Tyral (Elven Wizard, Dextri)

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Tyral (Elven Wizard, Dextri)

Postby Tyral » Sat Apr 18, 2015 10:18 pm

Player Name: Steve
YIM Handle: Spornbida1
GMail: Spornbida

Character Name [True]: Taeral Rennyn Oslarelar
Character Known Name: Tyral Oslarelar
Alias: Tyral, "Ty"
Race: Elf
O.C.C.: Wizard
Alignment: Unprincipled
XP Level: 9th
XP Points: 77,323 (SNAFU 02.07.18)
Next Level @ XP: 95,921
Racial Hostilities: Tyral dislikes Hobgoblins as shifty bastards who are always trying to scam others into doing their work, and loathes Ratlings.
Sentiments/Western Empire: Parts of this once great empire are redeemable and some of the resort towns are nice to visit for a few weeks, but much of it is a wretched hive of scum and villainy...so to speak.
Sentiments/Dominion of Man: These Kingdoms are some of the best hope for the young races to rebuild the wonders of ages past, and the wonders of many lost magics; not the dark stuff, but spells to make the world better.
Disposition: Ty is likeable for an Elf, he is still smug an arrogant at times like most elves but is decidedly less off-putting than most.
Insanity: None

ATTRIBUTES
I.Q.: 16
M.E.: 19
M.A.: 13
P.S.: 12
P.P.: 16
P.E.: 20
P.B.: 25
Speed: 22

PHYSICAL DATA
P.P.E.: 229
H.P.: 52
S.D.C.: 43
Age: 140
Sex: Male
Height: 6'4"
Weight: 154 lbs.
Description: Ty is trim and fair with black hair slightly longer than shoulder-length that he typically wears tightly bound back in a pony-tail with a leather band. His greenish-grey eyes are knowledgeable despite their youthful frame.

Racial Abilities
Nightvision: 60'

Natural Abilities
Perception: 66% [includes EP Purchase +25%]
IQ Skill Bonus: +2%
Charm/Impress: 80%
Invoke Trust/Intimidate:
Max. Encumbrance: 51 lbs.
Max. Carrying Weight: 120 lbs.
Max. Lifting Weight: 240 lbs.
Max. Jumping Ability: 5' Horizontally | 2.5' Vertically
Can move 22 Yards [or 66ft] per Action // 110 Yards [or 330 Feet] per Melee


Special Abilities
Scroll Conversion 28% (+2%)
Enchanted Cauldron 64% (+6%)
See & Use Ley-Lines
Ley-Line Drifting: Speed 10
Ley-Line Rejuvenation
Recognize Enchantment 80% (+5%)
Recognize Magic 65% (+5%)


Spell Knowledge
Spell Strength: 15
Armor of Ithan (10 P.P.E., 1 min/lvl, A.R.: 18, S.D.C.: 100 +10/lvl)
Astral Projection (10 P.P.E., 5 min/lvl)
Befuddle (6 P.P.E., 100', 2 Min/lvl, [½ Attacks/Melee, -2 Strike/Parry/Dodge, -20% to Skills])
Chameleon (6 P.P.E., Self / touch, 4 Min/lvl)
Cleanse (6 P.P.E., Self / 10' / or 2 people by touch)
Cloud of Slumber (6 P.P.E., 90', 4 melees/lvl, Cloud size: 20'x20'x20')
Dimensional Pocket (30 P.P.E. Temp, 1 Hr/Lvl /or/ 140 P.P.E. Long Term, 6 Months/Lvl, See PFRPG Pg 209)
Dispel Magic Barriers (20 PPE, 100ft, PFRPG Pg 201)
Decipher Magic (4 P.P.E., 2 min/lvl)
Escape (8 P.P.E., 5')
Fear [HF 16] (5 P.P.E., up to 20' area, 100' max distance, 1 Min/lvl)
Fireball (10 P.P.E., 90', 1d6/lvl, Strike of 18)
Fleet Feet (20 PPE, Self or 20 ft, 2 Melee/lvl, Saving Throw: None, Adventures on the High Seas, Pg 9, [2x SPD, PP, APM, -2 Init, Penalties for fine motor skills])
Fly as the Eagle (25 P.P.E., 100', 20 Min/Lvl, [50 MPH, +1 Parry, +2 Dodge, +2 Damage on Diving attack])
Globe of Daylight (2 P.P.E., 12 Melees/lvl, 30', Globe can move @ Spd of 12)
Greater Healing (30 PPE, Heals 1d6x10 SDC and 5d6 HPs, Touch (cannot heal Self), BoM pg 121)
Handful of Lightning (30 PPE, 400ft+10ft/L, 6d6+2/L, 3 Bolts (can hold up to 1 Melee/Lvl), To Dodge: Nat 18-20 or Modified 24, MoM Pg 90)
Heal Wounds (10 P.P.E., Touch-3', Heals 3d6 SDC and 1d6 HPs, PFRPG, p.197)
Increase Weight (4 P.P.E., 100', 100 lbs./lvl, 20 Min/lvl)
Invisibility: Simple (6 P.P.E., 3 min/lvl)
Immobilize (25 P.P.E., 60', 2 Melees/lvl, Special: Successful Save still takes 1d4 Melees to break free)
Lantern Light (1 P.P.E., 10ft, 30 min/lvl, Light from 50-300 Watts, BoM Pg 92)
Locate (30 PPE, 15 Miles/Lvl, Spell: 41% || Ritual 88%, PFRPG Pg 204)
Mend the Broken (10 (+1 per 2 SDC Repaired) P.P.E., BoM Pg 108)
Mystic Mark (3 P.P.E., Touch, MoM, p.82 ... Tyral's own Mystic Mark is a set of 3-Interlocking-Triangles set within a fan of blades)
Monster Insect [3ft, 50 PPE (Dog-Size) or 100 PPE (Bull-Size), PFRPG Pg 207]
Seasickness (5 P.P.E., 100' range, 1 min/lvl, MoM, p.96 )
See the Invisible (4 P.P.E., 200', 1 min/lvl)
Sense Magic (4 P.P.E., 120' radius, 2 min/lvl)
Spectral Sword (30 P.P.E., Melee Range, 1 min/lvl, 1d6 to Mortals (bypasses armor) // 1d4*10 to Supernatural Creatures, 1d6*10 to Entities/Ghosts/Entities/Alien Intelligences LoB Pg 76)
Spectral Staff (30 P.P.E., Melee Range, 1 min/lvl, 1d6 to Mortals (bypasses armor) // 1d4*10 to Supernatural Creatures, 1d6*10 to Entities/Ghosts/Entities/Alien Intelligences, Purely Aesthetic Variation on LoB Pg 76 Spell)
Summon Grains (4 P.P.E., 10', R19, p.29)
Telekinesis (8 P.P.E., 1 min/lvl, 60' range, 60lb Max // +3 Strike, +4 Parry)
Teleport: Lesser (15 P.P.E., 5 Miles/Lvl, 30 Seconds, 80%+2%/Lvl accuracy [94%], 50lb Max, Non-Living Only)
Time Capsule (30 P.P.E., Touch, 50 lbs/lvl, 50 Years/lvl)
Tongues (12 P.P.E., 5 min/lvl)
Trough of Water (4 P.P.E., 10', Rifter 19 p.29)
Weightlessness (6 P.P.E., 60', 2 Melees/lvl, Lighten by 100 lbs./lvl, if weight is reduced to 0 then Spd & melee damage are reduced by 75%)
Wrapshadow (10 PPE, 30ft, Successful Save can break free in 1d4 Rounds, otherwise 4 Melees/Lvl, 1d4 Damage Per Round wrapped-up, Lib of Bletherad, Pg 79)


