Showing posts with label character detail. Show all posts
Showing posts with label character detail. Show all posts

Monday, September 22, 2014

Character stats

Total cumulative Skill points earned: 70
Unspent Skill points: 7

Character stats are based off of a D6 System, and unless otherwise indicated have the same skill level as the base attribute. Skills marked with (S) are special skills that cost additional points to raise.

Perception          4
Blind Fighting            
Gambling                  
Memory                     5
Sense of Direction      5
Spot Hidden               5
Stealth/Hide               5
Tracking                  

Dexterity            6+1
Dodge                      
Group Brawling        
Blunt Weapons        
Edge Weapons       
Projectile Weapons     7
Balance                   
Craft/Fashion            
Pick Locks                
(S) Pickpocket/Filch       

Strength               2
Brawling    
Climbing/Jumping
Drinking
Increase/Reduce Damage
Lifting
Stamina
Swimming
Running

Intelligence           2
Concentration
Cultures
Geography
History
Languages                3 
Monster Knowledge
Research
Survival                     5
(S) Surgery/Major Medicine
(S) Profession
(S) Read/Write          1

Wisdom                 2
Animal Handling         3
Appraise 
Bargain
Bureaucracy
Chirurgy/First Aid       3
Diplomacy
Siege Weapons
Streetwise
Willpower                   5

Charisma              3
Command                5 
Con
Etiquitte                   5
Intimidate                 4
Perform
Personal Grooming
Seduction
(S) Chivalry             



Belief in Magic: YES
Will Points: 1
Languages: Ancient High Elven, Elven, Common



For Physical description, character backstory and details, go HERE                                    

Friday, September 5, 2014

Equipment and Items

Coins and Cash -
Platinum:       20
Gold:           150
Silver:          200
Copper:       200


Gems -
20 sapphires
  5 aquamarines
  5 tourmalines (thumb sized)
  6 small emeralds (thumb sized)
 2 medium emeralds (fine cut, 500 gp worth, taken from the pouch of the thief in the pyramid) 
  1 large emerald (extraordinary cut, 1000 gp worth, from the city under the sand) 
  2 black and gold coral pieces
  4 opals  (called "elf tears")

Other Items and Equipment - 
  • Initiates Guide to Sacred Druidry (book - gift from Martek) - carried in backpack
  • Incomplete spell book of druidic spells to Ehei - carried in backpack
  • Star gem (Tishpilar 2.5 inches across. Appears as a pearl.) Allows for completely silent movement. - carried in inner breast pocket of shirt, underneath the armor
  • 0 ent seed. - carried in small protective box in backpack
  • 1 sylvan seed - from the sylvan tree in Emer
  • 6 healthy strawberry plants. Planted in an old helmet. - carried in medium sized box with other seedlings and cuttings
  • medium sized box of various herbs, seeds, and plant cuttings and seedlings gathered with respect from the gardens I have visited. - carried on pack animal with other party supplies 
  • 2 small jars of honey (from Basil) - carried in backpack
  • 2 small jars of honey (traded for at the dwarven village in Emer) 
  • 3 healthy tea tree saplings (gathered with respect from Ma'tron's garden in Tir na' Friar) - planted in small containers, and carried with other seedlings and plants
  • 4 healthy tea tree saplings (gathered with respect from the gardens of the Quadling dwarfs) - planted in small containers, and carried with other seedlings and plants
  • 2 apple tree saplings - The Queen's Apples, given as a gift from the trees of the Queen's orchard in the hidden vale of the lost city of Emer.
  • 4 medium sized jars of tea tree oil
  • 3 small jars of olive oil 
  • 5 healing potions (each heals 1 wound level) - carried on a belt
  • 1 protection from undead scroll spell. 
  • 1 small bag of eye-shaped stones (picked up in the village of the "stealies" unknown value)
  • 1 finely wrought bottle of elven brandy (bottle is decorated with exquisite silver scrollwork)
  • 100 bottles of vintage elven wine (exceptional vintage) - kept in Tobias' storage box on the cart.


  • Bandolier of throwing knives (a gift from Tobias) - carried across shoulder
  • 1 small bag of explosive pineapple seeds - 6 seeds remaining (picked up from the world between worlds during the resurrection of Martek quest) - carried in protective box in backpack
  • 1/2 of a large brick of deep desert salt - wrapped carefully and carried in backpack
  • 1 porcelain tea service for two (made for me by the Quadling dwarfs) - carried in a small protective box in my backpack 
  • 1 porcelain tea service for 8 (a gift from Shalev) - carried in a protective box on the cart
  • 1 half-brick of pressed Big Blue tea (very valuable) - carried in box with my personal tea service
  • 1 block of dry ink - black. - carried on cart with other party supplies
  • 1 dress (royal quality) blue with silver trim - folded carefully and carried in backpack
  • 1 set white dress silks (desert garb - purchased in Bralizar) - folded carefully and carried in backpack
  • 1 set cold weather clothing and furs - folded carefully and carried in backpack. Furs carried on the pack animal with other party supplies, or worn as weather indicates. 
  • 1 set exceptional quality lockpicks - carried in belt pouch

