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[[ Landsoftheblacksea:Main_Page#Player_Characters | '''Return to the Main Page''']]
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|-
 
|[[Landsoftheblacksea:Main_Page/races|'''Races''']] || [[Landsoftheblacksea:Main_Page/religion|'''Religions''']] || [[Landsoftheblacksea:Main_Page/realms|'''Realms''']] || [[Landsoftheblacksea:Main_Page/geography|'''Geography''']] || [[Landsoftheblacksea:Main_page/organizations|'''Organizations''']] || [[Landsoftheblacksea:Main_Page/languages|'''Languages''']]  || [[Landsoftheblacksea:Main_page/time_calendars|'''Time & Calendars''']]
 
|-
 
|}
 
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[[ Landsoftheblacksea:Main_Page#Player_Characters | '''<< Return to the Main Page''']]
 
 
 
[[File:Fariya.jpg |300 px | thumb | Picture from https://www.pinterest.com/pin/357051076719991734/]]
 
  
 
A Half-elf Fighter-Mage-Cleric from the distant land of Jhon
 
A Half-elf Fighter-Mage-Cleric from the distant land of Jhon
  
[https://docs.google.com/spreadsheets/d/15y76CwFHZK_bSn64lykSJTjRqa59ipTK/edit?usp=sharing&ouid=104111159945893972742&rtpof=true&sd=true '''Fariya's Character Sheet''']
 
 
<!--
 
 
== Basics ==
 
== Basics ==
 
{| class="wikitable" border="0" style="text-align:center"
 
{| class="wikitable" border="0" style="text-align:center"
 
! Character Name !! Player Name !! Class !! Alignment !! AC !! Experience !!  Needed for Next Level !! Hit Points
 
! Character Name !! Player Name !! Class !! Alignment !! AC !! Experience !!  Needed for Next Level !! Hit Points
|-  
+
|-
| Fariya Mithra Camar || Darklin || F2 / M2 / C2 || LG || 10 (6 w/ Armor spell) || F-2650 / M-2765 / C-2765 || Next F-4000 / M-5000 / C-3000 || 12 (38 before split)
+
| Fariya Mithra Camar || Darklin || F1 / M1 / C2 || LG || 10 (6 w/ Armor spell) || F-1943/M-2137/C-2137 || Next F-2000/M-2500/C-3000 || 8 (26 before split)
|-  
+
|-
 
|}
 
|}
  
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! Age !! Height !! Weight !! Eye Colour !! Hair Colour  
 
! Age !! Height !! Weight !! Eye Colour !! Hair Colour  
 
|-
 
|-
| 20 || 5'8" || 130 lbs || Green || Black  
+
| 20 || 5'6" || 130 lbs || Green || Black  
 
|}
 
|}
  
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| 10 || 11 || 13 || 15 || 12  
 
| 10 || 11 || 13 || 15 || 12  
 
|}
 
|}
 +
  
 
*Half-elven characters have a 30% resistance to sleep and all charm-related spells.
 
*Half-elven characters have a 30% resistance to sleep and all charm-related spells.
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|'''Scimitar'''
 
|'''Scimitar'''
 
|-
 
|-
|'''Short Sword'''
+
|'''Short sword'''
 
|-
 
|-
 
|'''Jambiya (dagger)'''
 
|'''Jambiya (dagger)'''
 
|-
 
|-
 
|}
 
|}
 +
  
 
First (4)+(Fighter) New proficiency every 3 levels.  3,6,9,12
 
First (4)+(Fighter) New proficiency every 3 levels.  3,6,9,12
  
3rd-Expertise in Scimitar, 6th-Great Scimitar 9th-Quarterstaff, 12th-Ransuer
+
Spear, Hand axe
  
 
== Nonweapon Proficiencies ==
 
== Nonweapon Proficiencies ==
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|'''2nd Skill - Fisher-Swimming|| (0) || STR ||0 || 10 || A character with swimming proficiency knows how to swim and can move according to the rules given in the Swimming section (Ch 14). Those without this proficiency cannot swim. They can hold their breath and float, but they cannot move themselves about in the water.
 
|'''2nd Skill - Fisher-Swimming|| (0) || STR ||0 || 10 || A character with swimming proficiency knows how to swim and can move according to the rules given in the Swimming section (Ch 14). Those without this proficiency cannot swim. They can hold their breath and float, but they cannot move themselves about in the water.
 
|-
 
|-
|'''2nd Skill- Fisher-Fishing|| (0) || WIS || -1 || 15||A character with this proficiency knows how to catch fish with hook and line, net, and spear. If fish are present in a body of water, a successful proficiency check means the character has caught something. Typically, with a successful check, the fisherman he will catch 1 d6 fish in an hour. This number can be doubled if many fish are present. It is reduced to one fish per hour if the character is seeking large quarry-such as sturgeon, muskellunge, giant carp, or saltwater fish.
+
|'''2nd Skill- Fisher- Fishing|| (0) || WIS || -1 || 15||A character with this proficiency knows how to catch fish with hook and line, net, and spear. If fish are present in a body of water, a successful proficiency check means the character has caught something. Typically, with a successful check, the fisherman he will catch 1 d6 fish in an hour. This number can be doubled if many fish are present. It is reduced to one fish per hour if the character is seeking large quarry-such as sturgeon, muskellunge, giant carp, or saltwater fish.
 
|-
 
|-
|'''2nd Skill- Fisher-Small Boat Handling|| (0) || WIS || +1 || 17 || This proficiency allows the character to pilot any small boat, such as a kayak or canoe, operating it at maximum speed. It also allows make minor repairs and improvements in these boats, such as waterproofing them and patching holes. A successful proficiency check enables the character to handle the craft in treacherous situations.
+
|'''2nd Skill- Small Boat Handling|| (0) || WIS || +1 || 17 || This proficiency allows the character to pilot any small boat, such as a kayak or canoe, operating it at maximum speed. It also allows make minor repairs and improvements in these boats, such as waterproofing them and patching holes. A successful proficiency check enables the character to handle the craft in treacherous situations.
 
