![]() About Sœkja BrjótaSœkja Brjóta Age: Middle aged
Deity: Meranel (Lady of nature and magic-TN-Domains[Air,Water,Earth,Fire,Knowledge,Magic,Glory,Death,Animal,Plants]-favored weapon:sickle) Tiefling Rogue (Poisoner)1, Fighter (Thug)1, Wizard, FAV (Evoker)3
Init +3; Senses darkvision 60 ft.; Perception +5 DEFENSE
OFFENSE
Melee scimitar +6 (1d6+1/18–20) Ranged light crossbow +6 (1d8/19–20) Special Attacks sneak attack +2d6 Spell-Like Abilities (CL 5th) 1/day—darkness Spells Prepared (CL 5th)
Spells Known
1st—Charm Person, (Later)Mage Armor, (Later)Obscuring Mist, Shield, (Later)Silent Image, Summon Monster I, Detect Secret Doors, Identify, Sleep, Burning Hands, Magic Missile, Shocking Grasp, Color Spray, (Later)Cause Fear, Chill Touch, Ray of Enfeeblement, Expeditious Retreat, Magic Weapon, Reduce Person 0 (at will)— All Prohibited Schools divination, enchantment STATISTICS
Base Atk +3; CMB +1; CMD 14 Feats: Weapon Finesse, Spell Focus (Evocation), Greater Spell Focus (Evocation) Traits: Magical Knack, Caster level as +1 higher when summoning creatures *Forgot Name Skills: Acrobatics +9 (3 ranks, 3 Dex, 3 class)
Untrained:
Racial Modifiers +2 Bluff, +2 Stealth Languages Abyssal, Common, Infernal, Undercommon, Elven, Draconic, Terran, Sylvan SQ fiendish sorcery, poison use ECOLOGY
Organization solitary, pair, or gang (3–5) Treasure PC gear: (+1 Mithril Chainshirt of Twilight gp 5100, Muleback Cords 1000, Handy Haversack 2000, Mithril Hand Amulet gp 1675Bonded Object *described below, 2x Universal Solvent gp 100 gp per, Unguent of Timelessness 150 gp*applied to spellbook, Potion Belt/belt of healing - Masterwork 60gp*described below, Scroll Vest - Masterwork 60 gp*described below, Hammock 1 sp*described below, 40x Herb - Cassil 1gp per*described below, Scimitar, light crossbow with 80 bolts), Masterwork crafting tools for herbalism, Masterwork alchemist lab, 2x leap cake*described below, 1x dose of Cytillesh Extract Poison *described below, 10 1st level scrolls
SPECIAL ABILITIES Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities. Poison Use (Ex): At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. This ability replaces trapfinding.
APPEARANCE Tall & Thin with long whitish hair with strands of silver here and there. Grey skin which looks as though it has not seen the sun much. If you look at his right hand when his glove is off you can tell at some point it was burned very badly as the skin that has regrown is very glossy. His clothes are far to expensive. Consisting of Blue velvets and Red silks with silver embroidered in. ====================================================================== HISTORY Born to Barron of a small town and local silver mine. From an early age Sœkja was eager to prove himself. Never knowing his mother Sœkja always wondered who she was but the most he could get from his father was that she was and is a Princess from far away. Spending the first 20 years studying the Ruins of power and training to become the man he is today. He serves his father and ultimately Kri(province) in the best way he can while always trying to better himself in mind and body. Both exploring the local ruins, researching new spells and being apart of the Black Network which operates within his Lands and those neighboring. Having just cleared out a local tribe of Lizard men and helping oversee the draining and settling of the area. Currently he is researching the two spells mentioned below, and Keeping an eye out for any information he can find on the Relic mentioned below. Having helped out Xane with her studies (both having been gifted with similar parentage.)at the training school during the earlier years of her life. He always keeps in contact with her and where she goes. His recent employer has given him some pause, due to the rumors he has heard through his sources throughout his province. Professions: Adept, Apothecary, Scout, Woodsman, Regional Planner, Diplomat(Reluctant), Commander, Scribe, Researcher(Only his own), Herbalist, Merchant, Explorer, Adventurer, Spy, Enforcer, Engineer. ====================================================================== XP: 5th lvl xp ====================================================================== Tieflings are humans with demonic, damonic, devilish, or other evil outsider blood in their ancestry. Often persecuted for their strange appearance and unnatural mannerisms, most tieflings disguise their nature or are forced to live on the fringes or underbelly of civilized society. Though they are not born evil, it is an easy path for them to find, especially as most suffer at the hands of “normal” folks while growing up. Tieflings look mostly human except for some physical traits that reveal their strange heritage.
