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The Justice Lord

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Old Characters...

Leylyn Rhydoc the Witch:

Leylyn Rhydoc
Female elf Witch 4 9800xp
CG Medium humanoid
Init [dice]1d20+4[/dice]
Senses Low light
Perception [dice]1d20+9[/dice] }-2 without familiar

==DEFENSE==
AC 13 [17], touch 13, flat-footed 11 [4] (+2 dex, +1 Deflection) }[Mage Armor]
hp 24 Temp 0 NL 20
Total hp 28(4d6+4+4fav+3Familiar)
Cmd 13
Fort [dice]1d20+3[/dice]
Ref [dice]1d20+3[/dice]
Will [dice]1d20+5[/dice] }+2 vs enchantment
Immunity Magical Sleep
Medical Gear Cure Light Wounds Wand (c40), Cure Moderate Wounds Potion, Cure Light Wounds Potions (x3), Cure Moderate Wounds Scroll,

==OFFENSE==
Spd 30 ft./x4
Melee: Trident [dice]1d20+1[/dice] /Damage[dice]1d8-1[/dice] /x2
Ranged: Trident [dice]1d20+4[/dice] /Damage[dice]1d8-1[/dice] /x2
Ranged: Crossbow [dice]1d20+4[/dice] /Damage[dice]1d8[/dice] 19-20/x2
Ranged: Range Touch [dice]1d20+4[/dice] /EffectSee Spell, Net, or Splash Weapon.
Cmb [dice]1d20+1[/dice]

==SKILLS==
Heal [dice]1d20+8[/dice]
Intimidate [dice]1d20+5[/dice]
Knowledge Arcana [dice]1d20+10[/dice]
Knowledge Nature [dice]1d20+8[/dice]
Knowledge Planes [dice]1d20+8[/dice]
Perception [dice]1d20+9[/dice] }-2 without familiar
Sense Motive [dice]1d20+3[/dice] }-2 without familiar
Spellcraft [dice]1d20+11[/dice]
Swim [dice]1d20+5[/dice] }Can always take 10
Use Magic Device [dice]1d20+8[/dice]
Concentration [dice]1d20+8[/dice]

==Hex==
Cackle (30ft radius) Move action. +1 round to all evil eye, fortune, or misfortune hex durations.
Evil Eye (30ft) –2 to AC, ability checks, attack rolls, saving throws, or skill checks for 7 rds. (DC 16) Will reduces to 1 rd.
Fortune (30ft)1/rd, roll twice any ability check, attack roll, saving throw, or skill check, taking the better result for 1 rd.
Misfortune (30ft) 1 rd, roll twice and take worse result for all ability checks, attack rolls, saving throws, and skill checks. Will negates(DC 16).
Slumber (30ft) Falls asleep for 4 rounds. Will negates(DC 16)
More hex details under class abilities.

==Readied Spells==
Level 0 dancing lights, detect magic, guidance, read magic
Level 1 enlarge person, mage armor, ray of enfeeblement, silent image*
Level 2 scare, summon monster II, web
Scrolls Burning Gaze (DC 13), Comprehend languages, Detect secret doors, Enlarge person, False Life, ill omen(x5), invisibility (UMD/DC20,x2), Levitate, mage armor (CL4,x2), Magic Missile (UMC/DC20) Obscuring mist(x2), reduce person, Unseen servant,

==Familiar Spells Known==
Level 0 bleed (DC14), dancing lights, Daze (DC14), Detect Magic, detect poison, guidance, Light, mending, message, putrefy food and drink (DC14), read magic, resistance, spark (DC14), stabilize, touch of fatigue (DC14).
Level 1 beguiling gift (DC15), cure light wounds (DC15), enlarge person, mage armor, obscuring mist, ray of enfeeblement (DC15), silent image (DC15), summon monster I, unseen servant
Level 2 burning gaze (DC16), darkness, scare (DC16), summon monster II, web (DC16)

==STATISTICS==
Str 9 (5), Dex 14, Con 12, Int 18, Wis 12, Cha 12
Base Atk +2, Cmb +1, Cmd 13
Feats Alertness (PCR 117, Familiar), Extra Hex(APG 160), Extra Hex(APG 160)
Languages Aquan, Common, Elven, Gnome, Sylvan

==WEALTH & EQUIPMENT==
31 gp | 15 sp | 20 cp
Ring Ring of Protection I
Combat Gear Bolts (x30), Holy Water (x4), Light Crossbow, Net(x2), Tangle Foot bag (x2), Trident, Buckler
Other Gear Pearl of Power I , Everburning Torch, Bed roll, Backpack, Scroll case (x5), Waterskin (x2), Spell component pouch (x2),chalk (x10 pieces), candles (x10), medical and combat gear.

==Class Abilities==
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

==Racial Traits==
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
• Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
• Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity racial Traits.
• Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
• Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Traits
• Reactionary: You were bullied often as a child, but never
quite developed an offensive response. Instead, you became
adept at anticipating sudden attacks and reacting to danger
quickly. You gain a +2 trait bonus on Initiative checks.
• Forlorn: Having lived outside of traditional elf society
for much or all of your life, you know the world can be
cruel, dangerous, and unforgiving of the weak. You gain a
+1 trait bonus on Fortitude saving throws.

