This is Jovich's Submission Bonuses and Such:
Spells in Memory:
Szordin Arkenheld Male Elf (Drow) Wizard(Universalist, Arcane Crafter)1 VMC:Summoner Favored Class: Wizard (Hit Points) Size / Type: Medium Humanoid (Elf, Drow) Alignment: NE Deity: None Age: 126 Speed: 30 Ft. Initiative: +6 Senses: Perception +5, Dark Vision 120 Languages: Under Common, Elven, Draconic, Giant, Dwarven, Abyssal, Celestial, Infernal, Common, Drow Hand Sign, Terran, Aklo Stats:
Attributes STR 10 (+0) DEX 15 (+2) CON 10 (+0) INT 15 (+2) WIS 14 (+2) CHA 16 (+3) Offense BAB: +0 Rapier
Range: +2
Defense
CMB: +0 (0 BAB +0 Str)
Fort: +0 (+0 Base +0 Con)
Skills:
Per Level: 7 (2 Base + 2 Int +2 Back Ground +1 Bonus)=7
Traits:
1 Classically Schooled: Benefits: You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you. 2 Magic Crafter: Benefits: You gain a +1 trait bonus on Appraise checks and a +1 bonus on any Craft checks attempted while making magic items. 3 Spark of Creation:
4 Crime: Drawback:
Feats:
Character Feat: Spell Focus: Conjuration
Bonus Combat Feat: Improved Initiative.
Bonus NON Combat Feat: Augment Summoning:
Archtype Bonus: Craft Wondrous Items: @ 3rd Level
Racial Abilities:
+2 Dex, +2 Cha, -2 Con
Class Abilities:
WIZARD Arcane Bone Arcane School: Universalist Illusion Arcane School Metacharge (Ex) As an Arcane crafter, you gain a bonus feat at 3rd 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. Cantrips Scribe Scroll
Spellbook:
Spells per a day
1-Level (5) DC:17
Magical Items:
Equipment:
Back Ground:
Background: Szordrin was a promising wizard in a moderately powerful drow house. One night while on patrol his group ambushed a derro caravan. The battle that followed was quick and deadly. Szordrin claimed as his combat prize a magical gem known as a Ioun Stone, but before he was able claim his prize a lowly ranked priestess tried to claim it as her own. He had to submit to her will and his prized was forfeited. Later the next night Szordrin claimed his prized back and was successful in removing in from her cold dead hands, but not without a few witnesses. He was forced to flee for his very life and was found by a person known only as the cardinal. Szordrin has worked for this person ever since. Money: Platinum:
Here is my submission. I think it is complete. Spells:
0-Level (3)
Szordin Arkenheld
Stats:
Attributes STR 10 (+0) DEX 18 (+4) CON 10 (+0) INT 20 (+5) WIS 18 (+4) CHA 14 (+2) Offense BAB: +0 Rapier
Range: +4
Defense
HP: 7 (1d6 + 0 Con +1 Favored Class )
Fort: +0 (+0 Base +0 Con)
Skills:
Per Level: 10 (2 Base + 5 Int +2 Back Ground +1 Bonus)=10 Skills List: Acrobatics: +4 (+0 Ranks +0 Class Skill +4 Dex) Appraise: +10 (+1 Ranks +3 Class Skill +5 Int +1 Trait) Bluff: +2 (+0 Ranks +0 Class Skill +2 Cha) Climb: +0 (+0 Ranks +0 Class Skill +0 Str) Craft:Gem Cutting +10 (+1 Ranks +3 Class Skill +5 Int +1 Trait) Diplomacy: +2 (+0 Ranks +0 Class Skill +2 Cha) Disable Device: +4 (+0 Ranks +0 Class Skill +4 Dex) Disguise: +2 (+0 Ranks +0 Class Skill +2 Cha) Escape Artist: +4 (+0 Ranks +0 Class Skill +4 Dex) Fly: +4 (+0 Ranks +0 Class Skill +4 Dex) Handle Animal: +2 (+0 Ranks +0 Class Skill +2 Cha) Heal: +2 (+0 Ranks +0 Class Skill +2 Wis) Intimidate: +2 (+0 Ranks +0 Class Skill +2 Cha) Knowledge (arcana): +9 (+1 Ranks +3 Class Skill +5 Int) Knowledge (dungeoneering): +9 (+1 Ranks +3 Class Skill +5 Int) Knowledge (engineering): +5 (+0 Ranks +0 Class Skill +5 Int) Knowledge (geography): +5 (+0 Ranks +0 Class Skill +5 Int) Knowledge (history): +5 (+0 Ranks +0 Class Skill +5 Int) Knowledge (local): +9 (+1 Ranks +3 Class Skill +5 Int) Knowledge (nature): +5 (+0 Ranks +0 Class Skill +5 Int) Knowledge (nobility): +11 (+1 Ranks +3 Class Skill +5 Int +2 Feat) Knowledge (planes): +5 (+0 Ranks +0 Class Skill +5 Int) Knowledge (religion): +5 (+0 Ranks +0 Class Skill +5 Int) Linguistics: +10 (+1 Ranks +3 Class Skill +5 Int +1 Feat) Perception: +5 (+1 Ranks +0 Class Skill +2 Wis +2 Keen Senses) Perform (any): +2 (+0 Rank +0 Class Skill +2 Cha) Profession (Gem Cutter): +6 (+1 Rank +3 Class Skill +2 Wis) Ride: +4 (+0 Ranks +0 Class Skill +4 Dex) Sense Motive: +2 (+0 Ranks +0 Class Skill +2 Wis) Sleight of Hand: +4 (+0 Ranks +0 Class Skill +4 Dex) Spell craft: +10 (+1 Ranks +3 Class Skill +5 Int +1 Trait) Stealth: +4 (+0 Ranks +0 Class Skill +4 Dex) Survival: +2 (+0 Ranks +0 Class Skill +2 Wis) Swim: +0 (+0 Ranks +0 Class Skill +0 Str) Use Magic Device: +2 (+0 Rank +0 Class Skill +2 Cha) Traits:
