Vortigern (Human Summoner)
Vortigern (Human Summoner)
Player Name: Tony
GMail: tony.d.burns.jr
Character Known Name: (Sir) Vortigern Taerea
Character Birth True Name: Vortigern Bryndon Ap Taerea
Character Current True Name: Magus Vortigern Saedwin Bryndon Ap Taerea filus Xantar
Alias: Dark
Race: Human
O.C.C.: Summoner
Alignment: Aberrant
XP Level: 8th
XP Points: 63,176 [Updated by RT 6/11/2019]
Next Level @ XP: 73,001
Sentiments/Non-Humans: Ah? Well there is nothing wrong with them, is there? I mean they aren't people, but there is no reason to be a boor about it.
Sentiments/CCW: You seem to define civilization rather narrowly do you not? Be careful, my fine gentlemen, how you treat the savages.
Sentiments/UWW: What could be more natural than to entrust ruling to the wise? And yet confusing power with wisdom is all too common.
Sentiments/TGE: I of all men understand the idea of Empire. The drive to build it. To defend it. To see it grow. And yet shall we accept Inhuman Masters over all Men? No.
Sentiments/Technology: Artifice in this place outstrips anything I have before seen. Yet they take it all so very for granted. They fail to see the mysteries they surround themselves with.
Sentiments/Alien Intelligences: Splugorth. Old Ones. They are much the same. We should strike down these would be gods before they grow even stronger and may yet rival those of my homeland. This can not be allowed.
Sentiments/Demons & Devils: No matter what face they wear, always remember Apprentice, that they are not men. Always. Great and Low alike have fallen to such a basic mistake as forgetting that they practically exist to deceive. Their nature is inhuman and predatory and even the Master who forgets takes firm steps towards his own destruction.
Sentiments/True Atlanteans: A race of Man, yet so highly achieved as to eclipse even my beloved home Empire. A varied lot, yet I find in them a kinship that I had not expected to find so far from home.
Sentiments/Friends: My friends are so very dear to me, cherished companions through the travails of life. Why would I give you their names?
Sentiments/Enemies: Ah, the spice of life. I love each and every one of you equally. What is life without sport?
Disposition: More often than not genteel, urbane, and sociable. Underneath however is a startling capacity for violence and aggression. Values sophistication and intelligence, yet also the personal mettle to see something through and stand up to opposition.
Insanity: None.
ATTRIBUTES
I.Q.: 14
M.E.: 22
M.A.: 28
P.S.: 15
P.P.: 20
P.E.: 19
P.B.: 24
Speed: 18
PHYSICAL DATA
P.P.E.: 190
H.P.: 57
S.D.C.: 57
Age: 27
Sex: Male
Height: 5'11"
Weight: 210 lbs.
Description: A handsome, well dressed and armed warrior of western descent/ethnicity and accoutrement. Of easy and sociable manner, if at times a stern dignity. A fair face, long dark brown hair, and sharp green eyes. Slim of build and generally light on his feet.
Natural Abilities
Perception Bonus: +3 see rules here 33% (3%)
Charm/Impress: 70% (+10% Leadership Bonus: 80%)
Invoke Trust/Intimidate: 94% (+5% vs. Military Leadership Bonus: 99%)
Max. Encumbrance: 70 lbs. see rules here
Max. Carrying Weight: 120 lbs.
Max. Lifting Weight: 240 lbs.
Max. Jumping Ability: 6' across, 3' high see rules here
Movement: 18 yards/action
Special Abilities
1. Understands, creates, & uses all types of Circles.
2. Deciphering Circles: 48% (+4%)
3. Power Words
4. Mystic Symbology: 95% (+1%)
5. Recognize Enchantment: 85% (+5%)
6. Recognize Magic: 55% (+5%) (+10% if magic symbols are involved. )
9. Read Scrolls
Spell Knowledge
Circle Strength: 17
Conversion Note (Dark Conversions, pg 186): The duration, area affect, and bonuses of magic circles are generally doubled. Damage is either doubled or becomes Mega-Damage.
All Protection & Summoning Circles.
Power Circle: Power
Power Circle: Teleport
O.C.C. Skills
Gemology: 75% (+5%)
History: 85% (+5%) (Human, Elf, Dwarf, Giant, Wolfen, Demons/Devils, True Atlanteans, Dominators, Kreeghor, First Ones, Splugorth, Necrons) (+5%, Research)
Native Language: Western: 98%
Language: Elven: 95% (+5%)
Language: Eastern: 95% (+5%)
Literacy: Western: 85% (+5%)
Literacy: Elven: 85% (+5%)
Lore: Demons & Monsters: 80% (+5%)
Lore: Magic: 75% (+5%)
• Recognize Wards/Runes/Circles: 65% (+5%)
• Recognize Enchantment: 70% (+5%)
Mathematics: Basic: 100% (+5%)
Preserve Food: 80% (+5%)
W.P. Sword
W.P. Shield
O.C.C. Related Skills
Lore: Faerie Folk: 75% (+5%)
Lore: Geomancy & Ley Lines: 75% (+5%)
Lore: Undead: 70% (+5%)
Lore: Psychics & Psionics 55% (+5%, gained at 3rd Level)
Research: 85% (+5%)
Public Speaking: 75% (+5%)
W.P. Dagger
Barter: 60% (+5%, 3rd Level )
Lore: Astral: 49% (+4%, selected at 6th Level)
Computer Operation: 65% (+5%, EP'd at 6th Level)
Boxing (EP'd at 6th Level)
Literacy: Demogogian: 50% (+5%, EP'd at 6th Level)
W.P. Paired Weapons (Gained at 7th Level)
