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Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall

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Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall Empty Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall

Post  Swifthand Fri May 03, 2013 8:33 pm

Character Name: Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall
Player: Ed

Race: Human
Homeland: “Aggad, the Spired Capital of Ma’ag, Jewel of The Fabled Lands”
Alignment: NG
Class: Wizard (Conjurer)
Level: 13
XPs: 225,348

Description
Height: 6’2”
Weight: 195
Hair: Black and long, sporting an impressive, plaited, bristly beard
Eyes: Dark and foreign
Complexion: Dusky
Age: 28
Gender: Male
Hand: Right
Other: Speaks in a deep bass rumble, the hint of an accent marring his otherwise perfect Common.  Talmut carries with him the scent of exotic spices and burnt offerings.

Attributes
Strength: 7 (-2)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 27 (+8 ) (+2 profane bonus)
Wisdom: 10 (0)
Charisma: 10 (0)

Base Speed: 30
Modified Speed: 30
Initiative: +6 (+2 dex, +4 feat)

Hit Dice: 13d6+26
Hit Points: 92
Current (Wounds):
Nonlethal Damage:

Armor Class: 22 (+2 dex, +4 nat, +6 armor)
Touch AC: 12 (+2 dex)
Flat-footed AC: 12 (+2 nat)

Saving Throws
Fortitude: +11 (+4 wiz, +1 con, +4 res, +2 feat)
Reflex: +10 (+4 wiz, +2 dex, +4 res)
Will: +12 (+8 wiz, +4 res)

BAB, CMB, CMD
Base Attack Bonus: +6/+1
Combat Maneuver Bonus (CMB): 4
Combat Maneuver Defense (CMD): 16

Attacks
The Staff of Nu'ul: +4/-1 to hit, 1d6-2 bludgeoning damage (crit x2)

Skills
Skill Ranks: 10 per Level (2 Class +6 Int +1 Human +1 Favored Class)
Appraise +24 (13 Rank +3 Class +8 Int)
Fly +18 (13 Rank +3 Class +2 Dex)
Knowledge: Arcana +24 (13 Rank +3 Class +8 Int)
Knowledge: Engineering +28 (13 Rank +3 Class +8 Int +4 Feat)
Knowledge: History +24 (13 Rank +3 Class +8 Int)
Knowledge: Nobility +24 (13 Rank +3 Class +8 Int)
Knowledge: Planes +28 (13 Rank +3 Class +8 Int +4 Feat)
Knowledge: Religion +24 (13 Rank +3 Class +8 Int)
Linguistics: +24 (13 Rank +3 Class +8 Int)
Perception: +13 (13 Rank, granted by Headband of Vast Knowledge)
Spellcraft +24 (13 Rank +3 Class +8 Int)

Languages
Augustine
Common
Celestial
Draconic
Ma’agonian
Mavedian
Qeshmetian
Auran
Jotun
Aquan
Ignan
Terran
Abbysal
Infernal
Sylvan
Royal Nar
High Daxon
Arkonian

Proficiencies
Club
Crossbow
Heavy Crossbow
Light Crossbow
Quarterstaff

Feats
Fablelander
Toughness
Great Fortitude
Scribe Scroll
Spell Focus (Conjuration)
Greater Spell Focus (Conjuration)
Augment Summoning
Craft Wondrous Item
Improved Initiative
Spell Penetration
Greater Spell Penetration

Special Abilities
Arcane Bond – Bonded Object (The Staff of the 2nd House of Nu'ul)
Arcane School (Conjuration) (Opposition Schools - Illusion, Necromancy)
• Summoner’s Charm (Su) – The duration of all conjuration (summoning) spells is increased by ½ level number of rounds (min. 1).  At 20th level, all the duration of all summon monster spells becomes permanent; only one can be active in this way at a time.
• Acid Dart (Sp) – Standard action, range 30’, ranged touch, 1d6 acid damage +1 per ½ wizard level.
• Dimensional Steps (Sp) – At 8th level, teleport up to 30’ per wizard level per day as a standard action.  The movement is in 5’ increments and does not provoke attacks of opportunity.  You can bring willing passengers by expending an equal amount of distance for each additional creature brought with you.
Cantrips – Can prepare level’s worth of cantrips each day, however, when they are cast, they are not expended.
Spellbook

