BishGada (Private Thread) Tomb of Horrors
Posted: Fri Mar 09, 2018 10:52 am
This is a Private Thread for BishGada. It will contain:
-Character sheets (maintained by the DM)
-Character creation details for any/all of BishGada's characters
-Experiences separate from the party
Galan Farvaris by Bish Gada
Elven Bard (19), LG (w/respect to Elven law)
XP: 2,000,000 (TNL 2.2 Mil)
Stats: Str 10 (wt allw 40/115, OD 6, Bb/Lg 2%); Dex 15 (16 Gloves of Dex(+1 mssl attk, +1 react adj, -2 AC) 20, see below; Con 6 (-1hp); Int 18 (7 lang); Wis 10; Cha 16 (+4 loyalty base, +5 react adj)
Ht: 4'11" Wt: 98 lbs Age: 148
AC: 2 (-2 dex, -5 Elven Chain, -1 Kit) armor -4 cat's grace AC 3 w/phantom armor, dex -4 cat's grace => -4 cat's grace -2 AC
Current Hp: 59/59. Status: Normal 12/12 (Mv 12/12)
Spells in effect:
Phantom armor: AC 3, [19/19] HP and +1 S.Th.
Stoneskin: [9+1d4]: => [13/13] hits. Expires 8 am day 2
Cat's Grace: Expired 3am Day 2
Saves: PPDM (8); RSW (5); PetPoly (7); BW (11); Sp (6) [+2 to dodgeable saving throws, includes +1 from kit ]
Special: Fear: (1); Horror (2); Madness (5) [Includes Elven +2 vs madness and +1 from kit] -4 cat's grace +1 phantom armor[/color]
WP: (+1 to hit and dmg for all from Kit)
Longsword (1d8/1d12), Short Sword (1d6/1d8), Dagger (1d4/1d3: R10/20/30, RoF2),
Long bow (sheaf arr 1d8/1d8: R50/100/170. Flight arr 1d6/1d6: R70/140/210, RoF2);
Short Bow (1d6/1d6: R50/100/150, RoF 2), Dart (1d3/1d2: 10/20/40, RoF 2)
Thac0: 11, Ranged: 10 (LS/ss 10, Longbow/Sbow 9, Untrained Thac0 14)
NWP: Alertness (11), Artistic Ability-riddles (10)(kit), Bartending (Spc), Bar keeping (18), Dancing (16)(Class), Diagnostics (9), Diplomacy (15), Info gathering (18), “Inspired Performance” (16), Leadership (16), Musical Instr. Flute (15), Musical Instr. Mandolin (15), Persuasion (16), Artistic Ability-Poetry (10), Reading Writing (19)(kit), Séance (14), Singing (16)(Class),
Languages: Common, Elven, Dwarven, Kender, Orc, Draconic (good), Giantish, Sign language, Kobold.
Racial bonuses/abilities: (High Elf)
90% resistance to sleep/charm, Infravision (60 ft),
Detect Concealed or Secret doors (10 ft): Inactive(0;1/6); Active(2/6;3/6)
Class/Kit bonuses/abilities: Bard (Riddlemaster)
Thief skills, Arcane spellcasting, Influence Reactions, Inspire Ally, Countersong,
Little bit of everything: 95% (5%/lvl, 1d10 rnds)
Thief Skills: base + race + points +kit – Elven Chain = total
Climb walls: 50% + 0 + 55% +5% - 20% = 90%
Detect Noise: 20% + 5% + 70% +5% -5% = 95%
Pick pockets: 10% + 5% + 85% +0% -5% = 95% +10 gauntlets of dex
Read languages: 5% + 0% + 85% +5% -0% = 95%
Open locks (only possible w/gauntlets of dex on): 37% + 5% (dex) = 42%
Riddlemaster:
+5% to DN, CW, RL
-bonus NWPs: Artistic Ability-riddles, Modern language, Poetry, Reading/writing
-Probable Path, Riddles/Puzzles, Common Sense, Riddling and Rhyming
+10% chance to learn spells, +1 AC,
+1 (or 5%) to saves, individual initiative, attacks rolls, damage rolls, proficiency checks, thief skill checks, ability checks, and all ability-based rolls (bend bards, system shock, etc. ), except for resurrection survival.
Custom NWP:
“Inspired Performance”: Bardic inspiration [+3 for S.Th.] (16)
Head: green, robinhood style hat with feather, large black hat. Hair caught in ponytail strapped with hand made handkerchief with decorations of golden string.
