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Glacialis's random journal
The random thoughts, ideas, and stuff that come to mind and a way to kick some people upside the head....
Jeral Strongblade, Human Male

Lv. 1 Fighter/Lv. 9 Sorcerer/Lv. 10 Spellsword (Complete Warrior Version)
HP: 199
AC: 30 (10+10 Armour+5 Natural Armour+5 Deflection)
Base Attack: +15/+10/+5
Int: +0

STR: 15 +2
DEX: 11 +0
CON: 16 +3 (22 +6)
INT: 10 +0
WIS: 13 +1
CHA: 17 +3 (23 +6)

Skills
Craft (weapons) 13+0
Jump 4+2
Know (arcana) 9+0
Spellcraft 19+0
Consontration 10+6
Climb 4+2

Feats
Exotic Prof (Maul)
Weapon Focus (Maul)
Kiai Shout (3/day, DC=26, shakens enemies of lower HD for 1d6 rounds, Complete Warrior)
Silent Spell
Elemental Substitution (Sonic)
Craft Magic Arms and Armour
Spell Penitration
Quick Draw
Still Spell
Greater Kiai Shout (Kiai Shout now Panics instead of Shakens for 2d6 rounds, Complete Warrior)

Spells
(Cast: 6/8/8/7/7(12)/7/6/3)
(Know: 9/5/5/4/4/3/2/1)
Zero: Resistance, Prestidigitation, Ghost Lights, Flare, Mage Hand, Detect Magic, Read Magic, Daze, Ray of Frost
One: Shield, Magic Missle, True Strike, Shocking Grasp, Mage Armour
Two: Mirror Image, Tasha's Hideous Laughter, Protection from Arrows, Whisper Wind, Melf's Acid Arrow
Three: Lightning Bolt, Blink, Haste, Vampiric Touch
Four: Stoneskin, Ice Storm, Fire Shield, Improved Invisablity
Five: Hold Monster, Wall of Iron, Cone of Cold
Six: Chain Lightning, True Sight
Seven: Spell Turning

Equipment
+5 Ghost Touch, Holy, Thundering Thinaun Maul (1d8+2d6 Holy+2/3d8+2d6 Holy+1d8 Sonic+6 (x3 crit), Seals the soul of dying creature touching including wielder, ignores incorpreal miss chance, One Handed, +18/+13/+8, 20 Lbs.)
+5 Spell Restance (17), Lt. Fort Adamantine Breastplate (+10 Armour, 25% Arcane Fail, -4 Check Pen, +3 Max Dex, 20 Ft. Speed (x4 Run), 30 Lbs)
Ring of Wizarding (Lv. 4 base Spell Slots doubled)
Ring of Protection (+5 Deflection to AC)
Cape of Charisma (+6 to CHA)
Belt of Health (+6 to CON)
Amulet of Natural Armour (+5 Natural Armour)
Bracers of Dawn (dial on one bracer, left = normal, middle = light equal to bullseye lantern, right = 4/day 3d8 (6d6 vs. undead, 6d8 vs. Light Senitive monsters) Searing Light)
Stone of Luck (+1 luck bouns to Saves, Ablity Checks, Skills)
Night Goggles (when worn, darkvision to 60 feet)
Bandana of Comperhend Languages and Read Magic (90% chance to understand written words, 80% chance to read magical writtings)
Pale Green Ioun Stone (+1 Comp to Attack rolls, saves, skill/ablity checks)
Clear Ioun Stone (No water/food needed)
Iridescent Ioun Stone (No air needed)
Bag of Daimond Dust (worth 1000 GP, good for 4 castings of Stoneskin)
Shirt of Wound Closing (x2 normal healing rate/normal healing of unhealable wounds, no hit point loss at negitive hit points, Bleeding damage (wounding weapons, for example) negated)
Boots of Haste (10 rounds of Haste/day)
Scroll of Time Stop (CL 17, 5)
Wand of Fireball (50/50, CL 8, 1)
Dispell Magic (50/50)

3260 GP

Special Ablities
Bouns Feats (2)
Familiar (Raven)
Spells (CL 14)
Channel Spell (5/day)
Multi-Channel Spell (Channel 2 spells at a time, takes up 2 uses of Channel Spell)
Ignore Armour Failure (30%)

Description: Jeral stands 6 feet tall, and weighs in at 183 pounds. He holds a rugged look, mainly because of his many adventures. His spiky red hair is kept back by his bandana. His eyes shine out with a mercural gray when they're not hidden behind his goggles straped to his head. His armour, though made of adamantine, seems roughly made and beaten up. His skin is tanned. He shows the signs of battle, but the most greivious is the slash that starts under his bandana, goes around (by sheer luck) his left eye, down his face, down his throat, and ends somewhere on his chest. He won't say where he got it, or why he has it. All that is know is that he was once dead, and that was because of that wound.

Personality: Jeral just takes life as it comes. He's been dead once, so he's lost some of the urgency that life holds. He'll give advice when you ask for it, and always has a smile or grin on his face.





 
 
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