|-
 
|-
 
|'''Healing''' || (2) || WIS || -2 || 14 ||  A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one round of wounding (and makes a successful proficiency check), his ministrations restore 1d3 hit points (but no more hit points can be restored than were lost in the previous round). Only one healing attempt can be made on a character per day.
 
|'''Healing''' || (2) || WIS || -2 || 14 ||  A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one round of wounding (and makes a successful proficiency check), his ministrations restore 1d3 hit points (but no more hit points can be restored than were lost in the previous round). Only one healing attempt can be made on a character per day.
 
|-
 
|-
|'''Leatherworking'''|| (1)|| INT|| 0 || 18 ||Characters with this skill can skin animals, tan leather, and work that leather into clothing, armor, backpacks and saddlebags, harnesses, etc. These tasks are automatic successes, but the leather worker will have to make a proficiency check when attempting unusual jobs-making a leather patch for a boat hull, for example, or making a usable tent of scraps of hide.
+
|'''Leatherworking'''|| (1)|| INT|| 0 || 18 ||Characters with this skill can skin animals, tan leather, and work that leather into clothing, armor, backpacks and saddlebags, harnesses, etc. These tasks are automatic successes, but the leather worker will
 +
have to make a proficiency check when attempting unusual jobs-making a leather patch for a boat hull, for example, or making a usable tent of scraps of hide.
 
|-
 
|-
 
|'''Spellcraft'''|| (1)|| INT|| -2 || 16 || Although this proficiency does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A proficiency check must be rolled to make a correct identification. Note that since the spellcaster must be observed until the very instant of casting, the spell-craft proficiency does not grant an advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would otherwise have no visible effect. Those talented in this proficiency also have a chance (equal to half of their normal proficiency check) of recognizing magical or magically endowed constructs for what they are.
 
|'''Spellcraft'''|| (1)|| INT|| -2 || 16 || Although this proficiency does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A proficiency check must be rolled to make a correct identification. Note that since the spellcaster must be observed until the very instant of casting, the spell-craft proficiency does not grant an advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would otherwise have no visible effect. Those talented in this proficiency also have a chance (equal to half of their normal proficiency check) of recognizing magical or magically endowed constructs for what they are.
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|'''Religion'''|| (1) || WIS||  0 || 16 || Characters with religion proficiency know the common beliefs and cults of their homeland and the major faiths of neighboring regions. Ordinary information (type of religious symbol used, basic attitude of the faith, etc.) of any religion is automatically known by the character. Special information, such as how the clergy is organized or the significance of particular holy days, requires a proficiency check.
 
|'''Religion'''|| (1) || WIS||  0 || 16 || Characters with religion proficiency know the common beliefs and cults of their homeland and the major faiths of neighboring regions. Ordinary information (type of religious symbol used, basic attitude of the faith, etc.) of any religion is automatically known by the character. Special information, such as how the clergy is organized or the significance of particular holy days, requires a proficiency check.
 
|-
 
|-
|'''Research '''|| (1) ||INT|| 0 || 18 ||  A wizard with this skill is well-versed in the theory and application of spell research. He is familiar resources, with the use of libraries, laboratories, and other resources, also has a good grasp of the fundamental processes of experimentation and problem-solving. With a successful proficiency check, the character gains a +5% bonus to his success roll when researching a new spell and only requires one-half the usual amount of time to perform spell research or determine the process necessary to manufacture a particular magical item.    
+
|'''Research '''|| (1) ||INT|| 0 || 18 ||  A wizard with this skill is well-versed in the theory and application of spell research. He is familiar resources, with the use of libraries, laboratories, and other resources, also has a good grasp of the fundamental
 +
processes of experimentation and problem-solving. With a successful proficiency check, the character gains a +5% bonus to his success roll when researching a new spell and only requires one-half the usual amount of time to perform spell research or determine the process necessary to manufacture a particular magical item   
 
|-
 
|-
 
|'''Herbalism'''|| (2)|| INT|| -2|| 16 || Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives.
 
|'''Herbalism'''|| (2)|| INT|| -2|| 16 || Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives.
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|-
 
|-
 
|}
 
|}
 +
  
 
First level (4)+ Intell Bonus (7)+ (Priest/Wizard Classes get New proficiency every 3 levels.)  3,6,9,12
 
First level (4)+ Intell Bonus (7)+ (Priest/Wizard Classes get New proficiency every 3 levels.)  3,6,9,12
  
3rd-Tumbling, 6th-Carpentry, 9th-Navigation, 12th-Riding, Land Based
+
==Leather Workshop (Future Plans)==
 +
Fighter's Handbook. If he Intends to make any sort of all leather armor (hide armor, leather armor, and armored leather caps). The workshop is a leatherworker's shop. Including apparatus for leather soaking, scraping, tanning, boiling, boiling in wax, shaping, hole punching, sewing, and all the other processes by which leather is transformed Into armor. Such a workshop costs 25 gp plus the cost of the shelter where it is set up: An additional 25 gp for a large tent, an additional 75 gp for a well-crafted hut/workshop, or more as part of a larger dwelling (at whatever price scheme the DM prefers). (Included In the price of the leatherworker's shop is the cost of the tools necessary to make padded armor and armor linings and padding.)
  
 
== Languages ==
 
== Languages ==
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== Equipment ==
 
== Equipment ==
 
{| class="wikitable"
 
{| class="wikitable"
! Item !! Weight !! Carried
 
 
|-
 
|-
|<span style="color: blue">''' Ring of Thought (see notes below) ''' </span>
+
|'''Equipment'''
|''''' 0 '''''  
+
|'''''Weight'''''
|'''''Worn '''''  
+
|'''''Location'''''
 
|-
 
|-
|<span style="color: blue">''' Occulus Dei/Eye of God (1) ''' </span>
+
|'''Clothing'''
|''''' 0'''''  
+
|'''''3 lbs'''''
|'''''Backpack '''''  
+
|'''''Body'''''
 
|-
 
|-
|<span style="color: blue">'''Veneficus Pestis/Wizard’s Bane (1)''' </span>
+
|'''Forest Green Hooded Cloak'''
|''''' 0 '''''  
+
|'''''1 lb'''''
|''''' Backpack'''''  
+
|'''''Body'''''
 
