Created using PCGen 5.5.5 on Jan 4, 2004

Gorath JC Chaotic Evil Y'llan 0 Click for Bio
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Barbarian2 Sorcerer6 Uthuk Qi'nok6 105000 Uthuk Y'llan M 7' 0" 275 lbs. Normal
CLASS EXPERIENCE RACE SIZE HEIGHT WEIGHT VISION
14 120000 32 Male Red Black, Topknot, Flowing
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
12 +1 12 +1
DEX
Dexterity
19 +4 19 +4
CON
Constitution
17 +3 17 +3
INT
Intelligence
11 +0 11 +0
WIS
Wisdom
12 +1 12 +1
CHA
Charisma
24 +7 24 +7

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
120




  
Walk 80'
AC
Armour Class
27 : 27 : 17 = 10 + 8 + 0 + 4 + 0 + 2 + 3
5 +0 +5 1
TOTAL FLAT TOUCH BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
INITIATIVE
Modifier
+4 = +4 + +0
TOTAL DEX
MODIFIER
MISC
MODIFIER
BASE ATTACK
Bonus
+11/+6/+1
SKILLS MAX
RANKS
17/8.5
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
u   Appraise INT 0 = 0
+ 0.0
+ 0
u   Balance DEX 4 = 4
+ 0.0
+ 0
u   Bluff CHA 7 = 7
+ 0.0
+ 0
u   Climb STR 1 = 1
+ 0.0
+ 0
u   Concentration CON 20 = 3
+ 17.0
+ 0
u   Craft (Biotechnology) INT 0 = 0
+ 0.0
+ 0
u   Craft (Electronics) INT -2 = 0
+ 0.0
+ -2
u   Craft (Gunsmithing) INT 0 = 0
+ 0.0
+ 0
u   Craft (Mechanics) INT -2 = 0
+ 0.0
+ -2
u   Craft (Metallurgy) INT 0 = 0
+ 0.0
+ 0
u   Craft (Pharmaceuticals) INT 0 = 0
+ 0.0
+ 0
u   Craft (Printing) INT 0 = 0
+ 0.0
+ 0
u   Craft (Robotics) INT -2 = 0
+ 0.0
+ -2
u   Craft (Untrained) INT 0 = 0
+ 0.0
+ 0
u   Diplomacy CHA 7 = 7
+ 0.0
+ 0
u   Disguise CHA 7 = 7
+ 0.0
+ 0
u   Escape Artist DEX 4 = 4
+ 0.0
+ 0
u   Forgery INT 0 = 0
+ 0.0
+ 0
u   Freefall DEX 4 = 4
+ 0.0
+ 0
u   Gather Information CHA 7 = 7
+ 0.0
+ 0
u   Heal WIS 1 = 1
+ 0.0
+ 0
u   Hide DEX 4 = 4
+ 0.0
+ 0
u   Intimidate CHA 14 = 7
+ 5.0
+ 2
  Intuit Direction WIS 4 = 1
+ 3.0
+ 0
u   Jump STR 14 = 1
+ 3.0
+ 10
  Knowledge (Arcana) INT 6 = 0
+ 6.0
+ 0
  Knowledge (Religion) INT 3 = 0
+ 3.0
+ 0
u   Listen WIS 4 = 1
+ 3.0
+ 0
u   Move Silently DEX 4 = 4
+ 0.0
+ 0
u   Navigate INT 0 = 0
+ 0.0
+ 0
u   Perform CHA 7 = 7
+ 0.0
+ 0
u   Perform (Chant) CHA 7 = 7
+ 0.0
+ 0
u   Pilot DEX 4 = 4
+ 0.0
+ 0
u   Research WIS 1 = 1
+ 0.0
+ 0
u   Ride DEX 4 = 4
+ 0.0
+ 0
u   Scry INT 0 = 0
+ 0.0
+ 0
u   Search INT 0 = 0
+ 0.0
+ 0
u   Sense Motive WIS 1 = 1
+ 0.0
+ 0
  Spellcraft INT 10 = 0
+ 10.0
+ 0
u   Spot WIS 1 = 1
+ 0.0
+ 0
u   Swim STR -6 = 1
+ 0.0
+ -7
  Tumble DEX 6 = 4
+ 2.0
+ 0
u   Urban Lore WIS 1 = 1
+ 0.0
+ 0
u   Use Device INT 0 = 0
+ 0.0
+ 0
u   Use Rope DEX 5 = 4
+ 1.0
+ 0
u   Wilderness Lore WIS 1 = 1
+ 0.0
+ 0
u= Useable Untrained
SAVING THROWS TOTAL BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
RACE
MODIFIER
TEMPORARY
MODIFIER
CONDITIONAL
MODIFIERS
Fortitude
Constitution
+13 = +10 + +3 + +0
+ +0
+
Reflex
Dexterity
+8 = +4 + +4 + +0
+ +0
+
Will
Wisdom
+8 = +7 + +1 + +0
+ +0
+
TOTAL BASE ATTACK STAT SIZE MISC TEMP
MELEE
ATTACK BONUS
+12/+7/+2 = +11/+6/+1
+ +1 + +0
+ +0
+
RANGED
ATTACK BONUS
+15/+10/+5 = +11/+6/+1
+ +4 + +0
+ +0
+
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL
+12/+7/+2
1d3+1
20/x2