Leadership (Gained at 7th Level)
Lore: Dreamstream 45% (+5%, EP'ed at 7th Level)
Secondary Skills
Horsemanship: General: 70/55% (+5%)
Horsemanship: Exotic: 65/55% (+5%)
W.P. Battleaxe
W.P. Spear
Forced March
Streetwise: 40% (+4%, selected at 3rd Level )
W.P. Archery (Selected at 6th Level)
W.P. Targeting (Selected at 6th Level)
Conversion Skills: (Gained at Level 6)
Radio: Basic: 65% (+5%)
Language: Trade Four: 90% (+5%)
Language: Demogogian:86% (+3%)
Literacy: Trade Four: 50% (+5%)
Lore: D-Bee: 50% (+5%)
Lore: Galactic Aliens: 50% (+5%)
Xenology: 55% (+5%)
Pilot: Hovercycle: 76% (+3%)
W.P Energy Pistol
Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus:
Strike Bonus: +5
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: 0
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Punch: 1d6
Kick: 1d8
Karate Kick: 2d6
Critical Strike on Natural 18, 19 or 20.
Backhand Strike (1d4 dmg)
Body Flip/Throw: 1d6, target loses initiative and one attack.
Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
W.P. Sword +3 to Strike, +3 to Parry, +2 Strike w/Thrown
W.P. Shield +3 to Parry, +2 Strike, No Strike Bonus When Thrown
W.P. Dagger +3 to Strike, +3 to Parry, +4 to Strike When Thrown
W.P. Battleaxe +1d6 to Damage, +4 to Strike, +3 to Strike When Thrown & Parry
W.P. Spear +4 to Strike, +4 to Parry, +2 to Strike When Thrown
W.P. Archery +2 Strike, +1 Parry, +60 ft archery range
W.P. Targeting +2 Strike, Can throw two small thrown weapons as one attack. +1 Strike to Bow/Crossbow/Spear.
W.P. Energy Pistol +2 Strike
Saving Throw Bonuses
Coma/Death: +8%
Magic (varies): +4 (+7 in Plate Armor)
Circle Magic: +1
Lethal Poison (14+): +2 (+5 in Plate Armor)
Non-Lethal Poison (16+): +2 (+5 in Plate Armor)
Insanity (12+): +5
Psionics (15+): +4
Horror Factor: +10
Possession/Mind Control: +3
GMail: tony.d.burns.jr
Character Known Name: (Sir) Vortigern Taerea
Character Birth True Name: Vortigern Bryndon Ap Taerea
Character Current True Name: Magus Vortigern Saedwin Bryndon Ap Taerea filus Xantar
Alias: Dark
Race: Human
O.C.C.: Summoner
Alignment: Aberrant
XP Level: 8th
XP Points: 63,176 [Updated by RT 6/11/2019]
Next Level @ XP: 73,001
Sentiments/Non-Humans: Ah? Well there is nothing wrong with them, is there? I mean they aren't people, but there is no reason to be a boor about it.
Sentiments/CCW: You seem to define civilization rather narrowly do you not? Be careful, my fine gentlemen, how you treat the savages.
Sentiments/UWW: What could be more natural than to entrust ruling to the wise? And yet confusing power with wisdom is all too common.
Sentiments/TGE: I of all men understand the idea of Empire. The drive to build it. To defend it. To see it grow. And yet shall we accept Inhuman Masters over all Men? No.
Sentiments/Technology: Artifice in this place outstrips anything I have before seen. Yet they take it all so very for granted. They fail to see the mysteries they surround themselves with.
Sentiments/Alien Intelligences: Splugorth. Old Ones. They are much the same. We should strike down these would be gods before they grow even stronger and may yet rival those of my homeland. This can not be allowed.
Sentiments/Demons & Devils: No matter what face they wear, always remember Apprentice, that they are not men. Always. Great and Low alike have fallen to such a basic mistake as forgetting that they practically exist to deceive. Their nature is inhuman and predatory and even the Master who forgets takes firm steps towards his own destruction.
Sentiments/True Atlanteans: A race of Man, yet so highly achieved as to eclipse even my beloved home Empire. A varied lot, yet I find in them a kinship that I had not expected to find so far from home.
Sentiments/Friends: My friends are so very dear to me, cherished companions through the travails of life. Why would I give you their names?
Sentiments/Enemies: Ah, the spice of life. I love each and every one of you equally. What is life without sport?
Disposition: More often than not genteel, urbane, and sociable. Underneath however is a startling capacity for violence and aggression. Values sophistication and intelligence, yet also the personal mettle to see something through and stand up to opposition.
Insanity: None.
ATTRIBUTES
I.Q.: 14
M.E.: 22
M.A.: 28
P.S.: 15
P.P.: 20
P.E.: 19
P.B.: 24
Speed: 18
PHYSICAL DATA
P.P.E.: 190
H.P.: 57
S.D.C.: 57
Age: 27
Sex: Male
Height: 5'11"
Weight: 210 lbs.
Description: A handsome, well dressed and armed warrior of western descent/ethnicity and accoutrement. Of easy and sociable manner, if at times a stern dignity. A fair face, long dark brown hair, and sharp green eyes. Slim of build and generally light on his feet.
Natural Abilities
Perception Bonus: +3 see rules here 33% (3%)
Charm/Impress: 70% (+10% Leadership Bonus: 80%)
Invoke Trust/Intimidate: 94% (+5% vs. Military Leadership Bonus: 99%)
Max. Encumbrance: 70 lbs. see rules here
