Jerecketh | |
This image, and some others, were removed per the request of their original artist; sorry for the trouble | |
Aliases: | Jereck |
Age: | - |
Hair: | Silver |
Eyes: | Maroon |
Height: | 6'1 |
Weight: | 180 |
Race: | Elf- Abomination (Half-Drow) |
Class: | Cleric3Wizard3Mystic Theurge1 |
Deity: | Sin |
Alignment: | Lawful Neutral |
Level: | 7 |
Experience: | 21,247 |
Hit Points: | 55/55 |
Gold: | 3,857 gp |
Current Status: | Active |
Played by Scaly |
- Description
- Abilities & Skills
- Feats & Class Abilities
- Equipment
- Cleric Spells
- Wizard Spells
- Background
- Mood Music
- Adventure Log
- Questionnaire
This slim elven male's appearance is unusual for an elf; his complexion is smooth like others, but his coloration is a decided uniform grey, his wily alert eyes are deep maroon and his hair looks like spun strands of silver. He wears a sturdily built but beautifully decorated set of officious black robes, frocked in deep purple and trimmed in places with red or silver.
At his neck is a brooch bearing the symbol of a beautiful woman with long flowing black hair. At his side is a gleaming longsword of elven make paired with an elven longbow fashioned of some sort of dark wood at his back. Hanging against his other thigh is a large tome of heavy resilient make suspended from his belt by a silvered chain; the outward facing cover bearing a single arcane rune.
Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 9 | -1 | +0 | +0 |
Dexterity | 14 | +2 | +0 | +0 |
Constitution | 14 | +2 | +0 | +0 |
Intelligence | 20 | +5 | +0 | +0 |
Wisdom | 18 | +4 | +0 | +0 |
Charisma | 12 | +1 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Dex 2 + Armor 5 + Dastana 1 = 18 |
Flat-Footed | 12 |
Touch | 12 |
Saving Throws | Base | Bonus | Total |
Fortitude | +4 | +2 | +6 |
Reflex | +2 | +2 | +4 |
Will | +8 | +4 | +12 |
BAB | Mod | Total Range/Melee |
+3 | +2Dex/-1Str | +5/+2 |
Initiative |
Dex = +2 |
Skills | Rnk | Stat | Syn | Bonus | Total | |
X | Appraise (Int) | +0 | +0 | +0 | +0 | +0 |
X | Balance (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
C | Concentration (Con) | +10 | +2 | +0 | +0 | +10 |
C | Craft (Int) | +0 | +0 | +0 | +0 | +0 |
C | Decipher Script (Int) | +10 | +5 | +0 | +0 | +12 |
C | Diplomacy (Cha) | +10 | +2 | +0 | +0 | +9 |
X | Disable Device (Int) | +0 | +0 | +0 | +0 | +0 |
X | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Escape Artist (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Forgery (Int) | +0 | +0 | +0 | +0 | +0 |
X | Gather Information (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Heal (Wis) | +5 | +4 | +0 | +0 | +9 |
X | Hide (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Jump (Str) | +0 | +0 | +0 | +0 | +0 |
C | Knowledge (Dngn) (Int) | +5 | +5 | +0 | +0 | +10 |
C | Knowledge (Religion) (Int) | +8 | +5 | +0 | +0 | +10 |
C | Knowledge (Arcana) (Int) | +6 | +5 | +0 | +0 | +8 |
C | Knowledge (History) (Int) | +5 | +5 | +0 | +0 | +10 |
C | Knowledge (The Planes) (Int) | +4 | +5 | +0 | +0 | +9 |
C | Knowledge (Sex. Technique) (Int) | +4 | +5 | +0 | +0 | +9 |
X | Listen (Wis) | +2 | +4 | +2 | +0 | +8 |
X | Move Silently (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Open Lock (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Perform (Cha) | +3 | +2 | +0 | +0 | +4 |
C | Profession (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Ride (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Search (Int) | +0 | +0 | +0 | +0 | +0 |
X | Sense Motive (Wis) | +5 | +4 | +0 | +0 | +9 |
X | Sleight of Hand (Dex) | +0 | +0 | +0 | +0 | +0 |
C | Speak Language (n/a) | +4 | +0 | +0 | +0 | +0 |
C | Spellcraft (Int) | +9 | +5 | +0 | +0 | +12 |
X | Spot (Wis) | +3 | +4 | +2 | +0 | +9 |
X | Survival (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
X | Tumble (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Use Rope (Dex) | +0 | +0 | +0 | +0 | +0 |
Where C is Class and X is a Cross Class Skill
Languages Known: Common, Sylvan, Carnivon, Celestial, Abyssal, Infernal, Draconic, Goblin, Wildlander, Undercommon, Drow, Drow Sign Language
Skill Tricks:
Skill Tricks go here
Skill Point Total: Total Here
1st 44 ((5+6)x4)
2nd 11
3rd 7
4th 11
5th 7
6th 7
7th 7
Feats:
Practiced Spellcaster-Cleric: Character level 1.
Practiced Spellcaster-Wizard: Character level 3.
Toughness: Character level 6.