Classically Schooled: Benefits: You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you. Magic Crafter: Benefits: You gain a +1 trait bonus on Appraise checks and a +1 bonus on any Craft checks attempted while making magic items. Spark of Creation: Benefit: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%. Arcane Prodigy: Benefit(s) Once per day as an immediate action, you can double the duration of one of your racial spell-like abilities, as if using the Extend Spell metamagic feat.Drawback Drawback: Vain: Effect: Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours. Feats:
Noble Scion: Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Scion of Magic: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check. Dodge: Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Improved Initiative: Benefit: You get a +4 bonus on initiative checks. Spell Focus (Archtype Bonus)Craft Wondrous Items: @ 3rd Level Benefit: 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. See the magic item Creation rules in Magic Items for more information. 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. Racial Abilities:
+4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Con Proficient with Hand Crossbow, Rapier, Short Sword Immune to Magical Sleep +2 racial bonus on saving throws vs. enchantment spells and effects. Spell Resistance 15 (11 Base + 4 Character Level) Keen Senses- +2 racial bonus on Perception checks. Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves. Superior Dark vision: 120 feet. Weakness Racial Traits: Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Spell-Like Abilities (Su): Divine Favor, Dispel Magic, Suggestion 1/Day Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate At will. Detect Magic: Constant Class Abilities:
WIZARD Arcane Bone Arcane School:Universalist Illusion Arcane School Metacharge (Ex) As an Arcane crafter, you gain a bonus feat at 3rd 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)
Cantrips Scribe Scroll Spellbook:
Spells per a day 0:3 1:3 0-Level (ALL) DC:16
1-Level (8) DC:17
Magical Items:
Equipment:
Back Ground:
Background: Szordrin was a promising wizard in a moderately powerful drow house. One night while on patrol his group ambushed a derro caravan. The battle that followed was quick and deadly. Szordrin claimed as his combat prize a magical gem known as a Ioun Stone, but before he was able claim his prize a lowly ranked priestess tried to claim it as her own. He had to submit to her will and his prized was forfeited. Later the next night Szordrin claimed his prized back and was successful in removing in from her cold dead hands, but not without a few witnesses. He was forced to flee for his very life and was found by a person known only as the cardinal. Szordrin has worked for this person ever since. Money: Platinum: Gold: Silver: Copper: Gems:
This is the background I tried to encompass some new stuff into the background as this character has played up to the same point that your game is at. I did not take a third trait for meeting the Cardinal yet. I hope I was able to tie everything in together and leave enough for you to introduce the character into the party if I am selected that is. Background/ Appearance: Appearance: Height: 5'3" Weight: 102 Eye color: Red Hair color: White Skin: Black Haircut: Shoulder length hair Build: Frail Looking Personality: Patient and deliberate Goals: To see those that abused him and tortured him gutted before him and all that get in his way. Background: Szordrin was a promising wizard in a moderately powerful drow house. One night while on patrol his group ambushed a derro caravan. The battle that followed was quick and deadly. Szordrin claimed as his combat prize a magical gem known as a Ioun Stone, but before he was able claim his prize a lowly ranked priestess tried to claim it as her own. He had to submit to her will and his prized was forfeited. Later the next night Szordrin claimed his prized back and was successful in removing it from her cold dead hands, but not without a few witnesses. He was forced to flee for his very life into the wilds of the tunnels. He traveled for several days in a random direction. Knowing that he