Max. Carrying Weight: 120 lbs.
Max. Lifting Weight: 240 lbs.
Max. Jumping Ability: 6' across, 3' high see rules here
Movement: 18 yards/action
Special Abilities
1. Understands, creates, & uses all types of Circles.
2. Deciphering Circles: 48% (+4%)
3. Power Words
4. Mystic Symbology: 95% (+1%)
5. Recognize Enchantment: 85% (+5%)
6. Recognize Magic: 55% (+5%) (+10% if magic symbols are involved. )
9. Read Scrolls
Spell Knowledge
Circle Strength: 17
Conversion Note (Dark Conversions, pg 186): The duration, area affect, and bonuses of magic circles are generally doubled. Damage is either doubled or becomes Mega-Damage.
All Protection & Summoning Circles.
Power Circle: Power
Power Circle: Teleport
O.C.C. Skills
Gemology: 75% (+5%)
History: 85% (+5%) (Human, Elf, Dwarf, Giant, Wolfen, Demons/Devils, True Atlanteans, Dominators, Kreeghor, First Ones, Splugorth, Necrons) (+5%, Research)
Native Language: Western: 98%
Language: Elven: 95% (+5%)
Language: Eastern: 95% (+5%)
Literacy: Western: 85% (+5%)
Literacy: Elven: 85% (+5%)
Lore: Demons & Monsters: 80% (+5%)
Lore: Magic: 75% (+5%)
• Recognize Wards/Runes/Circles: 65% (+5%)
• Recognize Enchantment: 70% (+5%)
Mathematics: Basic: 100% (+5%)
Preserve Food: 80% (+5%)
W.P. Sword
W.P. Shield
O.C.C. Related Skills
Lore: Faerie Folk: 75% (+5%)
Lore: Geomancy & Ley Lines: 75% (+5%)
Lore: Undead: 70% (+5%)
Lore: Psychics & Psionics 55% (+5%, gained at 3rd Level)
Research: 85% (+5%)
Public Speaking: 75% (+5%)
W.P. Dagger
Barter: 60% (+5%, 3rd Level )
Lore: Astral: 49% (+4%, selected at 6th Level)
Computer Operation: 65% (+5%, EP'd at 6th Level)
Boxing (EP'd at 6th Level)
Literacy: Demogogian: 50% (+5%, EP'd at 6th Level)
W.P. Paired Weapons (Gained at 7th Level)
Leadership (Gained at 7th Level)
Lore: Dreamstream 45% (+5%, EP'ed at 7th Level)
Secondary Skills
Horsemanship: General: 70/55% (+5%)
Horsemanship: Exotic: 65/55% (+5%)
W.P. Battleaxe
W.P. Spear
Forced March
Streetwise: 40% (+4%, selected at 3rd Level )
W.P. Archery (Selected at 6th Level)
W.P. Targeting (Selected at 6th Level)
Conversion Skills: (Gained at Level 6)
Radio: Basic: 65% (+5%)
Language: Trade Four: 90% (+5%)
Language: Demogogian:86% (+3%)
Literacy: Trade Four: 50% (+5%)
Lore: D-Bee: 50% (+5%)
Lore: Galactic Aliens: 50% (+5%)
Xenology: 55% (+5%)
Pilot: Hovercycle: 76% (+3%)
W.P Energy Pistol
Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus:
Strike Bonus: +5
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: 0
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Punch: 1d6
Kick: 1d8
Karate Kick: 2d6
Critical Strike on Natural 18, 19 or 20.
Backhand Strike (1d4 dmg)
Body Flip/Throw: 1d6, target loses initiative and one attack.
Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
W.P. Sword +3 to Strike, +3 to Parry, +2 Strike w/Thrown
W.P. Shield +3 to Parry, +2 Strike, No Strike Bonus When Thrown
W.P. Dagger +3 to Strike, +3 to Parry, +4 to Strike When Thrown
W.P. Battleaxe +1d6 to Damage, +4 to Strike, +3 to Strike When Thrown & Parry
W.P. Spear +4 to Strike, +4 to Parry, +2 to Strike When Thrown
W.P. Archery +2 Strike, +1 Parry, +60 ft archery range
W.P. Targeting +2 Strike, Can throw two small thrown weapons as one attack. +1 Strike to Bow/Crossbow/Spear.
W.P. Energy Pistol +2 Strike
Saving Throw Bonuses
Coma/Death: +8%
Magic (varies): +4 (+7 in Plate Armor)
Circle Magic: +1
Lethal Poison (14+): +2 (+5 in Plate Armor)
Non-Lethal Poison (16+): +2 (+5 in Plate Armor)
Insanity (12+): +5
Psionics (15+): +4
Horror Factor: +10
Possession/Mind Control: +3
Last edited by Vortigern on Fri Nov 09, 2018 6:12 pm, edited 75 times in total.
Re: Vortigern - PFRPG - Summoner (WIP)
Equipment
Instructions:
Vehicles/Mounts are listed first.
Carried/In Hand
Enchanted Dwarven Battle Axe
Enchanted Dwarven Shield
Worn on Person
M.E. Attribute Booster Ring
P.B. Attribute Booster Ring
Ring of Tongues
Boots of Fleetness
TW Armor of Ithan Force Field Belt
GAW Mark I Flight Suit Armor (modified)
Enchanted Full Plate
Bone Knife
Silvered Dagger
Dagger
Long Sword
Hooded Cloak
Leather sheaths/holders for weapons
Traveling clothes
Holy Symbol, Small, Silver
Signet Ring (Right hand, ring finger)
Canteen
Mirror, small
Flint & Steel
Tinderbox
Field Knife + Dining Utensils + Small box of food spices
Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Wilk's Blinder Grenade (1)
• Attachment: Coalition States Stun/Flash Grenade (1)
• Attachment: NG High Explosive Grenade (1)
• Attachment: NG Fragmentation Grenade (1)
Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Flying Carpet
• Space: N-F50A Superheavy Force Field
• Space: Wilk's Blinder Grenade (9)
• Space: Coalition States Stun/Flash Grenade (9)
• Space: NG High Explosive Grenade (9)
• Space: NG Fragmentation Grenade (9)
• Space: Hammer & Chisel
• Space: Pry-bar
• Space: Iron Spikes (10)
• Space: Wooden Stakes (6)
Dimensional Bag

