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| necrosnoop11004-26-04, 03:18 PM | This thread is to be a gathering place of original character ideas. My intention is to gather together concepts for characters that other gamers can use or get ideas for creating other characters. This is not the place for in-depth details nor full character builds just the basic core concepts and ideas. PLEASE be as BRIEF and as CONCISE as is appropriate. Also, try to remain setting neutral where possible. See my examples below. Shortcut: Click the quote button at the bottom right corner of this first post and you can cut & paste the Character Concept Form with all its formatting. Character Concept Form: Basic Character Concept Name: Race/ Gender/ Age: Alignment: Religion: Single Defining Class: Description: Greatest Strength: Greatest Weakness: Traits and Mannerisms: Modus Operandi: Background: Quote: Basic Character Mechanics Possible Class Arrangement(s): Essential Abilities: Essential Skills: Essential Feats: Essential Spells/Powers: Essential Equipment: Signature Combat Maneuvers: Note: In the context of this thread Modus operandi means "mode of operation" and describes the character's primary patterns and style of doing things. [Take a look at the other examples for ideas on how to describe this] The 'Character Concept Form' chosen for this compilation owes its basic structure to Trydan's How to create a role-playing character (http://boards1.wizards.com/showthread.php?s=&threadid=105563), Thanks go out to him :D |
| necrosnoop11004-26-04, 03:19 PM | Basic Character Concept Name: Malachi Domiducus Race/ Gender/ Age: Human/ Male/ 25 yr. Alignment: LG Religion: Heironeous Single Defining Class: Monk Description: Malachi is 6’ 185 lb. with short cropped black hair. He has a lean muscular figure and by all accounts personifies the stereotypical ‘clean cut’ look. What belie his seemingly prosaic appearance are his authoritative glare and his drill sergeant voice. He typically wears the long white robes of his monastic order, the Celestine Brotherhood. Greatest Strength: Personal willpower and determination Greatest Weakness: Often overlooks those who appear, to him, physically or morally weak Traits and Mannerisms: Carries himself in the posture and mannerism of a military and social elite. Can at first be overbearing to those who appear weak. Modus Operandi: Takes in consideration what the ultimate goal of a given situation is and relies on his wisdom to decide which path to follow. Once Malachi decides he seldom changes his mind. However, during a combat engagement he will improvise freely. Background: High ranking member of the Celestine Brotherhood. The Celestine Brotherhood is the personal body guard and task force of the Paladin-King, Lord Eryx. Malachi’s monastic order is completely within the bounds of Lord Eryx’s great city, as such, the members of the Celestine Brotherhood are sophisticated, urbane, and highly educated. Quote: “Those who walk on correct paths in life have nothing to fear from the truth; Those who walk on incorrect paths have the Celestine Brotherhood to fear.” Basic Character Mechanics Possible Class Arrangement(s): Monk 20; Rogue 1/ Shadowdancer 2/ Monk 17; Paladin 2/ Templar 1/ Monk 17 Essential Abilities: Strength, Dexterity, Wisdom Essential Skills: Hide, Move Silently, Tumble, Dance (Kata) Essential Feats: Dodge, Mobility, Spring Attack, Improved Disarm Essential Spells: NA Essential Equipment: Gloves of Fearsome Grip (Sword and Fist), Ring of Invisibility, and Ring of Sustenance Signature Combat Maneuvers: Malachi makes full use of the surrounding environment and his spring attack chain by springing from the shadows to disarm, stun, and pummel his opponents. |
| necrosnoop11004-26-04, 04:26 PM | Basic Character Concept Name: Dorn Mountainbreaker Race/ Gender/ Age: Dwarf/ Male/ 200 yr. Alignment: LN Religion: None Single Defining Class: Wizard Description: Dorn stands short for a dwarf at 3’ 8” around 100 lb. His black hair is wild, long, and unkempt. His beard falls to his chest and is separated into two braids each tied at the end with small brass skulls. His eyes are black as coal and his skin is unusually pale even for a dwarf. And he has tattoos up and down both of his arms. Dorn is wickedly old, ugly, dirty, and often smells quite foul. Greatest Strength: His physical endurance and keen intellect Greatest Weakness: Bad grooming habits and bad social skills. Dorn always says the wrong things at the wrong times. Traits and Mannerisms: Eats with his mouth open, has no sense of propriety, and is a habitual line crosser. Modus Operandi: Despite his crassness Dorn is a team player if he considers you on his side. Dorn embraces and uses dark powers but is not really evil. However, if you cross him he never forgets and finds that revenge is best served up so cold that you’ll never find out who the waiter was. Background: His entire clan was annihilated by an epic level spellcaster when Dorn was a young Dwarf. The ‘dark caster’ as Dorn called him, took Dorn under his wing and taught him the magic arts. He was kept unaware of the dark caster’s dwarven genocide through powerful enchantments and illusionary magics. Eventually Dorn found out that the ‘dark caster’ was responsible for his clan’s destruction and many years later ended up slaying the ‘dark caster’ for his transgression. Quote: “There is nothing in life that cannot be overcome through intelligence, forbearance, and the ability to endure pain. Through these gifts armies can be felled and mountains can be cleaved.” Basic Character Mechanics Possible Class Arrangement(s): Wizard 10/ Shadow Adept 10 ; Fighter 1/ Wizard 9/ Pale Master 10 ; Fighter 1/ Wizard 9/ Eldritch Knight 10 Essential Abilities: Constitution & Intelligence, (Extremely Low) Charisma Essential Skills: Concentration, Knowledge (All) Essential Feats: Heighten Spell, Silent Spell, Still Spell, Summon Familiar Essential Spells: Magic Jar, Dominate Monster, Improved Invisibility Essential Equipment: Robe of Bones, Ring of Mind Shielding Signature Combat Maneuvers: First tries to fool and/or gather information of the enemy with illusions, then control them with enchantments, if that fails Dorn crushes them with undead minions. He often employs Magic Jar and is uncharacteristically quite reckless when in the possession of someone else’s body. |
| necrosnoop11004-28-04, 02:48 AM | ... |
| Sisyfos04-28-04, 06:23 AM | Basic Character Concept Name: Gregorius Race/ Gender/ Age: Drow/ Male/ 200 yr. Alignment: TN Religion: God of death Defining Class: Fig/wiz/spellsword/eldritch-knight Description: Gregorius is big for a dark elf being 1,9 meters tall (based on moredhels in Feist's books). He is muscular bald dark elf and has grim battlescarred look. Greatest Strength: Determination and ruthlessness Greatest Weakness: Inability to fully trust anyone Traits and Mannerisms: Gregorius is a silent strong character. He follows old tribal ways teached to him by tribal shaman and openly displays symbols of a neutral death god. Modus Operandi: Gregorius evaluates all situations quickly. If the situation is not dire enough to demand all-out measures Gregorius does not meddle with it. In combat he always goes for the kill instead of ever taking captives. Background: Gregorius was born on a semi-nomadic dark elf tribe (culture pretty much like what wild elves have, but more warlike) and was sent as a youth on a monestary, which trained monster hunters to keep the areas safe. Gregorius has since left the monestary and has travelled far and wide in many battles. His body is scarred, but his mind has been baptized in fire and has become stronger and stronger. Gregorius is an experienced, respected and feared combatant and has acquired enough fame to travel unhindered in most areas where dark elves would not be allowed normally. Quote: "Lims-Kragma, hear my call, I have a soul for you." Basic Character Mechanics Possible Class Arrangement(s): Fig2/wiz4/SS4/EK10; Variant-paladin2/Sorc4/SS4/SE4/EK6; Hexblade20; Monk16/shou-disciple4 Essential Abilities: Str, con, int Essential Skills: Intimidate, Knowledge (religion), spot, spellcraft, knowledge (arcana), knowledge (dungeoneering). Essential Feats: Power attack, combat expertise, arcane strike Essential Spells: Necromantic spells (vampiric touch, death armor, slay living), abjurations (shield, mage armor, dispel magic, dismissal). Essential Equipment: Signature Combat Maneuvers: Gregorius takes his greatsword and cuts up his opponent, nothing too fancy, just powerful. After the battle is over Gregorius reads prayers to all fallen foes. |
| necrosnoop11004-28-04, 10:13 AM | Thank you Sisyfos awesome character. Keep em coming! |
| necrosnoop11004-28-04, 10:49 AM | Basic Character Concept Name: Evik Sanctorius Race/ Gender/ Age: Human/ Male/ 45 Alignment: LG Religion: None Single Defining Class: Wizard Description: Tall distinguished looking old man with a long grey beard and white hair. Evik is 6’ tall an about 170 lbs. He often wears long grey robes that give him a “Gandalf-like” look. Greatest Strength: Intelligence, compassion, and his deliberate manner Greatest Weakness: Intelligence, compassion, and his deliberate (often too slow) manner Traits and Mannerisms: Smokes his pipe whenever the opportunity allows. Evik often grunts out requests and questions when it’s required as he doesn’t really want to talk – except when ‘he’ deems it necessary, most of the time he is the strong silent type. He claps his hands together sharply whenever something motivates him to act quickly or is excited. Modus Operandi: Evik retains a calm and collected demeanor in most situations. He is renowned for his wise counsel and shrewd dealings. One of the few things that can inspire Evik to swift and aggressive action is when the innocent are in danger and need protection. Evik spends most of his down time obsessively researching and developing his arcane craft to the point of excluding most of what others call normal life. Background: The only thing Evik loves more than arcane research is to travel and as such his background is filled with ceaseless wandering. His father is a high ranking Guild Mage of a large city and always wanted Evik to join the ranks. Both Evik and his Brother Maximus could not stay in one place for long much to the disappointment of their father Haldane. Evik and his brother make the perfect adventuring team Evik focuses on the defensive magics and Maximus focuses on blasting the life out of all evil with his offensive magics. Presently Evik and his brother are both roaming the world championing good, destroying evil, and despite their advanced ages seeking out adventure. Quote: " Hate dogma; love, serve, and protect life " Basic Character Mechanics Possible Class Arrangement(s): Wizard 5/ Incantatrix 10/ Archmage 5 ; Wizard 10/ Incantatrix 10 Essential Abilities: Intelligence & Wisdom Essential Skills: Knowledge (All), Speak Language (Many) Essential Feats: Metamagics (As many as possible) Essential Spells: Abjuration and other defensive spells (Protection from Evil, Energy Buffer, Mind Blank, etc.), [Force] effect spells (Magic Missiles, Bigby’s Hands, Wall of Force, etc.), Wall spells (Various) Essential Equipment: Powerful, Intelligent, Specially made Staff named Castagno ; Cube of Force Signature Combat Maneuvers: First protect the innocent, then help the strong destroy the wicked. Evik is the ultimate team player handing out his arcane magic’s as if he were a cleric handing out cure light wounds. He often employs repulsion, Protection form Evil, Globe of Invulnerability to set up a strong point from which to use force effects and wall spells to crush the enemy at hand. |
| Trydan04-29-04, 08:23 AM | Taken directly from the article: How to create a role-playing character (http://boards1.wizards.com/showthread.php?s=&threadid=105563)... Basic Character Concept Name: Dietrich Zaubertrank Race/ Gender/ Age: Human, male, young-adult Alignment: True Neutral Religion: None Defining Class: Wizard Description: A magic-user who specialises in poisons, potions and acid-damage magic. A young man, of average height and build. Somewhat gaunt and definitely in need of some more sunlight to tone his pasty-white skin. Greatest Strength: Knowledge of substances. Greatest Weakness: Physically weak. Traits and Mannerisms: He doesn't say anything, but merely clicks his tongue - tsk tsk tsk - whenever he doesn't approve of anything. Secondly, whenever he makes a decision or definitive statement, he wipes each hand against the other, as if brushing dust off them. And the third is to exclaim "Sssuffer", with a long drawn-out "S", almost spitting venom, whenever he deals damage to an opponent. Modus Operandi: Cooperative, conservative and considerate. Always on the look-out for new alchemical recipes and ingredients. Occasionally will sink into his study for days of experimentation. And when he acts, it is with full forethought with the resulting actions best described as malicious. Background: Dietrich was born and raised in the great city of Themwun, the only child of Professor Zaubertrank - a lecturer at the Royal Themwun Academy and also, sadly, a widower. As a child, the boy would often spend time in his father's laboratories, helping with various recipes and preparations. He was formally trained in arcane magic, and eventually completed his studies with passable, if not brilliant grades, despite his bright nature and quick learning. You see, the problem was that he was just not interested in other areas of the arcane studies, and would only really pay attention to those pertaining to potions and concoctions. Now that he has come of age, his father has started sending Dietrich on long journeys in search of more exotic ingredients required for their work - as they'd now become quite a team. And all this travel was how Dietrich first fell in with... adventurers. Quote: "Ssssuffer!" Basic Character Mechanics Possible Class Arrangement(s): Wizard Essential Abilities: Intelligence, Constitution Essential Skills: Alchemy, Appraise, Concentration, Heal, Knowledge (arcana), Knowledge (nature), Profession (apothecarist) and Spellcraft Essential Feats: Brew Potion, Craft Wondrous Item, Skill Focus (Alchemy), Great Fortitude Essential Spells: Acid Fog, Cloudkill, Detect Poison, Melf's Acid Arrow, Protection from Elements, Resiste Elements. Essential Equipment: Alchemist's kit, Flasks of Acid, Alchemist's Fire, Antitoxin, Notebook, Quills, Ink, Waterskins (several), Soap, Candles and Tindertwigs. Signature Combat Maneuvers: Either overt (thrown flasks of noxious substances) or covert (poisoned food/wells/etc.) |
| necrosnoop11004-29-04, 09:51 AM | ... |
| mtgoracle04-29-04, 10:56 PM | Basic Character Concept Name: Ivan Silvertongue Race/ Gender/ Age: Half-Fiend Half-Elf/Male/19 Alignment: Ivan is neutral evil mainly because he practices many darker forms of magic and because he has no moral code at all. He is probably best described as an antihero or nonhero character rather than a villain. He leans toward though chaos because of his free spirit. Religion: None, Ivan purposely commits himself to no religion of any type. Defining Class: Sorcerer/Archmage/Eldritch Knight Description: Tall for a Half-Elf (but maybe not for one with demon blood), Ivan stands six feet tall, at 120 pounds, skinny and gaunt but slightly muscular in appearance. His wavy black hair covers his dark blue eyes and most of his face. He always wears a black vest and gauntlets. Greatest Strength: Obbsessed with Power Greatest Weakness: Obbsessed with Power Traits and Mannerisms: Although very personally forceful, Ivan is usually silent and is not very talkative. When he has something to say though, he always gets the point across. He is cold, shrewd, and calculating and often in deep thought, and often described by his sister as insensitive and uncaring. He likes to read lore of nearly any type. Modus Operandi: Ivan's face is always completely devoid of any emotion whatsoever. He takes no pity in those he kills, but he doesn't take any joy from it either. He never disrupts anyone around him unless its personal. Ivan is always looking for ways to test and improve his power so he often "helps" people not out of compassion or for money but simply for to increase his power. He is always interested in a potential challenge. Background: Son of a half-elf and the demon lord Graz'zt, (BoVD) Ivan is not an only child. His sister, Kei-ran (another PC) tagged along with him after he left his elven home, but since then they have been separated. Recently he found his older brother, Mitch, while roaming the countryside (another PC). After running an errand to a black dragon, he bumped into his sister, who was quite angry for being ditched. Ivan challenged her to a duel...and lost. (she said no flying OR paralyzing and when I cheated the Dragon who was watching sprayed some acid in my direction!) So now Kei-ran and her pixie friend constantly follow Ivan around where ever he goes, unfortunately for him. Now he is becoming involved in the second dragon war in order to further his power. He is currently charged with gathering a party to retrieve the dragon orbs. Quote: "You waste your tears; Power is all that matters and all that will ever matter." Basic Character Mechanics Possible Class Arrangement(s): Sorcerer 6/ Eldritch Knight 10/ Archmage 4 Essential Abilities: Charisma and Intelligience Essential Skills: Bluff, Diplomacy, Spellcraft Essential Feats: Spring Attack Essential Spells: Time Stop, Hold Monster, Mindrape Essential Equipment: Mitril Long Sword, Bracers and Gauntlets, Vest Signature Combat Maneuvers: Time Stop and Delayed Fireball Blast or another delayed spell, Hold Monster and Coup De Grace, Mindraping people into empty shells, Spring Attacking and Teleporting all over the place |
| LiXinjian04-30-04, 10:57 AM | Basic Character Concept Name: Mina Shadowwhisper Race/ Gender/ Age: Deep Imaskari/female/21 Alignment: Neutral (evil tendencies) Religion: Shar Defining Class: Wizard Description: Mina stands unusually tall for a woman at 6 foot 4 inches. Her hair is black and smooth, and her skin is marble-like from her underground heritage. She wears a black robe with a purplish flames motif at its base. Greatest Strength: Highly intelligent and astute Greatest Weakness: Bad team player, inveterate plotter Traits and Mannerisms: Mina constantly defers to her fellow adventurers when it comes to decision-making. She is, after all, new to this. She is also extremely polite with people she meets. When disguised, she uses a plethora of tricks to make each Id unique: twitching lip, bad speech, limping leg, etc. Modus Operandi: Mina loves to assume fake identities, the better to loose her pursuers, to corrupt those around her or simply for fun. She lives to trick and outwit, and derives her only pleasures in life from that. Posing as an adventurer under her real name and real looks is her latest trick, meant to draw out her nemesis’ underlings who had closed on her. Her imposing stature means she never goes unnoticed, which is a bit of a paradox for a character dedicated to working within the shadows. Nonetheless, her magical specialties ensure that this is an impediment easily circumvented. Background: Brought up in Thay by her daring family fresh from Deep Imaskar, Mina eventually ended up in an orphanage when the Red Wizards destroyed her family. It was the keeper of that orphanage, a follower of Shar, who carefully nurtured her bitterness and swayed the yound woman to the worship of Shar. Being a descendant from the mighty mages of Imaskar, Mina was quick to resume her magical experiments, and her discovery of the intricacies of the Shadow Weave was a big turning point in her life. She caught the attention of the ambitious Red Wizard behind her family’s destruction, and barely managed to flee in time. On the road, she learned self-reliance and grasped that to be someone else meant to be safe from her enemies. It was then she became the slippery woman she is now. Quote: “You did well, my friend. Turning this old man blind for his folly was the right thing to do.” Basic Character Mechanics Possible Class Arrangement(s): Wiz5/Shadow Adept10/Shadow Crafter5 or Wiz5/Shadow Adept5/Shadow Crafter10 or Wiz5/Shadow Adept10/Zhentarim Spy5 (if roguish abilities can be swapped for spellcasting progression) Essential Abilities: Intelligence, Charisma Essential Skills: Bluff, Craft (any), Disguise, Spellcraft Essential Feats: Shadow Weave Magic Essential Spells: Darkness, Disguise Self, Major Image, Mindrape, Shadow Conjuration, Shadow Evocation. Essential Equipment: Hat of Disguise Signature Combat Maneuvers: Cast Deeper Darkvision (or similar spell), and then Darkness on her dagger. Afterwards, move about the battlefield, mostly untargettable. If necessary, drop the dagger in a strategic spot, or use the moving shadow illumination effect to control what her enemies see, to conceal what monsters she conjures, or dissimulate what spells she casts. |
| Green04-30-04, 06:53 PM | Basic Character Concept Name: Rufus the Bastard Race, Gender, Age: Human male, late 20s Alignment: CE Religion: none Defining class: Rogue Description: Austalian actor Hugo Weaving will be shipped from the mid-80s to portray this character. Greatest strength: Self-awareness Greatest weakness: Cruelty, fear of feeling or appearing "soft" Traits and mannerisms: Willful and moody. Refuses to compromise himself for anyone else. Modus Operandi: Rufus sees the world as a hostile place, and this colors how he goes about doing things. He has a knack for perceiving and exploiting physical and psychological weaknesses. Combined with his ruthlessness and capacity for cruelty, this makes him especially vicious about getting what he wants. Rufus tries to avoid displaying or feeling kindness, mercy, or love because he sees these as weaknesses that others can use to get to him. The more accutely he feels these things, the more abrasive (and even violent) he becomes. Despite his apparently bombastic temperament, he is actually cunning and very calculating. People are often thrown off by his fiery demeanor and underestimate him, which is exactly what he wants. Background: The illegitimate son of a prostitute and one of her clients (many possible candidates, but most likely sperm donors are: the degenerate youngest son of the baron, a footsoldier in the duke's army, and an adventuring cleric of Callista), Rufus's whole life is a self-fulfilling prophecy. Though physically an adult, his mother was yet a child in many ways and almost completely incapable of caring for Rufus except in the most basic of ways (feeding and not smothering him in his sleep). He grew up in a home devoid of the love and nurturing necessary for moral development. Scraping an existence on the streets, he quickly learned to be ruthless and vicious, for he got the fastest and most satisfactory results that way. Even as a child, he was extremely energetic, but without positive channels for his energy, his mind turned to devious activities to alleviate boredom and restlessness. By his late teens, he was a hardened criminal. He did pretty much as he pleased without any consideration for the consequences. However, he was far from stupid and exercised restraint when he came close to being caught or punished for his actions. Now a young man, Rufus is still pretty much the same. Only now he is more dangerous because he has had about a decade of practice honing and intensifying his capacity for cruelty. Rufus sees life as a continual struggle to survive. In this struggle, there are no rules except what he can do and what he can't do. To win this contest, he is willing to do whatever he needs to do to survive and get what he wants. If this means he has to eliminate perceived threats and obstacles, he will do so without a moment's hesitation. With such a competitive view of life, it's obvious that Rufus values strength. For Rufus, strength is not the same as brawn. It is an aspect of character, something more spiritual and psychological than physical. In many ways, Rufus sees survival as a function of will, so he respects those who display this trait. It can be in the strength of one's convictions, strength of purpose, or even great willpower. Though he is certainly immoral, Rufus looks favorably upon those who have a strong sense of integrity, who are true and honest first to themselves. He admires those who show this degree of self-awareness. Even if he works at cross purposes with someone, he can respect him or her for displaying strength of character, especially when it is an honest expression of who that person is. The more sinister aspect of this value system is that it makes Rufus very cruel. When he senses a weakness in someone, he feels compelled to exploit that weakness to his own advantage or use that weakness to annihilate someone physically and/or emotionally, depending upon his mood. This tendency becomes heightened when he feels insecure. He has become increasingly more capable of finding weaknesses over the years. Imagine his reaction when he took it upon himself to rob the handmaiden of the bride of a wealthy merchant. By her confession, she had forty gold pieces in a small pouch, but she refused to yield. She offered her body to him, but she would not give him the gold. Rufus was confused. No one had ever done this before. Sure, some fools chose to die instead of give him what he wanted, but never had anyone offered themselves as an exchange. He was perplexed, and intrigued. For a while he could not decide whether he wanted to kiss her or smash her head against a brick wall. Then, he did something completely out of the ordinary. He asked who she was. As soon as she uttered her name, Kalifa Iphedeiah, it was as though a spell has been cast upon him. For the briefest of moments, he felt a deep tenderness toward her, and he released her. For the next few weeks, Rufus seemed to go about his business as usual. However, whenever he saw something that was soft or luminous or beautiful, he thought of Kalifa. In every spare moment he had, he thought about taking her up on her offer. With each passing day, his desire consumed more of him, starting in his loins and spreading throughout his body, mind, and soul like a thousand white-hot blades. But there were other feelings as well, protective, tender feelings more alien to him than any strange creature he'd heard about in myth and legend. At first he was afraid to confront her, for he did not know what he would do if he saw her again. He may not be able to control himself. He did not want to harm her, but the feelings he had were so powerful he could not say he would not if he saw her again. More days passed, and the enchantment only intensified. Rufus concluded that he had to have her, or the spell would surely kill him. When Rufus met Kalifa again, he once again did something out of character. He cornered her when she was going about her business in the town. He told her of the desire that plagued him, but said nothing of the softer things he felt for fear she would sense this weakness and use it against him. He told her in no uncertain terms that he did not want to feel this way. Rufus demanded that Kalifa remove the spell she cast on him, but she claimed she cast no spell. He warned her not to anger him by lying or refusing him. She remained firm in her denial. Barely able to control his rage, he pinned her against the wall and threatened to beat her senseless and take her by force. She pleaded with him not to harm her. Then, that mysterious feeling returned. He didn't want to hurt her. He released her, and she ran from him. Her fear did not have the effect he hoped it would. Instead of feeling stronger for having conquered his weakness, he felt pain, like someone pierced him in the heart with a stiletto. For perhaps the first or second time in his entire life, he felt regret. Rufus' mind was in turmoil during the weeks that followed. What could he do? He wanted Kalifa, but whenever she saw him she ran off. He took to following her discretely, taking the time to learn more about her and getting ideas on how to please her. She was fascinating to watch because she was so different from him. Her kindness and honesty were genuine, unlike so many he had known. She had a deep empathy with and respect for creatures and objects of nature. Her appreciation of beauty was as subtle and complex as that of a master artist, a trait that manifested in her ability to find beauty in even the most mundane things. From listening to her conversations with friends and observing her seeming enchantment with anything, he discovered that she had no need for temples to experience the divine because she saw it all around her. Though those same friends took to laughing behind her back and calling her crazy, he knew they were fools to do so. He resisted the temptation to retaliate against them; he thought better of it since they had not hurt her, and his time was better spent ignoring fools instead of fretting about them. Part of him wondered if she saw anything holy and beautiful in him, but he was quick to dispel these lapses in sanity before they consumed him. Recently Rufus has begun to openly follow Kalifa. She still avoids him, obviously still afraid, but he does not relent. He secretly gives her things he thinks she'd like such as freshly picked flowers and simple jewelry obtained through robbing a few merchants who could spare the expense of a few bracelets and necklaces. By doing this he hopes to gain her favor, but he also does so out of a spirit of generosity. Lately, though, it seems as if one of the town guards has taken a liking to Kalifa, and Rufus does not like that one bit. It seems as though the guard may need a little talking to when he stops by the inn for ale and spirits after his sentry is over. If talking doesn't work, said guard may wind up in an alley with his throat slit. Quotes: "Do that again, and I'll slit your throat." Basic Character Mechanics Possible Class Arrangement(s): Rogue Essential Abilities: Charisma and Wisdom Essential Skills: Bluff, Gather Information, Intimidate, Sense Motive Essential Feats: Dodge, Persuasive, Self-sufficient, Weapon Finesse, Weapon Focus (a light melee weapon, most likely dagger) Essential Spells: none Essential Equipment: Concealed daggers on his person Signature Combat Maneuvers: Coup de Grace |
| Angered Roach04-30-04, 08:33 PM | Here's a couple of retired PCs of mine that used to be favorites. I will go ahead and submit theme here. Here's the first one. Basic Character Concept Name: Lyle Undereave Race/ Gender/ Age: Halfling/Male/ 38 Alignment: LG Religion: Arvoreen (If playing FR), or Yondolla Single Defining Class: Ranger Description: A stern, grim-faced halfling, in need of a shave, and covered in many cuts, some seemingly not well-tended. Greatest Strength: Very stubborn and unwavering in his beliefs, and has not been known to speak a lie in his life. Greatest Weakness: He does not back down when challenged, and can be surprisingly emotional. It's very easy to push him over the edge. Traits and Mannerisms: Lyle is very staunch and stubborn in his ways, and seemingly devoid of humour, all of which are surprising, given his race. Modus Operandi: Others are not to be trusted. Deception and lies await around every corner, and to fall into the web is a sign of weakness. Let nothing get in the way of your true goal, your quest for vengeance. Tolerate no injustice, wherever it may be found. Drinking, games, and revels waste time from the matter at hand. Background: When Lyle was but a wee lad, he was exploring the woods, a wooden sword in hand, pretending to be some great hero. He came upon a small tree, and began practicing with his wooden sword on it, pretending it were some mighty foe. But the commotion attracted another presence. A troll came bursting from the brush, snarling and hungry, eager for a halfling snack. Lyle immediately took off running, doing his damndest to outrun the longer-legged monster. Luckily he wasn't too far from town, and when the sherrifs and wardens of the town saw the troll approaching, they were quick to light whatever was handy on fire and chuck it at the troll, some of them even plugging it with flaming arrows. Not too keen on being burned alive just for a snack, the troll ran off into the woods, still ablaze. Lyle lay on the ground, frightened out of his wits. One of the wardens warned him to be more careful next time. Lyle, however, wanted to know exactly what to do incase something like that ever showed up again. Thus, he became apprenticed to this man, and eventually rose through the ranks, becoming a warden himself at the age of 18. One day, as he was patrolling the woods outside of town, he came upon a halfling maiden, one who was unfamiliar to him. Lori, was her name. Evidently, she had left the nearby town and become a druid. The two struck up a conversation, falling in love quickly. Within that year, they were married, eventually bringing to life Merin Undereave. One day, Lyle was patrolling the woods, when a troll came bursting forth from the trees once more. It began waving it's arms frantically, but Lyle ignored it and plugged away with arrows he had set fire to. The troll went down surprisingly quickly. As he got closer, he began to realize something. This troll had gone down too easily, and it wasn't acting like other trolls. His noticing of the inconsistincies dispelled the illusions, and there lay his love, Lori, a burning arrow right in her heart. Lyle swore an oath of vengeance, and left the town after gathering supplies, leaving his daughter behind. Quote: "To be tempted with deception is to test the strength of one's character. To fall to dishonest tactics leaves one no better than the beasts of the land." Basic Character Mechanics Possible Class Arrangement(s): Ranger 20, Ranger 10/Giant Slayer 10, Ranger 10/Occult Slayer 10, Ranger 6/Giant Slayer 4/Occult Slayer 10 Essential Abilities: Wisdom, Dexterity Essential Skills: Sense Motive, Hide, Move Silently Essential Feats: Improved Favoured Enemy Essential Spells: Essential Equipment: Small-sized longbow, Studded Leather, Pair of Small Sized Hand Axes Signature Combat Maneuvers: Use lots of cover and terrain to his advantage |
| Angered Roach04-30-04, 08:48 PM | Basic Character Concept Name: Merin Undereave Race/ Gender/ Age: Halfling/ Female/ 20 Alignment: Neutral Good Religion: Yondolla Single Defining Class: Ranger Description: Her hair is kept short and out of the way, and her head is often covered in a hood. She is dressed mostly in earthly tones. Greatest Strength: Tends to be very "motherly" to those she loves, is very altruistic and her heart is always in the right place. Greatest Weakness: Can sometimes be shy and quiet, keeping her voice shut if it's dissenting, and always taking the blame, no matter what. Traits and Mannerisms: Shy, and somewhat withdrawn. Modus Operandi: It is your responsibility to make the world a better place, and ultimately, the failures of others are your own failure. Evil is not to be tolerated, by any means. Background: Raised by a druid and a ranger, there was little doubt she would turn out with an affinity for nature. When Lyle left, she took the opportunity to leave as well, seeing little reason to stay, and ultimately, wishing to find her father. Quote: "I'm...i'm sorry....it's my fault...really..." Basic Character Mechanics Possible Class Arrangement(s): Ranger 20, Ranger 10/Stalker Of Kharash 10, Ranger 5/Rogue 5/Stalker Of Kharash Essential Abilities: Dexterity Essential Skills: Hide, Move Silently, Handle Animal Essential Feats: Ranged Disarm Essential Spells: Cure X Wounds Essential Equipment: Studded Leather Armour, Small Sized Longbow, Two Small Sized Short Swords Signature Combat Maneuvers: Open up combat with a hail of arrows upon a foe (Rapid or Many shot), get a bit closer and use ranged disarm and point blank shot in conjuction, then draw swords. |
| Kolo04-30-04, 09:26 PM | Basic Character Concept Name: Arok the Black, a.k.a The Black Lich Race, Gender, Age: Originally human, male, 138 years Alignment: Lawful Evil Religion: Boccob Defining Class: Wizard (possibly Necromancer) Description: fairly short for a human (5 foot 2 at most), charred bones all over, extremely fine-cut robes of black, a jade crown on his head. Greatest Strength: Determination to do anything to reach his goals. Greatest Weakness: Inability to see merit in those he considers inferior (which is pretty much everything non-human). Traits and Mannerisms: As a careful student of human nature, he will always observe a person at length before making contact, peaceful or no. Extremely careful in his movements, lacking the usual shambling displayed by most undead. Will do anything he feels he must do. Modus Operandi: Arok is a spider in every sense of the word, and is proud of it. He has long protected his kingdom from threats both from within and without by using any and all means that the crown might otherwise consider "unsavory". Although obviously an evil being, he sees his current state of being to be a noble ascension, a continuation of his long-standing service to the crown. His services include tutoring the royal line in arts of history, war and even in magic, as well as disposing of unsavory individuals and organizations quickly and quietly using his network of agents. He is also one of two royal advisers. Arok believes himself to be quite good in his purpose, and his motto is "The ends justify the means." The crowns' other high adviser is a paladin, providing an interesting duality to every decision made- though the paladin doesn't know the true identity of Arok as the Black Lich. A great deal of tension has been known to rise between them on occasion. Arok feels that his kingdom is the only one that is worth the name, and that the humans there are far superior to any outsiders and foreigners, and has on occasion even garnered a great deal of what he considers evidence to support this claim, be it genetic history or a demonstration of the kingdom's superior soceity. He is almost obsessed with this idea, and will discuss it at great length. Arok will pick the option of doing what he feels to be the right and good thing, which is to serve and protect the royal line using whatever methods. this can lead to great good, as well as terrible evil. Background: Arok is the latest in a long line of royal advisers to the throne, but is far from being conventional. In fact, he is the only known case of an advisor becoming a lich and, even stranger, he is the only advisor known to have usurped a fellow advisor's power without recourse to assassination. There were once three advisers to the crown, none of whom knew each other's identities. When Arok's master passed away, he quickly divined the identity of his fellows, and saw opportunity. Besides a paladin, there was also the head of the local thieves' guild advising the crown. Arok felt that this man was taking advantage of his position to commit crimes to the crown, and thus infiltrated the organization at great personal risk. He quickly rose through the ranks, only to eventually discredit the head of the guild through engineered accusations, none of which could be traced. The head, known as Poisoned Edge, was quickly deposed and exiled and Arok took his place, suddenly having two-thirds of the crown's resources under his direct command and no one able to dispute his claim to both, having both been apprenticed to the former Wizard, as was traditional, as well as being the head of the Thieves' guild. The battle for power had it's own price; A cleverly placed trap charred the remaining flesh from Arok's bones and gave rise to the name of Black Lich. This state of affairs has continued for over a decade now, with his infiltration of the thieve's guild taking nearly three decades to accomplish, with Arok waiting for a vulnerable guild master to replace. This speaks volumes of his patience and dedication to his work. As it stands, Arok commands the arcane forces in the kingdom as well as the shadowy assassins, but he dares not realize his ambition; to subsume the army under his control, which is now commanded by the paladins. Tensions are rising, and whispers speak of armed raiding parties probing the edges of Arok's power, and as things stand, Arok may well come under full attack from the paladins because of his undead status, completely eliminating his power and his life's work. Quotes: "Why should I care if you wanted to do 'good'? Your existence threatens the crown. That is all I need." "Beware, for evil lurks close to every man. I have simply taken mine for my own use." Basic Character Mechanics Possible Class Arrangement(s): Wizard X, -Necromancer X, -Possibly Wiz-Cleric/Mystic Theurge. works preferably with at least 16-18 levels, including the Lich class (however the DM wishes to represent it). Essential Abilities: Intelligence and Charisma. High dex doesn't hurt the concept either. Essential Skills: Knowledge; History and Royalty, Gather Information (cross-class), possibly Bluff and/or Diplomacy. Essential Feats: Leadership is nice. Craft Wondrous Item, Craft Arms and Armor, some metamagic, spell focus; Necromancy. Essential Spells: Mindrape (BoVD), Scrying, Charm Person, Alter Self (to look human). if epic; Shapechange (for the ultimate in disguising oneself or for combat). Essential Equipment: Black Robe of the Archmagi, Headband of Intellect (jade crown, serves as component of shapechange) Signature Combat Maneuvers: If his minions and servants can't take care of it, Arok will either shapechange into a form more suitable for combat or simply encase his enemy in force cages before killing them with Finger of Death/Phantasmal Killer. He favors using his spells to dominate the battlefield rather than for direct assault. |
| Aluroon05-05-04, 05:38 PM | Well he's not fully developed as he's going to be my new character, but this should do for now. Basic Character Concept Name: Ieon, A.K.A The Blackfish Race/ Gender/ Age: Halfling/Male/25ish Alignment: CN Religion: None Single Defining Class: Arcane Trickster Description: He is just over three feet tall and slim. Ieon likes to wear flashy cloths. Greatest Strength: Adaptability, Curiosity. Greatest Weakness: Curiosity, Tendency to get arrogant. Traits and Mannerisms: Ieon is very curiose and will try new things just to know what its like to do them. He can get arrogant with people if he feels they are “Stupid” but otherwise is open-minded. When he’s bored he likes to pick at his fingernails Modus Operandi: Lets find out. |
| Aluroon05-05-04, 05:43 PM | Ahh I only posted half, sorry stupid boards signed me out while writing and I had to cut/ paste. Here he is in full Race/ Gender/ Age: Halfling/Male/25ish Alignment: CN Religion: None Single Defining Class: Arcane Trickster Description: He is just over three feet tall and slim. Ieon likes to wear flashy cloths. Greatest Strength: Adaptability, Curiosity. Greatest Weakness: Curiosity, Tendency to get arrogant. Traits and Mannerisms: Ieon is very curios and will try new things just to know what its like to do them. He can get arrogant with people if he feels they are “Stupid” but otherwise is open-minded. When he’s bored he likes to pick at his fingernails Modus Operandi: Lets find out Background: Ieon was born to a Halfling clan, the Blackfish. The clan pirated up and down the Sword Coast. As a young boy Ieon was always curios and it often got him into trouble on the ship. However his skill at languages and ability to master skills usually got him out again. At age 12 he was apprenticed to the ships wizard who began instruction the young boy in the arts of magic. Unfortunately the Blackfish clan began to attract to much attention, mostly from pirate hunters. When Ieon was 14 the ship was finally caught between some pirate hunting vessels. The Blackfish was boarded and the entire crew was killed. During the fighting Ieon was knocked overboard and later picked up. Unwilling to slay a child the hunter’s dropped the boy at Balders Gate before continuation on. Ieon managed to gain entry into a leading mage academy, and although he was quick to master magic he was hardly a good student, frequently sneaking out to run with thieves and street gangs. Eventually he got sick of the academies rules and regulations and made arrangements to leave with a caravan headed to Cormyn (is that spelled right). Before leaving he stole a leading mages spell book and several magic items. The caravan reached there destination unmolested. Ieon is now looking for some excitement. Quote: “Whats that?” Basic Character Mechanics Possible Class Arrangement(s): well, Rogue1/Wizard3/Rogue1/Wizard2/Rogue1/Arcane Trickster 10/Archmage2 Or Rogue1/Wizard3/Rogue1/Wizard2/Rogue1/Arcane Trickster and or Elemental Salvent. But right now he’s Rogue1/Wizard3 Essential Abilities: Intelligence Dexterity, Charisma, Low wisdom Essential Skills: Well any you need for Arcane trickster + Profession-Sailor, Knowledge Arcana, Spellcraft, Concentration. Essential Feats: Eschew materials, Spellcasting Prodigy (In 3.0), Poison Use, Quickdraw Essential Spells: Invisibility, Lesser ___ Orb, Magic missile, Spider Climb Essential Equipment: Some Poisons, probably drow knockout (in 3.0 with DC 17) Signature Combat Maneuvers: Invisibility + Spider climb to get behind a powerful enemy then Lesser orb with sneak attack. Against most enemies however he is hesitant to use his spells and prefers to sling crossbow bolts (poisoned) at them. In towns he likes to end his fights before they result in bloodshed, usually by using quick draw to point a hand crossbow in there face. |