Neck: thin silver necklace,
Hands: rings, gauntlets of dexterity [pick locks at 42%, pick pockets+10%]
Body: shiny garments, coat, vests, elven chain
legs: pants, cloaks, cuffs, decorated buttons,
Feet: Winged boots
, Holy water x5, Greek fire x5, Rope, rations x10, torches x5
Equipment: [weight in lbs], {objects in container}
Worn: Linen shirt Wht, Elven Chain [30], Dagger [1](belt), Luckblade, Longsword [4](R hip), Shortword [3](L Hip), Belt, {Belt pouch [1] {candles, holy water x}, Components pouch [1], Bowcase {Longbow, sheaf Arrows (20) [4.3]}, quiver {sheaf Arrows (40)}, Winged Boots, Gloves of Dexterity, Mandolin (across back)[4],
Wt Carried: xx.x lbs
Heward’s Handy Haversack (worn) [15] {greek fire x5, short boots, high boots, sheaf Arrows (40), notebook for music, rope, rations 10x, torches 5x, mirror, flute, 20 mithril squares} mandolin on outside.
Magic: Arcane
85%+10%(kit) =95% chance to learn. Max spells/lvl: 1st (18/18), 2nd (18/18). 3rd (18/18), 4th (16/18), 5th (10/18), 6th (5/18). Max spell lvl 9th
Spellbooks: Book 1 (99/100), Book 2 (99/100), Book 3 (99/100), Book 4 (99/100), Book 5 (98/100), Book 6 (0/100 used)
Lvl 1 spells: Alarm (VSM), Burning Hands (VS), Charm Person (VS), Color Spray (VSM), Detect Magic (VS), Detect Secret Passages and Portals (VS) (PO:SM), Detect undead, Disarm (VS) (Vol I), Enlarge* (VSM), Gaze Reflection (VS), Grease, Magic Missile (VS), Mount (VSM), Phantom Armor (VSM) (Vol III), Read Magic (VSM), Shield, Sleep (VSM), Wall of fog,
Lvl 2 spells: Blur, Cat’s Grace (VSM) (PO:SM), Continual light, ESP, Fire Arrows (VSM) (Vol II), Flaming Sphere (VSM), Gemidan's Paralytic missile (VS) (Vol II), Hypnotic pattern, Invisibility, Knock, Lightning strike (VSM) (Vol II), Melf's Acid Arrow (VSM), Mirror Image (VS), Pyrotechnics, Stairway (VSM) (Vol IV), Strength, Summon Swarm (VSM), Zala’s Lifeforce Guardian (VS) (Vol IV),
Lvl 3 spells: Alacrity (VSM) (ToM), Alternate Reality (VSM) (ToM), Blink (VS), Dispel magic, Drawmij's marvelous shield (VS) (Vol I), Fireball, Flame Arrow (VSM), Gamalon's Fiery backlash (VS) (Vol II), Haste (VSM), Hold Person, Hold undead, Invisibility 10' radius, Protection from evil 10' radius, Shadow Blink (VS) (Vol III), Slow (VSM), Steam Blast (VSM) (Vol IV), Teleport Object (VS) (Vol IV), Tenser’s Deadly Strike (VSM) (Vol IV)
Lvl 4 spells: Dimension door, Emotion (VS), Fire shield (VSM), Improved Invisibility (VS), Phantasmal Killer (VS), Ploymorph self (V), Polymorph other (VSM), Improved Strength (VSM) (PO:SM), Minor Globe of Invulnerability, Mordenkainen's Celerity (VSM) (PO:SM), Remove Curse, Shadow Monsters (VS), Slowspell 10’ Radius (VSM) (Vol III), Stoneskin (VSM), Vitriolic Sphere (VSM) (PO:SM), Wizard Eye
Lvl 5 spells: Chromatic Blade (VSM) (Vol I), Cloud kill, Cone of Cold, Demi-Shadow monsters (VS), Dismissal, Hold monster, Improved Blink (VS) (PO:SM), Summon Shadow (VSM), Telekinesis,Teleport (V)
Lvl 6 spells: Chain Lightning (VSM), Death Fog (VSM), Disintegrate (VSM), Mass Suggestion, Anti-magic shell
Spells Memorized (4/4/4/4/3/2/-/-/-)
1st: Phantom Armor, Enlarge, Charm Person, Disarm
2nd: Zala’s Lifeforce Guardian, Cat’s Grace, ESP, Fire Arrows
3rd: Invisibility 10' radius, Dispel magic, Alternate Reality, Steam Blast
4th: Stoneskin, Polymorph self, Improved Strength, Minor Globe of Invulnerability
5th: Teleport, Telekinesis, Demi-shadow monsters
6th: disintegrate, Mass Suggestion
Riddlemaster Kit Details
Probable Path: Riddlemasters can use their great intellects to make analytical decisions. When a decision must be made concerning multiple options (e.g., which hallway to proceed down, which door to open first, which opponent to attack first in order to achieve some goal, etc.), the Riddlemaster can use his intellect to help make the decision. In such cases, the DM secretly rolls an Intelligence check for the Riddlemaster, with a penalty equal to the number of previous probable path decisions made that day (representing mental fatigue). If the roll succeeds, the DM tells the player all significant clues that the Riddlemaster might know or observe. If there are no clues, no information is gained-- Riddlemasters aren't lucky, they're just very intelligent.