Uncommon Enchanted Satchel
M.D.C.: 10
Effect: Dimensional Pocket (3 years & 30 lbs. capacity)
Weight: 2.0 lbs.
Modifiers: Ley-Line Crafted
Book Reference: p.247, BoM
Contains
Stored in Vehicle
Fire Trident Polearm
Long Spear
Battle Axe
Silvered Dagger
Silvered Dagger
Torches (3)
Oil Lantern, Metal
Oil, 4 pints
Animal/Specimen Cages (3) Contains: Rats (5), Lizards (4), Toads (5), Doves (5)
Noble Clothes (3 sets)
Traveling Clothes (2 sets)
Magus Robe, Hooded, w/ Ornate Mask, Gloves + Boots.
Notebook + writing supplies/parchment in scroll case
Travel Rations, 1 week
Large Canteen
Collection of folded sacks/bags
Gear Stats
Enchanted Dwarven Shield

Uncommon Enchanted Dwarven Shield
M.D.C.: Indestructible
Damage: 2D4
Features: Dwarven Craftsmanship, Superior balance
Modifiers: +3 to Parry
Magic Features
Curse: (if any)
History: (if any)
TW Armor of Ithan Force Field Belt

TW Characteristics:
M.D.C. by Location:
Weight: 5 lbs
Modifiers: None.
Features:
Enchanted Dwarven Battle Axe

Very Rare Enchanted Dwarven Made Battle Axe
Range: Close Combat
Damage: 5D6+8
Weight:
Features: Dwarven Craftmanship, Superior blade edge, Superior balance
Magic Features:
Modifiers: +2 to Strike and Parry[/list]
Curse: (if any)
History: (if any)
Fire Trident Polearm

Demon Bone Trident
Damage: 6D6 M.D.
Range: Can be thrown up to 400'.
Magic Features
Bonuses:
Curse: None apparent.
History: A macabre weapon made of demonic bone, but no known history to be seen.
Book Reference: p.89, DB10
Bone Knife

Demon Bone Knife
Damage: 3D6 M.D.
Magic Features
Bonuses:
Curse: None seems apparent.
History: A macabre weapon made of demonic bone, but no known history to be seen.
Book Reference: p.89, DB10
Flying Carpet

Rare Enchanted Item
A.R.: 6
S.D.C.: 50
Magic Features
Curse: None
History: An enchanted, colorful carpet that can fly.
Book Reference: p.258, PFRPG
N-F50A Superheavy Force Field

M.D.C. by Location:
Weight: 15 lbs.
Modifiers: none
Features:
Book Reference: p.122, DB2
GAW Mark I Flight Suit Armor (modified)

M.D.C. by Location:
Weight: 19 lbs.
Features:
Modifiers:
Book Reference: p.190, MercOps; p.183, 186, 189, GMG
Long Sword

Battle Axe

Long Spear

Dagger

Silvered Dagger (3)

M.E. Attribute Booster Ring

Very Rare Enchanted Ring
Magic Features
Book Reference: p.159-160, PFWB8
P.B. Attribute Booster Ring

Very Rare Enchanted Ring
Magic Features
Book Reference: p.159-160, PFWB8
NG Fragmentation Grenade (10)
Coalition States Stun/Flash Grenade (10)
NG High Explosive Grenade (10)
Wilk's Blinder Grenade (10)

Boots of Fleetness

Uncommon Enchanted Item
Magic Features
Curse: None
History: None
Book Reference: p.257, PFRPG
Ring of Tongues

Uncommon Enchanted Ring
Magic Features
Book Reference: p.160, PFWB8
Enchanted Full Plate

Legendary Enchanted Full Plate
M.D.C. by Location:
Weight: 1 ox.
Features: Reinforced (+50 M.D.C.)
Modifiers: -8% to prowl
Magic Features
Curse: (if any)
History: (if any)
Instructions:
- Items which have stats have their name in bold type.
- Items which have stats or images are fully listed under Gear Stats.
- As such, there should be no stats or images above the Gear Stats header.
Vehicles/Mounts are listed first.
Carried/In Hand
Enchanted Dwarven Battle Axe
Enchanted Dwarven Shield
Worn on Person
M.E. Attribute Booster Ring
P.B. Attribute Booster Ring
Ring of Tongues
Boots of Fleetness
TW Armor of Ithan Force Field Belt
GAW Mark I Flight Suit Armor (modified)
Enchanted Full Plate
Bone Knife
Silvered Dagger
Dagger
Long Sword
Hooded Cloak
Leather sheaths/holders for weapons
Traveling clothes
Holy Symbol, Small, Silver
Signet Ring (Right hand, ring finger)
Canteen
Mirror, small
Flint & Steel
Tinderbox
Field Knife + Dining Utensils + Small box of food spices
Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Wilk's Blinder Grenade (1)
• Attachment: Coalition States Stun/Flash Grenade (1)
• Attachment: NG High Explosive Grenade (1)
• Attachment: NG Fragmentation Grenade (1)
Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Flying Carpet
• Space: N-F50A Superheavy Force Field
• Space: Wilk's Blinder Grenade (9)
• Space: Coalition States Stun/Flash Grenade (9)
• Space: NG High Explosive Grenade (9)
• Space: NG Fragmentation Grenade (9)
• Space: Hammer & Chisel
• Space: Pry-bar
• Space: Iron Spikes (10)
• Space: Wooden Stakes (6)
Dimensional Bag