*Blaster Rifle (Masterwork)
HAND TYPE SIZE CRITICAL
Primary

L
20/x2
  Range 30''
200''
400''
600''
800''
 Hit +17/+12/+7
+16/+11/+6
+14/+9/+4
+12/+7/+2
+10/+5/+0
 Dam N/A N/A N/A N/A N/A
 Ammunition Used
ooooo ooooo ooooo ooooo
 Special Properties
 

Laser Rifle (Masterwork)
HAND TYPE SIZE CRITICAL
Carried
F
L
20/x2
  Range 30''
200''
400''
600''
800''
 Hit +17/+12/+7
+16/+11/+6
+14/+9/+4
+12/+7/+2
+10/+5/+0
 Dam 3d10+1 3d10 3d10 3d10 3d10
 Ammunition Used
ooooo ooooo ooooo ooooo
 Special Properties
 

Plasma Rifle
HAND TYPE SIZE CRITICAL
Carried
F
L
20/x2
  Range 30''
300''
600''
900''
1200''
 Hit +16/+11/+6
+15/+10/+5
+13/+8/+3
+11/+6/+1
+9/+4/-1
 Dam 5d10+1 5d10 5d10 5d10 5d10
 Ammunition Used
ooooo ooooo ooooo ooooo
 Special Properties
 

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*Armor vest +3
TYPEARMOR BONUSMAX DEX BONUS