| TheBardicTraveller05-14-04, 11:56 AM | Basic Character Concept Name: Gwydre the Wanderer Race/ Gender/ Age: Male Human, 23 years old Alignment: Chaotic Good Religion: (if using Asguardian Pantheon is allowed:) Thor, otherwise Kord Single Defining Class: Barbarian/Bard Description: Standing nearly 7 feet tall and weighing slightly above 242 lbs, Gwydre is a giant of a man. His great size comes with equally great mucle. Gwydre has long, golden hair, braided together with a crimson red ribbon, as is his great beard. His blue eyes look rather stern, allthough Gwydre is a very pleasant man in general. Greatest Strength: Physical strenght and stamina, charismatic Greatest Weakness: at times, impulsive, doens't like waiting a long time, stubborn Traits and Mannerisms: Gwydre is good at lifting people's spirrit and gladly does so. In combat however, he fights with unresistable hatred in revenge of his grandfather. Modus Operandi: Gwydre loves to fight. He can always be found in the heath of battle, dealing massive amount of pain to his opponents. He also likes to sing, and made that his profession. He especially likes to sing the songs about his god, Thor, and the heroes of his tribe. Background: Gwydre was born as the oldest of 5 children, in the land of Rhovynir, in the Frozen North. He spent his youth helping his father in the woods, learning how to build a descent boat. In his free time, he spent hours with his grandfather, who told him stories about ancient heroes and about the legends of his people. Upon returning from the woods, where he had been cutting lumber, he found his village sackes, emptied of all life. Amidst the burning houses and corpses, he found his grandfather, dying with his hammer still in his hands. When the old man saw his grandchild, he started laughing, saying that the gods had kept their promise. He lay down the hammer at Gwydre's feet and died with a smile on his face. Gwydre picked up the hammer, packed his bags, and left on a quest for vengeance. Quote: "Thor give me strengt, give me energy and guide my arm!" Basic Character Mechanics Possible Class Arrangement(s): 8lvl Bard/ 3lvl Barbarian or 6lvl Bard/ 4lvl Cleric of Thor/ 1lvl Barbarian Essential Abilities: Strengt, Charisma, maybe Dex and Con Essential Skills: Perform(song), Essential Feats:Focus(Warhammer), Power Attack Essential Spells: Bull's Strenght, Mage Armour (if cleric, also: Bless, Cure spells) Essential Equipment: +2 Returning Throwing Warhammer Signature Combat Maneuvers: Crashing skulls with his hammer |
| necrosnoop11005-15-04, 10:03 AM | Basic Character Concept Name: Lyle Undereave Race/ Gender/ Age: Halfling/ Male/ 38 Alignment: LG Religion: Arvoreen (If playing FR), or Yondolla Single Defining Class: Ranger Description: A stern, grim-faced halfling, in need of a shave, and covered in many cuts, some seemingly not well-tended Greatest Strength: Very stubborn and unwavering in his beliefs, and has not been known to speak a lie in his life Greatest Weakness: He does not back down when challenged, can be surprisingly emotional, and it's very easy to push him over the edge Traits and Mannerisms: Lyle is very staunch and stubborn in his ways, and seemingly devoid of humour, all of which are surprising, given his race Modus Operandi: Others are not to be trusted. Deception and lies await around every corner, and to fall into the web is a sign of weakness. Let nothing get in the way of your true goal, your quest for vengeance. Tolerate no injustice, wherever it may be found. Drinking, games, and revels waste time from the matter at hand. Background: When Lyle was but a wee lad, he was exploring the woods, a wooden sword in hand, pretending to be some great hero. He came upon a small tree, and began practicing with his wooden sword on it, pretending it were some mighty foe. But the commotion attracted another presence. A troll came bursting from the brush, snarling and hungry, eager for a Halfling snack. Lyle immediately took off running, doing his damndest to outrun the longer-legged monster. Luckily he wasn't too far from town, and when the sheriffs and wardens of the town saw the troll approaching, they were quick to light whatever was handy on fire and chuck it at the troll, some of them even plugging it with flaming arrows. Not too keen on being burned alive just for a snack, the troll ran off into the woods, still ablaze. Lyle lay on the ground, frightened out of his wits. One of the wardens warned him to be more careful next time. Lyle, however, wanted to know exactly what to do incase something like that ever showed up again. Thus, he became apprenticed to this man, and eventually rose through the ranks, becoming a warden himself at the age of 18. One day, as he was patrolling the woods outside of town, he came upon a Halfling maiden, one who was unfamiliar to him. Lori, was her name. Evidently, she had left the nearby town and become a druid. The two struck up a conversation, falling in love quickly. Within that year, they were married, eventually bringing to life Merin Undereave. One day, Lyle was patrolling the woods, when a troll came bursting forth from the trees once more. It began waving its arms frantically, but Lyle ignored it and plugged away with arrows he had set fire to. The troll went down surprisingly quickly. As he got closer, he began to realize something. This troll had gone down too easily, and it wasn't acting like other trolls. His noticing of the inconsistencies dispelled the illusions, and there lay his love, Lori, a burning arrow right in her heart. Lyle swore an oath of vengeance, and left the town after gathering supplies, leaving his daughter behind. Quote: "To be tempted with deception is to test the strength of one's character. To fall to dishonest tactics leaves one no better than the beasts of the land." Basic Character Mechanics Possible Class Arrangement(s): Ranger 20, Ranger 10/Giant Slayer 10, Ranger 10/Occult Slayer 10, Ranger 6/Giant Slayer 4/Occult Slayer 10 Essential Abilities: Wisdom, Dexterity Essential Skills: Sense Motive, Hide, Move Silently Essential Feats: Improved Favoured Enemy Essential Spells: NA Essential Equipment: Small-sized longbow, Studded Leather, Pair of Small Sized Hand Axes Signature Combat Maneuvers: Use lots of cover and terrain to his advantage Donated By: Angered Roach |
| necrosnoop11005-15-04, 10:59 AM | Basic Character Concept Name: Ieon, A.K.A The Blackfish Race/ Gender/ Age: Halfling/ Male/ 25 Alignment: CN Religion: None Single Defining Class: Arcane Trickster Description: He is just over three feet tall and slim. Ieon likes to wear flashy clothes. Greatest Strength: Adaptability & Curiosity Greatest Weakness: Curiosity & A tendency to get arrogant Traits and Mannerisms: Ieon is very curious and will try new things just to know what its like to do them. He can get arrogant with people if he feels they are “Stupid” but otherwise is open-minded. When he’s bored he likes to pick at his fingernails Modus Operandi: Lets find out Background: Ieon was born to a Halfling clan, the Blackfish. The clan pirated up and down the Sword Coast. As a young boy Ieon was always curios and it often got him into trouble on the ship. However his skill at languages and ability to master skills usually got him out again. At age 12 he was apprenticed to the ships wizard who began instruction the young boy in the arts of magic. Unfortunately the Blackfish clan began to attract too much attention, mostly from pirate hunters. When Ieon was 14 the ship was finally caught between some pirate hunting vessels. The Blackfish was boarded and the entire crew was killed. During the fighting Ieon was knocked overboard and later picked up. Unwilling to slay a child the hunter’s dropped the boy at Balders Gate before continuation on. Eventually, Ieon managed to gain entry into a leading mage academy, and although he was quick to master magic he was hardly a good student, frequently sneaking out to run with thieves and street gangs. Eventually he got sick of the academies rules and regulations and made arrangements to leave with a caravan headed to Cormyn (is that spelled right). Before leaving he stole a leading mages spell book and several magic items. The caravan reached there destination unmolested. Ieon is now looking for some excitement. Quote: “What’s that?” Basic Character Mechanics Possible Class Arrangement(s): Rogue 3/ Wizard 5/ Arcane Trickster 10/ Archmage 2; Or Rogue 3/ Wizard5/ Arcane Trickster 10/ Elemental Savant 2 Essential Abilities: Intelligence Dexterity, Charisma, Low wisdom Essential Skills: Any needed for Arcane trickster + Profession-Sailor, Knowledge Arcana, Spellcraft, Concentration Essential Feats: Eschew materials, Spellcasting Prodigy (In 3.0), Poison Use, Quickdraw Essential Spells: Invisibility, Lesser ___ Orb, Magic missile, Spider Climb Essential Equipment: Some Poisons, probably drow knockout (in 3.0 with DC 17) Signature Combat Maneuvers: Invisibility + Spider climb to get behind a powerful enemy then Lesser orb with sneak attack. Against most enemies however he is hesitant to use his spells and prefers to sling crossbow bolts (poisoned) at them. In towns he likes to end his fights before they result in bloodshed, usually by using quick draw to point a hand crossbow in there face. Donated By: Aluroon |
| Keebler05-15-04, 11:34 PM | Well heres a concept for a modern character. Basic character concept: Name: Edward "One Shot" Tucker Race/Gender/Age: Human/male/30 Alignment: Neutral good (good, america in modern) Religon: Catholic Christian Single defining class: Gunslinger Description: A man in a long cloak with a Winchester 94 hunting rifle slung across his back. Greatest Strengths: Skill with his rifle, loyalty to his friends Greatest Weakness: Nigh-addiction with absurdly long range shots Traits and mannerisms: He is largely quiet, but will speak up if he disagrees with something. He enjoys drawing his weapons with a flourish. Modus Operandi: Trys to always do what is good for the largest number of people involved, but if he can get off an absurdly long shot, then consequences be damned. Background: He was born in eastern Montana where his dad taught him how to shoot at a very young age. Edward always liked getting shots off at a long distance and soon proved quite skillful at such shots. His long-range training began to consume him, and thus his people skills never developed. While not practicing at long-range, Edward began to learn how to hide his sidearm, a Colt Python. He was called "One Shot" in his hometown after he killed a bear with a single shot from 100 yards. His many hunting records throughout his early twenties fueled his desire to find longer shots and better targets, while also fueling his bank account to the point where he could do so. Quote:"6 pigeons with 7 bullets? A huge waste of ammo." Basic character mechanics: Possible class arrangements: Fast10/Gunslinger10, Fast10/Soldier10 Essential ability:Dexterity Essential skills: Survival, Sleight of hand, Tumble Essential feats: Far shot, Dead Aim, Personal Firearms Proficiency, Weapon focus, double tap Essential spells: N/A Essential Equipment: Winchester 94 hunting rifle, scope, Colt Python, concealed pistol holster Signature combat moves: Edward always tries to make the first shot, and thus usually draws his gun with a flourish and acuires his target on the first round, uses Dead Aim on the second, then uses double tap on the third. Master Keebs |
| necrosnoop11005-16-04, 09:36 AM | Basic Character Concept Name: Edward "One Shot" Tucker Race/ Gender/ Age: Human/ male/ 30 Alignment: Neutral good (good, America in modern) Religion: Catholic Christian Single Defining Class: Gunslinger Description: A man in a long cloak with a Winchester 94 hunting rifle slung across his back Greatest Strength: Skill with his rifle, loyalty to his friends Greatest Weakness: Nigh-addiction with absurdly long range shots Traits and Mannerisms: He is largely quiet, but will speak up if he disagrees with something. He enjoys drawing his weapons with a flourish. Modus Operandi: Tries to always do what is good for the largest number of people involved, but if he can get off an absurdly long shot, then consequences be damned. Background: He was born in eastern Montana where his dad taught him how to shoot at a very young age. Edward always liked getting shots off at a long distance and soon proved quite skillful at such shots. His long-range training began to consume him, and thus his people skills never developed. While not practicing at long-range, Edward began to learn how to hide his sidearm, a Colt Python. He was called "One Shot" in his hometown after he killed a bear with a single shot from 100 yards. His many hunting records throughout his early twenties fueled his desire to find longer shots and better targets, while also fueling his bank account to the point where he could do so. Quote: "6 pigeons with 7 bullets? A huge waste of ammo." Basic Character Mechanics Possible Class Arrangement(s): Fast10/Gunslinger10; Fast10/Soldier10 Essential Abilities: Essential Skills: Survival, Sleight of hand, Tumble Essential Feats: Far shot, Dead Aim, Personal Firearms Proficiency, Weapon focus, double tap Essential Spells: NA Essential Equipment: Winchester 94 hunting rifle, scope, Colt Python, concealed pistol holster Signature Combat Maneuvers: Edward always tries to make the first shot, and thus usually draws his gun with a flourish and acquires his target on the first round, uses Dead Aim on the second, then uses double tap on the third. Donated By: Keebler |
| Kolo05-17-04, 06:20 AM | Here's another one from me; Basic Character Concept [B]Name: Renewed Flare of the Sun Race/Gender/Age: Half-Elf/Female/27 Alignment: Neutral Good Religon: Pelor, god of the sun Defining Class: Cleric Description: Tall half-elven woman with a straight-backed and proud posture and curly, long and vibrant red hair Greates Strength: Absolute conviction Greates Weakness: Overly hateful of undead to the point of mania Traits and Mannerisms: Prefers to inspire people to solve their own problems rather than leading by example. Likes children and animals, and is incredibly patient with both. Tends to use language which people term as 'uneducated'. Modus Operandi: Will attempt, as far as she can, to inspire confidence in all those she meets, but will drop everything in a frenzy and raise her mace if any mention of undead is made, especially if any are in the area. Background Renewed Flare of the Sun (Flare to her friends) chose her unusual name for herself, her former name having been associated with nothing but pain and abuse from her elven father, who was secretly a necromancer of some note. She ran away from home at puberty and fell in with a lich-worshipping cult for two years until the day came that she was asked to perform a sacrifice- a human sacrifice of a newly wed couple. She balked at the thought, and leaked information about this cult to the temple of Pelor, which took her in for protection and disbanded the cult through forceful means. In the intervening years, she has studied the acts, deeds and teachings of Pelor, eventually becoming one of his accepted Clerics and likely one of the most passionate enemies of undead the church has seen. When she isn't fighting undead, she charms the populace with her rough charm and conviction, winning over many a convert to the church of Pelor. Quote: "Necromancy is the vilest thing in existance, and I'm the hacksaw to cut it away!" Basic Character Mechanics [B]Possible Class Arrangements; Cleric X; Any Prestige class which includes fighting undead Essential Abilities; Charisma. Essential Skills; Diplomacy. Essential Feat/s; Extra Turning. Essential Spells; Daylight, Searing Light, all cure spells Essential Equipment; Holy Water, lots of. Signature Combat Maneuvers; Renewed Flare of the Sun tends to stay back in combat and act in support unless she is facing undead, in which case she'll blast away with her Turning and her spells before rushing headlong in, unheeding of danger while blinded by pure rage. |
| Galethorn05-19-04, 12:47 AM | Basic Character Concept Name: Beowyc, son of Eolan Race/ Gender/ Age: Human/Male/29 (I think) Alignment: Chaotic Good Religion: Tempus/Kord (not terribly religious) Single Defining Class: Fighter Description: A tall, burly, red-haired man, Beowyc is a fell warrior. He spends his time roaming the countryside, helping the downtrodden, and, above all else, slaying evil monsters. Greatest Strength: His skill in combat. Greatest Weakness: His good nature. Traits and Mannerisms: Cheerful and kind; grins often, always telling jokes when he's not doing something important. Modus Operandi: The son of a famous warrior in his own right, Beowyc strives to make his father proud through valor, boldness, and heroism. Background: Raised by Eolan--a mighty warrior who became the king of a small, happy town--Beowyc can't remember a time when he wasn't getting praise and support from his father. He didn't live an easy childhood, however; from the age of eight, he spend all day, every day, learning the art of war from his father. By the time he was sixteen, he was taller and stronger than his father, and wielded all weapons with amazing skill. Basic Character Mechanics Possible Class Arrangement(s): Fighter. Essential Abilities: Str and Con of at least 16, Dex of 15, Int of at least 14 Essential Skills: Craft: Weapons (for making himself throwing spears) Essential Feats: Axe-Thrower (for throwing spears), Two-Weapon Fighting (for spear and shield work), Improved Shield Bash, Weapon Focus: Spear and Longspear, Weapon Spec.: Spear and Longspear Essential Spells: N/A Essential Equipment: A good Spear (the 1d8, 20/x3, two-handed simple variety; usable one-handed and martial with a good DM), a longspear, a heavy darkwood shield, and a bunch of masterwork spears for throwing. Signature Combat Maneuvers: Throw spear, charge, stab with spear, bash with shield (over multiple rounds, depending on what feats he has). |
| niesl05-19-04, 05:07 AM | Here are 2 of mine concepts, I hope they are usefull: Basic Character Concept Name: Obelin Turen Race/ Gender/ Age: Gnome / Male / 80 yrs Alignment: LN Religion: Boccob (FR: Oghma) Single Defining Class: Wizard Description: Obelin has small short black hair. He wears a long grey coat which is covered with blue patterns. He has himself equiped with very much stuff (potions, tools, pouches,..) Greatest Strength: His knowlegde Greatest Weakness: Sometimes a little absentminded, his spiderphobia Traits and Mannerisms: Obelin is cheerfull and happy gnome. He is always in search for more knowlegde. He tries to be as prepared as possible, and he takes a lot of stuff with him in his Bag of Holding. He thinks magic is to protect and not to kill, but when he's angry he tends to forget it and blast a enemy away anyways. Modus Operandi: Will try to protect other people first. I everyone is safe or he has run out of protection spells, he will try to blast the enemy away ASAP. Tries to use his knowlegde to defeat the enemy. Background: When he reached adulthood, his parents sent him to a friend of them, because they couldn't teach him anything new. This friend was the keeper of a library, and so Obelin got hooked on books. Then the friend had to leave for a great task and gave Obelin the task to run the library. Sometimes Obelin leaves the library to search the world for more books and knowlegde. Quote: 'Hmm, I know!' / 'I think I've brought one, let me check my bag..' / 'Where did I leave it?' Basic Character Mechanics Possible Class Arrangement(s): Wiz20/Abj20, Abj7/LorX/ArchX, Wiz10/Lor10 Abj10/Lor10 Essential Abilities: Int Essential Skills: Knowlegde(all), Spellcraft Essential Feats: Skillfocus Knowlegde(Arcana) Essential Spells: Amanuaensis (MoF), Magic Circle vs Evil, Shield, Fireball Essential Equipment: Bag of Holding with a lot of stuff, Books Signature Combat Maneuvers: Cast protection spells, then follow with some blast spells Basic Character Concept Name: Aya Varhenen Race/ Gender/ Age: Half-Elf / Female / 20 yrs. Alignment: NE Religion: none Single Defining Class: Rogue (Assassin) Description: Aya has long blond hair and grey eyes. She always wears a brown cloak with a cap, and her leather armor beneath it. Greatest Strength: Her skills, self-dependent Greatest Weakness: Can't function very well in a party Traits and Mannerisms: Aya tries to be as self-dependent as possible, she speaks in short sentences and is almost always serious. Modus Operandi: Aya tries to stay in the background and strike when no one expects or sees it. She always makes the finishing blow with her silver dagger. Background: Aya's father had left her mother before she was born. When she was born, her mother had to borrow money to feed her. When she had grown up, some men came and demanded that her mother paid the money back. Her mother didn't had the money and was killed by the men. Aya had to live on the streets and kept herself alive by stealing food from innstorages and money from innrooms. One time when she had sneaked into a room she saw a man who had just killed a sleeping innguest. Aya was scared, but the man was impressed that Aya had managed to sneak in, and he taught Aya how to become an assassin. Quote: 'What if there is no tomorrow?' Basic Character Mechanics Possible Class Arrangement(s): Rog10/As10 Essential Abilities: Dex, Int Essential Skills: Hide, Move Silently, Tumble, other thieve skills Essential Feats: / Essential Spells: Undetectable Alignment (from assassin spells) Essential Equipment: masterwork silvered dagger, brown cloak (of elvenkind), ring of sustenance Signature Combat Maneuvers: wait until the battle is busy, then sneak around and stab the enemy in the back. |
| necrosnoop11006-18-04, 03:09 PM | :bump: |
| Sidious06-18-04, 09:13 PM | Basic Character Concept Name: Dale Minder Race/Gender/Age: Human/Male/64 Alignment: Chaotic Good Religion: Corellon Larethian Single Defining Class: Wizard Description: A tall man, he apparently shaves regulary. He lacks any facial hair. His hazel eyes and graying hair also add to the wrinkles on his face in making him seem old. Still there are many laugh lines along his face, and his eyes glitter with glee often. He appears exactly the sort of man you want to mug, except for the ferocious, black cat perched on his hat or on his shoulders. Greatest Strength: His refusal to act old. Greatest Weakness: The life of his cat. Traits and Mannerisms: He has a small painting of his cat in his backpack. He often talks to Bast (the cat) at random times. He seems to have very little sense of personal danger, but isn't a fool. He's resourceful and brilliant as well. Somedays he talks about the grandchildren he's never met. He also has a strange view of a good time. Modus Operandi:While adventuring he is daring and foolish, willing to leap off tall buildings in assurance of his spells. During combat, however, he is much less foolhardy, though he is not one to worry much about his allies: If they're adventuring with him, they ought to be able to take his spells dead on. Don't be near the bad guys when Dale starts casting AOE spells. Background: He was born in a loving family with a brother and sister. Both of them were older and went on to lucrative careers in politics by becoming the sort of people who know everything. He, however, found himself accepted by the magic school in a nearby city. There, he studied for many years and met his wife, Thala. The two of them lived happily, having two daughters, until she died of old age, happy. Her last wish was for Dale to go out and have good times. Dale is, indeed. He lived for his wife, so doesn't mind terribly if he dies, but he is no suicidal, heartbroken lover-he's out for the best time he can possibly have. Quote:"My CAT! You hurt my CAT!" Basic Character Mechanics Possible Class Arrangement(s): Wiz 20, Wiz x/Arch x. Essential Abilities:Familiar (cat), Essential Skills: Intimidate, Spellcraft Essential Feats: None, as yet Essential Spells: Fire spells, AOE spells, Animate Rope, Knock, Feather Fall Essential Equipment: Quarterstaff Signature Combat Maneuvers: Flaming Sphere, daring leaps. |
| WarDragon06-18-04, 10:35 PM | This character has been bouncing around in my head for a while, and I'd really like to play him someday. For now, this will have to do... Basic Character Concept Name: Auric, son of Aurelius Race/Gender/Age: Half-Gold Dragon Human / Male / Somewhere between 25 and 300. Alignment: Neutral Good (Lawful leanings) Religion: Bahamut. If Bahamut is unavailable, his world's primary good deity. Defining Classes: Sorcerer, Eldritch Knight Description: Six feet eight inches tall, and 280 pounds of muscle and scale. Mostly human in build, except for his strongly Draconic head, hands and feet. His face looks like one of the Gold Dragons in Draconomicon, except for shorter tendrils and more human eyes. Prominent claws, but no tail or wings. His entire body is covered in small golden scales. Voice is deep and melodius. Usually wears a chain shirt under a cloak, and carries a sheathed longsword. Greatest Strength: Combination of martial and arcane prowess, compassion. Greatest Weakness: Can be impatient, especially with foes who can't be directly confronted. A burning hatred of Black Dragons (see background). Modus Operandi: Seeks out evil, and destroys it. More than willing to take a hit or tone down his assault to protect innocents, but when the battlefield is clear he throws everything he's got at the enemy. Likes using area damage and touch spells. Background: Son of a Gold Dragon and a human Wizardess, Auric has lived with magic all his life. He was born in the same small village as his mother, after his parents had retired from adventuring. The other villagers believed his father was Elf, and Auric was disguised as a Half-Elf for most of his early childhood. Then one day, the Great Black Wyrm known as Corrodar attacked the village. Auric's father, the dragon Aurelius, revealed his true form and fought back, but the evil dragon more than twice his size; all he accomplished was to buy the surviving villagers, including his wife and son, time to escape. They fled to the nearest large city, where Auric's mother accepted a teaching postion at the Academy of Magic. Auric was deeply affected by his father's death at Corrodar's claws, and vowed that no one would ever die because he was too weak to protect them. From that day forward, he divided his time between honing his innate magical gifts and training with weaponry. Upon graduation from the Academy, he began his adventuring career. Auric is normally friendly and easy-going, but deadly serious in battle, and seeing harm done to innocents (especially by Black Dragons) sends him into a rage. If he were a tad more lawful, he would have made an excellent Paladin. Quote: "What do I do? I blow up evil for fun and profit." "Go to your judgment, fiend!" "Taste my power!" Basic Character Mechanics Possible Class Arrangements (assuming level adjustment buy-off from UA): Fighter2/Sorcerer4/Spellsword4/Eldritch Knight 10, or Fighter1/Sorcerer9/Eldritch Knight 10, or Battle Sorcerer 20. Archmage will be taken when he hits Epic. Essential Abilities: Strength, Constitution, Charisma. Dexterity would likely be his lowest stat. Essential Skills: Concentration, Spellcraft, Diplomacy Essential Feats: Practiced Spellcaster (maybe, depends on class build), Arcane Strike, Consecrate Spell, other Metamagic, Spell Thematics, Eschew Material Components, Weapon Focus (Longsword). Essential Spells: AoE damage, Rays, and Buffs. Favorites include Fireball, Meteor Swarm, Shocking Grasp, Polar Ray, and Tenser's Transformation. Polymorph, for areas where Half-Dragons aren't a common sight. Essential Equipment: Twilight Mithral Chainshirt (Chainmail if build inclues Spellsword), Longsword. Signature Combat Maneuvers: Nothing fancy; either buffs himself and wades into melee, or stands back hurling elemental fury. |
| Thief of Always06-19-04, 08:35 AM | Right... Here's Aster. I'm sorry if my flavor text is a little dry, I shot for content as opposed to beauty so the majority of the sentences probably start with "He...". Anyways, please enjoy. Basic Character Concept Name: Aster Starfall Race/ Gender/ Age: Elf/Male/127 Alignment: CG Religion: Sehanine Moonbow [I guess? I don't have my book here, do any of the elven gods cover travel as part of their portfolio?] Single Defining Class: Wizard Description: A travelling wizard who focuses on transportation and mobility spells. Standing at average height and fair build, his most distinguished feature is his wide inquisitive eyes, and his sturdy, travelled clothing. Greatest Strength: Adaptable Greatest Weakness: Skittish Traits and Mannerisms: A generally cheerful man with an inquisitive demeanor. He likes to travel often and always jumps at the chance to go somewhere new. He likes to look at things from many angles and often seems deep in thought when answering the simplest questions. He's seen alot of things in his life and often makes comparisons between current situations and places he's been before. He gets restless frequently and tries to avoid staying in the same place for a long time, but he makes it a point to visit places more than once. He prepares heavily for all of his journeys and likes to know as much about his current task as possible. Despite his penchant for travelling to exciting places, he's somewhat wary of danger and likes to circumvent harmful situations if possible. He likes to stay mobile and has never owned more than he can carry. Modus Operandi: Mantaining a nomadic lifestyle he tends to move around often and has learned to rely heavily on the kindness of Innkeepers and Tavern Chefs. To support himself he often take odd jobs from town to town, delivering packages, serving as a guide, or just selling maps he's made throughout his journeys. He's always up for exploration and will accompany adventuring groups on dungeon crawls just for the chance to see new sights and make some maps in the process. Background: Aster grew up in a large elven village, under the parentage of a happy elven couple. His mother was a fair, frail women with deft hands who made fancy elven gowns and his father would travel the world selling them at various towns. Aster occasionaly traveled with his father to the closer villages, and always enjoyed seeing new places. When a small plague broke out in the town, his mother, being of such frail nature, became very sick and died leaving Aster's father to raise Aster alone. His father couldn't abandon his career, so Aster would switch between staying at the Mage's Academy, and travelling with his father. By the time he came of age Aster had spent so much time studying and travelling, he hadn't made many friends, so he decided to explore the world and take in some sights. Since then he's fallen in with adventuring crews here and there, as they often share his wandering lifestyle. Quote: "Well... I suppose this is goodbye." Basic Character Concept Possible Class Arrangement(s): Wizard20, Wizard17/Wayfarer's Guild 3 [TaB] Essential Abilities: INT, DEX Essential Skills: Craft [Cartographer], Knowledge [Geography, History, Local, Nature], Profession [Courier], Survival Essential Feats: Improved Initiative Essential Spells: Dimension Door, Teleport, Teleport; Greater, Teleport Obect, Teleportation Circle | Fly, Overland Flight | Whispering Wind, Sending | Phantom Steed Essential Equipment: Pen, Paper, Scrolls, Cases, Maps, Atlases, Star Charts, Spellbook, Longbow. Signature Combat Maneuvers: Using his mobility to take advantage of terrain and/or simply staying out of reach enough to dispatch an opponent with spells or arrows. If the situation looks poor, he's always quick to flee. |
| The Ethereal Wickerman06-24-04, 06:05 AM | Basic Character Concept Name: Thrakis Race/ Gender/ Age: Unknown (stats Pseudonatural Mind Flayer) / Male / Unknown Alignment: CE, but only because of his killing methods and inhuman obsession's Religion: None, actually anti-deific Single Defining Class: Mystic Description: Thrakis weighs about 167 pounds and stands about 4'7" foot tall. His overall body color is various shades of brown and the tone of juandice flesh. Syrupy blood can be seen swimming through the palest parts of his skin through knotted sinew and veins. His left hand is somewhat enlarged and ends with bony extrusion's on his fingers, his other arm is a twicthing snake-like tentacle. Where his octopoid face should is instead a mass of strecthed, pale skin. However his 'face' can be found on the left-side of his face, his disgusting yellowed teeth twisted into a constant foul grin and two disturbingly human eyes turn in their sore sockets as they look for something to peer upon. He often wears a scrappy green jacket covered in his sticthed artwork, baggy torn trousers riddled with holes, and a opening for the fanged vertical mouth on his right knee. Greatest Strength: His fearlessness and his liberal outlook Greatest Weakness: His blunt honesty and foul habits Traits and Mannerisms: Thrakis constantly grins and laughs quietly to himself. His movements are jerky and unnatural, as he constantly twicths his head and shudders with mild spasms. Even when angry he grins, as he screechs and vomits everywhere whilst driving himself into a self-inflicted fit. He practices almost every disgusting habit imaginable, from opening up scabs on his arms to let them weep, spitting phlegm wherever he likes, or vomiting bile in his opponents face. His most frightening trait is his offset eyes that twicth and swivel madly until they look at someone, then they stop and stare unvlinking and unflincing in the most unnerving way possible. His head is constantly slung to the right so you can see his abstract face. Modus Operandi: Thrakis, unlike many monsters, doesn't hide from humanity. Instead of lurking in the shadows he publicly makes an outcry to the common people that injustice must be stopped, and those who commit it must be slaughtered like animals they are. Though he leaves a trail of frightened his innocence, he knows that his viscous killings and unnatural appearance. When he's not out on his anti-deific missions, he his painting surreal pictures of the odd worlds he see's in his dreams. Background: Though he leeks evil and chaos from every orifice, Thrakis hates seeing injustice go unaccounted for. But where most would seek justice from a higer power, he would much rather maul those who deserve death himself. He would never hurt anyone innocent, but his methods, lifestyle and outlook on religion make him undeniably evil. He also has a frightening obsession with gore and all things visceral. He see's desiese and plague as a weapon to make cruel people suffer. Thrakis is as much an enigma to himself as he is to everyone else. He cannot recall his origins or any members of his family. However he was driven since a young age to discover his alien heritage. These factors including his hatred of injustice, his obsession with sickness and gore and the fact that he has odd dreams off mind-blowing unnatural worlds that seem oddly familiar to him. Quote: "You think your faith can save you?, HA!, you make your own path in life and you take responsibility for your actions, your pathetic 'God' is just an excuse" Basic Character Mechanics Possible Class Arrangement(s): Mystic 9/Cancer Mage 6 Essential Abilities: CHA, CON Essential Skills: Craft (paint), Heal, Knowledge (nature), Intimidate, Spot, Survival Essential Feats: Alertness, Great Fortitude, Poison Immunity, Toughness Essential Spells: Pox, Rapture of Rupture Essential Equipment: Pouch Belt, flintlock lighter, skecth book and paints/pencils, his trusty rusty crowbar (his only weapon) Signature Combat Maneuvers: Thrakis has very little skill combat wise, and despite his similaritys with Mind Flayers he has no psionic or telepathic abilities. However when in a fight he either just savagely bludgeons his opponents to death with his crowbar, or infects them with some sort of arcane infection. In a desperate situation he can devour his attackers brain, though he loaths to do so because he can taste their 'corruption'. He has replaced his lack of skill and clumsiness with raging passion and anarchistic beliefs. Sorry, but he was just a scary idea I had to share with you all...:D |
| SpartanMD06-29-04, 04:27 PM | Originally posted by Aluroon Well he's not fully developed as he's going to be my new character, but this should do for now. Basic Character Concept Name: Ieon, A.K.A The Blackfish Not a George R R Martin fan? Isn't the Blackfish a famous Tully? :) |
| Chasmodai07-04-04, 12:21 PM | Basic Character Concept Name: Hallar Brightoak, Chosen of Gaia. Race/ Gender/ Age: Human/ Male/ 35 yrs. Alignment: Neutral Good Religion: Gaia Single Defining Class: Verdant Lord Description: Hallar is not normal in any sense of the word. Having been blessed by Gaia when he reached his 30th autumn, his body, mind and sense of being have changed. Hallar's skin is a light brown and his hair is a thick tangle of vines that constantly gets into his eyes. His fingers have tapered into twigs and his bare feet leave grass on the floor with every step. He wears the Armor of the Fallen Leaves, the green leaves with which the armor was crafted rooted to his skin seamlessly. His Staff of the Woodlands - which looks like a walking stick of gnarled oak - roots itself to the ground everytime Hallar rests it. Greatest Strength: His faith and filial piety to Gaia; his humility, kindness and loyalty to Gaia's Chosen (the party members); his generosity and willingness to help Gaia's Children (the rest of the world). Greatest Weakness: Hallar was raised in the forest by a family of treants and is very unfamiliar with the customs, traditions and nuances of human civilization. He is unable to take surprises with the usual human adaptability and is slow to react to them. Having been brought up by the gentle, calm mannerisms of the Treants, Hallar is prone to getting angry and letting loose Gaia's wrath at all the injustices he finds. Traits and Mannerisms: Hallar speaks slowly and moves slowly as well. He rarely ever raises his voice unless he is truly angry - and he only gets angry when Gaia (or her children) has been violated in an unforgivable method (torture, rape, burning down of villages/forests). Hallar regards himself as another Child of Gaia and would not presume to take advantage of the power he weilds. He is unaccustomed to authority and the attention people give him, but accepts it with shy smile and slow shrug. Modus Operandi: Hallar starts each morning with a Commune with Nature to know how his grove - and Gaia - is doing. He then does a divination to find out if Gaia needs his help urgently. If not, he tends to the trees in his grove, takes a walk around the forest with his Awakened Dire Ape friend, Terra. Hallar doesn't like to to stay away from his grove for long periods of time. Quote: "Even if you would say otherwise, Gaia is in your heart, as you are in hers - for she is the Earth Mother and she gave you life."/ "This Child of Gaia asks for your aid, great spirit; will you give it willingly?"/ "The Earth Mother Gaia is displeased with you and your punishment will hurt her as much as it hurts you."/ "Return to Gaia's embrace in peace, Child of Gaia." Basic Character Mechanics Possible Class Arrangement(s): Shaman 10/Verdant Lord 10. Druid 10/Verdant Lord 10. Cleric 10/Verdant Lord 10. (Shaman preferred). Essential Abilities: Wis, Con. Cha if Shaman or Cleric. Essential Feats: Persistent Spell, Divine Metamagic, True Believer, Plant Control and Plant Defiance. Essential Skills: Survival, Knowledge(nature/religion), Profession(herbalist). Essential Spells: Animal Messenger, Speak with Plants/Animals, Remove Disease/Poison, Tree Shape, Summon Nature's Ally, Commune with Nature, Heal, Righteous Might, Divine Power, Regenerate Circle, Warning (Shaman only). Domains: Plant, Animal, Hero, any elemental domain. Essential Equipment: Armor of the Fallen Leaves (CD), Staff of the Woodlands (DMG). Signature Combat Maneuvers:Hallar begins by buffing the party with Regenerate spells and other mass buffs. He then wildshapes into his favored treant form, or into an iron maw if needed and begins to buff himself (barkskin, stoneskin, divine power, righteous might). He continues to fight with his fists and ocassionally lets out a Sunbeam or a Nature's Ally if need be. He dislikes mass destruction spells and rarely uses them, even if he does pray for them regularly. Hallar prefers to slow down the enemy by tripping or grappling and is always prepared to heal a party member. Despite his usually gentle nature, Hallar has no compunctions about killing if it comes down to that - Gaia's displeasure must be made evident. |
| Mindshred07-05-04, 03:54 AM | [B]Basic Character Concept Name: Sylus Averone, Baron of Vakkin. Race/ Gender/ Age: Human/ Male/ 27 yrs. Alignment: Neutral Evil Religion: None Single Defining Class: Acolyte of the Flesh Description: Sylus is thin and athletic, with frequently messy blonde hair. The demonic skin he wears is an ebon black, with small spikes and barbs just recently protruding from his back, arms, and legs. This skin tends to ripple oddly and seems almost sentient, retracting from melee attacks and generally acting to preserve its own well-being. Sylus typically wears a crimson robe, and has since given up trying to prevent it from being shredded by his demonic barbs. As such, it typically hangs about his form loosely, giving him a sinister appearance. He carries an elaborate golden staff with him wherever he goes, though it seems constructed more for show than melee. Greatest Strength: His unyielding defiance of Gods and others in power. Greatest Weakness: Sylus is slowly being driven insane by the subtle whisperings of his demonic skin, though he has proven far more durable than the demon had given him credit for. Traits and Mannerisms: Sylus typically spends long periods of time pacing and arguing with himself and the voices in his head, though nearly always from behind close doors. In public, he is confident and assured, rarely relying on others to do what he could accomplish himself. Modus Operandi: Sylus spends each morning preparing a wide selection of spells, focusing on support, utility, and preservation spells, with only a handful of truly destructive spells. Following htis time, he prepares a special brew which allows him to more or less block the constant demonic whispers of his skin, making two or three times as much is required "just in case". Divination spells are employed to determine the general course of the day's events, allowing him to maintain an air of superiority throughout the day. Any duties of his Barony are delegated to anyone standing nearby, creating great corruption in those behind him. So long as none of this interferes with Sylus himself, he sees little reason to change things. Quote: "My skin ripples with anticipation of your demise." Basic Character Mechanics Possible Class Arrangement(s): Wizard 10/Acolyte of the Skin 10, Wizard 5/Acolyte of the Skin 10/Loremaster 5. Essential Abilities: Int, Cha. Essential Feats: Violate Spell, Elamalefic Spell Essential Skills: Knowledge(arcana), Knowledge (nobility). Essential Spells: Violated Searing Ray, Violated Elamalefic Fireball, Contigency (replace self with demonic gargoye statue from his mansion), Misdirection, Teleport, Vampiric Touch. Essential Equipment: +2 staff of spellstoring (vampiric touch), Fiendish Toad familiar (Glurp). Signature Combat Maneuvers: Sylus begins combat with a fully augmented fireball, then wades into melee haphazardly, using his demonic skin's firey rays and poison abilities with abandon. Should any serious threats present themselves, he casts his most powerful area spell at the creature before leaving as quickly as possible. Follow up with divinations, possibly teleporting back into melee just as the other side drops their guard. Any allies are expendible, but should not be allowed to realize that fact. The presence of a paladin warrents immediate retreat. |
| manistar07-05-04, 02:55 PM | Basic Character Concept-Slightly insane svirfneblin paladin Name: unknown Race/ Gender/ Age: Svirfneblin(deep gnome), male, average to middle age Alignment: lawful good Religion: St. Cuthbert-or fearuniun god of revenge Single Defining Class: Paladin Description: very short, fully armored walking powerhouse of small sized pain. Greatest Strength: his focus in paladin abilities Greatest Weakness: being slow and loud Traits and Mannerisms: being slightly insane He hears voices in his mind telling him to do things, soetimes right, sometimes wrong things. He has convinced himself this is the voice of St. Cuthbert communicatiing through him and he is doing gods will, when in fact he has just become insane through torture (read below) Modus Operandi: huh? Background: This is the fun one. This character was captured during the raid and destruction of Blingdenstone by the drow. He was captured and tortured for several years and usd as slave labor and questioning. eventually he escaped but not without slight dementia and High paranoia. His ain focus in live is basically to be a holy avenger in the crusade against the drow. Quote: "durn elves" -old dwarven proverb |