Uncommon Enchanted Satchel
M.D.C.: 10
Effect: Dimensional Pocket (3 years & 30 lbs. capacity)
Weight: 2.0 lbs.
Modifiers: Ley-Line Crafted
Book Reference: p.247, BoM
Contains
- Gems ( Diamond, Emerald, Onyx, Pearl, Ruby, Sapphire, Topaz) (25gp fragment/stone, not sufficient for jewelry, sufficient for ritual)
- Rabbit Glue (2 pounds)
- Brushes (Sable)(x3)
- Butterfly Wings (x36)
- Quartz Crystal, Ground (1 lb)
- Salt, Fine (1 lb)
- Dish/Cups/Braziers/Jars (Small Collection)
- Candles (Various, Pure Wax) (x36)
- Wax (1 lb)
- Wax, Bee (1 lb)
- Honey (4 pints)
- Snake Venom (Unrefined, for Circles only) (12oz)
- Pure Water - Canteen (1 gallon)
- Holy Water - Canteen (1 gallon)
- Pigments (Various + Green)(Blessed Ink)
- Garlic (Cloves + Powdered) (1 lb)
- Nails, Iron (x25)
- Incense (Various)
- Iron Dust (2 lb)
- Horse Shoe & Red Ribbon
- Flower Petals (Crushes and Preserved) (1 lb)
- 10 oz Flask of Holy Water
- Chalk, Graphite, & Charcoal sticks (10 each)
- Garlic, Clove (6)
- Candles (6)
- Hermetically Sealed Storage Containers (150)
- Ancient and delicate tome explaining secrets only a summoner could decipher: Invisibility - Power Circle.
- Ancient and delicate tome explaining secrets only a summoner could decipher: Power - Power Circle.
- Ancient and delicate tome explaining secrets only a summoner could decipher: Circle of Legend: Immortality.
- Ancient and delicate tome explaining secrets only a summoner could decipher: 5 unidentified Circles.
- 30,000 gold coins from the Eastern Empire
- Secure Universal Card: 13,245,466 Credits (Consumer 2/22/19)
- Money Pouch: 1,240 Eastern GP [Last Updated by Xy 16NOV2015]
Stored in Vehicle
Fire Trident Polearm
Long Spear
Battle Axe
Silvered Dagger
Silvered Dagger
Torches (3)
Oil Lantern, Metal
Oil, 4 pints
Animal/Specimen Cages (3) Contains: Rats (5), Lizards (4), Toads (5), Doves (5)
Noble Clothes (3 sets)
Traveling Clothes (2 sets)
Magus Robe, Hooded, w/ Ornate Mask, Gloves + Boots.
Notebook + writing supplies/parchment in scroll case
Travel Rations, 1 week
Large Canteen
Collection of folded sacks/bags
Gear Stats
Enchanted Dwarven Shield

Uncommon Enchanted Dwarven Shield
M.D.C.: Indestructible
Damage: 2D4
Features: Dwarven Craftsmanship, Superior balance
Modifiers: +3 to Parry
Magic Features
- Indestructible: Cannot be destroyed by any means, save alchemy.
Curse: (if any)
History: (if any)
TW Armor of Ithan Force Field Belt

TW Characteristics:
M.D.C. by Location:
- Force Field: 40
Weight: 5 lbs
Modifiers: None.
Features:
- TW Device.
- TW Functions: Armor of Ithan
- Activation Cost: 13 P.P.E.
- Device Level: 4
- P.P.E. Construction Cost: 800
- Spell Chains Needed: Armor of Ithan (Primary), Energy Field (Secondary)
- Physical Requirements: Broken Naruni Light Force Field Generator, a simple belt, 2 ct. Diamond, 1 ct. Ruby Quartz, Copper Wire.
- Duration of Charge: 4 minutes/per activation.
- Construction Time: 20 hours.
- Construction Cost: 62,300 credits
Enchanted Dwarven Battle Axe

Very Rare Enchanted Dwarven Made Battle Axe
Range: Close Combat
Damage: 5D6+8
Weight:
Features: Dwarven Craftmanship, Superior blade edge, Superior balance
Magic Features:
- Additional Damage: One die of damage is added to the weapon's normal damage.
- Super-Sharpness: +4 to damage, but more importantly it lowers the required roll for a critical strike by two points.
Modifiers: +2 to Strike and Parry[/list]
Curse: (if any)
History: (if any)
Fire Trident Polearm

Demon Bone Trident
Damage: 6D6 M.D.
Range: Can be thrown up to 400'.
Magic Features
- Can unleash a 5D6 M.D. bolt of fire 2000 feet three times per melee round. Each blast counts as one of the user's attacks for that round.
Bonuses:
- + I to strike and disarm, +2 to parry.
Curse: None apparent.
History: A macabre weapon made of demonic bone, but no known history to be seen.
Book Reference: p.89, DB10
Bone Knife

Demon Bone Knife
Damage: 3D6 M.D.
Magic Features
- double damage to animated dead, skeletons, mummies and zombies.
Bonuses:
- + I to parry and disarm, +2 to strike when thrown.
Curse: None seems apparent.
History: A macabre weapon made of demonic bone, but no known history to be seen.
Book Reference: p.89, DB10
Flying Carpet

