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- Alan Percival Rodain
- STR 5
- DEX 9
- CON 5
- INT 5
- WIS 13
- CHA 9
- Melee to Hit 60
- Ranged to Hit 64
- AC 30
- Fort 46
- Will 49
- Ref 48
- Skills
- Assimilating +60
- Appraise +5
- Animal Handling +5
- Climb +5
- Flying +10
- Knowledge - Arcana +5
- Knowledge - Local +5
- Knowledge – Religion +5
- Perception +15
- Profession – Sailor +3
- Ride +25
- Sleight of Hand +5
- Spellcraft +10
- Stealth +50
- Survival +20
- Abilities
- General//
- Aquatic Advantage (+5 to rolls in water)
- Merchant +5 to Appraise
- Local Know-it-All +5 to Knowledge - Local
- Natural Born Sailor +3 (out of 5) to Profession – Sailor
- Bonded Mind (Rowe) (+5 to rolls involving Rowe)
- Precise Strike (Kyra) (+5 to attacks when flanking with Kyra)
- Light Sleeper +1 to Constitution
- Low-Light Vision +10 to Perception
- Devil's Foe +5 to Attacking Devils
- Energy Drain (Passion) +1 to Charisma
- Cavalier//
- Cavalier's Charge +5 to Ride
- Cavalry Rider +5 to Ride
- Mounted Archery +5 to Ride
- Mounted Combat +5 to Ride
- Mounted Skirmisher +5 to Ride
- Mount (+5 to rolls involving Tornado)
- Nimble Mount (Grant Alan +1 to AC and Reflex while riding you)
- Valiant Steed (Grant Alan +5 to Will saves against fear while riding you)
- Tactician +1 to Intelligence
- (Lvl 3) +3 to Hit/Fort, +1 to Ref/Will
- Cleric//
- Aura of Good, Law +1 to Wisdom
- Channel Energy +1 to Charisma
- Calming Touch +1 to Wisdom
- Pantheist +5 to Knowledge – Religion
- Spontaneous Casting +1 to Wisdom
- Versatile Channeler +1 to Wisdom
- Selective Channeling +1 to Charisma
- (Lvl 8) +6 to Hit, +6 to Fort/Will, +2 to Ref
- Fighter//
- Bravery (+5 to Will saves against fear)
- Armor Training (+4 to max Dex Bonus for AC while wearing armor)
- Power Attack +1 to Strength
- (Lvl 3) +3 to Hit/Fort, +1 to Ref/Will
- Gunslinger//
- (Lvl 5) +5 to Hit, +4 to Fort/Ref, +1 to Will
- Monk//
- Fast Movement +1 to Constitution
- Flurry of Blows +1 to Dexterity
- Flurry of Bows +1 to Dexterity
- Great Fortitude +1 to Constitution
- Greater Unarmed Strike +3 to Strength
- Ki Pool +1 to Wisdom
- Meditation Master +1 to Wisdom
- Purity of Body +1 to Constitution
- Slow Fall +1 to Wisdom
- Still Mind +1 to Wisdom
- Stunning Fist +1 to Strength
- Throw Anything +1 to Wisdom
- Wholeness of Body +1 to Wisdom
- Wisdom in the Flesh (Add Wisdom to AC while under 50% carrying capacity)
- (Lvl 10) +10 to Hit, +7 to Fort/Ref/Will
- Ninja//
- Blind Fighting +1 to Wisdom
- Light Steps +1 to Dexterity
- No Trace +15 to Stealth
- Two Weapon Fighting +1 to Dexterity
- (Lvl 9) +6 to hit, +3 to Fort/Will, +6 to Ref
- Ranger//
- Endurance +1 to Constitution
- Hunter's Bond +5 to Survival
- Scent (Grant Alan +5 to perception checks while you are nearby)
- Keen Senses +5 to Perception
- Nature Magic +1 to Wisdom
- Precise Shot +1 to Dexterity
- Rapid Shot +1 to Dexterity
- Seasoned Climber +5 to Climb
- Student Survivalist +5 to Survival
- Track +10 to Survival
- Wild Empathy +5 to Animal Handling
- (Lvl 10) +10 to Hit, +7 to Fort/Ref, +3 to Will
- Rogue//
- Conceal Scent +5 to Stealth
- Dampen Presence +10 to Stealth
- Evasion +1 to Dexterity
- Fast Stealth +5 to Stealth
- Hidden Hand +5 to Sleight of hand
- Sneak Attack +1 to Dexterity
- Stealthy +5 to Stealth
- Uncanny Dodge +1 to Dexterity