Gear
Masterwork Tattoo (Compass, Square, & Arx, +2 to applicable roll)
Backpack (2 lbs.)
Bedroll (5 lbs.)
Explorer’s Outfit – Sturdy Boots, Leather Breeches, Belt, Shirt, Jacket, Gloves, and Cloak
Inkpen
Ink (1 oz. vial)
Masterwork Quarterstaff (4 lbs.)
Parchment (10)
Scroll case (2) (1 lbs.)
Spell Component Pouch (2 lbs.)
Waterskin (4 lbs.)
Pipe
Tobacco Box
Merconium
Tobacco
Deputy of the Court of Umberfall signet ring
Deputy of the Court of Umberfall scrollcase (fine, capped in gold), containing official documents
Mapcase containing maps of the surrounding environs of Umberfall
Pewter flask w/spicy brandy
Small iron key
Panpipes
6 Masterwork Noble Outfits
1 Cold Weather Outfit
Statuette of Talmut Xispur worth 1,500 gp
Diamond (1,500 gp)
Glass eye (Spell Focus for Clairvoyance)
Animal horn, small (Spell Focus for Clairaudience)

Heavy War Horse (Nakkamtu, coal black with dark red socks)(Encumbrance - 229/690)
Military Saddle (30 lbs.)
4 Saddle Bags (32 lbs.)
4 Days Feed (40 lbs.)
Journals - Butler instructions and a list of the deceased in the Arx
Non-magical ring of iron keys (Odbart)

Magic Items
POTIONS: Potion of Cure Light Wounds (CL 1), Potion of Water Breathing (CL 5) (10 hours)

SCROLLS OF DETECT SECRET DOORS, FLOATING DISK, UNSEEN SERVANT

CL 3rd (1st Level Spell)

SCROLL OF WEB

CL 3rd (2nd Level Spell)

TWO PEARLS OF JACOBANY

Aura: Faint Transmutation; CL 1st
Slot —; Price 1,000 gp (1st); Weight —
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of Jacobany enables the possessor to recall any one first level spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast.


BLESSED BOOK

Aura: Moderate Transmutation; CL 7th

Slot -; Price 12,500 gp; Weight 1 lb.

CLOAK OF RESISTANCE +4
Aura: Faint Abjuration; CL 5th

Slot shoulders; Price 4,000 gp (+2); Weight 1 lb.This garment offers magical protection in the form of a +2 resistance bonus on all saving throws.

CLASP OF NATURAL ARMOR +4
Aura: Faint Transmutation; CL 5th

Slot neck; Price 8,000 gp (+2); Weight - This clasp, crafted from bronze and inlaid with pearls and red and white crystals, toughens the wearer's body and flesh, giving him a +2 enhancement bonus to his natural armor.

BRACERS OF ARMOR +6
Aura: Moderate Conjuration; CL 7th

Slot wrists; Price 9,000 gp (+3); Weight 1 lb. These bracers surround the wearer with an invisible field of force, granting him an armor bonus of +3.


SCEPTER OF THE CHAMELEON LORD (Metamagic, Extend, Normal)
Aura strong (no school); CL 17th; Weight 5 lbs.
Description: The wielder can cast up to three spells per day (6th level or lower) that are extended as though using the Extend Spell feat. The scepter weighs approximately 5 pounds and is roughly two and half feet long. It is mostly made of iron. (In a pinch, it can function as a light mace due to its hardy construction.) It has an AC 9, 10 hit points, hardness 10, and a break DC of 27. Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described in the PHB are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day.

POUCH OF HOLDING

Aura: Moderate Conjuration; CL 9th

Slot none; Price 2,500 gp (+3); Weight 15 lb. Type 1, Contents Limit 250lbs., Contents Volume Limit 30 cubic ft.

HEADBAND OF VAST INTELLIGENCE +2 (Perception)
Aura: Moderate Transmutation; CL 8th
Slot: headband; Price 4,000 gp; Weight 1 lb.


- A Wand of Acid Arrows (CL 4; 8 Charges Remaining)
- A Wand of Dispel Magic (d20+9; 16 Charges Remaining)
- Wand of Binding (CL 15, Only 7 Charges Left)
- Wand of Confusion (CL 7, Only 10 Charges Left)

- Cloak of Resistance +2
- A Scroll of Arcane Lock (CL 3)
- A Scroll of Magic Mouth (CL 5)
- A Scroll of Sending (CL 9)
- Scroll - Symbol of Insanity (CL 15)
- Scroll - Clone (CL 15)
- Scroll - (4x) Permanency (CL 9)
- 1 Potion of Cure Moderate Wounds (2d8+10)

Money

Cost of Living: Average (10gp/month; private room at the Jolly Toad, don't track purchases less than 1 gp, secure items from room less than 1 gp in 1d10 minutes)
CP:
SP: 5
GP: 259 (11,250 in Guild Vault)
PP:

Encumbrance
Current: 18 lbs.
Light: 23 lbs.
Medium: 24-46 lbs.
Heavy: 47-70 lbs.
Light Overhead: 70 lbs.
Lift Off Ground: 140 lbs.
Drag or Push: 300 lbs.