Background
One day, a gnome whom lived near the Mwangi Expanse went fishing. As strange as finding a fishing gnome in the Mwangi Expanse could be, Fonkin Rhydoc was not your average gnome. Where others found enjoyment in the academics or obsessed about making things, Fonkin enjoyed the simple things and the wilderness. So it was only natural that Fonkin would eventually find his way to the wildest place in the world, the Mwangi Expanse. So as Fonkin was fishing on that humid day, something snagged the line. When he reeled it in, he found a dirty bundle of cloth, which started to wail! He grabbed the bundle, and looked inside, and to his surprise, there was a baby inside. “How did it survive the river,” as he cast a simple low magic spell and studied the baby. It was a waterbreathing spell. Why would there be a water breathing baby in the river? As he looked at the little one, it opened it eyes and looked at Fonkin, and he nearly jumped backwards into the river. It was all apparent to Fonkin now. The baby was dumped, the waterbreathing spell probably some last minute pity before the parents dumped the child. The reason the parents dumped the baby was because the child’s left eye was nothing short of demonic. Where there should have been white, there was black, with a red almost glowing pupil. Looking into it made Fonkin sweat, and brought shivers down his spine. He even had the mind to toss the foul creature back into the river…But he pitied the poor thing, thrown out before it even had a chance. It wasn’t its fault it was born with such a monstrous eye. He decided that he would give it that chance, and raise the child. The rest of that day, Fonkin caught a lot of fish.

Growing up for Leylyn was tough. She was often avoided due to her eye, and she always knew that her being with her father isolated him too. Whenever she wasn’t avoided, it often lead to getting stones thrown at her or worse. As she grew older, she quickly learned to hide her eye. She would wear a large brimmed hat and grew her hair out to cover it , and she even grew accustomed to keeping the eye shut at all times. For companionship, Leylyn would talk to animals. They never talked back, that is until one day one did. She was talking to a toad at the river one day, complaining about her troubles, when the toad consoled her. At first she thought herself going mad, but the toad spoke to her, not through words, or croaks or anything like that, it was as if the toad talked straight into her soul. He offered a contract, by accepting him, He would grant her power, and in turn the toad would gain power as well. Seeing as the toad was her only friend, and at the time, the idea of revenge against those who crossed her, made her decision easy, she accepted the bargain.

The power started small, and steadily grew with practice. As she learned to weave magic taught by her toad, she also grew more aware of the mysterious power her eye had on people. Not only could she affect them physically, her eye could bring them misfortune! She spent many days stalking those that crossed her and brought them misfortune in revenge, often waiting for the best time to use the ability. However, this eventually went too far, as one day when a young man who was simply rude to her walked away down the docs, she hexed him with misfortune. She did not realize that this would make the man slip off the docks and break his neck. She was never blamed for the man’s death, as it would have been nearly impossible, but the shock affected her. She should not be using these abilities on people for petty revenge. And from that point forth she chose to make proper use of her strange powers, to help rather than damn.

When she heard of Captain Trueheart and his shipment to the blood cove, she decided this would be a good chance to use her powers towards something meaningful, and to maybe make some gold as well.

Leylyn is a bit short for an elf and is even smaller than most humans, with dyed brown hair that she often keeps over her left eye. She often wears a yellow blouse, a simple leather vest, leather skirt and strong boots that can withstand some wear in the wild marshes. She wears a somewhat cliché Witches hat, made of cloth and keeps it tilted to the left side to assist in keeping her eye concealed. She is actually pretty good looking, when her eye is not in view. Her personality is a bit bizarre, and she often talks out loud to her Toad familiar, whom seems to never talk back. She has an inappropriate sense of humor, often laughing at others misfortunes.

Familiar
Sir Gregori Skipalong the Third (Greg or Gregor for short}
Toad
N Diminutive animal
Init [dice]1d20+1[/dice]
Senses low-light vision, scent
Perception [dice]1d20+12[/dice]

==DEFENSE==
AC 17, touch 15, flat-footed 16 (+1 Dex, +2 Nat, +4 size)
hp 14 Temp 11 (1d8–2)
Cmd 2 (6 vs Trip)
Fort [dice]1d20+0[/dice]
Ref [dice]1d20+3[/dice] } Improved Evasion!
Will [dice]1d20+6[/dice]

==Offense==
Speed 5 ft.
Cmb [dice]1d20-3[/dice]
Space 1 ft.; Reach 0 ft.

==Skills==
Heal [dice]1d20+6[/dice]
Intimidate [dice]1d20-2[/dice]
Knowledge Arcana [dice]1d20+5[/dice]
Knowledge Nature [dice]1d20+3[/dice]
Knowledge Planes [dice]1d20+3[/dice]
Perception [dice]1d20+12[/dice]
Spellcraft [dice]1d20+6[/dice]
Stealth [dice]1d20+21[/dice] Swim [dice]1d20+0[/dice]
Use Magic Device [dice]1d20+1[/dice]
Racial Modifiers +4 Stealth

==Statistics==
Str 1, Dex 12, Con 6, Int 7, Wis 15, Cha 4
Base Atk +0; CMB –3; CMD 2 (6 vs, trip)
Feats Skill Focus (Perception)

==Familiar Abilities==
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it takes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.