| Formerly Wu07-06-04, 04:27 PM | Basic Character Concept Name: Sylvie Ruin Race/ Gender/ Age: Elf / Female / 108 Alignment: Neutral Good Religion: None specified Single Defining Class: Wizard Description: A short, attractive-in-a-nerdy-way elf with spectacles and long black hair done up in a ponytail. Her face is sweet, friendly and open, though occasionally her eyes seem to drift off in her own little world. She dresses simply for a wizard; she has the general appearance of an adventuring schoolteacher or librarian. Greatest Strength: Insatiable appetite for knowledge, boundless compassion and positive nature, steely moral backbone when focused on non-academic tasks. (not often.) Greatest Weakness: Easily distracted, somewhat naive, and more than a little clumsy. Traits and Mannerisms: Sylvie spends much of her time distractedly reading or investigating some arcane phenomena. Raised by humans, she is surprisingly clumsy for an elf, constantly tripping or fumbling nervously with her spectacles, and lacks the typically elven sense of haughty reserve or grace. She is friendly and apt to see good in people, and especially loves children. Modus Operandi: Sylvie doesn't always seem to operate on the same priorities as her companions; for her, knowledge and its discovery is the meaning of adventure, and she takes every opportunity to savor new discoveries in her travels (this can occasionally be exasperating to party members who want to kill the monster, not study it). She carries a few large volumes of assorted books everywhere she goes, and her home is almost impassable from the mountains of tomes (she is a voracious reader). She tends to appear scatterbrained, chirping in with trivia or blissing out at a new academic acquisition, but she can be quite direct when she aligns her mind on the real world. She is not dainty or shy; she is an excellent field researcher and general walking encyclopedia, and can be surprisingly unsqueamish about getting her hands dirty. While she seeks nonviolent solutions to problems, she is not a pacifist, and shows pure, forceful resolve when she truly believes in a cause. Background: Sylvie was raised as the ward of a remote human village after her travelling parents were killed by marauding goblins when she was an infant. She grew up with almost entirely human mannerisms and values, and was taught sorcery by an old gnome named Claudius. She is the resident academic expert, and serves as the area's schoolteacher, council elder and district mage all at once; recently the pain of seeing the last of her "family" pass away has convinced her to go out and seek new knowledge among the world. Quote: "You're an amazing creature, and I'd have loved to study you, but I'm sorry... I can't forgive what you did to that village. Face me." Basic Character Mechanics Possible Class Arrangement(s): Wizard 7 / Loremaster 10 / Archmage 3 Essential Abilities: Intelligence... rest is negotiable Essential Skills: Anything and everything Knowledge, Spellcraft Essential Feats: Unsure without a book in front of me Essential Spells: " Essential Equipment: " Signature Combat Maneuvers: Sylvie prefers to use area-control (web, tentacles, wall of ice) and illusion spells in combat to control the field of battle; she also makes creative use of low-level utility and defense spells such as Shatter, Obscuring Mist and Silent Image to improve her party's versatility. She generally prepares few to no direct attack spells. |
| The Ethereal Wickerman07-08-04, 10:02 AM | Basic Character Concept Name: Jarak Race/ Gender/ Age: Anarchic Human / Male / 23 Alignment: Chaotic Good Religion: None Single Defining Class: Ronin Description: Jarak stands around 6 foot tall, standing a head taller than most people. He wears baggy black trousers and plain short-sleeved shirts, overall quite scruffy but not rugged. His skin is pale and his unblinking eyes a pure milky white. His hair is down to his ears and fairly messy. His nails are painted black and he wears a scrappy, waist-length grey coat. Around his mouth and nose he wears a long, black and white striped scarf. This is to cover the raw, skeletal lower half of his face. Greatest Strength: His extremist sense of justice and fighting-skill Greatest Weakness: His short-fused temper and nihilistic attitude Traits and Mannerisms: Jarak rarely sit's down, but he isn't restless or high strung. He always keeps his Nagamaki (which is basicly a big katana) at his side. He doesn't like to look at his companions or innocent strangers directly in the eyes, because of his intense stare. Whenever he is about to fight, he will often concentrate, unfliching at the leader whilst keeping his hands on his sword hilt. He hates injustice and evil, but his anarchic ancestry makes him extremely nihilistic. He cannot understand the use of rules and order other than common decency and kindness. He can be as equally gentle as he can be relestlesy harsh. Another strange thing about him is that he sleeps standing up, with his eyes only half-closed. Modus Operandi: Jarak leads a simple, anarchic life. He will never ignore evildoers when he finds them, caring little for seeking the law to aid him, he simply slaughters any vile characters he encounters. Background: Jarak was found floating in Limbo as a child, by a Bushido clan of Githzerai. Unlike many Gith they were good people, seeking justice in the swirling chaos of their plane. As Jarak grew he was tuaght the way's of the Samurai, always a shy but skilled student. When he became a teenager he began to gain confidence and more awareness to injustice. He pleaded with his sensei to allow him to slaughter the recent outbreak of Slaadi bandits that had plagued this relatively peaceful part of Limbo. The sensei, despite his goodness, wanted Jarak to be patient, telling him he wasn't ready to fight yet. Angry and sickened by what he called the orders 'cowardice', he left and began a life of his own, using his training to aid him in his quest for freedom and justice. Quote: "You can keep your stupid rules!, I prefer to save the innocent, not just stand by and let them suffer as you politely ask these monsters to leave them alone!" Basic Character Mechanics Possible Class Arrangement(s): Ex-Samurai 6/Ex-Monk 4/Ronin 5 Essential Abilities: Str, Wis, Dex Essential Skills: Tumble, Intimidate, Sense Motive Essential Feats: Cleave, Ambidexterity Essential Equipment: Nagamaki, dislikes carrying any other equipment Signature Combat Maneuvers: Jarak likes to start off a fight by chopping of a limb or two. When forced to his body in combat, he holds his Nagamaki in one hand whilst using the other to balance, prefering to use his powerful legs to kick his opponents savagely. He has a scary habit of slicing his opponents body in two, perfectly. |
| Theocracity07-08-04, 11:54 AM | Character Concept Form: Basic Character Concept Name: Tyrian Feldrake Race/ Gender/ Age: Kobold / Male / 23 Alignment: Lawful Neutral Religion: Worships Kurtulmack Single Defining Class: Fighter Description: Tyrian is remarkably well-kempt for a kobold. He wears decent-looking clothes, often with martial red highlights, under his light armor. He wields a short sword and a dagger, on sheath on each hip; the sword is rusted and battered-looking, but Tyrian treasures it as an ancestral heirloom of his large clan (as well as the fact that the rust conceals its magical nature). His dagger is shiny and well-kept, however, as are his array of throwing knives that he keeps in sheaths on his shins. When not fighting, Tyrian always stands up straight, walks confidently, and speaks his mind; when fighting, he crouches down, scurries like a rat, and fights dirty. He has a sharp, analytical mind, and often plans a combat long before it starts. Greatest Strength: Intelligent, capable, charismatic, and quick. Greatest Weakness: Physically weak, suspicious of those he doesn't trust, bad reactions from people who don't like kobolds. Traits and Mannerisms: Habit of twirling, palming, tossing, polishing, or otherwise playing with daggers. Very suspicious and sarcastic towards those that he doesn't trust, or those who want him to do something without a tangible benefit for himself. Always wants to know the details of a situation before he walks into it. Modus Operandi:Tyrian travels, trying to find work as a mercenary for hire while he tries to find the former members of his army. He leads a very martial life, taking care of his equipment, following a strict schedule, and obssesively planning situations. His at ease attitude, however, is relaxed, as he tells stories of previous adventures and battles, tells dark jokes, and shows off his dextrous skill. Background: Tyrian was born into a large clan of kobolds, in a kobold kingdom that dominated a mountainside and surrounding foothills. The kingdom's isolation from many civilized areas of society had left little outside challenges, but they maintained an army nonetheless to maintain discipline. Tyrian joined the army at a young age, and his natural skill led him to rise quickly in the ranks till he was an officer. His work defending the kingdom from a party of murderous treasure-seekers finally led him to become general, and a friend of Emperor Sarbash. Unfortunately, around this time, a prominent kobold clan became rebellious, splitting off and wanting to form their own kingdom. War soon raged through the tunnels of the mountain, as Tyrian led troops in close-quarters fighting, trapping and counter-trapping, and defensive operations through the winding tunnels. His tactical genius allowed near-victory on the "field" of battle. Unfortunately, skill in combat did nothing against political subterfuge, as a spy in the court of the Emperor set off a ceiling collapse during a grand speech from the Emperor. Tyrian was supposed to be there, but had been called out on reports that the Duergar had joined the fray on the side of the rebels, reports that turned devastatingly true. With the kingdom's leaders dead and its army beset by superior troops, Tyrian's battalion was forced to flee kobold-style. Tyrian emerged from the scattered escape in the foothills, but unfortunately a different war also raged above ground, and he was unable to locate his troops. Vowing revenge against the treacherous rebels and promising himself that he would reform his troops, he went out into the world to make a living and search for ways to take revenge. Quote:"You're a quick one...didn't expect you to pick up on my trick so easily. But what you don't know is this...." Basic Character Mechanics Possible Class Arrangement(s): Any mix of Fighter, Ranger, or Rogue. Duelist if melee focused, Master Thrower if ranged focused. Essential Abilities: Dexterity, Intelligence, Charisma Essential Skills: Tumble, Craft: Trapmaking Essential Feats: Leadership, (If Melee): Combat Expertise, Two-weapon fighting, Weapon Focus, (If Ranged): Point Blank Shot, Quick Draw, Weapon Focus, (If gains kobold soldiers), Swarm Fighting Essential Equipment: Magical short sword, throwing knives, bag of marbles or caltrops, trap making materiels Signature Combat Maneuvers: Tyrian always tries to stay as mobile as possible, tumbling around the field and not letting any one opponent concentrate on him for too long. He is not very effective in combat solo, and thus always likes to have a group with him to back him up. He likes to take the enemy by surprise if at all possible; if the odds are against him, he will almost always retreat, harrasing the enemy but not coming into direct conflict. If he has time to prepare, he enjoys setting up traps for enemies to walk into in order to put them at a disadvantage. |
| Theocracity07-08-04, 02:45 PM | Character Concept Form: Basic Character Concept Name: Crosswise Race/ Gender/ Age: Gnoll / Male / 26 Alignment: Neutral Evil Religion: General respect for deities, but no one in particular Single Defining Class: Ranger Description: Crosswise is a rather thin and scrawny gnoll, with reddish-yellow body hair with brown spots. His yellow eyes are constantly darting about, and he often has a snarky grin on his face. His crouching posture makes him seem shorter than he actually is, which is how he likes it, and he often slouches around in a flippant, lackidasical manner. He enjoys playing up people's fears of his being a gnoll (snarling suddenly at frightened villagers, then walking away sniggering with his hyena-like laugh), but he never plays up stereotypes of gnolls as stupid brutes. He easily gets grudges against those who anger or irritate him, often keeping a suspicious and vengeful eye on them. He is prone to act rebellious if he does not like a person in power. However, he quickly bonds with those who side with him, and shows a reasonable amount of trust and camraderie towards them. While he is not actively evil, he does show little concern for how his actions may affect others, especially if it benefits him. He is often quick to act in a situation, even if he does not understand the whole details of what is going on, though he often works to save his own skin if the situation has gone wrong. He carries a crossbow, which he uses primarily in combat, and an axe as a sidearm; his armor is patchwork and his clothes ragged in typical gnoll fashion. He is also a slight pyro, and enjoys using flaming arrows. Greatest Strength: Good combat tactics Greatest Weakness: Quick to anger, physically weak Traits and Mannerisms: Has a perpetual smirk on his face. Uses odd slang developed in his mercenary contingent and near-incomprehensible to anyone else. Modus Operandi: Works as a mercenary for anyone who's willing to hire a gnoll to do a man's work, as long as they respect him. Background: Crosswise was born to a tribe of gnolls who lived near a frontier town. This particular town had an arrangement with the band of gnolls that stretched back to the town's founder, who originally made the deal: The gnolls would keep the countryside nearby clear of threats, and in return the townsfolk allowed the gnolls to come into town and trade for high-quality food and goods. Though there was still some fear and mistrust on both sides, the arrangement was still profitable. Thus, Crosswise grew up in both the semi-feral gnoll society and the more organized and precise human society. However, he did have problems in both societies; he was the runt of his litter, and his scrawny size made him a favorite target of many of the older gnolls; he learned how to take a beating from his siblings. Little refuge was to be found among the humans, who tolerated the gnolls when they came in to trade but was rather less tolerant of those who stayed after their alloted time. Still, Crosswise found friends in some street urchins who he bonded with, learning the ways to live on the street (and teaching them how to live in the forest). However, war was brewing in the world, and when a military recruiter came to town in order to form an irregular brigade, Crosswise jumped at the chance to get out of the town and find somewhere else to be accepted. The ragtag group made up of races of all sorts became Crosswise's new home, as he learned to fire a crossbow and developed his own style of fighting and scavenging, as well as became comrades with the other various troops. Eventually, the war was over before Crosswise saw all that much action, and he drifted off into the world, finding work as a mercenary for hire. Quote:"Oy, say that again and you'll be lookin' at a bolt in the eye." Basic Character Mechanics Possible Class Arrangement(s): Ranger, Fighter Essential Abilities: Dexterity, Constitution. Low Strength. Essential Skills: Hide, Spot, Intimidate Essential Feats: Point Blank Shot, Rapid Reload, Weapon Focus: Crossbow Essential Spells: Not know yet Essential Equipment: Crossbow of Fire, battle axe, alchemist's fire Signature Combat Maneuvers: Crosswise tends to stay in the back of combat, sniping out weak opponents with his crossbow or hitting weak spots in a stronger opponent's armor. If someone gets close, he will fire a last shot at them point-blank and then draw his battle axe, though he will avoid melee combat if at all possible. He enjoys setting up ambushes and attacking from cover. He is also an incorrigible scavenger, and will sometimes start searching bodies before all combat is done. |
| Trydan07-14-04, 08:42 AM | Basic Character Concept Name: Taq l'Endin Race/ Gender/ Age: Human / Male / 23 Alignment: Chaotic Neutral Religion: (none) Defining Class: Rogue/Bard Description: Somewhat gaunt, with a drawn face but bright piercing eyes. Standing some 5'5'' tall, and weighing about 145 lbs, he has a soft, but persistent voice, powered by a vary sharp tongue. Greatest Strength: Good contacts and fast thinking. Greatest Weakness: Poor health, exacerbated by diat and drink. Traits and Mannerisms: Too much drink - either Kaffee during the day or spirits at night. Always talks to his parchment rather than others, as if compiling a report. Even when he is supposedly in direct conversation. Modus Operandi: An investigative reporter for the Town Criers' Guild He's seen it all, and is not phased. He'll happily watch a mugging taking place and stand by the bleeding victims, taking notes for the "criers", while waiting for the town guard to turn up. He digs dirt on local merchants, and petty nobles, and is generous with his coin to make sure he gets the saga first. This is investigative-town-crying. The "parchmentazzi" are notoriously ruthless, when it comes to getting a good story - whether true or not. It is what sells, and who pays the crier, gets the best press. Rival town-crier guilds have been know to stage local wars against each other, and Taq l'Endin has been in the thick of it. Nothing quite like "taking out" your opponents news with a little fire and lightning. Think this is gutter press? Forget it... sink another level lower. This is sewer press. A whole labyrinth of plot, intrigue and foul dealings. Anything for a good story. Background: With scarcely any ideas about his family, siblings or heritage, Taq l'Endin grew up in the slums of the city. He took to running errands and did some work for a bard Steele Griggs, of the Docks & Markets Town-Criers Guild. Griggs found Taq a useful scout and took an immediate liking to his pragmatic approach to life. He cared of the boy, and taught him how to read and write. Taq showed some flair for the skill, and started writing routine pieces for various reports for which Griggs didn't have enough time. Taq then took to books and read and read everything he could find. So, he ended up self-taught, rather than schooled like other children of that level of literacy. Taq's youth made him less conspicuous, and with plenty of time on his hands, he could discover things that others couldn't. Soon he was providing as many stories as Steele Griggs was, and it was time for them to part company. But rather than continuing with the same Guild, Taq headed off on his own, bringing his own special brand of journalism to the stories he found. And then he discovered the untouched world of Adventurer-Journalism. Embedded town-crier reporters, as part of the quest itself, side-by-side with the dragon slayers... and getting the story first hand. Quote: "Tuesday afternoon... my contact asks me if I saw the murder. Neither of us are going anywhere... I decide to shrug my shoulders." (shrugs shoulders) Basic Character Mechanics Possible Class Arrangement(s): Rog.4/Brd.2 Essential Abilities: Int, Cha Essential Skills: Gather information, Bluff, Sense Motive, Read lips Essential Feats: Skill focus (gather information), Alertness Essential Spells: Expeditious retreat, Protection from Law, Detect Throughts Essential Equipment: Spyglass, quill, ink and lots of parchment Signature Combat Maneuvers: Dagger sneak-attack, the follow-up by quick-drawing quill and parchment to write it down. |
| Sisyfos08-06-04, 05:16 PM | :bump: (I'll also post a character later on in this space... this is a quality thread.) |
| The Ethereal Wickerman08-17-04, 03:39 PM | Basic Character Concept Name: Fenris Fikten Race/ Gender/ Age: Fomorian / Male / 58 Alignment: CG Religion: Rivfader (god of good giants, trolls, ogres) Single Defining Class: Barbarian Description: Fenris is intimidating to behold. Standing around 12 foot tall and weighing at least 2 1/2 tonnes. He is slightly hunched, giving him a somewhat ape-like body, though his face more closely resembles a humans than a gorillas. He has greeny-grey skin and wears an animal shirt, shorts and a tabbard. He often wears tribal necklaces he has created from woven twigs, feathers and bones. He always has a bracelet on, hanging of this bracelet is a rock bearing Rivfaders symbol. He has long red hair that reachs the small of his back in length, and a short goatee. Despite his overall dark appearance he has bright blue eyes, some might say they are even beautiful. They would say that, until they him angered!. When he likes to bear his fangs and raise his fists (which happen to be bigger than his head) in the air. Greatest Strength: Gentle nature and creativity, surprisingly intelligent for a Barbarian Greatest Weakness: Quick to judge things he doesn't understand, Easily angered Traits and Mannerisms: Fenris has two sides to him. When he's happy and with friends he is calm, relaxed and quiet. He is somewhat shy of strangers, though rarely distrustful unless he gets one his 'bad feelings' about certain individuals. Once he gets to know somebody though, he becomes very friendly, helpful, and generally protective of them. This can get quite annoying for some of his friends sometimes, but if one them do moan he becomes a little moody and stops talking to them for a while. Fenris is good at forgiving most people. However he has prejudice side to him, he is very mistrustful of ordered religions, and it would take him a while to befriend a Cleric of Pelor or Wee Jas. He has deep loathing for St. Cuthbert and his clerics however (see background). Bizarrely enough, Children seem to like him, and its the same for him. He likes the company of them, and they feel protected when with him. Afterall, no playground bully would dare take on the mass of brute force that is Fenris. Modus Operandi: Fenris travels with anyone he's befriended, keeping the code of his god Ripvfader. This involves protecting innocents, especially those who cant defend themselves, from bullys and tyrants in the most direct way possible. Killing them. Rivfader always teaches though, if you can leave a few of the enemies alive, to spread the fear of your justified rage. When he isn't fighting, he's creating beautiful necklaces and bracelets to sell, or creating detailed cave paintings in the wilderness, of peace and animals and great warriors. Background: Fenris was born into a tribe of Fomorians who denounced their evil ways. Instead they chose to live at peace with their smaller neighbours. Villages full of gypsy gnomes, humans and elves, protecting them from other less benovalant giants. For a long time the human villagers were grateful allies of the Fikten tribe. They worshipped the deities of nature and Druids created the few rules that they had. However as they tried to expand they (admittedly) strayed into Fikten terrain. Chief Nattfodd (Fenris's father) warned them that if they continued their expansionist ways, they would retaliate. However, priests from a new church arrived, murdering or driving away those who wanted to keep their old ways of worship. A particulary evil Priestess of St. Cuthbert, a 'sanctified' Erinyes named Quentarlia had a created a new branch of monks, willing to vicously enforce a set of unfairly twisted rules of St. Cuthberts dogma. Quentarlia ordered an attack on the so called degenerate giants (evil or otherwise). For the first time in decades these enemies allied against the new priests. Fenris, desperate to destroy these disrespectful scum, asked his father to fight. Nattfodd decided he could, and gave him his first weapon, a mighty club made simply out of an ancient, hardened tree trunk. A bloody and savage battle ensued, the allied giants and villagers eventually won. However, when the battle was almost won, Quentarlia shot Nattfodd in the neck with a particulary virulent poisonous bolt from her crossbow. She flew away, not having won the war but having spread a little of her misery that she delighted in. Fenris, distraught and angry, vowed to travel the world and slay every tyrant he could. Taking his fathers bracelet and burning his body to Rivfader, he then destroyed the church that stood mockingly at the edge of the forest by smashing it to pieces in a fit of rage so frightening, his fellow allies and giants didn't even bother helping him. Hurling the pieces in all directions, he took St. Cuthberts symbol from the rooftops. He defaced it and tied it to his club, the last thing his enemies would see is the symbol of their own corruption breaking them. Though Nattfodds eldest son and therefore should of been the leader of the Fikten tribe, he gave leadership to his sister Iskalla. The battle may of killed his father, but now all the forest dwelling giants, trolls, ogres and villagers were not just allies, but brothers and sisters linked by history and blood. Fenris, sensing peace, he went, to make well of his promise he made to his father. Quentarlia, and others like her, would die... Quote: Do you feel big when you pick on them?, DO YOU FEEL BIG NOW! Basic Character Mechanics Possible Class Arrangement(s): Barbarian/Hulking Hurler Essential Abilities: STR, CON, INT, WIS Essential Skills: Craft (cavepainting/weaving), Sense Motive, Climb Essential Feats: Improved Bull Rush, Mighty Cleave, Essential Spells: None Essential Equipment: His Club and Fathers Bracelet; shoulderbag containg waterskin, freshmeat, tinder, bits of twigs and bones for his jewlery. Signature Combat Maneuvers: Fenris pumps himself up into a rage my roaring and baring his fangs, pushing things over and smashing the ground with his club. When fighting he shifts and swings his huge mass (and his massive weapon) around and crushe's his opponents by simply smashing wherever they are standing. |
| Morka08-23-04, 02:15 PM | Basic Character Concept Name: Fionna Rakan Race/ Gender/ Age: Human/Female/young 20's Alignment: LG Religion: Tyr, or any other LG god of Justice Single Defining Class: Rogue/Paladin Description: A swift, young woman, with long black hairs covering half of her face. Greatest Strength: Her faith in Tyr and her kindness. Greatest Weakness: Her familly. Traits and Mannerisms: Fionna is a devoted follower of Tyr, (Faerunian) god of Justice. She usually lets her long black hairs untied, and there is always some locks of hair in her face. Smiling and helpful, she become suspicious when asked about her past. If the one asking her is not trustworthy, she vaguely explain she was raised in a temple of Tymora, and then came to the temple of Tyr where her true faith his. If she can trust her interlocuter, she could be willing to learn him more of her past... Modus Operandi: Fionna knows how to win the trust of most people; where a more traditional pally would be intimidating, Fionna can share a common background with many rogues. In combat, she would use feint to catch her opponents flat-footed, then combine a Smite evil with some sneack attack. Background: Fionna Rakan is the younger daughter of Job Rakan, a bandit lord of a neighboring country. She got two elder brothers who made her the victim of all their tricks. Her mother was only a stupid concubine, so she couldn't count on her to defend herself. All this situation developped a deep feeling of unfairness. She eventually learn to use emotional blackmail with her fahter to defend herself from her brothers. When she was about 10 years old, some of his father's underlings captured a cleric of Tyr. The poor priest was roughly interrogated, then was assassinated. Fionna barely saw him, but she learned many things from the thugs who captured him. She eventually asked her father to be sent to a temple of Tyr for the rest of her life. Job Rakan loved her daughter, he knew she wasn't the fiber of the thugs his two sons were becoming, he knew she was sad. But if he wanted to keep some respect from his underlings, he couldn't send her to a temple of Tyr! On the other hand, he knew that many of his thugs were superstitious, and were often praying Tymora (CG Faerunian goddess of good luck). He sent her daughter to a temple of Tymora, in a neighboring city, along with a large amount of goldpiece, and the temple had to keep her until her adulthood. She was a kind acolyte, and the Tymora high-priest was her confident. He knew that Tymora wasn't her prime faith, and being good-hearted, he allowed her to migrate to a temple of Tyr when she reached adulthood. There, very few members of the order know her true past. When asked why she keep a magical dagger with the symbol of a bandit lord, she only answer that she kept it from some thug who attacked her; she would never admit that she stole it from her father, as a memory. Quote: "Be quick, or I'll smite you!" Basic Character Mechanics Possible Class Arrangement(s): Rogue3/PaladinX/Duelist10... (Don't know the best class, it was just a concept until now) Essential Abilities: Dex, Cha, Wis, Int Essential Skills: Bluff, Diplomacy, Gather Information, Essential Feats: Dodge, Weapon Finesse, Improved Initiative, Combat Expertise, Improved Feint, Flick of the Wirst Essential Spells: Essential Equipment: Rakan's Ligthning Dagger: +1 shock dagger, with perhaps an house-ruled enhancement to the initiative... This dagger is marked with the symbol of a bandit's clan of a neighboring country. An interresting twist could be that it is needed to be recognized as the leader of this clan... Signature Combat Maneuvers: An Improved feint to put the opponent flat-footed, then a smite-evil in a vital area. |
| dorkknight2309-02-04, 02:18 AM | Basic Character Concept Name: Sir Angus (Answers to “Angus” or "Angy") Race/ Gender/ Age: Half-Orc/Male/18 Alignment: Lawful Good Religion: Theistic, but not in the service of any particular deity (he “doesn't have the privilege”) Single Defining Class: Paladin Description: A large and strong Paladin who refuses to kill. Greatest Strength: His desire to make right and protect the weak and downtrodden, his strong faith in himself and glory and chivalry. Greatest Weakness: Incapable of compromising his ethics for anything, at times stubborn. Traits and Mannerisms: Soft-spoken and shy, often speaks in a soft voice, at times he stutters and stumbles over his words, but still has a kind of aura of command that makes you want to lean in and hear more. Modus Operandi: Negotiates first, subdues any living opponent, strives to help those in danger from the forces of evil (and save the forces of evil from themselves) Background: Raised by a peace-loving cleric, Angus saw the futility of violence and hatred, even when he discovered himself “chosen” to be a champion of law and good as a paladin. Although still a holy warrior dedicated to the destruction of the forces of evil and the machinations of fiends, he remains as ever a peace-loving, jovial, almost child-like presence, despite being massively huge (6+ feet and 200+ lbs.) His “father” is still alive, serving in the church of whatever prominent LG or NG deity fits the campaign as the local parish priest in the community where he grew up. He wants more than anything to make him proud of him and show that he “did good.” Quote: “Now stop that and play nice!” “Hugs!” “C'mon, tell him you're sorry!” Basic Character Mechanics Possible Class Arrangement(s): Paladin 20 Essential Abilities: Good Str, Wis, and Cha; 12+ Int; decent Dex and Con (if a dump stat is needed, it'd be Dex) Essential Skills: Diplomacy (maxed out,) some ranks in Sense Motive, Knowledge (Nobility and Royalty) and Knowledge (Religion) Essential Feats: (From the Book of Exalted Deeds) Subduing Strike (Scythe,) Sacred Vow, Vow of Nonviolence, Vow of Peace, Holy Subdual; (Other Sources) Skill Focus (Diplomacy) Essential Spells: Cure spells, Remove Blindness/Deafness, Neutralize Poison Essential Equipment: Scythe (preferably with the Merciful enchantment,) Mithral Full Plate Signature Combat Maneuvers: Tries to parley first, then subdues any and all violent creatures in combat |
| shadow mage09-02-04, 11:34 AM | Much thanks to Trydan for retrieving my beloved Talon. Props to ya man. Basic Character Concept Name: Talon, the Shadow Race/ Gender/ Age: Human / Male / 25 Alignment: True Neutral Religion: none Single Defining Class: Shadow Mage* Description: Tall and powerfully built, Talon is far from the archtypical spellcaster. Dark hair of a deep brown hangs just above his ears and his matching-colored eyes betray his rough past. At least six feet in height, he is broad of shoulder and well-muscled, and at his left hip rests a beautifully crafted ancient relic, an adamantine longsword he is more then proficient with. Talon wears a hooded cloak of very dark grey, beneath which a simple monk-like habit and leading down to soft-soled leather boots. His face is typically an expressionless mask and offers little to no insight into his character. Greatest Strength: Focus and outright combat ability Greatest Weakness: Often overly cynical Traits and Mannerisms: Talon is a quiet man, a cold man with very little room for others in his life. Sarcastic and quick of wit and action, he is typically to the point and despises cryptic responses since they are unnecessary. Despite his physical attractiveness his dark humor and sharp tongue do not endear him with most, although they have earned him the respect of those who have seen his magical performances. Modus Operandi: Sharp and to the point, Talon knows the difference between what people want to hear and what they need to here. He pulls no punches, figuratively or literally, and has no room for mercy. He has know compunctions against working with others so long as he will learn something from the experience. Talon's word is often sharper then his sword. He is hard-working and has no qualms against sweating and bleeding to accomplish a goal (most of which seem to be for the greater good anyway). Background: Stolen from his parents at a very young age for his magical aptitude by a cabal of powerful and very evil mages (in Forgotten Realms the Arcane Brotherhood), Alenomar's parents were slain and his sister driven from home. Brought up full of anger and taught to push his abilities to their limits, "Talon" as they named him (an apt metaphor) was to become a great weapon for the wizards. His sudden and furious assault against the very ones who so ruled his life before allowed his escape and Talon spent the next year running and fighting off minions of his former masters. He taught himself the ways of magic afterword, and even of swordplay, and became alarmingly skilled with both talents. He travels the realms now to further his personal prowess and though clearly not the best of heart he fights tyranny with unbridled fury balanced by a cold, cunning mind. Quote: "What does a dead man have to fear?" - to his former masters Basic Character Mechanics Possible Class Arrangement(s): (up to 20th lvl) Fighter1/Sorcerer6** or Wizard6/Spellsword1/Eldritch Knight10/Shadow Mage2 or Fighter1/Sorcerer7** or Wizard7/Eldritch Knight2/Shadow Mage10 Essential Abilities: Strength, Dexterity, and Intelligence/Charisma. His strength and agility are undeniable and while Talon is physically attractive it is his incredible force of personality that sways those around him. Essential Skills: Bluff, Hide, Intimidate, Knowledge (arcana), Knowledge (engineering), Move Silently, Spellcraft Essential Feats: Energy Admixture (sonic or electricity), Eschew Materials (if wizard) or Spell Penetration (if sorcerer), Practiced Spellcaster, Quick Draw, Sudden Silent Spell, Sudden Still Spell Essential Spells: scorching ray (energy admixtured), fireball, teleport Essential Equipment: Adamantine longsword, bracers of armor (highest available) Signature Combat Maneuvers: Talon is an awesome tactician, just as he was so cruely brought up to be, and uses every bit of knowledge to his advantage. He poses as a simple spellcaster until a foe reaches melee and he draws his sword. Talon is absolutely unafraid and melee combat is second nature to him. *See sig for link to Shadow Mage **sorcerer as described here (http://boards1.wizards.com/showthread.php?t=224419), much thanks to BlaineTog |
| Thief of Always09-04-04, 04:42 AM | Basic Character Concept Name: Elegas Veulanna Race/ Gender/ Age: Sun Elf - Male - 126 Alignment: Chaotic Good Religion: Labelas Enoreth Single Defining Class: Fighter Description: Roughly 5'9", with a trim but muscular build, and softly angular features. Inviting pale-green eyes, fair cream colored skin, tinted with gold on the cheeks that spreads and deepens with exertion or embarassment, and wild, golden-blond hair that remains restless save for two long and slender braids in hang still in front of either ear. Greatest Strength: His Ideals Greatest Weakness: His Self-Doubt Traits and Mannerisms: Is easily captivated by stories and legends of heroic deeds. Tends to smile often, even if it's weakly in the face of disappointment or sadness, but adopts a wide-eyed, excited, almost curious demeanor when impassioned. Generally favors his left side when facing people, and walks with that side of his cloak drawn back to display his family sword. Prays to Labelas Enorath every night before meditating. Modus Operandi: A romantic at heart, He strives to be heroic in everything he does. Very noble and chivalrous, but not to the point that it overbears his personality and makes him one-dimensional. He is selfless, and always does what is within his power to help someone in need. Despite his strong sense of honor and duty, his lineage sometimes weighs on him and provokes periods of depression and self-loathing, giving him a need for recognition, and making him glory-hungry. Background: The Veulanna family has a long standing history of heroes and elven knights. After the elven migrations, and the settling of his family, they crafted a beatiful gold and mithral etched longsword named "Pellesilme" meaning "An action of necessity" or "To do what one must". The sword has been wielded by the strongest warrior of each elven generation, and then gifted to the next so that they may carry on the tradition. During each gifting ceremony, the current wielder of the blade has his name inscribed laterally upon one side of the blade, and his greated dead on the corresponding point on the opposite side. Through the years the blade has been wielded by many heroes and knights, and one can trace the lineage of the blade and the deeds of it's wielders descending down the blade, to the current owner, Elegas's father. Elegas excelled at swordplay, and the sword was gifted to him, but there is only one name slot left on the blade, and Elegas will be completing the blade's legacy when he retires the blade. Because of this, Elegas feels a heavy responsibility, and left home to prove his mettle as a heroic elven knight, righting wrongs and doing deeds worthy of the blade, his lineage, and the legacy that will end with him. Quote:The prayer he says nightly to Labelas Enoreth - "May time remember my deeds fondly, and may I prove worthy of those who are now remembered." Basic Character Mechanics Possible Class Arrangement(s): Fighter. [Maybe, MAYBE Bladesinger] Maybe Elf Paragon also... I've never seen the class, but the concept fits like a glove. Essential Abilities: STR, DEX, INT [He's strong and agile, perfect for a good swordsman, but also highly intelligent, using excellent tactics. The high intelligence also gives a reason for his periods of brooding, depression, and introspection.] Essential Skills:Knowledge-History Ride [He has a faithful steed] Spot, Listen [B]Essential Feats: Weapon Focus and Specialization (Longsword), Combat Expertise, Improved Disarm Essential Spells: N/A Essential Equipment: Masterwork [At least] Longsword, Elven Chainmail, Shield, Light Warhorse, Longbow. Signature Combat Maneuvers: Disarm opponent and ask with equal amounts of respect, mercy and elven arrogance, that they humbly surrender. |
| RadicalTaoist09-05-04, 07:16 PM | Basic Character Concept Name: Osei Race/ Gender/ Age: Fire Genasi - Male - 24 Alignment: Lawful Neutral Religion: Respects Helm and Ubtao but worships no being. Single Defining Class: Psion (seer) Description: 5'11'' with the dark skin and curly brown hair typical of Chultans. A wiry build indicates he grew up in the jungle and knew difficult environments in his past. He dresses simply, with precious items hidden to avoid encouraging thieves. When angry, the veins in his head and wrists start glowing from red to gold and white-hot, like veins of magma under rock. In addition, when manifesting his psionic powers, their displays also betray his heritage. Visual displays: a ring of harmless fire, plus his pupils dilate as the irises of his eyes burn white-hot, creating the image of a full eclipse in his eyes. Auditory displays: the sound is of a high pitched whistle over the noise of burning flames (which roar like a forest fire for his most potent powers). Olfactory displays: the smell usually instills in people nearby a memory of something burning. Mental displays: in addition to a mental chime, witnesses of his power feel a sense of heat in their minds, from a low warmth for the weaker powers to a searing heat for his strongest, although this temperature exists only in the mind and causes no pain or discomfort. Greatest Strength: His tenacity, deductive ability, and sheer mental discipline. Greatest Weakness: His antisocial tendencies and lack of patience for others. Traits and Mannerisms: Very analytical. Fond of lateral thinking problems. Has a strong sense of justice, which in his view trumps the laws of society. His goal is to correct the 'flaws' in the minds of all thinking beings which cause criminal behavior. To this end, he not only works as a bounty hunter, but occasionally trains others with psionic talent and encourages civic responsibilty and common law among people he meets. Modus Operandi: Osei is a bounty hunter, and a very professional one. He will take several days off each month from his work, as he realizes the mind needs downtime to strengthen. When he does take a mark, he is completely dauntless. He prefers to track a mark as far as possible through only mundane means (Urban Tracking) so as not to trigger any magical or psionic warnings the perp may possess. He will manifest Trace Teleport, True Seeing, and Mind Probe along with use of his Inquisitor feat to get around situations where mundane investigation can't succeed. When a mark 'goes to the wild', he prefers to hire (or ally with) an NPC (or PC) with the Track feat than to manifest Remote Viewing. At high levels, he needs only see the mark in person once, then Metafaculty ensures the mark will have nowhere to hide. When closing in, Osei likes intimidate the mark with mental messages in hopes they will make a mistake. He will try to seperate the mark from any possible allies, then burn his powers to capture the mark as quickly as possible. He is not afraid to turn deadly should deadly force be used against him, but he prefers Concussion Blast, Ego Whip, and Telekinetic Manuver for nonlethal takedowns. He is cooperative with the law to a point (they buy his meals and board) but he does not depend on evidence they may need (they can't verify his Read Object on a murder weapon). Also, he will not take marks he feels are innocent in his eyes (political dissidents, among others). Lastly, if he feels the punishment the mark will face is inadequate or unfitting, he will add his own, which is mostly intimidation through psychic powers. At high level he saves Mind Seed for the most hardened and evil criminals. Background: A child from one of the elusive tribes of fire genasi in Chult, early manifestation in his adolescence brought on the side effect of memory loss. He was found wandering in the jungle by adventurers from Tethyr and Tashalar at the age of 17; all his memories from before that are vague and clouded, knowing only the Chultan language and his first name. He assumes his tribe must have either abandoned him or been eradicated. The group of adventurers were bounty hunters chasing fugitives running from Amn and Calimshan, and so he was inducted into the profession. These mentors of his, although unsuited to psionics and not people of incredible virtue, nonetheless installed a powerful sense of justice in the young Chultan. Though working out of the few civilized port-cities of Chult, he will operate as far as Tashalar, the Western Heartlands, the Lake of Steam and even the Vilhon Reach to bring criminals down. In fact, later in his career (above described as his low levels) he will infiltrate the Hall of Mental Splendor in far off Waterdeep. Quote:(to a mark) "You know the little person in the back of your mind, yes? The eyes who watch every wrong you do? The presence who sees through all your lies, who follows your every move, who will shadow you to the Abyss and back, no matter how far you run to escape your crimes? That's not your conscience; you can ignore your conscience. No, that little voice in the back of your head is ME." (to a guard irritated by his vigilante attitude) "Law is not my concern, justice is." Basic Character Mechanics Class Arrangement(s): Psion (seer) 16/Cognition Thief 4. Essential Abilities: Lemme just give you his Stats Using 25-point buy system from DMG (after racial mods): Str 10, Dex 14, Con 14, Int 16, Wis 10, Cha 9. Essential Skills:Gather Information, Concentration, Spot, Listen. A few cc ranks into Survival, Speak Language, Intimidate, Sense Motive, and Appraise can't hurt. Need 5 ranks in Bluff, Disguise, or Open Lock. Essential Feats: (I'll give you 'em all, in order taken): Urban Tracking, Inquisitor, Psicrystal Affinity (single minded), Heighten Power, Psionic Meditation, Healing Flames (from Races of Faerun), Quicken Power, Expanded K. (Psychic Revivification), E.K. (Fiery Discorporation), Twin Power, Psicrystal Focus. Essential Powers: Mind Thrust, Ego Whip, Concussion Blast, most of the Clairsentient powers especially Trace Teleport, Sensitivity to Psychic Impressions, Hypercognition, and Metafaculty, Schism, Psychic Revivification, Psionic Contingency (last two are good combo), Mind Probe, Fiery Discorporation, Energy Conversion, Energy Wall (another good combo), Trace Teleport, True Seeing, Psionic Disintegrate, True Metabolism, Mind Seed. Hey, I can get Mind Seed AND Psychic Chirugery if I take that 4th level of Cognition Thief after reaching char level 18. Essential Equipment: A spear for when powers aren't necessary or available, a psionatrix cause those things are quite useful, and a cloak of charisma to get around that penalty. Signature Combat Maneuvers: Send foe into the fetal position with a barrage of Ego Whips (Schism + Quickened Power = good times) Wrestle foe to ground with Telekinetic Manuver, apply manacles. The infamous Energy Wall + Energy Conversion power for when things get ugly. Twin 'em walls at high levels and make enemies cry! |
