About the Gray ScribeSTATS
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Hit Points: 28 (6+6+3 (hit points (1d6=6, 1d6=3)) + lvl 4 (1d6=5) + 4 con + 4 fav class)
Current HPs: 28 AC: 13 Touch: 13 Flat-Footed: 11 (includes +1 from precognitive visions) Initiative: +6 BAB: +2 CMB: +2 Speed: 20ft (Medium load) Saves: Fort +2 Ref +3 Will +6 Base Stats
Experience: xp ATTACKS
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Kukri +2 melee (1d4; 18-20/x2)
Quarterstaff +2 melee or -2/-2 melee (1d6) Touch Spell +2 melee touch Ranged Spell +4 ranged touch RACIAL ABILITIES
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+2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature.
Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Weapon Training (Kukri): Humans are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Favored Class (Wizard): Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed. SPECIAL ABILITIES
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Arcane Bond (Su): At 1st level, wizards forge a powerful bond with an object or creature. This bond can take one of two forms: The first is a familiar, following the standard rules for such creatures (see Familiars) and the second is a bond with an object, using it to cast spells and enchanting it with even greater powers.
Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a Spellcraft check or lose the spell. The DC for this check is equal to 20 + the spell’s level. A bonded object can be used once per day to cast any one spell that the wizard knows and can cast, just as if the wizard had cast it. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s prohibited schools. A wizard can enchant his bonded object as if he had the required feats. If the bonded object is a wand, it loses its enchantment when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties. Bonded objects only function for their creator, including any magic abilities added to the object. This means that they cannot be sold. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the subject of an arcane bond is lost or destroyed, it can be replaced after 1 week’s time in a special ritual that costs 200gp per wizard level. This ritual takes 8 hours to complete. Specialist Bonus: You can always act in the surprise round, but you are still considered flat-footed until you take an action. Diviner’s Fortune (Su): You can touch a creature as a standard action, giving it an enhancement bonus to a single attack roll, skill check, ability check, or saving throw equal to your caster level. This bonus lasts 3 rounds or until used. Once a creature has benefitted from diviner’s fortune, it can gain no further benefit from this ability for 1 day. FEATS
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Scribe Scroll (Item Creation) [Wizard 1st Level Bonus] - Create spell scrolls Keeper of Forbidden Lore (Abyssal Heritor) [1st Level] - Gain a bonus on Knowledge (planes), Spellcraft, and Bardic knowledge equal to the number of abyssal heritor feats. Take a -2 penalty to Diplomacy checks when gathering information. Precognitive Visions (Abyssal Heritor) [Human 1st Level Bonus] - gain a number of floating insight bonuses equal to 1/2 the number of abyssal heritor feats you possess per day. Assign to AC, attacks, initiative, one type of save, or one skill at beginning of each day. They do not stack. Take a -2 penalty to vision-based Perception checks. Improved Initiative [3rd Level] - +4 bonus on initiative rolls SKILLS
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Acrobatics +2
Appraise +10 (3 ranks) Bluff +1 Climb +0 Craft (untrained) +4 Diplomacy +1 (-1 when gathering information) Disguise +1 Escape Artist +2 Heal +2 Intimidate +1 Knowledge (Arcana) +11 (4 ranks) Knowledge (Dungeoneering) Knowledge (Engineering) Knowledge (Geography) Knowledge (History) Knowledge (Local - Sigil) +8 (1 rank) Knowledge (Nature) Knowledge (Nobility) Knowledge (Planes) +13 (4 ranks) Knowledge (Religion) +11 (4 ranks) Linguistics +10 (3 ranks) Perception +2 (+0 on sight-based checks) Perform (untrained) +1 Profession (scribe) +6 (1 rank) Profession (fortune teller) +9 (4 ranks) Ride +2 Sense Motive +2 Spellcraft +13 (4 ranks) Stealth +2 Survival +2 Swim +0 Ranks: 28 (8 class + 16 Int + 4 bonus Human) EQUIPMENT
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Bonded Object: signet ring
Traveler's Outfit Backpack Rations, 6 days Waterskins, 2 Candles, 6 Tindertwigs, 15 Incense, 2 blocks Spellbook Spell component pouches, 2 Kukri Quarterstaff Belt pouches, 2 Scroll cases, 4 Alchemist's Fire, 2 flasks Acid, 2 flasks Tanglefoot Bag Antitoxin, 2 vials Ink, 2 vials Ink pens, 10 Small half-filled book/journal Paper, 10 pages Tarot deck (mwk, ornate 100gp) scroll of comprehend languages Scribed Scrolls: mage armor x4 (CL 3rd, 37.5gp each), magic weapon x2 (CL 3rd, 37.5gp each), endure elements x4 (CL 1st, 12.5gp each), disguise self x2 (CL 3rd, 37.5gp each), protection from evil x2 (CL 3rd, 37.5gp each), invisibility (CL 3rd, 75gp), see invisibility (CL 3rd, 75gp) Potions: lesser restoration, cure light wounds x4 4 1st level spells (500gp) 2 2nd level spells (700gp) scrimshaw carving Carries: 50 lbs Light Load: <34
5 pp
SPELLS
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Opposition Schools: Enchantment, Necromancy