If the roll is a natural 20, the information gained is misleading.
Unless a given situation changes somehow, using this ability multiple times in the same situation gives identical results.
Riddles/Puzzles: If any adventure includes an actual riddle or puzzle that the players must solve, the player of the Riddlemaster can make twice as many attempts to solve the riddle or puzzle as is normally allowed. For example, an adventure might include an encounter in which the party runs into a sphinx. The sphinx may demand the answer to a riddle in exchange for safe passage. In this situation, if the Riddlemaster gives the answer, the player can actually make two guesses, and if either is correct, the sphinx is satisfied.
The same thing applies if the party comes across a room with a tiled floor that must be crossed in a specific sequence. The Riddlemaster is allowed to make one free mistake. Only on his second mistake does the character suffer any hazardous consequences.
If a problem has a time limit, the Riddlemaster has twice the allotted time to solve it.
A special use of solving riddles and puzzles occurs when a Riddlemaster attempts to understand a newly discovered spell. The Riddlemaster has a +10% bonus to his roll to learn spells (to a maximum of 95%).
Furthermore, the Riddlemaster gains the ability to use any written magical item at 8th level, instead of 10th level.
Common Sense: To signify the common sense a Riddlemaster has at his disposal, Riddlemasters gain certain benefits. Although these benefits are similar to those of the Jester kit, they are not luck, but rather a result of intellectual calculations made by the Riddlemaster.
· The Riddlemaster has a +1 adjustment to his Armor Class.
· A Riddlemaster receives a +1 (or 5%) bonus to many die rolls, including saving throws, individual initiative, attacks rolls, damage rolls, proficiency checks, thief skill checks, ability checks, and all ability-based rolls (bend bards, system shock, etc. ), except for resurrection survival.
The only die rolls that common sense doesn't affect are surprise, initial character generation rolls, hit die rolls, resurrection survival, and monster damage rolls.
Riddling and Rhyming: By chanting certain riddles and rhymes, a Riddlemaster can influence an audience's reactions. This ability functions in all ways as the True Bard's influence reactions ability.
Background story:
Galan Farvaris was raised in a small village but was never settled like his other fellow elves. When he was only a child he asked his parents permission and joined a caravan that passed through their village. He worked with the caravan and traveled far lands for many years, being an elf time mean less for him and he learned many skills both in the way of speaking to crowds, deceiving, speed of hands, illusions and more. With his sharp mind he could easily pick on any subject but his love was music. When he had free time he composed music and tried to gain skill in many instruments. Most of his music was romantic and heart piercing as it described the harmony of nature that the elves yearn to.
His travels with the caravan that visited their village took several years. Later on he made some travels on his own or joined other caravans. At one of the times he joined a caravan as mercenary, protecting a mage. His curiosity was ignited and with his plentiful skills, his ability with languages and the speed he picked also on the ways of the arcane just by observing the mage, he quickly caught the mage attention and became his personal assistant. In reward the mage mentored him and Galan gatherd more and more knowledge and experience with the mysterious ways.
Years later he decided to settle down for a while. He chose the city he more frequently visited along his travels as he already knew there a bunch of people and with his passion for music and performance he rent a place, turned it into a bar and later bought the place. Under the bar in a cellar he created a lab where he could practice his spells, and with the success of his bar he built a second story of it and served also breakfasts, and meals.