|-
 
|-
|<span style="color: blue">''' Oris Mortuorum/Dead Man’s Mouth (1)''' </span>
+
|'''Scimitar'''
|''''' 0 '''''  
+
|'''''4 lbs'''''
|''''' Backpack '''''  
+
|'''''Back'''''
 
|-
 
|-
|''' Coin Purse with gold and Emeralds '''  
+
|'''Dwarven Steel Short Sword'''
|''''' 0 '''''  
+
|'''''2 lbs'''''
|'''''Worn '''''  
+
|'''''Horizontally on small of back lt'''''
 
|-
 
|-
|''' Brown Hooded Cloak '''  
+
|'''Jambiya Dagger'''
|''''' 1 '''''  
+
|'''''1 lb'''''
|'''''Worn '''''  
+
|'''''Boot'''''
 
|-
 
|-
|''' Spellbook '''  
+
|'''Long bow'''
|''''' 1 '''''  
+
|'''''2 lbs'''''
|'''''Backpack '''''  
+
|'''''Back'''''
 
|-
 
|-
|''' Magic Long bow '''  
+
|'''Quiver with 57 sheaf arrows'''
|''''' 3 '''''  
+
|'''''2 lbs'''''
|'''''Worn '''''  
+
|'''''Back'''''
 
|-
 
|-
|''' Long Bow '''
+
|'''Backpack'''
|''''' 3 '''''
+
|'''''2 lbs'''''
|'''''Worn'''''
+
|'''''Back'''''
 
|-
 
|-
|''' Dwarven Steel / Silvered Scimitar '''  
+
|'''1 weeks rations'''
|''''' 3 '''''  
+
|'''''5 lb'''''
|'''''Back '''''  
+
|'''''Backpack'''''
 
|-
 
|-
|''' 8 Throwing Daggers w/o handles '''  
+
|'''Large Belt pouches x2'''
|''''' 4 '''''  
+
|'''''1 lb'''''
|'''''Worn '''''  
+
|'''''Waist on Belt'''''
 
|-
 
|-
|''' Backpack '''  
+
|'''Flint and steel'''
|''''' 2 '''''  
+
|'''''*'''''
|'''''Backpack '''''  
+
|'''''Beltpouch'''''
 
|-
 
|-
|''' 4 Days Iron Rations '''  
+
|'''Phoenix Holy symbol'''
|''''' 2 '''''  
+
|'''''*'''''
|'''''Backpack '''''  
+
|'''''Neck under shirt'''''
 
|-
 
|-
|''' Thigh Sheaths x 2 (6 Dagger Capacity each) '''  
+
|'''Healing Bag'''
|''''' 1 '''''  
+
|'''''3 lbs'''
|'''''Worn '''''  
+
|'''''Over shoulder'''''
 
|-
 
|-
|''' Waterskin '''  
+
|'''Veniri Gladius Short Sword*'''
|''''' 1 '''''  
+
|'''''3 lbs'''''
|'''''Backpack '''''  
+
|'''''Horizontal on Small of back rt'''''
 
|-
 
|-
|''' Healing Haversack '''  
+
|'''Lamp oil x3'''
|''''' 3 '''''  
+
|'''''3 lbs'''''
|'''''Worn '''''  
+
|'''''Backpack'''''
 
|-
 
|-
|''' Large Belt pouches x2 '''  
+
|'''Small Shield'''
|''''' 1 '''''  
+
|'''''5 lbs'''''
|'''''Worn '''''  
+
|'''''Back'''''
 
|-
 
|-
|''' Iron Phoenix Holy symbol '''  
+
|'''Hooded Lantern'''
|''''' 0 '''''  
+
|'''''2 lbs'''''
|'''''Worn '''''  
+
|'''''Backpack'''''
 
|-
 
|-
|''' Veniri Gladius Short Sword* (50gp) '''  
+
|'''Waterskin'''
|''''' 3 '''''  
+
|'''''1 lbs'''''
|'''''Back '''''  
+
|'''''On Backpack'''''
 
|-
 
|-
|''' Dwarven Steel Short Sword x 2'''
+
|'''Total'''
|''''' 0 '''''
+
|'''''46 lbs'''''
|<span style="color: red">'''''Prisoners ''''' </span>
 
|-
 
|''' Quiver with 50 Sheaf Arrows '''
 
|''''' 2 '''''
 
|'''''Back '''''
 
|-
 
|''' Bone Medallion from Acaozzashk '''
 
|''''' 0 '''''
 
|'''''Pouch '''''
 
|-
 
|''' brass ring; a (filthy) rabbits foot charm, leather bracelet with several bone charms '''
 
|''''' 1 '''''
 
|'''''Pouch '''''
 
|-
 
|''' 2 Days Iron Rations '''
 
|''''' 2 '''''
 
|'''''Sling Bag '''''
 
|-
 
|''' 3 Vials of Lamp oil '''
 
|''''' 3 '''''
 
|'''''Sling Bag '''''
 
|-
 
|''' Hooded Lantern '''
 
|''''' 2 '''''
 
|'''''Sling Bag '''''
 
|-
 
|''' Hand Axe '''
 
|''''' 5 '''''
 
|'''''Sling Bag '''''
 
|-
 
|''' Total w/ Sling Bag '''  
 
|''''' 40 '''''
 
|<span style="color: blue">'''Unencumbered ''' </span>
 
|-
 
|''' Total w/out Sling Bag '''
 
|''''' 28 '''''
 
|<span style="color: blue">'''Unencumbered ''' </span>
 
 
|-
 
|-
 
|}
 
|}
  
  
<span style="color: blue">* '''Ring of Thought''': Base Power: All Mentalism Spells 125% (Range, AoE, Duration, # creatures affected, etc. etc.). All saves against Mentalism spells cast by wearer at -1; Wearer saves against Mentalism spells and spell-like effects @ +1. Single person cannot wear more than one of the Rings at a time. Here are the spells in the Mentalism List: Charm Person-1st, Hypnotism-1st, Spook-1st, ESP-2nd, Forget-2nd, Clairaudience-3rd, Clairvoyance-3rd, IRON MIND-3rd, Suggestion-3rd, Charm Monster-4th, Phantasmal Killer-4th, Psychic Protection-4th, Rary's Mnemonic Enhancer-4th, Domination-5th, Feeblemind-5th, Magic Jar-5th, Sending-5th, Eyebite-6th, Geas-6th, Mass Suggestion-6th, Tower of Mental Resistance-6th, Descent into Madness-7th, Demand-8th, Mind Blank-8th, Programmed Amnesia-9th.
+
*Veniri Gladius Short Sword w/ silver inlaid guard featuring nautical designs and a squid pommel with the twined tentacles forming the grip (50 gp value)
  
