Danse Macabre

Sœkja Brjóta's page

72 posts. Alias of LostSoul.


About Sœkja Brjóta

Sœkja Brjóta

Age: Middle aged
Height: 6' 2", Weight: 180lbs
Eyes: Red Hair: Silver/White Skin: Grey

Deity: Meranel (Lady of nature and magic-TN-Domains[Air,Water,Earth,Fire,Knowledge,Magic,Glory,Death,Animal,Plants]-favored weapon:sickle)

Character Image.

Tiefling Rogue (Poisoner)1, Fighter (Thug)1, Wizard, FAV (Evoker)3
N Medium outsider (native)

Init +3; Senses darkvision 60 ft.; Perception +5

DEFENSE
AC 18, touch 13, flat-footed 13 (+5 armor, +3 Dex)
hp 35 (1d8+1, 1d10+1, 3d6+3, +3 Fav.) Wounds: 0 Current: -
Fort +4, Ref +6, Will +2
Resist cold 5, electricity 5, fire 5

OFFENSE
Speed 30 ft.

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)
2nd—Blur, Invisibility, Glitterdust, Scorching Ray(E)
1st—Shocking Grasp, Reduce Person, Shield, Summon Monster I, Burning Hands(E)
0 (at will)—Detect Poison, Acid Splash, Flare, Detect Magic, Ray Of Frost(E)
(E) Evoker spell; School Evocation

Spells Known
2nd—Blur, Glitterdust (DC 18), Invisibility, (Later)Mirror Image, (Later)Resist Energy, Summon Monster II, (Later)See Invisibility, (Later)Darkness, Scorching Ray(DC 20), (Later)Spider Climb

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
Str 8, Dex 16, Con 12, Int 22, Wis 8, Cha 12

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)
Appraise +10 (1 ranks, 6 Int, 3 class)
Bluff +7 (1 ranks, 1 Cha, 3 class, 2 Racial)
Climb +3 (1 ranks, -1 Str, 3 class)
Craft: Alchemy +11 (2 ranks, 6 Int, 3 class)
Craft: Herbalist +11 (2 ranks, 6 Int, 3 class)
Diplomacy +5 (1 ranks, 1 Cha, 3 class)
Disable Device +10 (4 ranks, 3 Dex, 3 class)
Disguise +5 (1 ranks, 1 Cha, 3 class)
Escape Artist +10 (4 ranks, 3 Dex, 3 class)
Fly +7 (1 ranks, 3 Dex, 3 class)
Heal +5 (1 ranks, -1 Wis, 3 class, 2 comp)
Knowledge: Arcana +13 (4 ranks, 6 Int, 3 Class)
Knowledge: Dungeonering +10 (1 ranks, 6 Int, 3 Class)
Knowledge: Engineering +10 (1 ranks, 6 Int, 3 Class)
Knowledge: Local +11 (2 ranks, 6 Int, 3 Class)
Knowledge: Nature +11 (2 ranks, 6 Int, 3 Class)
Knowledge: Religion +10 (1 ranks, 6 Int, 3 Class)
Linguistics +10 (1 ranks, 6 Int, 3 Class)
Perception +4 (2 ranks, -1 Wis, 3 class)
Ride +7 (1 ranks, 3 Dex, 3 class,)
Sense Motive +4 (2 ranks, -1 Wis, 3 class)
Sleight of Hand +7 (1 ranks, 3 Dex, 3 class)
Spellcraft +11 (2 ranks, 6 Int, 3 Class)
Stealth +9 (1 ranks, 3 Dex, 3 class, 2 Racial)
Survival +5 (3 ranks, -1 Wis, 3 class)
Swim +4 (2 ranks, -1 Str, 3 class)
Use Magic Device +6 (2 ranks, 1 Cha, 3 class)

Untrained:
Intimidate +1
Perform +1

Racial Modifiers +2 Bluff, +2 Stealth

Languages Abyssal, Common, Infernal, Undercommon, Elven, Draconic, Terran, Sylvan

SQ fiendish sorcery, poison use

ECOLOGY
Environment any land

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
10 gp 9 silver

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.
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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.

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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.

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XP: 5th lvl xp

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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.
Tiefling Characters
Tieflings are defined by their class levels—they do not possess racial HD. They have the following racial traits.
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange.
Darkvision: Tieflings see in the dark up to 60 feet.
Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery: See above.
Languages Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc

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DESCRIPTIONS

Mithril Hand Amulet:
- Bonded Object
- Mage Hand at will
- Sustanance

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)
Body Slot: Waist
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration
Activation: — and standard (command)
Weight: 1 lb.
This broad leather belt is studded with three
moonstones.
While wearing a healing belt, you gain a
+2 competence bonus on Heal checks.
This is a continuous effect and requires
no activation.
In addition, the belt has 3 charges,
which are renewed each day at dawn.
Spending 1 or more charges allows you to
channel positive energy and heal damage
with a touch. (You can also use this ability
to harm undead, dealing them an equiva¬
lent amount of damage instead.)
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.
Prerequisites: Craft Wondrous Item, cure
moderate wounds.
Cost to Create: 500 gp, 40 XP, 1 day.

