Trinsic Tales:Rayn

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Character Information

Character of Trinsic Tales: Planescapes played August 24, 2012 to --

Name Player Race Height/Weight Hair/Eyes Class
Rayn Shiryl
----
Tibur Shiphrin Vicmir
Zaniel Drow Dragonborn 5' 10"/90 lbs. White/Red
  • Level 10 Dragonfire Adept
    (0 / 10,000) - 0%


Size Gender Age Skin Alignment/Allegiance Deity
Medium Female 24 yrs. Blue Chaotic Neutral None
Stats Saves Attacks Misc. Languages
STR 13 +1 INT 16 +3
DEX 16 +3 WIS 15 +2
CON 18 +4 CHA 17 +3
Fort +11(+2)
Ref +6(+3)
Will +9(+2,1)
Melee +7
1d6+3
Missile +9
1d4*
Grapple +6
Speed 40/60/40ft.
Initiative +3(+4)
Armor Class 25(+2,2)

21*

Hit Points 91/91
  • Aquan
  • Celestial
  • Common
  • Draconic
  • Drow Sign Language
  • Elven
  • Undercommon
Feats Class Features Racial Features
  • Dragontouched
  • Draconic Heritage
    • Sand (Survival) (+1 Fire)
  • Flyby Attack
  • Improved Speed
  • Empty Slot


Skill Tricks:

  • Listen to This
  • Point It Out
  • Breath Weapon
  • Least Invocations
    • Aquatic Adaptation
  • Lesser Invocations
    • Draconic Flight
    • Humanoid Shape
    • Walk Unseen
  • Breath Effect
    • Lightning Breath (Line)
    • Shaped Breath (Both)
    • Thunder Breath
  • Scales +3
  • Dragonkin
  • Damage Reduction 2/Magic
  • Dragon and Drow sub-types
  • Darkvision - 120ft
  • Low-Light Vision - 3x
  • Immunity to sleep & paralysis spells
  • Spell resistance equal to 11 + class level.
  • 5 feet of a secret or concealed door is entitled to a Search check
  • Immunity to Frightful Presence
  • Draconic Aspect: Mind

  • 7 skill Points Per Level
  • Next Feat: Level 12


Skills

Skill Name Bonus Skill Name Bonus Skill Name Bonus
Appraise +3 Hide +3* Open Lock +3
Balance +3 Intimidate +16 Perform +3
Bluff +14 Jump +14* Profession +3
Climb +2 Know (Arcana) +3 Ride +3
Concentration +4 Know (Arch. & Eng.) +3 Search +20
Craft +3 Know (Dungeoneering) +3 Sense Motive +15
Decipher Script +3 Know (Geography) +3 Sleight Of Hand +5
Diplomacy +16* Know (History) +3 Spellcraft +3
Disable Device +3 Know (Local) +3 Spot +20
Disguise +5 Know (Nature) +5 Survival +14*
Escape Artist +3 Know (Nob. & Royal.) +3 Swim +10*
Forgery +3 Know (The Planes) +3 Tumble +3
Gather Information +3 Know (Religion) +3 Use Magic Device +3
Handle Animal +3 Listen +20 Use Rope +3
Heal +3 Move Silently +5    
[*] Situational Modifiers may apply. Please view source for more information.

Spells Known

Level 0 Level 1 Level 2 Level 3 Level 5

Known Spells

  • Dancing Lights (1/1)

Known Spells

  • Faerie Fire (1/1)
  • Fire Breath

Item Spells

  • Feather Fall
  • Endure Elements

Wand Spells

  • Shocking Grasp (49)

Known Spells

  • Darkness (1/1)
  • Lightning Breath (Line)
  • Aquatic Adaptation
  • Walk Unseen

Item Spells

  • Web (9)

Wand Spells

  • Bear's Endurance (5)

Known spells


Item Spells

  • Cure Serious Wounds (1/1)
    • 3d8+9

Known spells

  • Shaped Breath

Item spells

  • DSB: Teleport (5/5)
  • SC: Teleport (3/3)


  • Breath Weapon Half Damage Save DC: Reflex = 10 + 1/2 Class Level (4) + CON (4) + Item Bonus (1) = 19