With his skill with people, his skill in music and the ability to make everything easier with spells, his business quickly succeed and was a gathering point for all sort of people, both high society and not so high... Galan became friend with all type of persons and was able to get information about almost anything interesting that happened close and far from his place. He also became close to political persons and have more than few of the influencing people in his debt. He also spend long time in the local library and made some business with other mages going through the city, seizing the opportunity to expend his abilities in the arcane.
In his own bar Galan met his soul mate. Elven woman, sharp minded and lovely to set eye upon. After a period of time getting to know each other and becoming close friends he courted her and eventually asked her hands. Following the elven tradition they visited both villages and performed their union ceremony on a pond shore in a forest at his beloved one land.
Later they returned to their bar and had a family, two daughters and a boy. As happy as Galan was with his family, his passion for adventure and knowledge never ceased. His family took it for grunted and on some adventures they even joined him, but for most cases he left on his own with promises to return. So far he kept his promises and he made another such promise just before leaving to the Tomb of Horror... (Muhaaahaaahaaa... )
////
Faldair the Fair
Male Human Cleric (14), NG
XP: 1,350,000 (TNL: 1.5 mil)
Stats: Str 16 (+1 dmg, wt allw 70/195, OD 9, Bb/Lg 10%); Dex 16 (+1 mssl attk, +1 react adj, -2 AC); Con 16; Int 12; Wis 18 (+4 mag def adj); Cha 14 (1 loyalty base)
Ht:5’10" Wt: 175 lbs Age: 30
AC: -6 (-2 dex, -10 magical plate +3, -4 magic shield+3)
Current Hp: 70/70. Status: Normal (Mv 12/12) (8/12 w/pack)
Spells in effect:
Stoneskin: [9+1d4]: => [0/] EXPIRED 8pm day 1
Saves: PPDM (5); RSW (9); PetPoly (8); BW (11); Sp (10).(+2 evasion from Dex, +4 mental from Wis. +3 magical armor bonus vs physical attacks)
Special: Fear: (5); Horror (9); Madness (12)
WP: Mace +3 (1d6+5/1d6+4) sf 4, Flail (1d6+2/2d4+1) sf 7, Warhammer (1d4+2/1d4+1: 10/20/30) sf 4, Quarterstaff (1d6+1) sf 4, sling bullet (1d4+1/1d6+1: 50/100/200) sf 6
Thac0: Base 12 (11 ranged)
NWP: Alertness (19), Diagnostics (17), Healing (16), Herbalism (10), Pharmacy (12), Musical Instr (Harp)(15), Religion (18), Reading/Writing (13), Spellcraft (10)
Languages: Common, Elf, Dwarf, Halfling
Class/Kit bonuses/abilities
Turn Undead, Priest scrolls, Priestly magic
Equipment: [weight in lbs], {objects in container}
Worn: Plate +3 [50 lbs], holy symbol [0.1], riding boots, Embroidered robe, breeches, hat, fine fur cloak, , gloves, Mace +3 [10], Shield +3 [10], Footman’s flail in hanger [15], sling [0.1], warhammer [6], Lg Belt pouch #1 [1]{candles 10x [1], flint and steel [0.1], chalk, metal mirror [0.1], holy water vial 5x} Lg Belt Pouch #2 [1]{steel sling bullets x10 [5], spare sling [0.1]}
Wt Carried: 69.5 lbs [50 lb magic armor at +3 only counts as 20 lbs against enc]
Backpack (worn) [2] {Hooded lantern [2], scroll case [0.5], waterskin (full)[5], flask of oil 5x [5], Paper 10x [0.1], ink[0.1], quill, whetstone [1]} 50 ft x2 silk rope (coiled on outside)[16]
Wt Pack #1: 31.7 lbs
Total Eq wt: 101.2. lbs (Unencumbered w/o pack, moderately encumbered with)
Magic: (Priest)
Major Access Spheres: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun
Minor Access Spheres: Elemental
Spells Memorized: (6+2/ 6+2 /6+1 /5+1 /3 /2 /1)
1st level: Bless, Cure Light Wounds x2, Detect Magic, Invisibility to Undead, Protection from Evil, Remove Fear, Sanctuary
2nd level: Cure Moderate Wounds x3, Heat Metal, Hold Person, Silence 15’ rad, Withdraw, Wyvern Watch
3rd level: Cure Blindness, Cure Disease, Dispel Magic , Dispel Magic, Prayer, Remove Curse, Stone Shape
4th level: Abjure, Cure Serious Wounds x3, Neutralize Poison, Protection from Evil 10’ rad
5th level: Flame Strike, Raise Dead, True Seeing
6th level: Heal, Blade Barrier
7th level: Resurrection
-Character sheets (maintained by the DM)
-Character creation details for any/all of BishGada's characters
-Experiences separate from the party
Galan Farvaris by Bish Gada
Elven Bard (19), LG (w/respect to Elven law)
XP: 2,000,000 (TNL 2.2 Mil)
Stats: Str 10 (wt allw 40/115, OD 6, Bb/Lg 2%); Dex 15 (16 Gloves of Dex(+1 mssl attk, +1 react adj, -2 AC) 20, see below; Con 6 (-1hp); Int 18 (7 lang); Wis 10; Cha 16 (+4 loyalty base, +5 react adj)
Ht: 4'11" Wt: 98 lbs Age: 148
AC: 2 (-2 dex, -5 Elven Chain, -1 Kit) armor -4 cat's grace AC 3 w/phantom armor, dex -4 cat's grace => -4 cat's grace -2 AC
Current Hp: 59/59. Status: Normal 12/12 (Mv 12/12)
Spells in effect:
Phantom armor: AC 3, [19/19] HP and +1 S.Th.