+8
+5
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
5


PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 5.5.5 on Jan 4, 2004

EQUIPMENT
ITEM LOCATION QTY WT. COST
 Blaster Rifle (Masterwork)
Equipped
1
10
1300
 Laser Rifle (Masterwork)
Glove of Storing
1
8
1100
 Plasma Rifle
Handy Haversack
1
14
3000
 Blaster Pistol (Masterwork)
Carried
1
3
900
 Amulet of Natural Armor +2
Equipped
1
0
8000
 Unidentified Ring
((Signet Ring))
Handy Haversack
1
0
5
 Armor vest +3
Equipped
1
8
9225
 Artificial gill
Handy Haversack
1
5
200
 Boots of Striding and Springing
Equipped
1
1
6000
 Cloak of Charisma +6
Equipped
1
1
36000
 Credit Chip
Handy Haversack
51393
0
1
 Dagger (Masterwork/Keenblade)
Carried
1
1
310
 Digital binoculars
(+2 on Search/Spot checks hampered by distance)
Handy Haversack
1
1
750
 Eardot
((Personal communicator))
Handy Haversack
1
0
5000
 Glove of Storing
Equipped
1
0
2200
 Glove of Storing
Equipped
1
0
2200
 Handcuffs
Handy Haversack
2
1
40
 Handy Haversack
Equipped
1
5
2000
 Heavy Cell (20) (Plasma Rifle)
Handy Haversack
15
5
50
 Holdout Laser (Masterwork)
Carried
1
1
500
 Infrared Sensor
((Security scanner))
Handy Haversack
1
1
500
 Medium Cell
((Heavy cell))
Handy Haversack
20
2.5
25
 Microcell (15) (Holdout Laser)
Handy Haversack
5
0.5
10
 Minicell (20) (Blaster Rifle)
Handy Haversack
5
0.5
15
 Minicell (20) (Laser Rifle)
Handy Haversack
5
0.5
15
ITEM LOCATION QTY WT. COST
 Minicell (30) (Blaster Pistol)
Handy Haversack
5
0.5
15
 Minicell (30) (Screamer Pistol)
Handy Haversack
5
0.5
15
 Nightvision goggles
Handy Haversack
1
1
250
 Outfit (Explorer's)
Equipped
1
8
0
 Potion of Bull's Strength
Handy Haversack
3
0
300
 Potion of Cure Light Wounds
Handy Haversack
7
0
50
 Potion of Cure Moderate Wounds
Handy Haversack
4
0
300
 Potion of Cure Serious Wounds
Handy Haversack
4
0
750
 Potion of Displacement
Handy Haversack
3
0
750
 Potion of Fly
Handy Haversack
3
0
750
 Potion of Haste
Handy Haversack
3
0
750
 Pouch (Belt)
Equipped
1
0.5
1
 Pouch (Belt)
Equipped
1
0.5
1
 Ring of Jumping
Handy Haversack
1
0
2000
 Ring of Mind Shielding
Equipped
1
0
8000
 Ring of Protection +3
Equipped
1
0
18000
 Rope (Silk/50 Ft.)
Handy Haversack
1
5
10
 Rune Visor
((Nightvision goggles))
Handy Haversack
1
1
1000
 Scimitar (Masterwork/Keenblade)
Carried
1
4
375
 Screamer Pistol (Masterwork)
Carried
1
2
750
 Sunglasses
Handy Haversack
1
0
10
 Survival kit
Handy Haversack
1
8
60
 Throatdot
((Personal communicator))
Handy Haversack
1
0
5000
 Ultraviolet Goggles
((Nightvision goggles))
Handy Haversack
1
1
250
 Zipcuffs
Handy Haversack
2
0.5
10
TOTAL WEIGHT CARRIED/VALUE   37.0 lbs. 180925 gp
WEIGHT ALLOWANCE
Light 43.0 Medium 86.0 Heavy 130.0

MONEY

Blaster Pistol (Masterwork)
HAND TYPE SIZE CRITICAL
Carried

S
20/x2
  Range 30''
100''
200''
300''
400''
 Hit +17/+12/+7
+16/+11/+6
+14/+9/+4
+12/+7/+2
+10/+5/+0
 Dam 3d8+1 3d8 3d8 3d8 3d8
 Ammunition Used
ooooo ooooo ooooo ooooo
 Special Properties
 

Dagger (Masterwork/Keenblade)
HAND TYPE SIZE CRITICAL
Carried
P
T
17-20/x2
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Hit +14/+9/+4
+10/+5/+0
+14/+9/+4
+8/+3/-2
+10/+5/+0
+6
 Dam 1d4+1
1d4
1d4+1
1d4+1
1d4+1
1d4
  Range 10''
20''
30''
40''
50''
 Hit +18/+13/+8
+16/+11/+6
+14/+9/+4
+11/+6/+1
+9/+4/-1
 Dam 1d4+2 1d4+2 1d4+2 1d4+1 1d4+1
 Ammunition Used
ooooo ooooo ooooo ooooo
 Special Properties
 

