Trinsic Tales:Zephi
From Dead Pigeons Society
Contents |
Character Information
Character of Trinsic Tales: The Tower played August 5, 2011 to --
| Name | Player | Race | Height/Weight | Hair/Eyes | Class | ||||||||||||||||||||||||||||||||||||||
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| Zephi Del'anar | Zaniel | Human | 5' 8"/150 lbs. | Blue/Blue |
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| Size | Gender | Age | Skin | Alignment/Allegiance | Deity | ||||||||||||||||||||||||||||||||||||||
| Medium | Female | 21 yrs. | Pale | Neutral | None | ||||||||||||||||||||||||||||||||||||||
| Stats | Saves | Attacks | Misc. | Languages | |||||||||||||||||||||||||||||||||||||||
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| Feats | Class Features | Racial Features | |||||||||||||||||||||||||||||||||||||||||
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Skills
| Skill Name | Bonus | Skill Name | Bonus | Skill Name | Bonus |
|---|---|---|---|---|---|
| Appraise | +3 | Hide | +3 | Open Lock | +3 |
| Balance | +8 | Intimidate | +15 | Perform | +1 |
| Bluff | +1 | Jump | +20 | Profession | +1 |
| Climb | +18 | Know (Arcana) | +2 | Ride | +3 |
| Concentration | +2 | Know (Arch. & Eng.) | +2 | Search | +2 |
| Craft | +2 | Know (Dungeoneering) | +2 | Sense Motive | +1 |
| Decipher Script | +2 | Know (Geography) | +2 | Sleight Of Hand | +3 |
| Diplomacy | +1 | Know (History) | +2 | Spellcraft | +2 |
| Disable Device | +2 | Know (Local) | +2 | Spot | +1 |
| Disguise | +1 | Know (Nature) | +2 | Survival | +1 |
| Escape Artist | +3 | Know (Nob. & Royal.) | +2 | Swim | +18 |
| Forgery | +2 | Know (The Planes) | +2 | Tumble | +5 |
| Gather Information | +1 | Know (Religion) | +2 | Use Magic Device | +1 |
| Handle Animal | +1 | Listen | +1 | Use Rope | +3* |
| Heal | +1 | Move Silently | +3 |
[*] Situational Modifiers may apply: Skill Breakdown Chart
Spells Known
| Level 1 |
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| Level 2 |
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| Level 3 |
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| Level 5 |
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| Level 9 |
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Character Slots
| Head | Face | Gloves |
|---|---|---|
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None |
None |
Gloves of Fortunate Striking |
| Cloak | Neck | Belt |
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Belt of Battle |
| Armor | Main Hand | Boots |
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Dimension Stride Boots | ||
| Shirt | Off Hand | Legs |
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None |
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| Bracers | Storage | Rings |
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Strongarm Bracers |
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Legs: .
Inventory
- 23 pp - 18 gp - 41 sp - 45 cp
| Item | Location | Qty | |
|---|---|---|---|
| Alchemical Silver Dagger | Haversack | 1 | |
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Simple Light Thrown Melee Critical: 19-20/x2 Range: 10 ft Type: Piercing or Slashing Hardness: 10 Size: Medium Damage: 1d4
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| Arrows | Haversack | 80 | |
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Ammunition - Hardness: 5 Size: Medium
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| Bedroll (Sleeping Bag) | Haversack | 1 | |
| You never know where you're going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher. | |||
| Blessed Bandage | Haversack | 2 | |
| Applying a blessed bandage immediately stabilizes the recipient (but heals no damage). | |||
| Bucket | Haversack | 1 | |
| BUCKET | |||
| Caltrops | Haversack, Side | 5 | |
| A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an are of 5 feet square. | |||
| Cold Iron Greatsword | Equipped | 1 | |
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Martial Two-Handed Melee Critical: 19-20/x2 Range: -- Type: Piercing or Slashing Hardness: 10 Size: Medium Damage: 2d6
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| Cold weather outfit | Haversack | 1 | |
| A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. | |||
| Collapsible Pole | Haversack | 3 | |
| This 2-foot-long wooden pole is composed of six telescoping sections that allow it to extend to a length of 12 feet. Each section can be turned to lock it in place to prevent the pole from collapsing prematurely. The pole can be partially extended to 4 feet, 6 feet, 8 feet, or 10 feet. You can use the pole to jam doors, pass objects across pits, spring traps, or serve any other needed function. The thinnest section of a collapsible pole can be inserted into a second pole, creating a sturdy pole of up to 22 feet in length. Expanding or collapsing a pole is a full-round action. | |||
| Composite Shortbow | Haversack | 1 | |
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Martial Two-Handed Projectile Critical: x3 Range: 70 ft Type: Piercing Hardness: 5 Size: Medium Damage: 1d8
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| Crowbar | Haversack | 1 | |
| this iron bar is made for levering closed items open. A crowbar is the perfect tool for prying open doors or chests, shattering chains, and the like, and it grants +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of it's size. | |||
| Dagger | Haversack | 1 | |
| Dagger | Boot | 1 | |
| Dagger | Cloak | 1 | |
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Simple Light Thrown Melee Critical: 19-20/x2 Range: 10 ft Type: Piercing or Slashing Hardness: 10 Size: Medium Damage: 1d4
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| Explorer's Outfit | Haversack | 1 | |
| This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest of jacket), gloves and a cloak. Rather than a a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes and extra items you might need, such as or scarf or wide-brimmed hat. | |||
| Flint and steel | Haversack | 1 | |
| Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long. | |||
| Grasping Hook | Haversack | 1 | |
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Attached to Silk Rope This animated grappling hook seeks out the best place to secure a rope.
