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RPG Superstar 2012 Top 32. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Dedicated Voter, 9 Season Star Voter. 10,694 posts. No reviews. No lists. No wishlists.


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RPG Superstar 2012 Top 32

1 person marked this as a favorite.

I want more Robeasts. I like monster design. I wouldn't mind if the Robeast was just in the background as the characters talked about other stuff while fighting it.

RPG Superstar 2012 Top 32

Fractionally. A wand with 5 out of 50 charges costs 1/10th of a fully charged wand.

RPG Superstar 2012 Top 32

Instead of buying a wand with 50 charges, buy one with 5 or 10 charges and maybe up the spell level a bit?

RPG Superstar 2012 Top 32

Succor looks like a super fun Mystery! :-D

RPG Superstar 2012 Top 32

What I like to do is have reinforcements ready for encounters. I plan the encounter to be average or easy, but if it turns out the encounter is TOO easy, the reinforcements show up.

For example, if 4 1st level PCs are fighting 4 wolves, and they mop the floor with the wolves, I add a couple more wolves. Then a couple more if needed.

If the 4 wolves are getting in some lucky shots and the PCs are struggling, I don't add the reinforcements.

RPG Superstar 2012 Top 32

In Volo's Guide, the bit about beholders states beholders have nightmares about other beholders that vary from the dreamer's perfect form, and that's how they're created.

Were-hyenas and were-jackals?

Yuan-ti cultists?

A secret society of khepri (the beetle-faced/headed folk from China Mieville's Perdido Street Station).

RPG Superstar 2012 Top 32

We played in a game with 3 PCs (half-orc inquisitor, dark tapestry oracle, and Taldori swordswoman) and 3 PC-controlled henchmen (NPC warriors). It worked out really well, because the secondary characters were easy to run, but the same level as the main PCs, so just as durable. They mostly had static feats, like Toughness, Iron Will, Weapon Focus, etc., but some had Power Attack, Combat Reflexes, or Rapid Reload. The henchmen had their own personalities and quirks, too. One was a pyromaniac, and the one I ran was a "survivor" (coward) that focused on the heavy crossbow.

It also gave the campaign an old school 1st Edition feel. :-)

RPG Superstar 2012 Top 32

If you're concerned about having your hands full and casting in combat, don't be. Maybe allow a buff spell in the first round of combat, but then focus on Bane and Judgments. You can plan to use your spells for utility like exploration and social interactions outside of combat.

One thing to consider is the number of swift actions your build will be using. Is switching between using a shield and wielding 2-handed a free action or a swift action?

Getting lots of AoOs while Bane is up is a big damage multiplier.

RPG Superstar 2012 Top 32

Underwater adventuring is fun!

In 3.5, my druid got a lot of mileage out of summoned dolphins. I was able to summon 1d3 or 1d4+1 of them, so we were pretty high level. Probably 7th or 8th level. High enough level I didn't feel like I was "wasting" spell slots on breathe water.

It sounds like the diving bell is effectively an elevator that leads to the dungeon area. Maybe give it some windows and describe evocative wild life on the trip down.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

Not everyone can be Enver Gjokaj or Tatiana Maslany!!! ;-)

RPG Superstar 2012 Top 32

I just finished it too.

It was pretty good. They should keep a copy of your genome on your stack, so they can clone your body for you.

RPG Superstar 2012 Top 32

Spell Focus and Metamagic feats are classics for a reason. :-)

Flyby Attack to enhance mobility.

Lightning Stance?

RPG Superstar 2012 Top 32

At 15th level, they'll have overland flight and/or mass fly and/or air walk and/or windwalk and probably magical flying items or at least potions or scrolls of fly. Even if they're "only" 13th level, they will have limited wish, which can be used to cast any spell of 5th or 6th level.

RPG Superstar 2012 Top 32

I would focus on defensive feats, since he's mostly going to hang back and do spell attacks.

Dodge, Deflect Arrows, Mobility, Snatch Arrows, Improved Critical (ray).