Holdout Laser (Masterwork)
HAND TYPE SIZE CRITICAL
Carried
F
T
20/x2
  Range 30''
75''
150''
225''
300''
 Hit +17/+12/+7
+16/+11/+6
+14/+9/+4
+12/+7/+2
+10/+5/+0
 Dam 1d10+1 1d10 1d10 1d10 1d10
 Ammunition Used
ooooo ooooo ooooo ooooo
 Special Properties
 

Scimitar (Masterwork/Keenblade)
HAND TYPE SIZE CRITICAL
Carried
S
M
15-20/x2
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Hit +14/+9/+4
+10/+5/+0
+14/+9/+4
+8/+3/-2
+10/+5/+0
+4
 Dam 1d6+1
1d6
1d6+1
1d6+1
1d6+1
1d6
 Special Properties  

Screamer Pistol (Masterwork)
HAND TYPE SIZE CRITICAL
Carried

S
20/x2
  Range 30''
100''
200''
300''
400''
 Hit +17/+12/+7
+16/+11/+6
+14/+9/+4
+12/+7/+2
+10/+5/+0
 Dam 2d6+1 2d6 2d6 2d6 2d6
 Ammunition Used
ooooo ooooo ooooo ooooo
 Special Properties
 

LANGUAGES
Common, Literacy
PROFICIENCIES
Armor Spikes, Assault Blaster, Assault Carbine, Assault Laser, Assault Rifle, Automatic Crossbow, Axe, Axe (Throwing), Battleaxe, Bayonet, Blaster Cannon, Blaster Carbine, Blaster Pistol, Blaster Rifle, Blowgun, Club, Compound Longbow, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Light), Flamethrower, Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Greatsword, Grenade (Adhesive), Grenade (Concussion), Grenade (Flash-Bang), Grenade (Frag), Grenade (Incendiary), Grenade (Nausea), Grenade (Smoke), Grenade (Stun), Grenade Launcher, Guisarme, Halberd, Halfspear, Hammer (Light), Handaxe, Heavy AutoPistol, Heavy Machinegun, Holdout Laser, Holdout Pistol, Hunting Carbine, Hunting Rifle, Javelin, Katana (Martial), Kusari-gama, Lance, Laser Cannon, Laser Carbine, Laser Pistol, Laser Rifle, Light AutoPistol, Light Machinegun, Longbow, Longbow (Composite), Longspear, Longsword, MARTIAL, Mace, Mace (Heavy), Mind-blade, Missile Launcher, Morningstar, Pick, Plasma Rifle, Quarterstaff, Ranseur, Rapier, Rocket Launcher, Rocket Launcher (Multishot), SIMPLE, Sap, Scimitar, Screamer Pistol, Screamer Rifle, Scythe, Shieldbash, Shortbow, Shortbow (Composite), Shortspear, Shotgun, Sickle, Sling, Sniper Rifle, Stun baton, Stun gauntlets, Submachine Gun, Sword (Bastard/Martial), Sword (Short), Taser Pistol, Trident, Unarmed Strike, Wakizashi, Waraxe (Dwarven/Martial), Warhammer
SPECIAL ABILITIES
-4 penalty on all rolls dealing with animals, Cannot learn Handle Animal, Contagion 2/day, Dispel Magic 3/day, Dominate Monster 1/day, Rage 1/day, Summon Familiar, Sympathetic Sacrifice, Uncanny Dodge (Dex bonus to AC)
FEATS
NAME DESCRIPTION
Armor Proficiency (HighTechLight) See Text
Armor Proficiency (Light) When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Armor Proficiency (Medium) When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Empower Spell All variable, numeric effects of an empowered spell are increased by one-half.
HighTechMartial Weapon Proficiency You are proficient in High-tech martial weapons
HighTechSimple Weapon Proficiency You are proficient in High-tech simple weapons
Martial Weapon Proficiency The character makes attack rolls with the weapon normally.
Point Blank Shot The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot The character can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty.
Shield Proficiency The character can use a shield and suffer only the standard penalties.
Simple Weapon Proficiency The character makes attack rolls with simple weapons normally.
Spell Focus (Evocation) Choose a school of magic, such as Illusion. The character's spells of that school are more potent than normal.
Technical Proficiency You can use high-tech devices without penalty