O.C.C. Skills
Native Tongue: Elven 145% (+5%)
Language: Western Human 107% (+5%)
Language: Eastern Human 107% (+5%)
Literacy: Elven 92% (+5%)
Literacy: Human Eastern 92% (+5%)
Lore: Magic 92% (+5%)
• Magic Wards, Runes, & Circles 82% (+5%)
• Recognize Enchantment 77% (+5%)

Lore: Demons & Monsters 87% (+5%)
Mathematics: Basic 112% (+5%)
Research 97% (+5%)
W.P. Blunt

O.C.C. Related Skills
H2H: Expert
Astronomy & Navigation 87% (+5%)
Language: Northern Human 87% (+5%)
Surgeon/Medical Doctor 77/67% (+5%)
Biology 77% (+5%)
Botany 82% (+5%)
Intelligence 75% (+4%)
History 76% (+5%, L3)
Lore: Psychics & Psionics 57% (+5%, L6)
Lore: Psychics & Psionics 57% (+5%, L9)

Secondary Skills
Horsemanship: General 82/67% (+5%)
Swimming 87% (+5%)
Prowl 72% (+5%)
W.P. Targeting
Sailing 77/62% (+5%, 4th Level)
Running (4th Level)
Body Building & Weight Lifting (2nd Level)
Cryptography 42% (+5%, 2nd Level)

Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: --
Strike Bonus: +3
Parry Bonus: +4
Dodge Bonus: +4
HTH Damage Bonus: --
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +2
Bonus to Disarm: +1
• Critical Strike on Natural 18, 19, or 20
• Kick does 1D8 damage
• Karate kick does 2D6 damage
• Paired Weapons

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Blunt +4 to Strike +4 to Parry +1 Throw
W.P. Targeting/Missile +4 to Strike

Saving Throw Bonuses
Coma/Death: 10%
Magic (varies): +5
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): +2
Psionics (varies): +2
Horror Factor (varies): +4
Last edited by Tyral on Wed Feb 14, 2018 9:00 pm, edited 43 times in total.
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Tyral
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Posts: 423
Joined: Sat Apr 18, 2015 6:13 pm
Location: PFRPG Group 2

Re: Tyral Equipment

Postby Tyral » Sun Apr 19, 2015 11:57 am

Equipment

Werrington's Bank Account: 500 GP [Snafu 1/21/17]

Belt Pouch:Dimensional Pocket [3.5 Years, ~30lbs]
• Marked on the side with Tyral's Mystic Mark
    15 in 1 GP pieces of Eastern coin [Last Updated by Snafu 1/21/17]
    80 in 5 GP Pieces [Updated by Snafu 1/21/17]
    100 in 20 GP pieces [Updated by Netosa 1/21/17]
    500 in 50 GP pieces [Updated by Snafu 1/21/17]


Carried/In Hand

Dwarven Quarterstaff
Image
• Damage: 2D6
• Modifiers: +2 to parry



Worn on Person

Environmental Robe (Hooded) -- Grey with Dark Green Trim, Very Comfortable
Image
Magic Item of Clothing
AR: 10 S.D.C.: 50 -- This is NOT Armor and does not afford the wearer any protection
Magic Features
• This appears to be a high-quality Robe that has a circle of protection from elemental forces and various other mystic symbols and enchantment built into the fabric. Magically endowed, the inside of the robe will be a constant, pleasant environment; always dry and warm (70 degrees Fahrenheit) regardless of the conditions outside. Note: The robe cannot protect against major acts of nature, such as lightning, floods, mud slides, earthquakes, and so on. Nor can it protect against similar, magically induced elemental forces above 4th level.
• Marked @ the collar with Tyral's Mystic Mark
History: These Robes are variants of the Environmental Tent @ PFRPG Pg 258, text and effects are identical except it's a robe instead of a tent. They Keep the wearer comfortable by preventing it from getting too hot or too cold, and keeping him/her dry. These will be considered a Godsend by those travelers in the know who find them far preferable to sweating out the oppressive heat of the wastelands or winter snows in the North.


