Safire MoonBlayde’s PC Profile

Alignment: Lawful Neutral with good and evil tendencies, leans more towards good

Race: Cloned Half elf with a human appearance

Bard lvl 15 ((as per DarkSun))-innate multi-class, Herald

Magic User lvl 14, Preserver –innate multi-class, Witch

Fighter lvl 14, HonorBound

Sex: Female Age: 36 Ht: 5’7" Wt:145 Hair: Red Eyes: Blue

Abilities

18

Str

Ht Prob: +1 Dmg Adj: +2 Wt Allow: 110 Max Press: 255 Op Drs: 11 BB/LG 16%

19

Dex

Rctn Adj: +3 Missile Attk Adj: +3 Def Adj: -4

16

Con

HP Adj: +2 Sys Shk: 97% Res Sur: 98% Pois Save: 0 Regen: Nil

21

Int

No of Lang: 10 Spell Lvl: 9th Lrn Sp: 97% Spell/Lvl: All

Spell Immun: 1st, 2nd, 3rd lvl illusions

16

Wis

Mag Def Adjus: +2 Bonus Spells: 2-1st, 2-2nd

17

Chr

Max No Hench: 10 Loy Base: +6 Rctn Adj: +6

Saving Throws

Paralyze/Poison: 5

Rod, Staff, Wand: 7

Petrification/Polymorph: 6

Breath Weapon: 5

Spells: 8

Adjustments:

 

Armor Class: -2

Hit Points: 92

Armor:

Defences: Bracers of Defence AC2,

+2 Cloak of the Bat, +2 Helm of Brilliance

Adjustments:

Wounds:

 

Weapon Combat

Weapon

#AT

Attck/Dmg

Adj

THAC0

7

Damage

(S-M/L)

Range/Ability

+3 Long Sword

5/2

+7/+7

0

1d8/1d12

Life Stealing

20 on d20 = -1 Lvl

+2 Long Sword

5/2

+6/+7

1

1d8/1d12

Sun Blade vs Undead, +3 vs Vampires, glows blue w/I 30 ft

Weapon Proficiencies: Ambidexterity, Long Sword Mastery +3/+3, Two Weapons Fighting Style, Eye-hand Coordination, Martial Arts Spec. in style A, B, C & D

 

 

Racial Abilities

(Athas) Half Elven

Does not gain the traditional resistance to charm or sleep related spells or the ability to find secret doors but they do have infravision to 60ft in darkness

+1 Dex / -1 Con

3rd Lvl – Survival Proficiency

Does not spend proficiency points on this first survival proficiency

5th Lvl – Befriend Pet

No larger than man-sized and must spend one week with it when it is young. One at a time and must 100 days after the death of one pet to begin training another. Choice is subject to DM approval.

Traits

Allure: allows the PC to attract romantic attention, at the Player’s option. May conceal the trait any time but when in effect, +3 to reaction rolls. May receive one henchman above the norm max.

Precise Memory: indicates a PC with "photographic memory", in most cases it’s automatic. In cases of intricate detail DM may require an Int check.

Disadvantages

Mild Allergies: Hayfever and Molds; Wis check to stifle a sneeze, runny nose or watery eyes.

Talents

Fine Balance-Dex/19: Blessed with an innate sense of balance and an uncanny knack for keeping their feet under them. With a successful check they gain a +2 to any climbing, saving throw or ability checks to avoid slipping and falling. Additionally, the PC reduces any penalty for fighting off-balance or akward situations by 2 pts. Is also very useful for tightrope walking, tumbling and climbing walls. If the DM determines that a particular feat would be influenced by the PC’s exceptional balance, the PC gains a +2 (on d20 rolls) or +10% (on d100 rolls) bonus to his rolls to resolve the action.

Quickness-Dex/19: A PC with this talent is unusually fast. Eye-hand coordination is excellent and she can often get past an opponent’s defences before they realize how quick she really is. In combat, she gains a –2 bonus to init rolls if the talent roll is successful.

Backward Kick-N/A: Can attack an opponent standing in one of her rear squares either by lashing backward or kicking over her own head.

Leadership-Chr/16: Understands how to motivate troops and to get the most out of their men. In battlefield situations, a military unit led by this PC gains a +2 to any morale checks they have to make. If you are playing with the mass combat rules the PC is treated as if he were 3 Lvls higher.

Spring-Dex/19: Can make astonishing jumps and leaps at blinding speed. At the cost of a half move or an attack, the PC can spring into the air, attaining a height of five feet and landing up to two squares away in any direction. The PC can flip and twist while airborne to achieve any facing when he lands. If the PC has a two square running start, he can double his sprining distance, landing up to four squares away and leaping 10 feet in the air, but the running start is a half-move action. For every additional slot spent the PC can add five feet and one square to distance achieved.

Flying Kick-Str/18: Can leap into the air, leading with a powerful kick that can strike an opponent up to three squares away. The PC can land in any square adjacent to the target, as long as it is within two squares of the attacker’s starting position. Strength bonuses to the attack and damage rolls apply along with specialization or mastery of Martial Arts style B. The kick inflicts 2d6 pts of damage.