- (Lvl 7) +5 to Hit, +2 to Fort/Will, +5 to Ref
- Sorcerer//
- Cantrips +1 to Charisma
- Eschew Materials +1 to Charisma
- Destined Bloodline +1 to Fort, Ref, Will
- Quick Learner +5 to Assimilating
- Fast Learner +10 to Assimilating
- Spontaneous Learner +10 to Assimilating
- Master Learner +15 to Assimilating
- Tight Bonds (Add Relationship Lvl to Asimilating)
- Fated +1 to AC
- Touch of Destiny +1 to Charisma
- It Was Meant to Be +20 to Assimilating
- Draconic Bloodline (+5 to Attacks with Fire Spells)
- Manipulate Flames +1 to Charisma
- (Lvl 9) +4 to Hit, +3 to Fort/Ref, +6 to Will
- Wizard//
- Arcane Depth +5 to Knowledge – Arcana
- Arcane Sight (+20 to Perception when looking for magic)
- Classically Schooled +5 to Spellcraft
- Theoretical Magician +5 to Spellcraft
- Familiar +10 to Flying
- Alertness (Grant Alan +5 to perception checks while you are within arm's reach)
- Scribe Scroll +1 to Intelligence
- Spellbook +1 to Intelligence
- Teleportation +1 to Intelligence
- (Lvl 7) +3 to Hit, +2 to Fort/Ref, +5 to Will
- Spells
- 0// (NOVICE)
- Abjuration: Resistance
- Conjuration: Drench
- Divination: Detect Magic, Detect Poison, Read Magic
- Enchantment: Daze[Spellbook]
- Evocation: Flare[Spellbook], Ray of Frost[Spellbook]
- Illusion: Ghost Sound[Spellbook]
- Transmutation: Mage Hand, Message[Spellbook], Open/Close[Spellbook]
- Divine: Guidance, Stabilize, Virtue
- 1// (APPRENTICE)
- Conjuration: Grease[Spellbook], Summon Monster I[Spellbook]
- Enchantment: Memorize Page
- Illusion: Blurred Movement
- Transmutation: Expeditious Retreat
- Divine: Cure Light Wounds, Inflict Light Wounds, Magic Weapon
- Nature: Speak with Animals
- 2// (JOURNEYMAN)
- Conjuration: Glitterdust[Spellbook], Web[Spellbook], Summon Monster II[Spellbook]
- Divination: Detect Magic (Greater)
- Illusion: Invisibility
- Transmutation: Bull's Strength, Mirror Hideaway[Spellbook]
- Divine: Cure Moderate Wounds, Inflict Moderate Wounds, Align Weapon
- 3// (ADEPT)
- Conjuration: Summon Monster III[Spellbook], Urban Step[Spellbook]
- Divination: Arcane Sight
- Enchantment: Suggestion
- Divine: Cure Serious Wounds, Inflict Serious Wounds
- 4// (EXPERT)
- Divine: Cure Critical Wounds, Inflict Critical Wounds
- Proficiency
- Light Armor, Medium Armor, Heavy Armor, Shields, Dual Wielding
- Long Sword, Short Sword, Battleaxe, Lance, Heavy Mace, Glaive
- Unarmed, Dagger, Quarterstaff
- Thrown Weapons, Shortbow, Longbow, All Firearms
- Languages
- Common
- Draconic
- Elven
- Orcish
- Equipment
- On Alan
- 19,250 gold pieces
- Scabbard of Vigor // 3 lbs (Enhances the weapon drawn from it)
- Masterwork Cavalry Saber // 2 lbs (+1 to hit)
- Magical Mythral Buckler // 2 lbs (+2 to AC)
- Masterwork Silver Dagger // 1 lbs
- Shotgun // 12 lbs
- 2 bandoliers // 0 lbs (Holds sixteen small objects)
- 16 pellets // .25 lbs
- Efficient Quiver // 2 lbs (Extra-dimensional space)
- 30 pellets // .5 lbs
- 40 silver arrows // 9 lbs
- 10 'phase-lock' arrows // 0 lbs (Stops dimensional travel of target)
- Cold iron masterwork longsword // 4 lbs
- Masterwork Composite Shortbow // 2 lbs (+1 to hit, Add 2 strength maximum to attack)
- Masterwork Composite Longbow // 3 lbs (+1 to hit, Add 3 strength maximum to attack, Magically enhanced range)
- Masterwork Composite Longbow // 3 lbs (+1 to hit, Add 3 strength maximum to attack)
