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Loriean Artifactor<br>Artifactor 4 (ECL 4)<br>Race: Val (val'Abebi)&nbsp; - Nobleperson from unknown place<br>Alignment: CG | Size: M<br>Patron Deity: unset<br>Abilities: Str 10 +0 | Dex 12 +1 | Con 12 +1 | Int 18 +4 | Wis 8 -1 | Cha 14 +2 <br>
Loriean Artifactor<br>Artifactor 4 (ECL 4)<br>Race: Val (val'Abebi)&nbsp; - Nobleperson from unknown place<br>Alignment: CG | Size: M<br>Patron Deity: unset<br>Abilities: Str 10 +0 | Dex 12 +1 | Con 12 +1 | Int 18 +4 | Wis 8 -1 | Cha 14 +2 <br>


<br>
Craft Reserve: 200 |&nbsp;Gold: 15,000&nbsp;(base) + 500 Nobleperson<br>
 
<br>
 
Defense
 
AC: 15 / Touch: 11, Flatfooted: 14)<br>(+1 Dex; +4 Armor)
 
HP:&nbsp;? (Bloodied&nbsp;?) / HD: 4d6
 
Initiative: +1&nbsp; / Speed: 30'
 
Fort: +2 / Reflex: +2 / Will: +3<br> <br>
 
Attacks
 
Sword
 
Bow<br>
 
BAB&nbsp;+3, Space/Reach: 5 ft./5 ft. Base Attack: +3<br><br>
 
Feats
 
Level 1: Gentry [Background]<br>You were born into a noble household from your homeland.
 
• You gain Ride and Diplomacy as class skills, and you receive a +1 bonus on skill checks with these skills.<br>• Your starting character wealth is increased by 6d8x10 gold pieces.<br>• You may legally possess an Altherian flintlock. If you are a Val, the monks of Althares give you an Altherian flintlock pistol and 20 shots’<br>worth of blastpowder as part of your starting package<br>
 
Level 3:<br>  


Defense
Class 4:


AC: 15 / Touch: 11, Flatfooted: 14)<br>(+1 Dex; +4 Armor)
<br>  


HP: ? (Bloodied ?) / HD: 4d6
Skills:  


Initiative: +1&nbsp; / Speed: 30'
Strength 10+0


Fort: +2 / Reflex: +2 / Will: +3<br> <br>
*Athletics (0 ranks)


Attacks
Climb <br> Jump <br> Swim<br>


* Sword
<br>


*&nbsp;Bow<br>
Dexterity 12 +1


Space/Reach: 5 ft./5 ft. Base Attack: +3<br><br>
*Acrobatics (0 ranks)


Feats
Balance <br> Tumble


Level 1:<br>
*Legerdemain (0 ranks)


Level 3:<br>
Escape Artist<br> Sleight of Hand


Class 4:
*Stealth (0 ranks)


Hide<br> Move Silently


<br>


Skills:
Constitution 12 +1


Strength 10+0
*Concentration (0 ranks)


* Athletics (0 ranks)
Autohypnosis <br> Concentration


Climb <br> Jump <br> Swim<br>
<br>


Intelligence 18 +4
Intelligence 18 +4  


* Inspect (0 ranks)  
*&nbsp;Craft:&nbsp;Jewlery (7 ranks)<br>
 
*Inspect (0 ranks)


Appraise <br> Search  
Appraise <br> Search  


* Linguistics (0 ranks)  
*Linguistics (0 ranks)


Decipher Script<br> Forgery  
Decipher Script<br> Forgery  


* Mechanics (7 ranks)  
*Mechanics (7 ranks)


Disable Device<br> Open Locks  
Disable Device<br> Open Locks  


* Spellcraft (7 ranks)  
*Spellcraft (7 ranks)


Psicraft<br> Spellcraft  
Psicraft<br> Spellcraft  


*&nbsp;Knowledges (+2 Race Bonus)<br>
Arcana +7 <br>
History (+4 Race Level Bonus)<br>
Religion (+4 Race Bloodline Bonus) <br>
The Planes +3<br>
Nobility +7<br>
Arch/Eng&nbsp;+4<br>
<br>


<br>


Wisdom 8 -1


*Heal -1 (0 ranks)<br>
*Notice (7 ranks)


Dexterity 14 +2
Listen<br> Spot


* Acrobatics (6 ranks)  
*Profession() (0 ranks)<br>
*Streetwise (0 ranks)


Balance +8 <br> Tumble +10(+2)
Gather Information<br> Sense Motive


* Legerdemain (3 ranks)  
*Survival (0 ranks)


Escape Artist +5 <br> Sleight of Hand +5
Survival<br> Use Rope


* Stealth (7 ranks)
<br>


Hide +9 <br> Move Silently +9
<br>


Wisdom 8 -1
Charisma 14 +2


* Heal -1 (0 ranks)<br> * Notice (7 ranks)  
*Animals (0 ranks)


