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Male gray elf
Rogue5/Fighter6/Wizard10/Duelist1: CR 22; Medium-size
humanoid (elf); HD 5d6 plus 6d10 plus 10d4 plus 1d10 plus 44; hp 159; Init +16
(+7 Dex, +4 Improved Initiative, +5 serpentstone); Spd 60 ft. (boots of striding & springing); AC
33 (+7 Dex, +3 bracers of armor, +3 amulet of natural armor, +3 thieves'
cloak, +6 Canny Defense, +1 Dodge); Atk +26/+21/+16 melee (1d6+6/15-20, rapier
+3 with serpentstone), or +26/+21/+16 ranged (1d4+6, dagger +5 thrown), or
+25/+20/+15 ranged (1d4+5, dagger +4 thrown); SQ Gray
elf traits, familiar benefits; AL CG; SV Fort +10, Ref +17, Will +10; Str 12, Dex
24, Con 14, Int 22, Wis 12, Cha 18; Height
5’ 8”. Skills & Feats: Alchemy +7, Appraise +10, Balance +14, Bluff +11, Climb +11, Concentration +11, Craft (bookbinding) +12, Decipher Script +10, Diplomacy +31, Disable Device +9, Disguise +11, Escape Artist +11, Forgery +8, Gather Information +11, Handle Animal +7, Heal +1, Hide +16, Innuendo +5, Intimidate +12, Intuit Direction +2, Jump +19, Knowledge (arcana) +10, Knowledge (geography) +8, Listen +10, Move Silently +16, Open Lock +15, Perform (storytelling) +7, Pick Pocket +18, Profession (Cook) +2, Read Lips +14, Ride (horse) +14, Scry +6, Search +14, Sense Motive +8, Spellcraft +15, Spot +11, Swim +11, Tumble +27, Use Magic Device +7, Use Rope +7, Wilderness Lore +1; Ambidexterity, Combat Reflexes, Dodge, Improved Critical (rapier), Improved Familiar, Improved Initiative, Leadership, Mobility, Silent Spell, Spell Mastery (dimension door, dispel magic, gaseous form, improved invisibility, polymorph self, vampiric touch), Spring Attack, Weapon Finesse (rapier), Weapon Focus (rapier), Weapon Specialization (rapier). Special Qualities: Grey Elven Traits (low-light vision, immunity to sleep spells and effects, +2 racial bonus on enchantment saves, elf proficiencies, +2 racial bonus on Listen, Search, and Spot checks), Familiar Benefits (Grants Korikash Alertness when within reach, share spells, empathic link (1 mile)). Wizard
Spells
Prepared (4/6/6/7/4/3.
Base DC=16 + spell level. Caster Level 10th): 0- detect magic,
mage hand, open/close, prestidigitation; 1st-
burning hands, charm person, magic missile, silent image, ventriloquism, open
slot; 2nd-
Bigby's dextrous digits, detect thoughts, invisibility, mirror image, web,
open slot; 3rd- dispel magic, fly, gaseous form, haste,
stinking cloud, suggestion, open slot; 4th- arcane eye,
improved invisibility, Otiluke's resilient sphere, polymorph self; 5th-
telekinesis, teleport, wall of force. Spellbook: 0- arcane mark, daze, dancing lights, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st- burning hands, change self, charm person, color spray, enlarge, erase, Flann’s finery, identify, mage armor, magic missile, message, ray of enfeeblement, reduce, silent image, sleep, ventriloquism; 2nd- arcane lock, Bigby’s dexterous digits, bull’s strength, continual flame, darkness, detect thoughts, invisibility, knock, levitate, locate object, magic mouth, minor image, mirror image, misdirection, protection from arrows, spectral hand, web, whispering wind; 3rd- dispel magic, fireball, fly, gaseous form, haste, lightning bolt, nondetection, phantom steed, sepia snake sigil, shrink item, slow, stinking cloud, vampiric touch, water breathing; 4th- arcane eye, confusion, dimension door, fear, improved invisibility, minor creation, Otiluke’s resilient sphere, rainbow pattern, polymorph self, scrying, shadow conjuration, shout; 5th- hold monster, Leomund's secret chest, telekinesis, teleport, wall of force. Possessions: Amulet of natural armor, belt of many pockets, Boccob’s blessed book, boots of levitation, boots of striding & springing, bracers of armor +3, circlet of persuasion, cloak of thievery +3, 8 daggers +4, 4 dagger +5, gloves of dexterity +3, 8 ioun stones (dark blue rhomboid, dusty rose prism, iridescent spindle, lavender and green ellipsoid, orange cube, pale blue rhomboid, pink rhomboid, scarlet and blue sphere), kangaroo pouch, mist tent, Orthalis’ bed, Orthalis' dollhouse, Orthalis’ tools, periapt of wound closure, 3 potions of cure serious wounds (6th), potion of tongues, rapier +4 (Blackthorn with serpent stone), reading glasses, ring of freedom of movement, ring of jumping, ring of water walking, ring of wizardry III, rod of rulership, ship stone. Korikash has access to large amounts of money and he owns real estate all up and down the pirate coast. Signature Possessions: Rapier +4, Blackthorn with serpent stone (Blackthorn is a +3 rapier that was created with stealth in mind. Blackthorn’s blade is made of a dull, black metal, and engraved with rose stems. The hilt is wrapped with black leather and on the pommel is a small piece of jet. The blade will not reflect light. Blackthorn is also eerily silent. The blade will not emit sound of any type. When another blade is struck against Blackthorn the other blade will ring, but Blackthorn will not. Blackthorn has the serpent stone set into its pommel. The serpent stone is a stone that has an ancient serpent spirit within it. The serpent stone is intelligent (Int19), telepathic (10 ft. radius), and it increases the power of the weapon that it is mounted in. It adds a +1 luck bonus to attack & damage, gives the wielder a +5 enhancement bonus to initiative, immunity to reptilian poisons, a +10 Charisma bonus when dealing with reptiles, and the ability to shapechange into the form of a dire snake).