Ironhide Ring
Image
Unique Magic Ring
Magic Features
• Confers a Natural A.R. of 14 to the Wearer


Guild Ring of the Merchant Adventurers
Image
Enchanted Ring
Magic Features
• Tongues: Gives the wearer the ability to understand and speak any language at 98%
• Truesight: The wearer of this ring sees through magical and psionic illusions, and drug induced hallucinations (half the usual penalties). In addition, the wearer is not hindered by magical or non-magical darkness, and can see the invisible. This ring does not allow the wearer to see through non-magical disguises, nor will the wearer be able to detect Changelings, other shapechangers (like werebeasts and dragons), or otherwise metamorphosed individuals or creatures.



Gantrium Bracelet with Xanthine Gem
Image
Canonical Item combo  SB13 p.57
S.D.C.: Indestructible
Magic Features
• Allows the caster to cast spells at half the P.P.E. cost
• Allows the caster to recharge at twice the normal rate on ley lines and nexuses.
• Xanthine Gemstone Holds 120 P.P.E; rechargeable
History: A family relic saved from the Destruction of House Von'Lycien.



Enchanted Large Mologoth Leather Shoulder Bag (Dark Grey)Dimensional Pocket [4.0 Years, ~30lbs]
• Has a Natural AR of 12 and 25 SDC
• Marked inside Flap with Tyral's Mystic Mark
•• Contains:
    --- Ancient Tome of Spectral Sword (LoB pg 76-77)

    --- Orb of Light
    Image
    Magic Item
    • Constantly shining Golf-Ball-Sized orb
    • 78 candlepower


    --- Ring of Resist Cold
    Image
    Rare Enchanted Ring
    S.D.C.: 25
    Magic Features
    • Resist Cold: Immune to normal cold, magic cold attacks do 1/2 damage
    • • Charges: 3 per 24 hour period.
    • • Duration: 2 hours


    --- [2] Steel Anvil Dagger(s)
    Image
    • Damage: 1D6+6
    • Superior Blade Edge (+6 to damage - included above)
    • Superior Blance (+3 to Strike and Parry)


    --- Environmental Robe (Hooded) -- GREY
    Image
    Magic Item of Clothing
    AR: 10 S.D.C.: 50 -- This is NOT Armor and does not afford the wearer any protection
    Magic Features
    • This appears to be a high-quality Robe that has a circle of protection from elemental forces and various other mystic symbols and enchantment built into the fabric. Magically endowed, the inside of the robe will be a constant, pleasant environment; always dry and warm (70 degrees Fahrenheit) regardless of the conditions outside. Note: The robe cannot protect against major acts of nature, such as lightning, floods, mud slides, earthquakes, and so on. Nor can it protect against similar, magically induced elemental forces above 4th level.
    Curse: Not as comfy as one would like.
    History: These Robes are variants of the Environmental Tent @ PFRPG Pg 258, text and effects are identical except it's a robe instead of a tent. They Keep the wearer comfortable by preventing it from getting too hot or too cold, and keeping him/her dry. These will be considered a Godsend by those travelers in the know who find them far preferable to sweating out the oppressive heat of the wastelands or winter snows in the North.


    --- Guild Cape
    Image
    Enchanted Garment
    S.D.C.: 60 (A.R. 10; clothing)
    Magic Features
    • Impervious to Fire: 60 minutes; twice daily.
    • Impervious to Cold: 60 minutes; twice daily.
    • Impervious to Horror Factor: 30 minutes; three times daily.
    • Chameleon: 20 melees; twice daily


    --- Steel Anvil Mace
    Image
    • Damage: 2d6+6
    • Superior Weighting (+6 to Damage - included above)
    • Superior Balance (+4 to parry)
    • Head is coated in Silver (Damage to creatures vulnerable to silver is 4d6+12)


    --- Small Mirror
    --- Water Skin - 2 Pints
    --- Flask of Holy Water - 10oz
    --- [2] Small Sack
    --- [2] lb Smoked Beef [Jerky!]