| shadow mage09-06-04, 04:37 PM | Basic Character Concept Name: Naisharr Bladeleaf Race/ Gender/ Age: Half Elf / Male / 42 Alignment: CG Religion: Respects Helm but worships none Single Defining Class: Cerebral Knight* Description: Tall and powerfully built, there can be no mistake this one was forged in the fires of battle. His muscles are cut and perfectly toned from literal decades of warfare and with his taller than average frame he is more then a little intimidating. Naisharr has dark brown, amber-hued eyes and medium length hair of a lighter brown and tanned complexion noticeably deeper then full-blooded elves. The only indications of his elven parentage are his slightly pointed ears, lack of bodily hair, and the amber tint of his eyes. Naisharr wears a traveler’s cloak over simple traveler’s clothes, his armor consisting of strategically placed metal plates to form a half-padded, half breastplate armor. Road-worn leather boots of deep brown are soft-soled and comfortable, made for long distance treks. When manifesting powers there is always at least one visual display, and the primary one is the glowing of his eyes. Naisharr’s eyes take on a brilliant gold-red blaze when manifesting psychokinesis powers and it is not uncommon for a slight “wind” to begin to whip lightly around when he manifests other powers. His favored weapon, the runesword, is kept in a half-sheath on his back, it’s grip angling above his right shoulder. Greatest Strength: Reflexive mind and body Greatest Weakness: Occasional indecisiveness and intense curiosity Traits and Mannerisms: The most noticeable trait of Naisharr is his intolerance for ignorance and racism. Being half high elf and half human, he has seen the worst of both peoples and cannot stand the idea of judging simply by birth or race. He is quick to interject in conflicts as a mediator and he takes offense to being targeted directly by verbal or physical assault. When concentrating, brooding, or when simply bored, his sword hand strays to the pommel of his sword and he gently strokes the gemstone embedded there. With an amazingly fast wit fluid, almost soft-spoken style of speech, many times insults go undetected except by similar folk of fast mind. Simply due to the nature of his abilities there is a continuous aura of mystery about the half elf that many find intriguing. This and his naturally, though subtle, flirtatious nature lends him many an eye of seeking women. Naisharr is quite positively fearless and sees death as merely an annoyance, knowing that when his time finally comes he will have met his greatest foe of all, the end of life. Modus Operandi: Naisharr is the epitome of adventurer. He seeks learning and expanding of his mind through conflict and overcoming of conflict. He is quite infamous for teaching many different folks “the error of their ways”, having put doubt in even the most devoted priestess of Lolth or cleric of Gruumsh. With the exception of such activities as those Naisharr is your typical sell-sword adventurer who knows no limits of land, willing to travel to any plane or realm in search of excitement and experience. Naisharr's current personal war is waged against a cabal of necromancer and Seer illithids who harass a small land in Toril and his comtempt for them grows with each passing tenday. Background: Naisharr is one of the most unfortunate youths imaginable. Soon after his birth his elven mother died and his human father was slain in a hasty attempt to stop what was believed to be the “mark of plague” from spreading. They made their home in a small elven city, which bloomed in the following decades, and Naisharr (elven for “night wind” ) grew up with ridicule typical from the haughty and overly-proud elves. Ever the rebellious one, Naisharr literally left his mark on the city in a duel with an extremely racist paladin of the patron elven god, Correlon Larethian. Having quickly slain the elf, Naisharr delivered a few biting words to his “home” and left to carve out his own life without the constraints of a society that didn’t want him anyway. He traveled the worlds, namely in Toril, and expanded in both his martial and psionic might, having taught himself the finest points of fighting and psychic dueling. He’s known many women but has fallen for none, believing too strong an attachment to be hazardous to the way of life he so loves. He never returned to his home, nor does he plan to, although he does expect to ensure word of his power returns to the very place he left at the ripe age of 20. Quote: “Oh really?” Basic Character Mechanics Possible Class Arrangement(s): Fighter1/Psion (Kineticist)5/Cerebral Knight7/Illithid Slayer7 Essential Abilities: Strength, Constitution, and Wisdom, Dexterity also recommended. Naisharr is powerful and tough, with a keen wit and awareness of his surroundings and while he favors his unique sort of armor he is notably agile. Essential Skills: Autohypnosis, Concentration, Craft (armorsmith and weaponsmith) Essential Feats: Empower Power, Monkey Grip (greatsword), Track, Quicken Power Essential Powers: Contingency, Crisis of Breath, Energy Wall , Temporal Acceleration, Wall of Ectoplasm Essential Equipment: Runesword (see below), mithral breastplate Signature Combat Maneuvers: Naisharr is a brilliant fighter, having learned through experience against foes of all sorts. Magical, psionic, and simple brute strength, all can be overcome by his tenacity and flowing style of combat. Naisharr is powerful with his sword, maneuvering it far quicker then most would think for a blade its size, and the weapon does not at all slow him down. Foes willing to engage him in melee have not only his strong physical self to contend with, but the ever-present threat of a psionic energy blast taken point-blank. Naisharr is famous for using his foes as shields and employs every advantage of land he can find, be it high ground, sloping tunnels, or even swinging amongst the rigging of ships at sea. His one-handed use of the greatsword is astounding to watch and deadly to combat. He favors singling out overly powerful opponents with the combination of temporal acceleration, using on the two rounds a ring-shaped energy wall around the foe and a hemisphere-shaped wall of ectoplasm just outside the energy wall (damage directed inward). *Cerebral Knight is a literal conversion of Eldritch Knight into psionics. Appropriate skills change and Autohypnosis is added, prerequisite spellcasting is converted to psionics, and spellcasting level per level is changed to manifesting level per level. Runesword: Naisharr’s pet name for his weapon is well earned, as the sword’s entire blade is adorned with all manner of strange runes and etchings. The greatsword is broad of blade and slightly curved with an amazingly keen edge and fast strike. The weapon’s material is not known, as no one has yet attempted to study it (such would require removing it from Naisharr’s possession). Deep crystal is suspected. |
| The Ethereal Wickerman09-06-04, 05:04 PM | Basic Character Concept Name: Rico Larzaruss Race/ Gender/ Age: Human / Male / 21 Alignment: Neutral Religion: None Single Defining Class: Psion (shaper) Description: Rico is a tense and startling sight to most people. He has greasy, shoulder-length blonde hair that looks as though it has a mild green tint. He wears a black and red long-sleeved shirt, peppered randomly with zips which seem to serve no apparent purpose. He wears the same pair of ragged, torn black trousers all the time. His skin is pale and his features dishevelled. He has bags under his bloodshot eyes and a few days hair growth on his chin, roughly and slopilly shaved into a hard stubble. Random long bandages hang from his arms and waist. Greatest Strength: His allied split-personality and pyrokinetic abilities Greatest Weakness: His mental instability and his rare but explosive anger Traits and Mannerisms: Rico constantly stumbles around, as though his movements and senses are dulled. His eyes naturally squint at any source of light. He seems weak, and is definately absent-minded. However his willpower is practically unbreachable, whenever any force or entity attempts to control or otherwise command him he becomes violent and wild. To normal people however he is oddly friendly, and curious, asking bizarre questions like "whats your favorite eye color?" or "do you know any dragons, personally?". He ocassionally mutters to himself quietly, talking in two subtly different tones of voice. In private, he will even have full-brown conversations with himself between these two personalities. Modus Operandi: Rico tends to get from place to place mostly by accident. Whenever he makes friends (which is rare) he follow them wherever they go out of sheer curiosity. Though unalert and sluggish, he will be the first to start up for his allies, including his own personality. Background: Rico was an only child unwanted by his rich but cruel father, the only protector from his wrath was his mother. She however feared him just as much as Rico did. Once, his father patriculary angered and drunk, beat his poor mother to death in a wrath of mindless violence. Rico's traumered upbringing opened up a destructive side to his mind. Seeing the broken body of his mother ripped open an anger inside his mind that incinerated his viscous father. The house they were in exploded, bringing the town milita and council to take notice. Finding the house scorced and the ashy skeletal remains of Baron Larzaruss, it made them wonder how Rico, and his dead mother, escaped untouched by the flames. They found him, sobbing, kneeling on the embers that he'd apparently caused. The ordeal had sent him catatonic, unable to notice or communicate with anyone. Deciding he couldn't of been responsible for the fire, the council sent to him the town asylum. There, Rico spoke again. He'd made a new friend, Yaeni, a Paranoid Locathah Telepath who had felt he could trust Rico. Many times he came up with plans to escape the monotonous, mind-numbing asylum. They grew up, eventually turning into teenagers. They had the same mental problems, just that Yaeni was more brash and confidant. He kept coming up with more elaborate schemes, plus as his telepathic abilities developed he became more difficult to control. This hatred for constraint rubbed off onto Rico, but he was more shy and conforming. Then one day, the aslyum moderator decided to split the two up. Yaeni became violent and angry, Rico begged for him to change his mind. Yaeni then screamed into the moderators subconcious, shattering his cognitive senses and sentience. A guard with a crossbow them shot him, Rico's deeply-embedded anger erupted. Burning everyone in the room to death, he blew up the walls of the asylum and escaped into the woods. There he sat in the shadows, sobbing for the loss of Yaeni. However, soft words comforted him, a familiar voice. Yaeni to Rico was somehow still alive, his personality sharing his psyche. The voice of Yaeni gave him the company he needed to fend for himself, and from that day forth Rico believed that Yaeni never truly died. Quote: "Please dont cry, i've wasted my years doing that. Because nobody truly dies, a part of them always stays, up here." Basic Character Mechanics Possible Class Arrangement(s): Psion (shaper)/Pyrokineticist Essential Abilities: CON, CHA Essential Skills: Survival (thanks to Yaeni's guidance), Diplomacy (he cant stand to here arguments), Gather Information (asks a lot of questions) Essential Feats: Quickened Mannifestation, Point Blank Shot Essential Equipment: Shoulder bag contaning flask of water, strips of bacon, bread slices, diary. He also carries the crossbow that killed Yaeni, some bolts and his mothers bracelet. Signature Combat Maneuvers: Rico doesn't fight in a conventional sense, he simply screams and swings fire at anything he considers a threat. |
| Asi the red09-07-04, 05:42 PM | Basic Character Concept Name: Thom As'ir Race/ Gender/ Age: Human/ Male /22 Alignment: CG Religion: None, but respects deities of Sun and Travel. Single Defining Class: Fighter Description: Tallish (6'4") and a bit on the thin side (160lbs) Thom moves with a dancer's grace and speed. He has brilliant green eyes that seem to see right into your soul, and longish blond hair. He usually dresses in loose, comfortable white shirt and pants, with red accessories, and wears his Chain Shirt under his overshirt. He never wears a cloak or a cape, but always wears a long thin red headband that holds his hair out of his face. Carries a plain, non-descript drawstring duffel over his left shoulder, leaving his right arm free to draw his blade. Greatest Strength: His skill with the blade and his quick wit. Greatest Weakness: Cannot turn down a challenge, and always stands for those who cannot protect themselves. Traits and Mannerisms: Thom always has a smile on his face, especially when negotiating, intimidating, or when he knows something you don't. When talking to strangers, tries to answer questions with questions, and tries to leave you with more questions than answers when he ends the conversation. At night when the party is camped, he often plays the flute. When out of combat, he enjoys laying in the sun on hill slopes. Modus Operandi: Thom often dives into action without thinking of the consequences to himself, though if his actions will endanger innocents or those he cares about he acts with remarkable restraint. For instance, he might rush into a burning building on the meer suspicion that someone might still be inside, unless he noticed that the group is about to be jumped. In combat, he will often try to engage the most deadly opponent; in single combat if possible, though he doesn't mind if others engage after he does. He's also a bit of a masochist and doesn't mind taking the hits meant for his friends or for the defenseless. Thom also doesn't mind breaking the law if it's in his way, but he doesn't do so for no reason. Background: When Thom was a young child, his home city, the City of Glass, was unexpectedly attacked by a demonic horde that swept down unheralded from the Black Wastes, a wasteland perpetually wracked and blasted by magical storms. Eventually his home city was razed to the ground and it's fields sown with salt, but not before a desperate evacuation managed to save a small portion of the civilians, even though the militia and the local lord's forces all perished in a rear-guard action. The survivors scattered to the four winds, each fleeing the demons they were sure pursued them. Many were slain, and those that managed to evade the horde were left homeless wanders. Their city, their homeland, and their culture was eradicated overnight. Thom was raised a wanderer. His mother died in childbirth and he was raised by his father to embrace a nomadic lifestyle. While traveling his father taught him the basics of Or'ris, a dueling technique that emphasized a single, lightning fast, powerful stroke. Deprived of a home and a culture, Thom travels ceaselessly for two reasons. One: He spends his time looking for worthy companions, fellows that would be willing to accompany him back to the ruined City of Glass in search of any remnants of his society that might have survived. Two: He has no real ties to any one place and is constantly on guard against those that want to deprive the weak of their freedom. Quotes: "Listen thug cause I'm only going to tell you once, walk away now or you won't walk away at all." "You're going to Die demon, even if I have to drag you to Hell personally and cast you into the Pit with my own hands." Basic Character Mechanics Possible Class Arrangement(s): Fighter 7 Essential Abilities: Dex, Cha, Str, in that order Essential Skills:Sense Motive, Bluff, Iajitsu Focus(allowed by DM as a class Skill for him), not in that order Essential Feats:Quick Draw, Weapon Finesse, Improved Initiative,Expertise, Parry, Single Blade Style Essential Spells: N/A Essential Equipment: Rapier, Chain Shirt Signature Combat Maneuvers: Weaves his way through combat to the deadliest opponent and never quits. If he's acting before the most deadly guy, charge, Quick Draw and Iajitsu Strike to mess him up first round. Often engages in banter with lesser combatants or equals, fights in complete silence against greater foes, if he must face impossible odds and has no chance to escape, he fights like a man possessed, laughing like a madman the whole time. Minor additions and edits made. Asi the Red. |
| Mefisto09-09-04, 05:04 PM | Character Concept Form: Basic Character Concept Name: theliamar nixth Race/ Gender/ Age: star elf , masc , 130 years Alignment: chaotic neutral Religion: corellon larethian Single Defining Class: Bard Description: a tall elf and beautiful like all other elfs of faerun, this star elf from aglarond has brown hair and green eyes. he wears a elven armor very well designed through all of his body. a cloack covers this armor that reflecs in the light. his sword, windcutter, in his back and rings in his fingers. two of them, on the same hand. with a very sweet voice, he talks in a very passionate way about everything. Greatest Strength: great charismatic person and very pleasant person to be with or talk too. his culture his amazing and ambicion too. Greatest Weakness: he fights when needs too but in true he is afraid of the battle. he prefers to be in the city, traveling and knowing people. he knows that he his very inteligent and because of that he treats people that are not as inteligent has him with rudeness and patronism. Traits and Mannerisms:he walks through the rest of the people with security in himself. he his very low profile in the social life but that dosent stops him to be friendly with those who he enjoys talking with and knowing all of everyone Modus Operandi: freed minded and very inteligent, he acts like everyone does. he mix with the general group of person but knows that the fight is always near and, eventually, he has to fight. Background:Theliamar its a elf from aglarond, the sun elfs live there. he lived until he reached adulthood and them mooved to waterdeep. he has tired of the wars againt the thayans and dead all over the place. now, in waterdeep, he feels confortable because of the security of the city and because of old olam, the bardic school... Quote:"From Knowledge springs power, just as weakness stems from Ignorance." Basic Character Mechanics Possible Class Arrangement(s): Bard 8 / Warchanter 2 Essential Abilities: cha, dex, int Essential Skills: gather information, diplomacy, bluff and perform oratory/epics Essential Feats: weapon focus and mobility Essential Spells: good hope, crushing despair and charm person Essential Equipment: his sword (windcutter - +2, +1 frost) and his elven armor... Signature Combat Maneuvers: starts posicioning on the battle ground and uses his bardic music to help his friends. after that, he reshes against the opponents, passing by more of opponents he cans using his mobility feat, wasting their attacks of opportunities and then attacking with his sword. if needed, he uses his magic in himself to better himself. that is his way of combat... |
| dorkknight2309-10-04, 09:03 PM | Basic Character Concept Name: Tiele Stareyes Race/ Gender/ Age: Dwarf/Female/98 years old Alignment: Chaotic Good Religion: Sehanine Moonbow Single Defining Class: Necromancer Description: A dwarf outcast who lived amongst elves, with a fascination with the powers of life and death. Greatest Strength: A quick learner and talented spellcaster, with great strength of conviction and self-assurance. Greatest Weakness: A clinical attitude towards most people, treats people more like subjects or experiments than real people. Traits and Mannerisms: Often takes notes on vanquished opponents, speaks in very clinical terms. Modus Operandi: Prefers to keep any dead opponents whole, for dissection purposes. Background: Tiele wasn't like the other dwarf girls, content to play with dolls or preparing as wives or children. She enjoyed exploring the caverns around her home, sketching and observing the natural flora and fauna. Her parents tried to approve, and prepared to let Tiele into the priesthood. However, this all changed when a travelling Elf wizard Fiele Truesilver passed through town. Tiele was fascinated by the elf, and followed him into a local tavern. There she began to speak to him, at great length, about the nearby natural phenomae. She found herself fixated on the elf, and desired to learn magic herself. Her parents refused, and she fled into the night with him, casting off her name for an elven name (given to her by Fiele.) She began studying under Fiele, and found herself drawn to the necromanic arts. Rather than see his student tread down a familiar path, Fiele took her to train under Shara Greenbranch, a priestess of Sehanine Moonbow as well as a powerful necromancer. She finished her study of the necromanic arts under Shara, as well as took on the worship of Sehanine Moonbow. She has since left her master to travel abroad, in search of new subjects to study. Quote: "Hmm, fascinating." "How strange." "Subject became belligerent upon asking for a blood sample." "I trust my observations are correct." Basic Character Mechanics Possible Class Arrangement(s): Necromancer 20; Necromancer 7/Loremaster 10/Archmage 3; Necromancer 7/Loremaster 8/Archmage 5 Essential Abilities: high Int, decent Wis and Con, average Str and Dex, low Cha Essential Skills: Knowledge (Arcana, Dungeoneering,) Spellcraft, Heal, Profession (Herbalist,) Concentration Essential Feats: Spell Focus (Divination, Necromancy,) Transdimensional Spell, Skill Focus (Knowledge [Arcana,] Spellcraft,) Greater Spell Focus (Necromancy,) (Greater) Spell Penetration Essential Spells: Any necromancy and divination spells. Some evocation (cold,) and Dispel Magic (of course.) Essential Equipment: A dagger (or "scalpel.") Spellbook. Signature Combat Maneuvers: Using spectral hand in conjunction with touch spells. |
| BeeKayDubYa09-13-04, 01:52 AM | Name: Quilladrian "Quill" Sunrose Race/ Gender/ Age: Elf/ Male/ 123 yr. Alignment: NE Religion: Mask Single Defining Class: Rogue Description: Quill is whip thin and wiry. He prefers to stand out in a crowd, all flash and embellishment so he dresses in the latest fashions popular in whatever land he is visiting. Quill shaves his head close to the scalp almost daily and sports several small tattoos picked up along the waterfronts of the port towns he has visited over the years. Greatest Strength: Flexible moral code Greatest Weakness: Flexible moral code. Traits and Mannerisms: Quill tries to act like he is concerned with the well-being of people around him. He wants to gain their confidence and feel like he is an integral member of whatever group he happens to be with. This, he thinks, will allow to get close to a mark or provide allies should his activities be discovered in case he needs to make a quick getaway. Modus Operandi: When working, Quill prefers to strike from the shadows, making proliferate use of poison, sneak attacks and similar tactics to minimize danger to himself. Operates primarily in port cities to maintain a ready escape route (via ship) should his plans go awry. Background: Quilladrian was born in a port city and raised aboard ship by his mother who was the captain of her own pirate vessel. Mom, who by the nature of her work, moved around quite a bit so Quill was exposed to a wide number of cultures at a very young age. Before making it out of his teens, Quill had determined that greed was the most persuasive quality in all races. He began stealing at a young age, small thefts from crewmembers serving aboard his mother's ship. He was fairly careful to never take anything that would be noticed, until his mother caught him in the act. A harsh punishment followed, along with a stern warning to never steal anything from anyone he may need to save his life one day. Taking victims in the cities his mother's ship visited, the young elf sharpened his skills. His habits drew him into the criminal underworld and he has been begun carrying out the occassional contracted killing, acts of espionge and sabotage. His mother is aware of her son's habits and has begun to encourage them. She has retired from active duty and now operates as an information broker in a major seaport. Still, she wants him to join an up-and-coming merchant fleet and funnel inside info to her so she can set up hits for her pirate allies. Quote: “Sorry, nothing personal.” Basic Character Mechanics Preferred Class Arrangement(s): Rogue 5/Assassin 5/Shadow Adept 4/Shadowdancer 6 Essential Abilities: Dexterity, Intelligence Essential Skills: Craft (poison), Hide, Move Silently, Knowledge (Arcana), Spellcraft, Sleight of Hand Essential Feats: Combat Reflexes, Dodge, Mobility,Shadow Weave Magic Essential Spells: spells that disguise, spells that distract, spells that enhance mobility, plus Dispel Magic Essential Equipment: Glove of Storing; enchanted Rapier; enchanted Hand Crossbow; Cloak of the Bat or Elvenkind Signature Combat Maneuvers: Sneak Attack (preferably with a poisoned weapon) |
| Lanoitakude09-15-04, 01:59 AM | Character Concept Form: Basic Character Concept Name: Caladar Autumnleaf "Caladar the Lionhearted" Race/ Gender/ Age: Male Elf, 145 years Alignment: CN Religion: Respects Obad-Hai Single Defining Class: Druid Description: A quiet elf that burns away the impurities plagueing the land. At first glance, he appears thin and frail. On closer inspection, the intensity of his glare is often enough to end most fights. His hair is smoke, skin tinder, and eyes fire. Moro, an aging dire wolf, and Yakul, an awakened hawk are his only friends. Greatest Strength: A no-nonsense approach, takes action without hesitation. Highly destructive magical abilities Greatest Weakness: Very closed minded. Has extreme prejudices. Traits and Mannerisms: Often devours defeated opponents in an animal form. Doesn't speak much, but when he does, people heed his words. He often speak poorly of orcs and any arcane magic user. Modus Operandi: Caladar seeks to return the world to a simpler state. He burns cities and all forms of technology. He spends much of his time in a more "natural" state. Anything that is unnatural (abberations and the like) he will purge. He often plays his shawm. The tune he plays is very sad. Background: As told by Caladar: "Picture, if you will, your most treasured loved one. Someone who above all else you value and protect. Imagine spending everyday with this person, in peace and happiness. Now, picture this person robbed, tortured, and burned alive. This is the pain I know and feel every day." Caladar speaks of his grove, which he lived in for many years without a worry. A band of ravaging orcs lead by an especially clever orc wizard by the name of "Dead Eye" burned and dessimated his grove. Caladar fought to the best of his ability, but was forced into retreat. He has never forgiven himself for not dying along with the natural life he grew up with. He now brings to bear that same flame that destroyed his home upon his enemies. Caladar now often plays a very sad tune on his shawm. The song Caladar plays was actually a very upbeat and happy song the he once played in his grove. He now plays it with a meloncholy and remorseful quality. Quote: "We are all but leaves in autumn, looking for the best place to fall." "Death is as constant as the rising sun." Basic Character Mechanics Possible Class Arrangement(s): Druid 20 Essential Abilities: Wis, Int, Dex (in that order) Essential Skills: Survival, Knowledge Natute, Intimidate Essential Feats: Natural Spell, Energy Substitution (fire) Essential Spells: Any damaging spell, turned into a Fire spell Essential Equipment: Signature Combat Maneuvers: Large AoE spells followed by fierce melee combat in Wild Shape (any lion). |
| grey_omnibus09-15-04, 06:53 AM | Basic Character Concept Name: Ranz Fazil Race/ Gender/ Age: Half-elf/Male/23 Alignment: Chaotic Evil Religion: N/A Single Defining Class:[\B] Psion (telepath) Description: Ranz is a dishevelled young man with unnerving amber eyes. He prefers neutral, unassuming clothing so as not to draw attention to himself, and tries to avoid contact with other people. When approached, he is prone to acts of random violence. Greatest Strength: A startlingly apt and analytical mind. Greatest Weakness: His schizophrenia. Traits and Mannerisms: Often adopts a small, stooped posture, doesn't blink very often, pats objects at random intervals. Modus Operandi: When left to his own devices Ranz can usually be found lurking at the edge of highly populated areas. He is content to simply watch others go about their business, but when it seems as though someone is focusing their attention on him he begins following them, just out of sight. He then proceeds to terrorize them with his psionic abilities, conjuring terrifying images in their minds and plaguing their dreams with nightmarish fantasies of his own devising. If he takes a particular liking to them, he may go so far as to take direct control of their actions and cause them to do horrible things, including murder. His favourite prey is elves. Background: In the elven village of Leafburn it was not uncommon for humans and elves to couple, and it was by such a union that Ranz was born. But he was not a normal half-elf child. From an early age he displayed latent psychic abilities, which, coupled with a surly, hair-trigger temperament caused fear among the villagers. In fact, he was plagued by unceasing, haunting visions that drove him ever deeper into madness and further from his family and friends. However, for a time he was accepted in the village, until one day, in a fit of rage, he inadvertantly caused no less than eight children to leap from the treetops to their deaths. Cast from his home by the village elders he wandered lost and confused until he eventually escaped the forest and entered civilisation. He now bears an intense hatred for all people, and believes that they should share in his madness. Quote: "Dance for me, elfie." "Mmm... how delicious." "Hush, Time to sleep now." "Ahhh!!!" [B]Basic Character Mechanics Possible Class Arrangement(s): Psion 10/Thrallherd 10; Psion5/ Sorcerer 5/ Cerebremancer 10; Psion 20. Essential Abilities: Freakishly high Int, low physical bility scores. Essential Skills: Psicraft, Autohypnosis, Concentration, Intimidate. Essential Feats: Iron Will, Chaotic Mind Essential Spells/Powers: Brain Lock, Crisis of Breath, Death Urge, Psionic Dominate. Essential Equipment: N/A Signature Combat Maneuvers: Casts Psionic Dominate on the most powerful creature and attempts to cause others to kill themselves (with Death Urge). |
| dorkknight2309-16-04, 09:26 PM | Character Concept Form: Basic Character Concept Name: Famfold Farnsick Race/ Gender/ Age: Gnome/Male/70 Alignment: Lawful Good Religion: Garl Glittergold Single Defining Class: Monk Description: A laughing monk who enjoys mocking the weaknesses of his opponents. Greatest Strength: His sense of humor. Greatest Weakness: At times extremely (and I mean painfully) irritating. Traits and Mannerisms: Always smiling, quick-witted, fast-talking, and always humming. Modus Operandi: Lives for subterfuge and trickery, usually relies on his high armor class and defensive abilities. Background: When he was a child, Famfold's entire family was killed by raiding kobolds and found himself saved by a band of traveling monks. Adapting to his new situations with his burgeoning sense of humor, Famfold joined the monks and trained at the monastery, becoming quite the hit with his sense of humor. He has since finished his training and left to refine the defensive-stressing combat style he is developing. Quote: “Are you trying to hit me, or swat that fly on your back? If you did, you failed on both counts.” “Oh ho! Hitting yourself with your own club. A common tactic, these days.” “You're out of practice!” “Your master must be rolling over in his grave, huh?” Basic Character Mechanics Possible Class Arrangement(s): Monk 20 Essential Abilities: High Wisdom and Dexterity, decent Strength and Intelligence; Constitution decent, Charisma doesn't need to be Essential Skills: Bluff, Perform (Comedy), Spot, Climb, Move Silently Essential Feats: Combat Expertise, Improved Feint, Dodge, Mobility, (From Complete Warrior,) Giantbane, Elusive Target Essential Spells: N/A Essential Equipment: Monk's Robes, Quarterstaff Signature Combat Maneuvers: Dodging, weaving, feinting way through combat, essentially irritating anything larger than him, stunning it, and providing flanking opportunities for any rogues in the party. Also fond of using his innate gnome illusion magic. |
| His Majesty09-17-04, 11:34 AM | Am I the only one who finds it strange that most of these guys are 20th-level 25-year-olds? :D |
| RadicalTaoist09-17-04, 01:26 PM | Heheh...Although I thought the age was their starting age....that's how I did Osei.... |
| shadow mage09-17-04, 06:30 PM | Basic Character Concept Name: Benrodyr Naillo Race/ Gender/ Age: Half High Elf / Male / 54 (starts at 29) Alignment: Chaotic Good Religion: An obscure elemental deity of Air, Chaos, and Good Single Defining Class: Ghostwalker/Illithid Slayer Description: The height of an average human, Benrodyr might appear as a wandering, armored mage for all physical appearances. His dark gray cloak obscures much of his features, but the half elf is far from frail. Beneath his armor is a powerfully-muscled body and his cleanshaven face is nearly always a mask of neutrality, an expressionless carving if you will. Benrodyr's light brownish hair is kept a somewhat shorter length and his dark, gold-flecked eyes seem to pierce straight through those few who will meet his gaze. His perfectly cared for breastplate armor is intentionally dulled so that no light reflects from it and at his left hip rests the scabbard containing his longsword and his bladed gauntlet is kept hidden in the folds of his cloak, though it is always near his left hand it seems. Greatest Strength: Determination and lack of fear Greatest Weakness: Prone to brooding and mild depression Traits and Mannerisms: Ever since the loss of his beloved, the formerly-joyous and cheerful Benrodyr has become quiet, rarely speaking more then a sentance or two, less if possible. His dark traveling cloak is almost always worn with the hood up and he is a very observant individual and enjoys watching for the simple aspect of gathering knowledge. When he detects an uneasiness or hostility in those around him, his right hand instinctively creeps to his sword's hilt. Opressiveness immediately irks the ghostwalker and he cannot stand outright tyrrany and near-always seeks to aid people against such evil governments. In the several adventuring parties Benrodyr has taken parts in, it is when his quiet hand is raised that those around him fall quiet. Benrodyr, perhaps because of his darker nature, is very capable of grasping the attention and taking command of situations and his mere presense seems to draw respect and an air of mystery shrouds the air about him. Benrodyr, for all of the attention he can and at times does attract, can very easily slip again into obscurity and he seldom makes too-close ties with women. Modus Operandi: The moment his life took him down the path of an illithid slayer Benrodyr Naillo has made that a goal in his life, the eradication of any who might threaten lands he fights so hard to protect. He hates them with a passion and occassionally leads solo raids against the nearest illithid settlement, but otherwise rarely goes out of his way simply to fight and slay them. To him defense of the places he cares so dearly for is just as important as reaching out to strike at the flayers. Benrodyr is currently in Hell, literally, with a band of adventurers in an attempt to hunt down a particularly nasty paragon mind flayer, and despite the dangers the powerful ghostwalker and slayer Benrodyr knows no fear against such a foe. Background: A true adventurer at heart, Benrodyr Naillo left his elven home to travel the worlds and planes, to seek thrills and adventures, and leading the way was his older brother, a paladin of the elven gods and a fellow halfbreed. Both excellent fighters, they were ambushed by a pack of wargs and their goblin spearmen and Benrodyr's brother died. It was in that moment a psionic spark ignited into an outright flame and Benrodyr annihilated the evil humanoids and scattered their beasts. After returning to his home long enough to deliver the body of his sibling and attend the buriel ceremony, Benrodyr set out with a band of adventurers to again seek a life of adventure. He eventually returned home though, having realized his attraction for a childhood love, and the two married soon after his return. Soon after their marriage, Benrodyr and his lover were attacked suddenly by an illithid raiding party, where his wife and unborn child were viciously slain before his eyes. Since then the half-elf has harbored an intense loathing and hatred for the mind flayers and he spent the next decade rampaging against them before finally regaining his wits and returning home once more to grieve and meditate. Since his third farewell to home, with a vow never to return, Benrodyr Naillo has seen countless adventures and adventuring bands and has seen many worlds and planes. He loves to travel and is more at home on the road then in any city. Quote: "Hmph." "Die, flayer!" Basic Character Mechanics Possible Class Arrangement(s): Psion(Egoist)4/Ranger2/Illithid Slayer9/Ghostwalker5 Essential Abilities: Strength, Dexterity are priority, Constitution and Wisdom next, and Charisma and Intelligence are gravvy but not necessary. Benrodyr is remarkably strong and agile, with a hardy toughness and cunning insight that impresses those his martial talents do not. Essential Skills: Intimidate, Knowledge (dungeoneering), Move Silently Essential Feats: Exotic Weapon Proficiency (bladed gauntlet), Quicken Power, Two-weapon Fighting Essential Powers/Spells: energy wall, psychic crush, psychofeedback, wall of ectoplasm (and temporal acceleration when able) Essential Equipment: breastplate armor, deep crystal bladed gauntlet, longsword Signature Combat Maneuvers: Benrodyr Naillo is known for his impressive and unique style of two-weapon fighting, focusing on fast, short slashes with his sword and power slashes with his gauntlet. He is incredibly powerful when his martial talent is backed by psionic might and the vast majority of his psionics are of personal affect, granting him temporary darkvision, damage reduction, speed and strength, among various other things. His self-buffing nearly always leads to a great shock when a quickened energy wall and a wall of ectoplasm seal off a particular foe from the main fray. Benrodyr Naillo, "The Hunter", is known to all as a slayer of illithids and his hate for them is intense, leading to a ferocity and unforgivingness that often leads him alone into battle against the evil beings, and as such Benrodyr's fighting skills against multiple foes is second to none. |
| dorkknight2309-22-04, 01:35 AM | Basic Character Concept Name: Alton Green Race/ Gender/ Age: Halfling/Male/40-ish Alignment: Neutral Good Religion: Yondalla Single Defining Class: Cleric Description: A "simple country doctor" driven to the open road, to heal the sick. Greatest Strength: His homespun wisdom and expertise with healing. Greatest Weakness: His conservative and reactionary attitude towards new ideas. Traits and Mannerisms: Soft-spoken but opinionated, offers advice without saying "I think," or "Maybe," (ex. "You should take these.") [I'd advocate a heavy New England accent.] Modus Operandi: Casts sanctuary and begins to heal his allies. Or turns undead. Background: Alton Green began studying to serve Yondalla in his youth, when he met the young Jenny Rose. He married her, and as he finished his studies, he found himself living with his young wife and practicing medicine. However, Jenny took ill of a disease even he couldn't cure, leaving Green a widow and alone. Feeling constricted by the halfling community that couldn't help him cope with his loss, he took to travel, healing the sick wherever he can find them. Quote: "Sit still and tell me where it hurts." "Take care of yourself." "What are you, crazy?" Basic Character Mechanics Possible Class Arrangement(s): Cleric 20, Cleric 10/Horizon Walker 10 Essential Abilities: Good Wisdom, decent Int, passable Charisma, Strength, Dexterity, and Constitution Essential Skills: Knowledge (Religion,) Concentration, Heal, Profession (Herbalist) Essential Feats: Self-Sufficient, Skill Focus (Heal), Extend Spell Essential Spells: Sanctuary, the Cure Spells, Remove Blindness/Deafness, Remove Disease, Heal Essential Equipment: Quarterstaff Signature Combat Maneuvers: Casting sanctuary (extended at higher levels) and healing those who need it. |
| dorkknight2309-22-04, 01:51 AM | Basic Character Concept Name: Milo Vennbond Race/ Gender/ Age: Hallfing/Male/25 Alignment: Chaotic Neutral Religion: Brandobaris (Halfling god of travel and adventure) or alternatively Olidamarra Single Defining Class: Arcane trickster Description: A travelling snake-oil salesman, hawking alchemical items he crafted himself. Greatest Strength: His silver tongue. Greatest Weakness: His tendency to promise more than he can deliver. Traits and Mannerisms: Talks extremely fast, quick to complement and stroke the egos of those he intends to sell off of, always has a backup plan. Modus Operandi: Usually runs from conflicts, or relies on slightly underhanded tactics (invisibility, mist/fog spells, charms, etc.) Background: Milo Vennbond's father was the infamous Cyril Vennbond (also known as The Silver, or The Hanged, depending who you ask,) who blessed him with a quick wit, silver tongue, and no money. Milo found himself runnning hustles on the streets until taken into the house of a wizard where (A: his magical talent sprouted, or B: he learned the art of magic,) and left to pursue his own dreams (getting rich) through magic. Quote: "You there! Yes, you, the dwarf! You look like an intelligent, well-versed and powerful warrior, and thus, you'd see the use of this item in your everyday life..." Basic Character Mechanics Possible Class Arrangement(s): Rogue 5/Wizard 5/Arcane Trickster 10, or Rogue 4/Sorcerer 6/Arcane Trickster 10 Essential Abilities: Great charisma, decent Intelligence and Wisdom, every other stat can be sub-par. Essential Skills: Craft (Alchemy,) Bluff, Diplomacy, Sense Motive, Escape Artist, Decipher Script, Disable Device, Speak Language Essential Feats: Run, Craft Wondrous Item, Brew Potion, Scribe Scroll Essential Spells: (Greater) Invisibility, Charm/Dominate, Mist/Fogs spell, Transmutation Spells Essential Equipment: A wagon, two donkeys, and a club/cane. Signature Combat Maneuvers: Becoming Invisible |
