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    Alerwyn Solarian

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    Hardcore_Donut

    Posts : 59
    Join date : 2013-09-26
    Age : 28
    Location : I'm in yo crib, stealin yo women.

    Alerwyn Solarian

    Post by Hardcore_Donut on Sat Sep 28, 2013 2:16 pm

    Character Name: Alerwyn Solarian
    Player Name: Hardcore Donut
    Class & Level: Bard/Warmage 1/1
    Exp/Exp TNL: 1505/3000
    Race: Spellscale
    Alignment: Chaotic Good
    Deity: Aasterinian
    Size: Medium
    Age: 14
    Gender: Male
    Height: 5' 1"
    Weight: 96 lbs
    Eyes: Black
    Hair: Blue
    Skin: Blue
    Speed: 30ft
    Appearance: Alerwyn, Drawn by Daisykisses.

    STR: 12 (+1)
    DEX: 15 (+2)
    CON: 13 (+1)
    INT: 15 (+2)
    WIS: 13 (+1)
    CHA: 20 (+5)

    HP: 14
    AC:

      10
      +
      4
      +
      1
      +
      2
      +
      Natural Armor
      +
      Misc Mod 1
      +
      Misc Mod 2
      =
      16


    Touch AC:

      10
      +
      2
      +
      Natural Armor
      =
      12


    Flatfooted AC:

      10
      +
      4
      +
      1
      +
      Natural Armor
      +
      Misc Mod 1
      +
      Misc Mod 2
      =
      15


    Initiative:

      2
      +
      Misc Mod
      =
      2


    Saving Throws:
    Fort: 0 + 1 + Magic Mod + Misc Mod = 1
    Reflex: 2 + 2 + Magic Mod + Misc Mod = 4
    Will: 4 + 1 + Magic Mod + Misc Mod = 5

    Base Attack Bonus: +0
    Spell Resistance: 0
    Grapple: 0 + 1 + Size Mod + Misc Mod = 1

    Weapons:
    Weapon: Shortbow
    Attack Bonus: +2
    Damage: 1d6
    Critical: x3
    Range: 60ft
    Notes:
    Ammo 96 Arrows

    Gear: Shortbow, 96 Arrows, Chain Shirt, Backpack, Bedroll, Caltrops, Hempen Rope, Torch x10, Trail Rations x7, Waterskin, Tindertwig, Buckler of Animation & Bashing

    Feats: Quick Draw

    Special Abilities: Low-light Vision, Humanoid (dragonblood), Blood Quickening, Bardic music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1, Armored Mage (Light), Warmage Edge,

    Meditations:

    Aasterinian: When a Spellscale focuses on this whimsical deities trickery, originality, and quick thinking, he gains a bonus on disguise checks and the use of the improved counter spell feat three times on that day. Sample Meditations: A Spellscale tries to sneak in to a library of arcane lore, another Spellscale endeavors to figure out a new way to use his silent image spell.

    Astilabor: Focusing on the Hoardmistress brings about a sharpened perception of the value of things.  The Spellscale gains a bonus on appraise checks, and has unlimited use of the eschew materials feat of the day.  Sample Meditations: To honor a Astilabor, one Spellscale goes through all his gear, evaluating its quality.  Another, adds up all the treasures he and his party have acquired over the past month.

    Bahamut: Meditating upon the king of the good dragons enhances the Spellscale's ability to appose evil creatures.  When he casts a spell, he can choose any creature targeted by or within the area of that spell.  If the selected creature is evil, the spells deals 2d6 points of damage to it in addition to the spell's normal effects.  A Spellscale's can use this ability three times on the day this meditation is preformed.  Sample Meditations: One Spellscale chooses to spend an hour with his dragonborn friend, asking her what it was like to be called by Bahamut.  Another, contemplates the differences between the various metallic dragons.

    Chronepsis: Meditation upon the Silent imbues a spellscale with a bonus on Listen checks and the use of the Silent Spell feat for the day. Sample Meditations: One spellscale spends an hour of meditation in silence. Another contemplates how difficult it must be for the Watcher to merely observe without ever interfering.

    Falazure: Focusing upon the Night Dragon attunes a spellscale to the immensity and power of death. He can treat all inflict spells as being on his spell list for the purpose of using spell completion and spell trigger magic items on that day. Sample Meditations: Cutting an apple and watching it brown and decay for an hour is how one spellscale honors Falazure. Another regales the other patrons at an inn with the tale of his encounter with a ghostly dragon.