Stoneskin: [9+1d4]: => [13/13] hits. Expires 8 am day 2
Cat's Grace: Expired 3am Day 2
Saves: PPDM (8); RSW (5); PetPoly (7); BW (11); Sp (6) [+2 to dodgeable saving throws, includes +1 from kit ]
Special: Fear: (1); Horror (2); Madness (5) [Includes Elven +2 vs madness and +1 from kit] -4 cat's grace +1 phantom armor[/color]
WP: (+1 to hit and dmg for all from Kit)
Longsword (1d8/1d12), Short Sword (1d6/1d8), Dagger (1d4/1d3: R10/20/30, RoF2),
Long bow (sheaf arr 1d8/1d8: R50/100/170. Flight arr 1d6/1d6: R70/140/210, RoF2);
Short Bow (1d6/1d6: R50/100/150, RoF 2), Dart (1d3/1d2: 10/20/40, RoF 2)
Thac0: 11, Ranged: 10 (LS/ss 10, Longbow/Sbow 9, Untrained Thac0 14)
NWP: Alertness (11), Artistic Ability-riddles (10)(kit), Bartending (Spc), Bar keeping (18), Dancing (16)(Class), Diagnostics (9), Diplomacy (15), Info gathering (18), “Inspired Performance” (16), Leadership (16), Musical Instr. Flute (15), Musical Instr. Mandolin (15), Persuasion (16), Artistic Ability-Poetry (10), Reading Writing (19)(kit), Séance (14), Singing (16)(Class),
Languages: Common, Elven, Dwarven, Kender, Orc, Draconic (good), Giantish, Sign language, Kobold.
Racial bonuses/abilities: (High Elf)
90% resistance to sleep/charm, Infravision (60 ft),
Detect Concealed or Secret doors (10 ft): Inactive(0;1/6); Active(2/6;3/6)
Class/Kit bonuses/abilities: Bard (Riddlemaster)
Thief skills, Arcane spellcasting, Influence Reactions, Inspire Ally, Countersong,
Little bit of everything: 95% (5%/lvl, 1d10 rnds)
Thief Skills: base + race + points +kit – Elven Chain = total
Climb walls: 50% + 0 + 55% +5% - 20% = 90%
Detect Noise: 20% + 5% + 70% +5% -5% = 95%
Pick pockets: 10% + 5% + 85% +0% -5% = 95% +10 gauntlets of dex
Read languages: 5% + 0% + 85% +5% -0% = 95%
Open locks (only possible w/gauntlets of dex on): 37% + 5% (dex) = 42%
Riddlemaster:
+5% to DN, CW, RL
-bonus NWPs: Artistic Ability-riddles, Modern language, Poetry, Reading/writing
-Probable Path, Riddles/Puzzles, Common Sense, Riddling and Rhyming
+10% chance to learn spells, +1 AC,
+1 (or 5%) to saves, individual initiative, attacks rolls, damage rolls, proficiency checks, thief skill checks, ability checks, and all ability-based rolls (bend bards, system shock, etc. ), except for resurrection survival.
Custom NWP:
“Inspired Performance”: Bardic inspiration [+3 for S.Th.] (16)
Head: green, robinhood style hat with feather, large black hat. Hair caught in ponytail strapped with hand made handkerchief with decorations of golden string.