Spell Focus- Enchantment: Granted by Domination Domain
Class Abilities:
Turn Undead: 3 Turning attempts per rested period.
Magic Domain Ability
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Domination Domain Ability
Granted Power: You gain Spell Focus (Enchantment) as a bonus feat.
Weapon and Armor Proficiency:
Cloistered clerics are proficient with simple weapons and with light armor.
Lore (Ex): (1d20+Cleric Level+5 Int+2 Synergy)
Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level.
Bardic Knowledge
A Cloistered Cleric may make a special bardic knowledge check with a bonus equal to his Cleric level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
Deity, Domains, and Domain Spells:
Most cloistered clerics worship deities associated with knowledge and learning.
In addition to any domains selected from his deity's list, a cloistered cleric automatically gains the Knowledge domain as a bonus domain (even if the Knowledge domain is not normally available to clerics of that deity). He gains the Knowledge domain granted power and may select his bonus domain spell from the Knowledge domain or from one of his two regular domains.
Spellcasting:
Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.
Racial Abilities:
- +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
- Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Elves have a base speed of 30 feet.
- Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
- Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
- Keen Senses: Elves receive a +2 racial bonus on Listen, Spot and Search skill checks.
- Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Longbow | +2 | 1d8 | 19/20 x2 | Piercing |
Longsword | -1 | 1d8 | 19/20 x2 | Slashing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
+1 Mithril Chain of Twilight | +5 | +6 | -0 | 0% | 30ft | 12lb |
Dastana | +1 | - | -1 | - | 5lb | |
Thistledown Suit |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Vanishing Cloak | Brief item description |
Torso | +1 Mithril Chain of Twilight | Worn under robes |
Shirt | Thistledown Suit | Brief item description |
Arms | Dastana | Brief item description |
Hands | Arcanist Gloves | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Healing Belt | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Backpack; Traveler's outfit; Rope (50 ft,Hempen); Longsword and Sheath; Longbow w/200 arrows and Quiver; 20days rations; Bedroll; Blanket; Tent; Waterskin; Flint and Steel; Spade; Signet Ring; Holy Symbol of Sin, Vanishing Cloak, Wand of Cure Light 40 charges, Wand of Shield 48 Charges, +1 Mithril Chain of Twilight, Thistledown Suit
Statistics of Items Here:
DIAMONDSKIN
DECANTER
Price (Item Level): 5,000 gp (9th)
Body Slot: — (held)
Caster Level: 7th
Aura: Moderate; (DC 18) abjuration
Activation: Standard (manipulation)
Weight: 1 lb.
This glittering pitcher is wrought of platinum
worked into the shape of dragon scales.
When tipped, a diamondskin decanter pours
out a thin, silver oil shot through with
flickering motes of light. A diamondskin
decanter can pour forth up to 3 draughts,
which are renewed each day at dawn.
Pouring 1 or more draughts onto yourself
or an adjacent creature grants it damage
reduction.
1 draught: Damage reduction 2/adamantine,
which lasts for 1 hour until 20 points
of damage have been prevented.
2 draughts: Damage reduction 3/adamantine,
which lasts for 1 hour or until 30
points of damage have been prevented.
3 draughts: Damage reduction 4/adamantine,
which lasts for 1 hour or until 40
points of damage have been prevented.
Spells per Day
Cleric Caster Level: 4 (Spell durations and Dice as from a 7th Level Caster)
Orisons: 4/day
1st Level: 3/day + 1 Domination, Magic or Knowledge Spell / day
2nd Level: 2/day + 1 Domination, Magic or Knowledge Spell /day
Prayer Book:
Libram of Divine Power
Spell DCs:
Cleric: 14 + Spell Level (+1 for Enchantment spells and effects)
Spellcasting:
Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.
Necromancer: Prohibited Schools - Conjuration, Illusion
Spells per Day
Wizard Caster Level: 4 (Spell durations and Dice as from a 7th Level Caster)
Cantrips: 4/day (All known except Conjuration and Illusion)
1st Level: 4/day +1 Necromancy Spell
2nd Level: 3/day +1 Necromancy Spell
Level 1
- Shield: +4 Shield Bonus to AC, Personal, 1 Min./level, blocks magic missile.
- Alarm: Wards an area for 2 hours/level.
Level 1
- True Strike: Personal, +20 to next Attack Roll, 1 round.
- Comprehend Languages: 10 min/level, Personal, Understand all Written and Spoken languages.
- Identify: 1 hour cast, Identify properties of one magical item.
- True Casting: Personal, +10 to next roll to overcome SR, 1 round.
Level 1
- Magic Missile: 1d4+1 force damage, additional missile every 2 levels.
- Shocking Grasp: TA, 1d6/level Electricity damage, +3 to hit if opponent is metal or wearing metal armor.
- Burning Hands: Reflex 1/2, 15' cone, 1d4/level fire damage.
- Persistent Blade: 1 round/level, 1/2 Int Mod + BaB attack, 1d4 damage 19-20 crit, Flanks.
- Jet of Steam: 30' Line, 1d4/level Fire damage, Reflex 1/2
- Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Level 2
* Combust: Touch attack, 1d8/level fire damage. Target must make DC 15 Reflex save or catch fire.