Active Spells

Spell Name Spell Level Time Left Additional Information
Aquatic Adaptation 2 24:00:00 None
Dancing Lights 0 0:00:00 None
Darkness 2 0:00:00 None
Draconic Flight 3 24:00:00 None
Faerie Fire 1 0:00:00 None
Walk Unseen 2 0:00:00 None
Web 2 0:00:00 None


Character Slots

Head Face Gloves

None

  • Sundark Goggles
  • Third Eye Clarity

Dragonslayer Claws

Cloak Neck Belt

Shadow Cloak

Web Choker

Dragon Spirit Cincture

Armor Main Hand Boots

Mithral Shirt

Dragonfang Sword

Dimension Stride Boots

Shirt Off Hand Legs

Hair Shirt of Suffering

Darkwood Heavy Shield

Armor

Bracers Storage Rings

Dastana

Handy Haversack

Ring of Feather Falling


Inventory

  • 0 pp - 3071 gp - 8 sp - 10 cp
Item Location Qty
Arrows Haversack 100

Ammunition - Hardness: 5 Size: Medium


  • An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Alchemical Silver Dagger Haversack 1

Simple Light Thrown Melee Critical: 19-20/x2 Range: 10 ft Type: Piercing or Slashing Hardness: 10 Size: Medium Damage: 1d4


  • Dagger
    • You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body.
    • A dagger does either piercing or slashing damage (player’s choice at time of attack).
  • Alchemical Silver
    • A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes.
    • On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral.
    • Alchemical silver has 10 hit points per inch of thickness and hardness 8.
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).
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.
Dagger Boots 2

Simple Light Thrown Melee Critical: 19-20/x2 Range: 10 ft Type: Piercing or Slashing Hardness: 10 Size: Medium Damage: 1d4


  • You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body.
  • A dagger does either piercing or slashing damage (player’s choice at time of attack).
Darkvision Powder Haversack 2
This plain gray powder clings to surfaces and cannot be seen with normal vision from more than 10 feet away. It glows brightly when viewed with darkvision, and thus is useful for creatures that have darkvision and wish to write messages that other creatures can’t read. Each vial contains enough powder for a message of up to 25 words. By adding a mixture of spider silk oil, an ink can be created with the same properties as the powder.
Darkwood Heavy Shield Offhand 1

Martial One-Handed Melee Critical: 20 ×2 Type: Bludgeoning Shield Bonus: +2 Arcane Spell Failure Chance: 15% Damage: 1d4


  • Least Crystal of Arrow Deflection
    • Body Slot: — (shield crystal) Caster Level: 5th Aura: Faint; (DC 17) divination Activation:
    • This blue sapphire is cut into a large cabochon. It contains a small flint arrowhead in its center.
    • A crystal of arrow defl ection protects you from ranged weapon attacks.
    • This augment crystal grants you a +2 bonus to AC against ranged attacks.

Wand Chamber Contains: Wand - Bear's Endurance

Dimension Stride Boots Feet 1

Aura: Faint; (DC 16) conjuration - Activation: Continuous and standard (command)
These sleek leather boots lean slightly forward, as if poised to leap.
While wearing dimension stride boots, you gain a +2 competence bonus on Jump checks. This is a continuous effect and requires no activation.
In addition, the boots have 5 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to teleport a short distance (with no chance of error). You must have line of sight and line of effect to your destination. You can’t use the boots to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the boots’ activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring other creatures.

  • 1 charge: Teleport 20 feet.
  • 3 charges: Teleport 40 feet.
  • 5 charges: Teleport 60 feet.

Boot Blade: The most common hidden blade, a boot blade is concealed in the sole of a boot, usually under the toes. The wearer activates the blade by striking a certain part of the boot (usually the toe) against the ground, which flips the weapon it into position. Treat a boot blade as a dagger.
Dragonfang Enhancement Energy Types: Acid, Cold


These boots have been modified prior to being enchanted. they have been modified with the "Smuggler's Boots" function allowing fine or diminutive items to be hidden in the heel and for a dagger or dagger-like weapon to be hidden on the inside. It requires a successful Search check (DC 30) to locate items hidden in the boots.


Contains: 1 Drow Poison, 1 Boot Blade, and 1 Dagger each

Dragon Spirit Cincture Waist 1

Aura: Moderate; (DC 18) evocation - Activation: Continuous


While you wear a dragon spirit cincture, your breath weapon damage is increased by one die (or by 1 point if your breath weapon doesn’t deal damage expressed in dice).
If you are also holding a magic weapon that deals the same type of damage as your breath weapon, your breath weapon save DC increases by 1.

