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<blockquote data-quote="GreenKarl" data-source="post: 7032556" data-attributes="member: 6801242"><p>Lady Anabel Gearsmith, female Asimar artificer/medicant </p><p>She characters direct leader within the Order of Shadows and the one who had worn you in as initiates...</p><p>[sblock=Image][ATTACH]81443[/ATTACH]</p><p>[/sblock]</p><p></p><p>Butler and Cook for the Order of Shadow's at the Well's Estate. Ham Grubs, Half-Ork servant (townie)[sblock=Image]</p><p>[ATTACH]81444[/ATTACH]</p><p>[/sblock]</p><p></p><p>Possible NPC...</p><p>[sblock=Human Wizard][ATTACH]81460[/ATTACH]</p><p></p><p><strong>NAME</strong>: Victor Spellsong</p><p>RACE: Human</p><p>CLASS/LEVEL: Wizard/2[SUP]nd[/SUP] level</p><p>ALIGNMENT: Neutral Good</p><p>---</p><p>SENSES: Normal</p><p>PERCEPTION -1; STELATH +1</p><p>LANGUAGES: Common, Draconic, Dwarven, Elven, Goblin, Orc</p><p>INITIATIVE: +1</p><p>---</p><p>SPEED: 30ft</p><p>ATTACK: d20+5</p><p>WEAPON: Revolver (2d6 piercing, Light, Range: 30ft), Short Sword (1d6 piercing, Light)</p><p>DAMAGE: +0 bonuses</p><p>---</p><p>ARMOR: Leather shirt (Mage Armor); DR: 1 (Mage Armor 4)</p><p>WOUNDS: 9</p><p>VITALITY: 21</p><p>FORTITUDE 13, REFLEX 15, WILL 17</p><p>---</p><p>STR 11 (+0), CON 14 (+2), DEX 13 (+1), INT 18 (+4), WIS 9 (-1), CHA 15 (+2)</p><p>PRIME ATTRIBUTE: Intelligence</p><p>SKILLS Acrobatics (Dex) +1, Appraise (Int) +4, Arcane (Int) +9, Athletics (Str) +0, Bluff (Cha) +2, Craft (Int) +6, Diplomacy (Cha) +2, Disguise (Cha) +2, Dungeoneering (Int) +8, Endurance (Con) +2, Handle Animals (Wis) +4, Heal (Wis) -1, History (Int) +8, Insight (Wis) -1, Intimidate (Str) +0, Literacy (Int) +9, Mechanics (Dex) +3, Music (Cha) +2, Nature (Int) +6, Nobility (Cha) +2, Perception (Wis) -1, Pilot (Dex) +3, Religion (Wis) +1, Stealth (Dex) +1, Streetwise (Cha) +4, Survival (Wis) -1, Trick (Dex) +1, Warcraft (Int) +6</p><p>---</p><p>AGE: 25, COMELINESS: 11</p><p>MULTICLASS OPTION: any one</p><p>DEITY: Voktra, Matron of the Crossroads</p><p>THEME: Specialist</p><p>---</p><p>EQUIPMENT: Leather Shirt (3gp, 8lbs/1, Natural), Revolver (45gp, 3lbs/1), 20 rounds (4gp, 6lbs/2), Short Sword (10gp, 2lbs/1), Implement Wand (Walking Stick, 1gp, 1lb), Spellbook (3lbs), Notebook (1gp, ½lb), 10 Ink pens and Vials of Ink (9gp, 2oz), one set of Gentlemen’s Outfit (Courtier’s, 30gp, 6lbs/1), and one set of Traveler’s Outfit (1gp, 5lbs/[1]), Basic Pack (13gp, 15lbs/3; includes standard ID, travel papers, 2 days trail rations, waterskin, backpack & bedroll, sunrod, tindertwig), Trained Raven (10gp), Box of Matches (50, 1gp), Pack of cigarettes (20, 5gp)</p><p>ENCUMBRANCE SLOTS: 10 filled; MAX: 11 </p><p>COIN (starting 150gp): 18gp</p><p>---</p><p>RACIAL ABILITIES: <strong>Adaptable</strong> (start with 1 extra racial, class basic or minor award – bonus Basic Class ability), <strong>Heroic Mien</strong> (1/day can retry a single d20 skill roll), <strong>Quick Learner</strong> (apply +5 to one skill – Handle Animals), <strong>Iron Will</strong> (+2 to Will defense),<strong> Student of Science</strong> (gain +2 to Dungeoneering, History, Literacy, Mechanics, and Pilot skills).