- Masterwork Hell-forged Glaive // 10 lbs (+1 to hit)
- Quarterstaff // 4 lbs
- Masterwork Backpack // 4 lbs
- Soldier's Uniform // 5 lbs
- Resplendent Coat // 5 lbs`(+1 Charisma, Inspires others to heed your orders)
- Alig's Talisman // 0 lbs
- Calloway's Necklace // 0 lbs
- Spellbook // 3 lbs
- Canteen // 1 lbs
- Deathless Mythral Shirt // 10 lbs (+5 to AC, Resistant to Negative Energy)
- Familiar Satchel // 6 lbs (Contains 1 Muffin)
- Cloak of Elvenkind // 1 lbs (+10 to Stealth)
- Ring of Mental Shielding // 0 lbs (Immune to mind reading, aura detection and magical lie detecting)
- Headband of Mental Superiority // 1 lbs (+1 Charisma, +1 Intelligence, +1 Wisdom)
- Buffering Cap // 1 lbs (Converts a lethal blow into non-lethal)
- Wand of Fireballs // 0 lbs (17 charges)
- Total (59/153)
- On Tornado
- Tornado // 3000 lbs (Can comfortably carry 600 lbs)
- Alan + Equipment // 239 lbs
- Bit and Bridle // 1 lbs
- Harness // 2 lbs
- Military Saddle // 30 lbs
- Lance // 10 lbs
- Horseshoes of Speed // 12 lbs (Increases Tornado's base speed)
- 12 Saddlebags // 96 lbs (Can hold 240 lbs of equipment)
- Dandy Brush // 2 lbs
- 7 days of Rations // 7 lbs
- 7 days of Feed (Horse) // 70 lbs
- 7 days of Feed (Dog) // 35 lbs
- Helm of Underwater Action // 3 lbs
- Sub-Total (117/240)
- Total (507/700)
- At Seaside
- Biography
- Alan was born the third son of a minor merchant family in the port town of Basye. He joined the Cerilian Army with the intent to defend his homeland in its war with the Kardas Empire and earn glory for himself. He quickly proved himself in his combat training to be an excellent horseman. He joined the ranks of the Cerilian cavalry and was stationed in the Muller Mountains on the border between the Republic of Ceril and the Kardas Empire. There he participated in many skirmishes, battles and ambushes earning himself a Captain's rank and a kill count in the hundreds - a fact that plagues his conscience to this day. Pious in his youth, he lost his faith in The Great Will when his childhood friend, Tobias, died saving his life in an event known to Cerilians everywhere as "The Skullcracker Pass Ambush". He earned the nickname "The Red Rider" after this incident and became famous among soldiers. While on active duty he received an official visit from a knight by the name of Renault who offered Alan a chance to participate in a covert operation that may very well win the war. Alan leapt at the chance to change the tide of this conflict and traveled to Ceril's southern coast to board a ship headed for a recently discovered island in the Patrucian Ocean. Accompanied and trained by Sir Renault on the journey there, Alan was informed of a unique ability he possessed which aids him in mastering skills in a very short time frame. Alan has rekindled his faith upon arriving in Seaside and is starting to accept and attempt to overcome his crippling PTSD. He has made the decision to expand the Island's influence across the rest of the world. He has begun a romantic relationship with Rowe. Planning to destroy Hell at some point.
- Left the War Front: 8 months, 1 week, 6 days ago
- Arrived on the Island: 6 months, 3 week, 6 days ago
- Began romance with Rowe: 4 months, 3 weeks, 1 day ago
- Slept with Gabby: 1 month ago
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