Created using PCGen 5.5.5 on Jan 4, 2004

Sorcerer Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 9 5 5 4 3 2 1 0 0 0
PER DAY 6 8 8 8 7 5 4 0 0 0
LEVEL 0
Cause Minor Damage
DC: 17
Save: Will half (constructs)
Time: 1 action
Duration: Instantaneous
Rng: Touch
Comp: V S
SR: Yes
School: Transmutation
ooo
Effect:  See text
Source:  p.145
Target Area:   Contruct or object touched
Daze
DC: 17
Save: Will negates
Time: 1 action
Duration: 1 round
Rng: Close (55')
Comp: V, S, M
SR: Yes
School: Enchantment
ooo
Effect:  Creature loses next action.
Source:  srdspellsd.rtf
Target Area:   One person
Detect Magic
DC: 17
Save: None
Time: 1 action
Duration: Concentration up to 1 minute/level [D]
Rng: 60 feet
Comp: V, S
SR: No
School: Universal
ooo
Effect:  Detects spells and magic items within 60 ft.
Source:  srdspellsd.rtf
Target Area:   Quarter circle emanating from the character to the extreme of the range
Detect Poison
DC: 17
Save: None
Time: 1 action
Duration: Instantaneous/10 minutes per target HD
Rng: Close (55')
Comp: V, S
SR: No
School: Divination
ooo
Effect:  Detects poison in one creature or small object.
Source:  srdspellsd.rtf
Target Area:   One creature, one object, or a 5-ft. cube
Disrupt Undead
DC: 17
Save: None
Time: 1 action
Duration: Instantaneous
Rng: Close (55')
Comp: V, S
SR: Yes
School: Necromancy
ooo
Effect:  Deals 1d6 damage to one undead.
Source:  srdspellsd.rtf
Target Area:   Ray
Mage Hand
DC: 17
Save: None
Time: 1 action
Duration: Concentration
Rng: Close (55')
Comp: V, S
SR: No
School: Transmutation
ooo
Effect:  5-pound telekinesis.
Source:  srdspellsm.rtf
Target Area:   Nonmagical, unattended object weighing up to 5 lb.
Open/Close
DC: 17
Save: Will negates (object)
Time: 1 action
Duration: Instantaneous
Rng: Close (55')
Comp: V, S, F
SR: Yes (object)
School: Transmutation
ooo
Effect:  Opens or closes small or light things.
Source:  srdspellsno.rtf
Target Area:   Portal or object that can be opened or closed
Read Magic
DC: 17
Save: None
Time: 1 action
Duration: 10 minutes/level
Rng: Personal
Comp: V, S, F
SR: No
School: Universal
ooo
Effect:  Read scrolls and spellbooks.
Source:  srdspellsqr.rtf
Target Area:   The character
Resistance
DC: 17
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (Harmless)
School: Abjuration
ooo
Effect:  Subject gains +1 on saving throws.
Source:  srdspellsqr.rtf
Target Area:   Creature touched
LEVEL 1
Expeditious Retreat
DC: 18
Save: None
Time: 1 action
Duration: 1 minute/level [D]
Rng: Personal
Comp: V, S
SR: No
