragons, Adiya provides a +4 bonus on attack rolls. Property: The wielder of this weapon can speak and understand Draconic. As well as read the Iokharic script. Base Power (Daily): Free Action. Trigger: You hit an enemy with a Arcane or Divine attack power using this Staff. Effect: You push that target 6 squares and knock it prone. If the Triggering attack already pushes the target, you apply this push after that one. Power (Encounter * Arcane, Cold, Implement): Standard Action. You can use Rimestorm (Sorcerer 7) Power (Daily * Arcane): Minor Action. You can use Comrades' Mantle (Sorcerer 16)
Goals of Adiya
To serve and obey her master Lord Io to the best of her ability.
To protect Dragon Kind to the best of her ability.
To become an Inspiration to Dragon's everywhere.
Concordance
Owner gains a level || +1d10
Owner is a descendant of Io || +2
Owner completes a quest on behalf of a Dragon or Io || +1
Owner kills a Dragonslayer (1/day) || +1
Owner or Ally attacks or kills a Dragon || -2
Owner disobeys a Dragon or Io || -2
Pleased (16 to 20)
Adiya is clearly in tune with her owner at this point, and together they are doing the will of Io. Adiya's enhancement raises to +6 Critical: Adiya does +6d8 force damage on a critical hit. Property: When fighting against the enemies of Dragons, Adiya grants a +6 bonus to attack rolls. Power (Daily): Minor Action. You can call forth an Aura of Force (Aura 1) that lasts until the end of your next turn. Any enemy that starts it's turn inside the Aura takes 15 Force damage and is knocked prone. Special: An Exarch or Angel in the service of Io may occasionally emerge from the staff to provide you with prophetic guidance or send you on a quest. It will not fight for you though.
Satisfied (12 to 15)
The wielder has proved to be a worthy protector of Dragonkind. And Adiya does the Wielder's bidding as long as the bearer remains worthy of its trust. Power (Daily): Minor Action. You can heal yourself, recovering Hit Points AS IF you had just spent a Healing Surge.
Normal (5 to 11)
Adiya is reserved and cautious with her new found companion until he or she proves that Adiya can trust him or her.
Unsatisfied (1 to 4)
The wielder is using Adiya to fight Dragons or disobeying commands sent to them by Io himself. Adiya is not pleased with this. If the Wielder does not change his or her ways soon, then Adiya will be leaving. Critical Hit: Adiya does just +5d6 damage on a critical hit. Property: Adiya provides a +2 bonus on attack rolls when fighting against the enemies of Dragon kind. Further she provides a -2 penalty when fighting against Dragons.
Angered (0 or lower)
The wielder is not meeting Adiya's expectations. She will not remain in his or her possession for much longer. Adiya's enhancement bonus drops to +4 Critical: Adiya does +4d6 force damage on a critical hit Property: Adiya no longer grants a combat advantage when fighting the enemies of Dragons. Further she instills a -4 attack roll penalty when fighting against dragons.
Moving On
When Adiya decides to move along, she usually returns to Io the Blood Dragon until the next time that he dispatches her to another location. If she is satisfied when she leaves, she will leave behind a different +6 weapon of her choice for the hero to wield in her place. However if she is not satisfied, she is likely to not leave anything behind. In fact she may even steel something from the adventurers when she leaves if she is unsatisfied with them.
Background Feature: Divinely Inspired: +2 to Religion Checks.
Racial Features: Skill Bonuses: +2 to Insight, +2 Religion Bastion of Mental Clarity: You have the Bastion of Mental Clarity Power Dual Soul: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn. Telepathy 5: You can communicate telepathically with any other creature that is within line of sight and 5 squares of your current position. This ability allows for two-way communication.
Class Features Channel Divinity: once per encounter you can invoke divine power. With the Divine Might of your Deity you can perform feats such as Healer's Mercy and Divine Fortune. Additionally you can learn to use other powers as well. Healer's Lore: When you grant healing with a power with the Healing Keyword with one of your Cleric Powers, add your wisdom modifier to the amount that is healed. Healing Word: grants access to he Healing Word Power. Ritual Casting: Clerics gain the Ritual Casting feat at first level and also have access to a Ritual book that contains the Gentle Repose Ritual and one other 1st level Ritual of the Clerics choice.
Astral Seal (Level 1) — At Will * Divine, Healing, Implement
Standard Action | Ranged: 6 (5 base, + 1 enh) Target: One Creature Attack (Wis): +11 (+4 Base, +5 Wis, +1 Enh, +1 Ft.) vs. Reflex Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next Ally who hits it before the end of your next turn regains hit points equal to 4 + your charisma modifier + your wisdom modifier. Special: when this ability hits an enemy target, one ally within 10 squares of you can gain 3 temporary hit points.
Sacred Flame (Level 1) — At Will * Divine, Implement, Radiant
Standard Action | Range: 6 (5 base, + 1 enh) Target: One creature Attack (Wis): +9 (+2 Base, +5 Wis, +1 Enh, +1 Ft.) vs. Reflex Hit: 1d6 + 6 Radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your charisma modifier plus one half your level, or to make a saving throw.
Increase damage to 2d6 + Wisdom Modifier at 21st level. Critical: +1d10 Damage.
[_]Healing Strike (Level 1) — Encounter * Divine, Healing, Radiant, Weapon
Standard Action | Melee: Weapon Target: One creature Attack (Str): +7 (+2 base, +2 Str, +2 Prof, +1 Enh) vs. AC Hit: 2d8 + 3 radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally with 5 squares of you can spend a healing surge and regains an additional amount of hit points equal to 2 + Wisdom Modifier Crit: +1d6 damage
[_]Hymn of Resurgance (Level 3) — Encounter * Divine, Implement
Standard Action | Close blast 6 (5 base, + 1 enh) Target: Each enemy in the Blast Attack (Wis): +9 (+2 base, +5 Wis, +1 Enh, +1 Ft.) vs. Fortitude Hit: the Target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone. Effect: Each ally in the burst can choose either to gain 5 temporary hit points, or to make a saving throw.
[_]Channel Divinity: Divine Fortune (Cls. Ft.) — Encounter * Divine
Free Action | Personal Effect: You gain a +1 bonus to your next Attack Roll or Saving Throw before the end of your next turn.
[_]Channel Divinity: Healer's Mercy (Cls. Ft.) — Encounter * Divine, Healing
Standard Action | Close Burst 5 Target: Each bloodied Ally in burst Effect: Each target can spend a healing surge, and gain an additional amount of hit points equal to your wisdom modifier. You are weakened until the end of your next turn.
[_][_]Healing Word (Cls. Ft.) — Encounter * Divine, Healing Special You can use this power twice per encounter, but only once per round. At 16th Level you can use this power three times per encounter.
Minor Action | Close: Burst 5 (10 at 11th, 15 at 21st) Target: You or one Ally Effect: the Target can spend a healing surge and regain an additional number of hit points equal to 1d6 + 3 + Wisdom Modifier.
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
[_]Bastion of Mental Clarity (Rc. Ft.) Encounter
Immediate Interrupt | Close: Burst 5 Trigger: An enemy hits or misses you with an attack against your will. Target: You and each ally within burst. Effect: Each target gains a +4 Power Bonus to their Will defense until the end of your next turn.
[_]Beacon of Hope (Level 1) — Daily * Divine, Healing, Implement
Standard Action | Close: Burst 4 (3 base, + 1 enh) Target: Each enemy in the burst Attack (Wis): +9 (+2 base, +5 Wis, +1 Enh, +1 Ft.) vs. Will Hit: The Target is weakened until the end of its next turn. Effect: You and all your allies in the burst regain 7 hit points, in addition, your healing powers restore +5 hit points until the end of the encounter.
[_]Shield of Faith (Level 2) — Daily * Divine
Standard Action | Close Burst 5 Targets: You and each ally in the burst Effect: the targets gain a +2 power bonus to AC until the end of the encounter.
Class Granted Feats Ritual Caster — You can master and perform rituals of your level or lower.
Level Granted Feats: 1 — Power of Life — Gain a +2 bonus to Heal Checks. Additionally when you use Astral Seal, and hit the target with it, one ally within 10 squares of you gains 3 temporary hit points.
The Temporary Hit Points Increases to 5 at level 11, and 8 at level 21. 2 — Healer's Implement — When you grant healing with any of your cleric healing powers, add your holy symbol's enhancement bonus to the hit points the recipient regains. 4 — Implement Expertise (Holy Symbol) — gain a +1 Feat Bonus to attack rolls on any implement power you use with a holy symbol.
Weapons Holy Healer's Mace (Level 2) Enhancement: +1 to Attack Rolls and Damage Rolls Attack: +6 (+1 base, +2 Prof, +2 Str, +1 Enh) Hit: 1d8+3 Crit: +1d6 Property: Add this weapon's enhancement bonus to the amount healed by your healing word. Power (daily * healing): Minor Action. An ally within 5 squares of you can spend a healing surge to regain hit points equal to 5 + your wisdom modifier.
Symbol of Divine Reach (level 3): Implement (Holy Symbol) Enhancement: +1 on Attack and Damage Rolls Critical: +1d6 damage or +1d10 damage with ranged and area attacks. Property: When using this holy symbol to deliver a ranged or area prayer add the symbol's enhancement bonus to the range.
Healer's Brooch (Level 4): Neck Slot Enhancement: +1 on Fortitude, Reflex, and Will Property: When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement bonus to the hit points gained.
Chainmail Type Chainmail AC Bonus: +6 Check Penalty: -1 Speed Penalty: -1
Magic Equipment
Holy Healer's Mace (6 pounds)
Symbol of Divine Reach (1 pound)
Healer's Brooch (0.25 pound)
1x Potion of Healing (3 pounds)
Non Magical Equipment:
Chainmail (40 pounds)
Standard Adventurer's Kit (33 Pounds)
Climber's Kit (11 pounds)
Fine Clothing (6 pounds)
Residium x200 (negligible weight)
Ritual Book (3 pounds)
Wealth:
3x PP (0.06 pounds)
20x GP (0.40 pounds)
Encumberance Currently Carried: 99 Pounds Normal Load: 140 Pounds Heavy Load: 280 Pounds Maximum Drag Load: 700 Pounds
Level 1 Rituals: Gentle Repose — This Ritual is performed on an adjacent corpse. It quintuples the time a corpse can lie dead and still be affected by the Raise Dead or a similar Ritual. This Ritual also protects the Corpse from being raised as an undead creature for 150 days.
See page 305 of the PHB1 for details. Animal Messenger — The Ritual targets a non-hostile tiny animal, such as a sparrow, raven, fox, or carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the Ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animals mouth, conveying the message. The Ritual has a duration determined by ones nature check that lasts between 6 and 24 hours.
See page 300 of the PHB1 for details.
Level 2 Rituals: Endure Elements — The endure elements ritual lets you designate up to five ritual participants, including yourself, who ignore penalties associated with extremes of non-magical weather.
An affected creature suffers no ill effects from ambient temperatures between -50 and 140 degree's fahrenheit (-45.56 to 60 Degree's Celsius) and the Creatures equipment is likewise protected from the ravages of these temperatures and of percipitation.
See page 304 of the PHB1 for details.
Occupation Alkalia is a wondering Priest of the God Pelor. She travels in order to help those who need her help, curing those who are in need of healing, and dispelling the darkness wherever she finds it.
Personality Alkalia is a very soft spoken person (when she does speak). Normally she prefers to speak using her telepathy instead of her normal voice. This allows her to communicate in a way that allows her more freedom than she feels she would normally otherwise have. However she realizes that there are instances when speaking in a telepathic mode is not appropriate and as such she will occasionally speak verbally instead.
General Appearance She has the appearance of a beautiful humanoid with Green eyes, silver hair, and exotically tanned skin. She is relatively tall and well built for a woman by human standards. She prefers to wear the clothing that identifies her as a Priestess, though her usual vestments are designed specifically for traveling purposes, unlike those one would find being worn by a Priest who resides in a City based Temple. Her most prized possession is her holy symbol, which she found on her first journey in an abandoned temple of Pelor. The Temple had been abandoned for several decades, yet amazingly the Holy Symbol still appears brand new.
Distinguishing Features or Habits: As mentioned above Alkalia prefers to communicate using her telepathic ability. She however also has a small tattoo on the back of her neck which is hidden by her long hair. This Tattoo is of a swan cradling a rose in its neck. This tattoo is her families sigil.
Tastes and Preferences: Alkalia for better or for worse has taken a sacred vow not to drink any fermented beverages. As such she has come to have a distinct distaste for such beverages and thinks their only good use is as a disinfecting agent. As such she can often be viewed as a bit overzealous in the efforts of keeping her allies sober.
Residence: Alkalia has no permanent place of Residence. Though she often prefers to stay in places that are sponsored by the Temple of Pelor whenever possible.
History: the majority of this will be revealed in time either in the quest or to individuals who have prior knowledge of Alkalia.
Friends and Allies: Shilana and Alkalia have bonded over the course of the past month, and have become close friends. Additionally the other members of the group that arrived at the Waymeet Inn seem to be people worthy of her Trust, but it is something that she is going to have to determine over the course of the next few weeks as to whether this is the case or not.
Player Name: DalkonCledwin Character Name, Elven: Jholia Molaes Character Name, Common: Lily Silver Campaign / DM: Aftermath / Caex Kothar Character Level: 13 / 3 (16) Classes: Druid / Master of Many Forms Race: Elf Alignment: Neutral Good Devoted to the Ideals of: Nature Size: Medium Age: 160 Gender: Female Height: 5 ft. 3 in. Weight: 120 Lb. Eyes: Deep Green Hair: Light Brown Skin: Fairly Pale
Saves: Fort: +17 (+11 Cls, +1 Con, Res +5) Ref: +14 (+7 Cls, +2 Dex, Res +5) Will: +21 (+9 Cls, +7 Wis, Res +5) Conditional Saves: +2 Bonus vs. Enchantment Spells or Effects
Racial Features
Immunity to Magic Sleep Effects.
+2 Bonus to Saving Throws against Enchantment Spells or Effects.
Low-Light Vision
Weapon Proficiency: Longsword, Rapier, Longbow, Composite Longbow, Shortbow, Composite Shortbow, Elven Thinblade
+2 Racial Bonus on Listen, Search, and Spot Checks
Druidic Features
1st — Animal Companion — Lily can start the game with an Animal Companion.
1st — Nature Sense — Lily gains a +2 bonus to Knowledge (Nature) and to Survival checks.
1st — Wild Empathy — 1d20 + 13 (Druid Level) + 3 (Chr) + 2 (Synergy) on checks to influence the attitude of an animal in the same way as a diplomacy check.
2nd — Woodland Stride — Lily can move through natural terrain that hasn't been impeded magically without suffering a penalty to movement or taking damage.
3rd — Trackless Step — Lily leaves no Trail in Natural Surroundings unless she wishes to.
4th — Resist Nature's Lure — Lily gains a +4 bonus to Saving Throws against Spells and effects cast by the Fey (Pixies, Dryads, Faeries, etc...).
8th — Wild Shape (Large) — When using the Wild Shape ability Lily can take on the shape of a Large animal.
9th — Venom Immunity — Lily is immune to Poison.
10th — Wild Shape 7/day [_] [_] [_] [_] [_] [_] [_] — Lily can use the Wild Shape ability 4x a day. This ability can be used to take on the shape of a Large, Medium, Small, or Tiny Animal, or a Plant Creature.
11th — Wild Shape (Tiny) — When using the Wild Shape ability Lily can take on the shape of a Tiny animal.
12th — Wild Shape (Plant) — When using the Wild Shape ability Lily can take on the shape of a Plant Creature.
13th — A Thousand Faces — Lily can change her appearance at will as if she were using the ability Alter Self but only while in her normal form.
Master of Many Forms Features:
1st — Shifters Speach
1st — Improved Wild Shape (Humanoid)
2nd — Improved Wild Shape (Giants ; Large)
3rd — Fast Wild Shape
3rd — Improved Wild Shape (Monstrous Humanoid)
+2 Syn Bonus on Disguise Checks to act in character
+2 Syn Bonus on Survival Checks in Above Ground Natural Environments
+2 Syn Bonus on Use Magic Device Checks when using Scrolls
Languages:
Common, Elven, Druidic, Orcish, Sylvan
Feats:
1st — Track — Can use a Survival Check to Track a Creature over Terrain.
3rd — Alertness — +2 on Listen and Spot Checks
6th — Natural Spell — Cast Spells while in Wild Shape
9th — Endurance — Bonus to checks for Enduring physical stress.
12th — Jack of All Trades — Can use any skill as if she has 0.5 ranks in it, even if normally untrained in that skill. Exception are skills that do not allow skill checks (such as Speak Languages).
15th — Improved Initiative — +4 Bonus to Initiative Checks
Weapons: Weapon: +1 Keen Vorpal Hideaway Thinblade Attack (Melee): +12 / +7 Damage: 1d8 + 3 Critical: 15-20/x4 Special: Double Critical Threat Range | Double Critical Damage | Shrinks to 2 size categories smaller than the wielder upon command, returns to normal size upon reverse command. Crystal: Lesser Crystal of Energy Assault (Fire) — adds 1d6 Fire Damage to attacks made by this weapon. Weight: 3 lb.
Weapon: +1 Keen Dagger Attack (Melee): +12 / +7 Damage: 1d4 + 3 Critical: 17-20/x2 Special: Double Critical Threat Range Crystal: Least Crystal of Return — Crystal lets the wielder draw the weapon to which it is attached as a free action. Weight: 1 lb.
Armor: +3 Glamered Wild Buoyant Wildwood Breastplate Armor Bonus: +7 Max Dexterity Bonus: +4 Armor Check Penalty: -3 Speed: 20 feet Weight: 22.5 Lb. Special Abilities: Grants Armor Bonus while in Wild Shape. Grants Spell Resistance of 13. Appears as any normal clothing upon command. This Armor does not recieve an Armor Check Penalty to Swim Checks and infact grants a +2 bonus to swim checks instead. Crystal: Lesser Crystal of Adaptation — This Crystal protects the wearer of the Armor it is attached to as a Endure Elements Spell and protects the Wearer from the Alignment based traits of any given plane that the Wearer ends up on.
Shield: +2 Wild Light Wooden Shield Armor Bonus: +3 Armor Check Penalty: -1 Weight: 5 Lb. Special Abilities: This Shield grants the Wearer the ability to retain their Armor bonus while in Wild Shape.
Items: Head: Face: Neck: Periept of Wisdom +4 (with Wilding Clasp | 2x Clasp & no chain) Shoulders: Cloak of Resistance +5 (1 lb.) (with Wilding Clasp | 2x Clasps & Chain) Main Body: +3 Glamered Wild Buoyant Wildwood Breastplate Arms: Hands: Waist: Feet: Ring: Ring of Protection +4 (with Wilding Clasp | 1x Clasp & no Chain) Ring: Ring of Invisibility (with Wilding Clasp | 1x Clasp & no chain)
Miscellaneous Equipment:
Wand of Cure Serious Wounds (50/50 charges, Cures 3d8+3 Hit Points)
Heward's Handy Haversack (5 Lb.)
Elven Personal Grooming Kit (Hair Brush, Dental Twigs, Biodegradable Soap) (2 Lb.)
Bedroll (5 Lb.)
Blanket, Winter (3 Lb)
Scroll Case (0.5 Lb.)
Flint and Steel
Ink
Ink-pen
5x Sheets of Parchment
Belt Pouch (0.5 Lb.)
Waterskin (4 Lb)
Spell Component Pouch (2 Lb)
Explorer's Outfit
Material Components and Focuses of Spells
A couple of sprigs of Mistletoe
A Mineral Prism
Several Morsels of animal food
A few gobs of Beeswax
A Bottle of Oil worth 500 Gold Pieces (0.75 Lb.)
A Bottle of Unguent worth 500 Gold Pieces (0.75 Lb.)
Storm of Elemental Fury (SC) — (V, S)
Wind Walk (PHB) — (V, S, DF)
Elven Lang. Name: Salor Common Lang. Name: Thalis Species: Dire Wolf Large Animal Hit Dice: 10d8 +30 Hit Points: 90 / 90 Initiative: +3 (Dex +3) Speed: 50 feet (10 Squares) Armor Class: 20 (10 base, -1 size, +4 Dex, +7 Nat) | Touch 13 | Flat Footed 16 Base Attack / Grapple: +7 / +23 Attack: Bite +16 Melee (1d8 +12) Full Attack: Bite +16 Melee (1d8 +12) Space / Reach: 10 ft / 5 ft Special Attacks: Trip Special Qualities: Low-Light Vision, Scent, Link, Share Spell, Evasion, Devotion, Bonus Tricks: Attack, Defend, Heel Normal Tricks: Down, Guard, Stay, Track, Come, Work Saves: Fort +10, Ref +10, Will +8 Abilities: Str: 27 | Dex 17 | Con 17 | Int 2 | Wis 12 | Cha 10 Skills: Hide +3 | Listen +7 | Move Silently +5 | Spot +7 | Survival +4 Feats: Alertness, Run, Track, Weapon Focus (bite) Environment: Temperate Forests
OCCUPATION: Spy in the employ of the Kingdom of Estark. Personally trained by Master Fideas as a Spy. She is also one of the Kingdoms Druids and has been trained in the arts of Shape-shifting since she was a very young elf.
RESIDENCE: Due to the fact that Elves rarely sleep, she tends to relax out under the open sky, even in the hairiest of weather. She seems to have adapted herself perfectly for doing so.
HISTORY: When she was young, very young even by elven standards, Her parents sought out the Druids in her Forest and had her start her training under them. This training culminated in her beginning down the path that would lead her in the art of Shape Shifting. She trained hard and for several decades in this path. Eventually she was summoned to the Court of the King of Estark, who had use of a Druid with her special skills. He wanted a Druid who could shapeshift to join his ranks of Spies. He thus had her undergo the Rigerous training that enabled her to meld into court life, and become a perfect spy in various courts around the land. She soon became close friends with the Spy-master. She eventually became one of the best at her craft due to her skill as a druid. She learned how to copy the mannerisms of her prey, and duplicate personalities nearly perfectly. This allows her to blend in seamlessly with Foreign Courts and Cities becoming one with their culture as if she were a part of that land.
PERSONALITY: Unlike many elves, she has developed the ability to mold her personality to that of whatever face she happens to be wearing at a given time. Thus it is hard to actually pin down exactly what her actual personality happens to be. However when she is in her natural form, she tends to be a bit more haughty and airy than many would believe possible when compared to some of her more human-like appearances. She is also gentle, though she can be deadly at a given moments notice if she needs to be.