Shirt - Cotton
Vest - Leather
Hooded Travel Cloak
Soft Leather Gloves
Pants
Boots


Belt with Pouches
Sling
Image
• Range: 80'
• Damage: 1d6

• (1) Bag of 15 Sling Stones



Recently Acquired


Excellent Quality, Wooden Trunk (Small, 80 SDC)
[2] Tumbler-Type Lock
[10] Large Sack

Saddle/Bridle & Tack (Excellent Quality) for Espér



======== • ========
ROOM @ LYCINEAN PIER

Environmental Robe (Hooded) -- Grey with Blue Trim, Very Comfortable
Image
Magic Item of Clothing
AR: 10 S.D.C.: 50 -- This is NOT Armor and does not afford the wearer any protection
Magic Features
• This appears to be a high-quality Robe that has a circle of protection from elemental forces and various other mystic symbols and enchantment built into the fabric. Magically endowed, the inside of the robe will be a constant, pleasant environment; always dry and warm (70 degrees Fahrenheit) regardless of the conditions outside. Note: The robe cannot protect against major acts of nature, such as lightning, floods, mud slides, earthquakes, and so on. Nor can it protect against similar, magically induced elemental forces above 4th level.
• Marked @ the collar with Tyral's Mystic Mark
History: These Robes are variants of the Environmental Tent @ PFRPG Pg 258, text and effects are identical except it's a robe instead of a tent. They Keep the wearer comfortable by preventing it from getting too hot or too cold, and keeping him/her dry. These will be considered a Godsend by those travelers in the know who find them far preferable to sweating out the oppressive heat of the wastelands or winter snows in the North.



Sturdy, High-Quality Saddle BagDimensional Pocket [3.5 Years, ~30lbs]
•• Contains:

    --- Studded Leather Armor (full suit)
    Image
    • A.R.: 13
    • S.D.C.: 38
    • Weight: 20lbs
    • Modifiers: -5% mobility penalty
    • Features: None

    --- Environmental Robe (Hooded) -- BLUE
    Image
    Magic Item of Clothing
    AR: 10 S.D.C.: 50 -- This is NOT Armor and does not afford the wearer any protection
    Magic Features
    • This appears to be a high-quality Robe that has a circle of protection from elemental forces and various other mystic symbols and enchantment built into the fabric. Magically endowed, the inside of the robe will be a constant, pleasant environment; always dry and warm (70 degrees Fahrenheit) regardless of the conditions outside. Note: The robe cannot protect against major acts of nature, such as lightning, floods, mud slides, earthquakes, and so on. Nor can it protect against similar, magically induced elemental forces above 4th level.
    Curse: Not as comfy as one would like.
    History: These Robes are variants of the Environmental Tent @ PFRPG Pg 258, text and effects are identical except it's a robe instead of a tent. They Keep the wearer comfortable by preventing it from getting too hot or too cold, and keeping him/her dry. These will be considered a Godsend by those travelers in the know who find them far preferable to sweating out the oppressive heat of the wastelands or winter snows in the North.



Sturdy, High-Quality Saddle BagDimensional Pocket [3.5 Years, ~30lbs]
•• Contains:

    --- [4] lb Smoked Sausage
    --- [4] lb Dried Fruit (Mangoes / Apricots / Cranberries)
    --- [3] lb Maple Sugar Candy
    ---
    ---


Kobold-Crafted Silver Short Sword
Image
• Damage: 2D4+2
• 2.5ft, 3 lbs
• Modifiers: Superior Blade Edge +2 Damage (Already Included Above)


Dagger
Image
• Damage: 1D6
• Modifiers:



[4] Wooden Stake 
• Damage: 1d6 (2d6 to vampires)
• 12" long and 2" in diameter 
• Modifiers: None


Healing Kit
(4) sets of Magic Bandages
(3) Superior Healing Potions
• Effect: 2d6 H.P. or 4d6 S.D.C. Restored


Backpack
[1] 100-Pg Notebook
[10] Sheet of Parchment Paper
[3] Crow Quill Pen
[2] Bottle of Ink
[3] Stick of Graphite
[4] Candle
Tinder Box
[1] Shirt - Silk
[3] Shirt - Cotton
[4] Socks
[1] Pants
[2] 3-Oz Soap
Bedroll

======== • ========



======== • ========

Espér
Horse 2.jpg

Riding Horse
Alignment: Unprincipled
Attributes:
I.Q.: 5*
Speed: 50 (trot) / 66 (gallop)
Physical Data
S.D.C.: 29/29
H.P.: 15/15
P.P.E.: 20/20
Dimensions: 58 inches @ the Shoulder, 1400lbs
Average Life Span: 12 yrs
Natural Abilities
• Carry 500 lbs., Pull 1000 lbs
• Jump 4' high and 10' long
• Sensitive to P.P.E. & Supernatural 1000ft. (See & sense invisible(not spell) entities, alien intelligences,
demons, elemental beings, & supernatural evils. (1-33% chance to throw rider/flee facing these regardless of training.)
• Sense ley lines, nexuses, places of power and powerful creatures of magic (1500 P.P.E or more). 400 feet.
Combat Data
• 2 attacks per melee, front kick 2d6, back kick 3d6, Bite 1d4
• +2 to initiative +2 to strike, +4 to dodge
Skill Equivalents
• Swim 50%
Last edited by Tyral on Sun Jul 23, 2017 7:09 pm, edited 29 times in total.
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Tyral
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Posts: 423
Joined: Sat Apr 18, 2015 6:13 pm
Location: PFRPG Group 2

Re: Tyral (PFRPG WIP)

Postby Tyral » Sun Apr 26, 2015 4:25 pm

Background Story

Family … the Short Version … for an Elf.

Tyral is the second of four. He was born and raised in Wisdom, the city of learning on the Highback Plains of the Eastern Territory. A bit over 400 years ago Tyral ‘s father, Calathas Oslarelar was a young Longbowman set out from Timiro as part of the army fielded to stop a Western Empire invasion and sign off on the White Paper treaty in which the Westerners agreed not to field Demon Black Ships anymore. Calathas made sure each of his boys could equip themselves in a fight, though Tyral was less accomplished than the others. Tyral’s mother is a Wizard who taught at the prestigious Institute of Science and Magic for the 125 years, but retired a few decades back. Several of her students remain active in the Tri-Arcanum. His parents met at the Library of Bletherad around the time the humans impudently declared the Eastern Territory as the Dominion of Man.