I think there is a Spell Dancer feat or something that is like Shot on the Run, but for spells.

EDIT:

Or Flyby Attack....

RPG Superstar 2012 Top 32

Heather 540 wrote:
Hey, how do you roll for things like concealment and soft cover?

If you have 20% concealment against ranged weapons, when you are targeted with a ranged attack, you roll 1d100, and if the result is 20 or less, the attack misses.

The other kind of concealment and cover are environmental effects. I think concealment works the same way. Cover grants a bonus to AC. The specific rules are in the CRB.

I'm out of practice because I've been playing 5th Edition. :-P

RPG Superstar 2012 Top 32

Richard K. Morgan has a couple great trilogies.

RPG Superstar 2012 Top 32

That's a solid option.

Any way to make him an archer of some kind?

EDIT:

Nevermind, just remembered you were gestalting him with a non-Zen Archer monk.

RPG Superstar 2012 Top 32

Destroying the

spoiler:
Soulmonger
seems really boring.
spoiler:
Just breaking a strut after an epic quest seems super meh. Or just banging away on an inanimate object also seems kind of blah. Any ideas on how to spice up the Soulmonger? At least the atropal is an interesting monster.

RPG Superstar 2012 Top 32

Lady-J wrote:
again im gona say the lawful only restriction is dumb in the 1st place just get rid of it

5th Edition did. :-)

EDIT:

Starsoul looks fun! Not needing to breathe and Breach the Gulf look like fun!

RPG Superstar 2012 Top 32

Maybe aberration or protean?

Rovagag is the monster deity that was locked away by all the other gods, right?

Also, check out Bloodline Mutations.

RPG Superstar 2012 Top 32

Sure.

RPG Superstar 2012 Top 32

Charisma should be highest. A super high Wisdom isn't needed, since they have good Will saves from sorcerer and Scaled Fist monks use Charisma for AC and Stun DCs and stuff.

RPG Superstar 2012 Top 32

Yes. For monks.

RPG Superstar 2012 Top 32

Pick the custom feat!

Then buy him magic boots of +10 speed.

RPG Superstar 2012 Top 32

Especially that Dragon Scaled one that uses Charisma to AC and Stun Saves.

EDIT:

Scaled Fist.

RPG Superstar 2012 Top 32

Oh, OK. Piranha Strike? Whatever the Dex-based "Power Attack" feat is called.

Maybe look at some Swashbuckler builds for inspiration?

NPCs are usually "one trick ponies" since the PCs only encounter them once or twice.

Do you want him to maximize damage against the PCs? Or focus on "carrier effects" like Bull Rush, Disarm, Shaken, Tripped, Poisoned, Sickened, Fatigued, Sunder, etc.?

Or do you want to make actually hitting him the challenge? High AC, miss chance from blur or displacement (or Wind Stance and Lightning Stance), mirror image, etc.?

Or do you want to punish the PCs for hitting him, like fireshield or Fiend Totem spikes or whatever or Retributive Strike or Come and Get Me or whatever that rage power is?

Does he have Pounce? He has a lot of natural attacks, but he has to stand still to benefit from all those attacks (or take a 5 foot step) otherwise.

RPG Superstar 2012 Top 32

Power Attack? It's a classic for a reason. Or is that a freebie feat in your campaign?

RPG Superstar 2012 Top 32

I guess Ranger would work if you pick Favored Enemies based on your PCs' races.... **evil grin** +8 to hit and damage!

RPG Superstar 2012 Top 32

Slayer//Sorcerer?

Ranger//Sorcerer going into Arcane Archer?

RPG Superstar 2012 Top 32

Then load up on Quickened spells! Full Attack plus Quickened chaos hammer! Quickened divine favor!

And check out the Magical Lineage trait for reducing the metamagic level cost by 1 for 1 specific spell.

RPG Superstar 2012 Top 32

Quicken Spell. Give him something to do with his Swift Action every round....at least when he's not raging. Or a quick self-buff before raging.

