Nolveniss Azrinae

Szordrin Arkenheld's page

195 posts. Alias of Jovich.


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This is my submission. I was in another Hell's Vengence game and will adjust it to the Dms wishes. It gives a basic idea of the character.

@The Archlich
Thank you for setting this up

and
thanks you to the future GM who will run this, Even if I am not part of the game I thank you for running any game.


Very intrested but unfortunately I have not the time to run any games. I do have the time to play them as it is less time consuming for me.


Character is ready to go.
just need to adjust equipment a bit but Other than that I think I am ready to go.


I am sorry, I just have not had the time to properly change the background. I am withdrawing.


I almost have my background adjusted. I will have it up on the character in a couple of days.


@GM.
The drawback was just from the another game I applied to with this character. I just wanted to make sure before I adjust the character even more. I will have an updated background soon with some adjustments to the character if needed.


Are you allowing drawback?


This is Jovich's Submission

Bonuses and Such:
Hit Points: 1/2 + 1
Combat Feat:Improved Init
Non Combat Feat: Augment Summoning.
Skill Point:Appraise
Back Ground: Craft
Back Ground: Profession

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
Attack: 1d20 + 0 (+0 BAB + 0 Str + 0 Dex + 0 Magic)
Damage: 1d6 + 0 (+0 Str)
Crit: 18-20x2

Range: +2
Melee: +0

Defense
Spell Resistance: 7 (6+1)
HP: 7 (1d6 + 0 Con +1 Favored Class )
AC: 13 (10 Base + 2 Dex + 0 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge)
Touch: 13 Flat-Footed: 10
With Mage Armor Spell: AC: 17 (10 Base + 2 Dex + 4 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge)
With Shield Spell: 17 (10 Base + 2 Dex + 0 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge +4 Shield)
With Mage Armor and Shield Spells: 21 (10 Base + 2 Dex + 4 Armor +4 Natural Armor +0 Deflection +0 Magical +1 Dodge +4 Shield)

CMB: +0 (0 BAB +0 Str)
CMD: 12 (10 Base + 0 BAB +0 Str +2 Dex)

Fort: +0 (+0 Base +0 Con)
Refl: +2 (+0 Base +2 Dex)
Will: +4 (+2 Base +2 Wis)
Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.


Skills:

Per Level: 7 (2 Base + 2 Int +2 Back Ground +1 Bonus)=7
Skills List:
Acrobatics: +2 (+0 Ranks +0 Class Skill +2 Dex)
Appraise: +7 (+1 Ranks +3 Class Skill +2 Int +1 Trait)Bonus Skill
Bluff: +3 (+0 Ranks +0 Class Skill +3 Cha)
Climb: +0 (+0 Ranks +0 Class Skill +0 Str)
Craft:Gem Cutting +6 (+1 Ranks +3 Class Skill +2 Int)BG:1 +1 Trait for Magical Items
Diplomacy: +3 (+0 Ranks +0 Class Skill +3 Cha)
Disable Device: +2 (+0 Ranks +0 Class Skill +2 Dex)
Disguise: +3 (+0 Ranks +0 Class Skill +3 Cha)
Escape Artist: +2 (+0 Ranks +0 Class Skill +2 Dex)
Fly: +2 (+0 Ranks +0 Class Skill +2 Dex)
Handle Animal: +3 (+0 Ranks +0 Class Skill +3 Cha)
Heal: +2 (+0 Ranks +0 Class Skill +2 Wis)
Intimidate: +3 (+0 Ranks +0 Class Skill +3 Cha)
Knowledge (arcana): +6 (+1 Ranks +3 Class Skill +2 Int)
Knowledge (dungeoneering): +6 (+1 Ranks +3 Class Skill +2 Int)
Knowledge (engineering): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (geography): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (history): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (local): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (nature): +2(+0 Ranks +0 Class Skill +2 Int)
Knowledge (nobility): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (planes): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (religion): +2 (+0 Ranks +0 Class Skill +2 Int)
Linguistics: +2 (+0 Ranks +0 Class Skill +2 Int)
Perception: +5 (+1 Ranks +0 Class Skill +2 Wis +2 Keen Senses)
Perform (any): +3 (+0 Rank +0 Class Skill +3 Cha)
Profession (Gem Cutter): +6 (+1 Rank +3 Class Skill +2 Wis)BG:2
Ride: +2 (+0 Ranks +0 Class Skill +2 Dex)
Sense Motive: +2 (+0 Ranks +0 Class Skill +2 Wis)
Sleight of Hand: +2 (+0 Ranks +0 Class Skill +2 Dex)
Spell craft: +7 (+1 Ranks +3 Class Skill +2 Int +1 Trait)
Stealth: +2 (+0 Ranks +0 Class Skill +2 Dex)
Survival: +2 (+0 Ranks +0 Class Skill +2 Wis)
Swim: +0 (+0 Ranks +0 Class Skill +0 Str)
Use Magic Device: +3 (+0 Rank +0 Class Skill +3 Cha)

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:
Benefit: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

4 Crime:

Drawback:
1 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:

Character Feat: Spell Focus: Conjuration
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Bonus Combat Feat: Improved Initiative.
Benefit: You get a +4 bonus on initiative checks.