====================================================================== DESCRIPTIONS Mithril Hand Amulet:
From: Forgotten Realms Core Book Potion Belt, Masterwork: This extremely well-made potion belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties or flaps to keep the potions from falling out. It holds ten potions. Retrieving a potion from a potion belt is a free action once per round. 60 gp 1lbs Scroll Vest, Masterwork: This leather vest has an overlapping series of fourteen pockets sewn along both sides, each large enough to hold a scroll of a single spell. When slipped into a pocket, only the top of a scroll shows, allowing you to scan the scrolls’ titles. Retrieving a scroll from a scroll vest is a free action once per round. 60 gp 1lbs Hammock: An innovation from the land of Maztica, a hammock is a hemp or linen blanket with sturdy cords woven into it so that it can be strung up between two trees or other vertical supports. 1 sp 2lbs Herb, Cassil: Cassil is a small shrub similar to a mustard plant. Its seeds are ground into a fine, tasteless powder that suppresses male fertility. Men who want to avoid fathering children use this herb. A male humanoid who eats about a teaspoon of cassil is rendered infertile for a period of 3d4 days, although it requires about an hour before the herb takes effect. Stories abound of disloyal courtiers dosing their kings or lords in order to prevent the conception of a royal heir. Using either the Heal skill or Profession (herbalist), the effects can be detected with a DC 15 check and countered with a DC 20 check. 1 gp From: Magic Item Compendium HEALING BELT Price (Item Level): 750 gp (3rd)
ITEMS SPOKEN ABOUT IN HISTORY Pg 35 Lost Empires 3.5
This spell creates a shadowy tentacle of energy that extends 30 feet from your hand, splitting off into three smaller tentacles about 10 feet from its end. Each of these smaller tentacles ends
Material Component: Three hairs and a tooth. Pg 119 Dragons of Faerun 3.5
You touch a weapon, causing it to shimmer briefly and then coalesce
This spell allows you to split a target weapon of up to Large size (such as a greatsword, shortspear, and so on) into three exact duplicates. These duplicates immediately launch themselves at a target or targets of your choice within close range. You can direct one or more of these weapons at the same target or split them up among three different targets. Make a ranged attack roll for each weapon (using your ranged attack bonus or the ranged attack bonus of a fighter of your caster level, whichever is higher) as if you were proficient with the weapon in the normal manner. (For example, if used on a greatsword, you would make a ranged attack roll as if you were proficient with the greatsword, without the normal penalty for using an improvised throwing weapon.) The weapon gains a +1 enhancement bonus on attack rolls and damage rolls if it does not have an enhancement bonus already.
Pg 156 Lost Empires 3.5 Nether Scrolls: Two sets of nether scrolls exist, each consisting of fifty individual scrolls. One complete set lies in the depths of Windsong Tower in the ruins of Myth Drannor, where it takes the form of a golden beech tree known as the Quess Ar Teranthvar (Golden Grove of Hidden Knowledge). The other set has been broken up and mostly lost. At least until the Year of the Moonfall (1344 DR), three scrolls from this latter set lay in the Hall of Mists beneath the Grandfather Tree of the High Forest. Two others are in the Crypt of Hssthak, which now lies beneath the sands of western Anauroch. A few of the remaining scrolls have been destroyed, and the location and current state of those that remain are unknown.
Overwhelming transmutation;
leap cake Aura faint transmutation; CL 5th
Cytillesh Extract Poison Type poison, ingested; Save Fortitude DC 18
====================================================================== FIGHTER VARIANT: THUG (pg 51 of Unearthed Arcana) The thug is a street fighter, a survivor who learns to mix brute force with a bit of craftiness. He has most of the fighter’s strengths, along with some additional skills to help keep him alive on the mean streets. Despite the name, not all thugs are mere hooligans—many are crafty veterans who use their knowledge of the streets to gain an advantage against their opponents. Most thugs are non-lawful, though sometimes gangs of thugs with a lawful streak band together. Class Skills: Add the following skills to the fighter’s class skill list: Bluff, Gather Information, Knowledge (local), and Sleight of Hand. The thug gains skill points per level equal to 4 + Int modifier (and has this number 4 at 1st level). Class Features
Weapon and Armor Proficiency: Thugs are proficient with all simple and martial weapons and with light armor. Bonus Feats: A thug doesn’t gain the normal fighter bonus feat at 1st level. Also, add Urban Tracking (see the sidebar later in this chapter) to the list of fighter bonus feats available to the thug. |