But what is your goal for this NPC? An easy to run combat brute? A complex tactician? Something else?

RPG Superstar 2012 Top 32

Our party has two characters with Flame Tongues, and they always ask if they need to declare fire damage separately as a courtesy to the DM. The DM tells us what kind of damage his monsters are inflicting, so we can apply any applicable resistances.

You can't apply a circumstantial bonus if you don't know there is a special circumstance happening! It's the job of the GM to tell the players if there is a special circumstance and describe every other aspect of the gaming the world.

RPG Superstar 2012 Top 32

I think the sources of AC are Armor, Enhancement bonus to Armor, Natural Armor, Enhancement bonus to Natural Armor, Size, Dodge, Deflection, Insight, Dexterity, Shield, Enhancement bonus to Shield, and maybe Competence and Sacred/Profane?

RPG Superstar 2012 Top 32

I play 5th Edition now, and what they do is give BBEGs a ton of hit points and only a slightly above average AC, if that. This allows the PCs to hit the BBEG relatively often, but not drop him too quickly. The theory behind this is that players like hitting, and hate missing. Let those iterative attacks hit! LOL! Also, a big bag of hit points is also tough against direct damage spells, environmental effects, falls, etc.

Giving natural attacks iterative attacks is definitely overpowered. Instead of getting 1 weapon attack that gets 3 or 4 attacks per round, you get 3 or 4 natural attacks that each get 1 attack per round (at full BAB!).

Combining magical items (amulet of natural armor + amulet of mighty fists) is one option. Changing the body slot is another, like a Vest of Natural Armor or Bracers or Gloves of Mighty Fists. Just remember the PCs will probably get the magic items after they defeat the NPCs, so consider your party make-up when designing NPC magic items.

RPG Superstar 2012 Top 32

If you're using 2 claw attacks, maybe look into some of the rending feats? Also Weapon Focus would apply to both claws, but you probably don't need +1 to hit.

An Amulet of Mighty Fists would apply to all natural or unarmed attacks, so if he has claw/claw/bite/horn/tail/wing/wing/rake/rend/etc., it would be really good. Also a nice treasure if you have a monk or brawler or animal companion or druid or shifter.

RPG Superstar 2012 Top 32

Have you considered giving the BBEG maximum hit points?

Is the barbarian//cleric going to be mostly fighting or mostly casting?

EDIT:

If you have feats to spare, Lightning Reflexes and maybe even Improved Lightning Reflexes? Both clerics and barbarians have poor Reflex saves.

RPG Superstar 2012 Top 32

Now I'm thinking of renaming

spoiler:
the Soulmonger, because it's such a silly name. It's not selling souls. I'm thinking about the Oneirophage (Dream Eater) or Vivivore (Life Eater), and adjusting the Death Curse appropriately.

What do you think?

RPG Superstar 2012 Top 32

Not all CE is violent. You can spread rumors and lies, cheat at cards, talk in the theater, incite discord between friends and allies, steal, cheat when buying or selling equipment, prank, just be generally unpleasant, etc.

Do you work in customer service? Just act like an irate customer. Try to get people fired, don't listen instructions or advice, complain when things don't go your way, eat the last cookie, lock people out in the cold, seduce and betray folk, etc.

RPG Superstar 2012 Top 32

4 people marked this as a favorite.

The next time I run a game, I'm going to have the players roll stats, and then any player can use the stats rolled by any other player.

So if one dude rolls 18, 18, 18, 17, 16, 15, then everyone can choose to use the 18, 18, 18, 17, 16, 15 stat array.

The GM will just have to give all his monsters the Advanced Template....

RPG Superstar 2012 Top 32

I really like the Ring of Winter item.

I just don't know about Artus Cimber. I don't like tagging NPCs onto the party, and we have a party of 6 already, so we don't really have any missing roles.

RPG Superstar 2012 Top 32

Raptorans!

