Albrecht



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Genealogy
PBP Character Created:
8th Apr, 2016 - 5:05pm

Last Updated:
12th Dec, 2017 - 5:15pm

Player Member ID:
15533

Member Name:
Alchyrogue

Character ID: 232

Character's Game Master:
KNtoran

Campaign:
Dungeons & Dragons 3.5 Play By Post Game

Character Avatar

Familiar / SideKick
More info
Symbol / Sign:
Character Name:
Albrecht

Character Title:
The Wild Whisper

Character Class:
Druid 5

Character Status:

Lieutenant

Character Alignment:
Neutral Good

Marching Position:
Head

Rival: ?

The Foe of Albrecht
Guardian: ?

The Bear Keeps

Character Body
Base Theme / Style
Character Combat Info
AC: 26:17:23 HP:11/52 Init: +3 BAB:+3 Speed: 20ft Fort:+11 Reflex: +8 Will: +13 Carry:19.5/43.5 Main Weapon: +10 with small Quarterstaff: 1d4+7 20/x2 B
TWF: +6 1d4+6 and +2 1d4+5
Character Description
Albrecht is at peace in nature. Having grown up in the city, he is aware of people and their habits, but he never enjoyed their customs. Every chance he got he was outside. This made him a bit of a loner, but not anti-social. He has a certain rugged handsomeness that makes people want to trust that he knows what he is talking about, even if they don't trust his intentions. He is a stalwart protector of everything he holds dear, mostly including nature and whatever close friends he has, but especially his companion. With hazel eyes, dark brown hair, and a natural tan from being outside so much, Albrecht is nothing special to look at, but he is very wise and cares deeply.
Character History
Albrecht was born in a small village of halflings and socialized normally as a child, earning a passable education from the local school, but never enjoyed any of those things. While all his classmates would be paying attention in school, Albrecht would be staring out the window over the pastures and into the treeline. He never shared their wonderlust to go off exploring every nook and cranny, but did love to go sit and commune with nature. He wasn't aware that it was weird, but he could sense the intentions and thoughts of animals around him and share his intentions to gain their trust. As he grew up, his parents wanted him to follow in his father's footsteps as a blacksmith, but he wanted nothing to do with it. And after one particularly heated fight, Albrecht ran away into the woods. As he wondered, a local druid approached him and said that he had been watching Albrecht for quite some time. Albrecht was surprised, as he could usually sense those around him quite easily and didn't consider himself easy to sneak up on, but this druid had done it without a problem (apparently multiple times). After the druid explained what he did, he invited Albrecht to join him. Albrecht immediately accepted and was overjoyed to learn all about the natural world and the magic of the druids. He was introduced to a dog that had been used by cruel masters to fight other dogs, but had escaped one night and been taken in by the druids. Albrecht immediately formed a bond with him and realized he was smarter than most other animals. With training and daily interaction, they became natural companions. The druids did not share most groups' love of names, and instead referred to things in a general sense or by descriptive features. This never suited Albrecht through, and so through his telepathy he was able to discern that his dog felt like a strong fighter and was proud of his victories, and named him Champ. After completing as much training as he could, the druids made him an official member of their sect and sent him out to finish his training in nature. They firmly believe that the way of druid can only be found in nature, and then he is to return to them after he has mastered his knowledge of nature. Now Albrecht is traveling around learning what he can of different areas and animal cultures, although he has to make contact with civilization from time to time for supplies.
Character Magick / Spells / Powers
(0th)Dawn (SpC): All sleeping creatures in the affected area awaken. Those who are unconscious because of nonlethal damage wake up and are staggered.
(0th)Detect Magic: Detects spells and magic items within 60 ft.
(0th)Cure Minor Wounds: Cures 1 point of damage.
(0th)Purify Food and Water: Purify 4 cu. ft. of food and/or water
(0th)Create Water: Up to 8 gallons of water
(1st)Impeding Stones: earth and stones in a 40-ft.-radius spread up to 140 ft away shit for 4 minutes, knocking creatures prone (failed reflex save/balance check) every round. Casters must concentrate (DC 15+level) and attack is at -2
(1st)Entangle: Plants entangle everyone in 40-ft.-radius up to 560 ft away.
(1st)Cure Light Wounds: cure 1d8+4
(1st)Produce Flame: 1d6+4 fire damage, touch or thrown for 4 minutes
(2nd)Kelpstrand (SpC):Make a ranged touch attack at each target. If you hit a creature, you immediately make an opposed grapple check against the creature as a free action without provoking attacks of opportunity. You add your caster level and your Wisdom bonus to the result of your grapple check rather than your Strength bonus and size bonus. If you succeed, the target becomes entangled in the thick strands of kelp and is grappled. Each round, the target can attempt to escape the kelpstrand by making a successful grapple or Escape Artist check against the kelpstrands grapple check. You are not considered grappling yourself while using this spell. Once you shoot your strands of kelp, you need not take any action to maintain the effect.
(2nd)Summon Swarm
(2nd)Snakes Swiftness, Mass (SpC): Allied creatures in a 20-ft.-radius burst out to 140 ft can immediately make one melee or ranged attack. Taking this action doesnt affect the subjects normal place in the initiative order. This is a single attack and follows the standard rules for attacking.
(3rd)Call Lightening
(3rd)Spiritjaws(SpC, 202)
Character Notes*
Bear Guardian Shields: The inner thougts of Albrecht are protected.