needed to make it to a city of some kind before the drow caught up to him, he made his way towards the one place they they would not look for him...the surface. It was here that he fell into the hands of the humans. He had never been to the surface world and only knew that he would be hated for who he is. His magic would help him to hide and it did its job until he was confronted with the mercy of Mitra. When a passing farming said a simple "May Mitra bless you this fine day" Szordrin responded with a simple "who?" and that is all it took for the Witch hunter Sir Balin of Karfeld to come looking for him. He was tried and convicted without even a hearing. When the capture him and took his items away, his magic failed and it was revealed that he was in fact a drow. They chained him and sent him to prison where he was tortured and beaten. The even clipped his ears. Then one night, what can only be called a riot broke out and in the process he was able to escape and reclaim his gear. Fleeing into the night and back into the dark tunnels that were his home. He made his way deeper and deeper until he came to passage that led deeper into the underdark and another passageway that led way off into the deep wilds. Taking his chances with the wilds, Szordrin traveled a few days until he met a creature that utterly terrified him. A Succubus stood there with an amused look to her stance. Szordrin you have been a very naughty boy. Now what am I going to do with you. It took all his mental will to not piss himself right there and beg for his life. Was he too scared or was it that he had a burning hatred for all females that look down there noses at him. This was a demon but even that did not stop him from glaring at her. That was his mistake. He awoke to soft light and a scent in the air that he could not place. There was the bed that he was just now sitting up in, how did he get there? Then a voice that spoke to him brought back all his memories to the surface. He turned toward the voice and there sitting across the room was the succubus. She stood up and sauntered over to him, letting her fingers trace a pattern across his chest.Good, I did not break you then. It is unfortunate that you drow are so...fragile, I do enjoy your company from time to time. Maybe in time you will learn to have a bit more stamina. She looked down at him and then at his chest. Szordrin could not help but look down at his own chest to see the wounds that were healing on his chest. scratches or better yet..they looked like deep cuts from a blade of some sort. He then looked back up at her. What.... She put a finger to his lips.Shhh. Your wounds will heal in time. Your screams were delicious...Now get dressed. You have a very important person to meet. Without another word she turned and walked from the room. He does not like to be kept waiting. Szordrin got up and dressed as he walk. Fresh blood stained his bandages from the efforts to keep up with the demon. Several turns later, Szordrin was brought before a man that he came to know simple as the Cardinal. He did not show any concern or mercy he just said what was needed and that was it. I am looking for some help in dealing with a situation in Balentyne. I think you will be able to help....or am I wrong.
Here is the adjusted character. I will add more to the background....If this character is accepted I will adjust the alias. Spells Memorized:
0-Level (4) Acid Splash Jolt Ray of Frost Resistance 1-Level (5) Mage Armor Shield Magic Missile Magic Missile Magic Missile 2-Level (3) Invisibility Scorching Ray Scorching Ray Szordin Arkenheld
Stats:
Attributes STR 10 (+0) DEX 16 (+3) CON 10 (+0) INT 18 (+4) WIS 12 (+1) CHA 14 (+2) Offense BAB: +1 Rapier
Range: +4
Defense
Fort: +1 (+1 Base +0 Con)
Skills:
Per Level: 9 (2 Base + 5 Int +2 Extra Skills)=27 Skills List: Acrobatics: +3 (+0 Ranks +0 Class Skill +3 Dex) Appraise: +11 (+3 Ranks +3 Class Skill +4 Int +1 Trait) Bluff: +2 (+0 Ranks +0 Class Skill +2 Cha) Climb: +0 (+0 Ranks +0 Class Skill +0 Str) Craft:Gem Cutting +11 (+3 Ranks +3 Class Skill +4 Int +1 Trait) Diplomacy: +2 (+0 Ranks +0 Class Skill +2 Cha) Disable Device: +3 (+0 Ranks +0 Class Skill +3 Dex) Disguise: +2 (+0 Ranks +0 Class Skill +2 Cha) Escape Artist: +3 (+0 Ranks +0 Class Skill +3 Dex) Fly: +3 (+0 Ranks +0 Class Skill +3 Dex) Handle Animal: +2 (+0 Ranks +0 Class Skill +2 Cha) Heal: +1 (+0 Ranks +0 Class Skill +1 Wis) Intimidate: +2 (+0 Ranks +0 Class Skill +2 Cha) Knowledge (arcana): +10 (+3 Ranks +3 Class Skill +4 Int) Knowledge (dungeoneering): +10 (+3 Ranks +3 Class Skill +4 Int) Knowledge (engineering): +4 (+0 Ranks +0 Class Skill +4 Int) Knowledge (geography): +4 (+0 Ranks +0 Class Skill +4 Int) Knowledge (history): +4 (+0 Ranks +0 Class Skill +4 Int) Knowledge (local): +8 (+1 Ranks +3 Class Skill +4 Int) Knowledge (nature): +4 (+0 Ranks +0 Class Skill +4 Int) Knowledge (nobility): +10 (+1 Ranks +3 Class Skill +4 Int +2 Feat) Knowledge (planes): +10 (+3 Ranks +3 Class Skill +4 Int) Knowledge (religion): +4 (+0 Ranks +0 Class Skill +4 Int) Linguistics: +9 (+1 Ranks +3 Class Skill +4 Int +1 Feat) Perception: +6 (+3 Ranks +0 Class Skill +1 Wis +2 Keen Senses) Perform (any): +2 (+0 Rank +0 Class Skill +2 Cha) Profession (Gem Cutter): +7 (+3 Rank +3 Class Skill +1 Wis) Ride: +3 (+0 Ranks +0 Class Skill +3 Dex) Sense Motive: +1 (+0 Ranks +0 Class Skill +1 Wis) Sleight of Hand: +3 (+0 Ranks +0 Class Skill +3 Dex) Spell craft: +11 (+3 Ranks +3 Class Skill +4 Int +1 Trait) Stealth: +3 (+0 Ranks +0 Class Skill +3 Dex) Survival: +1 (+0 Ranks +0 Class Skill +1 Wis) Swim: +0 (+0 Ranks +0 Class Skill +0 Str) Use Magic Device: +2 (+0 Rank +0 Class Skill +2 Cha) Traits:
Classically Schooled: Benefits: You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you. Magic Crafter: Benefits: You gain a +1 trait bonus on Appraise checks and a +1 bonus on any Craft checks attempted while making magic items. Feats:
Noble Scion: Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Scion of Magic: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check. Improved Initiative: Benefit: You get a +4 bonus on initiative checks. BONUS:(Arcane Crafter) Craft Wonderous Items. Racial Abilities:
+2 Dex, +2 Cha, -2 Con Proficient with Hand Crossbow, Rapier, Short Sword Immune to Magical Sleep +2 racial bonus on saving throws vs. enchantment spells and effects. Spell Resistance 9 (6 Base + 3 Character Level) Keen Senses- +2 racial bonus on Perception checks. Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves. Superior Dark vision: 120 feet. Weakness Racial Traits: Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Spell-Like Abilities (Su): 1/Day: Dancing Lights, Darkness, Faerie Fire Class Abilities:
WIZARD Arcane Bond Arcane School:Universalist Illusion Arcane School Metacharge (Ex) As an Arcane crafter, you gain a bonus feat at 3rd 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)
Cantrips Scribe Scroll Spellbook:
Spells per a day 0:4 1:3 2:2 0-Level (ALL) DC:15 Resistance Acid Splash Drench Detect Magic Detect Poison Read Magic Daze Breeze (Prohibited School) Dancing Lights (Prohibited School) Flare (Prohibited School) Light (Prohibited School) Penumbra (Prohibited School) Ray of Frost (Prohibited School) Scoop (Prohibited School) Spark (Prohibited School) *Ghost Sound *Haunted Fey Aspect Jolt Mage Hand Mending Message Open/Close Root Arcane Mark Prestidigitation 1-Level (9) DC:16
2-Level(4) DC:16 Illusions: 17
Magical Items:
Hat of disguise Equipment:
Robes Staff Belt Belt Pouch Spell Component Pouch Dagger Spell Book Quill Ink Back Ground:
Background: Szordrin was a promising wizard in a moderately powerful drow house. One night while on patrol his group ambushed a derro caravan. The battle that followed was quick and deadly. Szordrin claimed as his combat prize a magical gem known as a Ioun Stone, but before he was able claim his prize a lowly ranked priestess tried to claim it as her own. He had to submit to her will and his prized was forfeited. Later the next night Szordrin claimed his prized back and was successful in removing in from her cold dead hands, but not without a few witnesses. He was forced to flee for his very life and was found by a person known only as the cardinal. Szordrin has worked for this person ever since. Money: Platinum:0 Gold:3141 Silver:9 Copper:7 Gems:
I think I will pass and keep looking for a GM that will take over this game and not start a new one. If I wanted to start over I would have waited for a game to start and try to get into that one. I thank you for that offer but I will keep looking for a GM that will continue the game. Good luck with your game.