Crushing Blow-N/A: Can break hard objects with hands (or feet). Under ideal conditions the PC can break a wooden board ½" thick/Lvl or ¼" slab of stone or brick/Lvl. Save vs. Crushing Blow for exceptionally strong, reinforced or supported objects or objects that are unusually shaped. When used against an opponent, does normal damamge +1 pt/Lvl. A Crushing Blow requires intense concentration and is a no-move action round.

Instant Stand-Dex/19: Can instantly regain their feet after falling down. If the ability check succeeds the PC can ignore the effects of knockdowns or failed spring attempts. Cannot use this talent while pinned, locked, held or grappled.

Legacies

Anti Poison

Senses

Feel Magic

Proficiencies

B/ Crowd-Working

D / 17

Somatic Concealment

D / 17

B/ Local History - Tyr

C / 17

Intimidation +1

B/ Reading/Writing

I / 22

Heat Protection

W / 14

B/ Singing

C / 17

Fast Talking

B/ Herbalism

I / 21

Sign Language

D / 18

B/ Musical Instrument-

Lyre

D / 19

Disguise

Ch / 17

Water Find

HR/ Etiquette

Reading Lips

I / 17

HR/ Heraldry -

Savage Coast

Voice Mimicry

Healing + 1

W / 16

HR/ Local History -

Savage Coast

Navigation

I / 19

Alertness

W / 17

HR/ Information Gathering

Appraising - gems

I / 21

HB/ Military Tactics

Gem Cutting

HB/ Ancient History –

Warfare, all realms

Artistic Ability –Carving

Musical Instrument –

Lute

Observation

3rd Lvl HE/ Survival –

Desert

I / 21

Veterinary Healing

Musical Instrument –

Sitar

Arcanology

Musical Instrument – Horn

Ancient History –

Faeruin

Ancient History - Athas, inc. Tyr

Special Abilities

(Athas) Bard

Witch Kit

Music, poetry & stories: Thieves Skills:

Inspire & rally; Identify Magic Item 95%

+1 Attack & +2 Morale Pick Pockets 40%

3rds before battle in 10ft/lvl=150 ft Open Locks 80%

Influence (NPC) Reactions: Find/RemoveTraps 85%

Save vs. Paralyze Move Silently 85%

1 hr/ Lvl = 15 hours Hide in Shadows 80%

Legend Lore Detect Noise 85%

+ 5% / Lvl = 75 % Climb Walls 75%

Refer to Legend Lore Table Read Languages 85%

3rd Lvl – Secure Familiar: same as Find Familiar except no components are required, need only concentrate for 1 turn. 1 mile/Lvl in 1d10 hours

5th Lvl – Brew Calmative: 1 hour to brew 1 dose of elixir has the sleep spell effect. No effect +8HD. Loses potency after 24 hrs, coats 1 weapon.

7th Lvl – Brew Poison: 1 hour to brew 1 dose of Class L, coats one weapon. Loses potency after 24 hrs

Master of Poisons

Lvl Gained Class Method Onset Strength

1st F injected immediate Death / 0

2nd N contact 1 minute Death / 25

3rd I injested 2-12 minutes 30 / 15

4th K contact 2-8 minutes 5 / 0

5th B injected 10-30 minutes 20 / 1-3

6th M contact 1-4 minutes 20 / 15

7th H injested 1-4 hours 20 / 10

8th E injected immediate Death / 20

9th G injested 2-12 hours 20 / 10

10th D injected 1-2 minutes 30 / 2-12

11th O injected 2-24 minutes Paralytic

12th J injested 1-4 minutes Death / 20

13th P injected 1-3 hours Debilitative

14th A injected 10-30 minutes 15 / 0

15th C injected 2-5 minutes 25 / 2-8

9th Lvl – Beguile: Any single creature or monster (no higher than 8th Lvl or 8 HD), same as Charm Monster &/or Charm Person spell, no saving throw, point and concentrate for 1 rd

11th Lvl – Brew Flying Ointment: 1 hour to brew 1 dose, rubs into skin, fly as per spell, 1 subject, loses potency after 24 hrs

13th Lvl – Witches Curse: bestow curse, effect is automatic, no saving throw, effect is 24 hrs unless dispelled by Witch, point & concentrate 1 rd

15th Lvl (DM additon) –

 

Kit (Current)

Honor Bound: Must adhere to a Code of Honor. Refer to Personal Information for details.

(Innate) Witch: detailed above

(Innate) Athas Bard: detailed above

 

Kits (Abandoned)

Preserver: although abandoned, this PC still retains the ability to draws upon the earths energy without

damaging it to cast her spells

Herald: Refer to Personal Information for details of retained skills and abilities.

 

Languages

(Bonus) Neutral Good, Neutral Evil, Lawful Neutral, Comman;Human, Half-Giant, Mul,

Comman Halfing, Comman Drow, Comman Dwarvish, Comman Dragon

 

Personal Information

RavenLoft Curse

Due to her "creation" in the realms of Ravenloft her ability to cast magic was altered from Soraeia’s in that the Powers of Ravenloft now provided with the power to weild magic. When they allowed to leave she left with a curse, one that she has learned the limits of over time, they are as follows:

If she becomes enraged (DM’s discretion), she creates a charging effect in her metobolic system.

