Difference between revisions of "Landsoftheblacksea:Main Page/players/fariya mithra camar"
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|'''Silk Rope 50 ft'''
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|'''Hooded Fine Fur Cloak from Violet
|'''Hooded Fine Fur Cloak from Violet
Revision as of 07:39, 20 January 2021
A Half-elf Fighter-Mage-Cleric from the distant land of Jhon
- 1 Basics
- 2 Physical
- 3 Attributes
- 4 Saving Throws
- 5 Weapon Proficiencies
- 6 Nonweapon Proficiencies
- 7 Leather Workshop (Future Plans)
- 8 Languages
- 9 Encumbrance
- 10 Equipment
- 11 Large Lockable Chest in Room
- 12 Shopping List
- 13 Money
- 14 Mage Spells (Spell Book)
- 15 (Spell Book)
- 16 Spells Available to Learn
- 17 Priest Spells
- 18 Turn Undead
- 19 Background
|Character Name||Player Name||Class||Alignment||AC||Experience||Needed for Next Level||Hit Points|
|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)|
Add Plus 10% for Magic-User and Cleric, Not Fighter
|Age||Height||Weight||Eye Colour||Hair Colour|
|Strength||10||Wt. Allowance: 40#; Max Press: 115#; Open Doors: 6; Bend Bars: 2%|
|Dexterity||8||0 React. Adj; 0 Missile Att. Adj.; 0 Def. Adj.|
|Constitution||13||Sys. Shock: 85%; Res. Surv: 90%|
|Intelligence||18||#Lang: 7; Max Spell Lvl: 9th; Chance to Learn Spell: 85%; Mx Spells/Level: 18|
|Wisdom||16||Mag. Def. Adj: +2; Bonus Spells: 2 x 1st, 2 x 2nd; Spell Failure: 0%|
|Charisma||15||Mx. Hench: 7; Loy. Base: +3; Reac. Adj.: +3|
|Paralyzation/Poison/Death Magic||Rod, Staff or Wand||Petrification or Plymorph||Breath Weapon||Spell|
- Half-elven characters have a 30% resistance to sleep and all charm-related spells.
- Half-elven infravision enables them to see up to 60 feet in darkness.
- Secret or concealed doors are difficult to hide from half-elves, just as they are from elves. Merely passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.) gives the half-elven character a one-in-six chance (roll a 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, he has a one-in-three chance (roll a 1 or 2 on 1d6) of spotting a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2, or 3 on 1d6) of locating a concealed door.
First (4)+(Fighter) New proficiency every 3 levels. 3,6,9,12
Spear, Hand axe
|Skill||Slots||Stat||Modifier||Score||Description of Skill|
|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- 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.|
|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.|
|Reading/Writing||(1)||INT||+1||19||Elven. Read and Write Elven Languages and runes.|
|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
|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.|
|Thaumaturgy||(1)||INT||-2||16||This is the art of the casting of magic, the study of the interaction of verbal, somatic, and material components in order to produce a desired effect. While all wizards have some degree of familiarity with this field of knowledge, a character who becomes proficient in thaumaturgy has spent time studying the forms and practices of magic. This depth of knowledge gives the wizard a +5% bonus on his learn spell rolls after a successful non-weapon proficiency check has been made.|
|Scribe||(1)||Dex||+1||9||A character with this proficiency is familiar with a scribe's techniques for preparing pages and working both swiftly and accurately. This is an invaluable skill for a wizard; with a successful proficiency check, the character gains a +5% bonus to any rolls he must make in order to copy or transcribe a spell into his spell book or onto a scroll.|
First level (4)+ Intell Bonus (7)+ (Priest/Wizard Classes get New proficiency every 3 levels.) 3,6,9,12
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.)