<span style="color: blue"> '''Veneficus Pestis/Wizard’s Bane''': This large, blue, tall-stalked mushroom must be eaten fresh. When consumed, a save vs. poison must be made. If the save is successful, the consumer will have Magic Resistance (10 – 40%) for 1d10 rounds. Failure still provides the magic resistance, but the consumer also takes 1d10 poison damage. The mushroom will remain fresh for no more than seven days after it is harvested. </span>
+
*Healing Bag consists of a Large Haversack usually made of leather or heavy canvas. It is used primarily by characters who have the Healing Proficiency. A healing bag allows such characters a +1 bonus to his chance to successfully heal a victim. A healing bag may be purchased new complete with all supplies, or may be assembled by the healer. A complete bag includes 30 rolled bandages of various sizes, 20 feet of rolled gauze, a tiny metal mixing bowl, ceramic Mortar and Pestle, and ten jars of various herbs that can be crushed and mixed with water to form a paste to be applied to wounds. The kit also includes 3 curved gold needles and a spool of white and black thread (50 feet) to be used to stitch gaping wounds. Some kits include several ceramic vials (10) to be filled with clean water. Cost 6 Gold Pieces
  
<span style="color: blue"> '''Oris Mortuorum/Dead Man’s Mouth''': A pale white mushroom that sheds a phantom green glimmer in darkness. Said to grow where a man with unfinished business died, it’s often found in graveyards and ancient tombs. If properly dried for 24 hours, the mushroom can be then steeped in boiling water to make a tea that can be drunk. The consumer must then save vs. poison; if the save is successful, the consumer will be able to Speak with Dead as if cast by a 6th level Priest (dead < 1 week, 1 round duration, 2 questions). A failed save will result in hallucinations of the dead talking to them, but there will be no real connection to the dead person or creature in question. There will be no difference between these results from the point of view of the consumer – it is only a matter of whether the questions and answers are actually generated by the dead entity, or whether they are imagined by the mind of the consumer. </span>
+
== Large Lockable Chest in Room ==
 
 
<span style="color: blue"> '''Oculus Dei/Eye of God''': A small, light blue mushroom that grows in clumps. When the gills are dried and smoked it causes mild visual hallucinations that may or may not reveal the future. Game Effect – character smoking the dried mushrooms is incapacitated for 2 hours, in a dreamlike trance, unable to take any actions. 33% chance that character will see visions of the past, present, and future in chains of events that are linked in meaning; these will be vibrant scenes and images and even auditory components that the individual will remember after the effects have passed. Failure of this roll will still result in similar perceptions, but these either are random in nature and unrelated to the user’s stated interest, or the user will not remember the imagery in enough detail to be able to connect their focus and meaning. </span>
 
 
 
*'''Veniri Gladius Short Sword''' with silver inlaid guard featuring nautical designs and a squid pommel with the twined tentacles forming the grip.  Blade is a high gloss buffed steel flawless in every way. (50 gp value)
 
 
 
*'''Healing Bag''' consists of a Large Haversack usually made of heavy leather. It is used primarily by characters who have the Healing Proficiency. A healing bag allows such characters a +1 bonus to his chance to successfully heal a victim. A healing bag may be purchased new complete with all supplies, or may be assembled by the healer. A complete bag includes 30 rolled bandages of various sizes, 20 feet of rolled gauze, a tiny metal mixing bowl, ceramic Mortar and Pestle, and ten jars of various herbs that can be crushed and mixed with water to form a paste to be applied to wounds. The kit also includes 3 curved gold needles and a spool of white and black thread (50 feet) to be used to stitch gaping wounds. Some kits include several ceramic vials (10) to be filled with clean water. Hero's Heart Herbs x 3. Cost 6 Gold Pieces.
 
 
 
*'''Fishing Gear'''=Spear for fishing, Cane Pole, Fishing line x2 Spools, 2 corks, weights & Wood Bait box (4 Lbs for all)  (Stays on Barge will not carry.)
 
 
 
== Large Locked Chest in Room ==
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
|'''Blue Palace Golden Chainmail with Red Surcoat (40lbs)'''
+
|'''Dwarven Steel Short Sword'''
 
|-
 
|-
|'''Pair of Matched Scimitars - Flames of A’Salam Ethos'''
+
|'''Dwarven Steel Ingots x 3 (3 for Great Scimitar)'''
 
|-
 
|-
|'''*Small Shield'''
+
|'''Leather Hide for Wilderness harness and thigh sheath'''
|-
 
|'''Leather Cow Hide '''
 
 
|-
 
|-
|'''Flasks of Oil x 5'''
+
|'''Flasks of Oil x 2'''
 
|-
 
|-
 
|'''Small Silver Mirror'''
 
|'''Small Silver Mirror'''
 
|-
 
|-
|'''Lavender Soap'''
+
|'''Soap'''
|-
 
|'''*Johonnian Scimitar'''
 
 
|-
 
|-
 
|'''Whetstone'''
 
|'''Whetstone'''
 
|-
 
|-
|'''2 Days Iron Rations'''
+
|'''Map case'''
|-
 
|'''Leather Map case'''
 
 
|-
 
|-
 
|'''Small Hourglass'''
 
|'''Small Hourglass'''
 
|-
 
|-
 
|'''Writing quills x 10'''
 
|'''Writing quills x 10'''
|-
 
|'''Large Saddle Bags'''
 
 
|-
 
|-
 
|'''Vials of Ink x 2'''
 
|'''Vials of Ink x 2'''
|-
 
|'''*Jambiya Dagger'''
 
 
|-
 
|-
 
|'''Silk Rope 50 ft'''
 
|'''Silk Rope 50 ft'''
 
|-
 
|-
|'''Hooded Fine Fur Cloak from Violet (50 gp)'''
+
|'''Hooded Fine Fur Cloak from Violet'''
 
|-
 
|-
 
|}
 
|}
Line 325: Line 260:
 