School: Transmutation
ooo
Effect:  Doubles the caster's speed.
Source:  srdspellse.rtf
Target Area:   The character
Grease
DC: 18
Save: Special
Time: 1 action
Duration: 1 round/level [D]
Rng: Close (55')
Comp: V, S, M
SR: No
School: Conjuration
ooo
Effect:  Makes 10-ft. square or one object slippery.
Source:  srdspellsg.rtf
Target Area:   One object or a 10-ft. x 10-ft. square
Magic Missile
DC: 20
Save: None
Time: 1 action
Duration: Instantaneous
Rng: Medium (220')
Comp: V, S
SR: Yes
School: Evocation
ooo
Effect:  1d4+1 damage; +1 missile/two levels above 1st [max 5].
Source:  srdspellsm.rtf
Target Area:   Up to five creatures, no two of which can be more than 15 ft. apart
Shield
DC: 18
Save: None
Time: 1 action
Duration: 1 minute/level [D]
Rng: Personal
Comp: V, S
SR: No
School: Abjuration
ooo
Effect:  Invisible disc gives cover and blocks magic missiles.
Source:  srdspellss.rtf
Target Area:   The character
True Strike
DC: 18
Save: None
Time: 1 action
Duration: See text
Rng: Personal
Comp: V, F
SR: No
School: Divination
ooo
Effect:  Adds +20 bonus to the caster's next attack roll.
Source:  srdspellst.rtf
Target Area:   The character
LEVEL 2
Darkness
DC: 21
Save: None
Time: 1 action
Duration: 10 minutes/level [D]
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
ooo
Effect:  20-ft. radius of supernatural darkness.
Source:  srdspellsd.rtf
Target Area:   Object touched
Endurance
DC: 19
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 hour/level
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Transmutation
ooo
Effect:  Gain 1d4+1 Con for 1 hr./level.
Source:  srdspellse.rtf
Target Area:   Creature touched
Fog Cloud
DC: 19
Save: None
Time: 1 action
Duration: 10 minutes/level
Rng: Medium (220')
Comp: V, S
SR: No
School: Conjuration
ooo
Effect:  Fog obscures vision.
Source:  srdspellsf.rtf
Target Area:   Fog that spreads in a 30-ft. radius, 20 ft. high
Power Down
DC: 19
Save: Reflex negates
Time: 1 action
Duration: Instantaneous
Rng: Touch
Comp: V S
SR: Yes
School: Transmutation
ooo
Effect:  See text
Source:  p.147
Target Area:   One object
Refuel
DC: 21
Save: None
Time: 1 action
Duration: Instantaneous
Rng: Touch
Comp: V S
SR: No
School: Evocation
ooo
Effect:  See text
Source:  p.148
Target Area:   One object
LEVEL 3
Displacement
DC: 20
Save: Will negates (Harmless)
Time: 1 action
Duration: 1 round/level
Rng: Touch
Comp: V, M
SR: Yes (Harmless)
School: Illusion
ooo
Effect:  Attacks miss subject 50%.
Source:  srdspellsd.rtf
Target Area:   Creature touched
Fireball