Tyral’s older sister Menassa (223) is a Diabolist who married a guy from Bizantium settled in Llorn about a century ago. His younger brothers Celew (128) and Erynien (82) have followed their father’s martial path. Celew was a Knight, but he died 30 years back chasing down a pack of Orc bandits in the Old Kingdom. Erynien is a scholarly wizard, and thinks Tyral talented though undignified. Such things happen though ... and

It Started With a Girl …

At 30, Tyral has passed the initial tests for potential and was scheduled to begin an 8-years of classes at the Institute of Science and Magic. Then he met a girl, Daeina, an elven maiden who was apprenticed to her adventuring aunt Kharyn and uncle Ehlric. It wasn’t eloping per se, and he was doing what his parents had expected, learning the art of Wizardry. Yet the path, taking him out of Wisdom with some girl, as dual apprentices on their way to the Western Empire, it was not expected or approved. 30 years of travel took them from the Isle of Cyclops, to Ophid’s Grasslands, but some 80 years back Daeina and her Aunt were kidnapped by a pack of Ratlings serving as henchmen to a Summoner.

The whole affair ended in tears for both Tyral and Ehlric, his mentor. It was a dark chapter that led to a decade or so of disillusioned drinking … pursuing that small space at the far end of despair that is nearly happy. When the gold ran dry, the two went back on the road and in the subsequent decades, Tyral travelled with Ehlric to Lopan, Southwatch, Byzantium (numerous times) and to the Library of Bletherad. Ehlric avoided work that brought them West and memories from his 400 years with Kharyn. 3 weeks ago though, Ehlric was felled by an arrow through the eye when bandits led by a witch raided a caravan they were travelling with.

Nowadays …

Tyral is travelling to Llorn to see Ehlric’s parents. He bears a burnished bronze urn filled with ashes, a spellbook, and a ring for them to remember his longtime companion.

*** To be further edited if Familiar is granted.



Grand Master Melinka
Image
Alignment: Scrupulous
O.C.C.: 10th level Wizard
Occupation: Grand Master of Llorn's Brotherhood of Magic
I.Q.: 18 M.E.: 15 M.A.: 20 P.B.: 13
Contact Earned by Tyral via RP: culminating here. ~ Snafu 01/25/17
(Tyral brought the spell, Summon Grain to Llorn, teaching it to Grand Master Melinka so that it may be utilized to the benefit of the city. In addition Tyral used the spell to summon 250 tons of grain for the city's store over the course of 3 weeks.)
Last edited by Tyral on Sat May 30, 2015 10:38 pm, edited 1 time in total.
Tyral Oslarelar
• SDC: 43 / 43
• HP: 42 / 42
• PPE: 213/213


Worn: Environmental Robe [Grey with Dark Green trim], Ironhide Ring [AR of 14], Guild Rings of the Merchant Adventurer [Tongues/Vision Augmentation]
Weapons: Dwarven Quarterstaff [2d6, +2 Parry]

& Brago the Northern Timber Wolf
• SDC: 74 / 74
• HP: 41 / 41
• PPE: 21 / 21


Abilities: Empathic/Telepathic Link with Tyral: 600', Speech, Nightvision: 40', Perception +1, Heals at 3x natural rate, Impervious to Natural Fire (½ Damage from Magic Fire), See certain invisible beings: 600', Track by Smell 90% (Can Smell Prey 1 Mile away)
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Tyral
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Joined: Sat Apr 18, 2015 6:13 pm
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Re: Tyral (PFRPG - Ready For Inspection)

Postby Tyral » Wed May 20, 2015 10:10 pm

Brago
Short for "Bragol'vilissë" which translates as "Sudden Spirit."
B3.jpg
Brago @ 8 Months
B3.jpg (46.27 KiB) Viewed 2252 times

Northern Timber Wolf
Statistics are at 20% of normal, and will increase correspondingly as he matures. GMs, update at the end of each season in game time (every 3 months); player is responsible for notifying the GM.
http://www.wolf.org/wolf-info/basic-wol ... wolf-faqs/
Mature, adult Timber Wolf statistics in brown.
Alignment: Animal; effectively anarchist

Attributes
I.Q.: High animal intelligence with problem solving skills, & speech capability
Speed: 40 (50, Maximum 55)

Physical Data
S.D.C.: 74
H.P.: 41
P.P.E.: 21
Dimensions: 110 lbs. (160 lbs., Brago will be a very large specimen when full grown)
Disposition: Playful pup will become more guarded over time, right now he is curious, and he will occasionally mark things as his own.
Average Life Span: 14-20 Years
Age: 33 weeks (8+ Months)
Source: Monsters & Animals P.211

Natural Abilities
• Nightvision: 40'
• See certain invisible, supernatural being including entities, the essence of alien intelligences, most demons and elemental beings (does not include spell magic induced or other forms of invisibility): 600ft [1200ft as adult] range.
• Sense ley lines, nexuses, places of power and powerful creatures of magic (1500 PPE or more): 300ft [600ft as adult] range.
• Normal Wolves can maintain average speed for 4 hours with minimal strain/exhaustion (because of his enhanced recuperative/healing abilities, below, Brago can maintain for 3x as long)
• HF: 8