One Month paid Room and Board compliments of Violet
 
One Month paid Room and Board compliments of Violet
  
Small Dwarven Steel Shield being made.
+
== Shopping List ==
Dwarven Steel Silvered Scimitar being made.  Both Paid for up front.
+
{| class="wikitable"
 
 
== Total Wealth ==
 
{|class="wikitable"
 
|'''Local on Person Wealth in coin purse'''
 
|'''''67 gold, 9 Silver, 8 Copper in coin purse'''''
 
|'''''Emeralds x 2 (100 GP Each)'''''
 
 
|-
 
|-
|'''Total Wealth Stored in Locked Chest in Residence'''
+
|'''High Quality Katana from Swordsmith*'''
|'''''Fine Fur Cloak (50gp)'''''
 
|'''''Blue Palace Golden Chainmail'''''
 
|'''''Flames scimitars-matching pair'''''
 
 
|-
 
|-
|}
+
|'''Emerald Earrings (to match my eyes)*'''
 
 
== Future Shopping List Long Term ==
 
{| class="wikitable"
 
 
|-
 
|-
|'''Fishing boat (Canoe)'''
+
|'''Another weeks Iron Rations'''
 
|-
 
|-
 
|'''Silver Holy Symbol of the Phoenix*'''
 
|'''Silver Holy Symbol of the Phoenix*'''
 +
|-
 +
|'''Spear*'''
 +
|-
 +
|'''Throwing Daggers x 6 (No Handles less weight)'''
 +
|-
 +
|'''Leather thigh sheath for 6 throwing daggers (No Handles)'''
 
|-
 
|-
 
|'''Draft Horse and Wagon*'''
 
|'''Draft Horse and Wagon*'''
 
|-
 
|-
 
|}
 
|}
 +
 +
 +
*Long term
  
 
== Money ==
 
== Money ==
Line 359: Line 291:
 
|-
 
|-
 
|'''Gold'''
 
|'''Gold'''
|'''''67 on person'''''
+
|'''''-18'''''
 
|-
 
|-
 
|'''Electrum'''
 
|'''Electrum'''
Line 365: Line 297:
 
|-
 
|-
 
|'''Silver'''
 
|'''Silver'''
|'''''17'''''
+
|'''''9'''''
 
|-
 
|-
 
|'''Copper'''
 
|'''Copper'''
|'''''16'''''
+
|'''''8'''''
|-
 
|'''Gems & Jewlery'''
 
|'''''Emeralds x 2 (100 GP Value each)(Coin Purse)'''''
 
|-
 
|}
 
 
 
Coin purse is carried between the Breasts.
 
 
 
== Mage Spells ==
 
{| class="wikitable"
 
|-
 
!Level !! Memorized !! Cast
 
|-
 
|'''First Level'''
 
|''''' 2 '''''
 
|'''''1'''''
 
|-
 
|'''Second Level'''
 
|''''' 0 '''''
 
|''''' '''''
 
|-
 
|'''Third Level'''
 
|'''''0'''''
 
|''''' '''''
 
|-
 
|'''Fourth Level'''
 
|''''' 0 '''''
 
|''''' '''''
 
|-
 
|'''Fifth Level'''
 
|''''' 0 '''''
 
|''''' '''''
 
 
|-
 
|-
 
|}
 
|}
Line 426: Line 326:
 
|-
 
|-
 
| ''1 || Color Spray'' || 0 || Instantaneous || 5x20x20 Wedge || V, S, M || 1 || Special || Color Flash 1d6 creatures Blind, Unconscious or Stunned. ||  Red, Yellow, Blue sand  
 
| ''1 || Color Spray'' || 0 || Instantaneous || 5x20x20 Wedge || V, S, M || 1 || Special || Color Flash 1d6 creatures Blind, Unconscious or Stunned. ||  Red, Yellow, Blue sand  
|-
 
| ''1 || Identify'' || 0 || 1 Rd / Level || 1 Item/level || V,S,M || Special || None || Identify Magical Items.  10% Chance per level. || Pearl (100gp) & Owl Feather steeped in wine & drunk
 
|-
 
| ''1 || Fist of Stone'' || 0 || 1 rd / level || Caster's Hand || V, S || 1 || None || Turns casters fist to stone and grants 18-00 strength +3 to Hit, +6 to Damage || None
 
|-
 
| ''1 || *Spook'' || 30 FT || Special || 1 Creature || V,S || 1 || Negates || Scares creature and forces it to flee until saving. || None
 
 
|}
 
|}
  
  
Spells wanted to Find & Learn: '''1st:''' Mount-PHB, Copy-WHB, Shocking Grasp-PHB, Mending-PHB, Feather fall-PHB, Write-WSC.  '''2nd:'''''Strength''-PHB, Cat's Grace-S&M, Blur-PHB, ''Stinking Cloud''-PHB, Continual Light-PHB, Deep-pockets-PHB, ESP-PHB, Invisibility-PHB, Knock-PHB, Melf's Acid Arrow-PHB, Filter-WHB, Web-PHB, Spectral Hand-PHB, Alter Self-PHB, Scare-PHB, Mirror Image-PHB, Glitterdust-PHB, Rope Trick-PHB. '''3rd:''' ''Haste''-PHB, Dispel Magic-PHB, Fireball-PHB, Fly-PHB, Lightning Bolt-PHB, Protection from Normal Missiles-PHB, Vamperic Touch-PHB, Water Breathing-PHB, Wraithform-PHB, Tongues-PHB, Monster Summoning 1-PHB, Melf's Minute Meteors-PHB, Flame Arrow-PHB, Clairvoyance-PHB, Lance of Disruption-S&M, Far Reaching 1-Tome, Gust of Wind-PHB, Invisibility 10'Radius-PHB.
+
Spells wanted to Find & Learn: '''1st:''' Identify-PHB, Mount-PHB, Copy-WHB, Shocking Grasp-PHB, Mending-PHB, Tensor's Floating Disc-PHB, Featherfall-PHB, Write-WSC, Fist of Stone-Tome.  '''2nd''':Strength-PHB, Cat's Grace-S&M, Blur-PHB, Stinking Cloud-PHB, Continual Light-PHB, Deep-pockets-PHB, ESP-PHB, Invisibility-PHB, Knock-PHB, Melf's Acid Arrow-PHB, Rope Trick-PHB, Web-PHB, Spectral Hand-PHB, Displace Self-S&M, Scare-PHB, Mirror Image-PHB, Detect Invisibility-PHB, Levitate-PHB. '''3rd''' Haste-PHB, Dispel Magic-PHB, Fireball-PHB, Fly-PHB, Lightning Bolt-PHB, Protection from Normal Missiles-PHB, Vamperic Touch-PHB, Water Breathing-PHB, Wraithform-PHB, Tongues-PHB, Monster Summoning 1-PHB, Melf's Minute Meteors-PHB, Flame Arrow-PHB, Augmentation 1-Tome, Lance of Disruption-S&M, Far Reaching 1-Tome, Gust of Wind-PHB, Invisibility 10'Radius-PHB.
  