</p><p>CLASS ABILITIES: <strong>Implement </strong>(Wand/Walking stick; without it you are -2 to your magical attack rolls), <strong>Arcane Training</strong> (+3 to Arcana and Literacy), <strong>Magic Missile</strong>ᴹ (project 1 bolt per 2/lvl, automatically hitting a target within 90ft for 1d4+1 force damage each), <strong>Spellbook</strong> (You use a spellbook to provide daily flexibility. Each day after you study your spellbook and incant for 10 minutes you can use for 24 hours 1 extra Wizard magic ability at any tier that you can access except paragon. Grants access to ability you don’t have), <strong>Alarm</strong>ᴹ (set an alarm on station squares (10ft/level). Any creature that crosses perimeter evokes an audible or silent alarm. Lasts 24 hours, one alarm at a time), <strong>Burning Hands</strong>ᴹ (creatures in a 15ft cone suffer (1d4/lvl) 2d4 fire damage or ½ with Reflex resist. Cost 1 vitality), <strong>Feather Fall</strong>ᴹ (as immediate action, you or 1 ally in 120ft descend gentle to the ground. Cost 1 vitality),<strong> Light</strong>ᴹ (conjure light on object), <strong>Mage Armor</strong>ᴹ (DR 4 for 1 hour, does not stack with real armor. Costs 1 vitality), <strong>Mage Hand</strong>ᴹ (telekinesis single object up to 5lbs within 30f and can move object 10ft a round), <strong>Shocking Grasp</strong>ᴹ (one adjacent foe suffers 1d6/ lvl (max 5d6) 2d6 electrical damage and is dazed for 1 round unless Fortitude resists. +5 bonus on your attack against all metal-armor-clad foes. Costs 1 vitality)</p><p>MINOR BOONS: Bonus Class Ability, Vitality Boost (+3 to Vitality score)</p><p>THE ORDER SKILL BONUS: +2 to the following Skills: Arcane, Dungeoneering, History, Nature, Religion, Streetwise, Warcraft</p><p></p><p>Victor is from a well to do family of 'New Money' (business) and was sent to Oxford University where he earned his decree in the Occult Sciences. </p><p>Victor is quite likable, well mannered and generally dressing in a fine gentlemen's suit. He has been training a raven to do minor tricks and often brings it along where ever he goes. He thinks it makes him look more 'mysterious and dashing.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7032556, member: 6801242"] Lady Anabel Gearsmith, female Asimar artificer/medicant She characters direct leader within the Order of Shadows and the one who had worn you in as initiates... [sblock=Image][ATTACH=CONFIG]81443._xfImport[/ATTACH] [/sblock] Butler and Cook for the Order of Shadow's at the Well's Estate. Ham Grubs, Half-Ork servant (townie)[sblock=Image] [ATTACH=CONFIG]81444._xfImport[/ATTACH] [/sblock] Possible NPC... [sblock=Human Wizard][ATTACH=CONFIG]81460._xfImport[/ATTACH] [B]NAME[/B]: Victor Spellsong RACE: Human CLASS/LEVEL: Wizard/2[SUP]nd[/SUP] level ALIGNMENT: Neutral Good --- SENSES: Normal PERCEPTION -1; STELATH +1 LANGUAGES: Common, Draconic, Dwarven, Elven, Goblin, Orc INITIATIVE: +1 --- SPEED: 30ft ATTACK: d20+5 WEAPON: Revolver (2d6 piercing, Light, Range: 30ft), Short Sword (1d6 piercing, Light) DAMAGE: +0 bonuses --- ARMOR: Leather shirt (Mage Armor); DR: 1 (Mage Armor 4) WOUNDS: 9 VITALITY: 21 FORTITUDE 13, REFLEX 15, WILL 17 --- STR 11 (+0), CON 14 (+2), DEX 13 (+1), INT 18 (+4), WIS 9 (-1), CHA 15 (+2) PRIME ATTRIBUTE: Intelligence SKILLS Acrobatics (Dex) +1, Appraise (Int) +4, Arcane (Int) +9, Athletics (Str) +0, Bluff (Cha) +2, Craft (Int) +6, Diplomacy (Cha) +2, Disguise (Cha) +2, Dungeoneering (Int) +8, Endurance (Con) +2, Handle Animals (Wis) +4, Heal (Wis) -1, History (Int) +8, Insight (Wis) -1, Intimidate (Str) +0, Literacy (Int) +9, Mechanics (Dex) +3, Music (Cha) +2, Nature (Int) +6, Nobility (Cha) +2, Perception (Wis) -1, Pilot (Dex) +3, Religion (Wis) +1, Stealth (Dex) +1, Streetwise (Cha) +4, Survival (Wis) -1, Trick (Dex) +1, Warcraft (Int) +6 --- AGE: 25, COMELINESS: 11 MULTICLASS OPTION: any one DEITY: Voktra, Matron of the Crossroads THEME: Specialist --- EQUIPMENT: Leather Shirt (3gp, 8lbs/1, Natural), Revolver (45gp, 3lbs/1), 20 rounds (4gp, 6lbs/2), Short Sword (10gp, 2lbs/1), Implement Wand (Walking Stick, 1gp, 1lb), Spellbook (3lbs), Notebook (1gp, ½lb), 10 Ink pens and Vials of Ink (9gp, 2oz), one set of Gentlemen’s Outfit (Courtier’s, 30gp, 6lbs/1), and one set of Traveler’s Outfit (1gp, 5lbs/[1]), Basic Pack (13gp, 15lbs/3; includes standard ID, travel papers, 2 days trail rations, waterskin, backpack & bedroll, sunrod, tindertwig), Trained Raven (10gp), Box of Matches (50, 1gp), Pack of cigarettes (20, 5gp) ENCUMBRANCE SLOTS: 10 filled; MAX: 11 COIN (starting 150gp): 18gp --- RACIAL ABILITIES: [B]Adaptable[/B] (start with 1 extra racial, class basic or minor award – bonus Basic Class ability), [B]Heroic Mien[/B] (1/day can retry a single d20 skill roll), [B]Quick Learner[/B] (apply +5 to one skill – Handle Animals), [B]Iron Will[/B] (+2 to Will defense),[B] Student of Science[/B] (gain +2 to Dungeoneering, History, Literacy, Mechanics, and Pilot skills). CLASS ABILITIES: [B]Implement [/B](Wand/Walking stick; without it you are -2 to your magical attack rolls), [B]Arcane Training[/B] (+3 to Arcana and Literacy), [B]Magic Missile[/B]ᴹ (project 1 bolt per 2/lvl, automatically hitting a target within 90ft for 1d4+1 force damage each), [B]Spellbook[/B] (You use a spellbook to provide daily flexibility. Each day after you study your spellbook and incant for 10 minutes you can use for 24 hours 1 extra Wizard magic ability at any tier that you can access except paragon. Grants access to ability you don’t have), [B]Alarm[/B]ᴹ (set an alarm on station squares (10ft/level). Any creature that crosses perimeter evokes an audible or silent alarm. Lasts 24 hours, one alarm at a time), [B]Burning Hands[/B]ᴹ (creatures in a 15ft cone suffer (1d4/lvl) 2d4 fire damage or ½ with Reflex resist. Cost 1 vitality), [B]Feather Fall[/B]ᴹ (as immediate action, you or 1 ally in 120ft descend gentle to the ground. Cost 1 vitality),[B] Light[/B]ᴹ (conjure light on object), [B]Mage Armor[/B]ᴹ (DR 4 for 1 hour, does not stack with real armor. Costs 1 vitality), [B]Mage Hand[/B]ᴹ (telekinesis single object up to 5lbs within 30f and can move object 10ft a round), [B]Shocking Grasp[/B]ᴹ (one adjacent foe suffers 1d6/ lvl (max 5d6) 2d6 electrical damage and is dazed for 1 round unless Fortitude resists. +5 bonus on your attack against all metal-armor-clad foes. Costs 1 vitality) MINOR BOONS: Bonus Class Ability, Vitality Boost (+3 to Vitality score) THE ORDER SKILL BONUS: +2 to the following Skills: Arcane, Dungeoneering, History, Nature, Religion, Streetwise, Warcraft Victor is from a well to do family of 'New Money' (business) and was sent to Oxford University where he earned his decree in the Occult Sciences. Victor is quite likable, well mannered and generally dressing in a fine gentlemen's suit. He has been training a raven to do minor tricks and often brings it along where ever he goes. He thinks it makes him look more 'mysterious and dashing. [/sblock] [/QUOTE]
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