The Cast

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Posts: 111
Joined: Tue Sep 17, 2013 11:12 am
Location: Melbourne, Australia

Post by heartless » Thu Apr 26, 2012 11:18 am

The Cast

heartless wrote:
.~-= Rufus Brandystoe (the quick) =-~.

Biology : Halfling Male
Alignment : Neutral

Class & Levels : Thief 1
Experience Points : 0
XP Bonus : 5%
Hit Dice : 1d6+3
Hit Points : 8

Armour Class (front/rear) : 6/7 (5 front with shield)
Saving Throw : 14

Created 24 April 2012.

Back Story
Rufus is blonde haired and blue eyed, with coffee brown, heavily freckled skin from his lifetime spent outdoors. Rufus may not be overly smart, he can count to 4 if he wants to. He spend alot of time catching rabbits when Hobbit school was in but he did learn a trade...
Rufus grow up with his cousin Wibert. They both enjoyed raiding goblin lairs, borrowing items from folk who didn't need them anymore. Even visiting people at odd hours and finding them not home to do some stealing picking of stuff they didn't use. Why would you lock away coin in a box and forgot about it. They would just go clean up a house for free. Sometimes people would forgot to leave a key out so they had to pick the lock. It was all for a good cause he told himself.
Rufus made the name for himself as "the quick" which is a reference to his skill as a "Locksmith extraordinaire".
Now people where not nice to Rufus and some said some bad words. Rufus has killed his fair share of goblins/kobalts and is quite good with his weapons. He felt misunderstood so he decides to join Wibert for a adventures life.

Abilities
STR : 13 (--) (3 in 6)
INT : 4 (-1) (1/2 in 6)
WIS : 11 (--) (2 in 6)
DEX : 16 (+1) (4 in 6) Note: +1 AC
CON : 14 (+1) (3 in 6) Note: +1 Hit-points
CHA : 12 (--) (2 in 6)

Talents
Throws one additional damage die per level when striking from behind or with surprise in hand to hand.
+1 in 6 to his chance of discovering secret doors and other things.
Halfling saving throw -2
+1 to saves (compared to Men)
+1 to hit with missiles
+1 constitution adjustment add +1 max Hit Dice (so he can have up to 5 HD)

Gear

Weapons
-Hand Axe
-Dagger x2
- Armour Leather (light) AC -2
-Shield, small
-Shortbow
-Quiver, with 12 arrows
-Arrow silver x1

Note: Fights with a axe/short sword/dagger in one hand and a dagger in the other. Used as a main gauche (defensively) this will give attackers -1 to hit him (except with missiles).

Clothing
Beanine
Belt, with buckle
Boots, ankle (waxed)
Socks x2
Cloak (waxed)
Bedroll
Backpack
Rations, trail, 1 week
Water skin
Coin purse
Locksmith's Tools
Oil, lantern, 1 flask

-Sack (empty)
-Pouch, shoulder
-Pouch, belt
-Iron spikes, x4
-Torches, x6
-Tinderbox
-Whetstone
-Grappling hook
-Rope, hemp, 60ft
- knuckle bone

Wealth
1gp 16 sp 4cp

Boon

A one foot long smoking pike, a pouch of the best Longbottom pipe weed, and a compact little "tinder box" (the size of his thumb) which will produce a tiny flame on demand -- enough to light his pipe.

Thief Definition:

A thief must be dexterous and clever. When attacking with surprise he rolls 1 extra damage die for every odd level he has attained, but is limited to light arms -- club, dagger, hammer, hand axe, hand crossbow, short bow, short sword, sling, staff, whip. While he wears only light armour and eschews both shield and helm a thief also enjoys the following benefits; When operating in an urban or dungeon environment he surprises enemy 4 times in 6, is surprised only 1 time in 6 himself, has 4 chances in 6 of performing any feat of subterfuge or of locating secret or concealed objects, and adds +2 to saving throws that require quick reflexes. A thief also earns +50% XP bonus loot acquired in secret (i.e., not divided fairly among the other players).

Thieves throw one additional damage die per level when striking from behind or with surprise with a melee weapon.