 
== (Spell Book) ==
 
== (Spell Book) ==
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! First Level (2) !! Second Level (0) !! Third Level (0) !! Fourth Level (0) !! Fifth Level (0)   
+
! First Level (1) !! Second Level (0) !! Third Level (0) !! Fourth Level (0) !! Fifth Level (0)   
|-
 
| ''Read Magic-PHB''||  || ||  ||
 
|-
 
| ''Armor-PHB''||  ||  ||  ||
 
|-
 
| ''Sleep-PHB''||  ||  ||  ||
 
 
|-
 
|-
| ''Comprehend Languages-PHB''|| || || ||   
+
| ''Read Magic''||   || ||   ||   
 
|-
 
|-
| ''Magic Missile-PHB''||  ||  ||  ||
+
| ''Armor''||  ||  ||  ||
 
|-
 
|-
| ''Unseen Servant-PHB''||  ||  ||  ||  
+
| ''Sleep''||  ||  ||  ||
 
|-
 
|-
| ''Spider Climb-PHB''||  ||  ||  ||  
+
| ''Comprehend Languages''||  ||  ||  ||  
 
|-
 
|-
| ''Shield-PHB''||  ||  || ||
+
| ''Magic Missile''||  ||  || ||
 
|-
 
|-
| ''Color Spray-PHB''||  || ||  ||
+
| ''Unseen Servant''||  || ||  ||
 
|-
 
|-
| ''Identify-PHB''||  ||  ||  ||
+
| ''Spider Climb''||  ||  ||  ||  
 
|-
 
|-
| ''Fist of Stone-Tome of Magic''||  ||  ||  ||  
+
| ''Shield''||  ||  ||  ||
 
|-
 
|-
| ''*Spook-PHB'' ||  || || ||  
+
| ''Color Spray''||  || || ||  
 
|}
 
|}
  
== Mage Spells Available to Learn ==
+
== Spells Available to Learn ==
 
{| class="wikitable"
 
{| class="wikitable"
|-
 
| ''Flaming Sphere''
 
| '''''2nd'''''
 
 
|-
 
|-
 
| ''Strength''
 
| ''Strength''
| '''''2nd'''''
 
|-
 
| ''Stinking Cloud''
 
 
| '''''2nd'''''
 
| '''''2nd'''''
 
|-
 
|-
Line 484: Line 366:
 
|}
 
|}
  
== Priest Spell Slots / Day ==
+
== Priest Spells ==
 
{| class="wikitable"
 
{| class="wikitable"
|-
 
!Level !! Memorized !! Cast
 
 
|-
 
|-
 
|'''First Level'''
 
|'''First Level'''
 
|''''' 4 '''''
 
|''''' 4 '''''
|'''''3'''''
 
 
|-
 
|-
 
|'''Second Level'''
 
|'''Second Level'''
 
|''''' 0 '''''
 
|''''' 0 '''''
|''''' '''''
 
 
|-
 
|-
 
|'''Third Level'''
 
|'''Third Level'''
 
|'''''0'''''
 
|'''''0'''''
|''''' '''''
 
 
|-
 
|-
 
|'''Fourth Level'''
 
|'''Fourth Level'''
 
|''''' 0 '''''
 
|''''' 0 '''''
|''''' '''''
 
 
|-
 
|-
 
|'''Fifth Level'''
 
|'''Fifth Level'''
 
|''''' 0 '''''
 
|''''' 0 '''''
|''''' '''''
 
 
|-
 
|-
 
|'''Sixth Level'''
 
|'''Sixth Level'''
 
|''''' 0 '''''
 
|''''' 0 '''''
|''''' '''''
 
 
|-
 
|-
 
|'''Seventh Level'''
 
|'''Seventh Level'''
 
|''''' 0 '''''
 
|''''' 0 '''''
|''''' '''''
 
 
|-
 
|-
 
|'''Eighth Level'''
 
|'''Eighth Level'''
 
|''''' 0 '''''
 
|''''' 0 '''''
|''''' '''''
 
 
|-
 
|-
 
|}
 
|}
  
 
A priest of the True Faith of A'Salam should have: [[Major]]: All; Combat; Creation; Divination; Guardian; Healing; Protection; Summoning [[Minor]]: Elemental; Charm; Necromantic (good effects only);
 
A priest of the True Faith of A'Salam should have: [[Major]]: All; Combat; Creation; Divination; Guardian; Healing; Protection; Summoning [[Minor]]: Elemental; Charm; Necromantic (good effects only);
 