Neck: thin silver necklace,
Hands: rings, gauntlets of dexterity [pick locks at 42%, pick pockets+10%]
Body: shiny garments, coat, vests, elven chain
legs: pants, cloaks, cuffs, decorated buttons,
Feet: Winged boots
, Holy water x5, Greek fire x5, Rope, rations x10, torches x5
Equipment: [weight in lbs], {objects in container}
Worn: Linen shirt Wht, Elven Chain [30], Dagger [1](belt), Luckblade, Longsword [4](R hip), Shortword [3](L Hip), Belt, {Belt pouch [1] {candles, holy water x}, Components pouch [1], Bowcase {Longbow, sheaf Arrows (20) [4.3]}, quiver {sheaf Arrows (40)}, Winged Boots, Gloves of Dexterity, Mandolin (across back)[4],
Wt Carried: xx.x lbs
Heward’s Handy Haversack (worn) [15] {greek fire x5, short boots, high boots, sheaf Arrows (40), notebook for music, rope, rations 10x, torches 5x, mirror, flute, 20 mithril squares} mandolin on outside.
Magic: Arcane
85%+10%(kit) =95% chance to learn. Max spells/lvl: 1st (18/18), 2nd (18/18). 3rd (18/18), 4th (16/18), 5th (10/18), 6th (5/18). Max spell lvl 9th
Spellbooks: Book 1 (99/100), Book 2 (99/100), Book 3 (99/100), Book 4 (99/100), Book 5 (98/100), Book 6 (0/100 used)
Lvl 1 spells: Alarm (VSM), Burning Hands (VS), Charm Person (VS), Color Spray (VSM), Detect Magic (VS), Detect Secret Passages and Portals (VS) (PO:SM), Detect undead, Disarm (VS) (Vol I), Enlarge* (VSM), Gaze Reflection (VS), Grease, Magic Missile (VS), Mount (VSM), Phantom Armor (VSM) (Vol III), Read Magic (VSM), Shield, Sleep (VSM), Wall of fog,
Lvl 2 spells: Blur, Cat’s Grace (VSM) (PO:SM), Continual light, ESP, Fire Arrows (VSM) (Vol II), Flaming Sphere (VSM), Gemidan's Paralytic missile (VS) (Vol II), Hypnotic pattern, Invisibility, Knock, Lightning strike (VSM) (Vol II), Melf's Acid Arrow (VSM), Mirror Image (VS), Pyrotechnics, Stairway (VSM) (Vol IV), Strength, Summon Swarm (VSM), Zala’s Lifeforce Guardian (VS) (Vol IV),
Lvl 3 spells: Alacrity (VSM) (ToM), Alternate Reality (VSM) (ToM), Blink (VS), Dispel magic, Drawmij's marvelous shield (VS) (Vol I), Fireball, Flame Arrow (VSM), Gamalon's Fiery backlash (VS) (Vol II), Haste (VSM), Hold Person, Hold undead, Invisibility 10' radius, Protection from evil 10' radius, Shadow Blink (VS) (Vol III), Slow (VSM), Steam Blast (VSM) (Vol IV), Teleport Object (VS) (Vol IV), Tenser’s Deadly Strike (VSM) (Vol IV)
Lvl 4 spells: Dimension door, Emotion (VS), Fire shield (VSM), Improved Invisibility (VS), Phantasmal Killer (VS), Ploymorph self (V), Polymorph other (VSM), Improved Strength (VSM) (PO:SM), Minor Globe of Invulnerability, Mordenkainen's Celerity (VSM) (PO:SM), Remove Curse, Shadow Monsters (VS), Slowspell 10’ Radius (VSM) (Vol III), Stoneskin (VSM), Vitriolic Sphere (VSM) (PO:SM), Wizard Eye
Lvl 5 spells: Chromatic Blade (VSM) (Vol I), Cloud kill, Cone of Cold, Demi-Shadow monsters (VS), Dismissal, Hold monster, Improved Blink (VS) (PO:SM), Summon Shadow (VSM), Telekinesis,Teleport (V)
Lvl 6 spells: Chain Lightning (VSM), Death Fog (VSM), Disintegrate (VSM), Mass Suggestion, Anti-magic shell
Spells Memorized (4/4/4/4/3/2/-/-/-)
1st: Phantom Armor, Enlarge, Charm Person, Disarm
2nd: Zala’s Lifeforce Guardian, Cat’s Grace, ESP, Fire Arrows
3rd: Invisibility 10' radius, Dispel magic, Alternate Reality, Steam Blast
4th: Stoneskin, Polymorph self, Improved Strength, Minor Globe of Invulnerability
5th: Teleport, Telekinesis, Demi-shadow monsters
6th: disintegrate, Mass Suggestion
Riddlemaster Kit Details
Probable Path: Riddlemasters can use their great intellects to make analytical decisions. When a decision must be made concerning multiple options (e.g., which hallway to proceed down, which door to open first, which opponent to attack first in order to achieve some goal, etc.), the Riddlemaster can use his intellect to help make the decision. In such cases, the DM secretly rolls an Intelligence check for the Riddlemaster, with a penalty equal to the number of previous probable path decisions made that day (representing mental fatigue). If the roll succeeds, the DM tells the player all significant clues that the Riddlemaster might know or observe. If there are no clues, no information is gained-- Riddlemasters aren't lucky, they're just very intelligent.