    Garyx: Considering the power of the All-Destroyer evokes ways in which to broaden the power of spells, especially the destructive kind. A spellscale who performs the meditation of Garyx can use the Widen Spell feat twice on that day.
    Sample Meditations: One spellscale creates a beautiful, calligraphic interpretation of Garyx’s name and holds the corner of the paper as he slowly lets it burn to ash. Another contemplates the howling winds of Pandemonium and wonders if they drove Garyx mad.

    Hlal: When a spellscale performs the meditation of Hlal, he revels in the expansiveness of life and indulges in a grand, hyperbolic consideration of existence and magic. He gains a bonus on Perform (storytelling) checks and the use of the Heighten Spell feat three times on that day.
    Sample Meditations: The most customary meditation involves rehearsing or telling a story, especially a funny one.  A spellscale in a more serious mood might contemplate what restraints he has on his life and how he might remove them.

    Io: A spellscale who considers the role of the Great Eternal Wheel in the multiverse acquires insight into the workings of magic. He gains a bonus on Spellcraft checks and the use of the Empower Spell feat three times on that day.
    Sample Meditations: The multicolored and metallic disk that is the holy symbol of Io is an ideal meditation tool. Its colors change and shift slightly in different lights and at diverse angles. Many spellscales spend their meditation hour staring at the disk as they slowly rotate it.  Another common meditation is for a spellscale to wonder if he has ever met Io, since the Swallower of Shades can appear as any sort of draconic creature. The spellscale considers all the dragons or dragonblood creatures he has ever encountered.

    Lendys: Contemplating the Scales of Justice requires a stillness of mind and body. A spellscale who does so gains a bonus
    on Concentration checks and the use of the Still Spell feat for
    the day. Sample Meditations: Spellscales usually discipline their bodies when honoring Lendys, sitting still for a time or performing slow, gentle exercises. Another method is to use a balance scale and measure out two different materials, trying to get them to balance, such as a gold coin on one side and a bouquet of flowers on the other.

    Tamara: Meditating about Her Mercy renders a spellscale better able to sustain life and thwart death. He treats all cure spells as being on his spell list for the purpose of using spell completion and spell trigger magic items on that day.  Sample Meditations: During a meditation devoted to Her Mercy, a spellscale often creates a plan of self-improvement. Alternatively, he might visit an infirmary and tend the sick.

    Tiamat: Focusing on the Creator of Evil Dragonkind enhances a spellscale’s ability to oppose good creatures. When he casts a spell, he can choose any creature targeted by or within the area of that spell. If the selected creature is good, the spell deals 2d6 points of damage to it in addition to the spell’s normal effects. A spellscale can use this ability three times on the day this meditation is performed. Sample Meditations: Contemplating Tiamat might include admiring the quantity and diversity of her spawn. Another approach is to create or further some subtle, evil plot.

    Bardic Music:

    Bardic Music: Once per day per bard level, a bard can use his
    song or poetics to produce magical effects on those around him
    (usually including himself, if desired). While these abilities fall
    under the category of bardic music and the descriptions discuss
    singing or playing instruments, they can all be activated by reciting
    poetry, chanting, singing lyrical songs, singing melodies (fa-la-la,
    and so forth), whistling, playing an instrument, or playing an
    instrument in combination with some spoken performance. Each
    ability requires both a minimum bard level and a minimum number
    of ranks in the Perform skill to qualify; if a bard does not have the
    required number of ranks in at least one Perform skill, he does not
    gain the bardic music ability until he acquires the needed ranks.
    Starting a bardic music effect is a standard action. Some bardic
    music abilities require concentration, which means the bard must
    take a standard action each round to maintain the ability. Even
    while using bardic music that doesn’t require concentration, a bard
    cannot cast spells, activate magic items by spell completion (such as
    scrolls), or activate magic items by magic word (such as wands). Just
    as for casting a spell with a verbal component (see Components,
    page 174), a deaf bard has a 20% chance to fail when attempting to
    use bardic music. If he fails, the attempt still counts against his daily
    limit.

    Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack (such as a sound burst or command spell) may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

    Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability (two at 4th level, three at 7th level, and so on). To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a
    creature’s saving throw succeeds, the bard cannot attempt to
    fascinate that creature again for 24 hours. If its saving throw fails,
    the creature sits quietly and listens to the song, taking no other
    actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

    Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

    Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. Depending on the task that the ally has at hand, the bard may use his bardic music to lift the ally’s spirits, to help him or her focus mentally, or in some other way. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. The DM may rule that certain uses of this ability are infeasible—chanting to make a rogue move more quietly, for example, is self-defeating. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

    Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

    Inspire Greatness (Su): A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells such as sleep. Inspire greatness is a mind-affecting ability.

    Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.