If physical* contact is made during this time, she automatically, with no thought needed or required, drains 4d4** pts of damage and the draining effects of this ability are then transferred to her person, this charge can be used to up to 6 times per day, once per hour and lasts for two rounds.

If physical* contact is made with a male of any race in a "caring touch" for longer than 3 rds, the recipient looses all but 3 constitutions points for 1d3 rds.

* Skin to skin, save vs Paralyzation to negate

**1 time per day, she can drain up to 6d10 pts, not transferable, save vs paralyze @ -3 for ½ dmg

 

Master of Poisons Notes

Method: Injected and injested have no effect no effect on contact. Contact poisons have full effect even if swallowed or injected. Injested and ingected have ½ the normal effect if administered in the opposite manner.

Onset: The time that elapses before the poisons effects are felt.

Strength: The number before the slash lists the hit points of damage suffered if the saving throw is failed. The number after the slash lists the damamge taken if the save is successful. Paralytic poisons leave the character unable to move for 2d6 hours. Debilitative poisons weaken the character for 1d3 days. All abilities are ½’d, all adj. To attack, damage, AC, etc. from the lowered scores are applied during this time. Movement is ½. Cannot heal by normal or magical means for the duration.

 

Bard Legend Lore Results – Roll once / Level

3D6 Information Gained

  1. How many charges/uses left
  2. Whether item is intelligent
  3. Whether item is cursed/evil
  4. Value on the open market
  5. Name
  6. Famous Past Owners
  7. Age of Item
  8. What race created it
  9. Where it was made
  10. Who crafted it
  11. Alignment of owners
  12. Who can use it
  13. General Effects
  14. How to activate it
  15. Item type (as per DMG)
  16. Let player read DM entry

 

Study

Over both Soraeia’s and Safire’s lifetime they have both taken the time to study various books, learned and perfected the art of potion creation and the making and creation of items. It is detailed below.

* Book of Extraplaner Summoning

Learned how to create a circle of power which contains and holds (as in the Binding spell) the creatures summoned. Learned the names of a variety of higher and lower powers of most planes (DM discretion).

* Book of Dethos ( as in Pages from the Mages pg 50)

In addition to the (published) contents of the book there were also notes on the last page which can summon one ten headed Hydra under the summoners command once and for a period of 10 hours.

* Manual of Golems

Creation of a Flesh Golem-production time 1 month-cost 100 gp/wk

Creation of a Bone Golem-production time 2 months-cost 150 gp/wk

Creation of a

* Libram of Fists

Learned the art of melding a giant with a dwarf to create a Mul (as per Dark Sun campaign setting)

Creation time-3 months

* Book of Black Circles

Summon a Leucrotta, 7’ tall, 9’ length, sm, they have a 15 % chance to negate

May summon up to 3, ever from this study.

* Book of the Silver Talon (as found in Pages from the Mages pg 20)

Both Soraeia and Safire worked together to study this text, they transcribed it, learned to cast the spell variations. In addition there was a page of notes pertaining to the creation of a several Figurines of Wonderous Power. The first called for the creation of a tiny silver birds claw figurine. Upon the mouthing of the "name" (called out at the moment the figurine creation process is completed) it will bring forth a Giant Eagle 2x/day for a 12 hour period of time. The second is a white

* Potion Creation 92% ability, comman potions cost 1000 gp, specialized potions 2000 gp

* Scroll Creation 91% ability, rare quill collected for each scroll made, 1 day to brew the ink, I more day to complete the scroll, in addition to the insertion of spell time

* Gems and Stones

Studied the magical properties of gems and stones and is proficient in identifying which gems and stones can be used or imparted with magical abilities.

* Longevity Potion and Antidote

Created her own specialized Potion of Longevity

1 batch fills 2d6 potion bottles and cost 300 gp or 60 pp to manufacture. 1 draught from this potion reverses the aging process by 4 years. Each bottle of this potion contains four draughts.

Longevity Antidote

1 batch fills 2 potion bottles and costs 100 gp or 20 pp to manufacture. 2 draughts per bottle. 1 antidote draught provides the ability to drink more than 2 longevity potion bottles in 1 year without adverse effects.

Daltim’s Tome of Fire (as found in Pages from the Mages pg 35)

Safire found this Tome in the far off Hero Space Crystal Sphere on a little known and secluded pirates cove. She studied it briefly and then as per her agreement with Soraeia, copied it’s contents, including how to make the various magical items detailed with in it. When she returned to their home, Soraeia immediately recognized the Wizard sigil on the cover and returned to Faeruin to return it to the Halruan Mage Daltim. It was in this powerful mage that Soraeia finally found a man who’s talent she not only respected but whom she came to adore. She joined his group for several years, occasionally returning home to look in on business. They were married two winters ago. Soraeia sent Safire the notes she had taken on his book as a birthday present last year.