Member of the Whispering Way

Jalel "Quip" Medin's page

130 posts. Alias of Patrick Bailey.


Full Name

Jalel "Quip" Medan

Race

Fetchling (Kayal)

Classes/Levels

Sorcerer Level 5, HP: 33/33, Init: +2, Fort+2 (+2 vs. Poison/Sleep) /Ref +3/Will+4, Bab.+2, CMD:15,

Gender

Male

Size

Medium

Age

30 years

Special Abilities

Skilled, Low Light vision, Darkvision 60 ft, Shadowy Resistance, Spell like abilities,

Alignment

Lawful Neutral

Languages

Common, Orcish,

Strength 12
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 18

About Jalel "Quip" Medin

Description:

Spoiler:

Jalel is an exceptionally beautiful man. He has shoulder length straight blonde hair, round bright green eyes, long beautiful eye-lashes, and a slender toned body. He has strange porcelain white skin but he keeps it covered up.

He usually wears sturdy leather breeches, a good belt with a dagger attached, dark shirt, well worn but well maintained boots and leather armor all of which has been stained to darken the color and not catch light. Covering him is his cloak and he also carries a pack filled with other supplies.

Background:

Spoiler:

Jalel was born a unique person, he was always surprisingly quick and charismatic and he found himself among those who could use magic. This gave him both a sense of purpose and superiority.

When the purple fog came, he was able to understand that he wouldn't be able to help at that time. It was too soon for him, so he ran. Not because he was afraid, but because he knew he was too valuable to let himself die. He was old enough at the time that he would have been forced to stay above ground, but instead he used his innate magic to disguise his true self and go below.

During his time below ground, he felt surprisingly at home. The press of the underground didn't bother him so readily and he found a sense of calmness. He took up gardening. The sense of comfort he took helped to grow his strength and it made it easier to withstand his own self loathing. The human civilization had been destroyed, much like a field of weeds that had become too cumbersome for a previous gardener. But he learned how things worked in the underground. Sometimes those who were not strong enough to start off with withered and died. Many did, but they left seeds behind. Just like they were. When the time was right, they would come back to the surface, growing again, stronger and hopefully faster than before.

He realized after a time that a garden with only a few flowers was just barely above a barren wasteland. If carefully tended to however, then there could be such a thriving and beautiful garden that others would be envious. If he were that gardener, if he lead the others then he could make them strong, beautiful and most importantly more resilient than before.

He had always had some ability to influence others, his words had always held such an effect that others just seemed to listen to him. So he cultivated it, slowly it became something more. He gained a hold of a power to more powerfully manipulate others, to make them adore him. Yes this is what he had always desired. These people, those few who were left, who had survived, they would flourish under his care.

Defense

Spoiler:

===== Defense =====
AC= 12 (10 base, +2 dex,)
CMD= 15(10 base, BaB +2, Str +1, Dex +2)

HP 33/33
Fort +2, Ref +3, Will +4,
* +2 vs. Poison and sleep effects.

Resistances:
Cold- 6
Electricity- 6

Offense

Spoiler:

Spd 30 ft.
Initiative: +2 Total =2Dex
Melee: +3=(2Bab+1str)
Ranged: +4=(2Bab+2Dex)
-----Melee-----
Dagger: 1d4+1, +3, 19/20x2

-----Ranged-----
Dagger: 1d4+1, 10ft, +4, 19/20x2

Statistics

Spoiler:

Str 12, Dex 14, Con 12, Int 14, Wis 10, Cha 18,
Base Atk +2; CMB +3.

Background Traits

Spoiler:

- Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
- Stealthy- +1 stealth/ Class skill

Feats

Spoiler:

Simple weapons proficiency-(Sorcerer)
Eschew Materials- (Sorcerer)
Spell Focus- Enchantment (1st)
Skill Focus- Diplomacy (3rd)
Silent Spell- (5th)

Skills

Spoiler:

Skill points: Class+Int+ Fav. class= 19
Ranks+Ability Mod+Class+Feat(s)+racial+Trait
Appraise: 1+2+3= +6
Bluff: 2+3+3= +8 (+9 vs. sexually attracted creatures)
Diplomacy: 2+3+3+3(f)= +11 (+12 vs. sexually attracted creatures)
Disguise: 1+3= +4
Heal: 1+0= +1
Intimidate:1+3+3= +7
K. Arcana: 1+2+3= +6
K. Nature: 1+2+3+1(R)= +7
K. Local: 2+1= +3
Linguistics: 2+2= +4
Spellcraft: 3+2+3= +8
Stealth: 3+2+3+1(T)+2(R)= +11
Profession (Gardener): 3+3= +6
Use Magic Device: 1+3+3= +7

Racial Abilities

Spoiler:

World Walker- +1 K. Nature/K. Local, +2 Stealth

Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.

Normal Speed: Fetchlings have a base speed of 30 feet.

Darkvision: Fetchlings can see in the dark up to 60 feet.

Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.

Subtle Manipulator (Sp): Rather than taking on the forms of others, some Fetchling are adept at destroying the memories of other creatures. Instead of gaining disguise self as a spell-like ability, such Fetchlings can use memory lapse once per day as a spell-like ability. For this ability, a Fetchling's caster level is equal to his total Hit Dice.

Class Abilities

Spoiler:

Cantrips,

Spells,

Verdant Bloodline: Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell's level for 1d4 rounds.

(Class Skill-K. Nature)

Tangle-vine 8/day(Sp) At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier. +9 CMB.

Photosynthesis(Ex): At 3rd level, you feed upon nature's raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +2 racial bonus on saving throws made against poison and sleep effects. At 9th level, these bonuses increase to +4.