Spell Save DCs
0-Level: 18 (20 Conjuration)
1st-Level: 19 (21 Conjuration)
2nd-Level: 20 (22 Conjuration)
3rd-Level: 21 (23 Conjuration)
4th-Level: 22 (24 Conjuration)
5th-Level: 23 (25 Conjuration)
6th-Level: 24 (26 Conjuration)
7th-Level: 25 (27 Conjuration)

Spells per Day
0-Level: 4
1st-Level: 4+1c+2
2nd Level: 4+1c+2
3rd-Level: 4+1c+2
4th-Level: 4+1c+1
5th-Level: 3+1c+1
6th-Level: 2+1c+1
7th-Level: 1+1c+1

Spells Known
0-Level: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance
1st-Level: Detect Secret Doors, Feather Fall, Floating Disk, Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster 1, Unseen Servant
2nd-Level: Summon Monster 2, Web, Acid Arrow, Touch of Idiocy, Fog Cloud, Glitterdust, Summon Swarm, Protection From Arrows, Detect Thoughts, See Invisible, False Life, Spectral Hand, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Rope Trick
3rd-Level: Summon Monster 3, Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud, Dispel Magic, Explosive Runes, Magic Circle Against X, Nondetection, Protection From Energy, Arcane Sight, Clairaudience/Clairvoyance, Toungues, Deep Slumber, Fly, Slow, Water Breathing, Hold Person, Rage, Shrink Item
4th-Level: Black Tentacles, Summon Monster 4, Dimensional Anchor, Fire Trap, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Minor Creation, Secure Shelter, Solid Fog, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Charm Monster,
Confusion, Crushing Despair, Lesser Geas, Fire Shield, Ice Storm, Resilient Sphere, Shout, Wall of Fire, Mnemonic Enhancer, Dimension Door, Wall of Ice
5th-Level: Cloudkill, Summon Monster 5, Lesser Planar Binding, Secret Chest, Teleport, Fabricate
6th-Level: Acid Fog, Planar Binding, Summon Monster 6, Wall of Iron, Contingency
7th-Level: Instant Summons, Mage's Magnificent Mansion, Phase Door, Plane Shift, Summon Monster 7, Greater Teleport, Teleport Object, Limited Wish, Banishment, Sequester, Spell Turning, Greater Arcane Sight, Greater Scrying, Vision, Mass Hold Person, Insanity, Power Word Blind, Symbol of Stunning


Spells Prepared
0-Level:
1st-Level:

Background Motivation
Talmut-Xispur, Son of the Fourth House of Nu’ul, has travelled far from his home in the mysterious Fabled Lands to seek out the lost secrets of the Augustine Empire.

Flint Fortescue is Talmut's assistant. Originally from Vilderoy, he moved to Umbrafall five years ago. A trained scribe and a shield specialist, he carries a trident, as well. (Male, Fighter 3). He is six feet tall and bald-headed. His shield is spiked. (Skills: Craft Books, Intimidate, Knowledge Engineering, Profession Scribe, Ride. He is also somewhat familiar with Religion and Nobility).


Last edited by Swifthand on Mon Sep 15, 2014 3:22 pm; edited 84 times in total
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Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall Empty Re: Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall

Post  Malazek Thu Jun 20, 2013 8:23 pm

Son of Eru-Belu (Summon Monster I)
Augmented Celestial Eagle
Neutral Good, Small Animal
Init +2; Senses: low-light vision & dark-vision 60; Perception +10

AC: 14; touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
Resist Acid, Cold, and Electricity 5; SR 5
hp: 7 (1d8+3)
Fort +5, Ref +4, Will +2

Speed: 10 ft., fly 80 ft. (average)
Space: 2-1/2 ft. Reach 0 ft.

Melee: 2 talons +3 (1d4+2), bite +3 (1d4+2)

Special Attacks: smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until target is dead or the celestial creature rests).

Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats: Weapon Finesse
Skills: Fly +8, Perception +10 (Racial Modifiers +8 Perception)

_______________

Son of Eru-Belu (Summon Monster II)
Augmented Celestial Eagle (One HD Added)
Neutral Good, Small Animal
Init +2; Senses: low-light vision & dark-vision 60; Perception +11

AC: 14; touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
Resist Acid, Cold, and Electricity 5; SR 5
hp: 15 (2d8+6)
Fort +6, Ref +5, Will +2

Speed: 10 ft., fly 80 ft. (average)
Space: 2-1/2 ft. Reach 0 ft.

