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About Gil
Spoiler:
Gil's skill at deception was discovered at an early age and she was nominated to the Karrnath military before she could get herself into too much trouble. There, they discovered that she also had a knack for enchantment magic.
As a result, Gil's first big assignment for military intelligence as deep cover as a student of magic in Metrol, mostly to allow her to improve on her skills, but also to keep eyes and ears open for word on military developments. Since she was reliant on gossip and only the occasional foray by dark of night, she was not able to provide much intel to her handlers, but they seemed to be pleased with her abilities. So much so, that shortly before the term ended at the academy her fourth year in attendance, she received a letter from "mother" asking her to come home - something to the effect of "she'd done the family proud and they needed her to come home to take over part of the family business." Since her cover was as the daughter of a war-displaced Cyran merchant family that had moved to Sharn in the earliest years of the war, her route home officially went through Eston, but she actually headed farther north, into the region that had been captured by Karrnath shortly before. Once she'd identified herself to the Karrn military there, they provided her with an escort in the person of a nervous young soldier. The two rode north into Karrnath and she safely made contact with her handler, Meri, to find out what her new assignment was. The assignment was a return to Cyre under different guise with a specific goal in mind, but two days later was the Day of Mourning. When she met with Meri to find out the specifics, she was told that there was no longer an assignment because there was no longer a Cyre. Since then, she has taken a number of assignments, but all of the time spent "specializing" on the lost nation of Cyre has tainted her in the eyes of some that could give her the big jobs. "It's not like it was my fault that the country disappeared off the map! They act like if they use me, another calamity will follow me!" Since then, she has spent her time while off-assignment (which is most of the time) developing a personality as Cassandra Thurandon, a half-elf low-level clerk in the Windwright's Guild of House Lyrandar. This has allowed her some slight opportunity to travel and see other areas of the continent. She's hopeful that such travel will allow her to discover some useful information and get her back in the good graces of her superiors. However, she's been contacted by her "mother" again with a request. Cassandra needs to secure passage to Sharn and locate a certain missing Karrnathi naval officer... Description:
Spoiler:
Cassandra Thurandon:
Cassandra is the youngest child of a Cyran merchant family displaced early in the Last War. Due to some history her family won't speak of, her great-grandfather chose to move the family to Sharn rather than moving closer to Metrol. They still consider themselves Cyran and mourn the loss of their homeland, but the truth is no one from her father's generation has even seen Cyre. Cassandra was fortunate enough to attend academy in Metrol and even more fortunate to leave for a visit home shortly before the Day of Mourning. She feels the pain of her lost homeland even more keenly, having regained it for a short time. Cassandra has some minor magical ability that she's thrilled to share with those that might be interested. Her feelings of being without a homeland have awakened a wanderlust in her, enough to hire on with the Windwrights' Guild. She doesn't think there's any history of dragonmarks in her family, but she can always hope. Until then, she's happy to handle accounts and customer bookings for the wind galleons because the perks of House Lyrandar (opportunities to really travel when on holiday!) more than make up for it. And truth be told, she likes watching people, so the job really isn't a bother for her, either. Cassandra appears to be a slight half-elf woman, probably around thirty years old, with shoulder-length brown hair and bright green eyes. She generally wears a smile and often has a good word for those she meets. Matilda ir'Graanten
-------------------------------------- Init +3
DEFENSE
Spoiler:
AC 19, touch 14, flat-footed 16 (+5 [armor]+3 [DEX]+1 [deflection]) hp 63 (7d6 [32, beguiler]+2d6 [7, recaster]+18 [CON]) wounds 49 Hit points rolls: 1d6=3, 1d6=2, 1d6=3, 1d6=6, 1d6=6, 1d6=1 +2 for below-half rolls Rolled 8th level at home: 1d6=5 Rolled 9th level on forum: 1d6=4 Rolled 10th level on forum: 1d6=4 Saves:
OFFENSE
Spoiler:
Base Atk +4; CMB +4; CMD 17 Melee +1 Rapier +5 (1d6+1, 18-20/x2) Melee +2 Flaming Burst punching dagger +6 (1d4+2, 20/x3) Ranged shortbow +7 (1d6, 20/x3) STATS, FEATS, SKILLS, SPECIAL QUALITIES
Spoiler:
Alignment True Neutral Ability Scores STR 10, DEX 16, CON 14, INT 18, WIS 10, CHA 14 Feats: Spell Focus (Enchantment) [1st], Combat Expertise [3rd], Silent Spell [Bonus, 5th], Extend Spell [5th], Eschew Materials [Bonus, 7th], Improved Feint [7th], Enlarge Spell [9th] Skills: 82 [(6+Int Mod 3)*6, beguiler] +[(2+Int Mod 3)*1, recaster] +[(6+Int Mod 4)*1, beguiler] +[(2+Int Mod 4)*2, recaster] +7 [favored class] (Int mod to +4 at 8th level)
Special Qualities: Natural Linguist (Linguistics always a class skill), Minor Change Shape (Su), Favored class: Beguiler, Armored Mage (light), Trapfinding (Half Beguiler level bonus to Disable Device or Perception checks vs traps), Cloaked Casting (+1 DC), Surprise Casting (move action), Advanced Learning (Divination, Enchantment, Illusion, or Transmutation spell up to 1st), Metamorphic spell (components) [Ignore inexpensive material components, 3/day can apply Still Spell or Silent Spell without changing casting time or level of target spell], Advanced Learning (Divination, Enchantment, Illusion, or Transmutation spell up to 3rd - Fly), Expanded Knowledge (Any spell up to 3rd - Tongues), Sudden Metamagic 3/day (Extend Spell), Metamorphic spell (time) [3/day, Std Action cast/>1 Rd duration spell can be cast as swift action, duration becomes 1 round] Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Orc, Riedran
GEAR
Spoiler:
Combat Gear Wand of CLW (UMD DC 20 to use, 43 chgs) (720 gp, 0 lb), Wand of Shield of Faith (UMD DC 20 to use), Scroll Case (1 gp, 0.5 lb), Scroll of Resist Energy (150 gp, 0 lb), Scroll of Resist Energy (150 gp, 0 lb), Scroll of Eagle's Splendor (150 gp, 0 lb), Scroll of Eagle's Splendor (150 gp, 0 lb), Scroll of Shield (25 gp, 0 lb), Scroll of Shield (25 gp, 0 lb), Scroll of Shield (25 gp, 0 lb), Scroll of Shield (25 gp, 0 lb), Scroll of Fly (375 gp, 0 lb), Scroll of Scorching Ray (150 gp, 0 lb), Scroll of Scorching Ray (150 gp, 0 lb), Wand of Lightning Bolt (CL 10, DC 18, 4 charges remain), Wand of Repair Light Damage (5 charges remain), Scroll of Remove Curse (CL 5), Wand of Bless (CL 1, 45 charges) From Ezreal Farlowe:
Note: Gil's made the Spellcraft to enable use of each of these spells but will need a UMD check (DC indicated for each) when she wants to actually put the spell to use. Other Gear Circlet of Persuasion (4500 gp, 0 lb), Masterwork Thieves' Tools (100, 2 lb), Masterwork Rapier (320, 2 lb), Rapier +1 (2320, 2 lb), Shortbow (30, 2 lb), 20 Arrows (1, 3 lb), Glamered Mithral Chain Shirt (4800, 12.5 lb.), Handy Haversack (2000, 5 lb), Shawl of Bewitching (CompAdv) (3500, 0 lb), Traveler's Outfit (worn) (1 gp, 5 lb), Vestment of Many Styles (RoEb) (500 gp, 5 lb), 10 days' rations, 1044 gp, 8 sp, 5 cp, 2 jugs of Goodberry Wine (from LB), 1 jug of Goodberry Wine, Ring of Protection +1, Papers for Matilda ir'Graanten persona, Papers for Cassandra Thurandon persona. Encumbrance 30 + coin
The SUIT
Spoiler:
The Suit (Minor Artefact) The Suit is a bipedal armoured vehicle which can carry and is operated by a single individual. It appears as a large, humanoid-shaped shell intended to hold a Medium humanoid body reasonably snugly, like a suit of armour. The entrance hatch, which pivots upwards like the visor of a helm, seems to be made of glass or some such transparent material, though it is as tough as steel. The inside of the carapace seems to have various switches and controls and is lined with padded leather. The golem's hands are fairly crude clamp-like claws on the left side, with strange nozzles and sockets emerging from the forearm, and on the right a huge hammer-like fist. Both are on the end of powerful-looking, jointed piston arms that currently flop at the golem's side, the hands resting on the floor. The legs are thick and heavy, broad flat feet planted firmly on the ground. An array of armoured cylindrical tanks attach to the back of the machine. It weighs 5,000 pounds. Its basic statistics are as follows: Size: Large