DC: 22
Save: Reflex half
Time: 1 action
Duration: Instantaneous
Rng: Long (880')
Comp: V, S, M
SR: Yes
School: Evocation
ooo
Effect:  1d6 damage per level, 20-ft. radius.
Source:  srdspellsf.rtf
Target Area:   20-ft.-radius spread
Fly
DC: 20
Save: None
Time: 1 action
Duration: 10 minutes/level
Rng: Touch
Comp: V, S, F/DF
SR: Yes (Harmless)
School: Transmutation
ooo
Effect:  Subject flies at speed of 90.
Source:  srdspellsf.rtf
Target Area:   Creature touched
Haste
DC: 20
Save: Fortitude negates (Harmless)
Time: 1 action
Duration: 1 round/level
Rng: Close (55')
Comp: V, S, M
SR: Yes (Harmless)
School: Transmutation
ooo
Effect:  Extra partial action and +4 AC.
Source:  srdspellsh.rtf
Target Area:   One creature
Lightning Bolt
DC: 22
Save: Reflex half
Time: 1 action
Duration: Instantaneous
Rng: Medium (220')
Comp: V, S, M
SR: Yes
School: Evocation
ooo
Effect:  Electricity deals 1d6 damage/level.
Source:  srdspellsjkl.rtf
Target Area:   5 ft. wide to medium range [100 ft. + 10 ft./level]; or 10 ft. wide to 50 ft. + 5 ft./level
LEVEL 4
Confusion
DC: 21
Save: Will negates
Time: 1 action
Duration: 1 round/level
Rng: Medium (220')
Comp: V, S, M/DF
SR: Yes
School: Enchantment
ooo
Effect:  Makes subject behave oddly for 1 round/level.
Source:  srdspellsc.rtf
Target Area:   All creatures in a 15-ft. radius
Shout
DC: 23
Save: Fortitude partial (object)
Time: 1 action
Duration: Instantaneous
Rng: Close (55')
Comp: V
SR: Yes (object)
School: Evocation
ooo
Effect:  Deafens all within cone and deals 2d6 damage.
Source:  srdspellss.rtf
Target Area:   Cone
LEVEL 5
Cone of Cold
DC: 24
Save: Reflex half
Time: 1 action
Duration: Instantaneous
Rng: Close (55')
Comp: V, S, M/DF
SR: Yes
School: Evocation
ooo
Effect:  1d6 cold damage/level.
Source:  srdspellsc.rtf
Target Area:   Cone
Teleport
DC: 22
Save: None and Will negates (object)
Time: 1 action
Duration: Instantaneous
Rng: Personal and touch
Comp: V
SR: No and Yes (object)
School: Transmutation
ooo
Effect:  Instantly transports the caster anywhere.
Source:  srdspellsr.rtf
Target Area:   The character and touched objects or other touched willing creatures weighing up to 50 lb./level
LEVEL 6
Chain Lightning
DC: 25
Save: Reflex half
Time: 1 action
Duration: Instantaneous
Rng: Long (880')
Comp: V, S, F
SR: Yes
School: Evocation
ooo
Effect:  1d6 damage/level; secondary bolts.
Source:  srdspellsc.rtf
Target Area:   One primary target plus one secondary target/level [each must be within 30 ft. of the primary target]
* = Domain/Specialty Spell