Melee: 2 talons +4 (1d4+2), bite +4 (1d4+2)

Special Attacks: smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until target is dead or the celestial creature rests).

Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +1; CMB +2; CMD 14
Feats: Weapon Finesse
Skills: Fly +8, Perception +11 (Racial Modifiers +8 Perception)

_______________

Giant Son of Eru-Belu (Summon Monster IV)
Augmented Celestial Giant Eagle
Neutral Good, Large Magical Beast
Init +3; Senses: low-light vision & dark-vision 60; Perception +15

AC: 17; touch 14, flat-footed 14 (+3 Dex, +3 natural, -1 size)
Resist Acid, Cold, and Electricity 5; SR 5
hp: 34 (4d10+12)
Fort +7, Ref +7, Will +3

Speed: 10 ft., fly 80 ft. (average)
Space: 10 ft. Reach 5 ft.

Melee: 2 talons +9 (1d8+6), bite +9 (1d6+6)

Special Attacks: smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until target is dead or the celestial creature rests).

Str 22, Dex 17, Con 16, Int 10, Wis 15, Cha 11
Base Atk +4; CMB +11; CMD 24
Feats: Alertness, Flyby Attack
Skills: Fly +8, Perception +15 (Racial Modifiers +4 Perception), Sense Motive +4
Languages: Auran

_______________


Super-Giant Son of Eru-Belu (Summon Monster V)
Augmented Advanced Celestial Super-Giant Eagle
Neutral Good, Huge Magical Beast
Init +4; Senses: low-light vision & dark-vision 60; Perception +17

AC: 20; touch 12, flat-footed 16 (+4 Dex, +8 natural, -2 size)
Resist Acid, Cold, and Electricity 5; SR 5
hp: 50 (4d10+28)
Fort +11, Ref +8, Will +5

Speed: 10 ft., fly 80 ft. (average)
Space: 10 ft. Reach 5 ft.

Melee: 2 talons +12 (1d10+10), bite +12 (1d10+10)

Special Attacks: smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until target is dead or the celestial creature rests).

Str 30, Dex 19, Con 24, Int 14, Wis 19, Cha 15
Base Atk +4; CMB +14; CMD 28
Feats: Alertness, Flyby Attack
Skills: Fly +10, Perception +17 (Racial Modifiers +4 Perception), Sense Motive +6
Languages: Auran

_______________


Son of Eru-Belu (Summon Monster VII)
Augmented Celestial Roc
Neutral Good, Gargantuan Animal
Init +6; Senses: low-light vision & dark-vision 60; Perception +15

AC: 22; touch 8, flat-footed 20 (+2 Dex, +14 natural, -4 size)
Resist Acid, Cold, and Electricity 15; SR 15; DR 10/evil
hp: 152 (16d8+80)
Fort +15, Ref +14, Will +8

Speed: 20 ft., fly 80 ft. (average)
Space: 20 ft. Reach 15 ft.

Melee: 2 talons +20 (2d6+11/19-20 plus Grab), bite +19 (2d8+11)

Special Attacks: smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until target is dead or the celestial creature rests).

Str 32, Dex 15, Con 21, Int 2, Wis 12, Cha 11
Base Atk +12; CMB +27 (+31 Grapple); CMD 39
Feats: Alertness, Flyby Attack, Improved Crit (talons), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Weapon Focus (talons)
Skills: Fly +7, Perception +15


Last edited by Malazek on Tue Jul 01, 2014 7:09 pm; edited 2 times in total
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Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall Empty Re: Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall

Post  Swifthand Wed Oct 16, 2013 11:32 pm

Slots to be filled
Armor
Belt - Belt of Physical Might (Con and Dex), Cat's Grace/Bear's Endurance, 5,000 gp to +2, 20,000 gp to +4
Body - Mantle of Spell Resistance (45,000 gp)
Chest
Eyes- Eyes of Trueseeing (37,500 gp)
Feet
Hands
Head
Headband - Mental Prowess (Int and Wis), Fox's Cunning/Owl's Wisdom, 5,000 gp to +2, 20,000 gp to +4
Neck - Amulet of Natural Armor, Barkskin (Natural Armor), 5,000 gp to +3
Ring (2)
Shield
Shoulders - Cloak

