Harvard
Harvard
Harvard
Brigandine Armor +3
P.P.:-10%, O.L.:0%, F/R T: 0, M.S.:-5, H.S.:+5, D.N.:0, C.W.: -10
--5 hidden pockets each holding 50 pounds worth of small items. Check
to PP are 50% more difficult
--When Grappled the armor can shock for 1d10+5 damage for 5 rounds.
Shocks PP as well.
--Weapon Sheaths can be affixed to the armor.
--+1 bonuses to saves vs. energy
--Dam. red. 8 vs. slashing only
HP-59
Items:
Ring of Wizardry (1,2,3 X2)
Dagger of Speed +3
Iron cloth robe AC 6
Black bear hide armor+4
Ring of shooting stars
Rettled, Int Med shield
Wagner's warm wear
Cord of wicked binding
Quilt of Easy slumber
Bottomless Basket
Spellbook
Torch of the skull+3
+1 bolt
+2 Elven chain mail
Some of these he will keep for himself and others for the church and castle he is going to
build. Working on blue prints now.
S 13
D 16
C 15
I 16
W 14
Ch 20
HP-38
Items:
Iron Flask with captured Nycanoloth...like how that's first. I'm kind of proud of it.
Large Shield +3
Longsword+2
25 flight arrows+1
Comp. Long bow 18/50 +2
Mithral Med. Shield+2
Spear of throwing +3
+1 bolt
Potion of healing
+2 Ion Stone
Wand of black dragon breath
Puuki's blade +1Staff of spell storage +2
Sorcerer spear+3
Seadog's Ring
Warlock's suit AC 2
Lighting lash whip +3
2 handed ax +3
Quiver of capacity
Same with him. Some items will be for himself and others for an Elven apprentice hopefully
someday.
I have not been able to do Cran the cat yet. He and my blue prints for my castle and
church will be forth coming.
One more thing, I need a wizard, a mage to be exact. I have been working on a 6th level
mage from Suzail. I will be sending him for your approval also.
Earlend Blathersplat, 6th Level Mage, Human male, 26 yrs, 153lbs, Brown and grey hair,
hazel eyes, Suzail, Cormyr, upper middle class-merchant family.
S 13
D 13
C 13
I 18
W 16
Ch 14
HP-13
Prof:
Spellcraft
Herbalism
Swimming
Bookbinding
Fishing
Dagger
Staff
Languages:
Trade Jargon
Cormyran, Common/ R & W
Draconic/ R & W
Haluraan
Mulhorandi
Elf
Items:
ROP +3
Bracers AC of 6
Spell book as follows
First Level
Cantrip-I have yet to make it
Cantrip-I have yet to make it.
Detect Magic
Read Magic
Wizard Mark
Erase
Shield
Magic Missile
Chill Touch
Read Southern Magic
Second Level
ESP
Blur
Blindness
Detect Invisibility
Knock
Misdirection
Ray of Enfeeblement
Web
Wizard Lock
Spectral Hand
Third Level
Steel Dance
Dispel magic
Explosive Ruins
Hold Person
Infravision
Tongues
Invisibility 10' rd
Secret Page
Monster Summoning 1
Lighting bolt
Earlend hails from Suzail. Only son to a fairly wealthy merchant house. He has a couple of
sisters though. When his family suspects he has skill in the art they send him to live and
study with an ancient elf in the high forest at the age of twelve he lived there studying with
the elf for 4 winters when the elf simply vanished from his cottage never to be seen. He left
only the spell book Earlend know has. It held only the two cantrips Earlend had designed
and the next 6 spells. For another 8 years he traveled and practiced the art seizing upon
anything that would advance his art and knowledge of the weave. When one night he had
a vision in his dreams. He was told by a swirling blue and silver mist to go towards the east
and seek a follower of the Lady of Spells and one of Correllon Laratharian's elves and aid
them and learn from them the many aspects of the weave and of the art. That was 2 years
ago. The east is large. He has failed in every town country and hamlet. He now
approaches Raven's Bluff with the last of his gold and no word from the lady since the initial
vision.
Stratos Tupkas
Human Male CG
Level 9 Gambler
STR 13
Dex 19
Con 15
Int 17
Wis 13
Cha 18
Weapons:
Great Club of Forceful Blows +3 Attack: 3/2 Weight: 16 Lbs. Size:
Large
Type: Bludgeoning Speed: Slow (10) Damage: S-M 1d12/ L 1d10+1
Special: When the wielder strikes a target of up to large size on a roll of 17,
18, or 19, the target will have to save versus paralysis at a –2 penalty or be
flung bodily through the air in a direction of the wielders choosing. The
distance thrown is 1d3 X 10’ and falling damage does apply. This strike has a
damage bonus (including the weapons original bonus) of +6 on a roll of 17, +9
on an 18, and a +12 on a 19. On a roll of 20, the target must save vs. Paralysis
at a –4 or be flung 2d3 X 10’, taking falling damage and a +15 (including the
weapons original bonus) damage bonus from the throw, and make a halved
systems shock check or die upon impact.
Description: This gigantic club was roughly hewn from the trunk of a
Weirwood Tree. Its handle is a golden crosshatched grip with a large chunk of
raw mithral imbedded in its pommel. Set into the chunk is a blood red garnet
that shines like fire in the sun. The length of the weapon is stained blood red
from countless battles.
Barbarian Class
Fast Mover- This feature of the Barbarian class allows the barbarian
to move at 1/3 faster than his base move.
RAGE! - Once per day per four levels (twice a day for Korg). Adds
+4 to strength, +4 to constitution (with improved hit points that are
lost when the rage is over), +2 to saves versus will affecting spells
and situations, -2 to armor class, cannot use intelligence, dexterity,
or charisma based skills that require patience or concentration, and
cannot cast spells or use items with spell triggers or completions.
Duration is equal to three rounds plus 1/4 of improved constitution
in rounds (In Korg's case, 9 rounds)
Spatial Awareness- Cannot be backstabbed or flanked unless four or
more levels higher than Korg's Barbarian max level. Korg retains his
dexterity bonus versus flanking opponents, rear opponents, or even
invisible opponents.
Trap Sense- Korg has a +1 bonus versus trap based effects and has
a +1 bonus to armor class versus trap based attacks.
Thief Skills
BASE SKILL RACE DEX ARMOR TOTAL
PP 15% 0% -5% +5 -15% 0%
OL 10% 30% +5% +10% -5% 55%
F/R T 5% 50% +5% --- -5% 55%
MS 10% 30% ---- +5% -10% 35%
HS 5% 40% ---- +5% -10% 40%
DN 15% 0% +5% ---- -5% 15%
CW 60% 0% +5% ---- -15% 50%
RL 0% 0% -10% ---- ---- -10%
Ragebone
This item is a thin sliver of bone capped with gold spikes and inlaid with Orcish
runes in gold. When this item is pierced through the flesh of a character
capable of Raging, it doubles the times per day she can Rage, doubles the
Rages duration, halves recovery penalties, allows the wearer to run while
recovering, increases strength and constitution bonuses by half (from +4 to
+6*), and increases the bonus to will saves from +2 to +3