Spells known/Per day:

Caster Level: 5th, +9 Concentration, (Magic Language= Gaelic)
Dc.14+ Spell level, Dc.15 vs. Enchantment, +1 Dc. vs. sexually attracted creatures on Mind affecting effects.

0th-6- Detect Magic, Daze, Acid Splash, Prestidigitation, Light, Message,

1st- 7/day- 3+1- (B)Entangle, Mage Armor, color spray, Charm Person, Shield, [Bonus- Disguise Self]

2nd- 5/day- 1-(B)Bark Skin, Daze Monster, Cat's Grace, [Bonus Invisibility]

Spell Like abilities:

Caster Level:5th, +9 Concentration
Memory Lapse 1/day, Dc.17

Equipment

Spoiler:

Magic Items:
(Cave Demon's Cloak) Light blue cloak with a slight glow and shifting patterns:
-Adds + 1/2 character level in Illusion spells known
Currently: 2 (Disguise Self, Invisibility)

Total: 42 Lbs.
Courtier's outfit
Travelers outfit (Dark clothes)
Black cloak
Steel vial x2 (1 empty, 1 filled with his blood and vanilla leaf seeds)
Shovel
Various plant seeds
Dagger
Bulls eye lantern
Backpack
Clay Jug (1 gallon of water)

Campaign Daily Task information:

•Hunting/Foraging for food: Primarily Survival will be used here.
Cost one in game day. Unless you beat perception roll of 15 and survival roll of 16. Then it will only cost half in game day.

•Gathering information: about the world or city around you. Perception/diplomacy can be useful here. time spent a day unless beat DC of 17 in Perception or diplomacy.

•Entertainment: Perform/Profession/acrobatics/K. history or some other applicable skill you can think of right now.

•Scouting: Stealth, Knowledge Geography and Survival to gain a better layout of your current surroundings and what dangers may lie ahead. Cost one in game day unless beat DC score of 15 in at least 2 of the three necessary skills named above.

•Training: Of soldiers, alchemists, mages and so forth. you will spend 1 in game day on this. If you stop early the ones you were training will make no progress that day unless leave another trainer behind.

•Crafting/Repairing: Build/repair buildings/items. time spent on this depends on the building or item and how many workers you have. Currently you have 35 builders. The stone wall would take two in game weeks.

•Treating Wounds/diseases: People are hurt or sick in various ways. Help everyone out. time spent depends on how many need help. You can just focus on a select few if you wish.

•Downtime/Resting up: Relax, work on some personal tasks, check your inventory to find those strange forgotten items you nearly forgot you had, read or write if your literate, take a break and let your wounds heal. Time spent is up to you.

•Resource gathering: Collect stone, mine for minerals. Perception, skills in mining. Options will expand as you find new areas. Time spent 1 in game day unless beat DC 16 in Perception or Mining. Then only half a day.

•Build Points: Every time you want to build something it will cost Build Points or BP Each thing you build has a different cost. You can increase your BP by gathering resources. Currently have 2 in stone, 1 in wood 0 in metal. 2 in stone is enough to build the wall.

•Food Points: Food Points or FP, As you may have guessed showed your food stock and tells how many days you can feed your citizens. Currently have 2. Two will feed the current population for 1 week.

•Population: Population a higher Population can help bring in more goods and currency, along with potential soldiers, ect...Current Population is 107.

I put up the system so the PCs can play without waiting on me, for the most part I will mostly be needed in battles of course.(Though I won't ignore you. And I have story stuff and NPCs to play out.) If you beat the score you don't need me to tell you if things worked out. Also currently in the caves it would take 5 days of successful hunting from at least 2 of the PCs to increase your FP by 1 point. Twice the time for a solo hunter. and half that with more than 2.
Resource gathering would be 8 days to increase BP by 1 point. Twice the time for a solo gatherer. Half for more than 2.
You can shorten that if are able to roll well and go out twice in a day.

Training: Depends on how much you focus on learning something. If a you focus on learning a skill everyday all day, you will progress faster. a couple weeks maybe a little longer, depending (Magic could take a while longer)If you train a little a day it could take months. Again, depending. Things like cooking, even practicing a little a day, especially with a teacher. You could pick up the basics in a week or so. Usually for a PC, what it amounts to is 3 days for retraining a skill and a full 5 days for Feats, with a proper trainer/teacher. Double the time for someone without a trainer/teacher but with a partner. Triple the time for teaching yourself. But that's because the PC's are special. NPC's take longer for most things.

Tasking: I am going to go by a bit different rules for groups of NPCs, I have decided.

If a group of NPCs attempts something, then I will give them a DC to beat as a group. they will roll a Dice of 100,+ their skill in said craft. If they beat the given DC, then the job they are doing will get done in 1/4 the time. Though all jobs need at least a certain amount of folks to work on it for this to even be possible. If three people try to build a large wall, that would take 10 days to build by a group. Then even if their dice rolls are good, the progress will still be very little.

Also Rose the BP was not earned since all the stone is staying put to block off the fog. Your not sure if the whole tunnel collapsed or only some. It would be risky to remove enough for a whole 1 BP.

resource gatherers would need to beat DC 50 To have a good day.
A good day will earn 1 BP. A great day beating 65 will get you 2 BP that day. You need to let them rest though once every 3 good days and twice every 3 great days. Otherwise they will take a heavy penalty.
Day 1 Rock Gathering: 1d100 + 9 ⇒ (23) + 9 = 32

Rose, you will roll at the end of each day for the NPC groups you send out.

Current Campaign Information:

Current Day: 3
Current leadership role: Master Gardener.
# of Gardening Students: 3
Notable NPC's:
- Zack (Prisoner/former guard.)
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