Korikash
Gilruthanis was born in Anayll to a noble grey elven household. As a young elf
Korikash was restless. He traveled throughout Anayll, but something was missing.
He wanted to see the world, meet the non-elves that he had heard so many stories
about. One
day Korikash, his younger brother, Quin, and a close friend, Rosin Merlikom,
signed on to protect a merchant vessel leaving Anayll. This vessel, the Gull,
was captained by a human named Dudermont. The young elves traveled on the Gull
to the human city of Freeport. When they arrived in Freeport they met a half-elf
named Jarvis Pettiford. Jarvis became an important person in the Korikash’s life. Jarvis heads a small group of individuals that works for good. He gives Korikash, Quin, and Rosin missions that allow them to travel, gain wealth, experience, and work for the good of people everywhere. In
Korikash's most recent adventure, he, Quin, and Rosin joined with a group of
adventurers from Leonay to release Syr Donillar from the control of the Bohara Moheat.
During this adventure, Korikash met Peralla and they
have been inseparable ever sense. Korikash
is a jack-of-all-trades and a master of none. He is confident in his ability to
use one of his many skills to overcome any obstacle. Korikash is an extremely
talented speaker, charming and well bred; he can usually talk others into seeing
things his way. Currently, Korikash and his companions are in semi-retirement. When not at one of their houses, on the Southside of Freeport or in the jungle of East Island, they can be found traveling throughout the northeastern end of the Arrean continent. Korikash is now traveling the cities of the pirate coast, forming business partnerships and increasing his personal wealth. Ash:
Male
leral bat familiar; CR 1; Diminutive magical beast; HD 3d10 (6 HD); hp 79; Init
+10 (+6 Dex, +4 Improved Initiative); Spd 5 ft., fly 40 ft. (good); AC 27 (+6
size, +6 Dex, +5 natural); Atk +4 melee (1d2-3, bite); Face/Reach 1 ft. by 1 ft./0 ft.; SA
Spell-like abilities; SQ Blindsight, languages, telepathy, SR 27; AL CG; SV Fort
+3, Ref +9, Will +5; Str 4, Dex 23, Con 10, Int 16, Wis 18, Cha 10, Height 6”. Skills
& Feats: Intuit Direction +5, Listen +12, Knowledge (arcana) +5,
Knowledge (architecture & engineering) +5, Knowledge (geography) +5,
Knowledge (history) +5, Knowledge (local, Pirate Isles) +5, Knowledge (nature)
+5, Knowledge (nobility & royalty) +5, Knowledge (the planes) +5, Knowledge
(religion) +5, Spot +12; Improved Initiative. Special Qualities: Spell-Like Abilities (Sp)(darkness 2/day, invisibility 2/day, these spells are cast as a 6th level sorcerer); Blindsight (Ex)(Ash can "see" by emitting high-frequency sounds, inaudible to most other creatures within 120 feet. A silence spell negates this and forces Ash to rely on his weak vision, which has a maximum range of 10 feet); Languages (Ex)(Ash has a natural knack for languages (reading and speaking). Any language to which he is introduced can be picked up on a roll of 10 on a d20); Telepathy (Ex)(Ash can communicate with any creature within 300 feet); Skills (Ash receives a +4 racial bonus to Spot and Listen checks. These bonuses are lost if Blindsight is negated).
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