Image
[Hinderlands]Kianna the Elf Sister-Fighter-Medium, Elf Maiden, Fighter/MU/Cleric 1/1/1
[Hinterlands-Netherworld] Ashtad Engel (the flaming arrow), Human Maiden, Marksman 2
[Moria] Lady Éohild (Noble of Rohan), Human Women, Fighter 3

Posts: 134
Joined: Mon Sep 16, 2013 9:20 pm
Location: OH

Post by verhaden » Thu Nov 08, 2012 4:41 pm

The Cast

verhaden wrote:
.~-= Torben (the Mercurial) =-~.

Biology : Man
Alignment : Neutral

Class & Levels : Fighter 1
Experience Points : 0
XP Bonus : 0%
Hit Dice : 1+3 (+2 CON)
Hit Points : 8

Armour Class : 5/3 (hide armor, shield, dexterity)
Saving Throw : 14, +2 vs paralysis or petrification

Story
Torben will develop through play, though he is impulsive by nature. A bearded, sinewy man of average height, he's come to Ket after having burned a few bridges, both figuratively and literally.

Abilities


STR : 17 (+1) melee attack
INT : 11 (--)
WIS : 07 (-1)
DEX : 16 (+1) ac, init, missile attack
CON : 10 (--)
CHA : 11 (--)


4/6 feats of physical prowess

Gear
Clothing
Bedroll
Backpack
Victuals (1 week)
Water Skin
Coin Purse

Hide Armor
Shield, small
Spear, one-handed
Dagger
Rope, hemp, 60ft.
Lantern
Oil, lantern, 1 flask

The Hand of Naat(/color): Left handed, elbow length glove made of an oily, black-green skin which passes through solid matter on moonless nights.

Wealth
0 gp
2 sp
2 cp

Posts: 353
Joined: Tue Sep 17, 2013 5:39 am

Post by flightcommander » Fri Nov 16, 2012 5:06 pm

The Cast

flightcommander wrote:
.~-= Armando (the Gooch) =-~.

Biology : Man
Alignment : Neutral

Class & Levels : Thief 1
Experience Points : 0
XP Bonus : nil
Hit Dice : 1D+2
Hit Points : 7

Armour Class : 6/7 (front/rear; leather, Dex bonus)
Saving Throw : 14, +2 versus wands/rays

Story
A lesser aristocrat reduced to abject penury through most unwise plots, schemes and debaucheries. Conscripted into military duty as a sapper; miraculously survived failed Siege of Arnsdoch disguised as pony-keep. Settling into an honest career as a petty criminal.

Owing to his background, Armando is literate.

Abilities
STR : 13 (--)
INT : 12 (--)
WIS : 7 (-1)
DEX : 15 (+1)
CON : 11 (--)
CHA : 9 (--)

Gear
Leather armor
A dagger
A short sword
A sling

A crowbar
A lantern
A tinderbox
A flask of lantern oil

Rope, hemp, 60ft

Clothing
A bedroll
A backpack
An empty sack
A water skin
A week of victuals

Boon
An engagement ring that rightfully belonged to Isabella Gertfried, a second cousin of The Earl Gottfried who is supposedly influential in these rural parts. While the keepsake has some value in coin, it also bears the Gertfried family seal, so that Isabella (or whomever else might possess the right) could seal letters a waxed letter with the family insignia...

Wealth
0 gp
12 sp
15 cp
[f=4]Morin the Fighter/Medium (MV 12", AC 7, HD 2-2, hp 8/8, FC Man+1, N) scimitar+lantern[/f]

Posts: 2042
Joined: Thu Sep 05, 2013 1:17 am
Location: San Diego, Ca

Post by mgtremaine » Tue Nov 20, 2012 5:32 pm

The Cast

mgtremaine wrote:
.~-= Wen (the Pale) =-~.

Biology : Elf
Alignment : Lawful

Class & Levels : Fighter 0 / Wizard 1
Experience Points : 0
XP Bonus : 10%
Hit Dice : 1d4+1
Hit Points : 5

Armour Class :8/9
Saving Throw : 14 (+2 versus Wand,Staff, Spell)

Story
Lleuad-Wen is a young Elf of medium build with a pale complexion. Quick in both mind and body, he is naturally joyful and free spirited. Although he has lived many years as man accounts time he is young and unworldly, still taking delight in the babbling brook and rising moon more then in the harsh realities of somewhat cruel world.

Lleuad-Wen has spent the last decade studying magicks amongst the Elven Wizards and was named by his master who deemed it a fitting name for the pale Elf whom he has sent forth. Amongst humans he will answer to Wen or even Owl as he understands the younger races desire for brevity.