Rare Enchanted Item
A.R.: 6
S.D.C.: 50
Magic Features
- Top speed: 30 mph
- No bonuses to dodge & passengers may fall off.
- S.D.C. and A.R. applicable only if somebody tries to destroy it; affords no protection
Curse: None
History: An enchanted, colorful carpet that can fly.
Book Reference: p.258, PFRPG
N-F50A Superheavy Force Field

M.D.C. by Location:
- Force Field: 160
Weight: 15 lbs.
Modifiers: none
Features:
- 6 hour duration per E-clip
Book Reference: p.122, DB2
GAW Mark I Flight Suit Armor (modified)

M.D.C. by Location:
- Helmet: 30
- Arms: 5 each
- Legs: 10 each
- Main Body: 16
Weight: 19 lbs.
Features:
- Made of S.D.C. materials, vulnerable to S.D.C. weapons.
- Thermal-Imaging, Infrared, Nightvision, & Targeting Sight (1,600'); Telescopic (2 miles); Integrated Radio (5 miles)
- Integrated Field Computer (affixed to back)
- Reference Libraries:
- Computer: Hacking, Operation, Programming
- Anthropology, Archaeology, Artificial Intelligence, Biology, Botany, History, Law (CCW, UWW, TGE), Math, Mythology, Philosophy, Research, Xenology
- Lore: Astral, D-Bee, Demons & Monsters, Dreamstream, Faerie Folk, Galactic Aliens, Geomancy & Leylines, Magic, Psychics & Psionics, Religion, Undead
Modifiers:
- -10% to physical skills, +15% to swimming with the built-in flotation device active
- Chance of successfully performing a skill on library info alone is half base skill rating (+300% time required); +5% to skill check if already skilled (+50% time required)
Book Reference: p.190, MercOps; p.183, 186, 189, GMG
Long Sword

- Range: Close Combat
- Damage: 2D6
- Weight:
- Features:
- Modifiers:
Battle Axe

- Range: Close Combat
- Damage: 3D6
- Weight:
- Features: Silver-coated
- Modifiers:
Long Spear

- Range: Close Combat
- Damage: 2D6
- Weight:
- Features:
- Modifiers: 2-handed
Dagger

- Range: Close Combat
- Damage: 1D6
- Weight:
- Features:
- Modifiers:
Silvered Dagger (3)

- Range: Close Combat
- Damage: 1D6
- Weight:
- Features: Silver-coated
- Modifiers:
M.E. Attribute Booster Ring

Very Rare Enchanted Ring
Magic Features
- Increased M.E.: While the ring is worn, the wearer's M.E. is raised by 3 points
Book Reference: p.159-160, PFWB8
P.B. Attribute Booster Ring

Very Rare Enchanted Ring
Magic Features
- Increased P.B.: While the ring is worn, the wearer's P.B. is raised by 3 points
Book Reference: p.159-160, PFWB8
NG Fragmentation Grenade (10)
- Range: 120' thrown
- Damage: 2D4 M.D. to a 20' AoE
Coalition States Stun/Flash Grenade (10)
- Range: 120' thrown
- Damage: -1 APM, -1 to initiative, -8 to combat actions (w/o EBA or polarization) or -1 to initiative (w/protection) in a 20' AoE
- Duration: 1D4 melees
NG High Explosive Grenade (10)
- Range: 120' thrown
- Damage: 3D4 M.D. to a 6' AoE
Wilk's Blinder Grenade (10)

- Range: 120' when thrown, double with SN P.S.
- Damage: none; blindness effects
- Payload: 1 Charge. Can be recharged
- Weight: 12 oz.
- Features: 1.5 second (duration), 30' AoE
- Book Reference: p.209, WB14
Boots of Fleetness

Uncommon Enchanted Item
Magic Features
- Doubles attribute speed
Curse: None
History: None
Book Reference: p.257, PFRPG
Ring of Tongues

Uncommon Enchanted Ring
Magic Features
- Gives the wearer the ability to understand and speak any language at 98%.
Book Reference: p.160, PFWB8
Enchanted Full Plate