Speed: 20'
STR 32; DEX 9; CON -; INT -; WIS -; CHA -
The Suit can usually only be operated by a specially-trained individual. However, in the absence of such training, the various abilities and systems can be operated using the Use Magical Device skill. These systems (and the relevant DCs for Use Magical Device) are set out below. When actions within a single combat round include the use of more than one system, a single Use Magic Device check is made at the highest DC of the relevant systems: Open/Close Entry Hatch (DC 10) (Ex)
Movement (DC 10) (Ex)
Visual System (DC 15) (Su)
Address System (DC 15) (Ex)
Life Support (DC 15) (Ex)
Hammer Hand (DC 15) (Ex)
Fire Lance (DC 20) (Su)
Flamethrower (DC 25) (Su)
Anti-Magic Field (DC 30) (Sp)
Power Source
For each hour of standard operation (i.e. moving but not fighting, etc.): 5%
If the power source is exhausted, the results are as follows (d%):
The Suit power source recharges at 5% an hour, i.e. the chance of power source exhaustion reduces by 5% per hour for each hour it is not active. If the Suit has stopped operating (but not permanently) because of power exhaustion, it must be allowed to reduce to 0% before it will work again. General Operation
Hit point damage to the Suit can be repaired with Repair Damage spells. However if the Suit is ever reduced to 0hp it is rendered permanently inoperable and cannot be repaired. The Suit has a scrap value of 50,000gp. Gil in THE SUIT
Spoiler:
Init -1 Senses Perception +3, vs. traps +6 Speed 20 ft DEFENSE
Saves:
OFFENSE
STATS, SKILLS
Skills: 82 [(6+Int Mod 3)*6, beguiler] +[(2+Int Mod 3)*1, recaster] +[(6+Int Mod 4)*1, beguiler] +[(2+Int Mod 4)*2, recaster] +7 [favored class] (Int mod to +4 at 8th level)
SPELLS, CL 9
Spoiler:
Dancing Lights Daze Detect Magic Ghost Sound Message Open/Close Read Magic 1st-level, 7/day - 0 cast
Spoiler:
Charm Person Color Spray Comprehend Languages Detect Secret Doors Disguise Self Expeditious Retreat Hypnotism Inhibit Mage Armor Obscuring Mist Rouse Silent Image Sleep Undetectable Alignment Whelm 2nd-level, 7/day - 0 cast
Spoiler:
Blinding Color Surge Blur Daze Monster Detect Thoughts Fog Cloud Glitterdust Hypnotic Pattern Invisibility Knock Minor Image Mirror Image Misdirection See Invisibility Silence Spider Climb Stay the Hand Touch of Idiocy Vertigo Whelming Burst 3rd-level, 7/day - 2 cast (vs Living Necromancy)
Spoiler:
Arcane Sight Clairaudience/Clairvoyance Crown of Veils Deep Slumber Dispel Magic Displacement Fly (Advanced Learning bonus, BEG7) Glibness Halt Haste Hesitate Hold Person Inevitable Defeat Invisibility Sphere Legion of Sentinels Major Image Nondetection Slow Suggestion Tongues (Expanded Knowledge, REC2) Vertigo Field Zone of Silence 4th-level, 5/day - 1 cast (CM in Facility Fight)
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Charm Monster Confusion Crushing Despair Freedom of Movement Greater Invisibility Greater Mirror Image Locate Creature Mass Whelm Phantom Battle Rainbow Pattern Shadow Conjuration Solid Fog RESOURCES
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[url=http://[/url] REWARDS
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Experience Points: 98970 Rewards breakdown (for checking my math) Started at 7th level: 21000 500 xp from hallway outside vampires' chapel 3000 xp from vampires' chapel 1800 xp from Valenar street fight 1802 xp from Aubrey bonus to reach 8th 1440 xp from Orlaith/dracolich battle Bump to 36880 for Pathfinder conversion 1600 xp for Aerenal elves attack 1130 xp for huge scorpions 2300 xp for Aerenal bridge ambush 5640 xp Galadaes showdown 500 xp Jalana's funeral 3500 xp Airborne ambush 3500 xp Lightning rail ambush 4800 xp Cadaver Collectors 920 xp Shadows 7700 xp Nightwing & Co. 5600 xp Warforged unit ambush 12500xp Looters in Cannith facility 2400 xp Caretaker 2000 xp Wraiths & Bodaks 300 xp Pair of Wraiths 1000 xp Caretaker II 2400 xp Living Harm spell 800 xp Mechanikraken Notes
Spoiler:
Conversion of Beguiler to PFRPG Add to the Beguiler spell list the following: 4th level: Shadow Conjuration
Also, for Advanced Learning, take the additional spells from the Illusion, Enchantment, Transmutation and Divination Sorcerer/Wizard spell lists. Conversion of Recaster to PFRPG
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