Abilities
STR : 10 (--)
INT : 15 (+1)
WIS : 12 (--)
DEX : 14 (+1)
CON : 06 (-1)
CHA : 12 (--)

Languages
Literate, Illiberal, Serayenon, Faerie, Draconic, Dogeral, Old Elvish

Gear
Weapons:
Staff
Dagger (x2)
Clothing/Armor:
Forest Green Robe
Leather Vest
Leather Boots, Calf
Equipment:
Backpack
Sack
Belt Pouch
Bedroll
Candles (12) -7
Torches (6) -3
Tinderbox
Tools/Supplies:
Parchment (6)
Feather Quill (3)
Writing Ink (2)
Leather Scrollcase (2)
Food:
Waterskin
Trail Rations 1/week

Special Items:
Wen's Pan Pipes: These wooden pan pipes can be played to sound like the rain or babbling brooks

Wealth
Silver: 18
Copper: 8


Spells
Mem( ) Use( ) The Effable Apperception
Mem( ) Use( ) The Scandent Avocation
Mem( ) Use( ) The Prepotent Capriole
Mem( ) Use( ) The Infinitesimal Summons
Mem( ) Use( ) The Mellifluent Concord
Mem(x) Use(x) The Eerie Lambent
Mem(x) Use(x) The Irascible Leer

Spellbooks

The Libretto Hermetica a spellbook bound and decorated by living autumn leaves. It contains the following five spells:

The Effable Apperception : Enables the caster or touched recipient to comprehend glyphs and inscriptions written in languages otherwise unknown. It enables a spell caster to comprehend (and thereafter memorise and/or cast) an unknown spell. It does not, however, solve written puzzles or imbue any ability to communicate verbally. The magic lasts long enough to comprehend one spell, or otherwise for as long as the recipient concentrates upon the symbols to be deciphered.

The Scandent Avocation : So long as the caster goes bare-footed and -handed, he can scale vertical walls easily at 12", and even cling to ceilings with only three of his appendages, or move across such at 6" with all four. However, his normal, upright movement rate is reduced to 9". The enchantment lasts until shoes or gloves are put on, or sun up.

The Prepotent Capriole : Enables the caster (or touched subject) to make one or more great leaps totalling 10-60ft plus 10ft per caster level. Jumps may be in any direction, but at least 10ft headroom is required per 30ft distance forward. Upward leaps costs double distance. The leaper will land soundly upon his or her feet and not suffer harm, even were he to leap down a 60ft ravine. Assuming initiate, a leap of sufficient distance will enable one to escape melee combat without recourse.

The Infinitesimal Summons : This spell calls forth up to 3d6 + caster level tiny creatures such as mice, bats, sparrows, frogs, or insects. These typically have 1 or 2 hp and are non-combative, but will provide whatever aid they can to the caster.

The Mellifluent Concord : The magic-user's voice becomes magically persuasive. 2d6 + caster level HD worth of intelligent humanoids accept any reasonable suggestion as a promising idea to be enacted as soon as is practical. Unintelligent monsters, undead, and those with more HD than the caster has levels are not affected. Lasts for a turn, or until dispelled.

Scrolls

The Eerie Lambent : This spell creates a host of 1d6 + caster level animated, levitating candle flames. The Eerie Lambent moves as a whole where magic-user desires, darting back and forth at pace, turning corners and navigating openings. It may attract attention, frighten animals, illuminate a passage, and so on, but winks out of existence if ever it strays further than 100ft from the caster or when the caster rests or is hit.

The Irascible Leer : The magic-user's eyes glow with a supernatural fire for up to an hour, and project a dull orange beam of light to 60ft in the direction he looks. He sees as if by lantern light to this range. Additionally, the red beam will be uncomfortably hot upon flesh, causing 1 hit point of damage every other round, and igniting paper of fabric after three rounds, and firewood after a full turn.
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Fri Nov 23, 2012 1:08 pm

The Cast

Ronin84 wrote:
(+)Garven Bloodbrow(+)

Image

Biology : Dwarf
Alignment : Lawful

Class & Levels : Templar 1
Experience Points : 0
XP Bonus : nil
Hit Dice : 1+1+2
Hit Points : 9

Armour Class : 6/4 (ring and helm) (with shield)
Saving Throw : 12 (+2 v. Poison)

Languages: Urulgar (Dwarf), Illiberal (common), Old Dwarfish, and Literacy ((4 Remaining to pick.))