* Protected by Guardian
Deity / Allegiance / Cult
Albrecht's faith is in nature and the natural order, fighting to uphold what he thinks is all the good in nature.
Familiar / Side Kick / Craft
Krama (Black Bear) Str: 19 Dex: 13 Con: 15 Int: 2 Wis: 12 Cha: 6 HP: 8 out of 26 AC: 15/11/14 Total/Touch/Flat Init: +1 Fort: +5 Ref: +4 Will: +2 Speed: walk 40ft Bite: +1 1d6+2 2x Claw: +6 1d4+4 Armor: Leather Barding Tricks: Trained for Combat Riding: An animal is trained to bear a rider into combat and knows: Attack I & II: will attack any apparent enemies Come: The animal comes to you, even if it normally would not do so Defend: Animal defends master or another creature designated Down: Animal breaks of from combat or backs down. Heel: Animal Follows master, even to places it normally wouldn't go Stay: Animal stays in place waiting for master to return, won't challenge others, but will defend itself Skills: Jump +8 Listen +4 Move Silently: +1 Spot +4 Swim: +8 (+12 to avoid taking nonlethal fatigue damage) Share Spells Link Low-Light Vision Scent: 30ft Feats: Endurance: +4 on stamina or extended physical activity checks Run: 5x normal speed or 4x in medium armor or medium load. A jump gets +4 after running start and retain Dexterity bonus to AC while running. Collar of Healing: Albrecht Always knows HP and can use +50 HP 1/day and remove exhausted/fatigued status
Character Equipment
Quarterstaff +4/+4(small): +10 1d4+7 20/x2 B
Wild Leather Armor +3(small): AC:+5, MDex:+6, CP: +0 ASF:10% get AC while wild shaped
Bracers of Armor +6: AC: 6
Explorer's Outfit (small): worn
Handy Haversack: worn
Mirror, Bedroll, Rope, Sewing Needle, Bucket, Chalk (10), Fishhook, Flint and
Steel
Spell Component Pouch
Waterskin (Filled)
Holly and Mistletoe
Periapt of Wisdom +4
Healing Belt: 3 charges/day 1 charge: 2d8; 2 charges: 3d8; 3 charges: 4d8 and +2 competence on heal checks
4x wands of cure light wounds (1x38 charge, 3x50 charges)
Potion of Cure Moderate Wounds
Potion of Cure Serious Wounds
Ring of Counterspells: What spell is stored inside is instantly used to counterspell when cast on wearer
Ring of Protection +3: +3 deflection bonus to armor
Amulet of Natural Armor +3: +3 enhancement bonus to natural armor.
Cloak of Resistance +3: +3 resistance bonus to all saves
Rod of Extend
Pearly White Ioun Stone: 1 HP/hour regeneration
Strand of Prayer Beads:
Healing 1/day: Cure Serious wounds, Remove Blindness/deafness, Remove Disease
Karma 1/day: +4 CL for 10 minutes
Smiting 1/day: Chaos Hammer, Holy Smite, Order's Wrath, or Unholy Blight (Will DC 17)
Druid's Vestments: +1 Wildshape/day
Tome of Understand +2: Must read for 48 hours over a minimum of 6 days.
Character Storage
26,546 gp in chest in wagon
Game Master Notes*
Bear Guardian Protects: The secrets dispensed by KNtoran are protected from prying eyes.

Last nag (warning): --

* Protected by Guardian
Character Item Location
Head:
Left:
Center:
Right:
Left:
Right:
Available Gems ?

No Gem Activated. This means your Character does not have the possible 'edge' over other Characters. Activate a Gem to get the advantage.
Personal Rival: ?
At some point in this Character's life a foe became known - the history behind this rival can be written here.
Character Stats
Str:14 (+2)
Dex:16 (+3)
Con:16 (+3)
Int:14 (+2)
Wis:17 (+3) or 21 (+5) with periapt
Cha:8 (-1)

XP: 900/15000

Speak without Sound (Su): A ghostwise halfling, unlike other halflings, can communicate telepathically with any creature within 20 feet, just as if speaking to him or her. The halfling can only speak and listen to one person at a time, and he must share a common language with the other person or creature he speaks to telepathically, or the telepathic link fails.

Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

Halfling base land speed is 20 feet.

+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.

+2 morale bonus on saving throws against fear.

+1 racial bonus on attack rolls with thrown weapons and slings.

Automatic Languages: Common, Halfling, and Druidic. Bonus Languages: Elven, Sylvan

Feats:
Spell Focus (Conjuration): +1 to DC for conjuration spells
Augment Summoning: +4 Con and Str for summoned creatures during spell

Wild Empathy: Diplomacy check for animals: roll 1d20+level+Cha. Study each other within 30 feet for ~1 minute. Also works on magical beast of Int 1 or 2 at -4 penalty.

Woodland Stride: Move through any undergrowth at normal speed without damage, unless magically manipulated.

Trackless Step: A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure: A druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape: 1/day (+1 or Vestments) turn into small or medium animal of Druid's level HD or less and back in 1 standard action with no AoO

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