;; katrina3.txt ;; -*- outline -*- * Katrina Aerthonen female half-elven troubleshooter, 11th level (Rogue 2, Wizard (Wild) 10) attractive female, elven-looking, 5"5, 108 lbs. black hair with silver streaks, dark eyes, young looking. Katrina was trained by her parents as a mage, but she's a rogue at heart, and ``wasted her youth'' picking up certain ``interesting'' skills from a neighborhood archaeologist (rogue). Her parents were teaching her magic in the old style (one school at a time), leading up to the specialty. Studious mein, usually somewhat unkempt look (hair pulled straight back in leather thong). Attempts to accentuate her elven heritage. Typically wears utilitarian clothing with lots of pouches, hooks, loops, etc. Always carries a small pack, often also carries a larger pack. . * stats ** Desc low strength: far more endurance-based than bursting strength high dex: prefers balance (climbing, tightrope walking) to aim average con high int: very curious, loves puzzles (traps), prefers logic to learning average wis high charisma: good leader, very attractive ** Numbers (+ 10 ; Strength +0 12 ; +1 17 ; Dexterity +3 21 ; 5 11 ; Constituion 0 20 ; Intelligence++ +5 12 ; Wisdom +1 16 ; Charisma +3 ) . * Combat ** Base attack bonus: +5 ** AC: 10 + 3 (dex) + spell Tumble gives +6 for total defense (instead of +4) Tumble gives +3 for fighting defensively (instead of +2) ** Hit Points: 40 | -27 spea ; -5 acid arrow -2 acid arrow -10 acid arrow +23 fortnght rest ; -2 spell +7 ps ; -28 lightning +10 Fiona +11 ps +6 ps +1 rest ; -10 fireballish +1 ps +10 diagonti ; -5 surge/hot water +5 trent ; -19 chain lightning -7 book +20 lay hands +10 ps ; -2 spell -2 spell -1 spell -1 spell -3 spell +2 ps +4 clw +20 lay hands ; -16 acid +2 clw +7 clw +5 ps *** by level (+ 6 ; first Rogue 4 ; second Wizard 5 ; third Rogue 3 ; fourth wizard 2 ; fifth wizard 4 ; sixth wizard 4 ; seventh wizard 2 ; eighth wizard 4 ; ninth wizard 2 ; tenth wizard 1 ; eleventh wizard 3 ; twelfth wizard ) . * experience (+ 66000 ; 12th level 4000 ; from conversion (proportional) 100 ; translating document -250 ; permanency: resistance ; 78,000 - 13th level )70100 . * race immune to _sleep_ and related +2 save v Enchantment spells or effects low-light vision +1 Listen +1 Search +1 Spot Elven Blood . * class Scribe Scroll Summon Familiar Bonus Feat Sneak Attack +1d6 Evasion . * feats ** extend spell Spells can be memorized at +1 level for double duration ** spell mastery Don't need a spellbook for int-bonus number of spells Currently mastered spells: (4) ** still spell Spells can be memorized at +1 level to elide somatic component ** lightning reflexes +2 bonus to all reflex saves ** skill focus (Knowledge) Spells can be memorized at +1 level to elide verbal component ** create wondrous item ** ;------------------------------------------------------- *** quicken spell (+4lvl, no effort) Spells can be memorized at +4 level to cast as a free action . * Skills Speak Language: common, grey elven, high elven, suloise, baklunish, oeridian, ancient elven rogue int #rogue start wiz int #wiz lm int #lm (+ (* (+ 8 4) (+ 2 3)) (* (+ 2 4) 7) (* (+ 4 4) 3))126 Total Rank Bonus Etc Skill Stat Thief Wizard ---------------------------------------------------------------------------- 9 4 3 2 Balance (Dex) * 0 0 Concentration (Con) * 4 4 0 Climb (Str) * 15 10 5 Craft: Locksmithing (Int) * * 10 5 5 Decipher Script (Int) X 10 5 5 Disable Device (Int) * 8 5 3 Escape Artist (Dex) * 6 3 3 Gather Information (Cha) * 7 4 3 Hide (Dex) * 17 12 5 Knowledge (history) (Int) * 19 12 5 2 Knowledge (magic) (Int) * 8 6 1 1 Listen (Wis) * 8 5 3 Lore (Int) 8 5 3 Open Lock (Dex) * 