Familiar Abilities
• Empathic/Telepathic Link with Tyral: 600' (MoM, p.48)
• Enhanced Combat Abilities (MoM, p.49) -- Perception +1. Other Bonuses figured in below.
• Enhanced Healing: Heals at 3x natural rate (MoM, p.49)
• Enhanced SDC [+18] (MoM, p.49)
• Impervious to Natural Fire, ½ Damage from Magic Fire (MoM, p.49)
• Speech (MoM, p.50)

Combat Data
Number of Attacks: 3 (4)
Initiative Bonus: +3 (+5)
Strike Bonus: +4 (+6)
Parry Bonus: --
Dodge Bonus: +3 (+4)
Bite: 2d6+2 (3d6+4)

Saving Throw Bonuses
•+9 vs. Horror Factor
•+6 vs. Poisons, Toxins, and Disease

Skill Equivalents
• Track by Smell 90% (Can Smell Prey 1 Mile away)
• Prowl 60%
• Swim 65%


Worn/Equipment
Collar of Armor
Image
Enchanted Collar
S.D.C.: 50
A.R.: 14
Magic Features
• Armor of Ithan (6th level) 3x daily.
Last edited by Tyral on Wed Jun 14, 2017 9:04 pm, edited 13 times in total.
Tyral Oslarelar
• SDC: 43 / 43
• HP: 42 / 42
• PPE: 213/213


Worn: Environmental Robe [Grey with Dark Green trim], Ironhide Ring [AR of 14], Guild Rings of the Merchant Adventurer [Tongues/Vision Augmentation]
Weapons: Dwarven Quarterstaff [2d6, +2 Parry]

& Brago the Northern Timber Wolf
• SDC: 74 / 74
• HP: 41 / 41
• PPE: 21 / 21


Abilities: Empathic/Telepathic Link with Tyral: 600', Speech, Nightvision: 40', Perception +1, Heals at 3x natural rate, Impervious to Natural Fire (½ Damage from Magic Fire), See certain invisible beings: 600', Track by Smell 90% (Can Smell Prey 1 Mile away)
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Tyral
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Re: Tyral (Elven Wizard)

Postby Tyral » Tue Jul 28, 2015 9:54 pm

Background Reference Material

Concept
  1. What emotion best describes your character? Pragmatic Optimism
  2. What emotion does your character evoke in others? Hopefully Friendliness
  3. What does your character need most? ___________
  4. What is your character’s goal in life? ___________
  5. How does your character believe this goal can be accomplished? Travel, Explore, make cash & friends ...

Background
  1. Where did your character come from? Originally, Wisdom in the Eastern Territory, but he has been travelling for the better part of 80 years ... he has family in Llorn and is a member of a their Magic Guild (the Brotherhood of Magic)
  2. When did you grow up? Still in progress ... Tyral is an adult but a fairly lighthearted one most of the time. He is looking to advance himself but not at serious cost to others ... win-win is best. It's how you make lasting friendships.
  3. What values does your character hold?
  4. How does your character dress? Tyral likes to be comfortable and doesn't love armor (unless it's exceptionally crafted) but he has recently, with the death of Ehlric, begun to emphasize self-protection.
  5. What are your character’s means? He comes from a well off family but never really saved up much himself ... he may well inherit pretty-well in a couple hundred years.

Details
  1. What are your character’s personal tastes? He likes both rich and comfort foods, along with a good wine.
  2. What are your character’s opinions? ________________.
  3. What is your character’s comfort zone? Depends ... male or female? :mrgreen:
  4. Who has had the biggest impact on your character’s life? Ehlric, his teacher and friend for ~100 years (now passed on).
  5. What are some of your character’s unexpected quirks? _______________

Play Details
  1. What kind of story does your character belong in? ________________
  2. What role does your character fill? ... What do you need? Ty can do it all (except standing toe-toe in battle), summon provisions, heal, track (via Brago) ...
  3. What should the other players know about your character? He's thoughtful and plays towards very long term goals.
  4. What is your play style? Narrative, introspection mixed with action in each post.
  5. How do you want your character to die? _______________

Wishlist
    Item 1: Exquisitely Crafted Dwarven Dagger [+2 Strike & Parry, +4 Damage ... the nicest damn sidearm ever] ...
    Item 2: Spells: Blinding Flash, Mystic Alarm, See Mystic Mark, Featherlight, Locate, Magic Pigeon, ... Mend the Broken (BoM Pg 108) ... Magic Net, Blind, Escape, Fly
    Item 3: Ring of Tongues (Western Empire Pg 160)
    Item 4: Ironhide Ring (Western Empire Pg 160)
    Item 5: Flaming Knife (PFRPG Pg 249 - Never light a campfire again ... always have light to read by ... explore caves without smokey torches ... cook stuff over it ...)
    Item 6: Warhorse (so he won't be spooked by Brago)
    Item 7: Gantrium Ring • Northern Hinterlands pg 56


Goals
Short Term Goals:
    Goal 1: Find Missing Family Members.
    Suggested Solutions (Goal 1): .... in progress
    Goal 2: Gain Additional Spell Knowledge, both common and rare incantations
    Suggested Solutions (Goal 2): ... acquire cash, do a favor for a Guildmember/Alchemist.
    Goal 3: Find Miss Right-Now?
    Suggested Solutions (Goal 3):

Mid Term Goals:
    Goal 1: Find Love?
    Suggested Steps and Solutions (Goal 1): _________________________.
    Goal 2: Gain Additional Spell Knowledge, both common and rare incantations
    Suggested Solutions (Goal 2): ... acquire cash, do a favor for a Guildmember/Alchemist.