As in RL being a GM is a lot of work and PBP games are very slow unless you have a group (GM and Players) that are able to post regularly. It is a long commitment. I am in a Kingmaker game that we just made it to level 2 after a year of playing. If you are still interested and have question..just ask away or PM me if you like.
I seem to be saying this a lot....
GM
Players
Thank you to all for your time in reading this.
Male Drow Wizard 4 AC15 FF10 T15 RT15 : HP: 20 : F1/R5/W6 : INIT+8 Perc +8 : BAB+2 : Melee+2 Range+6 : CMB+2 CMD 16 : SR15 : Dark Vision `120
Are you certain you want to poison the guards and attack....rumors have those numbers set at 100. This is not about taking them out in one shot of glory. This is about securing the doors for our friends. As of right now we have time and even that is limited. Poison can come in handy but it may lead to to much attention. I say we spend another day confirming our rumors and then formulate a plan.
Male Drow Wizard 4 AC15 FF10 T15 RT15 : HP: 20 : F1/R5/W6 : INIT+8 Perc +8 : BAB+2 : Melee+2 Range+6 : CMB+2 CMD 16 : SR15 : Dark Vision `120
As the others gather around and start to discuss what they have found out. Szordrin speaks up. There are several rumors that were uncovered. Some of them I find very interesting...It seems that we have about 100 soldiers in there. The stew being delivered could help us out. The Dalliance can be a great boon to us as well. Do not forget we still have the circlets to help us. I do have spells that I can use to find out if this secret door is valid or not.
Male Drow Wizard 4 AC15 FF10 T15 RT15 : HP: 20 : F1/R5/W6 : INIT+8 Perc +8 : BAB+2 : Melee+2 Range+6 : CMB+2 CMD 16 : SR15 : Dark Vision `120
I will away at Pennsic War 46 for the next 2 weeks. I will be able to post but my post will be short as my data plan will take a hit being in a campground with 12,000 other people. No free WiFi in the area...
Male Drow Wizard 4 AC15 FF10 T15 RT15 : HP: 20 : F1/R5/W6 : INIT+8 Perc +8 : BAB+2 : Melee+2 Range+6 : CMB+2 CMD 16 : SR15 : Dark Vision `120
Szordrin appears as a human of moderate comeliness. His clothes are what you would expect of the humans in this area.
Male Drow Wizard 4 AC15 FF10 T15 RT15 : HP: 20 : F1/R5/W6 : INIT+8 Perc +8 : BAB+2 : Melee+2 Range+6 : CMB+2 CMD 16 : SR15 : Dark Vision `120
We should use the headbands of disguise to mingle around the town.
Male Drow Wizard 4 AC15 FF10 T15 RT15 : HP: 20 : F1/R5/W6 : INIT+8 Perc +8 : BAB+2 : Melee+2 Range+6 : CMB+2 CMD 16 : SR15 : Dark Vision `120
Szordrin casts another spell and launches two bolts of energy. This time they strike at the Captain.
Male Drow Wizard 4 AC15 FF10 T15 RT15 : HP: 20 : F1/R5/W6 : INIT+8 Perc +8 : BAB+2 : Melee+2 Range+6 : CMB+2 CMD 16 : SR15 : Dark Vision `120
Szordrin steps back and casts a spell, laughing with glee as he watches the sailors flail around form the combined might of his companions.
Male Drow Wizard 4 AC15 FF10 T15 RT15 : HP: 20 : F1/R5/W6 : INIT+8 Perc +8 : BAB+2 : Melee+2 Range+6 : CMB+2 CMD 16 : SR15 : Dark Vision `120
Szordrin eyes flare red with anger...
Male Drow Wizard 4 AC15 FF10 T15 RT15 : HP: 20 : F1/R5/W6 : INIT+8 Perc +8 : BAB+2 : Melee+2 Range+6 : CMB+2 CMD 16 : SR15 : Dark Vision `120
Do not fret dear captain, we do not desire your precious ship. I would never dream of parting you from your ship. It is just..well you seem to forget the mission that was given to you by your employer. Now since you have stated that this deal has cost you money..well that makes me wonder just what you would be willing to do to make a profit. So please just sit down by the main mast and relax. We will be on our way soon enough. Perhaps your crew wishes to join you in sitting down. We want no trouble and I am sure the crew does not want any trouble either, we just want to make our way to the shore. |