RPG Superstar 2012 Top 32

I say give them both! Why not? It would be more fun! :-D

But that's just my opinion and has no basis in real life or game balance! :-D

RPG Superstar 2012 Top 32

Consider the Travel Domain. +10 feet to speed, and longstrider for an additional +10 feet to speed for hours at a time. Combined with your barbarian level, that's 60 feet.

Any way you can get the elf's favored class bonus for barbarian? What is the dragonkin's favored class bonus for barbarian? Hint-hint ;-)

Do Gestalt get 2 favored class bonuses? Like +1 hit point per level AND +1 skill rank per level?

RPG Superstar 2012 Top 32

I'm already using kenku/tengu/ravenfolk elsewhere in the campaign.

I don't think the race I'm thinking of is the Syrinx.

I'm kind of leaning towards phanaton now. It will add some old school Isle of Dread zest for my Grognard players.

RPG Superstar 2012 Top 32

What about Scion of War (Cha to Initiative), Improved Initiative, and Reactionary?

That way, you can go first, hopefully crit in the first round, and then get to enjoy the Critical Feat carrier effects for a round or two?

How about Vital Strike and Improved Vital Strike for when you absolutely, positively, need to move more than 15 feet to hit an opponent?

RPG Superstar 2012 Top 32

That's a good idea.

What about that owlly race from Races of the Wild? What were they called again?

RPG Superstar 2012 Top 32

Scrapper wrote:
quibblemuch wrote:
pauljathome wrote:
For awhile he had a Fox Mauler familiar. So, when combat started the human sized Kitsune became a tiny fox and the tiny fox became a human sized fox :-)

Awesome!

I feel like if this is NOT an anime, it really should be and someone needs to get on creating it immediately. Working title: Fox Swap Lemon Drop.

+1

Dana Scully has a Fox Mulder familiar.

EDIT:

What about the Mouser archetype?

RPG Superstar 2012 Top 32

Would Master Chymist work? Adding some Dex-based Mutagen, reduce person/cat's grace combo, maybe some kind of monstrous physique or other polymorph effect? Maybe some levels in vivasectionist alchemist for sneak attack?

RPG Superstar 2012 Top 32

You can also take Great Fortitude, Iron Will, and Lightning Reflexes to shore up your saving throws. Also, a Cloak of Resistance is one of the cheapest Big Six magic items: +1 1000 gp, +2 4000 gp, +3 9000 gp, +4 16000 gp, +5 25000 gp.

If you're taking 2 levels of paladin JUST for the Saving Throws, it's probably not the best use of those levels. Especially if you are primarily going to be a spellcaster. Most spellcasters don't multiclass, and if they do, it's usually just a 1 level dip, and it's often to get into a prestige class.

RPG Superstar 2012 Top 32

Hi!

I'm going to incorporate Tomb of Annihilation into my homebrew campaign. A lot of the names are going to be changed, and I think I'm going to alter the "Death Curse" a bit.

The party will be 5th or 6th level and has a dirigible. I think this is going to bypass or eliminate or at the very least mitigate a lot of the "wandering around the wilderness and being zombie and/or dinosaur chow" aspect of the adventure.

One aspect of my homebrew campaign is that the continents float in mid-air, so there will be no ocean surrounding "Chult." The continents were raised above the seas by ancient aarakocra who performed a ritual that sacrificed their flight to grant flight to the continents. They lost their wings and bright colors and virtue and faded into kenku.

So I need an alternate winged race to replace the aarakocra monks that are harboring the princess.

I have the Monster Manual, Volo's Guide to Monsters, the Tome of Beasts, and the skills to stat out new monsters. :-) I just need inspiration on a replacement race. I really like the idea of the princess's little brother dressing up as a bird, so I kind of want to steer away from winged apes, batfolk, phanaton, flying saurials, etc. Well, maybe phanaton. Just thought of them....

Also, how important is the sub-plot about the Ring of Winter?

Full Name

Tirnel Stargazer

Race

Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')

Classes/Levels

Saves:
+5FORT; +9REF; +9WILL

Gender

AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18

Size

6' 130 lbs.

