Trinsic Tales:Zephi

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Character Information

Character of Trinsic Tales: The Tower played August 5, 2011 to --

Name Player Race Height/Weight Hair/Eyes Class
Zephi Del'anar Zaniel Human 5' 8"/150 lbs. Blue/Blue
  • Level 10 Fighter
    (1,000 / 10,000) - 10%


Size Gender Age Skin Alignment/Allegiance Deity
Medium Female 21 yrs. Pale Neutral None
Stats Saves Attacks Misc. Languages
STR 18 +4 INT 14 +2
DEX 16 +3 WIS 12 +1
CON 14 +2 CHA 12 +1
Fort +9
Ref +6
Will +4
Melee +19/+14/+9

3d6+9(+11)


Missile +15/+10/+5

1d8+3


Grapple +14
Speed 20ft.
Initiative +11
Armor Class 18
Hit Points 97 / 97
  • Common
  • Draconic
  • Elven
  • Gnomish
Feats Class Features Racial Features
  • Medium size
  • Base speed: 30ft.
  • 1 extra feat at first level
  • 4 extra skill points at first level
  • 1 extra skill point per level

  • 2 + (INT) + 1 = (5) skill Points Per Level
  • Next Feat = Level 12
  • Base Attack Bonus: +11/+6/+1


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
  • Feather Fall
     
Level 2
  • Invisibility
     
Level 3
  • Fly (5 / 5)
     
Level 5
  • Teleport (3 / 3)
     
Level 9


Character Slots

Head Face Gloves

None

None

Gloves of Fortunate Striking

Cloak Neck Belt
  • Cotton Cloak
  • Hidden Dagger
  • Silver Locket
  • Retributive Amulet

Belt of Battle

Armor Main Hand Boots

Mundane Crystal Breastplate

Mundane Crystal Greatsword

Dimension Stride Boots

Shirt Off Hand Legs
  • Winged Vest
  • Leather Jacket

None

  • Stockings
  • Leather Skirt
Bracers Storage Rings

Strongarm Bracers

Heward's Handy Haversack

  • Ring of Feather Falling
  • Ring of Invisibility


Legs: .

Inventory

  • 23 pp - 18 gp - 41 sp - 45 cp


Item Location Qty
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.
Arrows Haversack 80

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.
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

Martial Two-Handed Melee Critical: 19-20/x2 Range: -- Type: Piercing or Slashing Hardness: 10 Size: Medium Damage: 2d6


  • Greatsword
  • Cold Iron
    • This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, any magical enhancements cost an additional 2,000 gp.
    • Cold iron has 30 hit points per inch of thickness and hardness 10.
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

Martial Two-Handed Projectile Critical: x3 Range: 70 ft Type: Piercing Hardness: 5 Size: Medium Damage: 1d8


  • Composite Longbow
    • You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost.
  • +3 Strength Rating
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

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).
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

Attached to Silk Rope


This animated grappling hook seeks out the best place to secure a rope.
Description: When dormant, a grasping hook appears to be a mithral grappling hook delicately sculpted to resemble the claw of a dragon, with three main claws jutting out and a fourth opposable claw curled in at the palm. When the command word is spoken, the hook springs to life. All four claws begin moving, and it can move by using the claws as tiny legs.
Activation: A single command word activates a grasping hook. Speaking the word once causes the hook to animate and immediately seek the nearest secure object that it can grasp. Speaking the word a second time causes the hook to release its grasp immediately and resume its dormant position.
Effect: When a grasping hook is tied to silk rope, you can throw it as a standard mithral grappling hook. However, you can also speak the command word (a free action) as you throw the hook to cause it to animate. The hook then tries to grab onto the nearest secure object, granting a +6 competence bonus on your Use Rope check to seat it properly. A grasping hook has a Strength of 25 and can hold 1,600 pounds when grasping a secure object or terrain feature. You can cause a hook to release its grasp by speaking the command word again.

Hammer Haversack 1

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

Customized Item


Simple jacket with a pocket in the back for holding folded up greatsword.