Story
Garven was born of the church, having been orphaned almost from birth. ((More to follow))


Abilities
STR : 12 (--) melee attacks, load limit,
INT : 09 (--)
WIS : 17 (+1) 8 langs, +1 clerical spells per day, +15% XP,
DEX : 11 (--) AC, initiative, missile attacks,
CON : 12 (--) +2 hp adjustment,
CHA : 10 (--) +0 reaction, 2 henchmen.

Gear
Coat of Ringmail and Matching Helm
War Hammer
Handaxe
Small Shield
Crowbar
60' Hemp Rope
Grapple Hook
Clothing
A bedroll
A backpack
A water skin
A week of victuals

The helm is of a tall conical design with exaggerated iron nose piece. Over the brow and temples it is emblazonded with "The Gate", which is The Gate Under The Mountain; a triangular motif (representing the Mountain) with a square gate cut into the lower part, so that the wearer's eyes glare out from under the "mountain".

Wealth
0 gp
6 sp
0 cp
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Fri Dec 28, 2012 8:22 pm

The Cast

sirravd wrote:
Biology: Man
Alignment: Neutral

Class & Levels : Fighter 1
Experience Points : 0
XP Bonus : +5%
Hit Dice : 1d6+5

Armour Class : 6/6 (front/rear)
Saving Throw: 14, 12 vs. paralysis and petrification

Story
Envongr was born a farmhand and took up adventuring as an adult. He was never very bright, but he got even less intelligent when he drank from the wrong magical fountain. People generally mock Envongr€“€“including his fellow adventurers€“€“and he hates it (and them).

Abilities
STR : 15 (+1) melee attacks, load limit.
INT : 05 (-1) langs, m-u spells.
WIS : 10 (+0) langs, clerical spells.
DEX : 11 (+0) AC, initiative, missile attacks.
CON : 11 (+1) max HD, hp adjustment.
CHA : 09 (+0) reaction, henchmen.

Gear
2 weeks' worth of trail rations
Ringmail and helm
Clothing
Bedroll
Backpack
Water skin
1 week of victuals
Pick
Pouch containing all of my sp

Wealth
1 sp
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Mon Feb 04, 2013 10:18 pm

The Cast

Green Lama wrote:
.~-= Jan Haaker =-~.

Biology : Man,
Alignment : Neutral

Class & Levels : Magic User 1
Experience Points : [img]images/smiley/huh.png[/img]
XP Bonus : 0
Hit Dice : 1/2+2
Hit Points : 5

Armour Class : 9
Saving Throw : 14 (+2 vs spells/staves)

Story
A bookish young man on a fool's errand far far from anything that resembles home or safety.

Abilities
STR : 09 (--) melee attacks, load limit.
INT : 16 (+1) 8 langs, 6 m-u spells.
WIS : 05 (-1) langs, clerical spells.
DEX : 12 (--) AC, initiative, missile attacks.
CON : 09 (--) max HD, +2hp adjustment.
CHA : 10 (--) reaction, 2 henchmen.

Gear

Ryther's Entomological Iridescence. 8" long, 3" diameter glass tube containing a dozen adult phosphor-flies. The whole is in a leather case on a shoulder strap which can be twisted in order to expose or shut-off the blue-green light that is equal to several burning candles.

The Abstruse Litterateur, a weighty leather bound volume.
~The Dissimulation
~The Effable Apperception
~The Exigent Secernment
~The Rhyme of Exiguous Glamour
~The Scandent Evocation
~The Stillicidious Cheval


--Clothing-- Total cost: 9sp
---Normal standard clothing for a cloth merchant€™s son. Free?---
Beanie (2cp)
Belt (2cp)
Gloves, Wrist length cloth (4cp)
Robe (5sp)
Shirts 3 (3sp)
Shoes (1sp)
Small clothes 3 sets (6cp)
Socks/tights 3 pair (6cp)
Trousers 2 Pair (6sp)
Vest Leather (2sp)
Vest Cloth (2sp)
---Nonstandard clothing---
Cloak, waxed (5sp)
Boots, ankle length, waxed (4sp)
------------------------------------------------------------------------------------
--General gear--Total cost 9cp 39sp 1gp
---Free gear---
Backpack
Bedroll
Coin purse
Victuals, 1 week
Water skin
---Not free gear---
Belt pouches, 2 (8cp)
Bottle for ink (2sp)
Hand Mirror, metal (12sp)
Ink, black 2oz (2sp)
Parchment, 2 bundles of 6 sheets (2sp)
Quill, Goose feather, 4 (4cp)
Quill, steel (1gp)
Satchel, waxed (4sp)
Scroll case, leather (1sp)
Shepherds double pipe 12" (6sp)
Tinderbox (4cp)
Winter blanket (9cp)
------------------------------------------------------------------------
--Weapons--Total cost: 7sp
Dagger (2sp)
Other dagger (2sp)
Staff, copper shod, iron ring suitable for hanging a lantern from on one end. (3sp)
GRAND TOTAL: 1gp 45sp 25 cp OR 49sp 1cp


