Campaign of the Month: April 2011
Planejammer: The Spelljoined
Z: Ayrun Sorpic
An arcane enforcer from a shattered world.
| Ayrun Sorpic
Human Sorcerer (Starsoul) 5
Prime [Carrigmoor, Carrigspace]
|Abilities: Str 11, Dex 17, Con 15, Int 14, Wis 12, Cha 20|
|Initiative: +3||Speed: 30 ft. (6 squares)|
|Hit Dice: 5d6+5 (35 hp)|
|AC/tch/ff: 16/14/11 (+3 Dex, +2 Sheild)|
|Saves: Fort +3, Ref +4, Will +5|
|BAB/CMB/CMD: 2/+18||Space/Reach: 5 ft./5 ft.|
|Attack: Musket + 6 (2d6/x2, r 100’) or Dagger +3 (1d4/x2 (19-20), r 10’)|
|Special Attacks: Column of Fire 1d4+2, 8/day, 5’W x 30’T, Range 30’|
|Special Qualities: Content Not Found: spelljammer-tattoo, Resist Fie and Cold 5, Lowlight Vision|
|Skills: Acrobatics + 4, Appraise + 6, Bluff + 9, Craft: Gunsmith + 6, Craft: Sewing + 3, Diplomacy + 5, Disguise + 5, Escape Artist +3, Fly + 7, Heal + 1, Intimidate + 9, Knowledge: Nature + 7, Knowledge: Arcana + 8, Knowledge: The Planes + 3, Knowledge: + 7, Perception + 1, Perform: + 5, Profession: + 6, Ride + 3, Sense Motive + 1, Spellcrat + 10, Stealth + 3, Survival + 1, Use Magic Device + 9, Pilot Spelljammer + 9, ____ + 5, _____ + 5|
|Feats: Eschew Materials, Combat Casting, Free Fall, Defensive Combat Training, Exotic Weapon: Firearms|
|Languages: Common, Draconic, Xixchil|
|Spells Known: 0- Resistance, Acid Splash, Detect Magic Dancing Lights, Prestidigitation, Mending, Read Magic, 1- Mage Armor, Charm Person, Magic Missile, Ray of Enfeeblement, Touch of Gracelessness, Break, Unseen Servant, 2- Scorching Ray, Invisibility, Glitterdust|
|Gear: Mithril Buckler +1, Ring of Protection +1, Wayfinder, Metamagic Rod: Extend, Universal Solvent x2, Scroll Holster, 50’ Silk Rope, Chalk, MW Crowbar, Scrolls- Burning Disarm x2, Alarm, Color Spray, Detect Secret Doors, Grease, Endure Elements, Acid Arrow, Dark Vision, Cat’s Grace, Rope Trick, Spectral Hand x2, Spider Climb|
|Affiliation: The Seekers|
Diehard Dreamer – You hold fast to dreams. Benefit – When you would degrade a Dream so that it would be destroyed, make a DC 15 CHR check. Success indicates that the Dream is not destroyed, but it cannot be further degraded. It can, owever, still be sacrificed.
Inspired Dreamer- You dare to Dream an impossible Dream. Benefit- Your Dreams may be degraded three times before being destroyed or becoming the next lower sort of Dream. Sacrificing a Dream nets you four benefits as opposed to the normal three.
Hope- To find a way to use his inborn magic and abilities for good instead of to harm.
Aspiration- A life lacking the repitative monotony of urban life in Carrigmoor
Goal- To discover the truth behind The Spelljammer’s origin and find a way to duplicate it so as to free Carrigmoor from the rut it is in.
Grew up in the streets of Carrigmoor a child of House Sorpic. Disillusioned by the purchased justice of his family and the limited horizons of those “stuck in the past” he finagled passage on one of the rare spelljamming ships to visit the city- an EIN warbird. After joning The Seekers and travelling The Maelstrom he was press-ganged in Songspace and used as fuel for a lifejammer helm until his rescue by The Spelljoined.
Shortly after joining the group he was chosen for a Content Not Found: spelljammer-tattoo by the same mysterious forces that gave them to the rest of the party.