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| Hammer | Haversack | 1 | |
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If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size. | |||
| Heward's handy haversack | Back | 1 | |
| A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. | |||
| Leather Jacket | Equipped | 1 | |
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Customized Item Simple jacket with a pocket in the back for holding folded up greatsword. | |||
| Keyring | Belt | 1 | |
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Contents:
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| Mirror, Small Steel | Haversack | 1 | |
| A polished steel mirror is handy when you want to look around corners, signal friends with reflected sunlight, keep an eye on Medusa, make sure you look good enough to present yourself to the queen, or examine wounds that you've received on hard-to-see parts of your body. | |||
| Mundane Crystal Breastplate | Equipped | 1 | |
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Size: Medium Maximum Dexterity Bonus: +3 Armor Check Penalty: -4 Arcane Spell Failure Chance: 25% Armor Bonus: +5
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| Mundane Crystal Greatsword | Equipped | 1 | |
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Martial Two-Handed Melee Critical: 19-20/x2 Range: -- Type: Piercing or Slashing Size: Large Damage: 3d6
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| Onyx Lump of Darkness | Haversack | 1 | |
| Suppresses magical light effects. | |||
| Piton | Haversack | 5 | |
| When a wall doesn't offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope. | |||
| Rations, trail (per day) | Haversack | 10 | |
| Trail mix with M&Ms and Beef Jerky. | |||
| Rubber Ball | Haversack | 3 | |
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A bouncing rubber ball can give you an idea of what lies down a corridor. Simply throw the ball at a space or grid intersection as you would throw a splash weapon, though with a range increment of 30 feet. No matter where the ball lands, it bounces directly away from you, traveling half the distance it was first thrown. Then it lands and bounces again, covering half the distance of the previous bounce. The ball continues in this manner until it makes a bounce that would be less than 5 feet in length, at which time it stops bouncing and begins rolling. If the ball strikes a solid object, it reverses direction and continues rolling.
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| Rope, Silk | Haversack | 1 | |
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Attached to Grasping Hook This rope has 4 hit points and can be burst with a DC 24 check. It is so supple that it provides a +2 circumstance on Use Rope checks. | |||
| Sack | Haversack | 3 | |
| This item is made of burlap or a similar material and has a drawstring so it can be closed | |||
| Shovel | Haversack | 1 | |
| SHOVEL | |||
| Smuggler's Boots | Feet | 1 | |
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Hidden Dagger Enclosed These otherwise normal high boots have hinged heels that swing open to reveal small storage spaces. Each can hold one or two Fine objects, such as a vial of poison. In addition, the inside lining of the boot can be removed to hide thin, flat objects like a map or slender dagger. It requires a successful Search check (DC 30) to locate items hidden in the boots. | |||
| Soap | Haversack | 2 | |
| SOAP | |||
| Strongarm Bracers | Arms | 1 | |
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Body Slot: Arms Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: —
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| Sunrod | Haversack | 4 | |
| This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless. | |||
| Tent | Haversack | 1 | |
| This simple tent sleeps two. | |||
| Traveler's outfit | Haversack | 1 | |
| This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood. | |||
| Waterskin (Full) | Haversack | 2 | |
| A waterskin is a leather pouch with a narrow neck that is used for holding water. | |||
| Gorilla Glue (Full) | Haversack | 1 | |
| "Made from 100% real gorrilas. Be careful not to get any on you. | |||
| Belt of Battle | Belt | 1 | |
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A belt of battle helps you avoid being caught off guard in combat and allows occasional bursts of extra activity. While worn, it grants you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation. | |||
| Dimension Stride Boots | Feet | 1 | |
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While wearing dimension stride boots, you gain a +2 competence bonus on Jump checks. This is a continuous effect and requires no activation. | |||
| Ring of Invisibility | Finger | 1 | |
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By activating this simple silver ring, the wearer can benefit from invisibility, as the spell. | |||
| Ring of Feather Falling | Finger | 1 | |
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This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet. | |||
| Winged Vest | Torso | 1 | |
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When you activate a winged vest, it unfolds its manticore wings and allows you to fly at a speed of 60 feet (good maneuverability) for 5 rounds. | |||
| Retributive Amulet | Neck | 1 | |
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You can activate a retributive amulet immediately after another creature has dealt damage to you with a melee attack. That creature takes damage equal to half the damage it dealt to you. This damage is of the same type (or types). | |||
| Gloves of Fortunate Striking | Hands | 1 | |
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You can activate gloves of fortunate striking to reroll an attack roll that you’ve made before you know whether the attack succeeded. You must use the second result, even if it’s lower. You can’t use this ability if you have already rerolled the attack for any reason. | |||
Character Background
Appearance
Background
Personality
Campaign Notes
Personal Notes
External Links:
- Special Abilities - Pouncing
- Actions in Combat - Full Attack
- Special Attacks - Charging
- Getting Into and Out of Armor