  • worn - Grey fitted leather armor (purchased from Tir na' Friar)
  • worn - silver ring with fire opals in stylized flames under a tree crafted out of abalone shell (ring of promise gifted by Tobias worn on left ring finger)
  • worn - ring of woven platinum and layan thread with a green jade leaf (part of a matching set, worn on right ring finger)
  • worn - green jade leaf pendant (part of a matching set)
  • worn - Fine quality "common" clothes (worn under the armor, and when the armor is off while traveling.) 
  • worn - Family necklace
  • worn - ring of fire protection (worn on right thumb)
  • worn/carried - Quiver of 50 combat arrows
  • worn/carried - Dragon bone and maple bow, strung with dragon sinew (created and carved with intricate designs by Tobias)
  • worn/carried - Sling of Screaming - standard leather sling which is enchanted to cause any ammo thrown from it to scream loudly until found. (good for distractions) - gifted from the Jade Dragon in Emer
  • worn/carried - exceptional quality long sword. Leather wrapped hilt. crafted by Toshi.
  • worn/carried - Kapri’ini’s Scimitar (Crafted from Hardened Bronze Sword Blade Piece) STR +? (no close range penalty) gifted to me by Shalev
  • worn - two daggers
  • carried - ornate scroll tube carved with a sylvan tree at one end, with roots spiraling down the length of the casing. Contains 6 high level druidic spells, and acts as a calendar for the changing of the seasons and holy days. (hung from belt loop)

Note: This does not list items included in the standard adventuring kit. These are items of specific note that the character either started the game with, or has picked up along the way. List will be in continual flux as the adventures continue. 

Druidic spell list

FAITH:  2
Create - 2
Modify - 1
Destroy - 1
Move/Control - 1
Perceive - 2

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Sphere of the Deity (3)

  • [CREATE] Summon the Olives (easy) - Summons a pool of olive oil. Amount of oil based on the power of the spell.
  • [CREATE] Send to Seed (easy) - creates seeds of one type of plant present in the area, or causes one plant present in the area to mature to a seed-bearing age and produce seeds.
  • [CREATE] Invoke the Greater Way (very difficult) - 
  • [DESTROY] Dispell Death (easy) - Decomposes a body into dust. Power of the spell determines the mass destroyed.
  • [PERCEIVE] Hidden Springs (medium) - Will show a number of nearby water sources, with distance and direction provided for each.
  • [PERCEIVE] Translate the Scroll (easy) - D/3 supplement to language skills
  • [PERCEIVE] Whispers of the Way (medium) - D/3 supplement to perception
  • [MODIFY] Clean the Camp (very easy) - makes an area perfect for camping. At the highest level, it will also create a prepared fire pit.
  • [MODIFY] The Javelin of Ceylon (difficult) - 
  • [MODIFY] The Time of Things Unseen (difficult) - 
  • [MOVE/CONTROL] Persuade the Fairy (easy) - adds magic to etiquette vs. fae and elves.
  • [MOVE/CONTROL] The Dragon's Bane (difficult) -
Animal (1)

  • [CREATE] Thorn of the Lion (easy) - Heals an animal 1 wound level. Power vs. damage class of the wound. (Note: This spell is medium difficulty if cast during combat.)
  • [DESTROY] Pox of the Fields (easy) - Animal takes 1 wound level. Power vs. unmodified strength.


Plant (1)

  • [CREATE] Conjure Fruit (very easy) - Creates a basic fruit. Quality of the fruit created is based on the power of the spell.
  • [DESTROY] Harbor's Curse (easy) - This is a touch spell. Harvested wood rots.  Power vs. strength of the object touched.

Human (1)

  • [CREATE] Bind the Gaping Wound (easy) - Seals a wound and increases chiurgury skill (x/3D)
  • [DESTROY] Weariness of Life (very easy) - This is a touch spell. Causes 2 levels of exhaustion. Power vs. unmodified strength.

Vitality (1)
  • [PERCEIVE] Nature of Things (very easy) - senses the type and strength of a spell


Undefined spells from the book of Ehei: 
realms of destruction:
* how to summon elven ancestors to pacify enemies. (ritual)
* A ritual to remove fires (normally used at home, but can be used anywhere)
* how to prevent decay of objects of importance. (can be used on books, wood, or other objects)
* ability to destroy acres of farmland
* turns weapons into farm implements
* restores natural order of an area by degrading walls. (ritual)

realms of hearth and harvest: 
* ability to find herbs
* ability to expand a fire to encourage warmth
* leeches toxin from a body (remove poison) 
* polish and clean metals
* draws all salt out of a body
* improved skills in cooking and alchemy
* restoration of will and potential of a supplicant (ritual) 
* reincarnation according to the weight of a soul (ritual) 
* allows for communication through fire
* shows distance and direction of home from any direction
* any land no longer grown as it should can reveal it's past
* supplement sight with divine energy to see hidden
* prophecy
* impose geas that can not be removed by magical means

* protection spells for a campsite
* blessing spells for harvest
* create food and water