Wealth
19sp 5cp

Known and Memorized Spells


The Dissimulation:
~~The subject (person or object) continually changes colour to match its surroundings, becoming difficult (but not impossible) to see until the magic is "washed away" with water, or until the magic-user next rests. An Object or hiding person is hidden much as a secret door, and a person is able to sneak much as would a thief (but note he is not silenced by this spell).

The Effable Apperception:
~~Enables the caster or touched recipient to comprehend glyphs and inscriptions written in languages otherwise unknown. It enables a spell caster to comprehend (and thereafter memorise and/or cast) an unknown spell. It does not, however, solve written puzzles or imbue any ability to communicate verbally. The magic lasts long enough to comprehend one spell, or otherwise for as long as the recipient concentrates upon the symbols to be deciphered.

The Exigent Secernment:
~~Enables the magic-user to perceive the presence of magic with a precision similar to the mundane ability to detect a scent or perfume. It does not reveal the nature of the magic, nor its exact source, merely that magic is present. The spell lasts as long as the magic-user concentrates upon the location, object or creature to be scrutinised, after which he must have water or suffer 1d6.

The Rhyme of Exiguous Glamour:
~~Creates an illusion of any form the magic-user desires up to a Man-like volume or bulk per caster level. The glamour must augment something real, or else be limited in some significant way (e.g., sound only, silent image, two-dimensional image) if it is entirely fictitious. The glamour is animated only so long as the magic-user is nearby and concentrates upon it, otherwise it is absolutely still. Anyone examining the glamour closely, or in full daylight, may test his wisdom to see through it, and if successful he may dispel the illusion simply by touching it. Otherwise the magic lasts until dismissed or the magic-user next rests.

The Scandent Evocation:
~~So long as the caster goes bare-footed and -handed, he can scale vertical walls easily at 12", and even cling to ceilings with only three of his appendages, or move across such at 6" with all four. However, his normal, upright movement rate is reduced to 9". The enchantment lasts until shoes or gloves are put on, or sun up.

The Stillicidious Cheval:
~~Causes a thin (1") sheet of ice to crystalise out of the air in mere seconds. The ice will freeze over a doorway or similarly sized area as the caster desires. The cheval is semi-opaque, reflective and slippery, as is ice. It can be hack away with a pick or axe, as could normal ice, or else will eventually melt away in 1-6 turns (depending on the ambient temperature).


Jan can memorise any two 1st level spells each day.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Sat Apr 06, 2013 9:03 pm

The Cast

aquebman wrote:
.~-= Tafari Kitami =-~.

Biology : Human Female
Alignment : Neutral

Class & Levels : Thief 1
Experience Points : nil
Hit Dice : 1d
Hit Points : 4
Saving Throw: 14+ (Note: +2 vs Wands or Rays)
Armour Class : 7/7


Back Story
Tafari is 5'7" with dark ebony skin, shoulder length brown dreadlocks and a toned muscular build. Tafari grew up in a peaceful tribe of Xanadu. Her parents were missionaries of their tribe and so they moved far away near the town of Ket. When Tafari was but a teen Tafari's parents were captured by bigoted brigands looking to remove the foreigners and their tribal beliefs. She managed to escape but her parents were taken and their fate is as yet unknown. This drove Tafari to learn the ways of the other thugs, thieves, and brigands around Ket so that she may find what she lost and fight back against it.