Age

125

Strength 10
Dexterity 18
Constitution 10
Intelligence 28
Wisdom 10
Charisma 10

About Tirnel Stargazer

Male Elf Wizard (Arcane Crafter) 11
NG Medium Humanoid (Elf)
Deity Yuelra
Initiative +12 (+4DEX/+2trait/+6feat) SensesLow-light vision
Perception +18 (11ranks/2elf/5magic items)

6’/130 lbs.; Blue-black hair with light blue eyes and faintly silver skin

==DEFENSE==
Robes
AC 18 (4DEX/2amulet/2ring) 22 w/Mage Armor Touch AC 16 (4DEX/2ring) Flat-Footed AC 14 (2amulet/2ring)
HP 73 (51Wizard/11fc/11feat)
Fort +5 (3class/2cloak) Ref +9 (3class/2cloak/4DEX) Will +9 (7class/2cloak)

==OFFENSE==
Spd 30ft
Melee Longsword +5 (5BAB) (1d8/19-20/x2)
Ranged Long Bow +9 (5BAB/4DEX) (1d8/20/x3/100’/40 arrows)

==STATISTICS==
Str 10 Dex 18 (+4/16base/2racial) Con 10 Int 28 (+9/18base/2racial/2level/6headband) Wis 10 Cha 10
Base Atk +5 CMB +15 (5BAB) CMD 19 (5BAB/4DEX)

==FEATS & TRAITS==

Second Chance:

Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

Warrior of Old (Elf):
You gain a +2 trait bonus on initiative checks.

Toughness:
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Scribe scroll:
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Improved initiative:
You get a +4 bonus on initiative checks

Craft wondrous items:
You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Craft Magic Arms and Armor:
You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Quicken Spell:
Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell’s actual level.)
Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell’s casting time.

Forge Ring:
You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price.
You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.
See magic item creation rules for more information.

Defensive Feedback:
When an abjuration spell you cast prevents damage (with damage reduction or energy resistance), if the attacking creature is within 30 feet of the protected creature, the foe takes 1d6 points of damage for every 10 points of damage prevented.

Craft Rod:
You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing half of its base price.

Time Stutter:
You can briefly step out of time, pausing the world around you. This ability acts as the time stop spell, except that you gain only 1 round of apparent time. You can use this ability once per day plus one additional time for every 5 wizard levels you possess beyond 10th.

Spell Penetration:
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

==WIZARD ABILITIES==

Spells/day:

LV0-4/DC19
LV1-4/DC20
LV2-4/DC21
LV3-4/DC22
LV4-3/DC23
LV5-2/DC24
LV6-1/DC25

Known Spells:

LV0-All
LV1- animate rope; burning hands; cause fear; celestial healing; charm person; color spray; comprehend languages; disguise self; gravity bow; grease; identify; mage armor; magic missile; protection from evil; shield; shocking grasp; silent image
LV2-bear’s endurance; blur; bull’s strength; cat’s grace; create pit; flaming sphere; fox’s cunning; invisibility; levitate; locate object; masterwork transformation; minor image; mirror image; stone call; web
LV3-dispel magic; fireball; fly; haste; heroism; invisibility sphere; stinking cloud; summon monster 3
LV4-ball lightning, black tentacles, greater false life, stoneskin, terrible remorse
LV5-dominate person; hold monster; stoneskin, communal; teleport
LV6-contagious flame; disintegrate

Spells Memorized:

(4)LV0-dancing lights; detect magic; message; open/close
(7=4+3)LV1-burning hands; magic missile x4; mage armor; protection from evil
(6=4+2)LV2-create pit; flaming sphere x2; locate object; mirror image; web
(5=4+2)LV3-dispel magic; fireball; fly; haste; stinking cloud
(5=3+2)LV4-ball lightning x2; black tentacles; false life, greater; stoneskin
(4=2+2)LV5-dominate person; hold monster; stoneskin, communal; teleport
(2=1+1)LV6-contagious flame; disintegrate

Spells in ring:

Quickened magic missile x3

Universal Arcane School:

Metacharge
As an Arcane crafter, you gain a bonus feat at 3d level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.