Bonus NON Combat Feat: Augment Summoning:
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

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:

+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 16 (6 Base + 10 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:
Detect magic At will
1/Day: Dancing Lights, Darkness, Faerie Fire, Feather Fall, Levitate


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
0:3
1:3
0-Level (ALL) DC:16
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 (5) DC:17
Protection from Good
Shield
Mage Armor
Magic Missile
Ray of Enfeeblement


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:


I apologize for post my alias as I did not see that you posted not to. My fault.


Here is my submission. I think it is complete.

Spells:

0-Level (3)
Acid Splash
Jolt
Ray of Frost
Resistance
1-Level (3)
Mage Armor
Shield
Magic Missile

Szordin Arkenheld
Male Elf (Drow, Noble)
Wizard(Universalist, Arcane Crafter)1
Favored Class: Wizard (Hit Points)
Size / Type: Medium Humanoid (Elf, Drow)
Alignment: NE
Deity: None
Age: 126
Speed: 30 Ft.
Initiative: +8
Senses: Perception +8, 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 18 (+4)
CON 10 (+0)
INT 20 (+5)
WIS 18 (+4)
CHA 14 (+2)

Offense

BAB: +0

Rapier
Attack: 1d20 + 0 (+0 BAB + 0 Str + 0 Dex + 0 Magic)
Damage: 1d6 + 0 (+0 Str)
Crit: 18-20x2

Range: +4
Melee: +0

Defense
Spell Resistance: 12 (11+1)

HP: 7 (1d6 + 0 Con +1 Favored Class )
AC: 15 (10 Base + 4 Dex + 0 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge)
Touch: 15 Flat-Footed: 10
With Mage Armor Spell: AC: 19 (10 Base + 4 Dex + 4 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge)
With Shield Spell: 19 (10 Base + 4 Dex + 0 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge +4 Shield)
With Mage Armor and Shield Spells: 23 (10 Base + 4 Dex + 4 Armor +4 Natural Armor +0 Deflection +0 Magical +1 Dodge +4 Shield)
CMB: +0 (0 BAB +0 Str)
CMD: 14 (10 Base + 0 BAB +0 Str +4 Dex)

Fort: +0 (+0 Base +0 Con)
Refl: +4 (+0 Base +4 Dex)
Will: +6 (+2 Base +4 Wis)
Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

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)
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
0:3
1:3

0-Level (ALL) DC:16
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 (8) DC:17
Protection from Evil
Protection from Good
Shield
Mage Armor
Detect Secret Doors
Magic Missile
Ray of Enfeeblement
Expeditious Retreat

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:


Interested, will adjust. How are stats working. I think I am following you in that it is a one to one point build...correct?


Bump


I am still hoping to find a GM for this game...It will be added to the long list of games looking for someone to take it over.


bump


I will keep trying


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.


I will get the adjusted background up tonight.


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
Male Elf (Drow)
Wizard(Universalist, Arcane Crafter)3
Favored Class: Wizard (Skills)
Size / Type: Medium Humanoid (Elf, Drow)
Alignment: NE
Deity: None
Age: 126
Speed: 30 Ft.
Initiative: +7
Senses: Perception +7, 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 16 (+3)
CON 10 (+0)
INT 18 (+4)
WIS 12 (+1)
CHA 14 (+2)

Offense

BAB: +1

Rapier
Attack: 1d20 + 1 (+1 BAB + 0 Str + 0 Dex + 0 Magic)
Damage: 1d6 + 0 (+0 Str)
Crit: 18-20x2