Listen +6 <br> Spot +6
Handle Animal <br> Ride (+1 Gentry)


* Profession() -1 (0 ranks)<br> * Streetwise (4 ranks)  
*Deception (0 ranks)


Gather Information +5 <br> Sense Motive +3
Bluff&nbsp; <br> Disguise


* Survival (0 ranks)  
*Influence (7 ranks)


Survival -1 <br> Use Rope +2
Diplomacy (+1 Gentry) (+1 diplomacy with citizens; +2 with commoners; ±X with other Val) <br> Intimidate


*Use Magic (7 ranks)<br>


Use Magic Device (+2 Class bonus) (+2 for crafting only)<br> Use Psionic Device


Constitution 14 +2
<br>


* Concentration (0 ranks)
Other


Autohypnosis -1 <br> Concentration +2
*Initiative (0 ranks)<br>
*Speak Language (0 ranks)


Charisma 12 +1
Languages: High Coryani, Low Coryani, Kio, Altharin, Milandisian<br><br>


* Animals (0 ranks)
<br>


Handle Animal +1 <br> Ride +3(+1)
Special Abilities<br>Racial


* Deception (5 ranks)
*Obligations of Rank: The Val bloodlines were created by the Gods with the express purpose of having these “super humans” lead humanity into a Golden Age. Val are expected to take on quests because it’s the right thing to do, not for monetary gain. The protection of humanity is a matter of honor and duty, although the assisted party may give a “token” of their appreciation.


Bluff +6 <br> Disguise +6
*Naturally Psionic: Val gain a number of bonus power points equal to their bloodrank. These bonus PP cannot be accessed (and effectively do not exist for any purpose) until the Val is psionically awakened. There are only three ways for a Val to become awakened: taking at least one level in a psionic base class that grants a manifester level, gaining a Val bloodline power that represents a psi-like (Ps) ability, or gaining the Wild Talent feat. (Note that in the LIVING ARCANIS campaign, the Wild Talent feat is restricted and cannot be taken without campaign documentation, and that none of the Val bloodline powers in the Player’s Guide are psi-like.) A Val that has not been awakened does not have a power point reserve, is not considered a psionic creature, and cannot access the “bonus” PP granted by the racial ability. A non-awakened Val cannot take feats with the [Psionic] subtype and is not able to spend power points for any purpose (such as activating deep crystal weapons). Val are a small percentage of the total population of the Known Lands, and psionically awakened Val are a small percentage of the population of Val.


* Influence (3 ranks)
*Rank and Station: When dealing with commoners, Val gain a +2 circumstance bonus to all Diplomacy checks. When dealing with other Val, this bonus (or penalty) is equal to the difference in the Val’s blood rank. For example, if Lord val’Assanté with a bloodrank of 6 were using Diplomacy against Lord val’Tensen with a bloodrank of 9, Lord val’Assanté would receive a -3 penalty to his skill check.


Diplomacy +4(+1 diplomacy with citizens; +2 with commoners; ±X with other Val) <br> Intimidate +4
*Bloodline (1): Coursing through the veins of all Val is the blood of Valinor, celestial servants of the Gods. Each family so blessed holds a small portion of that God’s power. This legacy is, in turn, passed down through the generations. Val are never of mixed blood; they are either of one bloodline or another. If Val of differing bloodlines were to have children, their offspring would favor the legacy of only one of their Valinor ancestors. For example, a Val may be born to a mixed marriage between a val’Borda father and a val’Mehan mother. However, even though the offspring would take the father’s name, it is still possible to carry the val’Mehan powers and appearance. With any other genetically compatible race, a Val will always give birth to another Val.


* Perform: Dance +8 (7 ranks)<br> * Use Magic (0 ranks)
Wisdom of the Ages (Ex)<br>Althares’ wisdom lives in His children. All Knowledge skills are treated as class skills for the Val. Furthermore, every time she gains a level, the Val gains 1 extra skill point, which may only be spent on Knowledge skills.


Use Magic Device +1 <br> Use Psionic Device +1
If this power is chosen during character creation, then the Val gains a one-time bonus of 4 extra skill points (instead of 1) to spend on Knowledge skills at first level and thereafter gains the +1 skill point<br>described above.