GENERAL APPEARANCE: This is hard to say as she can change her appearance so readily. Though her natural form appears to be that of an Elven Woman. Her true age is only known to a select few, and as such it is next to impossible to say how old she actually is given the Elven ability to appear youthful even into elderly ages.
DISTINGUISHING FEATURES OR HABITS: As far as anyone knows she has no distinguishing features, and her habits are so closely guarded that it is impossible to tell if she even has any. This comes from the profession she has engaged in. She is a master observer and will adopt a persona almost perfectly even including its habits and mannerisms as her own.
TASTES AND PREFERENCES: She does seem to enjoy simple tastes and pleasures when in her natural form. Such as Honey Wine, Sweet Bread, and other similar things.
FAMILY & FRIENDS: Her parents still live in one of the Forests of Estark, and Lily uses her abilities as a Druid to stay in contact with them over vast distances if need be. She is close friends with Fideas, and on social terms with the others of the Court, though she tends to keep to herself unless specifically reporting back to them.
SHORT TERM GOALS:
LONG TERM GOALS:
I found this image on the Dungeons and Dragons Online Forum. Unfortunately the Person who posted it himself forgets where he found it, and Google is being of little help in finding the original source. So I will give credit for the image to the DDO Poster who posted it up on that forum, his name is XaatXuun. Unlike XaatXuun, I think that a full elf could easily look like that, so long as they keep their ears hidden underneath their hair.
Ah'Nae the Weasel Familiar of Ir'Throsar Tiny Animal Hit Dice: treated as having 13 (d8) Hit Points: 47 / 47 Initiative: +2 Speed: 20 feet / Climb 20 feet Armor Class: 18 (+2 Size, +2 Dex, +4 N.A.) | Flat-Footed 16 | Touch 14 BAB // Grapple: +9/+4 // -3/-8 Attacks: Bite +11 Melee (1d3-4) Full Attack: Bite +11 Melee (1d3-4) Space // Reach: 2.5 Feet // 0 feet Special Attacks: Attach Special Qualities: Low-Light Vision, Scent, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of it's Kind. Feats: Weapon Finesse Saves: Fort +6 // Ref +12 // Will +13 Abilities: Str 3 // Dex 15 // Con 10 // Int 9 // Wis 12 // Cha 5 Skills: Appraise +15 // Balance +10 // Bluff +2 // Climb +10 // Concentration +16 // Decipher Script +15 // Diplomacy +19 // Disable Device +15 // Gather Information +13 // Heal +17 // Hide +11 // Knowledge [Arcana] +15 // Knowledge [The Planes] +15 // Knowledge [Nobility & Royalty] +4 // Move Silently +8 // Open Locks +17 // Search +15 // Sense Motive +7 // Spellcraft +17 // Spot +3 // Use Magic Device +13
+2 to Disguise Checks to act in Character
+2 to Intimidate Checks
+2 to Slight of Hand Checks
+4 to Use Magic Device Checks involving Scrolls
+2 to Survival Checks on Other Planes
+2 to Spellcraft Checks to decipher spells on scrolls
Attach (Ex): If a Weasel succeeds in a Bite attack, it latches onto its opponent with it's powerful jaws. It automatically deals bite damage for each round that it remains latched on. An attached Weasel loses its dexterity bonus to Armor Class. To remove a Attached Weasel an opponent must achieve a Pin against the creature.
Scent (Ex): The Weasel can detect creatures within 30 feet by sense of smell. If the creature is upwind increase the range to 60 feet. If downwind decrease the range to 15 feet. Strong Scents such as Smoke, or Rotting Garbage can be detected at twice the ranges listed above. Overpowering scents such as Troglodyte stench or skunk must can be detected at triple the range. Only the presence of the scent is detected, not the exact location. Whenever the creature comes within 5 feet they can pinpoint the exact location of the source.
Alertness (Ex): As long as the Familiar is within arms reach of its Master, the Master gains the benefits of the Alertness Feat.
Improved Evasion (Ex): When subject to an attack that normally allows a saving throw for half damage, the Weasel takes no damage on a successful saving throw, and half damage on a failed saving throw.
Share Spells: The Master can choose to have any spell (but not spell like abilities) he casts on himself also affect his familiar. The Familiar must be within 5 feet of the caster at the time of the Casting. If the spell has an effect or duration other than Instantaneous, the spell stops affecting the familiar if it moves outside of 5 feet of the caster. Additionally the Caster may cast a spell with a Target of "You" on his familiar instead of himself. A Master and his Familiar may share spells even if the spell does not normally affect creatures of the Familiar's type.
Empathic Link (Su): The Master has an Empathic Link with his Familiar out to a distance of one mile. This allows only for general emotional content to be communicated between the two characters. With this ability, if a caster's familiar has seen a given room, the Master can teleport to that room as if he has seen it as well.
Deliver Touch Spells (Su): If the Master and the Familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The Familiar can then deliver the touch spell just as the Master could. As usual, if the Master casts another spell before the touch spell is delivered, the touch spell disipates.
Speak with Master (Ex): The Master and his Familiar can communicate Verbally as if they were using a common language. Other creatures do not understand these two without magical aid.
Speak with Animals of it's kind (Ex): The Familiar can speak with other other members of the Mustelidae Family (Weasels, Minks, Polecats, Ermines, Skunks, Wolverines, Badgers, etc), including the Dire varieties. Such communication is limited by the intelligence of the conversing creatures.
Spellbook of Ir'Throsar 0-Level Spells (Cantrips)
All SRD & Spell Compendium Cantrips
1st Level Spells
Mount (PHB) — CONJ — V, S, M (A Bit of Horse Hair)
Comprehend Languages (PHB) — DIV — V, S, M (Pinch of Soot, & a Few Grains of Salt)
True Strike (PHB) — DIV — V, F (Small wooden replica of an Archery Target)
Arrow Mind (SpC) — DIV — V, S, M (A Flint Arrow Head)
Charm Person (PHB) — ENCH — V, S
Ray of Flame (SpC) — EVOC [Fire] — V, S, F (A Small Polished Glass Lens)
Sonic Blast (SpC) — EVOC [Sonic] — V, S
Persistent Blades (SpC)— EVOC [....] — V, S, F (A Silvered Dagger)
Familiar Pocket (SpC) — Univ — V, S, M (A Tiny Golden Needle, and a Strip of Fine Cloth, given half a twist and fastened at the ends)
2nd Level Spells
Locate Object (PHB) — DIV — V, S, F (A Forked Twig)
Fireburst (SpC) — EVOC [Fire] — V, S, M (A Bit of Sulfur)
Scorching Ray (PHB) — EVOC [Fire] — V, S — Spell Mastered
Alter Self (PHB) — TRANS — V, S
3rd Level Spells
Dispel Magic (PHB) — ABJUR — V, S
Tongues (PHB) — DIV — V, M (A Small Clay Model of a Ziggurat, which shatters upon casting)
Lightning Bolt (PHB) — EVOC [Elect] — V, S, M (A Bit of Fur, and an Amber, Glass, or Crystal Rod)
Dragonskin (SpC) — TRANS — S, M (A Dragon's Scale) — Spell Mastered
4th Level Spells
Evard's Black Tentacles (PHB) — CONJ — V, S, M (A Tentacle from a Giant Octopus or Giant Squid) — Spell Mastered
Scrying (PHB) — DIV — V, S, M, F (An Eye of a Hawk, Nitric Acid, Copper, and Zinc) (Focus: A Mirror worth 1,000 GP)
Wall of Fire (PHB) — EVOC [Fire] — V, S, M (A Small Piece of Phosphorous)
Polymorph (PHB) — TRANS — V, S, M (An Empty Cocoon)
5th Level Spells
Contact other Plane (PHB) — DIV — V
Cone of Cold (PHB) — EVOC [Cold] — V, S, M (A Very Small Crystal or Glass Cone)
Ball Lightning (SpC) — EVOC [Elect] — V, S, M (A Handfull of Copper and Iron Pellets)
Sending (PHB) — EVOC — V, S, M (A short piece of Fine Copper Wire)
Alesse Tralmunde - Rage of the Gith
Golias Farfletcher - Journey to Salvation
Othil Mindbreaker - The Arena of Life, Death, and Everything inbetween - Group 2
Rain Lily - Lightbringers of RasharafAlkalia - Lightbringers of Rasharaf
Lily Silver - Aftermath
Community Cafe Characters:
The Planeswalker Tharian - Shadow and Tear
The Neo-Walker Tharian - currently on standby, no quest as of yet.
Helix - Trial 2: Path to the Shadowhold
Veilana - Trial through Waste and Shadow
TS Capsule - TS Capsule Thread & Trial 2: Path to the Shadowhold.
Io the Blood Dragon - Community Cafe, Non-Player Character, God of Dragons
GigaGuesses Characters:
Character Name:
Campaign / DM:
Character Level:
Classes:
Race:
Alignment:
Deity:
Size:
Age:
Gender:
Height:
Weight:
Eyes:
Hair:
Skin:
Original Point Buy:
Str:
Dex:
Con:
Int:
Wis:
Cha:
Combat Info
HP:
AC:
Touch:
FF:
Init:
BAB:
Grapple:
Speed:
Fly: -
Spell Resistance:
Energy Resistance: -
Immunities:
Saves:
Fort:
Ref:
Will:
Conditional Saves:
Class Features
Flaws
Skills: [?? / ?]
Appraise (Int):
Balance (Dex):
Bluff (Cha):
Climb (Str):
Concentration (Con):
Craft [???] (Int):
Decipher Script (Int):
Diplomacy (Cha):
Disable Device (Int):
Disguise (Cha):
Escape Artist (Dex):
Forgery (Int):
Gather Information (Cha):
Handle Animal (Cha):
Heal (Wis):
Hide (Dex):
Intimidate (Cha):
Jump (Str):
Knowledge [???] (Int):
Listen (Wis):
Move Silently (Dex):
Open Locks (Dex):
Perform [???] (Cha):
Profession [???] (Wis):
Ride (Dex):
Search (Int):
Sense Motive (Wis):
Sleight of Hand (Dex):
Spellcraft (Int):
Spot (Wis):
Survival (Wis):
Swim (Str):
Tumble (Dex):
Use Magic Device (Cha):
Use Rope (Dex):
Languages:
Feats:
Weapon:
Attack (Melee):
Attack (Range):
Damage:
Critical:
Special:
Weapon:
Attack (Melee):
Attack (Range):
Damage:
Critical:
Special:
Armor:
Items:
Head:
Face:
Neck:
Shoulders:
Vest:
Arms:
Hands:
Waist:
Feet:
Ring:
Ring:
Miscellaneous Equipment:
Encumbrance:
Load Carried: - lbs
Light Load: - lbs
Medium Load: - lbs
Heavy Load: - lbs
Off Ground: - lbs
Push / Drag: - lbs
Unspent Money:
PP
GP
SP
CP
Character Name:
Campaign / DM:
Character Level:
Classes:
Race:
Alignment:
Deity:
Size:
Age:
Gender:
Height:
Weight:
Eyes:
Hair:
Skin:
Wealth Bonus:
Reputation Bonus:
Original Point Buy:
Str:
Dex:
Con:
Int:
Wis:
Cha:
Combat Info
HP:
AC:
Touch:
FF:
Init:
BAB:
Grapple:
Speed:
Fly: -
Spell Resistance:
Energy Resistance: -
Immunities:
Saves:
Fort:
Ref:
Will:
Conditional Saves:
Class Features
Allegiances:
Skills: [?? / ?]
Balance (Dex):
Bluff (Cha):
Climb (Str):
Computer Use (Int):
Concentration (Con):
Craft [???] (Int):
Decipher Script (Int):
Demolitions (Int):
Diplomacy (Cha):
Disable Device (Int):
Disguise (Cha):
Drive (Dex):
Escape Artist (Dex):
Forgery (Int):
Gamble (Wis):
Gather Information (Cha):
Handle Animal (Cha):
Hide (Dex):
Intimidate (Cha):
Investigate (Int):
Jump (Str):
Knowledge [???] (Int):
Listen (Wis):
Move Silently (Dex):
Navigate (Int):
Perform [???] (Cha):
Pilot (Dex):
Profession (Wis):
Repair (Int):
Research (Int):
Ride (Dex):
Search (Int):
Sense Motive (Wis):
Sleight of Hand (Dex):
Spellcraft (Int):
Spot (Wis):
Survival (Wis):
Swim (Str):
Treat Injury (Wis):
Tumble (Dex):
Languages:
Feats:
Weapon:
Attack (Melee):
Attack (Range):
Damage:
Critical:
Special:
Weapon:
Attack (Melee):
Attack (Range):
Damage:
Critical:
Special:
Armor:
Special:
Items:
Head:
Face:
Neck:
Shoulders:
Vest:
Arms:
Hands:
Waist:
Feet:
Ring:
Ring:
Miscellaneous Equipment:
Arcane Spells by Level
Psionics by Level
Campaign / DM:
Character Level:
Classes:
Race:
Alignment:
Deity:
Age:
Gender:
Height:
Weight:
Eyes:
Hair:
Skin:
STR:
CON:
DEX:
INT:
WIS:
CHA:
Vital Stats
Hit Points:
Bloodied:
Surge Value:
Surges/Day:
Other Stats
Speed:
Initiative:
Saving Throws & Armor
Armor Class:
Fortitude:
Reflex:
Will:
Class Features
Path Features
Destiny Features
Activation Speed; Requirements
Requirement:
Target:
Attack (Abi):
Hit:
Critical:
Activation Speed; Requirements
Requirement:
Target:
Attack (Abi):
Hit:
Critical:
Activation Speed; Requirements
Requirement:
Special:
Target:
Attack (Abi):
Hit:
Critical:
Effect:
Secondary Target:
Secondary Attack (Abi):
Secondary Hit:
Secondary Critical:
Activation Speed
Trigger:
Target:
Effect:
Arcana:
Athletics:
Bluff:
Diplomacy:
Dungeoneering:
Endurance:
Heal:
History:
Insight:
Intimidate:
Nature:
Perception:
Religion:
Stealth:
Streetwise:
Thievery:
Class Granted Feats
Level Granted Feats:
Weapon 1:
Attack:
Hit:
Critical:
Power:
Weapon 2:
Attack:
Hit:
Critical:
Power:
Armor
Type
Bonus:
Property:
Power:
Misc. Magic Equipment
Non Magical Equipment:
Wealth:
This thread is not for discussion. It is merely a repository of characters, as well as a place for me to record any relevant information regarding a given campaign that I happen to be involved in at a given time. I would appreciate it if no one aside from me posts in this thread. Thanks.
Character Name: Alesse Tralmunde
Campaign / DM: Rage of the Gith / Chronomaster Laucian
Character Level: 16 - Gestalt
Classes: Monk 16 || Rogue 7 / Shadow Dancer 9
Race: Elf
Alignment: Lawful Neutral
Deity: Lendys
Size: Medium
Age: 139
Gender: Female
Height: 5 foot 3 inches
Weight: 90 pounds
Eyes: Sea Green
Hair: Dark Brown
Skin: Fair
Current Experience Points: 120,000
Experience Points till Next Level: 136,000
Original Point Buy: 15, 16, 18, 18, 18, 15
Str: 15/+2 [15/+2]
Dex: 20/+5 [20/+5] (+2 Rc, +2 Lv.)
Con: 16/+3 [16/+3] (-2 Rc.)
Int: 19/+4 [19/+4] (+1 Lv.)
Wis: 19/+4 [21/+5] (+1 Lv. +2 I.S.)
Cha: 15/+2 [15/+2]
Combat Info
HP: 176 / 176 [16d8+48]
AC: 33 (10 + 5 Dex + 5 Nat + 5 Def + 8 Class)
Touch: 28
FF: 28
Init: +9
BAB: +12/+7/+2
Grapple: +14/+9/+4
Speed: 80 feet / 16 squares
Fly: -
Spell Resistance: 26
Energy Resistance: -
Immunities: Magic Sleep Effects, Natural Diseases, Poisons
Saves:
Fort: +13 (+10 Base +3 Con)
Ref: +17 (+12 Base +5 Dex)
Will: +15 (+10 Base +5 Wis)
Conditional Saves: +4 vs. Enchantment Spells or Effects
Monk Features
Rogue Features
Shadow Dancer Features
Specialized: Benefit: Alesse gets a +1 bonus to her Knowledge (Religion) Check // Drawback: She takes a -2 penalty to all other Knowledge Checks.
Skills: [19 / 9.5]
checks with an asterisk cannot be used untrained
Appraise (Int): +4
Balance (Dex): +22 (+5 Dex, +15 Rnk, +2 Syn)
Bluff (Cha): +2
Climb (Str): +2
Concentration (Con): +3
Craft (Int): +4
* Decipher Script (Int): +4
Diplomacy (Cha): +2
* Disable Device (Int): +23 (+4 Int, +19 Rnk)
Disguise (Cha): +2
Escape Artist (Dex): +24 (+5 Dex, +19 Rnk)
Forgery (Int): +4
Gather Information (Cha): +2
* Handle Animal (Cha): +2
Heal (Wis): +5
Hide (Dex): +29 (+5 Dex, +19 Rnk, +5 Cmp)
Intimidate (Cha): +21 (+2 Cha, +19 Rnk)
Jump (Str): +4 (+2 Str, +2 Syn)
* Knowledge [Arcana] (Int): +12 (+4 Int, +10 Rnk, -2 Pen)
* Knowledge [Religion] (Int): +17 (+4 Int, +12 Rnk, +1 Cmp)
Listen (Wis): +7 (+5 Wis, +2 Rac)
Move Silently (Dex): +29 (+5 Dex, +19 Rnk, +5 Cmp)
* Open Locks (Dex): +5
Perform [Dance] (Cha): +12 (+2 Cha, +12 Rnk)
* Profession (Wis): +5
Ride (Dex): +5
Search (Int): +25 (+4 Int, +19 Rnk, +2 Rac)
Sense Motive (Wis): +5
* Sleight of Hand (Dex): +5
* Spellcraft (Int): +6 (+4 Int, +2 Syn)
Spot (Wis): +24 (+5 Wis, +17 Rnk, +2 Rac)
Survival (Wis): +5
Swim (Str): +2
* Tumble (Dex): +22 (+5 Dex, +17 Rnk)
* Use Magic Device (Cha): +13 (+2 Cha, +11 Rnk)
Use Rope (Dex): +5
Synergy Bonuses
Languages:
Common, Elven
Draconic, Gnoll
Goblin, Orc
Gith
Class Based Feats:
Level Based Feats:
Weapon: Unarmed Strike
Attack (Melee): +17/+12/+7
Attack (Flurry): +17/+17/+17/+12/+7
Damage: 2d8+2
Critical: 19-20/x2
Special: Ki Strike: Magic, Lawful, Adamantine
Weapon: +3 Dancing Rapier
Attack (Melee): +20/+15/+10
Damage: 1d6+5
Critical: 18-20/x2
Special: As a standard action can be set to fight on its own. Fights for 4 rounds using the BAB of its owner. While dancing it cannot make attacks of Opportunity. The person who activated it is not considered Armed. In all other respects the item is considered equipped by the person who activated it. As a free action the person who activated it can grasp the weapon. When so retrieved the weapon cannot dance again for 4 rounds.
Armor: none
Items:
Head:
Face:
Neck: Amulet of Natural Armor +5
Shoulders: Cloak of Elven Kind (grants a +5 competence bonus to Hide checks)
Vest:
Arms:
Hands:
Waist:
Feet: Boots of Elven Kind (grants a +5 competence bonus to move silently)
Ring: Ring of Blinking (CL 7 - Duration 7 rounds)
Ring: Ring of Protection +5
Miscellaneous Equipment:
Ioun Stone, Incandescent Blue Sphere (grants a +2 enhancement to wisdom)
Wand of Cure Serious Wounds (50 Charges, Cures 3d8+5 HP per charge)
Sack
Bedroll
Flint and Steel
4 days worth of Trail Rations
Signal Whistle
Waterskin
Whetstone
Everburning Torch
Masterwork Thieves Tools
Wand Case
Monk's Outfit
Encumbrance:
Load Carried: 27.84 lbs
Light Load: 66 lbs
Medium Load: 133 lbs
Heavy Load: 200 lbs
Off Ground: 400 lbs
Push / Drag: 1000 lbs
Unspent Money:
PP 297
GP 7
SP 7
CP 6
Size/Type: Medium Undead (Incorporeal)
Hit Dice: 6d12 (72 / 72 HP)
Initiative: +2
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
Base Attack/Grapple: +3/—
Attack: Incorporeal touch +3 melee (1d6 Str)
Full Attack: Incorporeal touch +3 melee (1d6 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, turn immunity, undead traits
Saves: Fort +2, Ref +4, Will +6
Abilities: Str Ø, Dex 14, Con Ø, Int 6, Wis 12, Cha 13
Skills: Hide +10*, Listen +8, Search +6, Spot +8
Feats: Alertness, Dodge
Alignment: Lawful Neutral
Strength Damage (Su)
The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Skills
Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.
Alesse doesn't really have an occupation, she is a life long student of the Martial Arts. As such she attempts to help people with their needs whenever she can, however often times she is left trying to help herself as much as others. As such she is as much an opportunist as she is a martial artist.
Personality:
Alesse is dedicated to the Law of the Dragons. She focuses so heavily on it, that often times she finds herself at odds with the Laws of Humans, and even those of her own kind. She is sort of a Vigilante in how she approaches the Law tending to take justice into her own hands. She doesn't have much of a sense of humor. However what she does have is rather, obtuse, she will often say things that tend to get her into a great deal of trouble and not even realize it.
General Appearance:
She wears her hair in a ponytail so that it remains out of her eyes while she is fighting. Her hair is a deep brunette in color, and her eyes are a beautiful Sea Green. She has very fair skin. She can often be found in some form of Oriental style clothing. Usually it is of the style attributed to Fighting Monks, especially those of the female caste. Her favorite Rapier is a Golden Hilt Rapier that she loves to have dance for her every now and then.
Distinguishing Features:
She has no real obvious Distinguishing Features. However if you were to see her lower back without any clothing on it, you would discover that it had a tribal tattoo of a Dragon on it a symbol of her devotion to the greater mysteries of Dragon Kind.