  • Resistance, 3500 gp to +3
  • Adding Minor Displacement, 24,000gp

Wrist - Bracers of Armor, Mage Armor 3500 gp to +4
Misc

  • Pouch of Holding 1 - 1250 gp
  • Crystal Ball - 21,000 gp
  • Flying Carpet (10'x10') - 30,000 gp (need Overland Flight)
  • Efficient Quiver - 900 gp
  • Druid's Vestment 1375 gp
  • Vest of Escape - 2600 gp


Last edited by Swifthand on Fri May 16, 2014 5:24 pm; edited 14 times in total
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Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall Empty Re: Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall

Post  Malazek Wed Apr 30, 2014 4:38 pm

THE ARX SCOPULUS CODEX
Alignment:  Chaotic Evil
Base Item: Blessed Book; 1000 Pages worth of spells.
 
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 14 (+2)
 
Languages: Common, Draconic, Abyssal, Infernal
 
Senses
Can see and hear within 30 feet.
Telepathy (Must be touching)
Read Languages
Read Magic
The book can also illuminate its surroundings at will.
 
Powers
Item can use Magic Aura on itself (DC 14) – 1x/Day
Item can teleport itself – 1x/day
 
Item Purpose: Defeat/Slay ALL (Everybody)
Dedicated Power: Item can cast Hold Monster (DC 18) – At Will
 
Total Value: Unknown
Caster Level: 9th
Total Ego: 26 (Will Save vs. DC 26) See Page 235
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Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall Empty Re: Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall

Post  Swifthand Thu May 29, 2014 9:04 pm

Staff of the 2nd House of Nu'ul (CL 13th, 82000 gold, 5 lbs)
The seven-foot staff appears to be of solid construction and lacquered with shiny black sheen. About a foot from either end, serpentine patterns have been carved into the wood and left free from the dark varnish. The curvy pattern are actually Ma'agonian writing that explains the powers of the staff.

The staff allows use of the following spells:

  • Stinking cloud (1 charge)
  • Summon swarm (1 charge)
  • Unseen servant (1 charge)
  • Cloudkill (2 charges)
  • Minor creation (2 charges)
  • Summon monster VI (3 charges)


General rules for staves:

  • Staves use the spell trigger activation method, so casting a spell from a staff is usually a standard action that does NOT provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 standard action, however, it takes that long to cast the spell from a staff). To activate a staff, a character must hold it forth in at least one hand.
  • Staves use the wielder’s ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of a staff if it’s higher than the caster level of the staff. This means that staves are far more potent in the hands of a powerful spellcaster. Because they use the wielder’s ability score to set the save DC for the spell, spells from a staff are often harder to resist than those from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependent on caster level (range, duration, and so on) potentially higher, but spells from a staff are also harder to dispel and have a better chance of overcoming a target’s spell resistance.
  • Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. For example, a 9th-level wizard with a staff of fire could imbue the staff with one charge per day by using up one of his 4th-level spells. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.




Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall Empty
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Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall Empty Re: Talmut-Xispur, Son of the Fourth House of Nu’ul and Deputy of the Court of Umberfall

Post  Swifthand Tue Jul 15, 2014 4:42 pm

Arx Stuff



Payroll

  • Steward - Maius, 12gp/week
  • Master Craftsman - Acker Balderman, 25gp/week
  • Castellan - Halvar, 12gp/week
  • Troops - Jotun's Invaders 10gp/week


Supplies (Page 14, Chapter 5)

Wagons - 35 gold each - we will get 3, 105 gold
Horses for wagons - 200 gold each (draft horses) - 6 horses 1,200 gold
Chickens - 2 copper each - 50 chickens, 1 gold
Cows - 10 gold each - 3 cows, 2 milkers and a bull, 30 gold
Pigs - 3 gold each - 10 pigs, 2 boars, 8 sow, 30 gold
Barrels of pitch - 25 gold each - 30 barrels, 750 gold
Shovels, picks, a plow - shovels and spades are 2 gold, pick-axes are 3 gold, a plow costs 35 gold - 20 shovels, 20 pickaxes, 1 plow, 135 gold
Seeds - maybe a copper piece per pound? - 300 lbs. of various seeds, 3 gold
General foodstuff for animals  - 5 copper per day per animal - 2 weeks worth of feed, 32 gold
General foodstuff for us - "poor" meals are a silver piece each, but trail-rations are 5 silvers per person per day - 2 weeks worth of trail-rations, 320 gold
Ale - (11 gallons/day/44 people, 2.2 gold per day) - 7 barrels, 3 weeks worth, 4 gold, 2 silver
Total - 2,610 gold 2 silver, pulled from Talmut's account at the Guild Hall
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