Note: Used All Language INT bonus slots for NWP's
|Forest Green Hooded Cloak||1 lb||Body|
|Dwarven Steel Short Sword||2 lbs||Horizontally on small of back lt|
|Jambiya Dagger||1 lb||Boot|
|Long bow||2 lbs||Back|
|Quiver with 57 sheaf arrows||2 lbs||Back|
|1 weeks rations||5 lb||Backpack|
|Large Belt pouches x2||1 lb||Waist on Belt|
|Flint and steel||*||Beltpouch|
|Phoenix Holy symbol||*||Neck under shirt|
|Healing Bag||3 lbs||Over shoulder|
|Veniri Gladius Short Sword*||3 lbs||Horizontal on Small of back rt|
|Lamp oil x3||3 lbs||Backpack|
|Small Shield||5 lbs||Back|
|Hooded Lantern||2 lbs||Backpack|
|Waterskin||1 lbs||On Backpack|
- 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
Large Lockable Chest in Room
|Dwarven Steel Short Sword|
|Dwarven Steel Ingots x 3 (2 for Great Scimitar and 1 for 6 throwing daggers)|
|Leather Hide for Wilderness harness and thigh sheath|
|Flasks of Oil x 2|
|Small Silver Mirror|
|Writing quills x 10|
|Vials of Ink x 2|
|Silk Rope 50 ft|
|Hooded Fine Fur Cloak from Violet|
One Month paid Room and Board compliments of Violet
|High Quality Katana from Swordsmith*|
|Emerald Earrings (to match my eyes)*|
|Another weeks Iron Rations|
|Silver Holy Symbol of the Phoenix*|
|Throwing Daggers x 6 (No Handles less weight)|
|Leather thigh sheath for 6 throwing daggers (No Handles)|
|Draft Horse and Wagon*|
- Long term
Mage Spells (Spell Book)
|1||Read Magic||0||2 rd / level||One Creature||V,S, M||1 rd||None||Read magical text and scrolls.||Clear Crystal or Prism|
|1||Armor||Touch||Special||1 creature||V, S, M||1 round||None||provides AC 6; lasts until dispelled or recipient takes 8 + 2/lvl hp damage||Fine Cured Leather piece Blessed by a Priest|
|1||Sleep||30 yds.||5 rds/ level||Special||V, S, M||1||None||Causes 2d4 HD of Creatures to fall asleep||Pinch of sand, live cricket or rose pedal|
|1||Comprehend Languages||Touch||5 rnds/lvl||Caster||V, S, M||1 round||None||Understand one creature or written text.||Pinch or Soot or Salt|
|1||Magic Missile||60 yds + 10 yds / level||Instantaneous||1-5 targets||V, S||1||None||fires force missile doing 1d4+1 damage each. +1 missile every 2 levels, 2 @ 3rd, 3 @ 5th||None|
|1||Unseen Servant||0||1 hr + 1 turn/lvl||30 ft radius||V, S, M||1||None||Piece of String and Bit of wood.|
|1||Spider Climb||Touch||3 rds + 1/ level||Creature Touched||V.S, M||NEG.||1||Climb on Walls and Ceilings.||Live Spider and drop of Bitumen|
|1||Shield||0||5 rds / level||Special||V,S||1 RD||None||AC2 VS Hand missiles, AC3 VS Propelled, AC4 vs melee||None|
|1||Color Spray||0||Instantaneous||5x20x20 Wedge||V, S, M||1||Special||Color Flash 1d6 creatures Blind, Unconscious or Stunned.||Red, Yellow, Blue sand|
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.
|First Level (1)||Second Level (0)||Third Level (0)||Fourth Level (0)||Fifth Level (0)|
Spells Available to Learn
|Skeleton or 1 HD||7|
|Ghoul or 2 HD||13|
|Shadow or 3-4 HD||16|
|Wight or 5 HD||19|
|Wraith or 6 HD||-|
|Mummy or 7 HD||-|
|Spectre or 8 HD||-|
|Vampire or 9 HD||-|
|Ghost or 10 HD||-|
|Lich or 11+ HD||-|
He took a sip of his tea, but did not offer her any.
“Now then, Fariya. Are you happy here? Do your studies hold your interest?”
Her mind raced. She didn’t know what the right answer to this question was.
She opened her mouth, but nothing sensible would come out.
It was, of course, and easy answer.
She agreed, and her new life began.
But slowly, painfully, she did make progress.
She had been right.
He watched it land in the dust, then turned and looked at her, smiling.
mufadil = Jh., “favored one”
aif-sulalatan = Jh., “half-breed”
Fariya found it hard to sleep on the ship. She had never been on one, and the constant rolling and creaking unnerved her. She lay in the net hammock in her tiny room, thinking how her life had changed in such a short period of time.
A voice roused her from her thoughts. She listened, not having caught it the first time.
“Land! Land ahead!”
Gathering her things quickly, she opened the cabin door and rushed above deck.