Tastes and Hobbies:
She loves to dance in her off time. Something that she grew quite fond of as a child and continuing into her adult life was kata dancing where she would practice her martial arts forms while performing not just for herself but for her masters.
Residence:
She currently doesn't have a permanent place of residence. However if she were to settle somewhere, it would likely be at the Dragon Shrine of Lendys.
History:
To be disclosed in the adventure.
Friends / Allies / Contacts:
Enemies:
Short Term Goals:
None Yet
Long Term Goals:
To discover the deeper Meaning of the Dragon Mysteries.
Misc.
Alesse is required by her oath of poverty to tithe twenty percent of whatever money she has after making purchases towards her own living expenses, which can include adventuring gear and equipment. However cannot include lavish luxury items.
[b]Character Name:[/b] The Planeswalker Tharian
[b]Campaign / DM:[/b] Shadow and Tear / Landil
[b]Character Level:[/b] 80
[b]Effective Divine Rank:[/b] 20
[b]Classes:[/b] Cleric 20 / Wizard 20 / Half Dragon 20 / Outsider 20
[b]Race:[/b] Half Dragon / Outsider
[b]Alignment:[/b] Chaotic Good
[b]Deity:[/b] The Blind Eternities
[b]Size:[/b] Large
[b]Age:[/b] 38
[b]Gender:[/b] Male
[b]Height:[/b] 7 ft
[b]Weight:[/b] 180 lbs.
[b]Eyes:[/b] Red
[b]Hair:[/b] White
[b]Skin:[/b] White
[b]Current Experience Points:[/b] 485,000
[b]Experience Points till Next Level:[/b] 486,000
[b]Str:[/b] 24/+7
[b]Dex:[/b] 19/+4
[b]Con:[/b] 25/+7
[b]Int:[/b] 40/+15
[b]Wis:[/b] 22/+6
[b]Cha:[/b] 29/+9
[b]Combat Info[/b]
[b]HP:[/b] 1320 / 1320 (d10/d6/d12)
[b]AC:[/b] 145 (10 + 4 Dex - 1 Size + 62 Nat + 70 Def)
[b]Touch:[/b] 58
[b]FF:[/b] 141
[b]Init:[/b] +44
[b]BAB:[/b] +83/+78/+73/+68
[b]Grapple:[/b] +89
[b]Speed:[/b] 80 Ft. (16 Sq.)
[b]Fly:[/b] 160 ft flight (32 Sq.)
[b]Spell Resistance:[/b] 52
[b]Energy Resistance:[/b] Fire Resistance 25
[b]Æther Fast Healing:[/b] 80
[b]Immunities:[/b] transmutation, ability drain, energy drain, ability damage, mind affecting effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment or bansihment.
[b]Saves:[/b]
[b]Fort:[/b] +125 (63 Base, +7 Con, +35 Mag, +20 Div)
[b]Ref:[/b] +122 (63 Base, +4 Dex, +35 Mag, +20 Div)
[b]Will:[/b] +130 (69 Base, +6 Wis, +35 Mag, +20 Div)
[b]Conditional Saves:[/b]
[b]Wizard Features:[/b]
[b]Appraise [Weapons] (Int):[/b] +37 (+15 Int, +20 Div, +2 Syn)
Balance (Dex): +24
Bluff (Cha): +29
Climb (Str): +27
[b]Concentration (Con):[/b] +118 (+7 Con, +83 Rnk, +28 Div)
[b]Craft [Weaponsmithing] (Int):[/b] +126 (+15 Int, +83 Rnk, +28 Div)
Decipher Script (Int): +35
[b]Diplomacy (Cha):[/b] +122 (+9 Cha, +83 Rnk, +28 Div, +2 Syn)
[b]Disable Device (Int):[/b] +80 (+15 Int, +41.5 Rnk, +24 Div)
Disguise (Cha): +29
Escape Artist (Dex): +24
Forgery (Int): +35
[b]Gather Information (Cha): +29
Handle Animal (Cha): +29
[b]Heal (Wis):[/b] +62 (+6 Wis, +34 Rank, +22 Div)
Hide (Dex): +24
[b]Intimidate (Cha):[/b] +74 (+9 Chr, +41.5 Rnk, +24 Div)
[b]Jump (Str):[/b] +72 (7 Str, +41.5 Rnk, +24 Div)
[b]Knowledge [Arcana] (Int):[/b] +126 (+15 Int, +83 Rnk, +28 Div)
[b]Knowledge [The Planes] (Int):[/b] +126 (+15 Int, +83 Rnk, +28 Div)
[b]Listen (Wis):[/b] +71 (+6 Wis, 41.5 Rnk, 24 Div)
Move Silently (Dex): +24
[b]Open Locks (Dex):[/b] +69 (+4 Dex, +41.5 Rnk, +24 Div)
Perform [Dance] (Cha): +29
Profession (Wis): +26
Ride (Dex): +24
[b]Search (Int):[/b] +80 (+15 Int, +41.5 Rnk, +24 Div)
[b]Sense Motive (Wis):[/b] +71 (+6 Wis, +41.5 Rnk, +24 Div)
Sleight of Hand (Dex): +24
[b]Spellcraft (Int):[/b] +128 (+15 Int, +83 Rnk, +28 Div, +2 Syn)
[b]Spot (Wis):[/b] +71 (+6 Wis, +41.5 Rnk, +24 Div)
Survival (Wis): +26
Swim (Str): +27
[b]Tumble (Dex):[/b] +26 (+4 Dex, +20 Div, +2 Syn)
Use Magic Device (Cha): +29
Use Rope (Dex): +24
[b]Synergy Bonuses[/b]
[b]Languages:[/b]
Speaks All Languages
[b]Wizard Class Feats[/b]
[b]Non-Epic Level Feats:[/b]
[b]Epic Level Based Feats[/b]
[b]Weapon:[/b] The Æther Clod
[b]Attack (Melee):[/b] +119/+108/+103/+98
[b]Damage:[/b] 1d8+37
[b]Critical:[/b] x2
[b]Special:[/b] intelligent (see below)
[b]Weapon:[/b] Æther Blast
[b]Attack (Range):[/b] +107 (20 miles)
[b]Damage:[/b] 29d12
[b]Special:[/b] no saving throw allowed (11 / 12 uses per day)
[b]Items:[/b]
[b]Head:[/b] Crown of Arming +20
[b]Face:[/b]
[b]Neck:[/b] Amulet of Natural Armor +25
[b]Shoulders:[/b]
[b]Vest:[/b]
[b]Arms:[/b] Bracers of Resistance +35
[b]Hands:[/b]
[b]Waist:[/b]
[b]Feet:[/b]
[b]Ring:[/b] Ring of Natural Armor +25
[b]Ring:[/b] Ring of Protection +25
[b]Miscellaneous Equipment:[/b]
Standard Clothing
Lv 1 || DC 46
Lv 2 || DC 47
Lv 3 || DC 48
Lv 4 || DC 49
Lv 5 || DC 50
Lv 6 || DC 51
Lv 7 || DC 52
Lv 8 || DC 53
Lv 9 || DC 54
[b]Sideboard:[/b]
All other Red & Blue Instants and Sorceries
[B]Level:[/B] Wizard 3
[B]Mana Cost:[/B] R
[B]Casting Time:[/B] 1 round
[B]Range:[/B] Close (25 ft. + 5 ft./2 levels)
[B]Effect:[/B] One summoned creature
[B]Duration:[/B] 1 rounds (D)
[B]Saving Throw:[/B] None
[B]Spell Resistance:[/B] No
This spell allows Tharian to summon a Small Elemental of the Air category that sparks with electricity. The creature summoned is granted a +20 Initiative Bonus, it will survive long enough to take one action before disappearing back into the Aether.
[b]Raging Goblin (Summon Monster II)[/b]
[B]Level:[/B] Wizard 2
[B]Mana Cost:[/B] R
[B]Casting Time:[/B] 1 round
[B]Range:[/B] Close (25 ft. + 5 ft./2 levels)
[B]Effect:[/B] One summoned creature
[B]Duration:[/B] 1 round / caster level (D)
[B]Saving Throw:[/B] None
[B]Spell Resistance:[/B] No
This spell summons 1 Goblin to the Caster. The spell also confers a +20 Initiative Bonus to the Goblin.
[b]Furnace Whelp [/b]
[B]Level:[/B] Wizard 6
[B]Mana Cost:[/B] 2RR
[B]Casting Time:[/B] 1 round
[B]Range:[/B] Close (25 ft. + 5 ft./2 levels)
[B]Effect:[/B] One summoned creature
[B]Duration:[/B] 1 round/level (D)
[B]Saving Throw:[/B] None
[B]Spell Resistance:[/B] No
This spell summons a Young Red Dragon to fight on the side of Tharian and his companions. The caster of the spell must maintain concentration in order not to be attacked by the Dragon as the spell establishes a dominion effect over the Dragon and the Dragon will turn on an unwary master.
[b]Rimescale Dragon (Summon Monster IX)[/b]
[B]Level:[/B] Wizard 9
[B]Mana Cost:[/B] 5RR
[B]Casting Time:[/B] 1 round
[B]Range:[/B] Close (25 ft. + 5 ft./2 levels)
[B]Effect:[/B] One summoned creature
[B]Duration:[/B] 1 round/level (D)
[B]Saving Throw:[/B] None
[B]Spell Resistance:[/B] No
This spell summons an Ancient Rime Scale Dragon to fight on the side of Tharian and his companions. Treat the Dragon as if it had the same stats as a White Dragon of the same Age Category. However the Alignment of the Dragon is Chaotic Neutral instead of Evil.
[b]Rite of Flame[/b]
[B]Level:[/B] Wizard 1
[B]Mana Cost:[/B] R
[B]Casting Time:[/B] Free Spell
[B]Range:[/B] Personal
[B]Target:[/B] You
[B]Duration:[/B] 1 round
[B]Saving Throw:[/B] None
[B]Spell Resistance:[/B] No
For the Remainder of the round or until it is used, treat your mana pool as if it had an additional RR in it. As well as an additional R for each previous time that a Rite of Flame had been cast.
[b]Seething Song[/b]
[B]Level:[/B] Wizard 1
[B]Mana Cost:[/B] 2R
[B]Casting Time:[/B] Free Spell
[B]Range:[/B] Personal
[B]Target:[/B] You
[B]Duration:[/B] 1 round
[B]Saving Throw:[/B] None
[B]Spell Resistance:[/B] No
for the rest of the turn, treat your mana pool as if it has RRRRR in it until that mana is expended.
[b]Shock[/b]
[B]Level:[/B] Wizard 1
[B]Mana Cost:[/B] R
[B]Casting Time:[/B] 1 Standard Action
[B]Range:[/B] Touch
[B]Target:[/B] Creature or Object Touched
[B]Duration:[/B] Instantaneous
[B]Saving Throw:[/B] None
[B]Spell Resistance:[/B] Yes
This spell deals 1d6 damage per every other caster level with no maximum. When cast by Tharian it deals 15d6 damage to the target.
[b]Lava Spike[/b]
[B]Level:[/B] Wizard 2
[B]Mana Cost:[/B] R
[B]Casting Time:[/B] 1 standard action
[B]Range:[/B] Medium (100 ft. + 10 ft./level)
[B]Target:[/b] 1 living creature
[B]Duration:[/B] 1 round
[B]Saving Throw:[/B] Reflex negates
[B]Spell Resistance:[/B] Yes
This spell causes a pillar of flaming matter to errupt from the ground dealing 22d6 points of damage to an opponent caught in the blast. A Reflex save against the spells DC can allow the person who the spell is targeting to avoid the blast.
[b]Lightning Bolt[/b]
[b]Level:[/b] Wizard 6
[b]Mana Cost:[/b] R
[b]Casting Time:[/b] 1 standard action
[b]Range:[/b] 120 ft.
[b]Target:[/b] 120-ft line
[b]Duration:[/b] Instantaneous
[b]Saving Throw:[/b] Reflex half
[b]Spell Resistance:[/b] Yes
The Spell deals 30d6 points of damage to all people within a 120 foot by 10 foot line effect. The bolt has the ability to set combustibles on fire. It can melt things with a low melting point. If the spell causes enough damage to break through a barrier the spells effect can continue on through said barrier and into what the barrier was blocking.
[b]Skred[/b]
[b]Level:[/b] Cleric 5
[b]Mana Cost:[/b] R
[b]Casting Time:[/b] 1 standard action
[b]Range:[/b] Long (400 ft. + 40 ft./level)
[b]Effect:[/b] Ranged Touch Attack
[b]Duration:[/b] 1 round/level
[b]Saving Throw:[/b] Fortitude to negate
[b]Spell Resistance:[/b] No
This spell creates a blast of icy energy. This blast deals 1d6 points of damage times the number of snow permanents that are in existence on the battlefield. The spell allows a person a fortitude check against the spells Difficulty Class in order to negate the damage done by the spell.
[b]Anarchy[/b]
[b]Level:[/b] Cleric 5
[b]Mana Cost:[/b] 2RR
[b]Casting Time:[/mana] 1 standard action
[b]Range:[/b] Personal
[b]Effect:[/b] 100 foot radius + 40 feet per level (1,100 foot radius for Tharian)
Duration: Instantaneous
[b]Saving Throw:[/b] Will Halves effect
[b]Spell Resistance:[/b] No
This spell attempts to cause the immediate and unilateral annhilation of all Lawfully Aligned Creatures within the radius. All creatures who are lawfully aligned get a Willpower Save check against this spell. If they fail the save they instantly perish. However if they succeed they simply take 2d4 Negative Levels instead.
[b]Jokulhaups[/b]
[b]Level:[/b] Cleric 9
[b]Mana Cost:[/b] 4RR
[b]Casting Time:[/b] 1 round
[b]Range:[/b] Personal
[b]Effect:[/b] 360-ft.-radius
[b]Duration:[/b] Instantaneous
[b]Saving Throw:[/b] Fortitude to half
[b]Spell Resistance:[/b] Yes
When this spell is cast it attempts to completely annhilate all lifeforms, landscapes, and constructs within its blast radius. The exception to this is that the spell cannot affect anything that has something from the enchantment school of magic affecting it or which is made of an indestructible material.
Anything that has the ability to make a fortitude save is permitted to take a fortitude save. On a failed save the object is completely anhilated without leaving any trace whatsoever. On a successful save the subject takes 30d8 points of fire damage and suffers 1d4 negative level loss.
If a subject has spell resistance, then in order to destroy that subject or subject it to a fortitude save, the caster of Jokulhaups must make a caster level check against that Spell Resistance. If the Caster Level check fails, then the Spell does not destroy the person or confer any negative effects on them.
[b]Boomerang[/b]
[b]Level:[/b] Wizard 5
[b]Mana Cost:[/b] UU
[b]Casting Time:[/b] 1 move action
[b]Range:[/b] Medium (100 ft. + 10 ft./level)
[b]Target:[/b] One Creature or Physical Object
[b]Duration:[/b] 2 minutes/level (D)
[b]Saving Throw:[/b] Will negates; see text
[b]Spell Resistance:[/b] Yes
This spell has the power to cause any creature or object hit by it to fade into the Aether. These creatures remain faded into the Aether for 2 minutes per caster level (so 60 Minutes for Tharian). At which point they will return to the physical world. When they return they are slightly disoriented and unsure of what just happened to them.
[b]Remand[/b]
[b]Level:[/b] Wiz 3
[b]Mana Cost:[/b] 1U
[b]Casting Time:[/b] 1 Free action
[b]Range:[/b] Medium (100 ft. + 10 ft./level)
[b]Target or Area:[/b] One spellcaster, creature, or object; or 20-ft.-radius burst
[b]Duration:[/b] Instantaneous
[b]Saving Throw:[/b] None
[b]Spell Resistance:[/b] No
This is a spell that allows you to counter the effects of another spell or ability. Unfortunately it has the drawback that when used it causes the spell or ability to return to the casters pool of known spells. So that the spell that would be countered is not expended by the person casting the spell. To counter a spell roll 1d20 + 30 to see if the spell has been countered.
[b]Force of Will[/b]
[b]Level:[/b] Wiz 3
[b]Mana Cost:[/b] 3UU
[b]Casting Time:[/b] 1 Free action
[b]Range:[/b] Medium (100 ft. + 10 ft./level)
[b]Target or Area:[/b] One spellcaster, creature, or object; or 20-ft.-radius burst
[b]Duration:[/b] Instantaneous
[b]Saving Throw:[/b] None
[b]Spell Resistance:[/b] No
This is just like using Repeal. Except it properly counters a spell, in that the countered spell is expended as if it had been cast normally even if it gets countered. Roll a 1d20 + 40 to see if you have countered the spell.
As an alternate means of casting this spell, you can exile a blue spell and sacrifice 100 Hit Points instead of paying the mana cost of this spell as you would normally do.
[b]Twincast[/b]
[b]Level:[/b] Wizard 7
[b]Mana Cost:[/b] UU
[b]Casting Time:[/b] 1 Free action
[b]Range:[/b] See text
[b]Target, Effect, or Area:[/b] See text
[b]Duration:[/b] See text
[b]Saving Throw:[/b] None; see text
[b]Spell Resistance:[/b] Yes
This spell can duplicate any other Arcane or Divine Spell of levels 6 or lower. The problem is that the spell that it is duplicating has to be within the visual range of the caster in order for him to be able to duplicate it.
[b]Dragon's Claw[/b]
[b]Level:[/b] Wizard 8
[b]Mana Cost:[/b] 2
[b]Casting Time:[/b] 10 minute
[b]Range:[/b] Close (25 ft. + 5 ft. per 2 levels)
[b]Effect:[/b] Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
[b]Duration:[/b] 1 round/level (D)
[b]Saving Throw:[/b] None
[b]Spell Resistance:[/b] No
This spell creates a small claw out of the available non magical energies. It also imbues this claw with various magical energies. These energies enable the claw to be able to heal the creator of the claw for 100 Hit Points every time they cast a spell that utilizes Red Mana.
[b]Kraken's Eye[/b]
[b]Level:[/b] Wizard 8
[b]Mana Cost:[/b] 2
[b]Casting Time:[/b] 10 minute
[b]Range:[/b] Close (25 ft. + 5 ft. per 2 levels)
[b]Effect:[/b] Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
[b]Duration:[/b] 1 round/level (D)
[b]Saving Throw:[/b] None
[b]Spell Resistance:[/b] No
This spell creates a small eye out of the available non magical energies. It also imbues this eye with various magical energies. These energies enable the eye to be able to heal the creator of the eye for 100 Hit Points every time they cast a spell that utilizes Blue Mana.
[b]Burning Wish[/b]
[b]Level:[/b] Wizard 9
[b]Mana Cost:[/b] 2R
[b]Casting Time:[/b] 1 standard action
[b]Range:[/b] See text
[b]Target, Effect, or Area:[/b] See text
[b]Duration:[/b] See text
[b]Saving Throw:[/b] See text
[b]Spell Resistance:[/b] Yes
This spell duplicates any Sorcery Spell of 8th Level or Lower.
[b]Cunning Wish[/b]
[b]Level:[/b] Wizard 9
[b]Mana Cost:[/b] 2R
[b]Casting Time:[/b] 1 standard action
[b]Range:[/b] See text
[b]Target, Effect, or Area:[/b] See text
[b]Duration:[/b] See text
[b]Saving Throw:[/b] See text
[b]Spell Resistance:[/b] Yes
This spell duplicates any Instant Spell of 8th Level or Lower.
+30 Heavy Mace
Legendary Artifact
1d8+30 damage
[b]EGO:[/b] 81
special note, this Mace will only allow Tharian to use it without objection, as it is bonded to his essence
[b]ALIGNMENT:[/b] Chaotic Good
[b]ABILITY SCORES:[/b]
[b]WIS:[/b] 28 / +9
[b]INT:[/b] 25 / +7
[b]CHR:[/b] 13 / +1
[b]ITEM COMMUNICATION:[/b] Speech
[b]SPECIAL PURPOSE & Power:[/b] Defend The Planeswalker Tharian's traveling companions
Fear (DC = 28 normally / 48 when held by Tharian)
[b]PRIMARY ABILITIES:[/b]
Item has 10 ranks in sense motive
Cure Light Wounds on Weilder (1d8+5 - 1/day)
User has free use of Combat Reflexes
Detect Magic at will
[b]EXTRAORDINARY POWERS:[/b]
Detect Thoughts (100 foot range, 1 minute per use, 3/day)
Haste on Weilder (10 rounds, 1 per day)
Globe of Invulnerability
Character Name / Designation: Helix / TSS-CG01
Campaign / DM: Trial 2 Path to the Shadowhold / Landil
Character Level: 20
Classes: Strong Hero 5 / Soldier 5 / Helix Warrior 10
Profession: Time Military
Race: Undead Time Lord
Diety: The White Guardian
Size: Large
Age: 320
Gender: Male
Height: 7 ft. 10 in.
Weight: 350 lbs.
Eyes: Green
Hair: Grey
Skin: decomposing
Wealth Bonus: +19
Reputation Bonus: +5
Current Experience Points: 190,000
Experience to Next Level: 210,000
Str: 25/+7
Dex: 14/+2
Con: 15/+2
Int: 15/+2
Wis: 14/+2
Cha: 16/+3
Action Points: 209 / 210
Combat Info
HP: 159 / 159
AC: 47 (10 + 11 class + 20 Equip + 2 Dex - 1 size + 5 Nat)
Touch: 23
FF: 45
Init: +8
BAB: +18/+13/+8/+3
Grapple: +24/+19/+14/+9
Speed: 20 ft. (4 squares)
Fly: -
Spell Resistance: -
Damage Reduction: 10/-
Energy Resistance: -
Immunities: -
Saves:
Fort: +21 (11 base + 2 Con + 5 Mag + 3 Misc)
Ref: +17 (7 base +2 Dex + 5 Mag + 3 Misc)
Will: +17 (7 base + 2 Wis + 5 Mag + 3 Misc)
Conditional Saves: +5 bonus against Time based effects (such as Haste or Slow)
Undead Time Lord Features
Strong Hero Features
Soldier Features:
Helix Warrior:
Allegiances:
Time Lord Nobility
Time Lord Society
Veilana
Radioactive: Helix is immune to mild, low, and moderate degrees of Röntgen radiation exposure. In addition, his body acts as a radiation battery, specifically storing Röntgen radiation for later use. Once per day as a free action, he may release a 60-foot-radius burst of Röntgen radiation centered on himself. All creatures within the burst radius are exposed to a moderate degree of Röntgen radiation (Fortitude DC 18, incubation period 3d6 hours, initial and secondary damage 1d6–1 Con). Additionally, Time Lords as a whole are immune to this effect.