Legendary Enchanted Full Plate
M.D.C. by Location:
- Helmet: 100
- Arms: 200 each
- Legs: 300 each
- Main Body: 410
Weight: 1 ox.
Features: Reinforced (+50 M.D.C.)
Modifiers: -8% to prowl
Magic Features
- Magically Reinforced (+200 M.D.C.)
- Weightless: The armor weighs no more than one ounce. Wearer suffers no movement or encumbrance penalties and prowl penalty is half.
- Regenerating Armor: Damage done to the armor is magically restored/regenerated at a rate of 10 M.D.C. per hour.
- Spell Abilities (3x daily): Superhuman Strength
Curse: (if any)
History: (if any)
Last edited by Vortigern on Wed Jan 29, 2020 4:19 pm, edited 29 times in total.
Re: Vortigern - PFRPG - Summoner (WIP)
Background Story
Vortigern Taerea is from a non-inheriting family line of Taerea blood. He is the son of the youngest brother of current Lord Jarvin. Thus a cousin of Erivin, the current Heir, Vortigern is a contemporary of that generation of the House, raised and educated in like luxury, yet highly unlikely to ever hold a title in his own right due to his birth position. Thus he was seemingly destined to a life of service to his House from birth.
For much, perhaps even most, of his early life Vortigern was as he was raised to be, a typical Taerea. Which is to say, shrewd, astute, yet decadent and at times even depraved. Childhood memories of the family debauches and spectacles will forever color Vortigern's view of the world and his place in it. He has drunk in decadence and scheming alike from an early age. Indeed he also recalls the admonishments to reign in the usual family excess on their trips to Caer Itom. That was his first inkling that their family was not precisely like others.
Following through with the expected role of his birth in family affairs Vortigern was squired to an older family Knight and trained from early on to be a warrior and knight of the House. This was a duty and expectation that he was more or less required to fulfill, though it was never his primary passion.
Instead the secretly growing obsession of his House with the Art of Circle Magic caught up the young Vortigern at a young age. Much of his spare time in childhood was spent studying at the feet of Y'skloth alongside his cousin Erivin.
Mastering this strange arcane blend of art and science was his true calling. The sword, the horse, the spear... these were tools he would learn, and learn well. Yet none of them would ever make him anything more than a lesser servant relative to his kin. The Circles, they would make him a Master. Such were the promises of his mentor Y'skloth. Though perhaps in a less than healthy way, this began to give Vortigern a greater sense of his own worth.
Learning his Art well from Y'skloth he progressed to secretly joining a Mystic Guild composed primarily (though not exclusively) of Summoners and Diabolists, a Guild focussed on their symbol magics and the unique aspects of its study. There he acquired his first real influence from outside of his House. A new Master to study under, who became an increasingly formative influence. Xantar was an aged and wise Summoner, having practiced the Art seemingly for eons from within the Empire and on more than one occasion on it's behalf. His instruction and influence set Vortigern down a path of beginning to seek additional influences from outside his family and further broaden his horizons. Xantar was indeed a much healthier influence over Vortigern by far than any previous in his life.
He and his new Guild were deeply involved in beginning the construction of the Demon Ships of the West once again. Something Vortigern quietly takes pride in having been involved in. Creating something so powerful and feared that it had been a backbone of the strength of the Empire at one time, and hated by the rest of the world.
Nor was Chivalry ever a particularly stressed point of his training. It was however something that Vortigern himself took a personal interest in. The flowery language of the various codes of conduct and the poetry surrounding it all was something that caught his academic and analytical interest... and then later resonated with him. This made him stand out a bit amongst the other warriors of House Taerea, yet perhaps not in a bad way.
Coming of age, and into useful levels of skill and ability, Vortigern began to be used in the various schemes of the House as a matter of course. And here the seeds of his discontent and split with his kin were sewn.
Being expected to perform at times quite un-chivalric acts of bloodshed to secure family advantage in the ever shifting political sands of Lower Barraduk were something which wore on him. Not to mention that these acts advantaged primarily the political positioning of the senior members of his House. Kin whose promises of seeing to his own interests after he saw to theirs never seemed to manifest themselves.
He also continued to be involved with his Guild. On more than one occasion he went into the field and did the dirty work for Xantar, supplementing his own prowess with his own magic and that provided by his new Mentor. Indeed, being watched and counseled from afar by his Circle Mage Master came to be a normal experience to him. What trouble could befall him when he had his Master's demons and spirits at hand, and with a wave Xantar could use the very Circle he used to communicate with him to whisk him out of danger? Many tasks were completed for his aging Master in this way, and the two still have a very close relationship.
An at first quite devoted and loyal family member, quite willing to spill blood and scheme with the rest of his kin, Vortigern came to feel disaffected and used as his efforts never seemed to bring him the appreciation, acclaim, or reward he felt they deserved. So while he firmly believes in the principle of family loyalty, and mutual family interest, his own kin he has come to see as not terribly reciprocal of his devotion. That more and more his decadent and scheming kin viewed him as a pawn in their games, and that should he continue to play that part it is all he would ever be.
Resolving that this would not be his fate, that instead he would seek his own fortune, in his own name, on his own terms, Vortigern left his kin behind and traveled East.
He knew he would not escape the great game of the Houses by simply striking out on his own within the Empire. To truly seek out his own fortune, he would have to leave the Empire. He would have to go out into the Wilds, beyond 'civilization' as a Western Man would define it. He traveled to Llorn.
Vortigern Taerea is from a non-inheriting family line of Taerea blood. He is the son of the youngest brother of current Lord Jarvin. Thus a cousin of Erivin, the current Heir, Vortigern is a contemporary of that generation of the House, raised and educated in like luxury, yet highly unlikely to ever hold a title in his own right due to his birth position. Thus he was seemingly destined to a life of service to his House from birth.
For much, perhaps even most, of his early life Vortigern was as he was raised to be, a typical Taerea. Which is to say, shrewd, astute, yet decadent and at times even depraved. Childhood memories of the family debauches and spectacles will forever color Vortigern's view of the world and his place in it. He has drunk in decadence and scheming alike from an early age. Indeed he also recalls the admonishments to reign in the usual family excess on their trips to Caer Itom. That was his first inkling that their family was not precisely like others.
Following through with the expected role of his birth in family affairs Vortigern was squired to an older family Knight and trained from early on to be a warrior and knight of the House. This was a duty and expectation that he was more or less required to fulfill, though it was never his primary passion.