Range: +4
Melee: +1

Defense
Spell Resistance: 9 (6+3)
HP: 14 (3d6 + 0 Con )
AC: 13 (10 Base + 3 Dex + 0 Armor +0 Natural Armor +0 Deflection +0 Magical +0 Dodge)
Touch: 13 Flat-Footed: 10
With Mage Armor Spell: AC: 17 (10 Base + 3 Dex + 4 Armor +0 Natural Armor +0 Deflection +0 Magical +0 Dodge)
With Shield Spell: 17 (10 Base + 3 Dex + 0 Armor +0 Natural Armor +0 Deflection +0 Magical +0 Dodge +4 Shield)
With Mage Armor and Shield Spells: 21 (10 Base + 3 Dex + 4 Armor +4 Natural Armor +0 Deflection +0 Magical +0 Dodge +4 Shield)
CMB: +1 (1 BAB +0 Str)
CMD: 14 (10 Base + 1 BAB +0 Str +3 Dex)

Fort: +1 (+1 Base +0 Con)
Refl: +4 (+1 Base +3 Dex)
Will: +6 (+3 Base +2 Wis)
Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

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)
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
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
Alarm
Protection from Evil
Protection from Good
Shield
Mage Armor
Detect Secret Doors
Magic Missile
Ray of Enfeeblement
Expeditious Retreat

2-Level(4) DC:16 Illusions: 17
Invisibility
Mirror Image
Acid Arrow
Scorching Ray

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:


Thanks for the link.
I was in a WotW that was going for some time..we were right about were this game is right now before the dm disappeared. I would be very interested in continuing along. I will adjust the character.


bumpity bump bump


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Looking for a GM that will take over this game. I am not against adjusting things but would like to continue the game at its current point not start over from the beginning.


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.


Thank you Kobolum for taking this on. It will be nice to get this to continue onward.


@ Kobolum
are you up for running this 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.


That is the hard part...finding a GM that is willing to take this over.


1 person marked this as a favorite.

I seem to be saying this a lot....
This does happen every so often. A PBP game is started and all goes well for a few weeks and then the GM disappears. It happens and most of the time it is due to the real life issues. We do not hold that against anyone. This is a game and we should treat it as such.

GM
Looking for a GM to take over the game as the old GM up and disappeared. We were just starting to plan on how to take on the Watch Wall and let the bugbear army into the city.

WotW

Players
There were four of us and I tried to see if they others wanted to try a new GM. All felt it was time to let this one die. I have decided to try and restart this game on my own. So I am looking for a GM of course and at least 3 more players. Please post your interest and once A gm decides (I hope) to take over this we can put out an official character creation rules.

Thank you to all for your time in reading this.


Interested


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

Alright then. Lets confirm some things and then come back to the table to make our plans


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

I say we take the Dalliance route


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

Any thoughts on our next move...anyone???


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 will spread the wealth so to speak and purchase a few spells from several different places. 1st and 2nd level only.


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

I am just look for a place the sells arcane supplies, like scrolls or a spellbook.


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 have a list of items I will be looking for soon. RL has been busy for me.


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

It is ok. I will be fine. I just need to locate the correct shop and I will see what I can get.


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.
Saulric, I am good. I am not certain what is available in town so I will look into my arcane supplies myself.


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.
I think we should get a room and then get some supplies. Once we are settled in we can start to collect information on our objective. We can be simple adventures returning from the north to resupply and take a break before heading back.
Szordrin says quietly to the others before they move in..


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 think that is everyone. They wizardlizard has been MIA for months now.


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 do not think there is anything I could use or want. Thanks for taking care of 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

HP: 1d6 ⇒ 6


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 walks over to the captain and stands over him. He looks down and smiles...
Ten Gold Coins.....
He spits on him
Keep the change you filthy animal....


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.
Damage: Magic Missile: 2d4 + 2 ⇒ (3, 1) + 2 = 6
tsk, tsk Captain. 10 Gold. I am worth lot more than that and since you brought it up....500 gold coins to any crew member that Kills the ex-Captain and brings me his balls. I am also willing to pay each of you 100 gold coins as a bonus right now to be our new crew. If you should decide that they old captain is not worth dying for, then dispatch him and let us be on our way. This offer will only last so long......so chose wisely.


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.
Magic Missile: 2d4 + 2 ⇒ (2, 2) + 2 = 6
Targeting the Orange Sailor


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...
Witchcraft...Do I look like a f!+$ing Witch to you. Do I have a gods damn wort on my nose or toad in my pocket. NO! Where in the Hells did you get this crew...Kobolds the whole lot of them. You want to see Witch Craft...hows about I shove a f++$ing fireball up your ass!!!
Szordrin turns and walks away...but stops short and turns around again and in a calm voice....
No, A fire ball would be to quick for you...I think I will just melt the flesh from your bodies...now that will be nice and slow...I so look forward to the screams.
Farie Fire on the man who was talking and it will connect with anyone that is next to him...5 foot burst.


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 szordrin watches the crew, his gaze falls on the other members of the party and wonders why the remain so silent.


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.