Cybernetic Dependency: Helix needs a modified body repair weave to heal naturally. For him, the body repair weave does not confer its usual benefit. If the implant is destroyed, he cannot heal damage naturally until it is replaced or repaired.
Skills: [23 / 11.5]
Balance (Dex): +0 (+2 Dex, -4 CP, +2 Syn)
Bluff (Cha): +3
Climb (Str): +3 (+7 Str, -4 CP)
Computer Use (Int): +25 (+2 Int, +23 Rnk)
Concentration (Con): +2
Craft (Int): +2
Decipher Script (Int): +7
Demolitions (Int): +4 (+2 Int, +2 Syn)
Diplomacy (Cha): +3
Disable Device (Int): +2
Disguise (Cha): +3
Drive (Dex): +2
Escape Artist (Dex): -2 (+2 Dex, -4 CP)
Forgery (Int): +2
Gamble (Wis): +2
Gather Information (Cha): +3
Handle Animal (Cha): +3
Hide (Dex): +28/+48 (+2 Dex, +10 Rnk, +20/40 Comp, -4 CP)
Intimidate (Cha): +3
Investigate (Int): +2
Jump (Str): +5 (+7 Str, -4 CP, +2 Syn)
Knowledge [Time] (Int): +25 (+2 Int, +23 Rnk)
Knowledge [Tactics] (Int): +12 (+2 Int, +10 Rnk)
Listen (Wis): +20 (+2 Wis, +16 Rnk, +2 Ft)
Move Silently (Dex): -2 (+2 Dex, -4 CP)
Navigate (Int): +4 (+2 Int, +2 Syn)
Perform (Cha): +3
Pilot (Dex): +2
Profession (Wis): +2
Repair (Int): +2
Research (Int): +2
Ride (Dex): +2
Search (Int): +2
Sense Motive (Wis): +2
Sleight of Hand (Dex): +2
Spot (Wis): +4 (+2 Wis, +2 Ft)
Survival (Wis): +2
Swim (Str): +7
Treat Injury (Wis): +2
Tumble (Dex): +21 (+2 Dex, +23 Rnk, -4 CP)
Synergy Bonuses
Languages:
TS Capsule Polygot (Read only)
Gallifreyan (Read only)
Racial Feats:
Class Based Feats:
Feats:
Weapon: Positive Energy Touch
Attack (Melee): +24/+19/+14/+9
Damage: 1d8+5
Special: the touch of Helix removes Paralysis, and curses from creatures beneficially affected by positive energy, and instead bestows paralysis upon those creatures affected negatively by positive energy, even such creatures normally immune to such things. FORT DC of 23 against this effect. This effect can also heal creatures that are beneficially affected by positive energy or damage creatures negatively affected by positive energy.
Weapon: Time Vortex Buster Rifle
Attack (Range): +26/+21/+16/+11 (100 feet)
Damage: 4d10+14
Critical: 19-20 / x2
Special: Buster Rifle does x2 damage to foes in Heavy Armor, x3 damage to light fortifications, x4 damage to heavy fortifications, and x5 damage to impenetrable fortifications. Time Vortex Buster Rifle's draw their energy directly from the Time Vortex. As such they do not require Ammunition or Power Packs. These weapons have an infinite Power Supply. However if used for too long (usually 5 hours straight) the weapon can burn out, requiring that it be repaired by someone skilled in repairing Time Lord technology.
Weapon: Plasma Pistol (concealed)
Attack (Range): +20/+15/+10/+5 (40 feet)
Damage: 2d10
Critical: 20/x2
Special: 50 / 50 shots per magazine
Weapon: Unarmed Strike
Attack (Melee): +24/+19/+14/+9
Damage: 1d4+7
Critical: x2
Special: Helix's unarmed attacks count as being made as if he was actually armed with something.
Armor: Buster Armor || Heavy || +20 AC Bns || -4 CP || +2 Max Dex || 50% spell failure || 20 foot max speed
Special: If the wearer of this armor were to take a critical hit, he will take the hit as if it were normal damage instead. This applies to all attacks that are treated as if they are Critical Hits (Sneak Attacks, etc...).
Items:
Head:
Face:
Neck:
Shoulders:
Chest:
Arms: Gauntlets of Resistance +5
Hands:
Waist:
Feet:
Ring:
Ring:
Cybernetics:
Miscellaneous Equipment:
Personal Force Field (Grants Damage Reduction of 10/-)
2x Time Rings
TS Capsule Key
Encumbrance:
Load Carried: 159.01 lbs
Light Load: 1,864 lbs
Medium Load: 3,732 lbs
Heavy Load: 5,600 lbs
Off Ground: 11,200 lbs
Push / Drag: 28,000 lbs
Level 1 spells one per day
Temporal Favor (treat as Divine Favor)
Protection from Chaos
Virtue
Timing (treat as Blessing)
Level 2 Spells one per day - cast
Temporal Shield
Zone of Truth
Undetectable Alignment
Bull's Strength
Level 3 Spells one per day
Dispel Mnemonics (Treat as Dispel Magic)
Temporal Circle against Chaos (Treat as Magic Circle against Chaos)
Remove Curse
Level 4 Spells one per day - cast
Cure Serious Wounds
Dispel Evil
White Guardian's Weapon (treat as Holy Sword)
All Time Lord Psionics are At Will with a few stipulations placed on them. They also have a caster level equal to the total effective character level of the character
Level 1 Psionics
Level 2 Psionics
Level 5 Psionics
Helix is a super soldier in the Time Lord Military. He has been designated TSS-CG01. Like the Time Ship that he was found in by Veilana he is also a prototype of Time Lord Technology. His primary goal was to serve as the bodyguard of the operator of the TS Capsule that Veilana 'acquired' and to that end he has designated himself the personal bodyguard of Veilana despite what could be considered her crimes against Time Lord society.
Personality
Helix is a firm believer in and defender of justice. He will gladly disobey laws if it will further what he believes is the proper course of justice. However as per part of his programming as a super-soldier, he is personally unable to disobey the orders of any living Time Lord who is in good standing with the society or nobles of Time Lord society. As such if Veilana were ever to return to Gallifrey, it is likely that he would be unable to stand by her side any longer. Indeed he may even find himself becoming Veilana's enemy if she were to return to Gallifrey.
General Appearance
Helix is in essence undead. He has the physical appearance of a corpse that has been rotting in a humid climate for far too long. However to counteract that appearance, he has been outfitted with multiple cybernetic implants as well as extremely heavy armor that protects his body, as well as preserves it. The Armor is basically a mobile and dexterous coffin of sorts. The exterior of the Armor is a slate grey in color, meanwhile the section that allows him to see the external world is a one way optics device allowing him to see the outside world, but nothing to see in to him. It even shields against the bright sunlight found in space.
Residence
Helix is permanently stationed as part of the complimentary crew of the Mark 0081 Time and Space Capsule. Even if the Capsule returned to Gallifrey, he would be required to remain with it while the rest of the crew is debriefed. The only time he is permitted to leave the Capsule is if he is doing some sort of bodyguard duty for the operator's of the capsule or some other imperative duty that forces him out of the capsule. This policy is as much to protect Helix as it is to protect the TS Capsule.
History
Helix unfortunately cannot remember anything of his life prior to the time he became a Super Soldier. This is as much to protect him as it is to protect those around him.
Friends & Allies
Veilana, Dante, Len, Jeren, Kilya
Enemies
unkown
Short Term Goals
To Rescue Veilana from whatever fate has befallen her.
Long Term Goals
To protect the TS Capsule to which he has been assigned.
Character Name: Lady Veilana Tralianis
Campaign / DM: Trial through Waste and Shadow / Landil
Character Level: 20
Classes: Smart Hero 5 / Techie 10 / Explorer 5
Profession: Celebrity
Race: Time Lord (Gallifreyan)
Diety: Time itself
Size: Medium
Age: 3rd Regeneration
Gender: Female
Height: 5 ft. 0 in.
Weight: 113 lbs.
Eyes: Blue
Hair: Blond
Skin: slightly tanned, but fair skin
Wealth Bonus: +29
Reputation Bonus: +10 on Gallifrey (+7 everywhere else)
Current Experience Points: 190,000
Experience Points Till Next Level: 210,000
Str: 19/+4
Dex: 18/+4
Con: 16/+3
Int: 18/+4
Wis: 14/+2
Cha: 11/+0
Action Points: 215 / 215
Combat Info
HP: 146 / 146 (30 nonlethal damage)
AC: 24 (10 + 10 class + 4 Dex)
Touch: 24
FF: 20
Init: +8
BAB: +10/+5
Grapple: +14/+9
Speed: 30 feet (6 squares)
Fly: -
Spell Resistance: -
Damage Reduction: -
Energy Resistance: -
Immunities: Rontgen Radiation
Saves:
Fort: +10 (7 base + 3 Con)
Ref: +11 (7 base + 4 Dex)
Will: +15 (13 base + 2 Wis)
Conditional Saves: +5 bonus against Slow-Time based effects (such as Slow, or Hold Person) // +2 bonus to resist fear and intimidate effects
Smart Hero Features
Techie Features:
Explorer:
Time Vortex Unity Veilana is fused to the Time Vortex. Should she remain in one time frame without access to the Eye of Harmony on her TS Capsule or a portable infusion from the Time Vortex Energy for a period of up to 10 weeks, she will begin to destabilize causing various places in the Time Frame she is in to suffer Chaos Storms (identical to the spell Storm of Vengeance at max caster level) after another 10 weeks without being able to access the Eye of Harmony or gaining an infusion from the Time Vortex, she will begin to radiate Quantum Energy while said Storms continue. Anyone who touches her while she is radiating quantum energy will need to make a Fortitude Save vs. a DC of 23. If they fail they will have their existence ripped from the time line. Unless she can get to the Eye of Harmony on her TS Capsule within a period of 2 days, she will explode taking everything within 500 light years of herself out of the Time Line except for any TS Capsules (or similarly advanced Time Ships) and their occupants that are caught in the blast.
Skills: [23 / 11.5]
Balance (Dex): +4
Bluff (Cha): +0
Climb (Str): +4
Computer Use (Int): +26 (+4 Int, +20 Rnk, +2 Ft)
Concentration (Con): +2
Craft [Electronics] (Int): +21 (+4 Int, +13 Rnk, +4 Syn)
Craft [Mechanical] (Int): +19 (+4 Int, +13 Rnk, +2 Syn)
Decipher Script (Int): +14 (+4 Int, +10 Rnk)
Demolitions (Int): +6 (+4 Int, +2 Syn)
Diplomacy (Cha): +6 (+0 Cha, +6 Rnk)
Disable Device (Int): +27 (+4 Int, +18 Rnk, +5 Class)
Disguise (Cha): +0
Drive (Dex): +8 (+4 Dex, +4 Rnk)
Escape Artist (Dex): +4
Forgery (Int): +4
Gamble (Wis): +2
Gather Information (Cha): +2 (+0 Cha, +2 Syn)
Handle Animal (Cha): +0
Hide (Dex): +4
Intimidate (Cha): +0
Investigate (Int): +4
Jump (Str): +4
Knowledge [Earth and Life Sciences] (Int): +16 (+4 Int, +10 Rnk, +2 Syn)
Knowledge [Physical Sciences] (Int): +14 (+4 Int, +10 Rnk)
Knowledge [Technology] (Int): +13 (+4 Int, +5 Rnk, +2 Ft, +2 Syn)
Knowledge [Time] (Int): +29 (+4 Int, +18 Rnk, +5 Class, +2 Ft.)
Listen (Wis): +4 (+2 Wis, +2 Ft)
Move Silently (Dex): +4
Navigate (Int): +28 (+4 Int, +20 Rnk, +2 Ft, +2 Syn)
Perform (Cha): +0
Pilot (Dex): +26 (+4 Dex, +20 Rnk, +2 Syn)
Profession (Wis): +15 (+2 Wis, +12 Rnk, +1 Ft)
Repair (Int): +31 (+4 Int, +20 Rnk, +5 Class, +2 Ft)
Research (Int): +4
Ride (Dex): +4
Search (Int): +12 (+4 Int, +8 Rnk)
Sense Motive (Wis): +6 (+2 Wis, +4 Rnk)
Sleight of Hand (Dex): +4
Spot (Wis): +4 (+2 Wis, +2 Ft)
Survival (Wis): +14 (+2 Wis, +10 Rnk, +2 Ft)
Swim (Str): +4
Treat Injury (Wis): +13 (+2 Wis, +11 Rnk)
Tumble (Dex): +4
Synergy Bonuses
Languages:
TS Capsule Polygot (Read & Write)
Galifreyan (Read & Write)
Racial Bonus Feats:
Class Based Bonus Feats:
Level Feats:
Weapon:
Attack (Melee):
Damage:
Special:
Weapon:
Attack (Range):
Damage:
Critical:
Special:
Armor:
Special:
Items:
Head:
Face:
Neck:
Shoulders:
Vest:
Arms:
Hands:
Waist:
Feet:
Ring:
Ring:
Miscellaneous Equipment:
Bloodied Slaves Garments
Equipment to Large to carry on person:
TS Capsule
Chameleon Arch
Equipment that has been confiscated by the Shadows:
Ring of Blinking
Ring of Spell Turning
Amulet of Natural Armor +5
Boots of Striding and Springing
Cloak of Resistance +5
Gloves of Dexterity +6
Headband of Intellect +6
Psychic Paper
4x Hypercubes
Stattenheim Remote
Time Ring
Entertainer's Outfit
Equipment Landil Promised me that I haven't gotten yet:
+6 Fiery Blast Rapier (Purchase DC 66)
Encumbrance:
Load Carried: (9.05 lbs when properly equiped)
Light Load: 116 lbs
Medium Load: 233 lbs
Heavy Load: 350 lbs
Off Ground: 700 lbs
Push / Drag: 1,750 lbs
All Time Lord Psionics are At Will with a few stipulations placed on them. They also have a caster level equal to the total effective character level of the character
Level 1 Psionics
Level 2 Psionics
Level 5 Psionics
Veilana is what one might call a "Time Drifter" in otherwords she drifts from time to time trying to experience the most out of her life. She doesn't actually have any real job to speak of. She just tries to survive the best that she can in any given time frame.
Personality:
Being something of a headstrong, and carefree individual. She tries to keep those around her in something of a subservient roll to her, having grown up in a palace with nothing but servants catering to her every need during her childhood. However this self-same attitude oftentimes gets her into a heaping helping of trouble in various time lines where people don't take kindly to a pompous rich ***** attitude. However ever sense having met Maeja, Gilanna, and Jenissa; Veilana has started to mellow out just a tad. Having become more and more determined to please her new found friends instead of herself. This is a very new development for the prissy girl, but one which may pay her some great rewards in the future.
General Appearance:
Veilana's current appearance is that of a medium height human woman in her early to mid twenties. She has Blond hair, Blue eyes, and slightly tanned yet fair skin. She is not incredibly heavy. However she is incredibly physically fit for her size. She prefers to wear more aristocratic clothing, but was dropped into her current incarnation wearing her previous incarnations favorite clothes (entertainers clothing), and quickly thrust into a situation where she didn't get to pick her clothing. Currently she is wearing a bloodstained white outfit intended for the slaves caste of the Shadow people's Nobility.
Residence:
Her current place of residence, despite her pleas to the contrary, is the Shadow People's stronghold. Wherever that happens to actually be located in Time and Space is beyond her as it appears to be cut off from the normal flow of time and space.
Her normal place of Residence, is a Mark 0081 Time and Space Capsule designated as the Time Lords first prototype in Military endeavors. The ship is outfitted on the inside the same as any other TS Capsule. However externally it is fitted with some of the Time Lords most powerful ship based weaponry.
History:
the majority is yet to be revealed in the community cafe.
Veilana recently arrived in the modern period of Sali Island where she discovered to her horror that a Vampire was running amok on Sali Island. She attempted to pursue it, and eventually discovered and befriended not just the one she assumed was this Vampire, but Maeja, and Gilanna as well.
Friends and Allies:
Helix, Maeja, Jenissa, Gilanna, Suv, and Davros
Enemies:
The Shadow Lords and People
Short Term Goals:
Escape the Shadow Fortress, and find a way back to the TS Capsule before time runs out for her.
Long Term Goals:
none of real significance
Basic Stats
Name: Mark 0081 - Time / Space Capsule - Battle Prototype
Type & Subtype: Ultra light - Battleship
Classification: Time Ship
Minimum Crew: 1 (Ace)
Optimal Crew: 6 (Ace)
Fighting Space: 4 feet wide by 4 feet deep by 10 feet tall.
Combat Stats
Hit Dice / Hit Points / Destroyed @: 12d20 || 30 / 135 HP || -30 HP
Initiative Modifiers: +10 w/ Veilana as Pilot || +2 with no Pilot
Attack Bonus with Veilana as Gunner +19 / +14
Attack Bonus with Helix as Gunner +17 / +12 / +7 / +2
Ships Armor Class with Veilana as a Pilot: 25
Ships Armor Class with Computer as a pilot: 9
Equipment
Engine Type:
Further this system has been heavily modified by Veilana to be able to jump from one dimension to another just as easily as if it were jumping from one point in time or space to another. Once in a new dimension it operates as if it were an ordinary Temporal Compressor.
Comm Systems:
Sensors:
Weapons:
Grappling Devices:
Armor Type:
Defense Systems:
** The Laser can only fire Semi-Automaticly or Automatically with a successful repair check with a DC 30 and 1 hours work time.
Control room - 50 feet by 30 feet by 20 feet
It is from here, of course, that the ship is controlled. The control room also contains the computer bank alcove, which houses many of the ship's computational systems. The control room is home to the control console, from which the ship is piloted; the scanner, which is located above and beyond the console; and the power octagon, technically known as the Artron Disperser, which is situated directly above the control console, and can be raised out of view. Opposite the computer bank alcove, on the far side of the control room, there exists an empty, open-access alcove, which may be used for storing equipment and/or as a rest area.
The computer bank alcove contains a wall where the front panels of many recessed computer banks may be found Transparent panels separate this part of the ship from the control room, forming a corridor which leads out to the left-hand side of the control room's interior door. From the perspective of standing at the main door looking into the TS Capsule, the alcove is on the left.
Lobby 10 feet by 10 feet by 20 feet
The lobby has a set of double doors leading into the control room, and further doors lead to two of the living quarters, the bathroom, and the wardrobe. A corridor from the far end of the lobby leads to the laboratory. A second corridor leads from the lobby to the other four living quarters. The power room is accessible directly from the lobby. The food machine is located here.
Living Quarters 30 feet by 20 feet by 20 feet ea. (180 feet by 120 feet by 20 feet To.)
There are six personal living areas with ample room for study, rest and sleeping. Sleeping bunks are provided, which swing down from the walls. The light level in each living quarter may be altered by use of a dimmer switch.
Bathroom 1 50 feet by 30 feet by 20 feet
This large room contains a swimming bath, washing and changing facilities and a general purpose waste disposal system. Soft ultraviolet light permeates the area giving the pool area a special warmth and allows skin-tan to develop as well as helping the production of vitamin D.
Bathroom 2 10 feet by 10 feet by 20 feet
A small room featuring an oil and water shower and a personal waste disposal unit.
Sick bay 50 feet by 50 feet by 20 feet
A medical centre is provided in case the occurrence of injuries, sickness or travel fatigue, either with the personnel or pilot of the timeship. Several sleeping couches are fitted as is a comprehensive medicine cabinet.
Wardrobe - 200 feet by 100 feet by 20 feet
A walk-in wardrobe equipped with space suits and many different styles of clothing ensure that any traveller will fit in perfectly with the indigenous inhabitants of each planet visited. Also called the equipment room.
Laboratory 50 feet by 50 feet by 20 feet
A multi-purpose scientific lab is provided and is stocked with standard apparatus.
Power room 75 feet by 50 feet by 20 feet
The ship's power drive and energy banks are now located within the power room. The artron disperser is also situated here, now housed within a traditional machinery bank. A feed from the ship's power systems may be taken from here.
Store room 25 feet by 20 feet by 20 feet
A small storage area comes stocked with minor spare parts and components in the unlikely event of the ship suffering a malfunction.
Character Name: Golias Farfletcher
Campaign / DM: Journey of Salvation / Amadi
Character Level: 3
Classes: Druid 3
Race: Human
Alignment: Neutral Good
Deity: Nature
Size: Medium
Age: 22
Gender: Male
Height: 5ft 3in
Weight: 150 lbs
Eyes: Green
Hair: Brown
Skin:Tan
Total Experience Points: 3,000
Experience Points till Next Level: 6,000
Original Point Buy: 12, 10, 14, 10, 16, 12
Str: 12/+1
Dex: 10/+0
Con: 14/+2
Int: 10/+0
Wis: 16/+3
Cha: 12/+1
Combat Info
HP: 26 / 26
AC: 18 (10 + 5 Arm, +3 Shd)
Touch: 10
FF: 18
Init: +0
BAB: +2
Grapple: +3
Speed: 30 ft
Fly: -
Spell Resistance: -
Energy Resistance: -
Immunities: -
Saves:
Fort: +5 (+3 Base, +2 Con)
Ref: +1 (+1 Base)
Will: +6 (+3 Base, +3 Wis)
Conditional Saves:
Flaws
Skills: [6 / 3]
Appraise (Int): +0
Balance (Dex): -3 (-3 CP)
Bluff (Cha): +0 (+1 Cha, -1 Trait)
Climb (Str): -2 (+1 Str, -3 CP)
Concentration (Con): +6 (2 Con, +6 Rnk, -2 CP)
Craft (Int): +0
Decipher Script (Int): +0
Diplomacy (Cha): +0 (+1 Cha, -1 Trait)
Disable Device (Int): +0
Disguise (Cha): +1
Escape Artist (Dex): -3 (-3 CP)
Forgery (Int): +0
Gather Information (Cha): +0 (+1 Cha, -1 Trait)
Handle Animal (Cha): +2 (+1 Cha, +1 Trait)
Heal (Wis): +9 (+3 Wis, +6 Rnk)
Hide (Dex): -3 (-3 CP)
Intimidate (Cha): +1
Jump (Str): -2 (+1 Str, -3 CP)
Knowledge [Nature] (Int): +10 (+6 Rnk, +2 Class, +2 Syn)
Listen (Wis): +3
Move Silently (Dex): -3 (-3 CP)
Open Locks (Dex): -2 (-2 CP)
Perform [???] (Cha): +1
Profession (Wis): +3
Ride (Dex): -2 (-2 CP)
Search (Int): +0
Sense Motive (Wis): +3
Sleight of Hand (Dex): -3 (-3 CP)
Spellcraft (Int): +0
Spot (Wis): +9 (+3 Wis, +6 Rnk)
Survival (Wis): +11 (+3 Wis, +6 Rnk, +2 Class)
Swim (Str): -3 (+1 Str, -4 CP)
Tumble (Dex): -3 (-3 CP)
Use Magic Device (Cha): +1
Use Rope (Dex): -2 (-2 CP)
Synergies
Languages:
Illiterate
Common, Druidic
Human Bonus Feats:
Feats:
Weapon: Scimitar
Attack (Melee): +3
Damage: 1d6+1
Critical: 18-20/x2
Armor: +1 Dragonhide Chain Shirt || Light || +5 AC || -1 CP || +4 Max Dex || 20% Spell Failure || Max Speed 30 ft
Special: Made of Green Dragon Hide
Shield: +1 Darkwood Heavy Wooden Shield || Heavy || +3 AC || 15% Spell Failure
Special: This shield is made from special Darkwood Material, it is lighter, and stronger than normal shields.