If the roll is a natural 20, the information gained is misleading.
Unless a given situation changes somehow, using this ability multiple times in the same situation gives identical results.
Riddles/Puzzles: If any adventure includes an actual riddle or puzzle that the players must solve, the player of the Riddlemaster can make twice as many attempts to solve the riddle or puzzle as is normally allowed. For example, an adventure might include an encounter in which the party runs into a sphinx. The sphinx may demand the answer to a riddle in exchange for safe passage. In this situation, if the Riddlemaster gives the answer, the player can actually make two guesses, and if either is correct, the sphinx is satisfied.
The same thing applies if the party comes across a room with a tiled floor that must be crossed in a specific sequence. The Riddlemaster is allowed to make one free mistake. Only on his second mistake does the character suffer any hazardous consequences.
If a problem has a time limit, the Riddlemaster has twice the allotted time to solve it.
A special use of solving riddles and puzzles occurs when a Riddlemaster attempts to understand a newly discovered spell. The Riddlemaster has a +10% bonus to his roll to learn spells (to a maximum of 95%).
Furthermore, the Riddlemaster gains the ability to use any written magical item at 8th level, instead of 10th level.
Common Sense: To signify the common sense a Riddlemaster has at his disposal, Riddlemasters gain certain benefits. Although these benefits are similar to those of the Jester kit, they are not luck, but rather a result of intellectual calculations made by the Riddlemaster.
· The Riddlemaster has a +1 adjustment to his Armor Class.
· A Riddlemaster receives a +1 (or 5%) bonus to many die rolls, including saving throws, individual initiative, attacks rolls, damage rolls, proficiency checks, thief skill checks, ability checks, and all ability-based rolls (bend bards, system shock, etc. ), except for resurrection survival.
The only die rolls that common sense doesn't affect are surprise, initial character generation rolls, hit die rolls, resurrection survival, and monster damage rolls.
Riddling and Rhyming: By chanting certain riddles and rhymes, a Riddlemaster can influence an audience's reactions. This ability functions in all ways as the True Bard's influence reactions ability.
Background story:
Galan Farvaris was raised in a small village but was never settled like his other fellow elves. When he was only a child he asked his parents permission and joined a caravan that passed through their village. He worked with the caravan and traveled far lands for many years, being an elf time mean less for him and he learned many skills both in the way of speaking to crowds, deceiving, speed of hands, illusions and more. With his sharp mind he could easily pick on any subject but his love was music. When he had free time he composed music and tried to gain skill in many instruments. Most of his music was romantic and heart piercing as it described the harmony of nature that the elves yearn to.
His travels with the caravan that visited their village took several years. Later on he made some travels on his own or joined other caravans. At one of the times he joined a caravan as mercenary, protecting a mage. His curiosity was ignited and with his plentiful skills, his ability with languages and the speed he picked also on the ways of the arcane just by observing the mage, he quickly caught the mage attention and became his personal assistant. In reward the mage mentored him and Galan gatherd more and more knowledge and experience with the mysterious ways.
Years later he decided to settle down for a while. He chose the city he more frequently visited along his travels as he already knew there a bunch of people and with his passion for music and performance he rent a place, turned it into a bar and later bought the place. Under the bar in a cellar he created a lab where he could practice his spells, and with the success of his bar he built a second story of it and served also breakfasts, and meals.
With his skill with people, his skill in music and the ability to make everything easier with spells, his business quickly succeed and was a gathering point for all sort of people, both high society and not so high... Galan became friend with all type of persons and was able to get information about almost anything interesting that happened close and far from his place. He also became close to political persons and have more than few of the influencing people in his debt. He also spend long time in the local library and made some business with other mages going through the city, seizing the opportunity to expend his abilities in the arcane.