Long Term Goals:
    Goal 1: _____________________________
    Suggested Steps and Solutions (Goal 1): ________________________.
    Goal 2: _______________________.
    Suggested Steps and Solutions (Goal 2): ____________________________.
Last edited by Tyral on Tue Aug 04, 2015 10:04 pm, edited 1 time in total.
Tyral Oslarelar
• SDC: 43 / 43
• HP: 42 / 42
• PPE: 213/213


Worn: Environmental Robe [Grey with Dark Green trim], Ironhide Ring [AR of 14], Guild Rings of the Merchant Adventurer [Tongues/Vision Augmentation]
Weapons: Dwarven Quarterstaff [2d6, +2 Parry]

& Brago the Northern Timber Wolf
• SDC: 74 / 74
• HP: 41 / 41
• PPE: 21 / 21


Abilities: Empathic/Telepathic Link with Tyral: 600', Speech, Nightvision: 40', Perception +1, Heals at 3x natural rate, Impervious to Natural Fire (½ Damage from Magic Fire), See certain invisible beings: 600', Track by Smell 90% (Can Smell Prey 1 Mile away)
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Tyral
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Posts: 423
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EPIC EQUIPMENT

Postby Tyral » Wed Jun 07, 2017 9:15 pm

TYRAL'S EPIC EQUIPMENT

Carried/In Hand

Lightning Staff (p.320, Book of Magic)
☞ Lightning Bolts: Range 1000', Damage 6D6 M.D., up to four bolts per melee, + 2 to strike
☞ Impervious to Energy: Duration, 1 melee per level of the user, Activation Cost: 30 P.P.E. or 60 I.S.P.
☞ Hand to Hand: Damage 2D6 M.D., Can parry attacks with Supernatural Strength, +1 to Strike and Parry
☞ Staff has 50 M.D.C.



TW Jammer Pistol
Range: 600'
Damage: Whatever weapon or machine is hit by the blast is temporarily "jammed" for one melee round.
Rate of Fire: Single shot, each blast counts as one melee attack
Payload: 10 shots per P.P.E.-Clip



Worn on Person

Environmental Robe (Hooded) -- Grey with Dark Green Trim, Very Comfortable
Image
Magic Item of Clothing
AR: 10 S.D.C.: 50 -- This is NOT Armor and does not afford the wearer any protection
Magic Features
• This appears to be a high-quality Robe that has a circle of protection from elemental forces and various other mystic symbols and enchantment built into the fabric. Magically endowed, the inside of the robe will be a constant, pleasant environment; always dry and warm (70 degrees Fahrenheit) regardless of the conditions outside. Note: The robe cannot protect against major acts of nature, such as lightning, floods, mud slides, earthquakes, and so on. Nor can it protect against similar, magically induced elemental forces above 4th level.
• Marked @ the collar with Tyral's Mystic Mark
History: These Robes are variants of the Environmental Tent @ PFRPG Pg 258, text and effects are identical except it's a robe instead of a tent. They Keep the wearer comfortable by preventing it from getting too hot or too cold, and keeping him/her dry. These will be considered a Godsend by those travelers in the know who find them far preferable to sweating out the oppressive heat of the wastelands or winter snows in the North.


The Ring of Yyn (LoDp169)
Image
This piece of magical jewelry was the property of Mistress Yyn, assassin extraordinaire. She used this ring's powers in her quest to seek out the enemies of Therendil and to eliminate them and all forces of evil that threatened the Kingdom.
The Ring of Yyn grants its wearer these powers:
    I) The wearer's footsteps make no sound whatsoever, adding +25% to all Prowl rolls.
    2) The wearer leaves no footprints or sign of passage (no dirt smudge or scuff on the floor, no wrinkled carpet, etc.).
    3) The wearer may turn invisible at will.
    4) Cast any five spells from the following, every 24 hours, with the mystic energy necessary for the casting supplied by the ring: Death Trance (1), See the Invisible (4), Chameleon (6), Detect Concealment (6), Sense Traps (7), Levitation (5), Turn Dead (6), Weightlessness (6), Breathe Without Air (5), Impervious to Fire (6), Fire Bolt (10), Call Lightning (15), Magic Net (7), Shadow Meld (10), and Escape (8).

EPIC Ironhide Ring
Image
Unique Magic Ring
Magic Features
• Combine HP/SDC for 85 MDC while wearing the ring (regenerates 2d6 M.D.C. per minute); can also activate 8th level Invincible Armor spell 3x/day (200 MDC; 24 minutes)


Guild Ring of the Merchant Adventurers
Image
Enchanted Ring
Magic Features
• Tongues: Gives the wearer the ability to understand and speak any language at 98%
• Truesight: The wearer of this ring sees through magical and psionic illusions, and drug induced hallucinations (half the usual penalties). In addition, the wearer is not hindered by magical or non-magical darkness, and can see the invisible. This ring does not allow the wearer to see through non-magical disguises, nor will the wearer be able to detect Changelings, other shapechangers (like werebeasts and dragons), or otherwise metamorphosed individuals or creatures.



Gantrium Bracelet with Xanthine Gem
Image
Canonical Item combo  SB13 p.57
S.D.C.: Indestructible
Magic Features
• Allows the caster to cast spells at half the P.P.E. cost
• Allows the caster to recharge at twice the normal rate on ley lines and nexuses.
• Xanthine Gemstone Holds 120 P.P.E; rechargeable
History: A family relic saved from the Destruction of House Von'Lycien.