== (Priest Spells) ==
 
{| class="wikitable"
 
|-
 
! First Level (4) !! Second Level (0) !! Third Level (0) 
 
|-
 
| ''Bless''||''Aid''||''Continual Light''||
 
|-
 
| ''Combine''||''Augury''||''Create Food & Drink''||
 
|-
 
| ''Command''||''Barkskin''||''Cure Blindness & Deafness''||
 
|-
 
| ''Create Water''||''Chant''||''Cure Disease''||
 
|-
 
| ''Cure Light Wounds''||''Charm Person or Mammal''||''Dispel Magic''||
 
|-
 
| ''Detect Evil''||''Detect Charm''||''Feign Death''||
 
|-
 
| ''Detect Magic''||''Dust Devil''||'' Flame Walk''||
 
|-
 
| ''Detect Poison''||''Enthrall''||''Glyph of Warding''||
 
|-
 
| ''Detect Snares & Pits''||''Fire Trap''||''Hold Animal''||
 
|-
 
| ''Endure Cold / Heat'' ||''Flame Blade''||''Locate Object''||
 
|-
 
| ''Light or Darkness'' ||''Find Traps''||''Magical Vestment''||
 
|-
 
| ''Locate Animals or Plants''||''Messenger''||''Negative Plane Protection''||
 
|-
 
| ''Magical Stone''||''Heat Metal''||''Meld into Stone''||
 
|-
 
| ''Protection from Evil''||''Hold Person''||''Prayer''||
 
|-
 
| ''Purify Food & Drink''||''Know Alignment''||''Pyrotechincs''||
 
|-
 
| ''Remove Fear''||''Produce Flame''||''Protection from Fire''||
 
|-
 
| ''Sanctuary'' ||''Resist Cold/Fire''||''Remove Curse''||
 
|-
 
| ''Shillelagh''||''Silence 15 ft Radius''||''Remove Paralysis''||
 
|-
 
| ''Analyze Balance-Tome''||''Slow Poison''||''Speak with Dead''||
 
|-
 
| ''Call Upon Faith-Tome''||''Spiritual Hammer''||''Stone Shape''||
 
|-
 
| ''Ring of Hands-Tome''||''Speak with Animals''||''Water Walk''||
 
|-
 
| ''Sacred Guardian-Tome''||''Wyvern Watch''||''Astral Window-Tome''||
 
|-
 
| ''Blessed Watchfulness-S&M''||''Withdrawal''||''Adaptation-Tome''||
 
|-
 
| ''Calm Animal- S&M''||''Draw Upon Holy Might-Tome''||''Create Campfire- Tome''||
 
|-
 
| ''Firelight- S&M''||''Music of the Spheres-Tome''||''Emotion Control-Tome''||
 
|-
 
| ''Orisons- S&M''||''Mystic Transfer-Tome''||''Extradimensional Detection-Tome''||
 
|-
 
| ''Strength of Stone- S&M''||''Sanctify-Tome''||''Invisibility Purge-Tome''||
 
|-
 
| ''Wind Column- S&M''||''Astral Awareness-S&M''||''Line of Protection-Tome''||
 
|-
 
| ''Log of Ever burning-Tome''||''Cure Moderate Wounds-S&M''||''Unearthly Choir-Tome''||
 
|-
 
| ''Dispel Fatigue-Tome''||''Iron Vigil-S&M''||''Choose Future-Tome''||
 
|-
 
| ''Invisibility to Undead-S&M'' ||''Resist Acid & Corrosion-S&M''||''Know Customs-Tome''||
 
|-
 
| ''Courage-Tome'' ||''Restore Strength-S&M''||''Line of Protection-Tome''||
 
|-
 
| ''Know Age-Tome'' ||''Soften Earth & Stone-S&M''||''Memory Read-Tome''||
 
|-
 
| ''Emotion Read-Tome'' ||''Watery Fist-S&M''||''Moment Reading-Tome''||
 
|-
 
| ''Know Direction-Tome'' ||''Snake Charm''||''Rigid Thinking-Tome''||
 
|-
 
| ''Know Time-Tome'' ||''Create Holy Symbol-Tome''||''Telepathy-Tome''||
 
|-
 
| ''Morale-Tome'' ||''Calm Chaos-Tome'' ||''Telethaumaturgy-Tome''||
 
|-
 
| ''Personal Reading-Tome'' || ''Dissension's Feast-Tome''||''Unearthly Choir-Tome''||
 
|-
 
| ''Thought Capture-Tome'' || ''Frisky Chest-Tome'' ||''Control Animal_S&M''||
 
|-
 
| ''Calculate-S&M'' ||''Emotion Perception-Tome''||''Detect Spirits-S&M''||
 
|-
 
|  ||''Hesitation-Tome''||''Dictate-S&M''||
 
|-
 
|  ||''Idea-Tome''||''Summon Animal Spirit-S&M''||
 
|-
 
|  ||''Mind Read-Tome''||''Hold Poison-S&M''||
 
|-
 
|  ||''Moment-Tome''||''Repair Injury-S&M''||
 
|-
 
|  ||''Rally-Tome''||''Unfailing Premonition-S&M''||
 
|-
 
|  ||      ||''Weather Prediction-S&M''||
 
|-
 
|  ||      ||''Wind Servant-S&M''||
 
|-
 
|}
 
  
 
== Turn Undead ==
 
== Turn Undead ==
Line 633: Line 404:
 
|-
 
|-
 
|'''Zombie'''
 
|'''Zombie'''
|'''''10'''''
+
|'''''10''''
 
|-
 
|-
 
|'''Ghoul or 2 HD'''
 
|'''Ghoul or 2 HD'''
Line 670: Line 441:
 
|}
 
|}
  
 
==Leather Workshop/Apothecary/Alcquemiste (Future Plans)==
 
Fighter's Handbook. If he Intends to make any sort of all leather armor (hide armor, leather armor, and armored leather caps). The workshop is a leatherworker's shop. Including apparatus for leather soaking, scraping, tanning, boiling, boiling in wax, shaping, hole punching, sewing, and all the other processes by which leather is transformed Into armor. Such a workshop costs 25 gp plus the cost of the shelter where it is set up: An additional 25 gp for a large tent, an additional 75 gp for a well-crafted hut/workshop, or more as part of a larger dwelling (at whatever price scheme the DM prefers). (Included In the price of the leatherworker's shop is the cost of the tools necessary to make padded armor and armor linings and padding.)
 