In his own bar Galan met his soul mate. Elven woman, sharp minded and lovely to set eye upon. After a period of time getting to know each other and becoming close friends he courted her and eventually asked her hands. Following the elven tradition they visited both villages and performed their union ceremony on a pond shore in a forest at his beloved one land.
Later they returned to their bar and had a family, two daughters and a boy. As happy as Galan was with his family, his passion for adventure and knowledge never ceased. His family took it for grunted and on some adventures they even joined him, but for most cases he left on his own with promises to return. So far he kept his promises and he made another such promise just before leaving to the Tomb of Horror... (Muhaaahaaahaaa... )
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Faldair the Fair
Male Human Cleric (14), NG
XP: 1,350,000 (TNL: 1.5 mil)
Stats: Str 16 (+1 dmg, wt allw 70/195, OD 9, Bb/Lg 10%); Dex 16 (+1 mssl attk, +1 react adj, -2 AC); Con 16; Int 12; Wis 18 (+4 mag def adj); Cha 14 (1 loyalty base)
Ht:5’10" Wt: 175 lbs Age: 30
AC: -6 (-2 dex, -10 magical plate +3, -4 magic shield+3)
Current Hp: 70/70. Status: Normal (Mv 12/12) (8/12 w/pack)
Spells in effect:
Stoneskin: [9+1d4]: => [0/] EXPIRED 8pm day 1
Saves: PPDM (5); RSW (9); PetPoly (8); BW (11); Sp (10).(+2 evasion from Dex, +4 mental from Wis. +3 magical armor bonus vs physical attacks)
Special: Fear: (5); Horror (9); Madness (12)
WP: Mace +3 (1d6+5/1d6+4) sf 4, Flail (1d6+2/2d4+1) sf 7, Warhammer (1d4+2/1d4+1: 10/20/30) sf 4, Quarterstaff (1d6+1) sf 4, sling bullet (1d4+1/1d6+1: 50/100/200) sf 6
Thac0: Base 12 (11 ranged)
NWP: Alertness (19), Diagnostics (17), Healing (16), Herbalism (10), Pharmacy (12), Musical Instr (Harp)(15), Religion (18), Reading/Writing (13), Spellcraft (10)
Languages: Common, Elf, Dwarf, Halfling
Class/Kit bonuses/abilities
Turn Undead, Priest scrolls, Priestly magic
Equipment: [weight in lbs], {objects in container}
Worn: Plate +3 [50 lbs], holy symbol [0.1], riding boots, Embroidered robe, breeches, hat, fine fur cloak, , gloves, Mace +3 [10], Shield +3 [10], Footman’s flail in hanger [15], sling [0.1], warhammer [6], Lg Belt pouch #1 [1]{candles 10x [1], flint and steel [0.1], chalk, metal mirror [0.1], holy water vial 5x} Lg Belt Pouch #2 [1]{steel sling bullets x10 [5], spare sling [0.1]}
Wt Carried: 69.5 lbs [50 lb magic armor at +3 only counts as 20 lbs against enc]
Backpack (worn) [2] {Hooded lantern [2], scroll case [0.5], waterskin (full)[5], flask of oil 5x [5], Paper 10x [0.1], ink[0.1], quill, whetstone [1]} 50 ft x2 silk rope (coiled on outside)[16]
Wt Pack #1: 31.7 lbs
Total Eq wt: 101.2. lbs (Unencumbered w/o pack, moderately encumbered with)
Magic: (Priest)
Major Access Spheres: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun
Minor Access Spheres: Elemental
Spells Memorized: (6+2/ 6+2 /6+1 /5+1 /3 /2 /1)
1st level: Bless, Cure Light Wounds x2, Detect Magic, Invisibility to Undead, Protection from Evil, Remove Fear, Sanctuary
2nd level: Cure Moderate Wounds x3, Heat Metal, Hold Person, Silence 15’ rad, Withdraw, Wyvern Watch
3rd level: Cure Blindness, Cure Disease, Dispel Magic , Dispel Magic, Prayer, Remove Curse, Stone Shape
4th level: Abjure, Cure Serious Wounds x3, Neutralize Poison, Protection from Evil 10’ rad
5th level: Flame Strike, Raise Dead, True Seeing
6th level: Heal, Blade Barrier
7th level: Resurrection