Metamagic Mastery (Su)
At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.


Bonded item/Ring:

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the requiredItem Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

==SKILLS & LANGUAGES==

Skills:

Ranks: 121 (22class/99INT)
• Acrobatics +4
• Appraise* +16 (4)
• Bluff
• Climb
• Craft* +16 (bows) (4)
• Diplomacy
• Disable Device
• Disguise
• Escape Artist +4
• Fly* +17 (10)
• Handle Animal*
• Heal
• Intimidate* +0
• Knowledge (arcana)* +20 (8)
• Knowledge (dungeoneering)* +18 (6)
• Knowledge (engineering)* +18 (6)
• Knowledge (geography)* +19 (7)
• Knowledge (history)* +19 (7)
• Knowledge (local)* +19 (7)
• Knowledge (nature)* +19 (7)
• Knowledge (nobility)* +19 (7)
• Knowledge (planes)* +19 (7)
• Knowledge (religion)* +19 (7)
• Linguistics* +13 (1)
• Perception +18 (11ranks/+2elf/+5magic items)
• Perform
• Profession*
• Ride +4
• Sense Motive
• Sleight of Hand
• Spellcraft* +23 (11ranks/9INT/3class skill)
• Stealth +10 (6magic item/4DEX)
• Survival
• Swim
• Use Magic Device
*Class Skill

Languages:

Common, Elven, Aklo, Draconic, Giant, Goblin, Orc, Sylvan,

==RACIAL ABILITIES==

Elven Immunities:

Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment
spells and effects.

Keen Senses:

Elves receive a +2 racial bonus on Perception checks.

Elven Magic:

Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Weapon Familiarity:

Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision:

Elves can see twice as far as humans in conditions of dim light.

Equipment:

Combat Gear:
MW Longsword, Longbow, 40 arrows
Other Gear:
Backpack, Crowbar, Hemp rope 50’, 3 days Trail Rations, Water Skin, Bed Roll

785 GP

Magic Items:

+2 ring of protection
Ring of spell storing-3 levels total
Pearl of Power level 1
Pearl of Power level 2
Pearl of Power level 3
Pearl of Power level 4
Amulet of Natural Armor +2
Cloak of Resistance +2 (acid resistance 5)
Handy Haversack
Headband of Vast Intellect +6 (stealth)
Eyes of the Eagle
Elixir of swimming
Boots of levitation

Background:
Tirnel has been such a disappointment to his parents. They had hoped as he grew out of his youth and celebrated his 110th year that Tirnel would finally settle on a path to find peace and harmony for his life. After years of apprenticing with the finest bow makers in Brevoy he suddenly decided that bow making was a waste of his talents and instead now he wished to learn about matters arcane and went to study with the wizards at Skywatch in an attempt to aid them in unlocking the secrets bound in that magiced settlement.

His parents hope that he had found his calling at last when, just as suddenly, he took up the study of nature and the ancient elven ruins that dot the Stolen Lands. Tirnel became fascinated by the thin wall between the world of Fey and the mortal world and hopes that discovering ancestral elvish ruins will reveal the secrets that separate the two realms. Such a discovery would bring fame and recognition, the desire for which his parents clearly do not understand as they patiently hope for an end to this new ‘phase’.

Hearing of the Swordlord’s call to explore and perhaps claim the Stolen Lands, Tirnel realizes this is his chance to further pursue his pursuit of fame and prestige.

Feat Progression:

13-

Spells cast:
Locate object
Mage armor
False life
Flaming sphere
Magic missile
Magic missile (ring)
Teleport

Treasure
1,500
+1 dagger, +2 ring of protection, +2 cloak of resistance, headband of intellect +2 Int, Pearl of Power 2nd