Abilities
STR : 15 (+1) OD: 5-6, 12":100 9":150 6":200 3": 300
INT : 12 (--) 4 Known Languages
WIS : 08 (--)
DEX : 09 (--)
CON : 13 (--) SS: Always
CHA : 15 (--) Max Ret: 6, ReacAdj: +1

Gear
clothing
a bedroll
a backpack
one week of victuals
a water skin
6 Torches: 6 cp
Grappling Hook: 1sp
60 Ft Hemp Rope: 2 sp 2 cp
1 Dagger: 1 sp
Leather Armor: 12 sp

Boon
1ft wide, 30ft long ladder made of strong, black cord. one end is weighted by 1/2" steel sinkers, the other end has tiny steel grapples. The whole of it rolls up into an incredibly compact ball of cord that fits into one hand and has no encumbrance.

Wealth
00 gp
00 sp
02 cp
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16902
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Apr 17, 2013 1:37 am

The Cast

sirravd wrote:
Gerar of Szil
Biology: Man
Alignment: Neutral

Class & Levels : Warlock 1
Experience Points : 0
XP Bonus : +0%
Hit Dice : 1+1 (from Con)

Armour Class : 9/9 (front/rear)
Saving Throw: 14, 12 vs. wands, staves and spells

Story
Gerar is a young and nondescript-seeming man with a strong accent. He hails from Szil, a great and remote city, but one intolerant of wizardry, and was exiled after his dealings with evil powers were discovered by the authorities. He talks little about his past.

Abilities
STR : 10 (+0) melee attacks, load limit.
INT : 15 (+1) langs, m-u spells.
WIS : 11 (+0) langs, clerical spells.
DEX : 11 (+0) AC, initiative, missile attacks.
CON : 8 (+0) max HD, hp adjustment.
CHA : 13 (+0) reaction, henchmen.

Gear
Backpack
Bedroll
Chalk (24)
Grappling hook
Lantern
1 week€™s rations
Short sword
Short bow
20 arrows
Quiver and case (on belt)

Coveralls
Vest
Shoes
Trousers
Shirt

Wealth: None

Gerar of Szil possesses The Chimerical Onomasticon, a black velvet sheaved tome that contains the following enigmas...

The Effable Apperception (prepared):
Enables the caster or touched recipient to comprehend glyphs and inscriptions written in languages otherwise unknown. It enables a spell caster to comprehend (and thereafter memorise and/or cast) an unknown spell. It does not, however, solve written puzzles or imbue any ability to communicate verbally. The magic lasts long enough to comprehend one spell, or otherwise for as long as the recipient concentrates upon the symbols to be deciphered.

The Eerie Lambent:
This spell creates a host of 1d6 + caster level animated, levitating candle flames. The Eerie Lambent moves as a whole where magic-user desires, darting back and forth at pace, turning corners and navigating openings. It may attract attention, frighten animals, illuminate a passage, and so on, but winks out of existence if ever it strays further than 100ft from the caster or when the caster rests or is hit.

The Proposterous Foment:
2d6 hit dice +1 hit dice per caster level worth of creatures with normal hearing must save versus a concussive blast of sound or be stunned for a full round. Even those that save are deafened for 1d6 rounds. Creature with especially sharp ears save at -4, and ordinary animals may be panicked at the referee's discretion. Torches are 2 in 6 likely to be extinguished, candles 4 in 6. The spell is indiscriminate, affecting friend and foe alike.

The Scandent Evocation :
So long as the caster goes bare-footed and -handed, he can scale vertical walls easily at 12", and even cling to ceilings with only three of his appendages, or move across such at 6" with all four. However, his normal, upright movement rate is reduced to 9". The enchantment lasts until shoes or gloves are put on, or sun up.

The Genuflect Yaw:
2d6 hp +1 hp per caster level worth of timber equipment is comprehensively warped and ruined by a mere gesture. If the caster can touch the object to be so careened he instead rolls 4d6. A stout wooden door has 12 hp, or 20 hp if reinforced with iron bindings. Shields, spears, crossbows and the like have 2 hp. Arrows have but 1 hp each. Missiles affected in flight (due to simultaneous initiative) suffer a -4 attack penalty.


Gerar can memorise exactly two spells per day. He can also purchase additional copies of the above spells for 25sp each during character creation only.

Gerar's boon shall be an exquisite bottle of red wine -- an 1134 vintage Ermitagje Ensemble; renowned to be one of the finest wines ever produced by the Duke of Maine's legendary, and now retired, personal vintner, Hedwig Elmery IV. The bottle is perfectly aged to 15 years and primed for sumptuous drinking and will fill six generous drinking horns.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

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