| Megrim_Lord10-16-04, 12:15 PM | Basic Character Concept Name: Yarka Bloodtracker Race/ Gender/ Age: Lizardfolk/Female/22 Alignment: LE Religion: None Single Defining Class: Ranger Description: Yarka pushes 6'5" and weighs 247 pounds. Unlike most lizardfolk, her skin is oddly rusty red/orange-colored, and her eyes glow neon green. She is much leaner than most of her kin, and could almost pass for a troglodyte. She wears clothes that sufficiently hide her body when in cities, since most of the common races fear her kind, but out in the wild, she wears only what she needs to cover up, as well as belts and straps to hold various items. She keeps her crossbow at hand at all times, making sure she has easy access, as she cares for her safety above all else. Greatest Strength: Unwavering determination and a steely resolve Greatest Weakness: Unwillingness to back down from a challenge Traits and Mannerisms: Polite to her victims, attempts to kill them in the most merciful way possible, but shows no remorse for killing. Scratches her tail before she moves in for a bounty. Modus Operandi: Yarka has a tendency to believe that the whole world is after her, so she constantly worries about traps and ambushes, especially in crowded cities. She prepares meticulously and well ahead of time for any missions or collectible bounties she attempts. She gets all of her equipment from specific suppliers, and tests it before going into her work too much. She tries to be subtle, though it is often a massive failure, but she always has at least two backup plans waiting for her. Yarka wishes only to live in the manner of her choosing, a woodswoman and bounty hunter. Background: Yarka was born in the Malpheggi swamps, a haven for her kind. She was raised by devote parents, who, eventually ruined her. She was taught to fear everything and anything of the world of men. Her parents were the entire reason for her paranoia. She was taught the ways of the ranger by the clan elder, who had picked Yarka as his son's next mate. Yarka hated to resign to such a fate as to be an eggwife, so she left. She was forever banished afterwars, but she didn't plan on coming back anyway, so it didn't phase her in the least. Yarka lived with a band of satyrs for awhile, furthering her ranger skills, until she entered the human world out of necessity of food, and a whole new path of possibilities opened up to her. She soon discovered her calling; Bounty Hunting. This way she could kill things and get money for doing it, she had it made... Quote: "Can I kill you now, or would you like me to wait until after you've finished your breakfast?" Basic Character Mechanics Possible Class Arrangement(s): Lizardfolk (ECL 3)/Ranger 17; Lizardfolk (ECL 3)/Ranger 11/Deepwood Sniper 6 Essential Abilities: Archer Combat Style Tree, Swift Tracker Essential Skills: Survival, Spot, Listen, Search Essential Feats: Exotic Weapon Proficiency (Repeating Crossbow), Rapid Reload, Improved Natural Attack (Claw and/or Bite), Powerful Charge, Reckless Charge Essential Spells: Magic Fang, Longstrider Essential Equipment: +3 Shocking Burst Repeating Heavy Crossbow, Adamantine Bolts , Amulet of Natural Attacks (Not sure if thats the name, the thing from Savage Species that lets you enchant natural weapons) Signature Combat Maneuvers: Yarka will try to hide and catch her opponent flatfooted and get as many shots in as possible. Then will bait opponent into chasing her and repeat. If drawn into open combat, Yarka will attack savagely with claws and bites, and try to reestablish a more advantageous position if possible. |
| The_one_wit_a_reason10-16-04, 06:22 PM | NAME-Dervin Ratlirs AGE-29 ALIGHNMENT-Lawful neutruel DIETY-St.Cuthbert CLASS-human monk sorc DES.-a tall handsome individual he is about 6'6'' 156pds his skin is tan he boasts a muscular physique with a long scar along his back from the late orc cheiftan Garntour's battle ax he wears no armor carrys no possesions exept his quarter staff and a water skin Greatest strenghths- his quick wits dashingness and quick fists greatest weakness- his love off a good dwarven ale mannerisms-Dervin always has a distant look on his face he dosent stand for abuse of those who are helpless regardless of there crime he strives to bring his half brother to judjment who murdered his mother and sensai in a fit of rage he loves dwarven ales which has lead him to many fights and given him many enemys backround-Dervin was trained in the arts of monk from a young age he is especialy known for his nonlethal techniqus he is in a life long search for his half brother afor mentioned he got a very long scar on his back from an orc warcheif who was one of the first and only to see Dervins lethal techniques the killing of the warcheif was so violent it caused the repulison of a raiding party of 50 orcs he gained sorcerous ablitys that day when he ran down the party of orcs and killing 47 of them 18 of wich with a fire ball spell which erupted from his hand when he cloudnt catch the last 21 orcs class arangement-20 sorc 20 monk (i know but the story fits) essential abilitys- str cha wis essential skills- concentration jump climb spellcraft sense motive spot essential feats- deflect arrow dodge mobility improved trip expertise improved grab meta magic empower spell enlarge spell improved disarm essential spells- fire ball mage armor wish summon monsters essential items- quarter staff water skin cmobat moves-jump up 20 ft in air jump kick first target hail of fists and feet the cast spells like that summon allys he perfers nonlethal |
| Bluntpencil200110-18-04, 08:38 PM | Character Concept Form: Basic Character Concept Name: Sir Carleond de Couronne Race/ Gender/ Age: Human/ Male/ 23 Alignment: Lawful Good Religion:Hieroneous or similar Single Defining Class: Paladin/Cavalier Description: Wearing impossibly shiny plate armour and wielding a long, silver-tipped lance, this tall, young knight looks experienced and skilled despite his age. However, just by looking at him astride his snorting white charger, you can tell this experience has not tempered his youthful recklessness. Greatest Strength: Carleond's greatest strength is his skill with the lance, although many argue that his charm and good-nature is a fine trait. Greatest Weakness: He may be one of the most skilled knights in the land, but his impetuousity could be his downfall. His skill at arms has only jus saved him on several occasions when he has charged into the fight against evil without thought for his own personal safety. Traits and Mannerisms: Carleond is a likeable, charismatic and intelligent young man, however more experienced knights are always saying to him "You have intelligence young man, use it!". This is because he always forgets to think before he acts, be it charging into combat, or wooing a young lady. Although he thinks with his heart, it is still in the right place, as many of his elders have noted, he is generous and kind and perhaps his youthful enthusiasm will curb with age. So long as he doesn't get himself killed. Modus Operandi: Although he is a savvy fighter in practice bouts and jousts, in the heat of real combat, his recklessness tends to lead towards one simple strategy... CHARGE! It has been effective for the most part however, due to his skill with lance and shield. Background: Second son to Sir Thierulf of Lyonesse, Sir Carleond will not be inheriting his father's lands. Unperturbed, the optimistic young knight and his best friend (His horse, Fleur) ventured off into the world to set wrongs right on his own personal crusade against evil. Quote:" 'Twas nothing milady, just a dragon, nought out of the ordinary. This here? Tis just a flesh wound!" Basic Character Mechanics Possible Class Arrangement(s): Paladin 8 (CW nospells variant)/ Cavalier 4 Essential Abilities: High Charisma, Strength and Constitution. Low Wisdom Essential Skills: Ride, Handle Animal, Diplomacy Essential Feats: All the prerequisites for Cavalier plus Trample and Cavalry Charger. Essential Spells: None Essential Equipment: Lance, Full plate, Shield Signature Combat Maneuvers: CHARGE!! |
| RadicalTaoist10-27-04, 09:10 PM | Basic Character Concept Name: Lehatharat Race/ Gender/ Age: Kalashtar - Male - 27 Alignment: Lawful Neutral Religion: Struggling with faith in Il-Yanna. Single Defining Class: Illithid Slayer Description: 6'1'' with the unearthly beauty of the Kalashtar. Likes to tie his black hair back and keep it out of the way. Slight tan. Possesses a slightly boyish face people tend to underestimate. Greatest Strength: His extensive education on the targets of his choice, patience in keeping on a mark's trail, and highly analytical mind. Greatest Weakness: His concern for his family and uncertainty about the future. Can push himself too hard if not very careful. Traits and Mannerisms: A polite, non-profit businessman, he tries to negotiate in as friendly a manner as possible with his employers, as the money is a secondary priority to him. Cares deeply about his family and is slightly upset about the rift in their ranks. Believes that the horrors of Xoriat and Dal Quor are created and powered by the flaws in the minds of the sentient Material Plane beings, and so seeks to correct what he calls 'destructive thinking', accepting marks on some human criminals and Khyber cultists as well as psionic monsters. Lehatharat is a little apprehensive around other kalashtar, as he knows some may feel that his family has abandoned their race. Modus Operandi: Lehatharat makes a living seeking areas where people are threatened by creations of the Daelkyr and annihilating the offending aberrations. On the side he also hunts down cells of Khyber cultists and mundane criminals who he thinks need 'mental guidance'. He makes a special care to see that, through lectures, intimidation, honest conversation, or even (in extreme cases) direct psionic interference, that any mark he's captured does not think the same way as it did when it committed its crime. He avoids too much normal bounty hunting though - it's not wise for an independent to tread on the toes of a dragonmarked house. Capable of picking up hints about a mark's location, tracking a trail through the wilderness, examining a crime scene for clues, going through libraries for background research on a criminal or organization, and using powers to reveal what would otherwise be completely hidden to normal bounty hunters, Lehatharat can locate almost any target without any help at all. His crusade against aberrations brings him into regular alliance with the Gatekeeper druids. At high level he saves Mind Seed for the most hardened and evil criminals - he's especially fond of using it on humanoids who accept possession by fiends or quori. Background: Lehatharat was born the youngest in a growing family of kalashtar immigrants, after a brother and a sister. His uncle and and grandfather moved from Adar to Sharn about forty years ago, and his parents followed suit a number of years after Lehatharat's oldest sibling, his brother, was born. In Khorvaire his grandfather found an academic job helping with the research of psionics and the planes, namely Dal Quor but with a little side focus in Xoriat. His uncle and later father would find 'consultant' jobs advising adventurers on how to slay psionic aberrations, and eventually his cousins and brother would take that job up themselves. Lehatharat trained to the same ends, but grew concerned over a rift in the family. Other members of the small Kalashtar community in Sharn accused his relatives of abandoning them to hunt monsters while agents of the Dreaming Dark assassinated a few without fear of retaliation. They also claimed that his family were turning their back on the teachings of il-Yannah by accepting financial recompense. His older siblings, both with children, were particularly split on this. His sister, who had married a Khorvaian human, sided with their family, but his brother felt that they had become to Khorvairized and forgotten their roots. Personally upset, Lehatharat could only turn to the advice of his grandfather, who told him that fighting the darkness of Xoriat and Dal Quor were not mutually exclusive. Although he'd finished his training, Lehatharat laid low until the end of the Last War before launching his bounty hunting career. Quote:(to a mark) "Silly little criminal. NEVER lie to a mentalist." (to a Khyber cultist) "I know that you've offered yourself up to so-called greater powers for the promise of safety in paradise. This is merely a result of weaknesses in your thoughts, flaws" *cue intimidating manifestation display* "that I intend to rectify." Basic Character Mechanics Class Arrangement(s): Ranger1/Psion (seer)5/Crystal Master (http://www.wizards.com/default.asp?x=dnd/psm/20040625d)4/Illithid Slayer10. Essential Abilities: Lemme just give you his starting stats using 25-point buy system from DMG (no racial mods): Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 11. Essential Skills:For maxing, Wilderness Lore, Gather Information and Concentration. For roughly 10 to 15 ranks, Knowledge [Psionics, Dungeoneering, the Planes - Dal Quor and Xoriat probably] Search, Sense Motive, Spot, and Listen. For 5 or less ranks, Tumble, Appraise, and Swim. Essential Feats: Track (from 1st level of ranger), Psicrystal Affinity [Single-minded] (from 1st level of psion), Psicrystal Containment, Practiced Manifester (to qualify for Crystal Master by character level 5th), Inquisitor, Urban Tracking (renamed Snoop for flavor), Improved Psicrystal [Sympathetic] (from 1st level of Crystal Master), Investigate, Research, Expanded Knowledge [Metamorphosis], Expanded Knowledge [Mind Seed] (from 5th level of psion). Gems chosen for Crystal Master embedding: Emerald and Sugilite. Essential Powers: Mind Thrust, Ego Whip, Concussion Blast, most of the Clairsentient powers especially Trace Teleport, Sensitivity to Psychic Impressions, Hypercognition, and Metafaculty, Psionic Contingency, Energy Conversion, Energy Wall (another good combo), Metamorphosis, True Seeing, Temporal Acceleration, Psionic Disintegrate, Telekinetic Manuver, True Metabolism, Mind Seed (must leave 5th level of Psion until char lvl 20 to learn this). Essential Equipment: Psionatrixes, Headband of Intellect and maybe Cloak of Cha, some decent weapons and light armor (he's a spring attacker in combat). Likely Aberration Bane weapons. Signature Combat Maneuvers: Wrestle foe to ground with Telekinetic Manuver, apply manacles. The infamous Energy Wall + Energy Conversion power for when things get ugly. Temporal Acceleration to buy time, usually for manuvering and Metamorphosis. |
| Jastra of the clawed hand10-30-04, 08:22 PM | Character Concept Form: Basic Character Concept Name: Anya Race/ Gender/ Age: Human/Female/ 26 Alignment: Lawful Good Religion: Ezra ( in the Ravenloft Setting), otherwise probably Tyr Single Defining Class: Paladin Description: A woman with an athletic built. About 1, 75 metres tall. Blonde hair, always cut to shoulder-length. Her left eye is missing, she wears an eyepatch. Also, the small finger from her left hand is gone. On her temple, there is a brand of a falcon. She wears an old full-plate mail that has been made to fit her by a not so talented smith ( herself). Beneath her clothes, her body is covered with scars. Greatest Strength:Her will to fight for good whatever the odds Greatest Weakness:Her thirst for revenge ( see below) Traits and Mannerisms:She is always friendly to new people she meets and tries - if she can - to improve their lot. Even if that means helping out in the stables or something like that. Anya is fiercely loyal to her friends and comrades. She loathes evil creatures with a passion. Unjust rulers are second on that list and one day, if she is powerful enough, she will challenge and kill the lord of Falkovnia, her homeland. Modus Operandi:Knows her strenghts and weaknesses and acts accordingly. She will always move to protect those weaker than her. In her opninion, you cannot talk people away from doing evil. Sometimes one just needs a swift blade and she will gladly do the job, even though she'd rather kill herself than let innocents come to harm. Background:Anya was born to poor farmers in the land of Falkovnia, a realm ruled by the tyrant Vlad Drakov and completely under the control of the military. Like everyone, she got branded with the sign of the falcon days after her birth to mark her as property of the state. She and her family lived as best as they could under the oppressive rule, but it was clear that Anya would one day get into trouble. Given how close she had been to openly resist orders, it was sheer luck that she even lived to see her 20th birthday. On that very day - irony is a ***** - a soldier displayed an interest in her. A repulsive but high-ranking man, he ordered her to serve in his bedchambers that night, already groping at her body. What he received was a kick in the groin and a knife in the shoulder. The next night, they came for her, killing her family and capturing her. For weeks, she was tortured and raped by the soldier and his comrades...until one day Tharion, a holy warrior of the church or Ezra stumbled upon her. The warrior killed the men and freed the broken woman, carefully nursing her back to health and restoring her sense of self again. Over the next year, he trained her in the arts of combar and in the ways of Ezra, the Protector, the Lady of the Mists. Over time, both began to learn more about each other and soon fell in love. On the day Tharion initiated her in the order, they spent the night together. Unfortunately, this was the last night she would ever see Tharion alive. Some time in the night, there was a big commotion outside their tent, but just as she tried to get up to look, something hit her head and she fell unconscious. In the morning, she saw the bodies of several Falkovnian soldiers lying around and Tharion in their midst. They had been found, but Tharion had protected her...and died. From that time on, Anya has walked the world, looking for a way to toughen her body and spirit in order to one day bring an end to the oppression in her homeland. Quote: " My way is plastered with the bodies of killers and oppressors. Do you want to add to this?" " My reason for fighting? Look at me." Basic Character Mechanics Possible Class Arrangement(s): Paladin 10/ Blessed Paladin 10 or Paladin 20 Essential Abilities:Strength, Charisma, Wisdom Essential Skills:Diplomacy, Heal , Knowledge (Religion) Essential Feats:Disciple of the Sun, Blessed Essential Spells: Bless Essential Equipment: Her plate mail and her Bastard Sword which can project sunlight 1/day Signature Combat Maneuvers:Bless on allies, Sunlight from her sword, then use smite evil if any enemy is of that alignment. Charge into enemies and hope for the plate mail and the blessings of Ezra to see her through. |
| Endarire11-01-04, 05:21 PM | I vote for stickiness. -EE |
| scrollreader11-04-04, 08:57 PM | Basic Character Concept Name: Myrrr'yy Yventhr Race/ Gender/ Age: Illithid / Female / 347 Alignment: LN Religion: Path of Light Single Defining Class: Illithid Slayer Description: Hat of Disguise. If attempting to talk or coordinate with others, often as a human woman, with black hair. Loose black robes, normally. Greatest Strength: The bad guys can't believe it when she shows up and starts kicking butt. Greatest Weakness: The good guys can't believe it when she shows up, and she has yet to find anybody to trust her. Traits and Mannerisms: Uses Psionics to keep from eating, most of the time, though she will extract other Illithids. Modus Operandi: Potion of Glibness and lots of bluff get her into the room with the Elder Brain. Disaster Ensues. Mind Blast is her primary weapon, and she laughs at the mind blasts of others. Background: "While I don't remember anything that happened, before I became what I am, I do remember waking up to the dying screams of the elder brian. I liked that. The Kalashtar just showed me why." An adaran human, kidnapped by Illithids and forcibly converted, was rescued by her allies, though a little too late. She has since left her monastary, because she feels she is not the person people tell her she was, and must find her own peace. She comes a little closer every time she kills an elder brain. Quote: *Suprise!* Basic Character Mechanics Possible Class Arrangement(s): Mind Flayer/Illithid Slayer 5 (PC) Mind Flayer/Illithid Slayer 10/Telepath X Essential Abilities:Intelligence (for powers) and Charisma (or skills and mind blast) Essential Skills:Bluff! Essential Feats:Ability Focus: Mind Blast, Expanded Knowledge: Astral Construct Essential Powers: Any, particularly combat buffs, and Astral Constructs. Essential Equipment:Hat of Disguise Signature Combat Maneuvers: 'Ripper' swarms of Astral Constructs destroy the elder brain, while she deals with Illithids. |
| shadow mage12-10-04, 06:21 PM | Basic Character Concept Name: Zackerai Bladestorm (see here (http://boards1.wizards.com/showthread.php?t=349833)) Race / Gender / Age: Human / Male / 20 Alignment: CG Religion: loosely worships Kord, but only during battle Single Defining Class: Swashbuckler Description: Zackerai is of average height, and even with a strong, defined musculature it is easy for enemies to underestimate both his strength and intelligence. He is somewhat thinner and amazingly flexible. His eyes are dark, cunning, and his nose is slightly crooked from a recent tavern brawl. With straight, white teeth and an easy smile, Zackerai makes friends easily and it’s often hard to dislike him for long. He has ritually tattooed both forearms with tribal sigils of strength, power, and similar things, and a small scar adorns one cheek (he’s many others in various places, as well). Zackerai keeps his night-black hair short cropped, a “tactical advantage” he calls it. Zack rues armor and is typically seen in a heavy leather jacket and leggings if he knows combat will be rough. At his both hips hang his deadly swords, and he prefers shirts that would leave as much upper body open to move, and his frequent “exercises” (also known as tavern brawls) have left him a strong torso as well. Greatest Strength: Fearlessness and bravado Greatest Weakness: Women and his past Traits and Mannerisms: Though he doesn’t drink much, Zackerai is a common sight at local taverns, spinning tales and charming women. His voice is a mellow, captivating baritone and he is prone to often quite random comments on one’s appearance to throw them off balance or confuse them (personal enjoyment, really). He acts aloof of important events until he can make joke and sport of them, though none doubt his street knowledge. His social skills are nearly always based on humor and entertainment and Zackerai holds nothing sacred in his pranks and stories. He loves women more often then they love him, but his quirky and witty charm and physical presence often earn him the nickname “incubi” among friends. Of course, his soft-spot for women have also gotten him into trouble, and he's the only one who doesn't see this trait as a weakness. In combat, however, all of Zackerai’s silliness dies and a true warrior’s spirit replaces it, and with a whispered chant to Kord he is all business. He will kill only when necessary, but does so without qualms. He does not tend to attach himself emotionally to anyone for any length of time, though as he grows in age his wild tendencies appear to be calming somewhat. Modus Operandi: Zackerai’s mission in life is two-fold. First, enjoy it. Bring joy to those around him, make the world a better place, “and all that other nonsense.” Second, to fight for it, and fight hard. He is a firm believer that those willing to advocate peace and goodness better be ready and willing to fight to defend it. Background: Contrary to his open nature, young Zackerai had a terrible past. He was abused almost daily in his early childhood by both parents, corrupted officials who desired nothing more than to be rid of their “burden”. But Zackerai, out of fear (for he was a very small child then), never struck back, or even spoke to them. He eventually ran away to a local fighting college, at twelve years old the youngest there. The masters of the small academy accepted the young new member eagerly, all wishing to see the effects of their training on one still so malleable. Upon his first week of enrollment Zackerai Del’Urena’s life changed. The young noble discarded his family name, and station, and went simply by Zack. He trained hard developing amazing talent with various swords, wielder two at a time, until his eighteenth birthday, where he graduated the top of his class after besting the Master Swordsman in a one-on-one duel, where he was also gifted with the nickname “Bladestorm”. Parting ways with his friends and isntructors, Zackerai attached himself to an adventuring party and despite friendly but intense rivalry between himself and the elder fighter among the party, the young man grew into maturity, having survived and helped lead a fight against superior forces to protect a weaker settlement and even helped to fight off a pair of demons ravaging a mountain pass and any nearby residents. At the moment, he is resting in a small city, his fellow adventurers off somewhere saving someone, spending his nights in the tavern working for the inn-keeper as a bartender and repairman. Quote: “Gather around, you’ve gotta hear this one!” Basic Character Mechanics Possible Class Arrangement(s): Swashbuckler4/Fighter2/Exotic Weapon Master1/Duelist2 Essential Abilities: Intelligence is Zackerai’s most valued stat, with Dexterity fast behind. Strength and Charisma are approximately equal and both above average at least, and he is of medium toughness and wisdom. Essential Skills: Balance, Jump, and Tumble are all highly prized, though Zackerai also has ranks in Profession (bartender) and Craft (woodwork). Essential Feats: Combat Expertise, Dodge, Improved Two-Weapon Fighting, Mobility, Two-Weapon Fighting, Weapon Finesse Essential Equipment: masterwork leather armor, two +2 keen mithral jian (see below), small silver pendant (holy symbol of Kord) Signature Combat Maneuvers: Zackerai Bladestorm is not simply a fighter, but a team-player. He is well-versed in working together with a party and Tumbling around the battlefield to get where he needs to be. Always fearless, though practical, he readily engages strong melee foes knowing that they are hard-pressed to hit him when he focuses fully on defense (considering his Combat Expertise, Canny Defense, and Dexterity score it is easy to see why). Against enemies he knows he can hit, Zackerai attacks with a vengeance, tumbling up to foes and unleashing furious assaults with his twin swords and only relenting when either the foe is fallen or reinforcements arrive to help him, in which case he delegates himself to a secondary combatant’s role and provides flanking advantages. Note: Zackerai’s two weapons, called jian (pronounced jee-ahn), are oriental-flavored masterwork longswords very much similar to a katana or wakazashi in concept, halfway between the two weapons in size. They have identical statistics of a masterwork longsword, though they are exotic one-handed weapons weapons, are only 3 lbs, and may be used with Weapon Finesse. Due to their design they are not intended as two-handed weapons and can only be used one-handed. They cost 415 gp apiece. Because Zackerai’s are made of mithral, they are treated as light weapons and qualify for use with Twin Exotic Weapon Fighting. |
| siddhartha75712-12-04, 01:30 AM | Basic Character Concept Name:Alaric Hammerfall Race/ Gender/ Age:Dwarf/ Male/ 68 Alignment:LG Religion:Moradin Single Defining Class:Claeric Description:Cald in dwarf battle plate and swinging Moradins favorite weapon. With red hair and green eyes and a feirce temperment Greatest Strength:neverending willpower Greatest Weakness:not very tactfull...at all..even for a dwarf Traits and Mannerisms:crusading, snarling, ale swilling, hammer tossing but always true to his friends and especially to his faith. Sees himself as the protector of his clan and party. Modus Operandi:Buff himself and comrades and try to protect those he sees as his charge(i.e. female PCs or weaker or wounded chars) Background:After being granted a dream from Moradin of a great evil lurking in the north he left to investigate it. Quote:"By Moradins forge, you shall rue the day you dared to cross the Hammerfall clan!", "When in doubt sit down, drink a pint or ten and the answer shall come to you.....or youll pass out, either way your problems are solved!" Basic Character Mechanics Possible Class Arrangement(s):Clrc/fight/dwarven defender Essential Abilities:wis/str Essential Skills:heal/concentrate Essential Feats:domain focus Essential Spells:heal, cure, divine power Essential Equipment:Battle plate, sheild gauntlet, Warhammer Signature Combat Maneuvers: |
| Chaotica Maxima12-13-04, 11:58 AM | Basic Character Concept: Name: Ylin "Rockclimber" Artha Race/ Gender/ Age: Goliath/Male/50 Alignment: Chaotic Good Religion: Kord Single Defining Class: Barbarian Description: He stands over 2meters tall, with broad shoulders and a big sword in the sheath on his back. The breastplate he wears covers up the mottling most other Goliaths so eagerly show. Greatest Strength: His almost feral approach to battle, giving all to defeat the enemy. Greatest Weakness: His extremely short temper, and his recklessness in battlea (The flipside of his give-all approach in combat) Traits and Mannerisms: Hes hot-headed, so having him around when your trying to be diplomatic might not be the best thing. He's also quite stubborn and strongwilled. It will take a strong argument to make him change his mind. Modus Operandi: If he sees an enemy, hell smash it, into itsybitsy bits with his Large Greatsword. Or else he'll try to shoot them. Which can add up to some serious hurting. Background: Ylin is an exile. He was banished becausde he had a too unorthodox view of things. He often ridiculed other Goliaths for believing that something as simple as the mottling of their skin could predict someones future. As a result of that, hes a loner and has learned to fend for himself quite well. Quote: "Do not attempt to cross me, if you value your head upon your shoulders." Basic Character Mechanics: Possible Class Arrangement(s): Barbarian all the way Essential Abilities: Strength and Constitution. Essential Skills: Survival, Listen, Spot, Heal. Essential Feats: Power Attack, Cleave, Combat Brute, Intimidating Rage Essential Spells: N/A Essential Equipment: Large Greatsword, Large Composite Longbow. Signature Combat Maneuvers: Getting out his sword, Raging, and charging into the fray. Since he values power over accuracy he makes liberal use of Power Attack for massive damage :D |
| Death Unlimited12-23-04, 10:20 AM | Quick note: I know that it was if possible supposed to be campaign neutral, but the Jotunbrud feat is part of this character. Character Concept Form: Basic Character Concept Name: Petri Garan, 'Fimbulwinter' Race/ Gender/ Age: Human/Male/27 Alignment: CN Religion: Thrym, if not available, Auril Single Defining Class: Barbarian/Frostrager Description: Petri is a massive fellow, about 2.3 meters tall or so, with the Jotunbrud feat. Long, bluish black hair goes well past his shoulders, his eyes are ice blue. Skin is very pale, this gives away his definate Frost giant ancestory somewhere long ago. Has a nosering, a couple earrings, piercings of bone through his chest, tribal and ritual tattoos down both arms and back. Is clean shaven except for a goatee on his chin, worn long and in a thin braid. His body holds many scars from battles. Suprisingly handsome for such a big brute, and a bit more charismatic than one might think. Wearing a giant fur cloak, heavy metal adorned boots, breeches, black leather bracers, and a few pieces of jewelry from vanquished foes, he carries only a heavy crossbow, rune-adorned quarterstaff, and handaxe. But his main form of fighting is a terrible unarmed style that can crush the opposition, both physically and mentally. Later on he developed some magical music ability in the form of warchanting in Giant...which tends to shake some enemies at times. Greatest Strength: His physical prowess, size, power, and also fair leadership qualities Greatest Weakness: Temper is known to be a bit short, tends to be very impulsive, drinks too much, spends money needlessly Traits and Mannerisms: Has been known to take too much time in taverns, drinking, armwrestling, or wrestling the patrons(those who will take him on.) Seemingly immune to alcohol sometimes. If he decides to travel with a party, he is actually rather loyal, despite his strong chaotic nature. Not one to stand in the back for anything, having decent social skills even. Tends a bit more to intimidation than diplomacy however. Occationaly likes to pick up tavern women. Petri is a good ally, but cross him once and it's VERY hard to earn his favor back. His worship of Thrym comes more from his frost giant ancestory(something he's proud of), rather than evil...he pretty much is a good definition of neutral, not really caring either way. Unless he decides he likes the people, he isn't going to risk his hide to save someone...or unless he dislikes them, or they attack him, he isn't likely to just kill them for no reason either. He fights for the fun of it sometimes...and he rarely uses weapons, relying on his frost imbued fists and grappling to crush his opponents. His rages are terrible...his size, strength, and ferocity allow him to smash objects like they were toothpicks. Tends to have a strong love of ale, mead, beer, and even stronger forms of drink. Been known to randomly spend gold pieces on useless things, as he really doesn't care about getting rich. Some nice magical items that increase his fighting ability, however, are cool to him. Absolutely DESPISES heat, hot weather, and unless the reward is VERY great will not venture into tempatures above +15 celcius. Fire using mages attract his instant wrath if they are attacking him. Friendly fire using mages simply attract his belittling at times. He's suprisingly agile for a man of his stature. Frost Mages, he is apt to become their instant bodyguards. A bigger plus if they are female. Modus Operandi: Crush those who attack him or allies. Seek to spread winter a little further. Gain more strength however possible. Become champion of tavern ale drinking and wrestling matches. Let the remaining enemies that are alive leave in fear, and never let them forget what they saw. Background: Hailing from the freezing Northern regions, Petri, or Fimbulwinter as they call him, was the offspring of a family where his great, great, great grandfather was a Frost giant disciple of Thrym. Proud of his ancestory, he doesn't however hold prejudice against other races. His extreme hatred of fire, fire using mages and what it stands for(he understands that it's needed to heat homes of people that can't stand the cold, cook, etc), comes from the war that his tribe from the North had with clerics and mages of Kossuth...and the clerics finally razed his village, in essence killing many he knew, some family, and a female human frost mage whom he was beginning to share a bond with. He actually spend some time as what one may call Evil from his rampant slaughtering of Kossuth's followers and the destruction of their temples...he however calmed down and realized, by himself and through others, that it wasn't necessarily the way. Always large and strong, he lways preferred to use his fists and own body in combat, somewhat to make himself strong and somewhat enjoying the intimidation factor of grappling, punching, trampling, or otherwise bending the bodies of the opposition. He always had a love of music, of the war chants that the skalds of his tribe did, and the horns that they played...so he too picked them up. It was always a backseat to pure combat, but his natural charisma was enjoyed by his tribespeople, and traveling partners for dealings with people. When they could get him out of the tavern. He was and still is one of the few Frostragers of his tribe...even though the remains still live in the North. Quote: ''You will soon find out...the depths of Hell...are frozen!'' or the more lighthearted ''You will never, ever outdrink a person of the North!!'' Basic Character Mechanics Possible Class Arrangement(s): Barbarian10/Frostrager5/Fighter(or Pugilist)4/Bard1, or Barbarian2/Frostrager5/Fighter(or Pugilist)12/Bard1 Essential Abilities: Strength and Constitution. Dexterity and Charisma are his second best, Intelligence and Wisdom are average. Essential Skills: Climb, Jump, Tumble, Intimidate, Survival His Perform(warchanting, horn), and Craft(rune and woodworking) are also prized. Essential Feats: Jotunbrud, Improved Unarmed Strike, Focus, Specialization in Unarmed(greater for 12 lv fighter version), Improved Grapple, Earth's Embrace, Extra and Destructive Rage. Frozen Berserker is needed for Frostrager. Essential Spells: His Bard levels grant him just four 0 level spells, but they are Read/Detect Magic, Know Direction, and Light. Essential Equipment: Blue Ice handaxe, waterskins with ale and mead, rune adorned quarterstaff made by himself, his big fur cloak. Magic item wise, at higher levels its Bracers of Armor, a Cloak of Resistance(his fur cloak enchanted), Belt of Giant Strength and a Ring of Warmth(for when not raging). Signature Combat Maneuvers: Closing in, raging and making full use of his cold absorption powers, and the massive damage he can deal with his fists in a frostrage. Tries to go after the most powerful opponent and turn them into a human pretzel to cause fear in the lesser allies. When not raging, will work for flanking and other advantages, and since he's so adept at fighting in a frozen environment, will also use this to his advantage. Uses any terrain he can to his advantage. Been known to pull out the ripping gut punches with his hands encased in shards of ice or the charging dropkick manuver(to close the gap if it's too far. Why not get a hit in?) |
| heinzk2311112-23-04, 03:26 PM | Here is my attempt at a concept that I am working on for a campaign. Hope you like it. It's basic but I think that is what this thread is for? Basic Character Concept Name: Beaumains Race/ Gender/ Age: Human / Male / 26 Alignment: Neutral Good Religion: God of magic Single Defining Class: Wizard Description: Beaumains is a Albino Human with white hair and Red eyes. He tends to dress in color clothes to offset his lack thereof. He carries a Masterwork Saber with Basket hilt. Has no problem wearing a little armor (Leather/Studded/Scale mail) for protection. Greatest Strength: A team player. Will do whatever it takes to safeguard his friends companions. Willing to sacrifice his goals for the goals of the many. Greatest Weakness: Judges people on merits not looks. He will befriend anyone who is not an antagonist. A Dark Elf who does good is ok in his book. In fact he will not automatically think that he is evil until he performs an evil act. Traits and Mannerisms: Tries to protect the weak and downtrodden. Someone with a physical defect who may be ridicules has ready and willing defender in Beaumains. He likes colorful clothing and will wear splashy colors (Reds, Yellows, purples). He will fall back on Martial skills when spells are low and combat is one on one. He will use many of the flashy spells (color spray, burning hands, etc…) but neglect the more subtle spells (Hypnotism, Hold monster, etc…) Modus Operandi: Beaumains wants to combine martial skills with Arcane skills into a harmonious combination (spell sword). Background: Born to middle class family in a moderately sided town. He was fascinated by a Illusionist who passed through town at a young age. He became a apprentice to the Illusionist but a war broke out and he and his family were refugee’s. His Illusionist master was killed. He joined a Cavalry unit as a Teen and learned to fight on Horseback and Wield the Saber. When the War was over he decided to restart is Arcane training and to become an illusionist. He is just now realizing that he can combine the swordplay and Arcane magic into one harmonious (yet effective) combination. Quote: Basic Character Mechanics Possible Class Arrangement(s): Fighter/Illusionist; Fighter/Wizard; Fighter/wizard(Ill)/Spell sword Essential Abilities: Fighting and Spell casting Essential Skills: Riding, Knowledge (Arcane), concentration, Essential Feats: Weapon Focus(Saber), Weapon Specialization (Saber), Mounted combat, Expertise, imp. Disarm, Silent spell, spell Focus Essential Spells: Illusion magic, Will drop Enchantment spells Essential Equipment: Saber Masterwork Signature Combat Maneuvers: |
| Jastra of the clawed hand01-07-05, 12:23 PM | Yes, a good drow. Yes, this one fights with a scimitar. No, it is certainly NOT a Drizzt rip-off. Character Concept Form: Basic Character Concept Name: Ryltar "Drowreaper" Race/ Gender/ Age: Drow/Male/ about 150 Alignment: LG Religion: Any deity of justice or an abstract concept such as justice - any rather oriental-themed path would fit as well Single Defining Class: Fighter Description: Ryltar looks lika a normal dark elf except for two things. First, his head is shaven except for a short braid at the back of his head. Second in this is his build. He looks like a born athlete, with muscles like steel wires around his arms. Yet, he still looks slender enough and walks with an unsurpassed agility. His eyes are red. Greatest Strength:His dedication to a cause, his discipline, his fighting prowess. Greatest Weakness:His no-nonsense attitude, his humorlessness Traits and Mannerisms:Ryltar does rarely speak unless it's absolutely necessary. When he speaks, however, he never ever lies. Ryltar always tries to solve things in a honorable manner, even if that would mean putting himself at a disadvantage. You will never see him looting a corpse, for he considers this practice a sacrilege. Modus Operandi:He wanders the world seeking wrongs to right and evil beings to put down. Half the time, however, one will find him meditating in some faraway spot where he tries to purify his soul from the evil of his old days. Background:Ryltar is the son of a wealthy noble house somewhere in the underdark. His youth was just like any other drow's, filled with intrigue and his first killings. But that changed when his house was attacked and his family was assasinated. Ryltar managed to flee, but was hunted through the whole underdark. Wounded and weakened from the poison the crossbow-bolts had spread through his veins, he literally crawled to the surface, the only place where he would be safe. A full day he just lay there, too weak to seek shelter from the sun that burned in his eyes. He would've died...had it not been for a wandering mystic froma faraway land on his way back home. The man saw that, even though Ryltar was as evil as any other drow, he had the potential to do great good. So he healed him and took him with him into his homeland ( any land with an eastern flavour would do) where he tried to instill a sense of right and wrong into the dark elf while teaching him the art of fighting. But his master was only a human and soon, after only 20 years, died. Now Ryltar was alone again. The teachings of his sensei had opened his dark heart, allowing him to see the grace of goodness. The drow then wandered off, back into the lands he knew - though this time he would stay on the surface, trying his best to help the cause of justice. And maybe redeem himself fully one day. He earned his nickname from an incident where he saved a caravan from drow raiders at night, single-handedly killing a dozen drow warriors. Quote:" Only through discipline and the adherence to the cause of justice can one walk the path to enlightenment." " You should fight this fight with honour - after all, it might well be your last." Basic Character Mechanics Possible Class Arrangement(s): Fighter 8/Monk 2/ Kensai 10 Essential Abilities:Str/Dex Essential Skills:Concentration ( for his Kensai abilities), Diplomacy, Heal Essential Feats:Weapon Focus ( Scimitar), Weapon Specialisation ( Scimitar), Evasion Essential Spells: Essential Equipment: His weapon, his mithil shirt, a book containing riddles for meditation as well as advices and training lessons regarding martial arts. He may part with his weapon, but nobody ever gets to touch the book. Signature Combat Maneuvers:Seeing Ryltar fight is a strange thing. He never charges, never loses control. Every step, every strike, every hit looks as if he has trained them for years. He dispatches of his enemies in graceful, fluid motions, without wasting energy. When area magic is centered on him, he never tries to dodge or take cover, letting the energies wash over him without doing him harm ( Kensai ability - may sub Concentration throws for reflex saves and may even do this when using the Evasion feat). |
