Drinking & Dragons

A:PC/Gwenevere Val'Abebi

From Drinking and Dragons
Revision as of 16:50, 19 October 2009 by >Loriean


Loriean Artifactor (unset gender)
Artifactor 4 (ECL 4)
Race: Val (val'Abebi)  - Noblemen of The Altherian Republic (Titled as "Ambassador")
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 (must spent 120 at creation) | Gold: 15,000 (base) + 480 Noble bonus


Defense

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

HP: 18 (Bloodied 9) / 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: Extrandinoary Artisen, -25% gold cost to craft items (Current cost 12.5% gold)

Class 4: Legendary Artisen, -25% XP cost to craft items (Current cost 15% CR or 75% gold {due to 5x to get to gold} )


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.
  • 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.
  • Bloodline (2): 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.
  • Wisdom of the Ages (Ex), Rank 1 Power

Althares’ wisdom lives in His children. All Knowledge skills are at +2 ranks. 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.

  • The Tongues of Man are of All Men (Sp), Rank 1 Power (GM EDIT PENDING)

All knowledge is the province of Althares, and His children shall not be hindered from learning by any language barrier. Speak Language is a class skill for the Val, and she may make use of the comprehend languages spell at will as a spell-like ability.


Class

  • 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.


  • Crafting Feats so far: Brew Potion, Craft Wonderious Item, Craft Homunculus


Equipment

Chainmail Shirt, Sword, Bow w/ 24 Arrows

Light War Horse. Leather Armor, Sattle bags (x2)

Noble's Robes

Wayfayers Cloth

Normal Rations (7 days), Iron Rations (14 days)

?? Standard starting package stuff



Plot Related

None so far