Other
<br>


* Initiative (1 ranks)<br>* Speak Language (0 ranks)
CLASS&nbsp;INFO&nbsp;HERE:


Languages: High Coryani, Low Coryani, Kio, Altharin, Milandisian<br><br>
Weapon and Armor Profciency: Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).<br>


<br>
<br>


Special Abilities<br>Racial
Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artifi cer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.<br>


* Obligations of Rank: The Val bloodlines were created by the Gods with the express purpose of having these “super humans” lead humanity into a Golden Age. Val are expected to take on quests because it’s the right thing to do, not for monetary gain. The protection of humanity is a matter of honor and duty, although the assisted party may give a “token” of their appreciation.  
<br>Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifi er to detect whether a specific item has a magical aura. The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specifi c powers of the item. An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one<br>time; if the check fails, the artifi cer can learn no more about that object.<br>


* Naturally Psionic: Val gain a number of bonus power points equal to their bloodrank. These bonus PP cannot be accessed (and effectively do not exist for any purpose) until the Val is psionically awakened. There are only three ways for a Val to become awakened: taking at least one level in a psionic base class that grants a manifester level, gaining a Val bloodline power that represents a psi-like (Ps) ability, or gaining the Wild Talent feat. (Note that in the LIVING ARCANIS campaign, the Wild Talent feat is restricted and cannot be taken without campaign documentation, and that none of the Val bloodline powers in the Player’s Guide are psi-like.) A Val that has not been awakened does not have a power point reserve, is not considered a psionic creature, and cannot access the “bonus” PP granted by the racial ability. A non-awakened Val cannot take feats with the [Psionic] subtype and is not able to spend power points for any purpose (such as activating deep crystal weapons). Val are a small percentage of the total population of the Known Lands, and psionically awakened Val are a small percentage of the population of Val.  
<br>Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.<br>


* Rank and Station: When dealing with commoners, Val gain a +2 circumstance bonus to all Diplomacy checks. When dealing with other Val, this bonus (or penalty) is equal to the difference in the Val’s blood rank. For example, if Lord val’Assanté with a bloodrank of 6 were using Diplomacy against Lord val’Tensen with a bloodrank of 9, Lord val’Assanté would receive a -3 penalty to his skill check.
<br>


* Bloodline (1): Coursing through the veins of all Val is the blood of Valinor, celestial servants of the Gods. Each family so blessed holds a small portion of that God’s power. This legacy is, in turn, passed down through the generations. Val are never of mixed blood; they are either of one bloodline or another. If Val of differing bloodlines were to have children, their offspring would favor the legacy of only one of their Valinor ancestors. For example, a Val may be born to a mixed marriage between a val’Borda father and a val’Mehan mother. However, even though the offspring would take the father’s name, it is still possible to carry the val’Mehan powers and appearance. With any other genetically compatible race, a Val will always give birth to another Val.  
Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap. An artif cer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap. An artificer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure CHARACTER CLASSES 32 out how it works, and bypass it (with his party) without disarming it.


(ONE&nbsp;POWER&nbsp;HERE)
<br>


Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer<br>


<br>


CLASS&nbsp;INFO&nbsp;HERE:
Craft Homunculus (Ex): At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat.<br>


<br>


Plot info here:<br>


Plot info here:<br>
None so far<br>  


None so far<br>[[Category:A:Sanctorum_of_the_Arcane|A:Sanctorum_of_the_Arcane]]
[[Category:A:Sanctorum_of_the_Arcane|A:Sanctorum_of_the_Arcane]]

Revision as of 11:46, 19 October 2009

Loriean Artifactor
Artifactor 4 (ECL 4)
Race: Val (val'Abebi)  - Nobleperson from unknown place
Alignment: CG | Size: M
Patron Deity: unset
Abilities: Str 10 +0 | Dex 12 +1 | Con 12 +1 | Int 18 +4 | Wis 8 -1 | Cha 14 +2

Craft Reserve: 200 | Gold: 15,000 (base) + 500 Nobleperson


Defense

AC: 15 / Touch: 11, Flatfooted: 14)
(+1 Dex; +4 Armor)

HP: ? (Bloodied ?) / HD: 4d6

Initiative: +1  / Speed: 30'

Fort: +2 / Reflex: +2 / Will: +3

Attacks

Sword

Bow

BAB +3, Space/Reach: 5 ft./5 ft. Base Attack: +3

Feats

Level 1: Gentry [Background]
You were born into a noble household from your homeland.