| Faithless the Wonder Boy01-07-05, 04:18 PM | Basic Character Concept Name: Keffin Yehesh Race / Gender / Age: Human / Male / About 22 Alignment: Chaotic Neutral (leans towards CG) Religion: None, actively. Tends to eblieve that religion is as much about control as it is about worship. Single Defining Class: Eldritch Knight Description: Keffin's most obvious feature is his size - he is easily above six feet tell, with a large chest and a possibly larger gut. His arms and legs are large and thick with varying degrees of muscle and flab. He wears long brown hair, sloppily, to a little below his ears. His nose has apparently been broken several times, and has not quite healed right. His cheeks are red, and he is almost always smiling, especially when he's angry. In his eyes, though, there is a gleamer of intelligence that the rest of his demeanor seems to belie (or possibly the other way around). Greatest Strength: Keffin's single greatest strength is probably, surprisingly, his speed. Despite his large size he not all that strong, a lot of his "muscle" actually being very condensed fat. But, he has a terrific amount of stamina, and loves to run - long, fast, and hard, bearing his considerable mass down on people and simply running over them if he has to. He usually uses his magical abilities to augment this. Greatest Weakness: His anger issues. While he's not a dumb guy, Keffin becomes incredibly impulsive when angry, and is not opposed to a fight in any case. He has been known to be kicked out of bars for overturning tables when he loses in various bar games, and his anger has gotten him into trouble more than once. Traits and Mannerisms: Keffin is a jovial person who wants to see those around him have fun, too. He's very friendly and very easy to like. Unless he's annoyed or angry about something, he has no trouble keeping himself composed, and is quite popular. People tend to feel they can trust him. He is also very adamantly protective of those he cares about. He tends to feel fatherly, especially towards female figures, most probably because of issues with his sister. Modus Operandi: Keffin is certainly known to get bored easily, so he is forever seeking out new forms of amusement. However, these are not reasons for going on a long and extensive adventure. He only goes out of his way when he feels that people he cares about will be harmed or oppressed in any way. He also believes that it is far worse to imprison someone than it is to kill them, and the concept of slavery is absolutely abhorent to him. Slaves bother him more than anything, and while if in a disadvantegous situation he would try to hold his tongue, chances are he'd start going crazy if he came across any. Background: If you were to ask Keffin who his main influence is, he'd probably say his sister, Pala. Still, Keffin takes many traits from his father, and some might say that the reason they butt heads so often is that they are so similar. Keffin's father was a bit of a revolutionary, moving his wife and son out of the city and into a smaller hamlet when Keffin was only two. In the hamlet, his father argued, they could live as they wished, by their own hands, which was not true for the city. His father frequently told Keffin stories of when he moved from his farm to the city, and how it took him ten years of living in the city to realize that the people there were just a different sort of slave. Keffin's sister was five years younger than him, but Pala and Keffin were always good friends. There weren't many other children in the hamlet they lived in, and while Keffin was rather good at making friends, even with the older kids, he would intentionally alienate himself. With Pala, however, it was different. He treasured Pala, gave her every possible advantage. They seemed to share some fates, as well - an uncanny amount of luck, one that got Keffin starting to gamble around the age of fourteen. Pala he refused to let take advantage of that luck, though, especially on the gambling table. Knowing that her luck would mean people would treat her ruthlessly, he strove to keep her from it. Still, he had other things to deal with. Strange powers were slowly burgeoning in him, and in secret, he was teaching himself how to focus them. Only Pala knew of the strain he put in, futily attempting to get the strange sorcerous feelings inside him to just do something! Still, eventually he did manage to do something around the age of 16, and without telling any friends or family (except Pala) would go around taking advantage of his new powers, closing doors on people, carrying things away, writing sigils in the air, and even once using it to make sure that a die rolled the way he wanted it to. That, of course, proved to be his most regretful error. A tremendous argument arose, and the scribe they hired to keep track of what went on came up, with an old smile, and calmly told the group that Keffin was cheating. When he denied it, they swarmed around him and tried to attack him. Cornered and angry, he managed to toss most of them away, injuring some of them more than he meant to. He escaped, keeping his new pile of gold close, and hid in the cornfields his father was growing. He hid there until the next morning, when he saw a commotion going on in the house. He arrived to find his father mourning, his mother and Pala lying there with their throats slit. Keffin ran away that day, back to the city... Quote: "Damned good address for a rat..." Basic Character Mechanics Possible Class Arrangement(s): Sorceror 7 / Barbarian 3 / Eldritch Knight 10 Essential Abilities: Charisma, Strength/Constitution Essential Skills: Concentration, Intimidate Essential Feats: Dodge, Mobility, Spring Attack, Eschew Materials Essential Spells: Mage Armor, Expeditious Retreat, Bull's Strength, Haste, Stoneskin, Tenser's Transformation, Spell Turning, Iron Body Essential Equipment: A couple of decent melee weapons (perhaps an axe or longsword and a couple of smaller things for closer combat and if he loses his weapon), one good ranged, Bracers of Armor, Darkwood Buckler, Boots of Striding and Springing. Signature Combat Maneuvers: Already unnaturally fast, Keffin likes taking advantage of that even more so with his spells and Spring Attack. Between the Boots of Striding and Springing, and Haste or Expeditious Retreat, he enjoys attack the opponent with his melee and backing up frequently over a hundred feet, where he applies his buffs or riddles the opponent with arrows. His experience with Pala taught him that there is, perhaps, no such thing as a fair fight, and though he never attacks when someone is down, he has no problem with other, normally "dirty" maneuvers. Keffin is also a big fan of the charge maneuver, although that is partially responsible for his frequently-broken nose. Once he takes a decent amount of damage, it tends to infuriate him, and he forgets his spells and just goes for the closest enemy. He also enjoys |
| shadow mage01-07-05, 05:15 PM | Basic Character Concept Name: Koromere Race / Gender / Age: Draconic Human / Male / 31 Alignment: LG Religion: None Single Defining Class: Fighter Description: Tall and powerful, Koromere commands the attention of those around him. Standing a head above the average human man, he appears for his size of "average" build, which is to say his corded muscles and awesome strength weigh him heavier than most overly-gluttonous individuals. With short-cropped, light brown hair, he holds an appearance considerably younger than his more than thirty years of life. However, his stern hazel eyes have seen the best and worst of many races and beings, and in himself, and it is through them that his experience is expressed. His traditional attire consists of a worn fur vest (complete with a thin layer of chain mail) and a pair of brown leather trousers (similarly protected). Never does he go anywhere without a weapon, without exception. In a diagonal half-sheath on his back rests his greatsword, his maul often carried, and his bow is bound to the half-sheath of his sword. Greatest Strength: Incredible strength and fortitude, utter loyalty Greatest Weakness: His innate goodness and sensitivity to his past Traits and Mannerisms: While not without the ability to lead, Koromere prefers not to be in charge of groups. Situations is another story, and as most with soldierly backgrounds he dutifully fulfills tasks without complaint, regardless of personal risk. He speaks little, but what he says is heard through a strong bass appropriate for one of his size. Koromere is near-opitimizes kindness, more than willing to spare lives if the opportunity presents itself and always willing to at the very least lend an ear to those in need. Almost as if to prove something, to himself or others, he has a tendency of being the first to volunteer for challenging or hazardous tasks, stepping forward without word or complaint. Even in fights he soldiers his way through, regardless of odds, and is perfectly willing to shield others with his massive frame. Due to the resurfacing of his draconic ancestry, unknown to him of course, Koromere has a special place in his strong moral code for loyalty. He is extremely loyal and protective of those he calls friends and those in need and is a firm believer in honor and valor, two things he can spot quickly in friends and foes alike. He admires those who have a personal code of honor they adhere to. Having adopted an almost paladin-like code of conduct and honor, Koromere will never again drink alcohol and keeps his mind clear and sharp. "I will not fall to the mistakes of my youth again." Modus Operandi: Koromere is at heart an adventurer, and while not consumed by wonderlust he finds his "home" anywhere he has done good. He seeks to do good everywhere it is needed. In cities, dungeons, open wilds or tossing seas, Koromere has been everywhere and loves it all. Background: Literally the great grandson of a powerful dragon, Koromere knows nothing of his remarkable ancestry. While many would prompt to learn how he could not recognize one parent as being significantly different from the norm, the charred husk that was once his home would easily explain why such memories were burried. He was barely ten winters when his small home village was attacked by the sudden invasion of a neighboring nation, whose ruthless forces slew nearly all of the village members and razed every building, including the structure Koromere once called home. Saved from certain death by his father, but his strong blue-dragon ancestry would not allow him to abandon his life-long lover to flame. Upon attempting to rescue his wife, the heavy building collapsed in on itself and Koromere cried piteously throughout the night as he watched from the dirt road his parents burn alive in the flames. Young Koromere, filled with rage and hatred for the soldiers responsible, spared his home no second glance come the morning as he set off to run ahead to the nearest city, barely warning them of the impending danger before taking part in the city’s defense against the army. Victorious, and with fresh blood staining the young ten-year-old’s hands, Koromere grew into a bloodthirsty young man and upon the onset of puberty his draconic blood fueled his mixed emotions. He grew up in the care of the local army, learning to fight and fend for himself. Even after discovering love, it wasn’t until early adulthood when the obnoxious braggart’s attitudes led to the death of the only thing he had truly loved in the confusion of a tavern fight. Crushed by the loss of the woman, Koromere grieved for two years until he finally accepted his lover’s death. The grief rekindling his draconic ancestry, Koromere’s life changed completely. He began to focus intensely on his soldierly training, even though in his grief he had already left the military, and his heart and soul transformed into the honest kindness and good-nature he had admired most about his deceased lover. Through years of dedicated training, both physically and emotionally, Koromere eventually took to adventuring with a fledgling party trying to make names for themselves. Seeing his chance to start over with a new outlook on life, the fighter joined with the band and set off adventuring. He now travels to spread good, to right the wrongs of his past, and to honor the memory of the woman who had died in the confused melee of a tavern in some small city. Quote: "The task is before us. No sense in shirking from it now." Basic Character Mechanics Possible Class Arrangement(s): Fighter* Essential Abilities: Koromere is without a doubt one of the strongest humans ever, even without his draconic heritage. His Strength should be the highest stat, along with Wisdom and Constitution (in that order) following closely. While not overly dextrous, he is mobile enough to have a decent Dexterity score and is of average intelligence. His appearance is very practical and his demeanor sometimes gruff, leading Charisma to be his least needed stat. Essential Skills: Climb, Craft (armorsmithing and weaponsmithing), Heal, Swim Essential Feats:** Combat Brute, Improved Bull-Rush, Improved Sunder, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Shock Trooper, Weapon Focus (composite longbow, maul, greatsword), Weapon Specialization. Essential Equipment: composite longbow, hybrid armor***, maul, greatsword Signature Combat Maneuvers: Koromere is a shockingly and brutally effective fighter, knowing little to no fear and pushing his strength to its limits. He wields his greatsword and maul in both large hands with deadly talent, and even at range there is good reason to fear his incredible accuracy. Alternating between his maul and greatsword depending on his foe, Koromere often opens combat with his bow, attacking for a moment before charging with either his greatsword or maul. Once in the main fray he fears nothing, often charging the most powerful foe to keep it occupied while his party members handle the less dangerous threats. * This Fighter uses an alternate skill list including Bluff, Heal, Knowledge (architecture and engineering), Knowledge (geography), Knowledge (nobility and royalty), and Sense Motive. ** The feats use a variant I've adopted in my (personal) campaigns: All weapon-specific feats apply to every Weapon the character has Weapon Focus in. For example, a fighter has Weapon Focus (taken three times) for the composite longbow, lance, and longsword. Now, when he takes Weapon Specialization, it applies to all three weapons. If he adds on Improved Critical, it applies to all three weapons. *** Hybrid armor is a literal blend of hide armor and chainmail. It is masterwork armor, crafted by Koromere himself in this case. Normal hybrid armor costs 325 gp (including 150 gp addon for masterwork) and provides Armor Bonus +5, Maximum Dex Bonus +3, Armor Check Penalty -3, Arcane Spell Failure Chance 30%, Speed 20 ft., and weighs 35 lbs. Heavy pants he's got there. ;) |
| DarrenCardinale01-16-05, 02:58 PM | Basic Character Concept Name: Darren Cardinale - "The Lightdancer" Race/ Gender/ Age: Human M 19 Alignment: Chaotic Neutral Religion: The Many Eyed Goat Single Defining Class: Sorcerer Description: Tall and thin Darren has an air of confidence that makes people want to follow him. His attractive appearance hides his selfish nature and devotion to chaos. Greatest Strength: Once he makes a decision Darren follows through no matter what the consequences. Greatest Weakness: Darren fears that he will fail his master and sometimes is rash and impulsive. Traits and Mannerisms: Rash and confident Darren rules the barbarians who follow him with almost an iron hand. He brooks no defiance and any who question his authority will find themselves not long for this life. Modus Operandi: Darren is selfish at heart but those who he trusts or earn his respect he will defend with his life...unless they have interfered in his long term plans. Background: Darrens father was a minister for a local church and so when his sorcerous nature revealed itself his father shipped him off to a church school where his "evil" could be monitored and/or beat from him. Escaping at the first opportunity Darren has gone from the extreme of the church to the complete opposite as a worshipper of the embodiment of all that is evil. Darren has felt the weight of his decision but relishes the power he has been offered. The chance to change the world is all that he desires but for good or evil Darren is not quite sure. His use of light based magic has earned him the monniker "The Lightdancer." Quote: "Such is the nature of chaos." Basic Character Mechanics Possible Class Arrangement(s): Sorcerer6/Fighter1/Elderitch Knight1 Essential Abilities: Charisma, Strength Essential Skills: Bluff, Concentration Essential Feats: Spell Focus (Illusion), Improved Toughness, Weapon Focus Essential Spells: Color Spray, Rainbow Beam, Hypnotic Pattern, True Strike, Whirling Blade, Sheild Essential Equipment: Greatsword! Signature Combat Maneuvers: Darren uses his spells to harrass his opponents, defend himself, or improve his combat capabilties. After he has weakend his opponents he will wade into melee with his greatsword and fight hand to hand. If needed he will sacrifice allies to protect himself. |
| kamikaze_95101-16-05, 10:34 PM | Basic Character Concept Name: Kami Raveneye Race/ Gender/ Age: Drow, Half-Dragon/ Male/ 97years old Alignment: Lawful Evil (actually, that could change) Religion: Tiamat Single Defining Class: Wizard Description: Kami is a small Blue Half-Dragon of 4ft.10, he has the tail, the horn, the claws, the teeth of the Blue Dragon. His drow traits show long straight hair, an almost-white red for his eyes Greatest Strength: Very intelligent, wise liar, logical mind. Greatest Weakness: The lust of power he has can drive him to do very dangerous things (such as betraying friends) Traits and Mannerisms: He tends to do a lot of gestuals with his hands Modus Operandi: Background: Kami, as a child, was a sacrifice to Lolth, goddess of spiders and queen of drows, but with the help of other victims of the dogma of Lolth, he managed to escape. He was the 1st drow of the community to escape sacrifice. Later, when he discovered the reason why the yathrines wanted his head on the altar (for fear that he may become too powerful and overthrow the community), he is working to get his revenge. Quote: Basic Character Mechanics Possible Class Arrangement(s): Wizard, Wizard with 1 level of Fighter Essential Abilities: With the draconic heritage of Intelligence and Charisma, along with the strong intelligence of the drows, Kami is a strong strategist and can make a fine leader into the team. His highest stats are Intelligence, Dexterity and Charisma (in that same order), he increases only Intelligence through levels. Essential Skills: Alchemy, Concentration, Knowledge, Listen, Spellcraft, Spot Essential Feats: Eschew Material, Spellcasting Prodigy (the later, wich I consider unuseful, is more symbolical than useful) Essential Spells: 1st-Magic Weapon, Charm Person, 2nd-Melf's Acid Arrow, Create Magic Tattoo, Invisibility Essential Equipment: Headband of Intelligence +2, Periapt of Disguise (as the Hat), Wand of Magic Missile, Boots of Levitation, his various scrolls. Signature Combat Maneuvers:While he prefer to be subtle than to rush, Kami is likely to cast Shield or Mage Armor on himself before entering a Dungeons, because a single hit may be fatal for him. He has one of them ready at the time of combat. Kami isn't enought powerful (Wiz lvl3) to count on spell tactics. He often uses his wand to kill several weak opponents, then, focuses on a strong one. If he has allies, he sends Fighters and other combat-oriented characters to a charge on the strongest opponent, then he casts some minor spells or uses his wand from behind. If his live is threatened, he levitates or flees out of combat. |
| Sisyfos02-20-05, 03:36 AM | Basic Character Concept Name: Farakhan Race / Gender / Age: Changeling / Male / 31 Alignment: CG Religion: Kord Single Defining Class: Chameleon Description: Farakhan is a shapechanger so his appearance is for his to decide upon. He often favors rough military appearance, but can occasionally be seen in other guises also. Greatest Strength: Great charisma and resourcefulness. Greatest Weakness: Inability to be "himself" in his early career, thus leading to disappointment in his fellows. Traits and Mannerisms: Farakhan is always secretive about himself. He adopts a personal history and lives like it was his. When time comes to change he drops his old history and old friends to move on to a new life. This has left him without any true friends. Farakhan is a fair but extremely tough individual. He demands total dedication from everyone who is under him in any organization he belongs to. With his charisma and natural ability to lead he most often gets just that dedication. Modus Operandi: Farakhan is often in position to command troops. He uses his marshall skills to command them with great tactical precision and effectiveness while at the same time aiding them with great reach of his spiked chain and his spells. Background: Farakhan was born as a changeling. A shapechanger in human society. Thrown to street at an early age by his fearing parents he lived his early life as a street urchin. When ever he was getting too much attention in one guise he changed to the next and lived on. At the age of 14 Farakhan joined a passing mercenary group called Raven's Squad. He served there several years raising in ranks under he was directly under Raven himself, who was a paladin of Kord (paladin of freedom, use UA or Monte Cook material), God of Strength. Farakhan gained the respect of both Raven and the men and lead them many times skillfully and bravely in dangerous battles, but then his secret of being a shapechanger was revealed. Raven was furious for he thought that Farakhan had been deceiving him out of spite and the men were scared. Farakhan fled the scene before matters were resolved, while being deep in an enemy territory. Farakhan had to fight his way alone in an enemy country. He had to resort deep into his abilities to change shape and he found a very feral side of himself in that long journey. Eventually Farakhan found his place in a big city as a true chameleon. He had no home anymore and his personality was as moldable as his appearance. All that was left was his deep respect for personal freedom and his bizarre combination of abilities. Very soon he is ready to start a mercenary group by himself: "The Everchanging Legion" Quote: "Am I understood?" Basic Character Mechanics Possible Class Arrangement(s): Marshall3/Paladin-of-freedom2/Warshaper4/Chameleon10/Exotic-weapon-master1 Essential Abilities: High Charisma, self-sufficiency & versatility. Essential Skills: Diplomacy, Bluff, Use Magic Device, Languages. Essential Feats: EWP: Spiked chain, Combat Reflexes, Combat Expertise, Improved Trip. Essential Equipment: Spiked chain Signature Combat Maneuvers: Use Marshall's Art of War aura, enlarge person / polymorph + warshaper reach (total reach 25 feet) and trip your opponents and gain AoOs on them while commanding his troops to flank, disarm, trip and bullrush the enemies: gaining total control of almost any combat. |
| The Ethereal Wickerman03-23-05, 02:21 PM | Basic Character Concept Name: Nadjara Weeping-tree Race/ Gender/ Age: Feytouched / Female / 21 Alignment: N Religion: None Single Defining Class: Hexblade Description: Nadjara stands about 4 1/2 feet tall, so she stands a head shorter than most humans. For most part she looks like a beautiful young woman. Her skin is pastel white and pale and her delicate fingers end with black pointed nails. She wears bits of pale lilac makeup and has circular arcane runes tatooed on her cheeks. Her eyes are pale blue and her gentle black lips conceal small fangs. Her hair is neck-length and spiked-up, in various pacthes of black, white and pale pink. She wears black leather armor and flared, velevety trousers. Her clothes colours range from pink, magenta, crimson, purple, lilac and white. Nadjara has a familiar (NG Petal Fairy, MM3) who has the same pastel-white skin as her. Natti's eyes are large, magenta-colored and expressive. She tends to wear plain white or black garments and skirts. Her hair is long and tied into two pigtails. Despite her similarities to Nadjara she is only 1 ft. tall and normally hovers around with her icy-blue gossamer wings. Greatest Strength: Her protective nature towards allies and friends, her confidence in her abilities. Greatest Weakness: Her indifference to the plights of strangers, plus her confidence can sometimes become ungrounded arrogance. Traits and Mannerisms: Nadjara is very confident in her abilities as a warrior and a hexer. This makes it hard to annoy or threaten her. She is infact often the one who goads her opponents into attacking her and making themselves vulnerable. She tends to see herself as being above those who are concerned with alignment and moral outlook. This mild vanity in also reflected in her appearance as she cannot go 5 minutes without preening herself in some way, and has to stop at every reflective surface she finds to quickly check herself. She seems to be completly self-interested and indifferent, though she has a more protective side when her friends (especially Natti) are in danger. She also has a habit of checking her nails, and keeping them in tip-top condition is somewhat of a hobby to her, along with her interests in curses and arcana of course. Modus Operandi: Nadjara will normally (or at least give the impression) that she is first-and-formost a mercenary at heart, and will only do things according to her goals and desires at the time. However even she has a conscience (and a NG Natti to convince her) and will do things if her friends or a lot of innocent people might suffer a terrible fate. Background: Nadjara was a daughter of a family of nobles who could trace their lienage to fey courtisans. It is said that there are no families of the same vanity (or beauty) as the Weeping-tree's. Despite their bloodlines arrogance the children of the Weeping-tree were taught to act like proper, civilized people. Nadjara was always a problem child however and rebelled against any form of discipline that her parents utilized. She grew up into a nihilistic teenager. She began hanging around with groups of truant wizard students who practiced hex's and curse, which were banned to all but the most experienced members of the arcane academy. They were soon caught in the act however and the truants were punished accordingly. Nadjaras parents decided that she ought to have some responsibility and discipline. Luckily for them the heir and son to another particulary wealthy family took a fancy to Nadjara. She was to be married of to this supposed admirer. She of course lashed at this and wept for days. Soon after she ran away from her home and attempted to head out of the city. She become lost the laybrythine alleys of the slums however, whereupon she was attacked by three muggers. One of them recognizing who she was saw an opportunity for a ransom and they were about to take her away. A tall shape ran past the leader of this gang. He reeled, stood motionless for a moment, and promptly fell in two. Suddenly a huge blade erupted from one of thugs chests and Nadjara was pushed to the floor. She looked up and standing before her was tall unearthly man wielding a black curved sword giving of a whisper of luminous arcane smoke. His hair was long, black and untied reaching his waist. His face was beautiful yet unnerving, blank except for two deep eyes and abstract motif of a mouth. His hands and skin were segmented and metallic. She didn't know at the time but she was looking at a Ragewalker, and a master of the Hexblade. She was so unnerved by his presence that she almost didn't notice the third mugger creep up behind him. In a sudden panic she cast and blindness spell on the sneaking thug, whilst her new acquintance sliced his head clean of his shoulders. Impressed that this young girl was able to cast even a basic curse such as that impressed him. He told her his name, Raiken, and offered to take her away from the city and teach her the ways of his craft. She explained her situation and he took pity, yet was pleased that convincing her to give up her old life wouldn't be difficult. Nadjara saw it as her only way out of her petty parents desires to sell her of. She would miss her less dogmatic sisters but she thought that maybe, someday, she will return to them when they have learnt to accept her chosen path. She soon met new fey creatures through her mentor Raiken where she befriended Natti. She now had freedom and was experienced enough to take up her Hexblade training alone, along with her only true friend Natti. Quote: "Don't you think your taking this whole 'evil servant of the abyss' act a little far" "Okay fine, i'll help... but only because Natti would cry if I didn't" Basic Character Mechanics Possible Class Arrangement(s): Hexblade 8/Swashbuckler 2 Essential Abilities: CHA, DEX Essential Skills: Bluff, Intimidate, Knowledge (Arcana), Tumble Essential Feats: Improved Familiar, Dash, Goad Essential Equipment: Bastard Sword, Leather Armor, Butterfly Sword, Scrolls and Parchment Essential Spells: Blindness/Deafness, Phantom Threat, Spider Climb, Expeditrous Retreat Signature Combat Maneuvers: Nadjara prefers to either goad an opponent into combat, or surprise the most powerful of a group by either hitting them with a powerful slash or curse. She can hold up well in a straight fight however, being adept at evasion and very agile. |
| The Ultimate Dragongod07-29-05, 11:22 AM | Basic Character Concept Name: Demona Del'Ogranda (aka The Lady of Death) Race/ Gender/ Age: Female/ Human/ 28 Alignment: CN Religion: None Single Defining Class: Fighter Description: A medium-height lady who usually sports black spiked plate mail while she's in combat, and wields a jet black scythe that she calls Demon Slicer. When she's in private she usually dresses in simple tunics. She has long brown hair and brown eyes, she usually gathers her hair into her helm when she suits up. She has a generally fair demeanor while out of combat, but at times she's heard cackling while she's slicing people apart. Some people think she may have some sort of split in her personality, though it's not as if she doesn't remember her combat furies. Greatest Strength: She is nearly unbeaten in combat because of her sheer power and tactical knowledge. She's quite smart though she doesn't often speak up. Greatest Weakness: Tends to be quiet and stern, going with the flow rather than speaking up. She also hates religion, and usually laughs at people when they make a pass at her. In combat, she is a bit lower on the HP, but she focuses on dealing damage. Traits and Mannerisms: Demona very seldom talks unless something needs to be said. She's often seen grinning at funny situations, and comments in stern sureness when she knows something will help. Otherwise, she usually goes along with things. She neevr gets embarrased, and always seems sure of herself, but not too sure of herself. Demona has never been the type to try to dress up or look pretty. She is a warrior. Modus Operandi: Demona remains calm and observant in most situations. Though at times she goes out on a limb, she seems very stable. Until she enters combat. Demona seems to operate under different principles when her scythe has been drawn: her tactics remain increadible, but she seems to eviscerate and conquer with an eerie sort of glee. Often the only times she laughs is when her she has tripped an opponent and rendered him defenseless and is about to cleave his heart out. Two very different sides to the saem person. Background: Demona is a long time competitor in fighting tournaments surrounding her homeland. Though she used to adventure earlier in life, and she even took part in a long war as a career soldier, she tends to make her money lately through the tournaments. On the side she owns a small tavern that is reputed to have some of the best food around, she cooks it herself. Most of her customers don't know who she really is, though she is not against telling anyone if they ask. The Lady of Death is not feared, but she is well known as a hero to some, and a disturbing terror to others. Mainly she drifts trying to live a comfortable life as she can. However, many years ago her life was different. She used to be married, to a very well renouned blacksmith. Infact, he crafted her ornate armor for her. They were in the army together, in the same unit, and they were together for many years, evantually quitting armed service to open their smith/inn. However, the war they had been fighting for so long evantually made its way to their home city. The conquering nation closed in and it was feared their land would be razed, sacked, and pillaged. Demona and her husband both rejoined the army, much to the argument of the other. Finally, in one crucial battle, it came down to her leading an offensive. Unbeknownst to her, a mage on the opposing side was casting a disintegrate against her. Before she could react, her lover darted out in front of her and took the blast. As a scout for the army, he had demanded to be scout of her company, and all had gone awry. Now, her life has become far less meaningful. She just tries to get by. Though in her regular life she acts much the same as she always has, when she is alone she is sometimes sad. In combat, she didn't used to be nearly as bloodthirsty, focusing more on sound tactics. Now she is out for her opponent's blood. In game terms, she was at one point a True Neutral tending towards good, now she is Chaotic Neutral tending towards evil. On the surface, she seems to be a stable person, but upon closer examination it seems that something is unhinged somewhere. It appears she never truly got over the death of her husband. All she has had is combat to take her mind off the past. Quote: "...." She grins. Basic Character Mechanics Possible Class Arrangement(s): Fighter 15 Essential Abilities: (Here is what she actually has) Str 17, Dex 14, Con 16, Int 15, Wis 12, Cha 13. Generally I would say, she shouldn't have a ridiculous con. She has a fairly good dex for a fighter and so she uses mithral plate mail, her Int is high for a Fighter. Essential Skills: Profession (Cooking), Intimidation Essential Feats: (All feats focus in scythe, if applicable): Weapon Focus, Weapon Specialization, Improved Crit, Improved Trip, Improved Sunder, Improved Disarm, Combat Brute (CW), Power Attack, Possibly Heavy Armor Optimization feats Essential Equipment: Demonslicer (Magical Scythe) Wraithguard (Animated Tower Shield), Mithril Full Plate. For her I favor raising AC in lieu of raising Con any higher. Signature Combat Maneuvers: Trip, Disarm, Chop Chop Chop. Usually uses AoP's to trip or disarm. Usually begins combat by charging, and using Combat Brute's X3 mod for Power Attack in the second round. Generally her equipment favors chance to hit. If opponent has a small weapon, she usually sunders it after she disarms, and uses the Sundering Cleave maneuver from Combat Brute. |
| Acepens08-01-05, 07:19 PM | Basic Character Concept Name: Adrilius Vhask Race/ Gender/ Age: Human/ Male/ 18 Alignment: CN Religion: None Single Defining Class: Sorcerer Description: First you're taken in with his young studly stature, then his cropped raven black hair with but a single braid wisps your mind from your body, and finally you lose yourself in his deep blue penetrating gaze. Greatest Strength: When he is determined to do something, I’d suggest you get out of his way, because he is going to do anything and everything necessary to get it done. Greatest Weakness: With repressed anger towards his mother and father and little patience to boot, he can easily loose his temper and get in over his head. Traits and Mannerisms: Has little patience when it comes to something he needs or wants. When the time comes he simply closes his eyes, takes a deep sigh, and shakes his head. If only they knew what was coming to them. Modus Operandi: Does not enjoy seeing others in peril but refuses go out of his way to strive to protect them, unless the price is right. People should try to help themselves instead of looking to others to do something they are perfectly capable of doing themselves. A person doesn't get 'lucky', they make their own luck. Background: Adrilious was raised in Tantras by his father, the legendary paladin Lankus Vhask. Legendary, a word Adrilious was all too use to hearing when people spoke of his father, and of his father’s father who happened to be a cleric of the family and towns patron deity Torm. Not that the words were false, Adrilious loved his father very much. He was indeed a great and noble man. It was his mother that he questioned. Adrilious never knew his mother. His father never spoke of her and when asked would always make a hastily retreat to his study for the night, not to be disturbed. This bothered Adrilious very much and it seemed to drive a wedge between the father and son, a distance that seemed to only grow with age. The only part of him that seemed to not be from his father was his raven black hair that was definitely far from his fathers blond locks. When Adrilious reached the prime young age of 15 he started to feel changes. It felt as if a ball of power was in the deep of his core. Powers that he must restrain less it pour forth. Soon after a few unpredictable outbursts he sought the help of his aunt, his father’s sister, Kailee. From the day his aunt came to live with him and his father the two were inseparable. He was able to trust and confide in her like no one he had ever known. Kailee could only think of one person able to help her nephew, Egan. Egan had helped Kailee in and out of a many tough spots. She trusted him like no other. He was a well traveled and very wise sorcerer. Over the next few years Egan would become a very important person in Adrilious’ life. Not only did he help the young lad but he became his teacher, mentor, and above all else, friend. He taught him to think on his own, question authority, and always ask "why". Eventually Adrilious sought the help of Egan to find the answer to his mother. After many nights Adrilious returned to Egan with high hopes. He would finally find out about his mother. Before revealing anything to the young man who had been under his wing for nearly 3 years he asked once more if he want to know beyond a doubt what happened to his mother. After the ‘yes’ that Egan knew was coming he spoke. “Your mother was a demon. A succubus, who charmed your father into bed, before leaving the young man confused beyond almost any repair. I’m so sorry my young Adrilious. Nearly a year after the ordeal she returned to your father, for reasons unknown. A battle ensued and your father was forced to slay your mother.” Adrilious was found missing the next morning. He could no longer take the shame of his father. He struck out on his own to find a meaning, an answer, to a question he did not know. Quote: “Let burn your flesh, just as the demonic blood that pulses through me.” (After casting a fireball) Basic Character Mechanics Possible Class Arrangement(s): Sorcerer 20 - Sorcerer 6/Incantatar 10/Archmage 4 Essential Abilities: Charisma, Strength, Intelligence, and Wisdom Essential Skills: Intimidate, Knowledge (Arcana), Spellcraft Essential Feats: Spell Focus (Evocation) Essential Equipment: None Essential Spells: Fire Spells Signature Combat Maneuvers: Burn baby burn!! |
| evilgenius08-12-05, 12:24 AM | Character Concept Form: Basic Character Concept Name: Assam the Twice Wounded Race/ Gender/ Age: Persian / Arabic styled Human Male, mid '30s Alignment: Lawful Neutral Religion: All the pantheon of his culture - he'll pray to whatever god's portfolio fits his current situation. Single Defining Class: Fighter Description: Dark olive skin, moustache, 2-3 day growth of beard and long dark hair. Assam is also quite scarred across his face and neck - hence his name, Assam the wounded. Greatest Strength: Assam accepts all that life gives him - he truely can roll with it when it comes to setbacks. Assam has felt the sting of poverty, smealt the stench of death, and has a very laid back "I get whatever the universe deems I deserve" attitude. Greatest Weakness: Assam has no pity, nor any consideration for others. A true believer in universal justice, if someone is suffering it is only their destiny - or worse yet, it is their own fault they're in that situation. It is because of this Assam believes in slave ownership, though he undoubtedly treats his slaves well. Traits and Mannerisms: Polite, quiet, very well spoken and educated. Assam is a very capable fighter, and he knows it - his old injuries notwithstanding. Assam is often talking of owning land and slaves, or of having wives to bear him sons; he adventures so as to one day afford a comfortable life so that he may retire from a life of violence. Assam is also nothing short of a genius, and while he grew up poor and spent his young adult life as a soldier, he is quite passive and well read. Modus Operandi: He has no magical talent, Assam knows the danger and value of magic. He prefers to fight from horseback, though he is equally dangerous on foot. Assam prefers to fight with reach or ranged weapons, they're the weapon of choice for what he calls "thinking warriors". His personal favourate is a glaive like weapon or other pole arm, and he is particularly good at quick, passing attacks both on foot and mounted. Background: Assam the Twice Wounded was a soldier for years, fighting as light calvary for his Caliph (Shiekh or whatever). He was loyal and honourable, but not a nobleman and thus denied land, title and other rewards that normally come from a martial life. When he was injured, he was discharged with a pittance of money and his weapons to fend for himself. Assam became an adventurer, seeking out the fortune he wanted to ensure that he could have the three things that make life good; Land, Wives, Sons and Slaves. When he fights, if Assam defeats a particularly noteworthy enemy, Assam will tattoo his name and the date of the battle on the forehead of his opponent - and then heal and release his enemy. Depending on his mood and whether is in a country where slaving is allowed, Assam will capture his defeated opponents, and tattoo marks of slavery on them, and then sell them as soon as he can. Quote: "It Basic Character Mechanics Possible Class Arrangement(s): Fighter 20, or Fighter 12 Ranger 6, ??? 2. If using Complete Warrior, consider Dervish PrC. If using Complete Adventurer, consider Wild Plains Outrider Essential Abilities: Intelligence, Strength, Dexterity (to a lesser extent) Essential Skills: Knowledges and languages, ride, handle animal Essential Feats: mounted combat, ride by attack, spring attack, Weapon focus tree. Essential Spells: n/a Essential Equipment: Glaive, horse. Whatever magic comes his way... Signature Cormbat Maneuvers: Ride by attacks and spring attacks. Assam has no problems drawing out the time it takes to fight - one hit here, one hit there, whenever it is necessary. He's patient. |
| Morka08-12-05, 11:52 AM | Character Concept Form: Basic Character Concept Name: Donovan the Magnificient Race/ Gender/ Age: Human/Male/29 Alignment: LE Religion: Not too religious, but any god of justice; Bahamut if available. Single Defining Class: Dragon Disciple Description: Donovan is a tall and strong human, with pale skin and blond hair. He has an arrogant attitude. Latter in his career, he will have sharp teeth, claw-like hands, golden scales and eventually wings. Greatest Strength: His strength and talent in combat, and his magnetic personality. Greatest Weakness: His overconfidence in himself; his certitude his Gold Dragon blood will always lead him to the right decision. Traits and Mannerisms: Transforming into a dragon is not easy; Donovan is always scratching some body part where the scales are growing. Modus Operandi: Donovan prefers diplomatic solutions; there is laws in his country, and they are made to help the majority. If things turn dirty, he will first let his lackeys handle the situation; if they are outnumbered, he will join the battle. If possible, he will try to capture his foes for a fair judgement. He will use his wand of Charm Person to help capture the foes pacifically. Background: Donovan is born the third and last son of Lord Caterden, some local minor noble. His birth was a great commotion for this house, firstlty because his mother die in the childbirth, and secondly because he was pale and blond, while his father had a tan skin and black hair. Everyone suspected Lady Caterden had cheated her husband, but no one ever formulate any accusation to not spoil her memory. With philosphy, Lord Caterden accepted this son. Like any good noble young, Donovan learn to use weapons and joined the city guard. Intelligent and charismatic, Donovan was respected by his pairs. However, he felt he had some strange power; he began to study the arcane arts. He eventually learned to use some magic; he also discovered he had some draconic blood, some gold draconic blood. Everyone knows gold dragons are wise and good. Donovan, and his friends, knew this. Donovan decided he would be the best one to rule the city. Confident that his gold draconic blood would prevent him from doing wrong things, he began to use all possible means to accomplish his goal. He simply forgot that unlike a dragon, he can still be tempted by evil. Quote: "A Gold Dragon can't do anything wrong; so can't I." "Surrender, your judgement will be fair. If you are guilty, your sentence will be harsh." Basic Character Mechanics Possible Class Arrangement(s): Fighter 4/Sorcerer 1/Dragon Disciple 10 Essential Abilities: Strength, Charisma, Intelligence; low Wisdom. Essential Skills: Knowledge: Arcana, Intimidate, Diplomacy (bluff, sense motive, knowledge: nobility) Essential Feats: Combat Expertise, Improve Trip, Multiattack, Leadership, Improved Disarm, Combat Reflexes Essential Spells: True Strike, Charm Person, Comprehend Language, Shield... Essential Equipment: Heavy Armor, Guisarme, wand of Charm Person. Signature Combat Maneuvers: Donovan will use his high strength to trip and disarm any threatening foe with his guisarme. If one of them comes too close, he will use his natural attacks. He will use True Strike to make sure his attack hit. |