Items:
Head:
Face:
Neck:
Shoulders:
Vest:
Arms:
Hands:
Waist:
Feet:
Ring:
Ring:
Miscellaneous Equipment:
Spell Component Pouch
Bedroll
Flint and Steel
Hemp Rope
10 Days Trail Rations
Signal Whistle
Sack
Waterskin
Encumbrance:
Load Carried: 65.5 lbs
Light Load: 43 lbs
Medium Load: 86 lbs
Heavy Load: 130 lbs
Off Ground: 260 lbs
Push / Drag: 650 lbs
Unspent Money:
PP
GP 14
SP
CP
Spell Level / Spells Per Day / DC
0th / 4 / DC 13 || 1st / 3 / DC 14 || 2nd / 2 / DC 15
Spells By Level
Orison Level Spells
1st Level Spells
2nd Level Spells
Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
BAB / Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, link, share spells
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, Track
Tricks: Attack (All Creatures), Come, Defend, Down, Guard, Heel
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
Trip (Ex) A riding dog that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the riding dog.
Golias is for lack of a better term, employed as a protector of the wilderness around the village of brunswick.
Personality
Golias is an extremely gruff, and yet straightforward man. He seeks to always find the most direct path to the conclusion of a situation. He hates formalities and will try to avoid them whenever he can, even going so far as to insult his way out of them if necessary. He doesn't see the problem in insulting people and is entirely uncouth.
General Appearance
Golias tends to wear hides and other materials made from scraps of dead animals. His one cloth item was given to him in gratitude by the Villagers of Brunswick when he was part of a party that helped defeat a dragon that was threatening the Village. He also wears parts of the Dragon as armor. His hair is lanky and brown, his eyes are green. And he has a deep tan from spending too much time in the wilderness.
Distinguishing Features
Golias has several tattoos marking his body in various locations. These tattoos are marks of pride for himself as they mark various points in his growth and his perseverance against the pain that they inflicted while they were being applied. All of the Tattoos are of knot works or animals.
Residence
Golias dwells in a comfy cave to the south of Brunswick. It has what are to him, all the comforts of home. However if some civilized person were to see it, they would think an animal lived there as it is not the typical home of a human being.
History
To be revealed in the Adventure.
Friends and Allies
The people of Brunswick.
Enemies
Unkown
Short Term Goals
Unkown
Long Term Goals
Unkown
Character Name: Othil Mindbreaker
Campaign / DM: The Arena of Death, Life, and Everything inbetween - Group 2 / Amadi
Character Level: 1
Classes: Psion [Kineticist] 1
Race: Blue [Goblinoid]
Alignment: Chaotic Good
Deity: The God of Psionics
Size: Small
Age: 12
Gender: Male
Height: 3 feet 1 inch
Weight: 41 pounds
Eyes: white
Hair: violet
Skin: blue
Original Point Buy: 12, 10, 14, 16, 16, 8
Str: 12/+1
Dex: 10/+0
Con: 14/+2
Int: 18/+4
Wis: 16/+3
Cha: 6/-2
Combat Info
HP: 6 / 6 [1d4+2]
AC: 14 (10 + 3 Armor, +1 Size)
Touch: 11
FF: 14
Init: +2
BAB: +0
Grapple: +1
Speed: 15 feet (3 squares)
Fly: -
Spell Resistance: -
Energy Resistance: -
Immunities: -
Saves:
Fort: +3 (0 base, +2 Con, +1 Trait)
Ref: +0 (0 Base, +0 Dex)
Will: +4 (2 Base, +3 Wis, -1 Trait)
Conditional Saves:
Psion Features
Flaws
Skills: [4 / 2]
Appraise (Int): +4
Autohypnosis (Wis): +7 (+3 Wis, +4 Rnk)
Balance (Dex): -1 (-1 CP)
Bluff (Cha): -2
Climb (Str): -1 (-1 CP)
Concentration (Con): +6 (+2 Con, +4 Rnk)
Craft (Int): +4
Decipher Script (Int): +4
Diplomacy (Cha): -2
Disable Device (Int): +4
Disguise (Cha): -2
Escape Artist (Dex): -1 (-1 CP)
Forgery (Int): +4
Gather Information (Cha): -2
Handle Animal (Cha): -2
Heal (Wis): +3
Hide (Dex): +0
Intimidate (Cha): +2 (-2 Cha, +4 Rnk)
Jump (Str): -1 (-1 CP)
Knowledge [Psionics] (Int): +8 (+4 Int, +4 Rnk)
Listen (Wis): +3 (+3 Wis, +2 when crystal is w/in arms reach)
Move Silently (Dex): +4 (+4 Race)
Open Locks (Dex): +0
Perform [???] (Cha): -2
Profession (Wis): +3
Psicraft (Int): +8 (+4 Int, +4 Rnk)
Ride (Dex): +4 (+4 Race)
Search (Int): +4
Sense Motive (Wis): +3
Sleight of Hand (Dex): -1 (-1 CP)
Spellcraft (Int): +4
Spot (Wis): +3 (+3 Wis, +2 when crystal is w/in Arms reach)
Survival (Wis): +3
Swim (Str): +0 (+2 Rnk, -2 CP)
Tumble (Dex): -1 (-1 CP)
Use Magic Device (Cha): -2
Use Rope (Dex): +0
Languages:
Common, Goblin
Draconic, Elven
Giant, Orc
Flaw Based Feats:
Class Bonus Feats:
Level Based Feats:
Weapon: Shortspear
Attack (Melee): +1
Attack (Range): +1 (20 feet)
Damage: 1d4
Critical: x2
Armor: Studded Leather || Light || +3 AC || -1 CP || +5 M. Dex || 15% SF || 20 feet
Items:
Head:
Face:
Neck:
Shoulders:
Vest:
Arms:
Hands:
Waist:
Feet:
Ring:
Ring:
Miscellaneous Equipment:
Encumbrance:
Load Carried: 11.5 lbs
Light Load: 24.75 lbs
Medium Load: 49.5 lbs
Heavy Load: 75 lbs
Off Ground: 150 lbs
Push / Drag: 375 lbs
Unspent Money:
PP
GP 94
SP
CP
Hit Dice: 3 / 3 (d4+2)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.*
Armor Class: 16 (+4 size, +2 Dex*), touch 16, flat-footed 14
Base Attack/Grapple: +0/-17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality (nimble), self-propulsion, share powers, sighted (40 ft), telepathic link)
Saves: +2 FORT, +0 REF, +5 WILL
Abilities: Str 1 / -5*, Dex 15 / +2*, Con 0 / -6, Int 6 / -2, Wis 10 / 0, Cha 10 / 0
Skills: Concentration -2, Intimidate +4, Know (Psionics) +2, Swim -3, Autohypnosis +4, Psicraft +2, Climb +14*, Listen +6, Move Silently +6, Search +2, Spot +6
Feats: Alertness
Alignment: Chaotic Good
Construct Traits
immune to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects, & any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. does not have darkvision or low-light vision.
Feats
Special Qualities
Campaign / DM: Has yet to be implemented
Character Level: 21
Classes: Dragon Sorcerer (see page 136 PHB 2)
Paragon Path: Blizzard Mage
Epic Destiny: Planeswalker (See Demigod, page 174 PHB 1)
Race: Dragonborn
Alignment: Good
Deity: The Blind Eternities
Age: 38
Gender: Male
Height: 6 ft 8 in
Weight: 280 Lbs
Size: Medium
Eyes: Red
Hair: White
Skin: White
Current Experience: 175,000
Experience to next level: 210,000
Mamelon 32 Point Buy: 16, 16, 14, 13, 13, 18
STR: 24 / +7 (+2 Rc, +4 Lv, +2 Ep)
CON: 20 / +5 (+4 Lv)
DEX: 16 / +3 (+2 Lv)
INT: 15 / +2 (+2 Lv)
WIS: 15 / +2 (+2 Lv)
CHA: 28 / +9 (+2 Rc, +6 Lv, +2 Ep)
Vital Stats
Hit Points: 117 / 117
Bloodied: 58
Surge Value: 34
Surges/Day: 11 / 11
Action Points: 1
Movement Related
Land Speed: 6 Squares
Flight Speed: 6 squares
Initiative: +17 (+10.5 Lv, +3 Dex, +4 Ft)
Tharian's Defenses
Armor Class: 31 (10 bs, 10.5 lv, 7 str, 4 Arm)
Fortitude: 31 (10 bs, 10.5 lv, 7 str, 4 It)
Reflex: 27 (10 bs, 10.5 lv, 3 Dex, 4 It)
Will: 35 (10 bs, 10.5 lv, 9 Cha, 2 Cls, 4 It)
Resistances
Cold: 25
Dragonborn Features:
Sorcerer Features
Blizzard Mage
Planeswalker Features
A gust of frost hammers Tharian's foe and hammers him back.
At Will — Arcane, Cold, Implement
Standard Action — Range: 10
Target: One Creature
Attack: +26 (10.5 Lv, 5 Imp, 9 Cha, 2 Ft) vs. Fortitude
Hit: 2d8 +25 (5 Imp, 9 Cha, 7 Str, 4 Cls) Cold Damage and Tharian pushes the Target 1 Square
Crit: +5d6 cold damage
Special: This power can be used as a Ranged Basic Attack.
Burning Spray — Sorcerer Attack 1
Tharian flings his arm in a wide arc, casting liquid fire at his foes.
At Will — Arcane, Fire, Implement
Standard Action — Close: Blast 3 squares
Target: Each Creature in the Blast
Attack: +26 (10.5 Lv, 5 Imp, 9 Cha, 2 Ft) vs. Reflex
Hit: 2d8 +25 (5 Imp, 9 Cha, 7 Str, 4 Cls) Fire Damage
Crit: +5d6 cold damage
Dragon Magic: The next enemy to hit Tharian before the end of his next turn, takes Fire damage equal to Tharian's strength modifier.
As Tharian opens his mouth with a Roar, the deadly power of his Draconic Kin bursts forth to engulf his enemies.
Encounter — Cold
Minor Action — Close: Blast 3 or 5 squares
Targets: All Creatures in Area
Attack (Str): +23 (10.5 Lv, 7 Str, 6 Rc) vs. Reflex
Hit: 3d10+5 (5 Con) Cold Damage
Rimestorm — Sorcerer Attack 7
A wintry blast drives your enemies to their knees
Encounter — Arcane, Cold, Implement
Standard Action — Close: Blast 3 squares
Target: Each Enemy in Blast
Attack: +26 (10.5 lv, 9 Cha, 5 Imp, 2 Ft) vs. Fortitude
Hit: 2d8 +25 (5 Imp, 9 Cha, 7 Str, 4 Cls) cold damage, and knocks the target prone.
Dragon Magic: The target also takes a -2 penalty to fortitude until the end of Tharian's next turn.
Chains of Fire — Sorcerer Attack 13
Fiery Serpents wrap around Tharian's foes and drag them together, holding them close.
Encounter — Arcane, Fire, Implement
Standard Action — Range: 10
Target: One or Two Creatures
Attack: +26 (10.5 Lv, 9 Cha, 5 Imp, 2 Ft) vs. Reflex
Hit: 2d8 +25 (5 Imp, 9 Cha, 7 Str, 4 Cls) fire damage. If you hit two targets with this power, you slide one of them to a space adjacent to the other, and until the end of Tharian's next turn, the two targets take 1d10 fire damage the first time they are more than 3 squares apart.
Crit: +5d6 cold damage
Dragon Tail Meditation — Sorcerer Attack 17
A lashing tail of lightning protects Tharian from a foe that thinks it has the advantage
Encounter — Arcane, Implement, Lightning
Immediate Reaction — Melee: 1 Square
Trigger: An enemy moves into a space where it flanks Tharian
Target: The triggering creature.
Attack: +26 (10.5 Lv, 9 Cha, 5 Imp, 2 Ft) vs. Reflex
Hit: 2d10 +25 (5 Imp 9 Cha, 7 Str, 4 Cls) Lightning Damage
Crit: +5d6 Cold damage
Dragon Magic: Tharian pushes the target a number of squares equal to his strength modifier.
Winter's Clutch — Blizzard Mage Attack 11
Tharian exhales draconic energy that detonates at a distance.
Encounter — Arcane, Cold, Implement
Standard Action — Ranged: 20
Target: One Creature
Attack: +26 (10.5 Lv, 9 Cha, 5 Imp, 2 Ft) vs. Reflex
Hit: 3d8 +25 (5 Imp, 9 Cha, 7 Str, 4 Cls) Cold Damage. You slide the target 1 square, and the target is immobilized until the end of your next turn. Also, you slide each ally within 20 squares of you 2 squares.
Crit: +5d6 cold damage
Tharian unleashes a thunderous roar to batter his enemies, and scales like those of an adamantine dragon cover his skin.
Daily — Arcane, Implement, Thunder
Standard Action — Close: Blast 3
Target: Each creature in the Blast
Attack: +26 (10.5 Lv, 9 Cha, 5 Imp, 2 Ft) vs. Fortitude
Hit: 2d6 +25 (5 Imp 9 Cha, 7 Str, 4 Cls) Thunder damage, and ongoing 5 Thunder damage (Save ends).
Crit: +5d6 Cold Damage.
Miss: Ongoing 5 Thunder Damage (save ends).
Dragon Magic: Tharian gains a power bonus to AC equal to his Strength Modifier until the end of the Encounter.
Spitfire Furnace — Sorcerer Attack 15
After unleashing a blast of flames, Tharian smolders with heat, and no one dares approach him lest they get burned
Daily — Arcane, Fire, Implement
Standard Action — Close: Blast 3
Target: Each creature in the Blast
Attack: +26 (10.5 Lv, 9 Cha, 5 Imp, 2 Ft) vs. Reflex
Hit: 4d10 +25 (5 Imp 9 Cha, 7 Str, 4 Cls) Fire Damage
Crit: +5d6 Cold Damage
Dragon Magic: Until the End of the Encounter any enemy that starts the turn within 2 squares of Tharian takes 2 + Tharian's Strength Modifier (+7) in Fire damage.
Split Strike — Sorcerer Attack 19
A bolt of lightning leaps from each of Tharian's hands.
Daily — Arcane, Implement, Lightning
Standard Action — Range: 10
Target: One or Two Creatures
Attack: +26 (10.5 Lv, 9 Cha, 5 Imp, 2 Ft) vs. Reflex
Hit: 6d6 +25 (5 Imp, 9 Cha, 7 Str, 4 Cls) Lightning Damage
Crit: +5d6 Cold Damage
Miss: Half Damage
Blizzard — Blizzard Mage Attack 20
Tharian's breath clings to creatures before him, eating them alive.
Daily — Arcane, Cold, Implement
Standard Action — Close: Burst 10
Target: Each enemy in the Burst
Attack: +26 (10.5 Lv, 9 Cha, 5 Imp, 2 Ft) vs. Reflex
Hit: 4d10 +25 (5 Imp, 9 Cha, 7 Str, 4 Cls) Cold damage, and you knock the target prone.
Crit: +5d6 Cold Damage.
Effect: Each ally in the burst gains resist 10 cold until the end of the encounter.
Until the end of the encounter, Tharian is surrounded by freezing wind and snow. At the start of each of Tharian's turns, each enemy within 10 squares of him takes 2d6 cold damage, and he slides it 2 squares.
The alignment of the Elements within Tharian changes at his command
Daily — Arcane
Minor Action — Personal
Effect: Tharian can change the element of the resistance his Dragon Soul grants him for the rest of the encounter to one of the other Damage types. In addition, one ally adjacent to him gains Resistance 15 to damage of the type that he has changed his element to.
Sudden Scales — Sorcerer Utility 6
Dragon Scales cover Tharian's form in reaction to an assault as arcane power shields his mind and body from assault.
Encounter — Arcane
Immediate Interrupt — Personal
Trigger: Tharian is hit by an attack
Dragon Magic: Tharian gains a bonus to all of his defenses equal to 3 + his Strength Modifier (+7) against the triggering attack.
Invert Resistance — Sorcerer Utility 10
Tharian twists the nature of his foes to turn their protections into a weakness.
Daily — Arcane
Minor Action — Close: Burst 5
Target: Each enemy in the Burst
Effect: Each target loses its resistances and gains vulnerability 5 to the damage types it had resistance against (Save ends both).
Draconic Majesty — Sorcerer Utility 16
As Tharian's foes draw near to him, fear steals into their hearts
Encounter — Arcane, Fear, Zone
Minor Action — Close: Burst 3
Effect: The burst creates a zone of fear that lasts until the end of Tharian's next turn. When Tharian moves, the zone moves with him, remaining centered on him. The zone is difficult terrain for enemies. While within the zone, enemies take a penalty to attack rolls equal to Tharian's strength modifier (-7 penalty).
Cloak of Freezing Wind — Blizzard Mage Utility 12
Daily — Arcane, Cold
Minor Action — Personal
Effect: Until the end of the encounter, each creature that hits Tharian with a melee attack takes 1d8 + Tharian's Charisma modifier (+9) cold damage, and he pushes that creature 1d4 + 2 squares.
Arcana || Red || Fire
Dungeoneering || Black || Acid
History || Blue || Lightning
Nature || Green || Poison
Religion || White || Cold
Dungeonering = 22
Insight = 27
Nature = 24
Percption = 22
Religion = 22
Arcana: +17 (10.5 Lv, 5 Trn, 2 Int)
Athletics: +17 (10.5 Lv, 7 Str)
Bluff: +19 (10.5 Lv, 9 Cha)
Diplomacy: +21 (10.5 Lv, 9 Cha, 2 Itm)
Dungeoneering: +12 (10.5 Lv, 2 Wis )
Endurance: +20 (10.5 Lv, 5 Con, 5 Trn)
Heal: +12 (10.5 Lv, 2 Wis)
History: +14 (10.5 Lv, 2 Int, 2 Rac)
Insight: +17 (10.5 Lv, 2 Wis, 5 Trn)
Intimidate: +28 (10.5 Lv, 9 Cha, 5 Trn, 2 Rac, 2 Itm)
Nature: +14 (10.5 Lv, 2 Wis, +2 BG)
Perception: +12 (10.5 Lv, 2 Wis)
Religion: +12 (10.5 Lv, 2 Int)
Stealth: +13 (10.5 Lv, 3 Dex)
Streetwise: +19 (10.5 Lv, 9 Cha)
Thievery: +13 (10.5 Lv, 3 Dex)
Langauges:
Common, Draconic
Formerly known as The Æther Clod, Aurora, Winter Staff is made of Crystalized Mana energy, and appears to be made of Ice in the form of a Stalactite.
Weapon Staff
Enhancement +5 to Attack, Damage of Basic attacks & implement powers.
Attack: +24 (10.5 Lv, 5 Enh, 7 Str, 2 Pr)
Hit: 2d8+12 (5 enh, 7 Str)
Critical: +5d6 cold damage
Power (daily): Free Action. Use this ability when using any power with the cold keyword. After you resolve the power, all enemies within three squares of you are immobilized (save ends).
Communication: Touch Telepathy, Glyphic, Speech
Background & Persona: During the time that Aurora was known as the Æther Clod, Aurora was created by Tharian to serve as his constant companion. Aurora was created in the Blind Eternities from the entropy and raw mana energies that were there. As such Aurora is a bit of a unique individual. Having been formed from Chaos and entropy, Aurora will often times react to situations and events in an extremely random manner. Sometimes reacting like a frightened kitten, other times urging Tharian to charge into combat as if he hadn't a care in the world. Overall howevr Aurora is a kind and gentle soul, who tends to contrast Tharian's more straightforward and brash way of doing things.
Alignment Good
Languages Common, Supernal, Primordial
Skills Aurora gives a +2 bonus to all checks used to perform the Planeswalking Ritual.
Weight: 4 pounds
Delver's Armor (Level 18)
Type Cloth Armor
Bonus: +4 AC
Power (Daily): Free Action. Gain a +2 power bonus to a saving throw you just rolled; use the new result.
Weight: 4 pounds
Circlet of Authority (Level 7)
Slot Head
Property: +2 item bonus to Diplomacy and Intimidate Checks
Weight: 1 pound
Guardian's Bracers (Level 20)
Slot Hands
Property: +4 item bonus to Ref, Will, Fort
Power (Daily, Teleportation): Move Action, Teleport to the space of an Ally within 10 squares of you; that ally simultaneously teleports to your original space. You need not have line of sight or line of effect to the ally's space.
Special these are a customized version of the Guardian's Cape Magic Item. They function identically to the Cape, they just are worn in a different slot than the cape would be due to the difficulty of a Half-Dragon who has wings to be wearing a cape.
Weight: 1.5 pounds
Ring of Protection (level 17)
Slot Ring
Property: +1 item bonus to Saving Throws
Power (Daily): Immediate Interrupt. Tharian can use this power when he is hit by an attack. He gains a +2 power bonus to a single defense score against the attack. If he has reached at least 1 milestone today, this bonus lasts until the start of his next turn instead.