Instead the secretly growing obsession of his House with the Art of Circle Magic caught up the young Vortigern at a young age. Much of his spare time in childhood was spent studying at the feet of Y'skloth alongside his cousin Erivin.
Mastering this strange arcane blend of art and science was his true calling. The sword, the horse, the spear... these were tools he would learn, and learn well. Yet none of them would ever make him anything more than a lesser servant relative to his kin. The Circles, they would make him a Master. Such were the promises of his mentor Y'skloth. Though perhaps in a less than healthy way, this began to give Vortigern a greater sense of his own worth.
Learning his Art well from Y'skloth he progressed to secretly joining a Mystic Guild composed primarily (though not exclusively) of Summoners and Diabolists, a Guild focussed on their symbol magics and the unique aspects of its study. There he acquired his first real influence from outside of his House. A new Master to study under, who became an increasingly formative influence. Xantar was an aged and wise Summoner, having practiced the Art seemingly for eons from within the Empire and on more than one occasion on it's behalf. His instruction and influence set Vortigern down a path of beginning to seek additional influences from outside his family and further broaden his horizons. Xantar was indeed a much healthier influence over Vortigern by far than any previous in his life.
He and his new Guild were deeply involved in beginning the construction of the Demon Ships of the West once again. Something Vortigern quietly takes pride in having been involved in. Creating something so powerful and feared that it had been a backbone of the strength of the Empire at one time, and hated by the rest of the world.
Nor was Chivalry ever a particularly stressed point of his training. It was however something that Vortigern himself took a personal interest in. The flowery language of the various codes of conduct and the poetry surrounding it all was something that caught his academic and analytical interest... and then later resonated with him. This made him stand out a bit amongst the other warriors of House Taerea, yet perhaps not in a bad way.
Coming of age, and into useful levels of skill and ability, Vortigern began to be used in the various schemes of the House as a matter of course. And here the seeds of his discontent and split with his kin were sewn.
Being expected to perform at times quite un-chivalric acts of bloodshed to secure family advantage in the ever shifting political sands of Lower Barraduk were something which wore on him. Not to mention that these acts advantaged primarily the political positioning of the senior members of his House. Kin whose promises of seeing to his own interests after he saw to theirs never seemed to manifest themselves.
He also continued to be involved with his Guild. On more than one occasion he went into the field and did the dirty work for Xantar, supplementing his own prowess with his own magic and that provided by his new Mentor. Indeed, being watched and counseled from afar by his Circle Mage Master came to be a normal experience to him. What trouble could befall him when he had his Master's demons and spirits at hand, and with a wave Xantar could use the very Circle he used to communicate with him to whisk him out of danger? Many tasks were completed for his aging Master in this way, and the two still have a very close relationship.
An at first quite devoted and loyal family member, quite willing to spill blood and scheme with the rest of his kin, Vortigern came to feel disaffected and used as his efforts never seemed to bring him the appreciation, acclaim, or reward he felt they deserved. So while he firmly believes in the principle of family loyalty, and mutual family interest, his own kin he has come to see as not terribly reciprocal of his devotion. That more and more his decadent and scheming kin viewed him as a pawn in their games, and that should he continue to play that part it is all he would ever be.
Resolving that this would not be his fate, that instead he would seek his own fortune, in his own name, on his own terms, Vortigern left his kin behind and traveled East.
He knew he would not escape the great game of the Houses by simply striking out on his own within the Empire. To truly seek out his own fortune, he would have to leave the Empire. He would have to go out into the Wilds, beyond 'civilization' as a Western Man would define it. He traveled to Llorn.
Last edited by Vortigern on Fri Oct 09, 2015 5:28 pm, edited 10 times in total.
Re: Vortigern - PFRPG - Summoner (WIP)
Vortigern's View Of Chivalry
Concept Art
Last edited by Vortigern on Sat Oct 20, 2018 9:04 am, edited 5 times in total.
Re: Vortigern (Human Summoner)
Background Reference Material
Re: Vortigern (Human Summoner)
Standing Orders
Vortigern wrote: Once his intended pair of Gargoyles are suitably under control (presumably?), he gives a thin smile and strokes his mustache thoughtfully for a long silent moment before he continues speaking. First he gestures towards the members of the encampment "These are my allies. Protect me, and protect them. Unless they attack me, if so then kill those that attack me." he says, before gesturing towards Azure and Rock. "These are our companions. Defend them as well, unless they attack my allies or myself. If so, then kill those that attack us." he says, his tone matter-of-fact. There is no effort to conceal the orders.
Vorigern's Minions & Summons
Vortigern's Minions and Summons
Contacts
Contacts
Consul Ahzek Ahriman (Powerful contact)
A noble in the clan Aheriman, who is known as a very vocal member of the Atlantean community. He is considered a bit of a firebrand among even his own people when it comes to his public distaste of the Splugorth Splynncryth. As of the last few years Consul Ahriman has been residing on Center, apparently gathering allies for his cause. He currently resides on the first level of center among the elite of the Three Galaxies society.
Consul Ahzek Ahriman (Powerful contact)
A noble in the clan Aheriman, who is known as a very vocal member of the Atlantean community. He is considered a bit of a firebrand among even his own people when it comes to his public distaste of the Splugorth Splynncryth. As of the last few years Consul Ahriman has been residing on Center, apparently gathering allies for his cause. He currently resides on the first level of center among the elite of the Three Galaxies society.
Last edited by Vortigern on Wed Jan 29, 2020 4:38 pm, edited 1 time in total.
Re: Vortigern (Human Summoner)
Update (keep traffic to this thread so it stays alive/active in my mind):
Gear issue remains.
Either all non-canonical gear goes through validation & gets included in the armory (where all successfully validated items get copied). or else those non-canonical items get deleted.
Side note: a lot of the items appear to be of a very old (pre-armory) format as well; those just need to be cleaned up.
Gear issue remains.
Either all non-canonical gear goes through validation & gets included in the armory (where all successfully validated items get copied). or else those non-canonical items get deleted.
Side note: a lot of the items appear to be of a very old (pre-armory) format as well; those just need to be cleaned up.







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Medals
Palladium Books Internet PolicyRe: Vortigern (Human Summoner)
I believe all relevant items have been posted to their respective item approval threads.