* Fireburst: Reflex 1/2. 10' Burst from self. 1d8/level Fire damage (Max 5d8)
* Scorching Ray: Range Touch Attack, deals 4d6 Fire Damage. +1 Ray at 7th and 11th.
Level 1
- Backbiter: Target 1 weapon, next attack strikes wielder. Only Magic weapons get a Will save.
- Cause Fear: Will save, Fail = Frightened for 1d4 rounds, Success = Shaken for 1 round. 6 HD limit.
- Chill touch: 1 touch/level, TA deals 1d6 Negative Energy damage, Fort save or take 1 Str damage.
- Ray of Enfeeblement: RTA, 1d6+1/2 levels Str Penalty for 1 min/level.
- Spirit Worm: Fort save each round to negate, 1 Con damage per round/level. Max 5 rounds.
- Death's Call: 1 damage/level to all living creatures in 10' radius burst. 1d4/level and fatigue to swarms.
- Blade of Blood:
Level 2
* Death Armor: Personal, 1 round/level, Deal 1d4 +1/level damage when struck in combat.
* Blindness/Deafness: Fort Save. Subject is permanently blinded or deafened.
* False Life: Personal, 1 hour/level, 1d10 +1/level Temp Hp (Max +10)
* Ghoul Touch: Touch Attack, Fort Save or be Paralyzed for 1d6+2 rounds. All living creatures within 10' must Fort Save or be sickened.
* Scare: Chosen targets in 30' spread (1 target/3 levels), Will save or be Frightened for 1 round/level. Success equals shaken for one round. Can affect up to 6 HD creatures.
* Spectral Hand: Deliver Touch spells at Medium range. 1 Min/level. Lose 1d4 HP until spell is done. Gain +2 on touch attacks.
* Escalating Enfeeblement: Functions as Ray of Enfeeblement, however if cast upon a target that is Fatigued, exhausted, or currently suffering any penalty, damage or drain to Str, Dex or Con. The Str Penalty becomes 1d10+1/2 levels (Max +5). This penalty doesn't stack with ray of enfeeblement.
* Bonefiddle: Concentration Duration (Max 1 round/level). Each round on it's turn 1 target must make a Fort save or suffer 3d6 sonic damage and -20 on Move silent. Successful save ends the spell, but blocking line of sight/effect does not.
* Lifebolt: 1 Ray /2 levels (Max 5 rays). Each deals 1 nonlethal damage to you and 1d12 damage to target undead.
Level 3
- Ray of Exhaustion:
- Vampiric Touch:
Level 1
- Enlarge Person: 1 min/level. Increase target size category by 1, +2 Str, -2 Dex, -1 To hit and AC.
- Reduce Person: 1 min/level. Reduce target size category by 1, -2 Str, +2 Dex, +1 to hit and AC.
- Featherfall: Immediate action, fall safely.
- Expeditious Retreat: 1 min/level, +30' move speed.
- Weapon Shift: 1 min/level, changes weapon to a different weapon.
- Burning Rage: 1 round/level, +1 to hit, +2 to damage, DR 2/magic, 4 fire damage to subject each round.
Level 2
* Cat's Grace: 1 min/level. +4 Enhancement Bonus to Dex.
* Fox's Cunning: 1 min/level. +4 Enhancement Bonus to Int.
* Knock: Opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut).
Level 1
- Charm Person: Makes one person your friend.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Sleep: Puts 4 HD of creatures into magical slumber.
- Whelm: Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6)
Spell DCs:
Wizard: 15 + Spell Level (+2 for Enchantment spells and effects)
Character History:
The product of a violent union between a drow wizard and his clerical mother, Jereck was raised separated from the world by the walls of a Monastery Keep dedicated to Thoth. Though the monastery protected him from the cruelties he would be subject to in the outside world, it did not prevent those same prejudices from shaping the way the monks and clerics treated him inside. He was not welcomed by them, but rather was tolerated. After the decades of his youth were spent in this way, he departed the monastery with a heart twisted by his experiences. Believing that power was the way to true respect and noting that his own physical abilities were not equal to the task of seizing it himself, he offered the Vows to Sin that he had witheld from Thoth, and now continues his travels. Jereck is on a personal quest for personal power; if he saves society in the doing of it is small consolation to him, knowing that society mostly condemns him simply for existing.
Main theme:
Anarchy Club-Behind the Mask
David Bowie-Within You
Romantic theme:
David Bowie-As the World Falls Down
Battle Music:
Ghaleon's Theme
Musical Performance:
Kagato's Organ Recital
THIS IS AVALON
Zombie Standoff
Assassins Assassin
Setting the Blame
Uninvited Guest
Mistress Butterbottom
Wetbeard's Treasure
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
5) How did you get along with your family?
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
2) How many of these people are still alive? How many are you still friends with?
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
4) What do you look for in a friend?
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
3) What gods, religions, or priesthoods will you have nothing to do with?
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
3) Do you have any enemies? How much trouble do those conflicts cause you?
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
2) What do you hate? How do you typically react to these hated things?
3) What do you fear? What is your worst nightmare?
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)