ITEMS SPOKEN ABOUT IN HISTORY

Pg 35 Lost Empires 3.5
TOOTHED TENTACLE
Evocation
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect: 30-ft.-long tentacle extending from your hand
Duration: Concentration, to a maximum of 1 round/level

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
in a fanged, slavering maw. All three of these mouths can be directed to attack as a full-round action, or one of them can attack as a standard action. You can direct the mouths to attack separate targets as long as all targets are within 10 feet of each other. Each mouth strikes with an attack bonus equal to your caster level plus the modifier for the ability score that controls your spellcasting, and each deals 2d6 points of damage on a successful hit.
Because the mouths are tangible, they can be destroyed. Each has an AC of 15 and hit points equal to 10 + your caster level. If a mouth is destroyed, it fades away into nothingness, but the other mouths remain. If all the mouths are destroyed, the spell’s duration ends. The main tentacle cannot be attacked.

Material Component: Three hairs and a tooth.

Pg 119 Dragons of Faerun 3.5
THREESTEEL
Transmutation
Level: Sorcerer/wizard 3
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One weapon of up to Large size in your possession
Duration: Instantaneous
Saving Throw: Fortitude negates (object)
Spell Resistance: No

You touch a weapon, causing it to shimmer briefly and then coalesce
Into three distinct images, each one gradually assuming physical form. Once they become solid, the three weapons shoot forward at your targets.

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.
Each duplicate that hits deals damage as if you had struck the target with the weapon in melee (including any special effects such as bane, smite evil, critical hits, sneak attack, weapon focus, and so on). Your Strength bonus does not apply, since the force of the weapon comes from the spell, not your own Strength. A duplicate does not get a flanking bonus or help a combatant get one.
Casting the spell destroys the target weapon to create the duplicates, and the duplicates are destroyed whether or not they hit. Because of this, the spell is rarely used on magic items. It cannot be cast on artifacts, natural weapons, weapons animated with animate objects or similar spells, or weaponlike magical creations (such as Mordenkainen’s sword).

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.
Each scroll is an 8-inch-by-10-inch sheet of thin, rolled gold as flexible as paper. Silvery magical writing crawls across its surface, appearing almost alive. The scroll’s small size belies the staggering amount of information it holds. As soon as one “page” of text has been read, the writing swims and moves about the sheet, reforming into the next page of text. All in all, it takes approximately one month of dedicated study to review a single nether scroll.
The nether scrolls form the foundation of modern magical theory on Faerûn. Virtually every mage who has mastered any portion of the Art since the rise of Netheril received her knowledge, albeit indirectly, from the nether scrolls. Consequently, much of the information contained in these scrolls is now considered common knowledge in Faerûn’s magical community.
Nevertheless, the nether scrolls still contain a wealth of information that is useful to any student of the Art. Reading even one nether scroll offers considerable insight into the Art. Any character studying one immediately gains one level in an arcane spellcasting class of her choice. (That is, her experience point total is set to the midpoint for her new level.)
The nether scrolls are divided into five chapters, each covering a different aspect of the Art. A character who manages to read all ten scrolls that make up a chapter gains an additional benefit whose nature depends on the topic studied. The chapters of the nether scrolls and the benefits they provide are detailed below.
Arcanus Fundare (Foundations of Magic): +30 inherent bonus on Spellcraft checks; +1 to save DCs for all arcane spells.
Magicus Creare (Spells of Creation): Three bonus item creation feats; XP cost of any magic item created drops to 75% of normal.
Maior Creare (Major Creations): Craft Construct (see page 303 of the Monster Manual) as a bonus feat; any golem or other construct created has maximum hit points.
Planus Mechanus (Studies of the Planes): Use plane shift as the spell once per day; ignore any hostile or debilitating planar environmental effects.
Ars Factum (Of the Creation of Artifacts): Unknown.
Reputedly, this chapter of the nether scrolls taught the reader how to create artifacts. However, an additional key of some kind is needed to unlock this set of scrolls, and the spellcasters of Windsong Tower never discovered it.
The benefit gained by studying a particular chapter applies only to the character’s arcane spellcasting class. For example, if a 15th-level cleric/5th-level wizard studied the Maior Creare scrolls and attempted to create a golem with divine magic, the golem would not have maximum hit points.

Overwhelming transmutation;
CL 40th; Weight 1 lb.
(per scroll)

leap cake

Aura faint transmutation; CL 5th
Slot none; Price 500 gp; Weight 1 lb.
Description
This spongy brown cake feels light in the hand but is incredibly
chewy. Consuming it strengthens your leg muscles and makes
your tendons more elastic (making audible stretching and popping
noises for a few seconds after ingestion), greatly improving your
ability to jump and fall. For the next 10 minutes, you gain a +20
bonus on Jump checks. If you deliberately jump down from a
height and succeed at a DC 15 Jump check, you take falling damage
as if the fall were 20 feet shorter than normal (rather than 10
feet shorter). If you fall, you may make a Jump check instead of a
Tumble check to treat the fall as 10 feet shorter.

Cytillesh Extract Poison

Type poison, ingested; Save Fortitude DC 18
Frequency 1/hour for 8 hours
Effect victim loses all memory of events that took place in the
previous hour and cannot form new memories for 8 hours;
these lost and prevented memories might return later as
dreams, and can be returned with a restoration or heal spell;
Cure 2 saves.

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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
The thug has all the standard fighter class features, except as noted below.

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.