Weight: 0.005 pounds
Woundrous Items:
Everlasting Provisions - Level 4 - this plain basket will after an extended rest, create enough food for 5 medium sized or small people (or one large person) for the next 24 hours (weighs 2 pounds)
Potion of Vitality - Level 15 - as a Minor action, drink this, and spend a healing surge. The imbiber recovers 25 Hit Points and is allowed a saving throw to end one effect on him or her that a saving throw could end. (weighs 1.5 pounds)
Handy Haversack - Level 10 - This Backpack modified specially for winged creatures, can hold up to 1,000 pounds in weight, or 100 cubic feet but itself only weighs 1 pound. Drawing an item from the bag is a minor action.
Non Magical Equipment:
Belt Pouch stores the potion of vitality & tharians money (weighs 1/2 pounds)
Bedroll (weighs 5 pounds)
Flint & Steel
2x Sunrods (weigh 1 pound each)
Tent (weighs 20 pounds)
Ritual Gems, Belt, & Sash: equivalent to 159 out of 256 pages used (weighs 3 pounds)
A Crystal Ball: worth 1,000 GP (weighs 2 pounds)
20x Gemstones: worth 50 GP each and 1000 GP total (weighs 2 pounds)
Alchemical Regeants: 21,445 GP worth (weighs 42.89 pounds)
Encumberance:
Weight Carried on person: 19.233 / 250 lbs
Weight carried in Haversack: 75.89 / 1,000 lbs
Carrying Capacity: 250 lbs
Lift off Ground: 500 lbs.
Push / Drag: 1250 lbs.
Wealth:
AD 4
PP 29
GP 98
SP 9
Category Exploration
Time 10 minutes
Duration 24 hours
Component Cost 10 gp
Key Skill Arcana
When beginning this Ritual, choose a language Tharian has heard or a piece of writing he has seen within the last 24 hours.
Using this Ritual on a language he has heard allows him to understand it when spoken for the next 24 hours and, if his arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this Ritual on a language he has seen as a piece of writing allows him to read the language for the next 24 hours and, if his arcana check is 35 or higher, to write that language in its native script or in any other script he knows for the duration.
Using this ritual on a language he has both heard and seen as a piece of writing within the past 24 hours allows him to understand it in both forms for the next 24 hours, and an arcana check of 35 or higher allows him to speak and write the language.
Category Warding
Time 10 Minutes
Duration 24 hours
Component Cost 30 gp
Key Skill Arcana (no check)
Tharian wards a single room (or burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a -10 penalty to their perception checks.
Category Exploration
Time 10 minutes
Duration 24 hours
Component Cost 50 gp
Key Skill Arcana
9 or lower || 250 pounds
10 to 24 || 500 pounds
25 to 39 || 1,000 pounds
40 or higher || 2,000 pounds
Tharian's arcana check result determines the maximum load the disk can carry.
Category Exploration
Time 10 minutes
Duration 24 hours
Component Cost 20 gp
Key Skill Arcana / Nature (no check)
The Endure elements Ritual lets Tharian designate up to five ritual participants, including himself, who ignore the penalties associated with extremes of non-magical weather.
An affected creature suffers no ill effects from ambient temperatures between -50 and 140 degree's fahrenheit, and the creatures equipment is likewise protected from the ravages of these temperatures and of precipitatation.
Category Warding
Time 30 minutes
Duration 24 hours (special)
Component Price 25 gp
Key ability Arcana
This ritual creates watchful eyes that Tharian can place in any square within 10 squares of where he performs the Ritual. Each eye is located in a particular square; it is intangible and can't be interacted with physically. The eyes are nearly invisible and have a stealth check result equal to 20 + Tharian's level to avoid detection.
Tharian's Arcana check determines how many eyes he can place and what type of vision or sensory abilities they have.
19 or less || one || Normal Vision
20 to 39 || three || Darkvision
40 or more || five || Tremorsense 12 squares
If an Eye see's an intruder it emits a loud warning sound defined by Tharian during the ritual. The perception DC to hear the eye's sound is zero modified by distance as normal.
The eyes never consider Tharian an intruder. In addition Tharian can designate any number of other Ritual participants as non-intruders. When he performs the ritual he can also designate one or more categories of creatures that the eyes will ignore. Tharian can define these categories by obvious physical characteristics (such as height, weight, or body shape) Creature types (such as humanoid), creature race (such as Hill Giant), or obvious equipment (such as a creature carrying a shield with a flame emblazoned on it).
The Ritual lasts for 24 hours or until you move more than 20 squares from all of the eyes.
Optional Focus Tharian can extend the duration of this Ritual indefinitely by using a focus of a small, jeweled eye made of silver and ruby worth at least 100 gp. The Ritual's effects last as long as the focus remains within 20 squares of any of the eyes. Tharian can hide or protect the ritual's focus however he likes as long as it remains within 20 squares of the eyes.
Category Creation
Time 1 minute
Duration 10 minutes
Component Price 20 gp
Key Skill Arcana (no check)
Tharian sends a barrage of small, colorful explosions into the sky. The explosions blossom into whatever color or shape he chooses for 1 minute. At the end of each minute of the Ritual's duration, he can choose a new color and shape. At night the lights are visible within a 10 mile radius. During the day, the lights are visible within a 1 mile radius.
Category Exploration
Time 1 minute
Duration 8 hours
Component Cost 25 gp
Key Skill Arcana / Nature (no check)
Tharian gains Mastery over non-magical fire. For the Ritual's duration, or until he takes an extended rest, he can manipulate non-magical flames within 10 squares of himself as a minor action. Tharian can make a fire that normally provides dim light produce an equal amount of bright light, or he can double the radius of bright light a fire produces. Alternatively he can diminish a fire's light, reducing its area of bright light to an equal amount of dim light, or reducing its area of dim light to darkness. Reducing a fire's light to produce no light does not extinguish the fire. Additionally, Tharian can extinguish 1 square of non-magical fire as a minor action.
Category Exploration
Time 10 minutes
Duration Instantaneous
Component Cost: 35 gp, plus 1 Healing Surge
Key Skill Arcana
The knock ritual allows Tharian to open a single locked door, chest, gate, or other object. It even works against Portals sealed with the Arcane Lock ritual or doors secured with bolts or bars that are on the far side, out of reach. Tharian must defeat all closures on a locked object to unlock it. Tharian makes one Arcana check per Lock, bar, arcane lock, or similar closure. The object you unlock does not open automatically; Tharian must still open it himself after the Ritual unlocks it.
Tharian makes an Arcana check with a +5 bonus in place of a Thievery check to open each lock or closure. (see the Thievery skill description on page 189 of the Players Handbook for example DC's). To undo bolts or bars he couldn't normally reach, he must succeed on a DC 20 Arcana check.
If Tharian uses this Ritual successfully against a Portal protected by the Arcane Lock Ritual, Tharian destroys the Arcane Lock and its effects end.
Category Creation
Time 1 hour
Duration Instantaneous
Component Cost 25 gp
Key skill Arcana (no check)
When Tharian finishes performing this Ritual, he touches a magic item, and destroys it. This turns the item into a quantity of Residuum valued at one fifth of the item's prie. The Item must be Tharian's level or lower and must be something that can be created using the Enchant Magic Item Ritual.
Category Exploration
Time 10 minutes
Duration 12 hours
Component Cost 70 GP
Key Skill Arcana
This ritual conjures forth up to eight horselike creatures. Each one is large and can be ridden by Tharian or any other character he designates during the Ritual.
His Arcana check determines the speed of the Steeds he conjures and whether they have any special movement capabilities. The steeds have the special movement capabilities associated with Tharian's check result and all lower results.
19 or less || 10 || None
20 to 29 || 12 || Ignore Difficult Terrain
30 to 39 || 15 || Move on Water as if it were Solid ground
40 or more || 20 || Fly (up to 10 squares above the ground)
A steed created by this Ritual lasts for 12 hours, or until it takes any damage. When the Ritual ends, or when a steed is destroyed, the steed fades into nothingness and its rider lands on his or her feet in the steeds space. If the steed is flying when it disapears, the rider descends safely to the ground, Landing at the start of his or her next turn.
Category Exploration
Time 10 Minutes
Duration Instantaneous
Component Cost 50 gp
Key Skill Arcana
Tharian can convey a mental message of up to 25 words to a person he knows. If the target is within Range he or she receives the message mentally and can respond likewise. The Ritual's maximum Range is determined by Tharian's Arcana check result.
9 or less || 10 miles
10 to 19 || 100 miles
20 to 29 || 500 miles
30 to 39 || 1,000 miles
40 or more || anywhere on the same plane
Category Warding
Time 1 hour
Duration 8 hours or until discharged
Component Cost 100 gp
Key Skill Arcana
Tharian places a ward in a 4 square by 4 square area. The ghostly form of a wyvern appears in that area. His Arcana check determines the perception DC to notice the Wyvern's presence.
As part of the Ritual, Tharian can name creatures that can pass freely through the warded area and he can set conditions that allow a creature to bypass the ward. Any other creature that enters the area is subject to an attack equal to Tharian's level +4 vs. Will. On a hit, the target is immobilized (save ends). When the attack is triggered, Tharian becomes aware that it has been triggered regardless of his distance from the Ritual's area. The ritual is also discharged.
Category Exploration
Time 10 Minutes
Duration Special
Component Cost 135 gp
Key Skill Arcana or Nature
When Tharian performs this Ritual, he can designate up to eight other participants (including himself if he wishes) who breathe water as easily as they breathe air. Furthermore they can speak underwater.
Waterbreathing doesn't change ones ability to breathe air. It doesn't confer a greater swim speed or the ability to fight underwater unhindered. It does protect any gear one takes with them, such as books, and scrolls from water damage.
The Arcana or Nature check determines the Duration of the Effect
14 or less || 1 hour
15 to 19 || 2 hours
20 to 24 || 4 hours
25 to 29 || 8 hours
30 or higher || 24 hours
Category Scrying
Time 10 minutes
Duration special
Component Cost 270 gp, plus a focus worth 200 gp
Key skill Arcana
When Tharian performs a Wizard's Sight Ritual, he chooses a square within 20 feet of himself, even a square he cannot see or doesn't have line of effect to. He then creates a magical sensor in that square. He can see and hear as if he were standing in that square and he has darkvision through the sensor. He uses his perception skill to determine whether he hears quiet sounds and notices unobtrusive things while observing the area through the sensor.
His Arcana check determines how long the Sensor lasts:
19 or less || 1 round
20 to 24 || 2 rounds
25 to 29 || 3 rounds
30 to 39 || 4 rounds
40 or more || 5 rounds
Sufficiently Warded area's (area's warded by the forbiddance spell) can block Wizard's Sight. If a location is warded in such a way, Tharian learns it before expending his Components and can cancel the Ritual.
Focus a Mirror or Crystal Ball worth at least 200 GP. The focus conveys what Tharian see's or hears during the Ritual.
Catagory: Divination
Time: 15 minutes
Duration: Special
Component Cost: A focus worth 1,000 gp
Key Skill: Arcana
Before undergoing this ritual, choose whether you want it to affect skill or power.
If you choose skill, then also choose whether you want to have it affect an Arcana, Dungeoneering, History, Nature, or Religion check. If you choose power, then also choose whether you want to have it affect powers with the Acid, Cold, Fire, Lightning, or Poison keyword.
You enter a meditative state from which you may not be disturbed, or the ritual fails. While in meditation you are fully aware of your surroundings and notice approaching enemies and other events as normal. In meditation, you connect your mind to the mana that flows through the plane of existence you are currently on, storing its power within yourself until you wish to release it.
The meditation gives you a bonus to one skill check or power you use within 24 hours of the meditation, you choose when to apply the bonus. Make an Arcana check to determine what bonus you gain to either the skill or the power:
19 or lower || +2 to attack roll // +5 to skill check
20 to 29 || +4 to attack roll // +10 to skill check
30 to 39 || +6 to attack roll or +15 to skill check
40 or higher || +8 to attack roll // +20 to skill check
Special: You cannot be aided in this ritual and you can use it only once per 24 hour period.
Category Exploration
Time 10 minutes
Duration 1 minute
Component Cost 1000 gp
Key Skill Arcana
Tharian can create a passage through any solid material. HE can choose the orientation of the passage relative to the surface he touches. The passage is 1 square wide and tall. The passage can be any number of squares deep equal to the arcana check result divided by 5. This Ritual does not conceal the passage from anyone or bar anyone from entering . A creature inside the passage when it closes takes 5d10 damage and is ejected to the nearest end of the passage. This ritual does not affect the structural integrity of a cavern or a wall; the passage is a twist in space, not an actual shifting of material.
Category Scrying
Time 1 hour
DurationSpecial
Component Cost 1,600 gp plus a focus worth 1,000 gp
Key Skill Arcana
When Tharian performs this Ritual, he chooses a location he has previously visited. The location must be fixed in place (he can't choose to look into a Ship's cabin that is at sea), and it must still be at the same place (and more or less the same shape) as when he visited it. Redecorating will not fool this ritual. However destruction of a tower and rebuilding it with a different layout would cause the ritual to fail (until Tharian visits the new location). Tharian will know if the Ritual has failed before he expends any components. This Ritual can show him a location anywhere in the world, but cannot show him a location on another plane.
The Ritual creates a scrying sensor, that watchful creatures may notice. The Perception DC to notice this Sensor is equal to 10 + Tharian's level. The sensor cannot be disrupted, nor can creatures who notice it interact with it.
Tharian can both see and hear through the Sensor. He also has Darkvision through the sensor. He must use his Perception skill to see if he notices quiet noises or unobtrusive sights in the area he is observing.
Tharian's Arcana check determines how long the Sensor remains in the area.
19 or less || 1 round
20 to 24 || 2 rounds
25 to 29 || 3 rounds
30 to 39 || 4 rounds
40 or more || 5 rounds
Focus A Mirror or Crystal Ball worth at least 1,000 gp. The focus conveys what Tharian see's or hears during the course of the Ritual.
Category Warding
Time 30 minutes
Duration 24 hours (Special)
Component Cost 5,000 gp, plus 5 Healing Surges
Key Skill Arcana
No scrying sensor can enter a forbiddance and no creature can teleport into it, unless the sensor or the creature is higher level than the ritual caster who performed the forbiddance ritual.
Tharian's Arcana check determines the size of the Warded area which is a burst.
9 or less || Burst 1
10 to 19 || Burst 3
20 to 29 || Burst 5
30 to 39 || Burst 8
40 or more || Burst 12
Special This spell does not prevent a Planeswalker from entering or leaving the effected area via the Planeswalk Ritual.
Time 10 minutes (special)
Duration special
Component Cost none existent
Key ability Special
Only a person with the Planeswalker Epic Destiny can learn this Ritual. The Ritual enables the person to traverse the planes of the multiverse.
The Ritual requires two checks relating to one of the 5 types of mana. When the Planeswalker attempts to Planeswalk he first rolls a departure check using one of the following skills associated with one of the five types of Mana: Arcana, Dungeonering, History, Nature, and Religion. He then compares it to the Departure table below to determine the amount of time that is suggested for preparing the Ritual.
19 or lower || 10 minutes need to be spent || -6 penalty to Rituals next Check
20 to 39 || 5 minutes need to be spent || -4 penalty to Rituals next Check
40 or higher || 1 minute needs to be spent || -2 penalty to Rituals next Check
10 or lower || Lost on Blind Eternities for 1d% days. 99% chance of a random destination.
11 to 19 || Lost on Blind Eternities for 1d4 days. 80% chance of random destination.
20 to 39 || Arrival on intended plane, 1d6 miles from intended location
40 or higher || Arrival on intended plane, at intended location
Bonus If a planeswalker has visited his intended destination before, he gets a bonus to the Arrival Arcana Check equal to the number of times he has previously visited that plane of existence.
Thar (short for Tharian) is a half-Dragon, which means he has wings, and claws. His Claws are fully functional, and he prefers them over any other weapon except his Mace. His wings have also recently become fully functional, unlike in times past. As such he is capable of powered flight if he so wishes it. Tharian’s spell gems are worn on a belt and sash that are made of particularly fine quality leather. Currently while he is residing on Sali Island and the outlaying Planes of existence, he is wearing what appears to be a summer outfit for the comfort and ease of movement that it provides to him. His skin and hair are perfectly white. However his eyes and claws are blood red in color.
Tharian's History prior to the Time Rift that brought him to Estark in his own words:
"My father is an insane man... he used the power of his ice crystals to amplify his controlling and transformative magics to allow him to impregnate one of the most willful creatures on the face of Terisiare... a Rimescale Dragon. He then went on with the rest of his Sect to proceed to attempt to enslave the land of Terisiare using Phyrexian War Machines, and to submit Terisiare to a second and Artificial Ice Age."
History Prior After Time Rift:
Born in Terisiare during the end of the last great Ice Age, he traveled through a time rift to find himself located in the modern era of Dominarian History. He spent a great deal of time in Estark City learning about the intricacies of Time Magic. He also developed a passing knowledge of Artifice. However during one of his guild’s field studies, Tharian was consumed by a Time Rift, and hurled into an alternate time line where history was different. He was quickly able to make an attachment to the mana there, and was promptly confronted by a gigantic and powerful Dragon who was attuned to Tharian’s colors of Mana. This dragon called itself Numot, the Devastator Numot took Tharian under his wings, and trained Tharian to further be able to manipulate the magics of his new world. Eventually Tharian found a phyrexian portal. He used this portal to traverse the planes and learn more about his new world. He eventually found his way to Sali Island.
Once on Sali Island Tharian quickly made an impact on the culture there. He had an encounter with a young elf girl who seemed to be from his original multiverse. As well as a mind mage of some sort. Later he found a tavern and entered it. Once he was inside he made the discovery of his lifetime, a beautiful young dancer. He tried to woe her unsuccessfully with some modified mental magic that he had learned from Numot. However the magic was repelled quite effectively by some magical force that the girl had access to.
He was then approached mentally by an entity calling himself Io. This entity suggested that Tharian proceed to a place known as Trey’s Junk Shop and volunteer to join with Amila on a quest of dire importance to not just Sali Islands multiverse, but to all multiverses. Some nameless evil was corrupting all reality and Tharian might well be a pivotal figure in putting a stop to this evil.
He did as he was asked joining, Trey, Drea, and Grignak in following Amila to some remote Tower. Once there they proceeded to lay siege to the Tower. At the top, they were greeted by both Amila’s husband and what everyone assumes is this nameless evil. Uzar. Eventually Tharian confronted Uzar. When he did Uzar placed a spell upon Tharian, that compelled Tharian to obey his commands. However in doing so, Uzar inadvertently activated Tharians spark, which rebelled against the effects of the spell due to Tharian’s inherently good nature.
Tharian proceeded to explode in a font of pure mana. He ended up in the Blind Eternities, where his spark transformed him into a true Planeswalker. However, he was summoned back to the Physical world by Keljar (Amila’s husband), who asked Tharian to take Trey, Grignak, and Drea on a quest to find a person who could help them retrieve a weapon that could potentially put an end to Uzar’s existence. Or at least that is what is hoped.
Biological Make-up
Unlike a normal "Reptile" Tharian is very warm blooded. In otherwords his core tempature is warmer than the environment around him. This allows him to survive in colder climates than a normal reptile would be able to survive in. However on the flip side it prevents him from being able to survive in especially hot climates for very long. So if he were to go into a hot climate, he would actually need some sort of supply of cold energy... fortunately, his own mana produces such a supply of cold energy.
Campaign / DM: not part of a campaign or adventure strictly speaking
Character Level: 36
Monster Type: Solo Brute
Race: Immortal Magical Beast, Deity (Dragon)
Alignment: Unaligned
True Size: Gargantuan (15 squares by 20 squares)
Experience earned for defeating him 395,000
STR: 34 / +12 (+30)
CON: 34 / +12 (+30)
DEX: 31 / +10 (+28)
INT: 26 / +8 (+26)
WIS: 26 / +8 (+26)
CHA: 31 / +10 (+28)
Vital Stats
Hit Points: 1650
Bloodied: 825
Action Points: 3
Movement Related
Land Speed: 10 Squares
Overland Flight Speed: 15 (Hover) Squares
Teleport Speed: 5 Squares
Initiative: Io is always treated as if he has rolled a 61 on his initiative rolls.
Io's Defenses
Armor Class: 52
Fortitude: 50
Reflex: 50
Will: 52
Immunities:
Io is immune to all attacks by creatures of lower than 20th level.
Resistances
Acid 15, Cold 15, Fire 15, Lightning 15, Poison 15
At Will * Melee, Force
Standard Action
Melee / Reach: 4 Squares
Target: one creature
Attack: +39 vs. AC
Hit: 4d10+12 force damage
Bite
At Will * Melee
Standard Action
Melee / Reach: 4 Squares
Target: one Creature
Attack: +39 vs. AC
Hit: 8d8+12 damage and the target loses 1d4 healing surges.
Double Attack
At Will * Melee
Standard Action
Effect: Io can make either 2 Claw attacks, or 1 Claw and 1 Bite Attack during his turn.
Tail Bash
Encounter * Melee, Force
Standard Action
Melee / Reach 5 squares
Target: one creature
Attack: +39 vs. AC
Hit 4d10+12 Force damage
Secondary Target: the primary target
Secondary Attack: +39 vs. Will
Hit: Target is knocked prone and dazed (save ends both).
Overbearing Breath
Encounter * Recharge 4-5-6 * Force
Standard Action
Close Burst 30 Squares
Target: each enemy in the Burst
Attack: +37 vs. Reflex
Damage: 10d8 force damage and the target takes ongoing 25 force damage (save ends).
After Effect: The Target is Slowed (save ends).
Special: Io can only use this attack after 3 rounds of combat.
Bloodied Breath
Encounter * Force
Immediate Action
Trigger When Io becomes bloodied for the first time in an encounter.
Close: Burst 30 Squares
Target: Each enemy in the Burst
Attack: +37 Reflex
Damage: 10d8 force damage and the target takes ongoing 25 force damage (save ends).
After Effect: The Target is slowed (save ends)
Resplendant Majesty
Encounter * Fear
Minor Action
Close Burst 20 Squares
Targets: all enemies within the Burst
Attack: +37 vs. Will
Effect: the Target is Stunned until the end of Io's next turn.
After Effect: The Target takes a -2 penalty to Attack Rolls (Save Ends).