Knapsack Type Bag/Dimensional PocketDimensional Pocket [5.0 Years, ~90lbs]
• Energy Sphere (36 days, 1800 PPE)


Enchanted Large Mologoth Leather Shoulder Bag (Dark Grey)Dimensional Pocket [11.5 Years, ~90lbs]
• Has a Natural AR of 12 and 25 SDC
• Marked inside Flap with Tyral's Mystic Mark
•• Contains:
    --- Ancient Tome of Spectral Sword (LoB pg 76-77)

    --- Dwarven Quarterstaff
    Image
    • Damage: 2D6
    • Modifiers: +2 to parry


    --- Orb of Light
    Image
    Magic Item
    • Constantly shining Golf-Ball-Sized orb
    • 78 candlepower


    --- Ring of Resist Cold
    Image
    Rare Enchanted Ring
    S.D.C.: 25
    Magic Features
    • Resist Cold: Immune to normal cold, magic cold attacks do 1/2 damage
    • • Charges: 3 per 24 hour period.
    • • Duration: 2 hours


    --- [2] Steel Anvil Dagger(s)
    Image
    • Damage: 1D6+6
    • Superior Blade Edge (+6 to damage - included above)
    • Superior Blance (+3 to Strike and Parry)


    --- Steel Anvil Mace
    Image
    • Damage: 2d6+6
    • Superior Weighting (+6 to Damage - included above)
    • Superior Balance (+4 to parry)
    • Head is coated in Silver (Damage to creatures vulnerable to silver is 4d6+12)


    --- Environmental Robe (Hooded) -- GREY
    Image
    Magic Item of Clothing
    AR: 10 S.D.C.: 50 -- This is NOT Armor and does not afford the wearer any protection
    Magic Features
    • This appears to be a high-quality Robe that has a circle of protection from elemental forces and various other mystic symbols and enchantment built into the fabric. Magically endowed, the inside of the robe will be a constant, pleasant environment; always dry and warm (70 degrees Fahrenheit) regardless of the conditions outside. Note: The robe cannot protect against major acts of nature, such as lightning, floods, mud slides, earthquakes, and so on. Nor can it protect against similar, magically induced elemental forces above 4th level.
    Curse: Not as comfy as one would like.
    History: These Robes are variants of the Environmental Tent @ PFRPG Pg 258, text and effects are identical except it's a robe instead of a tent. They Keep the wearer comfortable by preventing it from getting too hot or too cold, and keeping him/her dry. These will be considered a Godsend by those travelers in the know who find them far preferable to sweating out the oppressive heat of the wastelands or winter snows in the North.


    --- Guild Cape
    Image
    Enchanted Garment
    S.D.C.: 60 (A.R. 10; clothing)
    Magic Features
    • Impervious to Fire: 60 minutes; twice daily.
    • Impervious to Cold: 60 minutes; twice daily.
    • Impervious to Horror Factor: 30 minutes; three times daily.
    • Chameleon: 20 melees; twice daily


    --- Small Mirror
    --- Water Skin - 2 Pints
    --- Flask of Holy Water - 10oz
    --- [2] lb Smoked Beef [Jerky!]


Shirt - Cotton
Vest - Leather
Hooded Travel Cloak
Soft Leather Gloves
Pants
Boots


Belt with Pouches
Sling
• Range: 80'
• Damage: 1d6

• (1) Bag of 15 Sling Stones


Healing Kit
(4) sets of Magic Bandages
(3) Superior Healing Potions
• Effect: 2d6 H.P. or 4d6 S.D.C. Restored


Backpack
[1] 100-Pg Notebook
[10] Sheet of Parchment Paper
[3] Crow Quill Pen
[2] Bottle of Ink
[3] Stick of Graphite
[4] Candle
Tinder Box
[1] Shirt - Silk
[3] Shirt - Cotton
[4] Socks
[1] Pants
[2] 3-Oz Soap
Bedroll
Last edited by Tyral on Sun Nov 12, 2017 7:04 pm, edited 3 times in total.
Tyral Oslarelar
• SDC: 43 / 43
• HP: 42 / 42
• PPE: 213/213


Worn: Environmental Robe [Grey with Dark Green trim], Ironhide Ring [AR of 14], Guild Rings of the Merchant Adventurer [Tongues/Vision Augmentation]
Weapons: Dwarven Quarterstaff [2d6, +2 Parry]

& Brago the Northern Timber Wolf
• SDC: 74 / 74
• HP: 41 / 41
• PPE: 21 / 21


Abilities: Empathic/Telepathic Link with Tyral: 600', Speech, Nightvision: 40', Perception +1, Heals at 3x natural rate, Impervious to Natural Fire (½ Damage from Magic Fire), See certain invisible beings: 600', Track by Smell 90% (Can Smell Prey 1 Mile away)
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Tyral
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Posts: 423
Joined: Sat Apr 18, 2015 6:13 pm
Location: PFRPG Group 2

Re: Tyral (Elven Wizard, Dextri)

Postby Townsend » Mon Jul 24, 2017 5:38 pm

Epic Campaign Conversion Notes

- Spells inflict M.D. instead of SDC.
- Ironhide Ring: Combine HP/SDC for 85 MDC while wearing the ring (regenerates 2d6 M.D.C. per minute); can also activate 8th level Invincible Armor spell 3x/day (200 MDC; 24 minutes)
- All bonuses from being on ley lines/nexuses apply.
2017 "Epic Heroics" Adventure GM

GM of the General Investigation, Resolution & Liberation Services (G.I.R.L.S.) of Merctown

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"...and now they work for me."
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