Dragonfang Shortsword Equipped 1

Martial Light Melee Critical: 19-20/x2 Range: 5 ft Type: Piercing Hardness: 10 Size: Medium Damage: 1d6


Dragonfang weapons are masterwork weapons crafted from the claws and teeth of a dragon. In addition to the +1 nonmagical enhancement bonus on attack rolls granted by its masterwork quality, a dragonfang weapon deals 1 point of energy damage on each successful hit. The type of energy is the same as that of the dragon’s breath weapon. If a dragon doesn’t have a breath weapon that deals acid, cold, electricity, fire, or sonic damage, dragonfang weapons made from its remains do not deal any extra damage. This damage is treated as an extraordinary (and thus nonmagical) feature of the weapon. It doesn’t stack with any other energy damage (of the same type) dealt by the weapon.


Dragonfang Enhancement Energy Type: Sonic


Laced with Drow Knockout Poison


Wand Chamber Contains: Wand - Shocking Grasp

Drow Knockout Poison Haversack, Boots 4

Type: Injury DC 13 - Initial Damage: Unconsciousness - Secondary Damage: Unconsciousness for 2d4 hours


The dark elves are renowned for their use of unconsciousness-inducing poison. They carefully guard the secret of their venom, and it is difficult to find outside of drow realms and outposts.

Explorer's Outfit Body 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.
Hair Shirt of Suffering Torso 1

Aura: Moderate; (DC 19) conjuration - Activation: Continuous and standard (command)
A hair shirt of suffering provides a +1 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) This is a continuous effect and requires no activation.
You can also activate the shirt to use cure serious wounds on any creature other than yourself (healing 3d8+9 points of damage). This ability functions once per day.


Sleeve Blade: Strapped to the forearm of its wearer, a sleeve blade lies hidden under a long-sleeved shirt or dress. Making a quick downward flick with the wrist triggers the mechanism, extending the blade beyond the top of the wearer’s hand. Treat a sleeve blade as a dagger.
Dragonfang Enhancement Energy Type: Fire, Shock

Hand Crossbow Belt 1

''Exotic Light Projectile Critical: 19–20/×2 Range: 30 ft. Type: Piercing Hardness: 5 Size: Medium Damage: 1d4


You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity. You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This crossbow functions when unfolded as a hand crossbow, triggering the crossbow (unfolding it or folding it) is a free action. When folded, it gives a +2 Sleight of Hand checks made to conceal the crossbow.


Loaded with a Drow Knockout Poison tipped bolt.


Hand Crossbow Blade: Adding a short blade to the front of a hand crossbow allows you to defend yourself in melee combat without having to draw a different weapon. The blade functions as a dagger.

Hand Crossbow Bolts Quiver, Haversack 100
Hand Periscope Haversack 1
This device consists of two steel mirrors placed opposite each other at angles, separated by a metal tube about 2 feet in length. The periscope allows you to peer around corners without revealing your presence. Because only the end of the periscope protrudes, you can make a Hide check (with a +7 bonus) for the item to determine if the creatures you spy upon notice it. The area visible through the periscope is coneshaped and begins in the space immediately around the corner. While looking through the periscope, you take a –8 penalty on Spot checks to detect creatures not in the cone-shaped area.
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.
Masterwork Dastana Arms 1
This pair of metal bracers can be worn in addition to some other types of armor to provide an additional armor bonus that stacks with both the foundation armor and any shield worn. You can wear dastana with padded, leather, or chain shirt armor. You need the Armor Proficiency (light) feat to wear dastana without penalty.
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.
Mithral Shirt Body 1

Size: Light Maximum Dexterity Bonus: +6 Armor Check Penalty: 0 Arcane Spell Failure Chance: 10% Armor Bonus: +4


  • Least Adaptation Crystal of Enhancement
    • Body Slot: — (armor crystal) Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation:
    • This bright green, circular crystal is pleasantly warm to the touch.
    • A crystal of adaptation protects you from hostile environments, both terrestrial and extraplanar.
    • This augment crystal protects you from temperature extremes as an endure elements spell.
  • Muffling (Mundane Enhancement)
    • Fine strips of felt or velvet are placed at each joint of the armor, and cotton thread is wound around the links to prevent clanking. Muffling grants the wearer a +2 circumstance bonus on Move Silently checks.
Ring of Feather Falling Finger 1

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.