Spell DCs: 14 + spell level Spells/Day: (CL 4th)
Spellbook:
Spells Prepared: (Caster Level 4th)
* indicates used APPEARANCE & PERSONALITY
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Height: 5' 10"
Weight: 168 Hair: Brown/Gray Eyes: Gray-blue "The gray scribe", as he is most commonly known, can best be described as disheveled. His hair, much grayer than his three-four decades would normally indicate, is rarely, if ever, combed or brushed. His beard is uneven and shows a lack of attention. He often has a semi-wild look to his eyes, as if his attention is far away; when he receives one of his visions, his glow with a demonic red light. A long, claw-like scar down the right side of his face shows where something (he doesn't recall what) nearly ended his life years ago. Though he doesn't appear dirty, Gray often forgets to bathe when he's wrapped up in his prophecies and other ramblings. In those cases, he usually relies on a prestidigitation or two to tidy up, if he remembers. Gray is certainly an eccentric man, but there is nothing "charming" or endearing about it as there is with many others. Behind the piercing, but somewhat wild-eyed, stare of his is a very noticeable aura of fear and sadness. He has seen much of the future, and though most of his visions are jumbled and confusing, he has gotten a definite sense of dread, especially regarding his own self. Ever since his very clear vision of his own death (about a year ago; see background), the first stages of paranoia have begun creeping into his mind. BACKGROUND
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The man now known as the Gray Scribe, to the few folks who actually do know him, remembers very little of his past. There is a very clear image of a man (father? no, that's not right ... teacher? better, but still wrong ... master! that seems right ...) extolling the virtues of subservience to some Abyssal patron. He knows he was always considered special; for what reasons he isn't sure, but it's likely related to the visions of the future he has gotten for as long as he can remember. Finally, he remembers the screams of a woman as ... something stepped out of portal to devour her.
About ten years ago, Gray woke up severely injured, being tended to by an aasimar named Hyram Tull. Hyram claimed he had found "Gray" lying face down in an alley in the Hive and near death. Hyram had brought him home, hired a priest to cure the worst of his wounds, and ministered to him over the next few days. A friendship developed, and as Gray could remember almost nothing of his past, Hyram helped him get a place near his own and a job as a scribe in the Clerk's Ward (where he earned his "name", as most just referred to him as "that gray-haired scribe". It was soon obvious, however, that there was more to Gray than either realized. He was able to decipher a magical writing the first time he encountered one, and it became apparent that he had been schooled in magic use. He knew a great deal about the planes and other esoteric subjects. And then the visions came; at first only a few a week, but eventually daily. Hyram encouraged Gray to write them down, which he now does religiously. One book actually was published ("Prophecies of the Gray Scribe") and sold as a curio more than anything else (although those who paid attention noted that nearly all came to pass, even if in only a minor way). A year ago, however, the Gray Scribe had one vision which he did not let anyone else know about. He saw a vision of himself, lying dead at the hands of six beings, none of which he knew. Only a week later, he encountered one of the six, a young, unassuming chaond who worked as a baker, of all things. Gray panicked, and before realizing what he had done, had killed the man with a quick spell. No one saw him do it, and since only Hyram knew that Gray was also a spellcaster, he was never suspected. But then the vision returned, only this time there were only five strangers in the vision. He now lives in constant fear of these five, and what he might do if he encounters them. The first stages of paranoia have begun to creep into his head, as wonders if there isn't some conspiracy of people looking for him. Since he knows little of his past, he could even be right. Where does your character call kip?
What's a typical day in Sigil for him/her?
Do they consider themselves a mercenary, an adventurer, a champion of a cause or just a working stiff? What do they do as a day job if they aren't out adventuring? If you're on the wrong side of the law, do you work independently or are you part of a gang/cell? Are you likely to take anything that comes along to earn jink or does an opportunity need to have certain hooks to get you in? (Thinly veiled GM motivation question.)
Detail an NPC and their relationship to you. How did you meet? What were your first impressions? How long have you known them? Do you trust this person?
What is one memory that affects you to this day? How has it changed you? (Please answer this one, if possible.)
If you're an immigrant to Sigil or otherwise not a born and bred freewheeling Planewalker, do you ever get homesick for your home plane?
At the end of the day, where do you go and what do you do to unwind?
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