    Inspire Heroics (Su): A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet, allowing that creature to fight bravely even against overwhelming odds. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

    Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

    Languages: Common, Draconic, Gnomish, Elven

    Money: 0 pp, 5 gp, 4 sp, 0 cp

    Spells Per Day:
    0 - 2, 5
    1 - 0, 5
    2 -
    3 -
    4 -
    5 -
    6 -
    7 -
    8 -
    9 -

    Bard Spells:
    0 - Know Direction, Lullaby, Read Magic, Summon Instrument
    1 -
    2 -
    3 -
    4 -
    5 -
    6 -
    7 -
    8 -
    9 -

    Warmage Spells:
    0 - Acid Splash, Disrupt Undead, Light, Ray of Frost
    1 - Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Lesser Orb of Acid, Lesser Orb of Cold, Lesser Orb of Electricity, Lesser Orb of Fire, Lesser Orb of Sound, Shocking Grasp, True Strike
    2 -
    3 -
    4 -
    5 -
    6 -
    7 -
    8 -
    9 -

    Spell Save DC:
    0 - 15
    1 - 16
    2 - 17
    3 - 18
    4 - 19
    5 - 20
    6 - 21
    7 - 22
    8 - 23
    9 - 24

    Arcane Spell Failure %:

    Skills: 36/36
    Appraise* (INT) 2 = 2 +Ranks+Misc Mod
    Balance* (DEX) 2 = 2 +Ranks+Misc Mod
    Bluff* (CHA) 5 = 5 +Ranks+Misc Mod
    Climb* (STR) 1 = 1 +Ranks+Misc Mod
    Concentration* (CON) 1 = 1 +Ranks+Misc Mod
    Craft* (Instrument) (INT) 6 = 2 + 4 +Misc Mod
    Craft* (Magic Items) (INT) 6 = 2 + 4 + Misc Mod
    Decipher Script (INT) 2 = 2 +Ranks+Misc Mod
    Diplomacy* (CHA) 5 = 5 +Ranks+Misc Mod
    Disguise* (CHA) 5 = 5 +Ranks+Misc Mod
    Escape Artist* (DEX) 2 = 2 +Ranks+Misc Mod
    Forgery* (INT) 2 = 2 +Ranks+Misc Mod
    Gather Information* (CHA) 5 = 5 +Ranks+Misc Mod
    Heal* (WIS) 1 = 1 +Ranks+Misc Mod
    Hide* (DEX) 2 = 2 +Ranks+Misc Mod
    Intimidate* (CHA) 5 = 5 +Ranks+Misc Mod
    Jump* (STR) 1 = 1 +Ranks+Misc Mod
    Knowledge (Draconic Lore) (INT) 6 = 2 + 4 +Misc Mod
    Knowledge (Elven Lore) (INT) 6 = 2 + 4 +Misc Mod
    Knowledge (Nobility and Royalty) (INT) 6 = 2 + 4 +Misc Mod
    Knowledge (Instruments) (INT) 6 = 2 + 4 +Misc Mod
    Knowledge (Magical Creatures) (INT) 6 = 2 + 4 +Misc Mod
    Knowledge (Arcana) (INT) 2 = 2 + Ranks + Misc Mod
    Knowledge (History) (INT) 2 = 2 + Ranks + Misc Mod
    Listen* (WIS) 1 = 1 +Ranks+Misc Mod
    Move Silently* (DEX) 2 = 2 +Ranks+Misc Mod
    Perform (Oratory) (WIS) 5 = 1 + 4 +Misc Mod
    Perform (Harp) (WIS) 5 = 1 + 4 +Misc Mod
    Profession (Street Entertainer) (WIS) 1 = 1 +Ranks+Misc Mod
    Profession (Jewelcrafter) (WIS) 1 = 1 + Ranks + Misc Mod
    Ride* (DEX) 2 = 2 +Ranks+Misc Mod
    Search* (INT) 2 = 2 +Ranks+Misc Mod
    Sense Motive* (WIS) 1 = 1 +Ranks+Misc Mod
    Sleight of Hand (DEX) 2 = 2 +Ranks+Misc Mod
    Speak Languages 0 =Ranks+Misc Mod
    Spellcraft (INT) 2 = 2 +Ranks+Misc Mod
    Spot* (WIS) 1 = 1 +Ranks+Misc Mod
    Survival* (WIS) 1 = 1 +Ranks+Misc Mod
    Swim* (STR) 1 = 1 +Ranks+Misc Mod
    Tumble (DEX) 2 = 2 +Ranks+Misc Mod
    Use Magic Device (CHA) 5 = 5 +Ranks+Misc Mod
    Use Rope* (DEX) 2 = 2 +Ranks+Misc Mod

      Current date/time is Mon Sep 25, 2017 3:49 pm