17 12 5 Scry (Int) * 17 12 5 Spellcraft (Int) * 3 3 0 Swim (Str) * 13 7 5 1 Search (Int) * 8 6 1 1 Spot (Wis) * 8 5 3 Tumble (Dex) * 8* 5 3 4* Use Magic Device (Cha) X 4* 1 3 4* Use Rope (Dex) * . * saving throws Wizard Rogue Stat Etc Total Fortitude: +3 +0 +0 +3 Reflex: +3 +3 +3 +2+1 +12 Will: +6 +0 +0 +6 Half-elf: +2 versus Enchantment Lightning Reflexes: +2 reflex Secret knowledge of Avoidance: +1 reflex Permanency Resistance: +1 . * special equipment ** bracers of defense grants AR 6, Defense+3 ** bag of holding (250lb, 30 cubic feet) ** peephole gem see through stuff ** scroll of legend lore ** lost equipment *** ring of spell storing (custom-made) acts as protection+2, stores spells *** potion extra healing extra healing *** oil of preservation (10 doses) * Character Background Raised by human mother, and by absentee Grey Elven father from Celene. Her mother is quite old right now; father is inside Celene when borders close. Katrina was trained by her father as a mage, but she's a maverick at heart, and ``wasted her youth'' picking up certain ``interesting'' skills from a neighborhood archeologist (thief). Her father disapproves of many of her activities, which only serves to make her more determined to do them. Katrina feels like father is ashamed of her, which is only partially true. He's a somewhat strict grey elf living in Celene, actively taking part in the discussions about whether or not the elves should isolate themselves from the humans, but not certain enough of his opinions that he wants his half-elven daughter living in Celene with him. He did come and visit pretty regularly, especially when Katrina (and Katrina's mother) were young. For the past several years, the visits have been mostly replaced with letters/sendings; this is probably related to father's discomfort at dealing with Katrina's mother growing quite old (for a human). Her father continues to urge Katrina to study magic along with other `proper' pursuits, hoping to one day be able to bring her into Celene. (Katrina has all but given up hope of being able to live there permanently.) Towards this end, Katrina became a student at the `Mage University' in Greyhawk city, although she continues to take assignments from both Guilds. While studying there, she recently learned Wild Magic, partially from Tristan, the Hero of Nyrond. . * funds: whatever, +5000gp payment, -2000gp for mist tent +several white dragon scales -1100gp for potion of vitality 17,000 coins -> lots o' copper bag of raw diamond dust, ~100 pinches . * notes: Bakluni guys, maybe part of the Hands of Istus. Band of Assassins. Kranzer, lieutenant for Iuz, turning sides, wants to sto Iuz' ascension to way-too-powerful godhood on this plane. Sir Sigfired, Paladin of Heironeus. * notes2: rules of the city: magic not allowed, magic items confiscated, magic use not permitted. Still happened, but not openly. Azalin had his own police/terror squad. Unclear on the current status of the factions. Procedure will make us soulless; likley make us appear as zombies. Although we will probably be `normal', we should try to appear as zombies. The procedure can be extended out to three days. We'll be ferried in towards the city, taking half a day; they'll wait for us there; that gives us roughly 2 days. The current ruler of the city has no known name, but is reported to be the current incarnation of the Reaper. The artifact should be easily shattered, but we should expect gaurds. The Du-Kar (Hisoka sp?) might be on one of the following places . He'll probably be self-aware, and he may even seek us out. The secret police are called the Kargot, and they called the artifact ``the machine''.