| ReverendCow09-11-05, 12:33 AM | Basic Character Concept Name: Severo Race/ Gender/ Age: Loresong Faen (Monte Cook's AU,) Male, 30 Alignment: LE Religion: N/A Single Defining Class: Psion Kineticist 7 Description: 3', 40 lbs, dark complexion, sky-blue eyes, black full beard minus moustache and soul patch, bald with skull-cap of neatly organized tattoos. Most often wears vaguely clergical or monastic robes. Greatest Strength: Highly intelligent, higly devoted. Greatest Weakness: Lust for destruction often makes him reckless. Traits and Mannerisms: Has OCD. All of his gear is neatly (read: obsessively) organized and clean, blood never stains him or his weapon for more than a few moments. Modus Operandi: If manipulation doesn't work, cripple and destroy them. Background: Began manifesting powers in his teens, only to be ostracized for his strangeness. Quickly became bitter and hateful, killing most of the people who ostracized him before disappearing. While on a sea voyage, the ship was attacked by pirates. After putting on a very impressive fight, the pirate captain struck a deal with Severo, making him the "Ships Psion." Severo rapidly aquired a taste for the pirates life. Before the captain was killed in an ambush, he made Severo swear to find his daughter and avenge his death. Quote: "All armor has chinks in it. It just takes a special mind to figure out how to get inside." Basic Character Mechanics Possible Class Arrangement(s): Psion (Kineticist) 15, Psychic Assassin 5 Essential Abilities: Intelligence, Charisma, Dexterity Essential Skills: Hide, Move Silently, Know (Psionics.) Essential Feats: Burrowing Power, Psionic Shot Essential Powers: Energy Ray, Proximity Charge, Astral Tasker Essential Equipment: Deep Crystal PowerStoring Javelin, Tongue-Ring of Water Breathing Signature Combat Maneuvers: Blast 'em from hiding, leave exploding death (Proximity Charge) waiting if they come looking. Generally prefers to ranged combat. |
| I Am Famine09-14-05, 11:15 AM | Name: Yrneli Nemailu Race/ Gender/ Age: Githyanki / Female / 19 Alignment: Neutral Good Religion: Pelor Single Defining Class: Cleric Description: Yrneli stands about 5'8" and weighs about 76 pounds. She is very skinny and generally considered pretty by most she comes across. She has very fair yellow skin with very little of the usual Githyanki patterning. Her hair is also much softer and less spiny, its tone brown-blonde. She ties most of it back into one large ponytail. Hers eyes though dark brown are large, bright and expressive. She normally wears comfortable white skirts and shirts padded out with very light tan-coloured leather. She prefers to wear sandals so the small claws on her toes don’t irritate her. She wears a bracelet that has Pelors symbol attached to it and a necklace with a mithral orb pendant that she got given to by her adoptive parent. Greatest Strength: Her kindness towards frightened or misunderstood innocents, her fondness of children, her gentle and generally caring nature. Greatest Weakness: Her innate fear of her often savage race, her intolerance towards the intolerable. Traits and Mannerisms: Her appearance is that of someone who is delicate and vulnerable, however in charismatic power and radiant goodness she is a shield against evil. Although quiet she is very emotional often showing her feelings in her beautiful eyes and expressive face. Modus Operandi: Though her primary goals are linked with the missions and events surrounding the Shining Liberators she travels much farther afield on a personnel quest to rescue innocents, especially children, regardless of race or culture. She believes in nurture over nature more than anything. Another task of hers is to destroy all sources of negative energy so her only real prejudice is that towards the undead, but even she will make exceptions for an individual who seems good. She also hates rascism and cruelty with a passion almost as hateful as those she hunts. Background: Yrneli was adopted by a sect of clerics of various races who live the bright and sunny woodlands of the Shining Liberators. The Shining Liberators are a group of druids, clerics and divine spell casters dedicated to saving downtrodden beings believing that all races (even the culturally abhorrent ones) have innocent individuals in their ranks. Another function they serve is to destroy all sources of negative energy which they believe is connected to all evil acts and people. Yrnelis adoptive mother Nairilia was an elven cleric of Pelor whose most important goal was rescuing children of the supposedly evil and savage races. They were called out to a nation called Nardevurg, somewhat outside the influence of the civilized and multiethnic land of the Shining Liberators. They were trying to help the locals from being enslaved by a particularly vile Alhoon (an lich Illithid) who had an army of undead which he meaned to invade Nardevurg. The Alhoon had many caravans of beings he had captured from all over the world including humans from the orient and jungle-regions, elves and dwarves as well as more monstrous beings such as orcs, gnolls and githyanki. After a brief but bloody war the Alhoon was finally defeated and his prisoners were free. The Shining Liberators hadn’t accounted for was the Nardevurgians small-minded hatred however. They turned out to be a nation of mostly racists, railing even against the humans of different skin-tone, so their attitude towards entirely new races was terrible. Disgusted with this the Shining Liberators rescued most of the prisoners. Their leader Moork (a troll mystic of great charisma and wisdom) gave a blunt and brutal speech to the people of Nardevurg telling what he thought of their petty ignorance and how they should bow their heads in shame. However the Nardevurgians weren’t going to listen to a troll or any of the Liberators wisdom anymore and then attacked en masse the freed prisoners. Most were saved by the Liberators in the ensuing carnage but a few of the more martial minded dwarves and orcs defended themselves. The githyanki however made everything worse by slaughtering and eventually overwhelming the Nardevurgian peasants. Caught up in this massacre was a young 4 year old Yrneli, horrified whilst trying to wonder why her elders would do this. Meanwhile a group of Shining Liberators led by Moork and Nairilia entered the fray and eventually ended the chaos. Nairilia spotted amongst the bodies of the githyanki and Nardevurgians was Yrneli, a weeping and blood-covered githyanki girl. Taking instant pity she held her and promised to take care of her for as long as she draws breath. Now 15 years later Yrneli (as Nairilia decided to name her) she has mostly forgotten the trauma of those events due to her multi-ethic and kind upbringing by the Shining Liberators. However even to this day she is frightened by presence of another githyanki. She wont let this stop her and her goals however, she will save children of all races or cultures from a horrific fate just as she was blessed with. Quotes: “Get away from him!, he’s but a child. Are you honestly that animalistic that you would slay a child solely upon its elders actions?!” - “Its okay sweetheart I’ve got you now, bless this child Pelor” Possible Class Arrangement(s): Cleric 5/Radiant Master 1 Essential Abilities: DEX, WIS, CHA Essential Skills: Diplomacy, Heal, Gather Information, Knowledge (nature), Knowledge (religion) Essential Feats: Energize Spell, Sacred Vengeance Essential Spells: Daylight Essential Equipment: Wakizashi, hide armour, potions of cure serious wounds, bracelet of pelor, Nairilias necklace. Signature Combat Manoeuvres: Yrneli tries to avoid melee combat where possible, prefer to rely on her energized divine spells or better still her peace making abilities. If overwhelmed she’ll simply urge any innocents to flee and then blind or burn opponents with her radiant master abilities. |
| Otogi10-09-05, 02:09 PM | Basic Character Concept Name: Brik Holter Race/ Gender/ Age: Skarn/Male/30 Alignment: Lawful Good Religion: N/A Single Defining Class: Soulborn Description: Brik is a large, muscular man. He has almost perfect, tan skin. Infact, it's better then most becuase of his spines (his words, not mine). His black hair is perfectly tirmed as his beard. His eyes glow with gold briliance. He is about 6' 3" tall and weighs 150 pounds. He is dressed in a brown leather harness and blue pants with blue boots. Greatest Strength: Strength, speaking skills and love for all who are hononarble. Greatest Weakness: Obssesion with perfection, distrust of chaos and hate of evil Traits and Mannerisms: Though he is bold around an aduiance. He is bold and will speak out if he sees something as wrong. Modus Operandi: Try speaking it out, dosn't work? Take action. Background: Brik comes from a Skarn matropilos, where he spent most of his childhood pretend fighting. But twords his adolesence, he just plain lust touch with fighing and perfection. So, he moved into a small town, serving as courtisan for various humaniod women. After three years of doing this job, one day, after waking up next to a human woman, he decided that his life was bad, and it will only get worse if kept doing this. So he left this job, taking his money and leaving his mark on the house, mainly the beds. He then started his training again. He felt it was important to reach perfection, and relized, the only way to do that was to that is through rightousness Qoute: Possible Class Arrangement(s): Soulborn 20, Soulborn 10/Soulblade, Soulborn 10, Spine Worrior 10 Essential Abilities: Strength, Constitution & Charisma Essential Skills: Diplomacy, Knowledge (arcana), Knowledge (the planes) & Concentration Essential Feats: Splirt Chakra, Incarnum-Fortified Body, Sapphire Smite, Power Attack, Cleave, Soulsight, Exalted Smite Essential Spells: N/A Essential Equipment: Trunchion, Light Steel Sheild and Banded Mail Signature Combat Maneuvers: Let the other go before me in combat, need time to form my Crystal Helm and Pauldon of Health. After that, begin with fight with a charge and fight normaly. |
| beejazz10-10-05, 02:56 PM | this isn't so much of a build per se, but what about duos? like the beat-boxing bard and the breakdancing monk? |
| Gloverboy10-12-05, 06:50 PM | Basic Character Concept Name Tigrip Race/ Gender/ Age: Jerren/ Male/13 Alignment :CE Religon His tribe worships Erythnul, but he doesnt much care. Single Defining Class Flesheater, from Dragon #300 Description Pint Sized Cannibal, a Feral halfling who enjoys latching onto his enemies, wrestling with the prowess of a giant, and grinding the flesh of his prey with the spikes on his armor, which are covered with a terrible poison from his own saliva. No matter what it is, after he's killed an opponent, he eats them Greatest strength A vile and terrible savagry that stuns all who see him Greatest Weakness Proclivity to contract horrilbe diseases from what he eats. He wont stop until it kills him, though. Traits and Mannerisms Speaks in his gutteral smattering of Common, your basic Feral caveman talk. Clad in razor armor that drips horrific poison, with sharp claws and teeth, and his face and mouth covered in poisonous blisters, even his own party, which are equally vile and depraved, look on him with disgust. Consumed by a constant hunger, Tigrip is constantly itching for something new to tear to bite sized pieces. MO: Tigrip, like all Jerren, Delights in sneaking up on his opponents, and takes every oppourtunity, although this is oft hampered by his armor. If he can manage to get the drop on his prey, he throws a spear at the best target, often the pesky spellcaster. The spear is coated with his venom, and by the time he charges into action, the enemy is weakened ebough by the poison that even the mightiest foe cannot fight him off. He leaps onto the enemy, tearing into them with his claws and spikes. If he loses control of his bloodlust, as he often does, he doesnt stop until his prey is nothing but a streak of blood and poison. Background Tigrip is a simple.....thing. He has no grand schemes of world domination. But higher than his bloodlust, and hunger for manflesh is his desire to become a hero for his tribe. and his chance has come. While he was patrolling the borders of his tribal camp, the Orcish messangers of an evil sorcerer appeared before his tribe, to solicit the flesheaters in the Sorcerers upcoming war. True to their nature, instead of discussion, they simply killed and ate the Orcs. Enraged at the response, the Sorcerer appeared, and struck the tribe with a curse. Their razor sharp teeth and claws, point of pride in a Jerren Tribe, were reduced to dull nubs. All but Tigrip have been forced to subsist entirely on vegetables, a fate almost worse than death for a Jerren. Upon return to the camp, Tigrip was assigned a holy mission by the Chief. Seek out this Blue-faced Mage, and eat him. Only then will the curse be lifted, and Tigrip's tribe will once again be able to prey upon man and beast. Quote "Tigrip Hungry!" Basic character mechanics Possible Class Arrangements Barbarian/Flesheater/Reaping Mauler Essential abilities STR, CON, DEX. He dislikes thinking. Essential skills Survival, Hide/Move Silently, Spot, Listen Essential Feats: Mostly Great Fort, to endure the filth he eats Essential Equipment: Armor with +5 Spikes, fleshcrafting (from Quint Drow) of Poisonous Blisters, Spear, and any items that add to strength and grapples signature combat maneuvers I think I've beaten this one into the ground already. |
| Llochlyn10-12-05, 10:26 PM | Not built, but I'll go with this 3 ways lovers trio in eberron... well lovers... Random names 1 - Daervan Tallstaff : Ex Silverflame paladin, high level paladin. Fell in love with an Erinye and got banished from the Church... While church banished her from material plane... Hates silverflame, bowed to it's anihilation. Became Elan, to get rid of his past, really... (Elans are aberration, that is important for what follows) Lacks an arm, still uses his favored greatsword. Psychic Warrior. 2 - Surume Ika : Silverflame monk that has a problem, he's growing inhuman parts, tentacles, gills etc... (using aberrant feats from lords of madness) Assumes he's been cursed or something like this, searches for truth. (do Daelkyrs have sense of humor ?) 3 - Jehan Vehr : Shifter Gatekeeper druid... Hates aberration, is being hated by Church or the Silver Flame... Goes for the abolisher PrC Not much more about him, being a shifter brings enough problems in itself nope ? And those guys are bound to stick with each other to reach towards a goal that is beyond there quarrels... (probably implying overused plot elements as prophecies, huge metaplot that links them etc) Just think of the constant bicker... |
| Jastra of the clawed hand11-05-05, 10:05 AM | Basic Character Concept Name Pardan ( aka "Living Disaster") Race/ Gender/ Age: Human/ Male/31 Alignment :CN Religon In the FR, Garagos or another deity of battle and/or destruction Single Defining Class Wild Mage (3rd. Ed. write-up from the AD&D 2nd ed. Kit, not the {rather lame} PrC). Description: Big and somewhat brutish. Looks way too muscled for a wizard, though he still wears his old robes - which are now pretty much tattered rags but he doesn't bother to keep them in better shape. Dark brown eyes and short brown hair. His nose looks like it's been broken too many times, which it indeed is. Greatest strength Strength, an incredible anger and an arsenal of upredictable and destructive spells, paired with an intelligence few notice. Cares for those he likes. Greatest Weakness He's inattentive, totally undiplomatic, impatient, has a very short fuse and throws invectives around whenever anyone annoys him the slightest. Big on physical threats as well. Oh and don't forget an incredible anger and an arsenal of unpredictable and destructive spells. Traits and Mannerisms See under "Greatest Weakness". He can put people off very easily - and that mostly does not involve any effort on his own. Just let him talk. He also does not care to whom he speaks, meaning that it is not wise to take him to the king's court. However, while brutish and impatient and gutter-mouthed, he posesses a sharp and keen intellect. Face him with a magical or mundane riddle and for a while he might actually talk like a wizard, not a barroom loud. Cares not much for ordinary wizards who sit in their studies all day. After all, bashing heads and breaking things is just wayyy more fun. While it may not seem so, he does care a lot about those he knows and trusts - his behaviour towards them does not change much but takes on a jokingly tone quite often. Oh and it is not a good idea to threaten those he's with while he's around. You can end up at the receiving end of a fireball doing that... MO: Pardan's MO usually stays the same, though there might be variations according to the circumstances or his mood ( after all, he's practically the epitome of "chaotic"). Mostly, he casts his spells first, hopingh to take out as many enemies as possible. Next, he casts Fists of Stone on himself, flies into rage and joins the others in melee. It all depends, though. Sometimes he just wades into melee, flying into rage and bashing heads with his wooden club. And then there are the unsatisfying fights where the enemies are incapacitated before he's cast all his spells... Background Pardan was born and raised in a land where wizardry was common and almost everyone had a hint of magical talent. Pardan had more of it than most. Showing a keen mind, he was welcomed into one of the many magic colleges dotting the land ( in the FR, he hails from Halruua). His stubborness and his impatience, his inattention and his other flaws...well, his father hoped that the school would do their best to discipline him. Well, they tried...but they failed. While he was incredibly talented, he was quickly dreaded by his teachers for the way he behaved...and the way his magic worked. He was the only one they knew who could do magic without using the weave, creating terrible effects from time to time. And he proved incredibly resistant to any attempt to teach him normal magic. So, they decided to throw him out. It was better to waste his talent than to have him blow up the school by accident. Pardan swore...well, not revenge, but to come back and kick the bookworms' asses with his magic for throwing him out. After that, he quickly came to terms with his situation and took up adventuring....and has not regretted it since. A fairly recent episode he does not talk about left him turned to stone by a beholder and freed by the clergy of the temple of the deity of magic - who does not like wild mages. Before being set free, he was forced to re-learn magic and indeed finally managed to tap a small resource of inner power (taking a sorcerer level) after which they let him go. Once on the road again, he turned around, showed them the finger and ran like hell....practicing wild magic just like before. However, he is a tad bit more respectful towards clerics since that time. Quote " Wanna lose some teeth, you little *censored*?", " Theoretically, the demon could be banished using a modified ritual based on....ah, screw it, let's kick his ass!" Basic character mechanics Possible Class Arrangements Wild Mage/Barbarian/Sorcerer/Rage Mage Essential abilities STR, CON, INT - a thinking man's lunatic Essential skills Spellcraft, Concentration, Knowledge (arcana) Essential Feats: Practiced spellcaster, to offset the CL penalties from multiclassing, Eschew Materials because he doesn't want to carry all that cr** around. Essential Equipment: His club and his spellbook. signature combat maneuvers Bashing heads, casting spells and having fun. What is astonishing is that his other party members (yeah, he's my PC in a group) like him in spite of his severe attitude problems. |
| Sang-Drax11-26-05, 09:26 PM | Basic Character Concept Name: Kiriff Umgathol of Katnazarshakkan Race/ Gender/ Age: Drow/Male/13X Alignment: LG Religion: Pelor Single Defining Class: Gish Description: Straight gray hair up to the middle of his back, dark gray skin and red eyes. His smile is sad, almost melancolic. He's always discrete in his mithril chain shirt and black cloak. Greatest Strength: Versatility. Excellent warrior and spellcaster. Greatest Weakness: Too fanatic. He'll eventually die in his endless quest of hunting demons. Traits and Mannerisms: Kiriff is a doomed hero, burdened by his guilt. His goal is to become the more virtuous than any paladin, to offset the harm he caused when he was younger. Modus Operandi: Kiriff willingly takes sunbath, welcoming the stinging pain from the searing gaze of his sun-god. He believes his soul will only be pure when the sunlight doesn't hurt his eyes anymore. He willingly talks about his past, in an attempt to purify his dark soul. Kiriff hates demons above anything else, but can share his hatred for devils as well. He wishes to die in the battlefield, defending the innocent if possible. Background: Oddly enough, Kiriff showed signs of being a brilliant spellcaster even though he hadn't joined the wizard guild yet. Envious of their talent, his 2 elder wizard brothers sent him to the warrior guild instead, so that he would become a mediocre warrior and never outfight them. Even more odd, he continued to display his magical skills. One day, he was in mission outside Katnazarshakkan, and a major earthquake collapsed the ceiling on the city. When he came back, nothing was alive, but him and 2 other soldiers. He ended up killing them and went to the surface - he wasn't a fan of the drow way of life, specially House Umgathol, that replenished their source of power from the suffering of angels, whom Kiriff helped torturing once in a while. On the surface world, Kiriff realized that it was pretty much different from the underdark. Later, he discovered that his nightmares seemed to become more real each night. Eventually, he was dominated by a demon, and he found out that his soul actually belonged to a Pit Fiend. He was the son of a drow with a demon, a grotesque magical experiment that went wrong. It was the church of Pelor that released him, and he became a knight of virtue, using his sorcerous powers from his demonic heritage to fight evil. The epitome of evil (a demonic drow) housing a soul of purest good. Quote: None exactly. Basic Character Mechanics Possible Class Arrangement(s): Fighter 2/Sorcerer 4/Spellsword 3/EK 5/Sacred Exorcist 6 or any variations of the sort. Essential Abilities: Charisma, 13 Str. Essential Skills: None. Essential Feats: Otherwordly. Though illegal, it fits perfectly with the character's concept. Power Atack, Divine Might. Do *not* take Daylight Adaption - he'll stop his quest when this day arrives! :) Essential Spells: Polymorph. Kiriff always fights polymorphed into a celestial of some sort. Before the exorcism, he could only polymorph into demons, and his spells were evil-like in nature, usning fire, acid, and necromantic spells. After the exorcism, he's got good spells in his repertoir as well, such as Wages of Sin. Essential Equipment: none Signature Combat Maneuvers: Wraithstrike + Power Attack + Divine Might. His charisma should be high enough to use Divine Might as needed. Note: I've actually played with this character and it's really interesting, as long as you either play with lesser drow or LA buyoff. I got a little sick of polymorphing, but, undeniably, you could not possibly find a better excuse to abuse polymorph and Sacred Exorcist in the same build in a way that it makes sense. |
| Sang-Drax11-26-05, 09:53 PM | Basic Character Concept Name: Finnegan Nedved Race/ Gender/ Age: Half-Elf/Male/26 Alignment: LG Religion: any Single Defining Class: Paladin Description: Long black wavy hair, blue eyes, white skin. Finnegan is more handsome than he is strong. He wears mithril chain mail or chain shirt and wields only a longsword as a weapon, to deadly accuracy. Greatest Strength: Fights with the heart rather than his muscles - and, by doing that, he lifts the spirit of his comrades. Greatest Weakness: Trusts too much on his troops. Traits and Mannerisms: Quite differently from the average stern paladin knight, Finnegan is a natural leader, but jovial and talkative. He is, above all, a passionate man, always pushing his wild spirit to his maximum, honoring whatever cause he's serving at the moment. He talks and walks equally fast, as if he always had the perfect notion of what he's doing. His lawful traits are more evident when it comes to his loyalty to his men, ideals, and his flag. Modus Operandi: Finnegan wades in melee like a barbarian would do, bringing his fellows along with him, blowing his worn, swinging his longsword, and constantly yelling and leading. Always refuses alcohol - you'll see why in the next section. Background: Born in a human city, in a prosperous family. His father was an elven jewelsmith, while his mother was a local duchess. When he was 10, their parents broke up and his father went away from the city, returning occasionaly. Being the friendly neighbour of everyone, he joined the army, eventually becoming lieutenant - and pretty famous due to the he fought his heart in his sword, loved by all his soldiers and quite a few superior-ranked officers as well. One day, his city formed an alliance with a huge city that had diplomatic issues with elves, and they wouldn't accept a full deal with Finn's city until they got rid of their elven hero. So, the city's politicians spread rumors that questioned his ethic, accused him of murder and ambushed his unit, killing every soldier except for him. Soon, he fell from grace and was exhiled (not killed; they didn't want a martyr). He moved to a village and drowned his sadness with alcohol, eventually becoming a beggar. A few weeks later, a caravan lead by a cleric arrived town and became really curious about that beggar clad in chainmail. After having been told of his history, they brought him to their temple and he became a paladin. He's probably one of the few characters ever to have living parents after 1st level. Quote: CHARGE! KILL THE BASTARDS! Or anything like that, in his hoarse tenor voice. Basic Character Mechanics Possible Class Arrangement(s): Bard 2/Fighter 2/Marshal 1/Paladin 4/Outcast Champion 5/Arcane Duelist 2/Warchanter 4. Essential Abilities: Charisma, 13 Str. Nice Int and Con would be nice as well. Essential Skills: Perform (wind instruments). Knowledge (heraldry) and (religion) might be nice as well. Essential Feats: Leadership could be nice, if not essential. Divine Might and Snowflake Wardance are key abilities that represent the "fighting with the heart" style. Essential Spells: n/a Essential Equipment: A One-handed slashing weapon on which to apply Snowflake Wardance - preferily longsword. Signature Combat Maneuvers: charge into melee, unless he's given a thought about a strategy or it would otherwise be an overwhelmingly stupid course of action. He's got hot blood, but he's not a frenzied berserker. |
| Sang-Drax12-02-05, 09:45 AM | Character Concept Form: Basic Character Concept Name: Halkyr Eredh-Muir Race/ Gender/ Age: Shifter - Male - between 23 and 30 Alignment: Neutral or Lawful Neutral Religion: druidic Single Defining Class: Druid Description: Halkyr looks more like a ranger than a druid, given his advantageous physical traits. He's really strong, with long brown hair that goes down his waist. His skin is tanned, with inummerous dark brown spots due to extended exposure under the sun. He has sick, psycothic greenish blue eyes. Greatest Strength: Druid. That's enough. Greatest Weakness: None, really. Dude, he's a Druid. Otherwise, he's quite unconfortable in large cities. Traits and Mannerisms: Really agressive and straightforward. Reading gives him headache, and has no patience for anything besides observing nature. His hobby is climbing. Modus Operandi: Halkyr really likes storms. He has an absolute fascination for the all powerful Storm Elementals, and will be extasiated after the first time he can summon one. He favors lightning and cold spells (research a Frost Strike whenever you can). Background: Halkyr was raised in a village built by paladins of the Silver Flame who were tired of the Last War. They were traveling with 200 refugees at that moment, and they decided to desert and built the village. The village was pretty much a self-sustentable cluster of very small farms nailed in the middle of a forest, near the southeastern boarder of the Eldeen Reaches. No-one ever went too far into the woods, simply because it wasn't needed. Being raised by paladins and all, its inhabitants were pretty much devoted to the Silver Flame, and each generations the townsfolk grew even more fanatic, as there was really nothing else to do. One day, one of the guards, Tarvos Muir, patrolled the outskirts of the small town found a wrecked carriage, with a dozen dead bodies scattered around. Most of the bodies were clad in hide armor and simple clothing. They wielded axes and wooden shields, and most of the bodies were smashed and crushed. There were also blood footprints, and it was possible to determine something huge had killed them (two Athaches, in the case - see MM). Inside of what once was a carriage, there were two people dressed in white. The woman was dead, the man was still breathing, albeit with difficulty. The man told Tarvos his name - Halkyr Eredh - and explained the he was a moonspeaker, and asked if he could take care of his son for him - the baby was under a blanket, unharmed. The guard accepted the duty, and the man departed. The moonspeaker (something the guard obviously had never heard of) never told he was a shifter, though (the poor man really thought it was implicit!). The guard couldn't really catch the name of the baby, because it sounded really strange and he was a little embarassed to ask again. So, he decided to name the baby after his biological father, last name and all, but adding his own - and there you go, Halkyr Eredh-Muir. And so, Halkyr was raised in a human village. Tarvos already had a son and the two got along pretty well. One year after the boys' mother's death (choose random disease), Halkyr manifested his shifting powers, at the age of 13, during a holiday, when fighting another boy. After slashing/crushing the other boy's [random part of the body], his brother dragged him home and they told their father. He told the kids to go out of town, because the paladins would come after them to inquire about the situation. He told them to come back after a few days. However, being a holiday, his mare was not addled, and, by the time they had saddled it and gathered provisions, the paladins and the furious mob were almost near their doors. The kids rode away, but could heard their father's dying scream. To these paladins, shifters and lycanthropes were the same (read stuff about the lycanthrope purge promoted by the order of the silver flame). The boys rode and rode, with some of the town guards following them. After a day's ride into the woods, the path grew too heavy for their mare to come along, and they set it free. A day latter, they were walking down a trail into a forested hill, when the guards spotted them and ran after them. They ran, and, at the end of the road, there was a . The guards fled, leaving the boys to be eaten by the strange creature. Insert's brother got in the path of the creature's blow and died instantly. Before the creature could aim its second blow, a rhinoceros showed up out of nothing, charging and killing the creature. Two ashbound (or something else of your likeness) druids showed up and absent-mindedly asked the boy his name. His name was the same as his father's, and, though the druids never actually met his father in person, they knew him as a fellow druid and spiritual leader of a shifter village that was razed by aberrations years before. There were few moonspeakers in the region, reason why they sent his father away. The druids took the boy to their training grounds, where he nurtured his hate for both aberrations and the silver flame. During his training, Halkyr grew obsessed with power in his thirst for revenge. He favors the darkest powers of nature, like storm/lightning and cold spells, being specially fascinated for the all-powerful storm elementals. He once stood for hours in the middle of a maelstrom trying to summon one, but he wasn't powerful enough... he ended up in a 3-days coma, caused by the ire of the said elemental with the annoying little voice calling for him. The first elemental language he learned was, obviously, auran. He also learned terran because earth elementals are also powerful and he might need one in his quest for revenge. He disdains fire and water elementals. Halkyr is not evil, but he's extremely violent and, sometimes, cruel and cold. He fights true to his cause with all the hatred he's nurtured over the years. He hates aberrations and the silver flame - or, given the proper instructions, corrupted followers of the silver flame. Remember that, when he leaves the training grounds, he'll think that the average follower of the Silver Flame is evil. If you want Halkyr to be a moonspeaker, have a retired, crazy old shifter moonspeaker in the the training grounds. Someone who is lucid enough to teach him the way of the moonspeaker but mad enough to be of no usefulness to grant information or power. His teachers should be the sect you choose (a good RP reason to be both ashbound/gatekeeper and moonspeaker). Quote: [I]Revenge. Have any of you thought of how odd this feeling is? Animals kill, fear, hate, and do pretty much everything we sentient humanoids do. Hell, they're even capable of acts of altruism and cruelty. In almost every way, they're equal to us - and the general assumption of humanoid superiority is an egocentric creed shared only by fools. However, I can't possibly find anything in nature that's analog to revenge. Animals don't take revenge into others, simply put - that's exclusive to sentient humanoids alone. What is this feeling? What is this thirst for blood that can never ever be quenched? This restlessness that doesn't ease until you not only kill, but bring the greatest pain to those you KNOW that deserve it. What is this feeling that makes a peasant turn into a devil, to revel in the suffering of others, and never regret it? Every other feeling has its purpose. We fear so that we run away. We feel sad to adapt to new circumstances. We enrage to fight better. But the longing for revenge never ends. I myself killed several corrupted paladins of the Silver Flame, teared their flesh with my own claws, crushed their bones with my staff, felt their warm blood dripping between my fingers. Hell, I even cast one of them to the frost sea, with a crushed shoulder blade, to drown humilliated and in torment. I must confess I haven't felt that good in a long time. I should now be savoring my victory, shouldn't I? Yet it wasn't enough. It's NEVER enough. I'm growing addicted to hatred and violence. I don't know where will this take me to. I feel my heart darker with every creature I fell, and I know that's not the way of nature. But mother nature herself was unwise when it didn't make me an a animal, but a shifter - which means I'm also part human, and, thus, subject to this petty feelings. Gods, I do not ask you for anything else, but this: don't take away my revenge. Don't take away my hatred - it's all I have. Let me hate them to the end, as much as they deserve. Give me the strength to quaver not when they become helpless; let my heart be the darkest when I most need, so that I can savor each moment of the torment I shall bestow them. And let the knights of Calendras live until I meet them in the dungeons of that accursed tower. I pray to the Gods of both Justice and Darkness: in the name of my brother and father, let it be me to destroy my enemies. Do what you must to my soul afterwards, I don't care... I will face whatever fate is reserved to me after my death. But please, don't take the revenge from me. It's mine. Basic Character Mechanics Possible Class Arrangement(s): Druid 20, or any combinations of Druid and Moonspeaker. Essential Abilities: high physical scores. I'm currently playing with him, and he doesn't wild shape either. He has to be either a Razorclaw or a Longtooth shifter variety. Speaks Auran and Terran. Take at least the 1st and 4th substitution available in RoE. Essential Skills: climb. Essential Feats: your average optimized druid's. Fell Drain would give him an even darker look. Essential Spells: lightning & cold Essential Equipment: none. Signature Combat Maneuvers: staff + spikes + huge strength = melee druid. When I played this character, he had no wild shape, because of the campaign restrictions. With a starting 18 Str, he worked out pretty well. There's nothing wrong on using wild shape, though. |
| Sang-Drax12-02-05, 10:05 AM | Basic Character Concept Name: Cian Thorvald Race/ Gender/ Age: Human - Male - 20s Alignment: Lawful Neutral or Lawful Evil. Religion: whatever patron deity his army serves, or a dark magic god (Shar or Vecna) Single Defining Class: Gish Description: It all seemed so still. It was if the streets of small Aurak, a town in Northern Breland, had already forgotten the slaughter it had watched in the previous week. The outer walls were already been rebuilt and there was this chilling wind that smelled like flowers and holidays, bringing a measure of hope to the aurakians in that summer night. “Maybe we’ve grown too used to battles during the Last War”, Farlan thought. The gnome couldn’t get used to the conqueror, though. The soldiers of the Army of Darkness, as they were called, proudly roamed around, not unusually bullying the townsfolk. “Arrogant tyrants. They walk around as if they were the rightful owners of this place. If only I was taller, I’d personally lead a rebellion and kick’em outta here”, he muttered under his breath. Farlan had seen wars before, many times. But these men were different. They were meaner, fiercer warriors that fought fanatically under the banner of a god - The Shadow. Farlan feared them more than any other army that tried to take Aurak during the Last War. He sighed deeply and slowly headed to the last lit lamp in his establishment. He used to sell scrolls, used spell books, and material components, but since those pesky warriors arrived, sales have been quite low. Today had been no better than yesterday, and this situation wasn’t showing any signs of change. Maybe he should start selling what, swords or something. Better yet, maybe hearts, to fill the gap and to warm a little the souls of this damned- “Hello”, Farlan suddenly heard from just behind him. Startled, he almost let the lamp fall to the floor. It now hanged wildly around, eerie shadows dancing all over the shop. There was someone standing at the door. It was a very tall man, whose voice didn’t quite match the frame. He wore a very polished shiny black full plate mail, with the traditional shadow dragon insignia carved in the chest. A really big sword hanged from the man’s back, and he was just removing his black close-faced helm. Right behind him, at the shop’s porch – how outrageous! – was the man’s horse, black as the night itself, just like pretty much all horses used by that accursed army. This one was a little different, thought. Its mane was gray, and there was some odd mist leaking from its hooves, it seemed. Maybe it was the weather changing. The man started walking to Farlan’s direction. Each booted footstep echoed in the shop like a thunder. How come I couldn’t hear the horse coming?, Farlan thought. “I’ve already paid my daily taxes”, the gnome said, trying to sound brave, but obviously failing in the attempt, “look, over here… I’ve got my receipt, just over here”, he followed on, fumbling to a drawer that was as messy as his own brown hair. Farlan knew that this receipt didn’t really mean anything, since the knights often tore the papers apart and demanded new payment. “I haven’t come to take your money”, the man said buntly. Again, the gnome had the sensation that that voice just didn’t match. It was a hoarse, hissed voice as opposed to the expected booming of a baritone. “Well, erm… sooo…w hat I c-can I do for you, sir?”. Farlan cursed himself for the obvious display of fear. If only he was taller… The man looked down and smiled. Not a sarcastic smile, it seemed an actual, honest smile. He’s probably just killed a cockroach, Farlan thought. These people only feel pleasure on killing. Suddenly, the man’s armor faded into a black mist, and then, into nothingness. The knight kept walking, as if nothing unusual had happened. He pulled a chair and sat. He wore jet black Darkweave clothing, a cloth favored by assassin and thieves. How appropriate. His face was clean-shaven like most of the knights’, and he wore straight, raven black hair a little bit below shoulder length. The tip of the sword was scratching the floor, Farlan noticed. The man’s eyes were of a dull, soulless gray, and the contrast with the crooked lips in a further attempt to keep smiling only made things the more unnerving. “Are you closing already? I’m sorry if it’s too late, I’ve just finished my duty tonight”. Farlan could only shake his head in astonished, saying nothing, staring amazed at that: a polite dark knight! “I’m looking for a certain spell”, the man continued. “Vampiric Touch. Have you got it?” Greatest Strength: Like all Gishes, versatility. Greatest Weakness: Emotionless. Traits and Mannerisms: Cian fears getting too close of people. He learned that he often loses the ones he loves, so, he'd rather love no-one at all. He even fights indifferently, splitting skulls as one would slice tomatoes. He talks about magic in a very unpassionate, technical way. Truth is, he does love magic, but he completely forgot how to display love for anything. He also enjoys discussing his theory in progress - he believes that cold, shadow, and negative spells have the same origin. He wishes to publish a book on the subject someday. Modus Operandi: Melee first, spells, second. As much as he likes magic, he's not so good at it as he's a good warrior. Background:Cian was born the eldest son of a wealthy farmer's family. They raised grapes by the shore of a river it was said to grant fertility because, dilluted in its waters were the ashes of a phoenix. In fact, all farms in the area were just as prosperous; their wine, sweet and pure. Cian had two twin brothers and two younger sisters. He soon started to manifest deep interest in Physics, taught to him and some other boys in the neighbourhood by a retired engineer (artificer?) who lived in a small farm nearby. He studied really hard... he didn't really want to be a farmer, and he really wanted to study in the X-College someday. One day, however, when Cian was 14, the red plague (or other contagious random disease) came. Not only did it poison the grapes, it also infected humans. His teacher was one of the first to die, and people didn't really understand what was going on, when Cian's mother was infected as well. Despite the blisters, the Thorvald Family thought it was only a fever - serious as it could be. Soon after, the Royal Guard came, burned the crops and imposed quarentine upon the riverfolk. Cian's mother died such a horrible death that his father went nuts and hanged himself afterwards. One of the twins died as well. When the epidemy settled down, the kids were parentless, and, as usual, they had to be adopted, and the brothers would live apart from each other and their wealth would be split among their new families. Being older than the others, Cian was the last to be adopted. He lived for quite some time in a scorched land, awaiting for a new family. He was almost starving to death when a man came and took him. The man, in his mid-60s, was the owner of an ore mine deep into the country. What he really wanted was a slave, and not a son. Cian was kind of dead inside, not really oblivious to the world around him. He was forced to work hard night and day in the mine amidst goblin and orc slaves, and, despite being well fed, he was hard pushed and endured the rigors of the old man's extreme discipline, being an ex-officer from a mercenary army and all. Cian's frail frame quickly turned into a strong body. Some years later, the old man told Cian that he was too lazy, and that he'd made all the arrangements and Cian would join the same paramilitar army he'd served. The old man had grown sick in the last few years, and after being given all the instructions, Cian killed him and joined the army. The army served whatever cause paid more. They razed towns or fought black dragons... it was all a matter of the moment. Cian's best friend in the army was a wizard, that, seeing his friend was really interested in the subject, started teaching him some tricks. Cian saw in magic a parallel with Physics, his passion from youth, and learned really quick, since he knew quite a good deal of Physics, needed to comprehend the basics of magic. In a certain battle, Cian was wounded and would have to stay away from the army for a month or so (note: in a world where clerics are common, it could be vacations or something of the matter). When he came back, he found out that the headquarters were razed by paladins (or else, if you want Cian to be good-aligned), with many dead corpses scattered around. Taking his best friend's spellbook, he decided to move on, following the path of the gish. Basic Character Mechanics Possible Class Arrangement(s): Fighter 1/Wizard 6/Knight Phantom 10/Spellsword 3 Essential Abilities: Strength and Intelligence. Essential Skills: Knowledge (physics) Essential Feats: choose any combat feat chain you like and stick to it - trip, shock tropper, whatever. Spell Thematics would be cool - make his spells to be displayed in dark light (you know, that purple light common in nightclubs). That's suboptimal, but you can cast Color Spray and Prismatic Spray without looking ridiculous. Besides, that would be the same theme displayed by his fellow wizard. In a FR setting, Shadow Weave Magic would be really cool. Battlecaster is a must-have. Essential Spells: none. Essential Equipment: Greatsword or falchion + mithril full plate. Signature Combat Maneuvers: your choice. |