• You gain Ride and Diplomacy as class skills, and you receive a +1 bonus on skill checks with these skills.
• Your starting character wealth is increased by 6d8x10 gold pieces.
• You may legally possess an Altherian flintlock. If you are a Val, the monks of Althares give you an Altherian flintlock pistol and 20 shots’
worth of blastpowder as part of your starting package

Level 3:

Class 4:


Skills:

Strength 10+0

  • Athletics (0 ranks)

Climb
Jump
Swim


Dexterity 12 +1

  • Acrobatics (0 ranks)

Balance
Tumble

  • Legerdemain (0 ranks)

Escape Artist
Sleight of Hand

  • Stealth (0 ranks)

Hide
Move Silently


Constitution 12 +1

  • Concentration (0 ranks)

Autohypnosis
Concentration


Intelligence 18 +4

  •  Craft: Jewlery (7 ranks)
  • Inspect (0 ranks)

Appraise
Search

  • Linguistics (0 ranks)

Decipher Script
Forgery

  • Mechanics (7 ranks)

Disable Device
Open Locks

  • Spellcraft (7 ranks)

Psicraft
Spellcraft

  •  Knowledges (+2 Race Bonus)

Arcana +7

History (+4 Race Level Bonus)

Religion (+4 Race Bloodline Bonus)

The Planes +3

Nobility +7

Arch/Eng +4



Wisdom 8 -1

  • Heal -1 (0 ranks)
  • Notice (7 ranks)

Listen
Spot

  • Profession() (0 ranks)
  • Streetwise (0 ranks)

Gather Information
Sense Motive

  • Survival (0 ranks)

Survival
Use Rope



Charisma 14 +2

  • Animals (0 ranks)

Handle Animal
Ride (+1 Gentry)

  • Deception (0 ranks)

Bluff 
Disguise

  • Influence (7 ranks)

Diplomacy (+1 Gentry) (+1 diplomacy with citizens; +2 with commoners; ±X with other Val)
Intimidate

  • Use Magic (7 ranks)

Use Magic Device (+2 Class bonus) (+2 for crafting only)
Use Psionic Device


Other

  • Initiative (0 ranks)
  • Speak Language (0 ranks)

Languages: High Coryani, Low Coryani, Kio, Altharin, Milandisian


Special Abilities
Racial

  • Obligations of Rank: The Val bloodlines were created by the Gods with the express purpose of having these “super humans” lead humanity into a Golden Age. Val are expected to take on quests because it’s the right thing to do, not for monetary gain. The protection of humanity is a matter of honor and duty, although the assisted party may give a “token” of their appreciation.
  • Naturally Psionic: Val gain a number of bonus power points equal to their bloodrank. These bonus PP cannot be accessed (and effectively do not exist for any purpose) until the Val is psionically awakened. There are only three ways for a Val to become awakened: taking at least one level in a psionic base class that grants a manifester level, gaining a Val bloodline power that represents a psi-like (Ps) ability, or gaining the Wild Talent feat. (Note that in the LIVING ARCANIS campaign, the Wild Talent feat is restricted and cannot be taken without campaign documentation, and that none of the Val bloodline powers in the Player’s Guide are psi-like.) A Val that has not been awakened does not have a power point reserve, is not considered a psionic creature, and cannot access the “bonus” PP granted by the racial ability. A non-awakened Val cannot take feats with the [Psionic] subtype and is not able to spend power points for any purpose (such as activating deep crystal weapons). Val are a small percentage of the total population of the Known Lands, and psionically awakened Val are a small percentage of the population of Val.
  • Rank and Station: When dealing with commoners, Val gain a +2 circumstance bonus to all Diplomacy checks. When dealing with other Val, this bonus (or penalty) is equal to the difference in the Val’s blood rank. For example, if Lord val’Assanté with a bloodrank of 6 were using Diplomacy against Lord val’Tensen with a bloodrank of 9, Lord val’Assanté would receive a -3 penalty to his skill check.
  • Bloodline (1): Coursing through the veins of all Val is the blood of Valinor, celestial servants of the Gods. Each family so blessed holds a small portion of that God’s power. This legacy is, in turn, passed down through the generations. Val are never of mixed blood; they are either of one bloodline or another. If Val of differing bloodlines were to have children, their offspring would favor the legacy of only one of their Valinor ancestors. For example, a Val may be born to a mixed marriage between a val’Borda father and a val’Mehan mother. However, even though the offspring would take the father’s name, it is still possible to carry the val’Mehan powers and appearance. With any other genetically compatible race, a Val will always give birth to another Val.

Wisdom of the Ages (Ex)
Althares’ wisdom lives in His children. All Knowledge skills are treated as class skills for the Val. Furthermore, every time she gains a level, the Val gains 1 extra skill point, which may only be spent on Knowledge skills.

If this power is chosen during character creation, then the Val gains a one-time bonus of 4 extra skill points (instead of 1) to spend on Knowledge skills at first level and thereafter gains the +1 skill point
described above.


CLASS INFO HERE:

Weapon and Armor Profciency: Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).


Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artifi cer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.


Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifi er to detect whether a specific item has a magical aura. The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specifi c powers of the item. An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one
time; if the check fails, the artifi cer can learn no more about that object.


Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.


Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap. An artif cer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap. An artificer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure CHARACTER CLASSES 32 out how it works, and bypass it (with his party) without disarming it.


Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer


Craft Homunculus (Ex): At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat.


Plot info here:

None so far