Rubber Ball Haversack 3

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.
Thus, you can throw a rubber ball down a corridor to see whether or not it hits a wall and returns to you. Either way, you learn something about the length of the hallway. When you throw the ball, you can also listen carefully for other cues, especially if the ball does not return. For example, if you hear a splash, you know that a liquid obstacle lies ahead.

Shadow Cloak Shoulders 1

Aura: Strong; (DC 21) conjuration, illusion - Activation: Continuous and immediate (command)


A shadow cloak grants a +1 deflection bonus to AC.
If you are attacked, you can use the cloak three times per day to produce one or the other of the following effects. You can gain concealment for 1 round, or you can teleport to a space you can see clearly up to 10 feet in any direction.

Spelunker's Oil Haversack 1

This clear, slick substance is derived from several types of slimes and certain mineral oils. As a full-round action, you can apply a flask of it to your body and gain a +2 alchemical bonus on Escape Artist checks. This oil is especially useful to cave explorers who have to squeeze through tight quarters. However, when the oil is effective it bestows a –5 penalty on Climb checks.

Sundark Goggles Face, Haversack 2
The smoked lenses of these goggles block light. They are typically fixed into a band of canvas that clasps together at the back to keep the goggles from falling off. Sundark goggles negate the dazzled condition experienced by a creature with light sensitivity while in bright illumination. As a side effect, they grant the wearer a +2 circumstance bonus on saving throws against gaze attacks. A creature wearing sundark goggles can’t use a gaze attack, since other creatures can’t see its eyes. Creatures without low-light vision or darkvision that wear sundark goggles take a –2 penalty on Search and Spot checks.
Third Eye Clarity Face 1

Aura: Moderate; (DC 18) conjuration - Activation: Immediate (Mental)


You can activate this crystal to negate any one of the following conditions affecting you: confused, dazed, fascinated, or stunned.
You can activate the eye in response to an effect that would impose one of these conditions (for instance, after failing your save against a monk’s Stunning Fist attack but before the stun takes effect).

Trail Rations Haversack 7
Assorted Snacks
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.
Wand - Bear's Endurance Belt 1
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.

Wand - Shocking Grasp Belt 1
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
Web Choker Neck 1
Strung of barbs and black webbing, with nine gray spheres dangling from it, this choker is considered high fashion for drow priestesses. The wearer (and only the wearer) can detach and hurl the spheres up to 70 feet. When a sphere arrives at the end of its trajectory, it bursts, generating a web effect (DC 14). Once all nine spheres have been used, the web choker is nothing other than a simple choker.
Waterskin (Full) Haversack 3
A waterskin is a leather pouch with a narrow neck that is used for holding water.


Character Background

Appearance

Small Appearance Info Section.

Mannerisms

Small Mannerisisms Info Section.

Background

As a rule, the Drow race is supposed to be a violent, apparently sadistic race. Rayn was born to one of the most powerful of Drow families in the city. Traditionally, the child is ignored by the parents and raised by someone else. However, Rayn's mother felt something uncommon for a Drow. Love.

After Rayn's father was killed, the other Drow families saw this as weakness and after the third murder attempt on Rayn and her mother within a week, she left rule of her house to her eldest daughter and fled the city, Rayn in tow. As Drow and other races do not get along, they survived by being careful and hiding their Drow identities for a few months before they were found. Rayn was able to hide and she watched as her mother was pierced with an arrow.

When they couldn't find Rayn, they gave up on her and left. Rayn was somehow able to live as she had before, albeit without her mother's illusionary disguise. One day she realized she was angry at the uncaring attitudes and blatant murder she'd seen from her kind. She vowed to find a way to put a stop to it, somehow. and that's when she heard Bahmaunt's voice in her head. Inviting her among the Dragonborn.

She accepted, and underwent the rite of rebirth. Now, she passes for a Dragonborn that used to be an elf, hiding her true heritage. She currently spends most of her time invisible, flying her main mode of transportation. She uses bodies of water as a hiding place, not hesitating to sleep underwater, if the need arises. For she still lives in fear that a Drow might recognize her but now she is ready for them.

Personal Notes

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