 
'''Apothecaries Guild Member-PAID Enrollment + 1 Month''' Requirements to Join: Herbalist/Alchemist Proficiency; Must be nominated by an existing member of sufficient rank; enrollment dues 50 gp (6-month probationary period, can be ejected for any reason w/out recourse during this time) + monthly dues of 5 gp/month; oath of loyalty to the guild - will expose anyone practicing the arts of herbalism and associated preparations, with practice within the code of conduct of the guild which forbids the preparation of substances that are soley used as poisons, etc. etc.); cannot refuse reasonable requests of higher-ranking members of guild (e.g., assistance in preparation of materials, requests to obtain materials, etc. etc.); rank w/in guild will track with duration of membership & skill/proficiency in arts, but can be affected by services provided to guild (e.g., donation of materials, books, equipment, service to higher-ranking guild members, etc. etc); Benefits: licensed to practice herbalism and associated arts within the City freely (e.g., can purchase and open a shoppe); discounts on purchase of raw materials from city vendors; access to Guild library; can attend monthly feasts and occasional formal dinners/dances at guildhall; mingling and networking with guild members from across the city.
 
 
'''Alcquemiste's Guild Member-PAID Enrollment + 1 Month''' Requirements to Join: proficiency/Class as Herbalist, Alchemist, Wizard; must be Nominated by an existing member of sufficient rank; enrollment dues: 100 gp (6-month probationary period, can be ejected for violations w/out recourse during this time) + monthly dues: 20 gp; cannot refuse any reasonable request from higher ranking guild members (typically will be assistance in experiments, requests to obtain materials or research, etc); rank w/in Guild will roughly track with class/proficiency level, but can also be raised by actions or service supporting the guild (e.g., donating books or equipment or magical items, completing tasks from higher-ranking members, etc.; must take an oath of complete secrecy regarding the arcane relationships within the guild - discussions about such topics, as well as magical research and/or experiments, must be held on guild property or other safe locations designated within the city, and may only involve other guild members. Violation of this results in immediate ejection and blacklisting from the guild. It is strongly implied that that will be the least of your worries should this occur, as you would earn the immediate enmity of the entire guild membership, having put their lives and livelihoods at risk. Benefits: allowed open an alcquemiste (chemistry) shoppe that trades in mundane, non-magical preparations only (e.g., solutions used in ornamentation, construction, entertainment, etc.); access to the guild library; free Evening-feast meals at Guild Hall on weekends, free admission to parties, balls, or galas held by the guild; membership benefits apply to allied guildhalls in other cities (will be city-dependent); ability to network and socialize with guild members (within constraints mentioned above)
 
 
==Herbalist Finds==
 
 
'''Hero's Heart Herbs x 3:''' She can dry them and make a tea; the tea can be drunk, and gives the imbiber a temporary boost in their stamina in combat.
 
 
'''Veneficus Pestis/Wizard’s Bane x1:''' This large, blue, tall-stalked mushroom must be eaten fresh. When consumed, a save vs. poison must be made. If the save is successful, the consumer will have Magic Resistance (10 – 40%) for 1d10 rounds. Failure still provides the magic resistance, but the consumer also takes 1d10 poison damage. The mushroom will remain fresh for no more than seven days after it is harvested.
 
 
'''Oris Mortuorum/Dead Man’s Mouth x1''': A pale white mushroom that sheds a phantom green glimmer in darkness. Said to grow where a man with unfinished business died, it’s often found in graveyards and ancient tombs. If properly dried for 24 hours, the mushroom can be then steeped in boiling water to make a tea that can be drunk. The consumer must then save vs. poison; if the save is successful, the consumer will be able to Speak with Dead as if cast by a 6th level Priest (dead < 1 week, 1 round duration, 2 questions). A failed save will result in hallucinations of the dead talking to them, but there will be no real connection to the dead person or creature in question. There will be no difference between these results from the point of view of the consumer – it is only a matter of whether the questions and answers are actually generated by the dead entity, or whether they are imagined by the mind of the consumer.
 
 
'''Oculus Dei/Eye of God x1:''' A small, light blue mushroom that grows in clumps. When the gills are dried and smoked it causes mild visual hallucinations that may or may not reveal the future. Game Effect – character smoking the dried mushrooms is incapacitated for 2 hours, in a dreamlike trance, unable to take any actions. 33% chance that character will see visions of the past, present, and future in chains of events that are linked in meaning; these will be vibrant scenes and images and even auditory components that the individual will remember after the effects have passed. Failure of this roll will still result in similar perceptions, but these either are random in nature and unrelated to the user’s stated interest, or the user will not remember the imagery in enough detail to be able to connect their focus and meaning.
 
-->
 
  
 
== Background ==
 
== Background ==
 
 
Fariya never knew her parents but surmises that one of them must have been a mist elf. Her earliest memories are of an orphanage in Al-Ma’ij, on the coast of Southeastern Jhon. Nobody told her where she came from - although it was quite clear to her that several of them did in fact know who her parents were.
 
Fariya never knew her parents but surmises that one of them must have been a mist elf. Her earliest memories are of an orphanage in Al-Ma’ij, on the coast of Southeastern Jhon. Nobody told her where she came from - although it was quite clear to her that several of them did in fact know who her parents were.
  
Line 821: Line 573:
  
 
She looked down the street in the direction he had told her to go. Taking a deep breath, she strode off in that direction towards whatever fate A’Salam had in mind for her.
 
She looked down the street in the direction he had told her to go. Taking a deep breath, she strode off in that direction towards whatever fate A’Salam had in mind for her.
 
=== Motivation ===
 
Fariya is driven to fulfill her obligation to her master and there by become her own woman.  Free from the confines of repayment of debt and favor.  She appreciates the training she was given and is willing to repay her obligations to her master, but is willing to learn all she can and set herself up for a good life after her debt is payed.
 
 
  * Motivated to purchase her own store and make her own way. 
 
  * Learn everything and anything she can to better her life and improve her way of living.
 
  * Continue to bring the ways of the Jhon to others and prove that A'Salam is the only faith.
 
 
=== Personality ===
 
Faryia is interested in all forms of Crafts.  She enjoys weapon collecting of all sorts.  Wishes she was of stronger build to be able to wear better armor when fighting but is happy with her magic and wishes to collect as many spells as she is able. Hopeing to one day have a large library of her own to read and learn from.
 
 
* Quiet and Soft when in the civilized areas and cities.
 
* Fights like a caged animal when out of the Law controlled areas.
 
* Soft spot for young orphans and infirmed
 

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