Created using PCGen 5.5.5 on Jan 4, 2004

Gorath
Gorath's portrait
Uthuk Y'llan
RACE
32
AGE
7' 0"
HEIGHT
275 lbs.
WEIGHT
Red
EYE COLOR
Tanned and Tattooed
SKIN COLOR
Black
HAIR COLOR
Topknot, Flowing
HAIR LENGTH
Being Restrained
PHOBIAS
Aggressive Megalomaniacal
PERSONALITY TRAITS
Divine Lore
INTERESTS
Terse with a hint of Pretention, Your Blood is my Apotheosis!
SPOKEN STYLE
Description

Home
Shromm, In the City.,
Biography
Gorath is an Uthuk. And a merciless one at that.
He started his life on the planet Mangonarr in the Outlands. The Dragon Empire had not colonized his planet and life was rather primitive. He lived in a tribe 200 members strong. He grew learning up Hunting and Farming, but his biggest training came in fighting and raiding. Their Uthuk tribe was a parasite on the region, sucking it's resources dry and then moving on. Neighboring people were always in terror when the Uthuks were nearby.
The Uthuks, and Gorath in particular, worship the dark goddess Yllan. She saved the tribe from death and starvation ages ago, and they repay her in blood. One of the core activities of Uthuk society is the bonding ritual. In this ritual, the spiritual leaders of the tribe, the Qi'noks, weaved tales of astounding beaty and grotesque horror as they described the thousand faces of their goddess. They channeled their energy into the people as everyone fell into an hallucinogenic blood orgy.
Gorath was never the strongest. He was tall and very tough, though. His best quality was his presence. He had a the strength of a leader, and he could always stare down an opponent. But he was young. His future was unclear. Already, fighting and raiding was not fulfilling any more. As he was about to turn 18, his future seemed to be nothing more than raiding villages and dying in the process. He wanted something different. He was always intrigued by the Qi'Noks, but he had not received the gift of the "Qi'Bacc" from his goddess. Not yet...
Gorath turned 18. His 18th birthday marked the start of his ritual initiation. He was strung up by his arms and legs parallel to the ground, and his limbs were stretched to their limits. He endured this torture for 27 hours. Then, to finish the ceremony, the tribal chief walked up and thrust a knife into each shoulder. All who lived through this ceremony were welcomed into the tribe as a new person. Some died. Some lived. But this time was going to be different. Almost as soon as the knives pierced his flesh, a vision of Yllan appeared before him and yelled: "Unleash Yourself!" With a primal scream, flames burst suddenly from Gorath's body, engulfing him and the tribal chief as wounds appeared in the chief's shoulders and blood spewed from them. The fire burned the ropes away and Gorath fell to the ground, still on fire. The chief fell back on the ground and died quickly. Everyone was too stunned to help him. Gorath managed to put the flames out, as the people stood awestruck and confused. Nobody knew what had happened. Nobody but the Qi'Noks.
It didn't take long for Gorath's wounds to heal, and then the Qi'Noks arrived to tell him of a new future. Gorath started learning the ways of magic. Under the tutelage of the elder Qi'noks, he was able to harness his magical abilities. Amazed at the power within him, he realized that this was the future that he wanted. Gorath was never able to determine what had happened at his initiation, but he suspected that the other Qi'Noks knew and weren't telling him. After years of training, he was admitted into the ranks of the priestly class. The goal of the Qi'Noks is to see all of the faces of Yllan. Once Gorath became a Qi'Nok, his lifelong goal was to witness all of them and finally "Touch" the goddess himself! Life, though, added a little twist. Two nights after he became a Qi'nok, he witnessed a very telling omen. Raving and drooling outside at the dead of night, high on I'tala root, a blood red moon shone down on him. He knew what this meant: Death and Change were coming. He had never seen this omen before, but by the next day, it had already come to pass.
Giant metallic beasts, the likes of which no one had ever seen, came out of the sun. The tribe scatterred but was completely captured by the slavers. Nobody had a chance of escaping as long as the slavers had "Technology". Gorath later learned that this was the first wave of the Dragon Empire's colonization efforts of his planet. The tribe was thrown into large barred cells, twenty people to a cell. They were all sanitized and branded. They were taken to a slaving center in the largest starport on the other side of their planet. They didn't even know the city existed. Here they were indoctrinated and learned their place in the galaxy.
The Uthuks were not about to be slaves, though. One fateful night, the Uthuks, chewing away on their I'tala root, started raging and broke free of their cells. They fought hand to hand with their captors. It looked like "Technology" was going to turn the tide, but finally the Uthuks defeated them, and slipped into the night. Most of the tribe died that night, remembered by Gorath as "The Night of Thinning". The rest scattered throughout the city, learning what they could about this new "Technology". Some tried to go back to their tribal lands and were captured again. Gorath wouldn't think of going back. He had tasted this new "Technology" drug and wasn't letting go. He learned that they lived on a planet and that there were thousands of others, each with their own uniqueness. Gorath had an Epiphany: "A thousand worlds for a thousand faces! I have found the path! I WILL reach You, Yllan! You will be my Blood Mistress, and I will become your Master!!!!!!"
Gorath left his home planet, never to return. Needing money to travel, he took to doing what he knew best: Raiding, but now as a Mercenary. Sometimes, he would be an assassin, sometimes a tracker. But always, a killer. Before he kills, though, he always tells his victim: "Your blood is my Apotheosis!" As he travels from planet to planet, he visualizes the unique character of the world, performs a bonding ritual, and finds himself one step closer to Immortality.
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Last modified: 08/07/2013