Dungeonering = 36
Insight = 41
Nature = 36
Percption = 36
Religion = 41
Arcana: +31 (18 Lv, 5 Trn, 8 Int)
Athletics: +30 (18 Lv, 12 Str)
Bluff: +28 (18 Lv, 10 Cha)
Diplomacy: +28 (18 Lv, 10 Cha)
Dungeoneering: +26 (18 Lv, 8 Wis )
Endurance: +35 (18 Lv, 12 Con, 5 Trn)
Heal: +31 (18 Lv, 8 Wis, 5 Trn)
History: +26 (18 Lv, 8 Int)
Insight: +31 (18 Lv, 8 Wis, 5 Trn)
Intimidate: +28 (18 Lv, 10 Cha)
Nature: +26 (18 Lv, 8 Wis)
Perception: +26 (18 Lv, 8 Wis)
Religion: +31 (18 Lv, 8 Int, 5 Trn)
Stealth: +28 (18 Lv, 10 Dex)
Streetwise: +28 (18 Lv, 10 Cha)
Thievery: +28 (18 Lv, 10 Dex)
Langauges:
Supernal (can communicate in any language)
Comprehend Languages - Lv 1
Gentle Repose - Lv 1
Silence - Lv 1
Endure Elements - Lv 2
Detect Secret Doors - Lv 3
Arcane Lock - Lv 4
Enchant Magic Item - Lv 4
Knock - Lv 4
Brew Potion - Lv 5
Magic Circle - Lv 5
Cure Disease - Lv 6
Disenchant Magic Item - Lv 6
Phantom Steed - Lv 6
Sending - Lv 6
Linked Portal - Lv 8
Raise Dead - Lv 8
Remove Affliction - Lv 8
Water Breathing - Lv 8
Wizards Sight - Lv 8
Detect Object - Lv 10
Drawmij’s Instant Summons - Lv 12
Passwall - Lv 12
Shadow Walk - Lv 12
View Location - Lv 14
View Object - Lv 18
Forbiddance - Lv 20
Observe Creature - Lv 24
True Portal - Lv 28
[From Players Handbook 2]
Affect Normal Fire - Lv 3
Wyvern Watch - Lv 6
Reverse Portal - Lv 12
[From the Draconomicon 1]
Aura Mask - Lv. 8
Chamber of Vulnerability - Lv 20
Disorienting Portal - Lv 10
Easy Passage - Lv 6
False Aura - Lv 16
Sentinel Eye - Lv 14
Ward the True Name - Lv 26
Campaign / DM: not part of a campaign or adventure strictly speaking
Character Level: 18
Class Templates: Cleric, Paladin, Sorcerer
Monster Type: Solo Brute
Race: Immortal Humanoid, Deity (Human)
Alignment: Unaligned
Size: Medium
Experience earned for defeating him 10,000
STR: 25 / +7 (+16)
CON: 25 / +7 (+16)
DEX: 22 / +6 (+15)
INT: 17 / +3 (+12)
WIS: 17 / +3 (+12)
CHA: 22 / +6 (+15)
Vital Stats
Hit Points: 885
Bloodied: 442
Surge Value: 221
Healing Surges: 17
Action Points: 2
Movement Related
Land Speed: 5 Squares
Teleport Speed: 3 Squares
Initiative: Io is always treated as if he has rolled a 39 on his initiative rolls.
Io's Defenses
Armor Class: 56
Fortitude: 33
Reflex: 33
Will: 34
Resistances
Acid 5, Cold 5, Fire 5, Lightning 5, Poison 5
Paladin Features:
Cleric Features:
Sorcerer Features:
At-Will * Divine, Weapon
Standard Action * Melee Weapon
Target: 1 Creature
Attack: 26 + 1 per enemy Adjacent to Io vs. AC
Hit: 2d8 + 21 damage
Terrifying Smite - Lv 17
Encounter * Divine, Fear, Weapon
Standard Action * Melee Weapon
Target One Creature
Attack +26 vs. AC
Hit 3d8 + 21 damage, and Io pushes the target a number of Squares equal to his Charisma Modifier. The Target can't move nearer to him on it's next turn.
True Nemesis - Lv 15
Daily * Divine, Implement
Standard Action
Ranged 5 Squares
Target one creature
Attack +24 vs. Will
Hit 2d10 + 20 damage
Miss Half Damage
Effect Until the end of the encounter, whenever the target is within 5 squares of you and attacks you or an ally you can make a secondary attack against the target as an immediate reaction.
Secondary Attack 24 vs. Will
Hit 2d10 + 20 damage
Miss Half Damage
Turn the Tide Lv 10
Daily * Divine
Standard Action
Close Burst 3
Targets You and each ally in the burst
Effect the targets make saving throws against every effect that a save can end.
At Will * Divine, Weapon
Standard Action
Melee Weapon
Target one Creature
Attack +26 vs. AC
Hit: 2d8 +21 damage and Io and one adjacent Ally gain a +1 Power Bonus to Armor Class until the end of Io's next turn.
Enthrall Lv. 17
Encounter * Charm, Divine, Implement, Psychic
Standard Action
Area Burst 3 within 10 Squares
Target each enemy in Burst
Attack +24 vs. Will
Hit 2d10 +17 Psychic Damage and Target is immobilized and unable to make attacks against you until the end of your next turn.
Purifying Fire Lv 15
Daily * Divine, Fire, Healing, Implement
Standard Action
Area Burst 2 within 10 Squares
Target Each enemy in Burst
Attack +24 vs. Reflex
Hit: 3d10 +17 fire damage, and Ongoing 10 Fire Damage (save ends). While this Power's ongoing damage is in effect, Io and his allies regain hit points equal to 5 + Io's Charisma modifier when starting a turn adjacent to one or more targets taking Ongoing damage.
Miss Half Damage and no Ongoing damage.
Divine Armor Lv 16
Daily * Divine, Healing
Standard Action
Close Burst 3
Targets Io and each ally in burst
Effect Io gains a +2 power bonus to AC, and all targets gain Resist 5 to all damage until the end of encounter.
At Will * Arcane, Fire, Implement
Standard Action
Close Blast 5
Target Each Creature in the Blast
Attack +24 vs. Reflex
Hit: 2d8 +20 fire Damage
Dragon Magic: The next enemy that Hit's Io with a melee attack before the end of his next turn takes fire damage equal to his Strength Modifier.
Dragon Tail Meditation Lv. 17
Encounter * Arcane, Implement, Lightning
Immediate Reaction
Melee 1 Square
Trigger An Enemy moves into a space where it Flanks Io
Target the Triggering Creature
Attack +24 vs. Reflex
Hit 2d10 +20 lightning Damage
Dragon Magic Io pushes the target a number of squares equal to his Strength Modifier.
Spitfire Furnace Lv. 15
Daily * Arcane, Fire, Implement
Standard Action
Close Blast 3
Target each creature in Blast
Attack +24 vs. Reflex
Hit 4d10 +20 Fire Damage
Dragon Magic Until the end of encounter, any enemy that starts its turn within 2 squares of Io takes Fire damage equal to 2 + his Strength Modifier.
Chaos Echoes Lv. 16
Daily * Arcane
Immediate Reaction
Close Burst 5
Trigger You are hit or missed by an attack
Target one enemy in burst
Effect The Triggering attack hits the target
Encounter - Recharge 6 * Force
Standard Action
Close Blast 5 Squares
Target: each enemy in the Blast
Attack: +19 vs. Reflex
Damage: 4d20 +12 force damage and the target is slowed (save ends).
Bloodied Breath
Encounter * Force
Immediate Action
Trigger When Io becomes bloodied for the first time in an encounter.
Close Blast 5 Squares
Target: each enemy in the Blast
Attack: +19 vs. Reflex
Damage: 4d20 +12 force damage and the target is slowed (save ends).
Resplendant Majesty
Encounter * Fear
Minor Action
Close Burst 10 Squares
Targets: all enemies within the Burst
Attack: +19 vs. Will
Effect: the Target is Stunned until the end of Io's next turn.
After Effect: The Target takes a -2 penalty to Attack Rolls (Save Ends).
Dungeonering = 22
Insight = 27
Nature = 22
Percption = 22
Religion = 27
Arcana: +17 (9 Lv, 5 Trn, 3 Int)
Athletics: +16 (9 Lv, 7 Str)
Bluff: +15 (9 Lv, 6 Cha)
Diplomacy: +15 (9 Lv, 6 Cha)
Dungeoneering: +12 (9 Lv, 3 Wis )
Endurance: +19 (9 Lv, 7 Con, 5 Trn, -2 CP)
Heal: +17 (9 Lv, 3 Wis, 5 Trn)
History: +12 (9 Lv, 3 Int)
Insight: +17 (9 Lv, 3 Wis, 5 Trn)
Intimidate: +15 (9 Lv, 6 Cha)
Nature: +12 (9 Lv, 3 Wis)
Perception: +12 (9 Lv, 3 Wis)
Religion: +17 (9 Lv, 3 Int, 5 Trn)
Stealth: +13 (9 Lv, 6 Dex, -2 CP)
Streetwise: +15 (9 Lv, 6 Cha)
Thievery: +13 (9 Lv, 6 Dex, -2 CP)
Langauges:
Supernal (can communicate in any language)
**See below description of Adiya**
Battleforged Armor
Armor: Godplate
Armor Bonus: +14
Enhancement Bonus: +6 to AC
Check Penalty: -2
Speed Penalty: -1
Property: If you use your second wind when you are bloodied, regain an extra 3d10 Hit Points.
Weight: 50 pounds
Comprehend Languages - Lv 1
Gentle Repose - Lv 1
Silence - Lv 1
Endure Elements - Lv 2
Detect Secret Doors - Lv 3
Arcane Lock - Lv 4
Enchant Magic Item - Lv 4
Knock - Lv 4
Brew Potion - Lv 5
Magic Circle - Lv 5
Cure Disease - Lv 6
Disenchant Magic Item - Lv 6
Phantom Steed - Lv 6
Sending - Lv 6
Linked Portal - Lv 8
Raise Dead - Lv 8
Remove Affliction - Lv 8
Water Breathing - Lv 8
Wizards Sight - Lv 8
Detect Object - Lv 10
Drawmij’s Instant Summons - Lv 12
Passwall - Lv 12
Shadow Walk - Lv 12
View Location - Lv 14
View Object - Lv 18
[From Players Handbook 2]
Affect Normal Fire - Lv 3
Wyvern Watch - Lv 6
Reverse Portal - Lv 12
[From the Draconomicon 1]
Easy Passage - Lv 6
Aura Mask - Lv. 8
Disorienting Portal - Lv 10
Sentinel Eye - Lv 14
False Aura - Lv 16
Four Potions of Recovery
225 Astral Diamonds
998 Platinum Pieces
50 Gold Pieces
800,000 GP worth of Alchemical Reagents
800,000 GP worth of Mystic Salves
Thirty-Six Objects of Art worth 50,000 GP each
Level 30 Battleforged Armor
Artifact: Adiya, the Furious Stave
Ritual Book (128 of 128 pages used)
Ritual Book (128 of 128 pages used)
Ritual Book (102 of 128 Pages used)
Adiya, the Furious Stave
Adiya is a +5 Staff of Forceful Might with the following properties:
Implement (Staff)
Enhancement +5 to Attack Rolls & Damage Rolls
Attack: +26 vs. AC
Hit: 1d8 +21 damage
Critical: +5d8 force damage
Property: Divine Characters can use this Staff as a Holy Symbol implement for Divine Powers.
Property: When fighting the Enemies of Dragons, Adiya provides a +4 bonus on attack rolls.
Property: The wielder of this weapon can speak and understand Draconic. As well as read the Iokharic script.
Base Power (Daily): Free Action. Trigger: You hit an enemy with a Arcane or Divine attack power using this Staff. Effect: You push that target 6 squares and knock it prone. If the Triggering attack already pushes the target, you apply this push after that one.
Power (Encounter * Arcane, Cold, Implement): Standard Action. You can use Rimestorm (Sorcerer 7)
Power (Daily * Arcane): Minor Action. You can use Comrades' Mantle (Sorcerer 16)
Goals of Adiya
Concordance
Pleased (16 to 20)
Adiya is clearly in tune with her owner at this point, and together they are doing the will of Io.
Adiya's enhancement raises to +6
Critical: Adiya does +6d8 force damage on a critical hit.
Property: When fighting against the enemies of Dragons, Adiya grants a +6 bonus to attack rolls.
Power (Daily): Minor Action. You can call forth an Aura of Force (Aura 1) that lasts until the end of your next turn. Any enemy that starts it's turn inside the Aura takes 15 Force damage and is knocked prone.
Special: An Exarch or Angel in the service of Io may occasionally emerge from the staff to provide you with prophetic guidance or send you on a quest. It will not fight for you though.
Satisfied (12 to 15)
The wielder has proved to be a worthy protector of Dragonkind. And Adiya does the Wielder's bidding as long as the bearer remains worthy of its trust.
Power (Daily): Minor Action. You can heal yourself, recovering Hit Points AS IF you had just spent a Healing Surge.
Normal (5 to 11)
Adiya is reserved and cautious with her new found companion until he or she proves that Adiya can trust him or her.
Unsatisfied (1 to 4)
The wielder is using Adiya to fight Dragons or disobeying commands sent to them by Io himself. Adiya is not pleased with this. If the Wielder does not change his or her ways soon, then Adiya will be leaving.
Critical Hit: Adiya does just +5d6 damage on a critical hit.
Property: Adiya provides a +2 bonus on attack rolls when fighting against the enemies of Dragon kind. Further she provides a -2 penalty when fighting against Dragons.
Angered (0 or lower)
The wielder is not meeting Adiya's expectations. She will not remain in his or her possession for much longer.
Adiya's enhancement bonus drops to +4
Critical: Adiya does +4d6 force damage on a critical hit
Property: Adiya no longer grants a combat advantage when fighting the enemies of Dragons. Further she instills a -4 attack roll penalty when fighting against dragons.
Moving On
When Adiya decides to move along, she usually returns to Io the Blood Dragon until the next time that he dispatches her to another location. If she is satisfied when she leaves, she will leave behind a different +6 weapon of her choice for the hero to wield in her place. However if she is not satisfied, she is likely to not leave anything behind. In fact she may even steel something from the adventurers when she leaves if she is unsatisfied with them.
Campaign / DM: Lightbringers of Rasharaf / Sepiriel.
Character Level: 4.
Class: Cleric.
Race: Kalashtar.
Alignment: Good.
Age: 21 years.
Gender: Female.
Height: 6'1"
Weight: 210 Lb.
Eyes: Green Eyes.
Hair: Silver.
Skin: Tan.
Deity: Pelor.
Deities Alignment: Good.
Associated Domains: Hope, Life, Sun.
Area's of Influence: Sun, Summer, Agriculture, Time.
Current Experience: 3350
Req. Exp. for Next Level: 3750
Initial Point Buy: 14, 14, 14, 10, 18, 16
STR: 14 | +2
CON: 14 | +2
DEX: 14 | +2
INT: 10 | +0
WIS: 21 | +5
CHA: 19 | +4
Hit Points: 39 / 41
Bloodied: 20
Surge Value: 10
Surges/Day: 8 / 9
Action Points: 0
Other Stats
Speed: 5 Squares (6 base, -1 AP)
Initiative: +4 (2 lv + 2 Dex)
Saving Throws & Armor
Armor Class: 18 (12 base, +6 Arm)
Fortitude: 15 (12 base, +2 Str, +1 Enh)
Reflex: 15 (12 base, +2 Dex, +1 Enh)
Will: 20 (12 base, +5 Wis, +1 Enh, +2 Cls)
Divinely Inspired: +2 to Religion Checks.
Racial Features:
Skill Bonuses: +2 to Insight, +2 Religion
Bastion of Mental Clarity: You have the Bastion of Mental Clarity Power
Dual Soul: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.
Telepathy 5: You can communicate telepathically with any other creature that is within line of sight and 5 squares of your current position. This ability allows for two-way communication.
Class Features
Channel Divinity: once per encounter you can invoke divine power. With the Divine Might of your Deity you can perform feats such as Healer's Mercy and Divine Fortune. Additionally you can learn to use other powers as well.
Healer's Lore: When you grant healing with a power with the Healing Keyword with one of your Cleric Powers, add your wisdom modifier to the amount that is healed.
Healing Word: grants access to he Healing Word Power.
Ritual Casting: Clerics gain the Ritual Casting feat at first level and also have access to a Ritual book that contains the Gentle Repose Ritual and one other 1st level Ritual of the Clerics choice.
Standard Action | Ranged: 6 (5 base, + 1 enh)
Target: One Creature
Attack (Wis): +11 (+4 Base, +5 Wis, +1 Enh, +1 Ft.) vs. Reflex
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next Ally who hits it before the end of your next turn regains hit points equal to 4 + your charisma modifier + your wisdom modifier.
Special: when this ability hits an enemy target, one ally within 10 squares of you can gain 3 temporary hit points.
Sacred Flame (Level 1) — At Will * Divine, Implement, Radiant
Standard Action | Range: 6 (5 base, + 1 enh)
Target: One creature
Attack (Wis): +9 (+2 Base, +5 Wis, +1 Enh, +1 Ft.) vs. Reflex
Hit: 1d6 + 6 Radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your charisma modifier plus one half your level, or to make a saving throw.
Increase damage to 2d6 + Wisdom Modifier at 21st level.
Critical: +1d10 Damage.
Standard Action | Melee: Weapon
Target: One creature
Attack (Str): +7 (+2 base, +2 Str, +2 Prof, +1 Enh) vs. AC
Hit: 2d8 + 3 radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally with 5 squares of you can spend a healing surge and regains an additional amount of hit points equal to 2 + Wisdom Modifier
Crit: +1d6 damage
[_]Hymn of Resurgance (Level 3) — Encounter * Divine, Implement
Standard Action | Close blast 6 (5 base, + 1 enh)
Target: Each enemy in the Blast
Attack (Wis): +9 (+2 base, +5 Wis, +1 Enh, +1 Ft.) vs. Fortitude
Hit: the Target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone.
Effect: Each ally in the burst can choose either to gain 5 temporary hit points, or to make a saving throw.
[_]Channel Divinity: Divine Fortune (Cls. Ft.) — Encounter * Divine
Free Action | Personal
Effect: You gain a +1 bonus to your next Attack Roll or Saving Throw before the end of your next turn.
[_]Channel Divinity: Healer's Mercy (Cls. Ft.) — Encounter * Divine, Healing
Standard Action | Close Burst 5
Target: Each bloodied Ally in burst
Effect: Each target can spend a healing surge, and gain an additional amount of hit points equal to your wisdom modifier. You are weakened until the end of your next turn.
[_][_]Healing Word (Cls. Ft.) — Encounter * Divine, Healing
Special You can use this power twice per encounter, but only once per round. At 16th Level you can use this power three times per encounter.
Minor Action | Close: Burst 5 (10 at 11th, 15 at 21st)
Target: You or one Ally
Effect: the Target can spend a healing surge and regain an additional number of hit points equal to 1d6 + 3 + Wisdom Modifier.
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
[_]Bastion of Mental Clarity (Rc. Ft.) Encounter
Immediate Interrupt | Close: Burst 5
Trigger: An enemy hits or misses you with an attack against your will.
Target: You and each ally within burst.
Effect: Each target gains a +4 Power Bonus to their Will defense until the end of your next turn.
Standard Action | Close: Burst 4 (3 base, + 1 enh)
Target: Each enemy in the burst
Attack (Wis): +9 (+2 base, +5 Wis, +1 Enh, +1 Ft.) vs. Will
Hit: The Target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 7 hit points, in addition, your healing powers restore +5 hit points until the end of the encounter.
Standard Action | Close Burst 5
Targets: You and each ally in the burst
Effect: the targets gain a +2 power bonus to AC until the end of the encounter.
Arcana (Int): +2
Athletics (Str): +3 (+2 base, +2 Str -1 AP)
Bluff (Cha): +5
Diplomacy (Cha): +11 (+2 base, +5 Trn, +4 Cha)
Dungeoneering (Wis): +7
Endurance (Con): +3 (+2 base, +2 Con, -1 AP)
Heal (Wis): +14 (+2 base, +5 Trn, +5 Wis, +2 Ft)
History (Int): +2
Insight (Wis): +14 (+2 base, +5 Trn, +5 Wis, +2 Rc)
Intimidate (Cha): +6
Nature (Wis): +7
Perception (Wis): +7
Religion (Int): +11 (+2 base, +5 Trn, +2 BG, +2 Rc)
Stealth (Dex): +3 (+2 base, +2 Dex, -1 AP)
Streetwise (Cha): +6
Thievery (Dex): +3 (+2 base, +2 Dex, -1 AP)
Languages:
Common
Ritual Caster — You can master and perform rituals of your level or lower.
Level Granted Feats:
1 — Power of Life — Gain a +2 bonus to Heal Checks. Additionally when you use Astral Seal, and hit the target with it, one ally within 10 squares of you gains 3 temporary hit points.
The Temporary Hit Points Increases to 5 at level 11, and 8 at level 21.
2 — Healer's Implement — When you grant healing with any of your cleric healing powers, add your holy symbol's enhancement bonus to the hit points the recipient regains.
4 — Implement Expertise (Holy Symbol) — gain a +1 Feat Bonus to attack rolls on any implement power you use with a holy symbol.
Holy Healer's Mace (Level 2)
Enhancement: +1 to Attack Rolls and Damage Rolls
Attack: +6 (+1 base, +2 Prof, +2 Str, +1 Enh)
Hit: 1d8+3
Crit: +1d6
Property: Add this weapon's enhancement bonus to the amount healed by your healing word.
Power (daily * healing): Minor Action. An ally within 5 squares of you can spend a healing surge to regain hit points equal to 5 + your wisdom modifier.
Symbol of Divine Reach (level 3):
Implement (Holy Symbol)
Enhancement: +1 on Attack and Damage Rolls
Critical: +1d6 damage or +1d10 damage with ranged and area attacks.
Property: When using this holy symbol to deliver a ranged or area prayer add the symbol's enhancement bonus to the range.
Healer's Brooch (Level 4):
Neck Slot
Enhancement: +1 on Fortitude, Reflex, and Will
Property: When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement bonus to the hit points gained.