Keyring Belt 1

Contents:

  • Bronze Key - 1 / 1
  • Silver Key - 1 / 1
  • Gold Key - 1 / 1
  • Platinum Key - 0
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

Size: Medium Maximum Dexterity Bonus: +3 Armor Check Penalty: -4 Arcane Spell Failure Chance: 25% Armor Bonus: +5


  • Breastplate Armor
    • Breastplates come with a helmet and greaves.
  • Mundane Crystal
    • Mundane crystal can be used in place of metal in weapons or armor, using a special forging process. The fortified crystal possesses the properties of a similar masterwork steel weapon or armor, except for visual appearance.
    • Weapons and armor made of mundane crystal cost the same amount to make as their masterwork counterparts. Any item could potentially be made with mundane crystal. Because mundane crystal armor is considered to be made out of metal, druids cannot wear it.
    • Mundane crystal properly forged has 25 hit points per inch of thickness and a hardness of 8.
  • +1, Styptic Enchantment
    • Property: Armor Caster Level: 7th Aura: Moderate; (DC 18) conjuration Activation:
    • This blood-red armor is lined with a chalky substance and has an astringent scent.
    • While wearing armor that has this property, you do not suffer ongoing blood loss for any reason. Regardless of their source, bleeding wounds automatically close. You sustain no further hit point loss and stabilize if you are dying. In addition, you have a 25% chance to be unaffected by any blood-draining attack that depletes Constitution, such as a vampire’s or stirge’s blood drain ability, or the property of a wounding weapon.
  • Restful Armor Enchantment
    • Property: Armor Caster Level: 5th Aura: Moderate; (DC 17) Abjuration Activation:
    • Sleeping in restful armor does not cause you to become fatigued, even if the armor is medium or heavy. Further, you can make Listen checks with a penalty of only –5 while sleeping in the armor. If you make a successful Listen check while sleeping, you can choose to wake up or to remain asleep, depending on the noise you hear.
  • 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.
Mundane Crystal Greatsword Equipped 1

Martial Two-Handed Melee Critical: 19-20/x2 Range: -- Type: Piercing or Slashing Size: Large Damage: 3d6


  • Greatsword
  • +1, Eager Weapon Enchantment
    • Property: Melee weapon Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation:
    • This weapon, which is decorated with a wing motif, vibrates slightly, as though with excitement.
    • An eager weapon can be drawn as a free action. While wielding it, you gain a +2 bonus on initiative checks and a +2 bonus on damage rolls made during a surprise round and the first round of combat.
  • Wand Chamber
    • Magic Missile Level 9 Wand (10 Charges)
  • Hideaway Weapon Enchantment
    • Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (command)
    • Several studs texture this weapon, as do numerous hinges and slots, though none seems to impede its effectiveness.
    • When activated, a hideaway weapon folds up into a bundle two size categories smaller than you, making it easy to conceal. You gain a +2 bonus on Sleight of Hand checks to conceal a hideaway weapon when it’s folded up (as if it were a dagger).
    • A second command word (also a swift action) causes the weapon to unfold to its normal shape.
  • Illuminating Weapon Enchantment
    • Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) evocation Activation:
    • A sunburst set with topaz flecks gleams upon this weapon.
    • When drawn, an illuminating weapon glows with pure white light, brightly illuminating a 20-foot-radius area and providing shadowy illumination for another 20 feet beyond that.
  • Lesser Enhancement Crystal of Return
    • Body Slot: — (weapon crystal) Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation:
    • This crystal is the color of a cloudless sky.
    • A crystal of return allows a weapon to leap into its owner’s hand.
    • This crystal allows you to draw the weapon to which it is attached as a free action. In addition you can call the weapon (if unattended) to your hand from up to 30 feet away as a move action.
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

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.

Rope, Silk Haversack 1

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

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

Body Slot: Arms Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation:


  • These flexible, blue-green leather armbands are covered with gold studs.
  • When wearing strongarm bracers, you can wield weapons as if you were one size category larger than normal. (You don’t take any penalty when using weapons as normal for your size.) For example, a human wearing these bracers could wield Large or Medium weapons without penalty.
  • The effect of these bracers doesn’t stack with the powerful build trait (such as that possessed by the half-giant and goliath races).
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

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.

In addition, a belt of battle has 3 charges, which are renewed each day at dawn. Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the ring’s charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action).

1 charge: 1 move action.
2 charges: 1 standard action.
3 charges: 1 full-round action.

Dimension Stride Boots Feet 1

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.

Ring of Invisibility Finger 1

By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.

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.

Winged Vest Torso 1

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.
A winged vest functions five times per day.

Retributive Amulet Neck 1

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).
This ability functions three times per day.

Gloves of Fortunate Striking Hands 1

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.
This ability functions once per day.


Character Background

Appearance

Background

Personality

Campaign Notes

Personal Notes

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