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About GlowenGlówen (aka Silverbolt)
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Prepared Spells
Expendables
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Blinding Ray (Sp) As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more than 2 Hit Dice are dazzled for 1 round instead. This ability can be used 7 times per day. Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. Bonus Rogue Escape Artist Rogue: Add a +1/2 bonus on Escape Artist checks. Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots. Darkvision Ratfolk can see in the dark up to 60 feet Evocation Opposition School You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite. Extended Illusion (Su) Any illusion spell you cast with a duration of "Concentration" lasts an additional 1 rounds after you stop maintaining concentration. Illusion School You have chosen to specialize in illusion spells. Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents. Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment. Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. Swarming Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Tinker (Ex) Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks. Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. =================================================
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He wandered in the woods for a while until he found a human village. When he approached for help, he was run off. They shouted things at him that he did not understand (but mostly they seemed to imply he had committed a series of horrible crimes). The same was repeated with seeral other settlements and he nearly died of exposure before he found a large town and slipped into the sewers. The ratfolk there did not appear to know him and took him in. It was a group of thieves and he learned their trade. It was a dangerous time, though, and he spent much of it hiding. It was this tendancy to disapear at the first sign of trouble that earned him the nickname 'Silverbolt'
(By the way. In case it was not obvious, the ruined tower that Glowen woke up in was his. He was a high level, evil necromancer, but while attempting an ancient rite, he screwed up. The resulting magical cataclysm destroyed the tower and erased his mind. He had to start all over again. This time, however, the fates set him on the path of goodness, rather than evil. I have not decided who the elf gal in the sphere around his neck is (friend/advisary/wife/prisoner/...) ). =================================================
2) Fear: He also does not like confrontations and often seeks to smooth things over. To that end, he is willing to go to great lengths to circumnavigate direct confrontation. 3) Pride: Glowen suffers deeply from the sin of pride with respect to his ability to make people believe what he wants them to believe. Be it with diplomacy, bluffing, illusions, or simply hiding. |