Chainmail
Type Chainmail
AC Bonus: +6
Check Penalty: -1
Speed Penalty: -1
Magic Equipment
Holy Healer's Mace (6 pounds)
Symbol of Divine Reach (1 pound)
Healer's Brooch (0.25 pound)
1x Potion of Healing (3 pounds)
Non Magical Equipment:
Chainmail (40 pounds)
Standard Adventurer's Kit (33 Pounds)
Climber's Kit (11 pounds)
Fine Clothing (6 pounds)
Residium x200 (negligible weight)
Ritual Book (3 pounds)
Wealth:
3x PP (0.06 pounds)
20x GP (0.40 pounds)
Encumberance
Currently Carried: 99 Pounds
Normal Load: 140 Pounds
Heavy Load: 280 Pounds
Maximum Drag Load: 700 Pounds
Gentle Repose — This Ritual is performed on an adjacent corpse. It quintuples the time a corpse can lie dead and still be affected by the Raise Dead or a similar Ritual. This Ritual also protects the Corpse from being raised as an undead creature for 150 days.
See page 305 of the PHB1 for details.
Animal Messenger — The Ritual targets a non-hostile tiny animal, such as a sparrow, raven, fox, or carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the Ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animals mouth, conveying the message. The Ritual has a duration determined by ones nature check that lasts between 6 and 24 hours.
See page 300 of the PHB1 for details.
Level 2 Rituals:
Endure Elements — The endure elements ritual lets you designate up to five ritual participants, including yourself, who ignore penalties associated with extremes of non-magical weather.
An affected creature suffers no ill effects from ambient temperatures between -50 and 140 degree's fahrenheit (-45.56 to 60 Degree's Celsius) and the Creatures equipment is likewise protected from the ravages of these temperatures and of percipitation.
See page 304 of the PHB1 for details.
Personality Alkalia is a very soft spoken person (when she does speak). Normally she prefers to speak using her telepathy instead of her normal voice. This allows her to communicate in a way that allows her more freedom than she feels she would normally otherwise have. However she realizes that there are instances when speaking in a telepathic mode is not appropriate and as such she will occasionally speak verbally instead.
General Appearance She has the appearance of a beautiful humanoid with Green eyes, silver hair, and exotically tanned skin. She is relatively tall and well built for a woman by human standards. She prefers to wear the clothing that identifies her as a Priestess, though her usual vestments are designed specifically for traveling purposes, unlike those one would find being worn by a Priest who resides in a City based Temple. Her most prized possession is her holy symbol, which she found on her first journey in an abandoned temple of Pelor. The Temple had been abandoned for several decades, yet amazingly the Holy Symbol still appears brand new.
Distinguishing Features or Habits: As mentioned above Alkalia prefers to communicate using her telepathic ability. She however also has a small tattoo on the back of her neck which is hidden by her long hair. This Tattoo is of a swan cradling a rose in its neck. This tattoo is her families sigil.
Tastes and Preferences: Alkalia for better or for worse has taken a sacred vow not to drink any fermented beverages. As such she has come to have a distinct distaste for such beverages and thinks their only good use is as a disinfecting agent. As such she can often be viewed as a bit overzealous in the efforts of keeping her allies sober.
Residence: Alkalia has no permanent place of Residence. Though she often prefers to stay in places that are sponsored by the Temple of Pelor whenever possible.
History: the majority of this will be revealed in time either in the quest or to individuals who have prior knowledge of Alkalia.
Friends and Allies: Shilana and Alkalia have bonded over the course of the past month, and have become close friends. Additionally the other members of the group that arrived at the Waymeet Inn seem to be people worthy of her Trust, but it is something that she is going to have to determine over the course of the next few weeks as to whether this is the case or not.
Long Term Goals: this will be revealed in time.
Character Name, Elven: Jholia Molaes
Character Name, Common: Lily Silver
Campaign / DM: Aftermath / Caex Kothar
Character Level: 13 / 3 (16)
Classes: Druid / Master of Many Forms
Race: Elf
Alignment: Neutral Good
Devoted to the Ideals of: Nature
Size: Medium
Age: 160
Gender: Female
Height: 5 ft. 3 in.
Weight: 120 Lb.
Eyes: Deep Green
Hair: Light Brown
Skin: Fairly Pale
Myth-Weavers Sheet: http://www.myth-weavers.com/sheetview.php?sheetid=255365
Current Experience Points: 120,000
Experience Points till Next Level: 136,000
Original Point Buy: 18, 15, 16, 15, 13, 13
Str: 14 | +2
Dex: 15 | +2
Con: 13 | +1
Int: 16 | +3
Wis: 20 | +5 (24 | +7)
Cha: 16 | +3
Combat Info
HP: 112 / 112
AC: 26 (10 base, +7 Arm, +3 Shd, +2 Dex, +4 Def.)
Touch: 16
FF: 24
Init: +6 (+2 Dex, +4 Feat)
Base Attack Bonus: +9/+4
Speed: 30ft (base) / 20ft (armored)
Immunities: Immune to Magic Sleep Effects
Saves:
Fort: +17 (+11 Cls, +1 Con, Res +5)
Ref: +14 (+7 Cls, +2 Dex, Res +5)
Will: +21 (+9 Cls, +7 Wis, Res +5)
Conditional Saves: +2 Bonus vs. Enchantment Spells or Effects
Immunity to Magic Sleep Effects.
+2 Bonus to Saving Throws against Enchantment Spells or Effects.
Low-Light Vision
Weapon Proficiency: Longsword, Rapier, Longbow, Composite Longbow, Shortbow, Composite Shortbow, Elven Thinblade
+2 Racial Bonus on Listen, Search, and Spot Checks
Druidic Features
1st — Animal Companion — Lily can start the game with an Animal Companion.
1st — Nature Sense — Lily gains a +2 bonus to Knowledge (Nature) and to Survival checks.
1st — Wild Empathy — 1d20 + 13 (Druid Level) + 3 (Chr) + 2 (Synergy) on checks to influence the attitude of an animal in the same way as a diplomacy check.
2nd — Woodland Stride — Lily can move through natural terrain that hasn't been impeded magically without suffering a penalty to movement or taking damage.
3rd — Trackless Step — Lily leaves no Trail in Natural Surroundings unless she wishes to.
4th — Resist Nature's Lure — Lily gains a +4 bonus to Saving Throws against Spells and effects cast by the Fey (Pixies, Dryads, Faeries, etc...).
8th — Wild Shape (Large) — When using the Wild Shape ability Lily can take on the shape of a Large animal.
9th — Venom Immunity — Lily is immune to Poison.
10th — Wild Shape 7/day [_] [_] [_] [_] [_] [_] [_] — Lily can use the Wild Shape ability 4x a day. This ability can be used to take on the shape of a Large, Medium, Small, or Tiny Animal, or a Plant Creature.
11th — Wild Shape (Tiny) — When using the Wild Shape ability Lily can take on the shape of a Tiny animal.
12th — Wild Shape (Plant) — When using the Wild Shape ability Lily can take on the shape of a Plant Creature.
13th — A Thousand Faces — Lily can change her appearance at will as if she were using the ability Alter Self but only while in her normal form.
Master of Many Forms Features:
1st — Shifters Speach
1st — Improved Wild Shape (Humanoid)
2nd — Improved Wild Shape (Giants ; Large)
3rd — Fast Wild Shape
3rd — Improved Wild Shape (Monstrous Humanoid)
Appraise (Int): +3
Balance (Dex): -1 (+2 Dex, -3 ACP)
Bluff (Cha): +13 (10 Rnk, +3 Cha)
Climb (Str): -1 (+2 Str, -3 ACP)
Concentration (Con): +11 (10 Rnk, +1 Con)
Craft [???] (Int): +3
Decipher Script (Int): +3
Diplomacy (Cha): +20 (13 Rnk, +3 Cha, +4 Syn)
Disable Device (Int): +3
Disguise (Cha): +13 (10 Rnk, +3 Cha)
Escape Artist (Dex): -1 (+2 Dex, -3 ACP)
Forgery (Int): +3
Gather Information (Cha): +17 (12 Rnk, +3 Cha, +2 Syn)
Handle Animal (Cha): +8 (5 Rnk, +3 Cha)
Heal (Wis): +7
Hide (Dex): +4 (5 Rnk, +2 Dex, -3 ACP)
Intimidate (Cha): +5 (+3 Cha, +2 Syn)
Jump (Str): +2
Knowledge [Local] (Int): +13 (10 Rnk, +3 Int)
Knowledge [Nature] (Int): +15 (10 Rnk, +3 Int, +2 Syn)
Listen (Wis): +16 (5 Rnk, +7 Wis, +2 Rc. +2 Ft)
Move Silently (Dex): -1 (+2 Dex, -3 ACP)
Open Locks (Dex): +2
Perform [???] (Cha): +3
Profession [???] (Wis): +7
Ride (Dex): +4 (+2 Dex, +2 Syn)
Search (Int): +5 (+3 Int, +2 Rc)
Sense Motive (Wis): +12 (5 Rnk, +7 Wis)
Sleight of Hand (Dex): +1 (+2 Dex, -3 ACP, +2 Syn)
Spellcraft (Int): +12 (9 Rnk, +3 Int)
Spot (Wis): +16 (5 Rnk, +7 Wis, +2 Rc, +2 Ft)
Survival (Wis): +20 (13 Rnk, +7 Wis)
Swim (Str): +4 (+2 Str, +2 ACP)
Tumble (Dex): -1 (+2 Dex, -3 ACP)
Use Magic Device (Cha): +5 (+3 Cha, +2 Syn)
Use Rope (Dex): +2
+2 Syn Bonus on Disguise Checks to act in character
+2 Syn Bonus on Survival Checks in Above Ground Natural Environments
+2 Syn Bonus on Use Magic Device Checks when using Scrolls
Languages:
Common, Elven, Druidic, Orcish, Sylvan
Feats:
1st — Track — Can use a Survival Check to Track a Creature over Terrain.
3rd — Alertness — +2 on Listen and Spot Checks
6th — Natural Spell — Cast Spells while in Wild Shape
9th — Endurance — Bonus to checks for Enduring physical stress.
12th — Jack of All Trades — Can use any skill as if she has 0.5 ranks in it, even if normally untrained in that skill. Exception are skills that do not allow skill checks (such as Speak Languages).
15th — Improved Initiative — +4 Bonus to Initiative Checks
Weapon: +1 Keen Vorpal Hideaway Thinblade
Attack (Melee): +12 / +7
Damage: 1d8 + 3
Critical: 15-20/x4
Special: Double Critical Threat Range | Double Critical Damage | Shrinks to 2 size categories smaller than the wielder upon command, returns to normal size upon reverse command.
Crystal: Lesser Crystal of Energy Assault (Fire) — adds 1d6 Fire Damage to attacks made by this weapon.
Weight: 3 lb.
Weapon: +1 Keen Dagger
Attack (Melee): +12 / +7
Damage: 1d4 + 3
Critical: 17-20/x2
Special: Double Critical Threat Range
Crystal: Least Crystal of Return — Crystal lets the wielder draw the weapon to which it is attached as a free action.
Weight: 1 lb.
Weapon: Normal Dagger
Attack (Melee): +11 / +6
Damage: 1d4 + 2
Critical: 19-20/x2
Weight: 1 lb.
Armor: +3 Glamered Wild Buoyant Wildwood Breastplate
Armor Bonus: +7
Max Dexterity Bonus: +4
Armor Check Penalty: -3
Speed: 20 feet
Weight: 22.5 Lb.
Special Abilities: Grants Armor Bonus while in Wild Shape. Grants Spell Resistance of 13. Appears as any normal clothing upon command. This Armor does not recieve an Armor Check Penalty to Swim Checks and infact grants a +2 bonus to swim checks instead.
Crystal: Lesser Crystal of Adaptation — This Crystal protects the wearer of the Armor it is attached to as a Endure Elements Spell and protects the Wearer from the Alignment based traits of any given plane that the Wearer ends up on.
Shield: +2 Wild Light Wooden Shield
Armor Bonus: +3
Armor Check Penalty: -1
Weight: 5 Lb.
Special Abilities: This Shield grants the Wearer the ability to retain their Armor bonus while in Wild Shape.
Items:
Head:
Face:
Neck: Periept of Wisdom +4 (with Wilding Clasp | 2x Clasp & no chain)
Shoulders: Cloak of Resistance +5 (1 lb.) (with Wilding Clasp | 2x Clasps & Chain)
Main Body: +3 Glamered Wild Buoyant Wildwood Breastplate
Arms:
Hands:
Waist:
Feet:
Ring: Ring of Protection +4 (with Wilding Clasp | 1x Clasp & no Chain)
Ring: Ring of Invisibility (with Wilding Clasp | 1x Clasp & no chain)
Miscellaneous Equipment:
Wand of Cure Serious Wounds (50/50 charges, Cures 3d8+3 Hit Points)
Heward's Handy Haversack (5 Lb.)
Elven Personal Grooming Kit (Hair Brush, Dental Twigs, Biodegradable Soap) (2 Lb.)
Bedroll (5 Lb.)
Blanket, Winter (3 Lb)
Scroll Case (0.5 Lb.)
Flint and Steel
Ink
Ink-pen
5x Sheets of Parchment
Belt Pouch (0.5 Lb.)
Waterskin (4 Lb)
Spell Component Pouch (2 Lb)
Explorer's Outfit
Material Components and Focuses of Spells
A couple of sprigs of Mistletoe
A Mineral Prism
Several Morsels of animal food
A few gobs of Beeswax
A Bottle of Oil worth 500 Gold Pieces (0.75 Lb.)
A Bottle of Unguent worth 500 Gold Pieces (0.75 Lb.)
Encumbrance:
Load Carried: 41.0 lbs (26.14 Lbs contained within the Haversack).
Light Load: 0 - 58 lbs
Mdm. Load: 59 - 116 lbs
Hvy. Load: 117 - 175 lbs
Off Ground: 0 - 350 lbs
Push/Drag: 0 - 875 lbs
Unspent Money:
PP: 450
GP: 4
SP: 3
CP: 0
DC | L | Q | B |
17 | 0 | 6 | - |
18 | 1 | 5 | 2 |
19 | 2 | 5 | 2 |
20 | 3 | 4 | 2 |
21 | 4 | 4 | 1 |
22 | 5 | 3 | 1 |
23 | 6 | 2 | 1 |
24 | 7 | 1 | 1 |
25 | 8 | - | - |
26 | 9 | - | - |
Detect Magic (PHB) — (V, S)
Know Direction (PHB) — (V, S)
Light (PHB) — (V, DF)
Purify Food and Drink (PHB) — (V, S)
Read Magic (PHB) — (V, S, F)
Detect Snares and Pits (PHB) — (V, S)
Entangle (PHB) — (V, S, DF)
Lesser Vigor (SC) — (V, S)
Lesser Vigor (SC) — (V, S)
Longstrider (PHB) — (V, S, M (pinch of dirt))
Produce Flame (PHB) — (V, S)
Barkskin (PHB) — (V, S, DF)
Daggerspell Stance (SC) — (V,F (pair of daggers))
Daggerspell Stance (SC) — (V,F (pair of daggers))
Saltray (SC) — (V, S)
Saltray (SC) — (V, S)
Hold Animal (PHB) — (V, S)
Cure Moderate Wounds (PHB) — (V, S)
Cure Moderate Wounds (PHB) — (V, S)
Daylight (PHB) — (V, S)
Giant's Wrath (SC) — (V, S, M (Pebbles))
Protection from Energy (PHB) — (V, S, DF)
Dispel Magic (PHB) — (V, S)
Flame Strike (PHB) — (V, S, DF)
Flame Strike (PHB) — (V, S, DF)
Reincarnate (PHB) — (V, S, DF, M (1000gp of oils / unguents))
Cure Critical Wounds (PHB) — (V, S)
Death Ward (PHB) — (V, S, DF)
Freeze (SC) — (V, S, DF)
Greater Dispel Magic (PHB) — (V, S)
Vigirous Circle (SC) — (V, S)
Wind Walk (PHB) — (V, S, DF)
Common Lang. Name: Thalis
Species: Dire Wolf
Large Animal
Hit Dice: 10d8 +30
Hit Points: 90 / 90
Initiative: +3 (Dex +3)
Speed: 50 feet (10 Squares)
Armor Class: 20 (10 base, -1 size, +4 Dex, +7 Nat) | Touch 13 | Flat Footed 16
Base Attack / Grapple: +7 / +23
Attack: Bite +16 Melee (1d8 +12)
Full Attack: Bite +16 Melee (1d8 +12)
Space / Reach: 10 ft / 5 ft
Special Attacks: Trip
Special Qualities: Low-Light Vision, Scent, Link, Share Spell, Evasion, Devotion,
Bonus Tricks: Attack, Defend, Heel
Normal Tricks: Down, Guard, Stay, Track, Come, Work
Saves: Fort +10, Ref +10, Will +8
Abilities: Str: 27 | Dex 17 | Con 17 | Int 2 | Wis 12 | Cha 10
Skills: Hide +3 | Listen +7 | Move Silently +5 | Spot +7 | Survival +4
Feats: Alertness, Run, Track, Weapon Focus (bite)
Environment: Temperate Forests
RESIDENCE: Due to the fact that Elves rarely sleep, she tends to relax out under the open sky, even in the hairiest of weather. She seems to have adapted herself perfectly for doing so.
HISTORY: When she was young, very young even by elven standards, Her parents sought out the Druids in her Forest and had her start her training under them. This training culminated in her beginning down the path that would lead her in the art of Shape Shifting. She trained hard and for several decades in this path. Eventually she was summoned to the Court of the King of Estark, who had use of a Druid with her special skills. He wanted a Druid who could shapeshift to join his ranks of Spies. He thus had her undergo the Rigerous training that enabled her to meld into court life, and become a perfect spy in various courts around the land. She soon became close friends with the Spy-master. She eventually became one of the best at her craft due to her skill as a druid. She learned how to copy the mannerisms of her prey, and duplicate personalities nearly perfectly. This allows her to blend in seamlessly with Foreign Courts and Cities becoming one with their culture as if she were a part of that land.
PERSONALITY: Unlike many elves, she has developed the ability to mold her personality to that of whatever face she happens to be wearing at a given time. Thus it is hard to actually pin down exactly what her actual personality happens to be. However when she is in her natural form, she tends to be a bit more haughty and airy than many would believe possible when compared to some of her more human-like appearances. She is also gentle, though she can be deadly at a given moments notice if she needs to be.
GENERAL APPEARANCE: This is hard to say as she can change her appearance so readily. Though her natural form appears to be that of an Elven Woman. Her true age is only known to a select few, and as such it is next to impossible to say how old she actually is given the Elven ability to appear youthful even into elderly ages.
DISTINGUISHING FEATURES OR HABITS: As far as anyone knows she has no distinguishing features, and her habits are so closely guarded that it is impossible to tell if she even has any. This comes from the profession she has engaged in. She is a master observer and will adopt a persona almost perfectly even including its habits and mannerisms as her own.
TASTES AND PREFERENCES: She does seem to enjoy simple tastes and pleasures when in her natural form. Such as Honey Wine, Sweet Bread, and other similar things.
FAMILY & FRIENDS: Her parents still live in one of the Forests of Estark, and Lily uses her abilities as a Druid to stay in contact with them over vast distances if need be. She is close friends with Fideas, and on social terms with the others of the Court, though she tends to keep to herself unless specifically reporting back to them.
SHORT TERM GOALS:
LONG TERM GOALS:
Tiny Animal
Hit Dice: treated as having 13 (d8)
Hit Points: 47 / 47
Initiative: +2
Speed: 20 feet / Climb 20 feet
Armor Class: 18 (+2 Size, +2 Dex, +4 N.A.) | Flat-Footed 16 | Touch 14
BAB // Grapple: +9/+4 // -3/-8
Attacks: Bite +11 Melee (1d3-4)
Full Attack: Bite +11 Melee (1d3-4)
Space // Reach: 2.5 Feet // 0 feet
Special Attacks: Attach
Special Qualities: Low-Light Vision, Scent, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of it's Kind.
Feats: Weapon Finesse
Saves: Fort +6 // Ref +12 // Will +13
Abilities: Str 3 // Dex 15 // Con 10 // Int 9 // Wis 12 // Cha 5
Skills: Appraise +15 // Balance +10 // Bluff +2 // Climb +10 // Concentration +16 // Decipher Script +15 // Diplomacy +19 // Disable Device +15 // Gather Information +13 // Heal +17 // Hide +11 // Knowledge [Arcana] +15 // Knowledge [The Planes] +15 // Knowledge [Nobility & Royalty] +4 // Move Silently +8 // Open Locks +17 // Search +15 // Sense Motive +7 // Spellcraft +17 // Spot +3 // Use Magic Device +13
+2 to Intimidate Checks
+2 to Slight of Hand Checks
+4 to Use Magic Device Checks involving Scrolls
+2 to Survival Checks on Other Planes
+2 to Spellcraft Checks to decipher spells on scrolls
Alertness (Ex): As long as the Familiar is within arms reach of its Master, the Master gains the benefits of the Alertness Feat.
Improved Evasion (Ex): When subject to an attack that normally allows a saving throw for half damage, the Weasel takes no damage on a successful saving throw, and half damage on a failed saving throw.
Share Spells: The Master can choose to have any spell (but not spell like abilities) he casts on himself also affect his familiar. The Familiar must be within 5 feet of the caster at the time of the Casting. If the spell has an effect or duration other than Instantaneous, the spell stops affecting the familiar if it moves outside of 5 feet of the caster. Additionally the Caster may cast a spell with a Target of "You" on his familiar instead of himself. A Master and his Familiar may share spells even if the spell does not normally affect creatures of the Familiar's type.
Empathic Link (Su): The Master has an Empathic Link with his Familiar out to a distance of one mile. This allows only for general emotional content to be communicated between the two characters. With this ability, if a caster's familiar has seen a given room, the Master can teleport to that room as if he has seen it as well.
Deliver Touch Spells (Su): If the Master and the Familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The Familiar can then deliver the touch spell just as the Master could. As usual, if the Master casts another spell before the touch spell is delivered, the touch spell disipates.
Speak with Master (Ex): The Master and his Familiar can communicate Verbally as if they were using a common language. Other creatures do not understand these two without magical aid.
Speak with Animals of it's kind (Ex): The Familiar can speak with other other members of the Mustelidae Family (Weasels, Minks, Polecats, Ermines, Skunks, Wolverines, Badgers, etc), including the Dire varieties. Such communication is limited by the intelligence of the conversing creatures.
0-Level Spells (Cantrips)
All SRD & Spell Compendium Cantrips
1st Level Spells
2nd Level Spells
3rd Level Spells
4th Level Spells
5th Level Spells
6th Level Spells
7th Level Spells
131 pages out of 1000 used in spell book