| Sang-Drax12-20-05, 11:25 AM | Basic Character Concept Name: Krizafuni (villain) Race/ Gender/ Age: Tiefling - Male - early 30s Alignment: Lawful Evil. Religion: servant of the Nine Hells Single Defining Class: Finesse Fighter Description: The only physical quirks Krizafuni has that reveals his devilish nature are his vivid red hair (like that of an Eirynes) and two small goat-like horns which grow from the back of his head and are covered by his waist-high straight and dry mane. He's got a mischiveous smile and an intimidating look in his dark brown eyes. He's always clean-shaven and likes expensive clothing. Greatest Strength: Quick thinking. Greatest Weakness: Too loyal to his comrades. Traits and Mannerisms: Krizafuni just loves parties. He speaks loudly and loves to show off. He knows he's very popular in Sigil as a very talented musician, but he knows he's most feared as one of the heads of the Xariak Conclave, a gang of assassins that operates in several different planes. He's greatest goal is to spread evil so much that he wins the right of a property after his death. Maybe a circle of his own, who knows? He knows it's too late to be forgiven by the high heavens, so why bother? Modus Operandi: Krizafuni gets really excited when he meets a foe that can fight him as his equal. He's one of the most skilled warriors to date, and he's not a fan of killing as he loves to fight, specially a one-on-one duel. Background: He doesn't know where he was born, but he knows he was taken by devils, who claimed his soul somewhere in his youth to fight the Blood War. His training was harsh, specially because Kriz isn't strong, but he developed his own style of fighting, which was quite handy against the demons that often underestimated him for his frail-looking frame. Eventually, he began to enjoy his profession, and won the favor of some high-ranking devil officers. After having a serious argument with one of his sargeants, he was released by a higher-rank Succubus officer who really liked him (if you know what I mean). He then went to Sigil and joined the Xariaks. He started to play the lute afterwards as a hobby, but ended up being a professional. Background: "If you're going to be evil, be the most evil thing you can. At least the devils will love you". Basic Character Mechanics Possible Class Arrangement(s): Swashbuckler 3 is a must. Monk + Shou Disciple for higher AC and flurry are also excellent. Duelist is also nice. Essential Abilities: Dexterity and Intelligence. Essential Skills: Perform Essential Feats: Kung Fu Genius, if you take the Monk(s) level(s). Elusive Target fits nicely, too. Essential Spells: N/A. Essential Equipment: None. He wears no armor and wields only a rapier. Signature Combat Maneuvers: your choice. |
| MasterOfPsychic01-20-06, 08:09 AM | Name: Twibbledorf Skullcleaver Race/ Gender/ Age: Dwarf / Male / 67 Alignment: Lawfull Good Religion: Servant of the world, Adores Moradin Single Defining Class: Dragon Rider Description: Medium high, for a dwarf. Sturdy built. Has long red hair and beard with a golden beardholder. Dark skin for a human, light for a dwarf. Greatest Strength: Honours and Social Skills, along with Combat Prowess Greatest Weakness: Jumps into the centre of combat first... Always dies before the combat even starts. Traits and Mannerisms: Always honourable and humble. Aquires great friends for him humble personalty. However his team gets angry with him sometimes for "wasting" the entire team assets by donation it to the liberary. Modus Operandi: Loves combat, but have seen enough of it to know that it only leats to suffering, so tries to avoid it. If forced to fight, uses mostly murdane means: jumps into the centre of combat and fights as hard as possible. That is if he meats worthy enemies. If fighting weaker enemies, he uses his arcane powers to do it. Background: A member of the Skullcleaver Clan. A clan of dwarves of no nobility anymore, since they lost their honours. That happened because they took up the use of dragons and arcane arts centuries ago, when their homelands of Kar'lan Dûr fell under seige by the demonic armies of Oldenburg, in order to defend the civilians and give them a chance to flee. After years, the help came, and the deamons was defeated, and the Skullcleavers were celebrated as heroes. But their enemies in high positions of the Dwarven Cousil of Kar'lan Dûr envied their glory, and found old scriptures of the dwarves which banned arcane use, and thus the Skullcleavers used unholy means to defend the dwarves. In the light of this, the clan moved to southern lands, working as humble smiths. They have always been moving around in order to avoid the ghosts of the past. In the centuries that followed, the arts of dragontaming and arcane magic was forgotten by the clan. The few who ever left the clan, was ordinary warriors. Now Twibbledorf left the clan in order to find fame and fortune. Young and daring, he did quite a few good adventures, but he finaly got pummeled for his agressive and 'holier-than-thou' attitude. After a good beating, he rethought his life, and started thinking how he could restore his clans honour, and help humanity as well. He was finaly given the oppurtunity to become a dragoon, and retake the power which felled the clan years ago. He didn't dare for a long time, but finaly, he took up the power of the red dragon, and became a ledendary dragoon. Have helped humanity greatly, but still haven't restore the honours of the Skullcleavers, but that day will come. Quote: "I have done a few minor services for the king, thus I know him". Basic Character Mechanics Possible Class Arrangement(s): Fighter levels first, to about 8, then the rest dragoon levels. When going epic, start taking Master of Draconic Lore after you reached 17 dragoon level. Contact me for these classes' info. Essential Abilities: Constitution, Wisdom, Strength, Charisma, Dexterity, Intellect. Essential Skills: Knowledge, Spellcraft Essential Feats: All the fighter feats needed, mainly. Essential Spells: Fireball, Wall of Fire Essential Equipment: His dragonspirit, and his waraxe, fullplate and shield. Signature Combat Maneuvers: Jump into the Centre of combat, by flying over with his dragon, and then using jumpattack to get there. After that, uses his attack manuvers. Uses fireballs as ranged weapons if needed. If meeting weaker opponents, then likes to show off his arcane powers, to prove to himself that they work well enough to one day prove the dwarfs that his clan uses a good power, not a evil and weak one. |
| Kodus01-20-06, 02:01 PM | Basic Character Concept Name: Major Edmund Carstairs-Smythe Race/ Gender/ Age: Human Male 36 Alignment: CN Religion: episcopalian Single Defining Class: Warlock Description: Well, he's just this warlock, you know? Greatest Strength: Extremly cool Greatest Weakness: Not very effective from a min/max standpoint Traits and Mannerisms: Very stoic, stiff upper lip and all that. Surely there is a way to get home... Modus Operandi: Very mobile fast moving ranged low but constant dps (touch attacks, charm, baleful polymorph) Background: As a student in Kings College, Cambridge Edumund was an indifferent scholar. The younger sun of the Earl of Sufwyck he spent more of his time persuing women he found attractive then attentive to his studies. Eventually he left the University for take up residence in London with the lovely Mrs. Evelyn Collumb. After a year in which he met many notable people she was killed one winter before his eyes in a tragic accident. When travelling to meat her father to ask permission to marry their carriage team was set on by a pack of unnaturally ferocious wolves. Wild with panic the horses pulled the carriage to it's side and it went off the side of a bridge, plunging it's riders into the icy waters of the river below. Edmude tried to block his grief with scholarly exertions quickly finishing his schooling and graduation (much to the suprise of those who knew him earlier) with honors. After joining the Westminster Dragoons he was quickly shipped off to the near East where he saw action in protecting British interests in Ciaro. Here he would meet a man that would change his life. In 1904 Cairo was a hot bed of occult and mystical persuits. A man by the name of Edward Crowley was quite interested in this young man who although a neophyte to matters occult had seen and done so much in his short life. They becaume if not friends partners in a common interest - the occult. Edmund wanted to contact Evelyn again, Mr. Crowley for his own goals. After receiving permission to resign from his post in the Dragoons Edmund invited Mr. Crowley back to England to his fathers estate, where they'd be free to persue their illicit interests, where they'd work deep into the night attempting what Edmund was fast beginning to see was a drug inspired dream of his compatriot. Then something changed Late one night in the autumn after months of repeated failure Edmunds father Lord Penwall interupted their experiments telling them they must leave. An altercation followed an in his drug induced state Mr. Crowley caused Edmund's father to fall on the apperatus they where working with, where he suddenly suffered what appeared to be a heart attack. Before Edmund could come to grips with the fate of his father he felt himself falling...something had grabbed him like a child and snatched him from the estates he had known to a world more alien then he could have imaged in his wildest dreams. Now, dreams shattered, heart crushed and driven half mad by the destruction of those he felt closest to he must find a way to stay alive in his new home, a place of twisted conspiericies and hidden plots - Sharn. Quote: "Why DOES a woman run away from a man?" she answered my question with another. "They do not, where I come from," I replied. "Sometimes they run after them." -Edgar Rice Burroughs, At the Earth's Core Basic Character Mechanics Possible Class Arrangement(s): WL 1-5/Blood Magus 1-10/WL6-10 Essential Abilities:Dex, Charisma Essential Skills: Use magic device, Spell craft Essential Feats: None really Essential Spells: He does not get spells Essential Equipment: He will not wear armor despite it's availblility to his class, he carrys a cane that conceals a short sword. Signature Combat Maneuvers: Invis flying eldrich blasting. He also has a thing from the ladies, but is likely to go into a funk as soon as he is attracted to them as ask them to dinner. |
| shadow mage06-13-06, 04:21 AM | *Prune Saver* :bump: |
| Drodain06-17-06, 12:11 AM | Basic Character Concept Name: Lerpo (hmm wonder where that came from) goes by 'Momma' Race/ Gender/ Age: Human, Male, 20 Alignment: NG Religion: Pelor Single Defining Class: Cleric Description: 5'9 heavy set bald Greatest Strength: caring for others Greatest Weakness: wont let himself go Traits and Mannerisms: has sociopathic tendencies when ****** off which he tries to set right with his healing Modus Operandi: work for the team at all times, turn a blind eye when the rogues come out to play, helping anyone in need, mercy when possible and not in a sociopathic mood Background: sadistic father rubbed off on him, killed father, trying to heal others b/c of what he did to his father Quote:'You can call me 'Momma', because out here I'm the only one who gives two ***** and I'm the one who'll kiss your boo-boos to make them better.' Basic Character Mechanics Possible Class Arrangement(s): cleric/combat healer Essential Abilities: wisdom(as high as possible), con, str Essential Skills: know rel, heal, craft alchemy (sadistic side loves acid and poison) Essential Feats: skill focus heal, divine might Essential Spells: all the healing, protection, bulls strength Essential Equipment: dagger(from father), wand of cure light or staff of life/healing, healing kit, food, armor, hvy mace Signature Combat Maneuvers: enthrall and let everyone else set traps or summoning celestial gryphons |
| necrosnoop11006-17-06, 03:42 AM | Nice build Drodain reminds me of the character Animal Mother from the movie Full Metal Jacket (1987) .... but next time please use the format :) Basic Character Concept [Created by Drodain] Name: Lerpo (hmm wonder where that came from) goes by 'Momma' Race/ Gender/ Age: Human, Male, 20 Alignment: NG Religion: Pelor Single Defining Class: Cleric Description: 5'9 heavy set bald Greatest Strength: caring for others Greatest Weakness: wont let himself go Traits and Mannerisms: has sociopathic tendencies when ****** off which he tries to set right with his healing Modus Operandi: work for the team at all times, turn a blind eye when the rogues come out to play, helping anyone in need, mercy when possible and not in a sociopathic mood Background: sadistic father rubbed off on him, killed father, trying to heal others b/c of what he did to his father Quote: 'You can call me 'Momma', because out here I'm the only one who gives two ***** and I'm the one who'll kiss your boo-boos to make them better.' Basic Character Mechanics Possible Class Arrangement(s): cleric/combat healer Essential Abilities: wisdom(as high as possible), con, str Essential Skills: know rel, heal, craft alchemy (sadistic side loves acid and poison) Essential Feats: skill focus heal, divine might Essential Spells: all the healing, protection, bulls strength Essential Equipment: dagger(from father), wand of cure light or staff of life/healing, healing kit, food, armor, hvy mace Signature Combat Maneuvers: enthrall and let everyone else set traps or summoning celestial gryphons |
| Jedipilot2406-24-06, 09:59 AM | ... |
| Andi106-27-06, 11:02 AM | Character Concept Form: Basic Character Concept Name: Hagen Race/ Gender/ Age: Human, male, 25 Alignment: ln Religion: none Single Defining Class: Fighter Description: A medium tall guy with red hairs at shoulder-length, wearing a black chainmail. has always some kind of a sad smile on his face. Greatest Strength: His extraordinary physical strength and his thoughness. he also is a great strategist. Greatest Weakness: Is really pragmatic and often isn't taken for serious. Traits and Mannerisms: Likes to handle things personal. Revenges each insult done to him. Modus Operandi: If he has enough time to do so, he will have a plan for everything, but he will give his live for whom he likes. Background: The son of a merchant who was killed by bandits during a holdup in a desert when he was sixteen. He killed them, but after that he nearly died in the sand. He was rescued by bedouins who thaught them how to fight. Quote: "Anything can be solved by thinking. Of course something goes better with a really big sword." Basic Character Mechanics Possible Class Arrangement(s): Fighter; Fighter/Rouge; Fighter/Derwish; Fighter/ Greatblade Master Essential Abilities: Strength, Intelligence, Dexterity, Constitution, Wisdom, Charisma (from most to leastimportant) Essential Skills: Perform (Dance), Jump, Tumble Essential Feats:Monkey Grip, Spring Attack Essential Spells/Powers: - Essential Equipment: +2 Keen large Greatsword, +2 Chainmail, Ring of Tumbling+5 Signature Combat Maneuvers: He moves quick through enemy lines, searching for their commander and kills them. |
| Zarndelius07-06-06, 05:46 PM | Basic Character Concept Name: Zarndelius Race/ Gender/ Age: Human, Male, 25 Alignment: NG Religion: None Single Defining Class: Wizard Description: Standing a bit over six foot, and weighing in at 145lbs, the 20-something has a very tall slender build. His thick, bushy, white hair is a grooming nightmare, sticking up on whichever end as if he hasn't brushed it in days, no matter what he does to it. His eyes are of a bright green color, which clashes with his very pale, white skin. Greatest Strength: Stable, laid-back Greatest Weakness: Not very soicalable. Traits and Mannerisms: Zarndelius is the silent, yet unbashful type. The young wizard hardly ever says a word, or give any sign of recognition that he is listening. However, he is not afraid to act on his own accord, doing what he feels is best, without warning, dispite the conquences. Most people would see this as being stuck-up, however, they just don't realize he doesn't like small talk, and only likes to talk when he knows exactly what he is talking about. He never smiles, mainly due to a self inflicted depressed state he has put himself into. If thier is any hobby Zarndelius has, its smoking from his expensive, long, outlandish pipe in shape of an eastern dragon. He especially loves to have a smoke during combat, believing it to improve his endurance through all the mentally demanding spell gestures and such. Lastly, if he wasn't silent all the time, one would think he if very gnomish-never keeping his mind on one thing, which sometimes gets in the way of life and death stituations. Finally, for who knows what reason, he always transfers all coin currency into gems of any sort. If asked, his profession, he'll simply state, "I wish I was a sorcerer(sp?)". Modus Operandi: Let others do what they wish, as long as its harmless to others. Far as combat, he tends to do the least possible, letting the others carry most of the weight. At times though, he'll have a sudden urge to display his powers, and do something absurd, such as summoning creatures to carry him on a throne into battle, as he cast lightening bolts and fireballs through out the room. Background: Zarndelius XaxZandadore Dramulus, is what he'll tell you his name is, if you get him to speak, however, most friends call him Zarn, and he gets rather offensive if a non-freind does call him that. For the first 12 years of Zarn's life, he traveled with his parents, whom were traders who would move town to town, trading different goods. Through his fathers good business choices, his family earned nobility status. At this time, his family settled down in a large Trading City, where his family could conitue profits, but life comfrotably as well. Here for 9 years, he stayed. It didn't take long, during these nine years, for our young Zarndelius to forget life as a trader, and live the life of a noblemen. Drinking, formal parties, and dances where much of Zarns life. Late in his teens, Zarndelius tire of the high life, and wanted to truely 'live', so like any other teenager, decided to experiment, via going downtown and mixing with the commonfolk. Going to low end bars and inns, Zarndelius was living a double life as a drunk beggar, and a spoiled noblemens son brat. At a paticular Inn, he met a blind girl (half-elf) of three years younger named Marrion- his first love. He started going to the place daily, as the young waitress worked thier from early evening til the moon was high. Being his truely outgoing self he was back then, every evening he would order a drink, and ask the girl for an evening out, but always failed. One paticular night Marrion and him was going through thier regular routine, when suddenly Marrion in someway or fashion, caused everything in an arms reach to shatter, she freaked, and looked around, as obviously everyone was staring, especially Zarndelius. She started to pick up the mess, as she was a bit shaken, thinking it to be a incridible natural occurance of some unexplainable event, which she wasn't too far off from. Within in seconds it happen again, this time she sprinted up the stairs to her living quarters, where everything in her path exploded into shards of material. Zarndelius quickly got up and chased her, unconcerned with being harmed himself by his crush. As he caught up to Marrion in her room, he sat down and just put his arms around her, and kissed her on the forehead, the sweetest memory he has ever had. That night they talked forever, about everything-letting every single secret and life experience known to eachother, until the sun came up, where they fell asleep in eachothers arms. That night, Zarndelius found out that his love, his Marrion, was a budding Sorcerrer. For a year Zarndelius incouraged Marrion with her training, to hone her powers, and to be able to control them, as he secretly hoped, yearned, that the same fate would fall onto him, for the simple reason he would have that much more of a connection, that much more of an understanding of what Marrion was going through- it never came. Desperate to understand his love, Zarndelius had his father hire him an Wizard Apprientence. Through love, Zarndelius amazingly caught on quick about the Arcane Arts and bending physics to his likings. This however, proved to distant his relationship with his girlfriend, of 7 years. Between his scholary education, and her spiritual honing of the arcane arts, they eventually drifted away, until one night, Marrion asked him to meet him at that same Bar they first talked, that same room. That night wasn't like the first night, as it ended in tears and a bruised cheek bone. Marrion was leaving the city, she was become an adventerer. This angered Zarn, seeing a happy life together with her, being an adventere just did not fit in the picture, in Rage he yelled at Marrion, only for her to end up in tears as she slapped him across the face, and walked out. Zarndelius never saw her again, after another year of traing to be a wizard, the only thing that kept her off his mind, he really didn't do much besides study. What spare time he had, he sulked around the alleys of the downtown, not much caring when he got mugged, robbed, or anything. He would just go to the same place again, to have the samething happen again. His parents, whom after a year of such behavior decided it was best if he striked out on his own, and he did. With one intention, to become an adventure, to fight for whatever cause, in hopes of crossing paths with his love, his Marrion. Quote: 'Bending physics is easy, its fixing reality that becomes a problem" Basic Character Mechanics Possible Class Arrangement(s): wiz/fatespinner/archmage Essential Abilities: Int, Cha, Con in that order Essential Skills: knows a lot of langauge due to his early life of training, many knowledge skills from his wizardly training, as well as alchemy. Essential Feats: Concerntration, ....??? Essential Spells: Verstility, honing on one thing he has found, is a waste. Essential Equipment: Your basic wizarldy equipment, likes to wear a white robe. No hoods. Signature Combat Maneuvers: Takes his time during combat, never runs, but walks, always seems cool and collected, dispite the challenge. |
| mossivo198610-26-06, 04:57 AM | Character Concept Form: Basic Character Concept Name: Crave Klitchnokov II Race/ Gender/ Age: Half- Vampire Human/ Male/ 27 Alignment: Chaotic Evil Religion: Bane Single Defining Class: Paladin of the Slaughter Description: 6'2'' Blonde hair, blue eyes, Pale skin, Hidden behind Armor. Greatest Strength: STR 20 CHA 20 Greatest Weakness: Intelligance -1 Traits and Mannerisms: He's very Judgemental and Speaks only when there is an important event needing to happen. He loves to degrade and punish those who fail/ Oppose him in combat. Modus Operandi: Very Direct, In and Out kinda guy. But only in combat are his true emotions let out. Outside of that he doesn't want anyone to "see" who he truly is. Background: Family of Wealth. Is from such that not skilled in knowladge outside of home. His father was a Vampire and his mother a Human. He was never quite "good" enough for his father. Striving for more he used his wealth to set himself apart from the enclosed space of overwhelming power his family "dad" used on him. Quote: "The difference between us, is that I am much stronger, much faster, and i'll kill you and eat your childeren, if you lay your hands on me." -Crave Basic Character Mechanics Possible Class Arrangement(s): Warlock/Fighter/Knight of some sort Essential Abilities: Mind control in batte/ strong resistances Essential Skills: Spot/ Listen/ Intimidate/ Diplomacy/ Sense motive. Essential Feats: Armor Profficiency- Dwarven Weapon Prof Greatsword Daunting pressense. Essential Spells/Powers: Mind control "wisdom Checks" Essential Equipment: Anything for a huge ac. Signature Combat Maneuvers: Grappling, Chopa Chopa baby! Note: In the context of this thread Modus operandi means "mode of operation" and describes the character's primary patterns and style of doing things. [Take a look at the other examples for ideas on how to describe this] The 'Character Concept Form' chosen for this compilation owes its basic structure to Trydan's How to create a role-playing character (http://boards1.wizards.com/showthread.php?s=&threadid=105563), Thanks go out to him :D[/QUOTE] |
| Xeraph10-29-06, 01:39 PM | http://www.wizards.com/dnd/images/mhbk_gallery/76924_CN.jpg Basic Character Concept Name: Hagarach Race/ Gender/ Age: Goatfolk/ Male /Adult Alignment: Neutral Good (With True Neutral, Lawful Neutral and Lawful Good tendencies) Religion: None, yes. Single Defining Class: Warblade or Ranger Description: Hagarach is a towering goatfolk, measuring 7',8''. He sports a masterwork studded leather and a pair of dastanas. He bears a faint smell of battle and carries his weapon at hand at most times. Hagarach switches between two moods. The first is a relaxed posture, showing confidence, a light hearted mannerism and a smile. The second is his battle stance, here it seems Hagarach is ready for anything, and when combat ensures the smile he normaly wears will show. Greatest Strength: Hagarachs greatest strength is the one he shows in combat, his tremendous stamina, wit and strength. He is able to battle the most, both by brawn and tactic. He is also a intelligent and can talk his way into a good light with most people over time. Greatest Weakness: Hagarach's greatest weakness is his patience, not with people, but situations. He doesn't like staying at one place for longer than a couple of days. It bores him when nothing happens, and if no adventure comes, he finds it himself. Hagarach is also considered a savage beast by most folk on first glance, eventhough his intelligence is way over normal for his race or most other races. But instead of taking this as the normal weakness it appears, Hagarach uses it for his advantage and often surprises foes and people with a witty remark or a warmhearted civilized gesture. In combat he lacks mobility, he can't fly, teleport or balance well. Fortunatly his companions has magical powers to compensate for this weakness. Traits and Mannerisms: Hagarach's size, battleworn appearance and strong demeanor often makes townsfolk tremble when they see him, eventhough Hagarach is a warm hearted person. Like the rest of his kin, Hagarach loves combat. He seeks knowledge on ways to advance his skills as a warrior and techniques to battle superior foes. This knowledge can come from any sort, books, meditation, practice or magic. It doesnt matter to Hag, as long as he has something to do. Modus Operandi: Hagarach doesn't speak much, he waits till others have spoken and then finishes the conversation with a conclusion that makes any further discussion void. His warm and deep animalistic voice seems calming, but Hagarach can switch it all around. In combat he acts fast and leads the combat through orders and tactical speeches. Background: Hagarach hails from northen mountain range where his folk strives in solitude, but Hagarach was always different, he was born with a much more sophisticated mind than the rest of his kin, and becasue of this his boredom forced him to explore the world. In time Hagarach will return to lead his people to an era of knowledge and power. Not that his people knows this, but he is the strongest of his kind, so it is his destiny. Quote: "Why pardon you, I am nought an animal. I am an Ibixian emmisary, and if you don't mind, I have come to win this war for you, good sir." Basic Character Mechanics Possible Class Arrangement(s): Goatfolk 4/ Ranger 2/ Warblade 6 (In my campaign Hagarach advances as Psion and Slayer, but Hagarach could just as easily be Wizard and Abjurant Champion, Eldrtich Knight, Jade Phoenix Mage or what ever comes his way.) Essential Abilities: Constitution, Strength, Intelligence, Charisma, Dexterity and at last Wisdom. Essential Skills: Diplomacy, Intimidate, Survival, and a few Knowledge skills. Essential Feats: Power Attack, Track and alot of Roll With It feats. Essential Spells/Powers: Whatever he can boost his combat abbilities with. Essential Equipment: Not much, a good twohanded-weapon and a light armor with no check penalties can get you a long way. Signature Combat Maneuvers: Anything Iron Heart and Stone Dragon. |
| Adrez Nesnsid11-22-06, 04:43 PM | BUMP!! :bump: |
| Reaver11-22-06, 09:24 PM | May I just say. I LOVE the Ibixian. Love him! |
| RadicalTaoist12-03-06, 03:29 PM | Basic Character Concept Name: Moses Alastair Cobson Race/ Gender/ Age: Human - Male - 18 (starting age) Alignment: Neutral Good Religion: Any favored by farmers (such as Chauntea in Faerun). Single Defining Class: Psychic Warrior Description: 6'0'' with the obvious physical traits of someone growing up working on a farm - strong build, weathered skin, and callused hands. His hair is a dusty light brown and his eyes a winter's blue. Greatest Strength: His compassion and unswerving faith in the ability of a single man to right all the world's wrongs.. Greatest Weakness: He can be frank and blunt often, and impatient with complex matters. This leads to later regret over social ineptness and an overall tendency to act shy. Traits and Mannerisms: Humble as they come, Moses is fond of simple work with his handes and will keep himself occupied by carving wood or kneading bread. While other adventurers make a living as bodyguards or bounty hunters inbetween tomb raids, Moses would much rather work off time on the fields somewhere. He's polite though not well-spoken - his simple speech giving tell to his lack of extensive education - and doesn't judge anyone before seeing their actions. Still takes the time now and again to visit his family. Modus Operandi: Though he raids dungeons and serves as a bodyguard from time to time, Moses' real calling is the protection of peasants and civilians in war, particularly refugees displaced by violence. In response to any sign of conflict, he picks up his sword and shield and goes out to the area in question. Whereas others think of solving wars through diplomacy and espionage, Moses approaches the problem by simpling planting himself in front of a village and buying the innocents enough time to evacuate. Escorting refugee caravans through hostile territory is another common activity. He does this solely as a volunteer act - while grateful villagers gladly feed and house him in return, Moses seeks no monetary recompense (enough of that from raiding tombs) and does not favor any side in a conflict. He will protect the villages of innocents regardless of race or nation. Background: Moses is an archetypal hero that goes back from video games (Cless in Tales of Phantasia, Link in the Legend of Zelda) all the way to medieval epics (the Redcrosse Knight in Spenser's Faerie Queene) and earlier: the young lad of low origins who picks up a sword and shield and goes out to save the world. The fifth son of a farmer in country close to where two other nations were frequently at war, Moses grew up tilling fields and watching displaced peasants travel through their village, looking for work or missing loved ones. One of them, a man who lost his entire family, wound up marrying his older sister and working at the family's farm. Moses developed a strong sense of justice and would spend his spare money on buying the refugees food and shelter if needed. One day, a man came with a band of refugees. He carried a sword and shield, and when his band of refugees move on, he turned in the opposite direction and proceeded to walk back towards the war zone. When Moses asked him why, he said that there would be others he'd need to safely escort to this village again. Then Moses asked if he wanted any help, and the man said sure. A day and a hard conversation with his family later, Moses set out with the man, a half-elf swordsage named Terrenes. He taught Moses the basics of combat and helped the boy through the turbulent phase when he discovered his latent mental powers. Now separated from his master, Moses continues in the same path, protecting the innocent threatened by war. Quote: "I swear, I will strengthen my sword-arm until all the armies of the world cannot but break upon it. I will be strong enough to protect you all." "If you're looking for a hero, find one of those knights who go out and slay dragons. I'm just a farmer's son." Basic Character Mechanics See here. Note the little joke in his name: Moe Lester, son of COB. Essential Equipment: A deep crystal longsword, wooden shield, and padded armor. He avoids fancy looking stuff; the sword will be as extravagant as it gets. Signature Combat Maneuvers: See the post. He's a tank in the purest sense of the word - nothing gets by him unscathed. |
| b3jsd73jfx12-07-06, 10:46 AM | Basic Character Concept Name: Tharen Orms Race/Gender/Age: Human/Male/19 Alignment: LG Religion: Agnostic Single Defining Class: Drunken Master Description: Tharen is a moderate sized human, around 5'10", and is often found at the local pub. He often passes as the neighborhood drunk. What seems like an unshaven face is actually just a ruse and he allows the stubble to show, but keeps his beard to just that. He wears tattered clothes that could pass as washclothes for some other people that frequent the bars. His hair is unkempt and often lays over his sweating face, hiding his deep blue eyes that, when gazed into, hint at a great inner conflict. Greatest Strength: Tharen is quite intelligent, and uses this to his advantage. Although his drinking often causes him to lose his way, when he's sober he is able to solve some of the most complex puzzles as though they were a childs game. Greatest Weakness: Hiding a deep inner conflict within himself has led Tharen to drink his life away. Although he has mastered how to battle while intoxicated, the drinking does little more besides keeping his inner demons at bay. Traits and Mannerisms: Tharen is almost always drinking, often to the point where he is unable to think coherently. This leads him to be quite obnoxious and rude, lacking any real self control. He has a tendency to try and step in to conflicts where he does not belong, believing he's helping when normally he just causes more issues. When not drunk however, he can be very polite and well behaved. Modus Operandi: Tharen does what he does for one reason. He drinks to get rid of his memories and to try and escape the horror that plagues his mind. This also leads him to try and act like a good guy and attempt to protect someone that he sees getting picked on or overwhelmed in a fight. Background: Tharen grew up with a loving family and was given everything he could ask for. He attended the local training academy where he took up martial arts training and the mental training to study under the ways of being a monk. His family consisted of himself, his mother, and his sister. His father had disappeared before he was born, and so Tharen took over the responsibility of being the man of the house and making sure that his mother and sister were protected and had food to eat. It was around the time that he turned 18 that he started lacking in his "fatherly" duties and started having some fun that was strictly for himself. He started staying out later and coming home in the early hours of the morning after spending all night running the streets. While he was out one night, his house was attacked and his sister was kidnapped with no trace of her left behind. Tharen spent weeks searching for his sister, but never found any clues of her and never heard from her again. He blames himself for this action and has since abandoned his hometown and now spends his time drinking his life away and hoping to forget about his family that he left. He gets money by begging or street fighting, but most of his earnings he simply donates to the nearest church and only saves enough money to purchase alchohol. His clothes are tattered and worn, but he sees no need to purchase a new vestige because he has no one to show off to. Quote: *hic* Basic Character Mechanics Possible Class Arrangement(s): Monk 11/Drunken Master 9 Essential Abilities: Strength, Dexterity Essential Skills: Tumble Essential Feats: Dodge, Improved Unarmed Strike Essential Powers: Drink Like a Demon Essential Equipment: Anything he can grab Signature Combat Maneuvers: Tharen has no distinct maneuvers, he simply uses the staggering effects of alchohol to keep his body moving and uses literally anything at his disposal as a weapon. |
| Beowulf_R_Us03-02-07, 09:09 PM | Basic Character Concept Name: Beowulf "The Perfected" Race/ Gender/ Age: Chral/darkling Paragon, male, 2500yrs Alignment: CN Religion: He worships no god, seeing himself as a curse of the gods Single Defining Class: Rogue Description: He is a large sized chral, about 6'0 tall, and very imposing. He has large silver wings streaked through with black, and golden eyes ran through with blood red, his deep blue hair is also streaked with black. He wears a great billowing midnight black cloak over loose forest green garb. His eyes sparkle with unnatural intelligence, and a touch of insanity. Greatest Strength: Beowulf is very far above average power for his race, and he knows this. He helps the poor, often donating much of his gold to poor peasant families, so he has allies in almost every town and city in the world. Greatest Weakness: He spends much time is a spiraling depression, and he greatly neglects his own safety during a fight, totally focusing on absolutely slaughtering the enemy. Traits and Mannerisms: Beowulf spends almost all of his time either on the road or in other planes of existence altogether, leaving his vast wealth, along with his castle in the care of his 15 children. Modus Operandi: Beowulf feels he has only one reason for his existence, to find out why it was that HE was chosen to live this cursed existence, not chral, not darkling but in between, so he wanders for just that reason Background: Beowulf was born into royalty, his mother was the queen of the chral, Anaistancia, who died giving birth to him. He was quickly passed on to a unknowing halfling family. He lived in relative peace for years, until the spirit that dwelt within him decided to make itself evident. No one who saw him on that day survived it. Living an existence tortured with guilt was almost too much for him, until he discovered adventuring. Later on in his life, he discovered what spirit had made his life hell, the god of darkness Karjekan. So he set off on a quest to destroy him, it ultimately succeeded, but only for a while, even now, Karjekan is plotting his resurrection. Quote: (right before he kills an enemy) "forgive me" Basic Character Mechanics Possible Class Arrangement(s): Rogue 21/ShadowDancer 10/ Master of light 10/ Master of darkness 10 Essential Abilities: Dexterity, Strength, Intelligence Essential Skills: Hide, Move Silently, Essential Feats: Spring Attack, Bounding Assault, Rapid Blitz Essential Spells/Powers: Sneak Attack, Hide in plain sight, Crushing Blast Essential Equipment: Achemnon (artifact katana of pure light), Nulvechliam (artifact katana of pure darkness) Signature Combat Maneuvers: Hellish Storm of Nothingness ( a series of large scale blasts of light and dark energy), Twisted Oblivion (a series of nearly light speed full attacks with 4 weapons) |
| Anansi03-03-07, 08:49 PM | This is a new character I'm going to be playing in a weekend Eberron campaign. Basic Character Concept Name: Selene Carlemot. Ever since she began adventuring, she has taken to calling herself "Penumbra Straylight" or "Penny" Race/ Gender/ Age: Human female, late teens to mid twenties. Alignment: True Neutral (Chaotic tendencies) Religion: Though not religious in even the loosest connotation of the word, Penny has a fondness for the Traveller (Eberron). Outside of the Eberron campaign setting, use any trickster deity or god of darkness/shadows/night (such as Shar or Selune from the Forgotten Realms). Single Defining Class: Noctumancer (Tome of Magic) Description: A slender but fit, olive-skinned young woman with dark eyes and long, glossy black hair. She has a somewhat cherubic face with a slightly exotic cast to her features and highly expressive eyebrows. Her pronounced dimples are seen when she displays her impish grin. She favours attractive, yet utilitarian clothing in blacks, grays and whites. Greatest Strength: Charm, self-confidence, keen intellect, adaptability. Greatest Weakness: Impulsive and impudent. Her love of exposing ignorance and embarassing secrets, playing practical jokes and deflating puffed-up egos has gotten her into trouble several times in the past and likely will continue to do so. Traits and Mannerisms: Extroverted, charming, flirtatious and a big hit at parties. Penny is also noted for her love of deflating the egos of people possessing authority or privilege due to conventional status (nobles, magistrates, etc.), with a knack for uncovering embarassing secrets and exposing them for the sheer fun of it. She also has a strong dislike of wizards, taking an almost sadistic pleasure in dispelling/counterspelling their magic, distracting them while they study their spellbooks and otherwise annoying or insulting them or making their abilities as redundant or useless as possible. Also, though those who meet her might balk at the idea, the friendly, extroverted Penny is actually deeply lonely and more than a little paranoid. Constantly on the move and trying to stay ahead of the authorities she believes are pursuing her, Penny rarely makes any effort to form long-term relationships, leading some to believe that she is flighty and shallow. Modus Operandi: Though she consciously rejects the archetype of the bookish arcanist, Penny is always on the lookout for bits of arcane and other lore. Strongly believing that there is no such thing as useless knowledge, she always makes a point of learning as much as possible about any new community she enters, often by crashing as many parties as possible (what better way to pick up tidbits of gossip and local information). After drinking some alchemist's mercy to cure the inevitable hangover, she often barges in on wizard companions while they are preparing their spells, regaling them with stories of the good times she had while they were poring over musty tomes and scrolls. Background: For as long as she could remember, Selene Carlemot knew she was different, that she was the heir to a wondrous destiny. She often had dreams of an endless darkness, that she could mold into whatever form she desired. As a child, she had an active fantasy life, perhaps to escape the tediousness and loneliness of the real world. Her parents were caravan guards, working for a contract caravan security company. Her mother died in childbirth, and her father was rather unnerved by Selene's lack of resemblance to him, eventually growing quite cold and distant (Selene actually was his daughter. Her looks were inherited from a distant ancestor who spent an inordinate amount of time on the plane of shadow). Starved for affection, Selene quickly discovered that the easiest way of getting her father to pay attention to her was to misbehave. At first, her pranks were small, such as "forgetting" to properly secure cargo so that it fell out onto the road. As she grew older, budding arcane talents enabled her to play even more elaborate pranks. She even began stirring up trouble in the trading posts, inns and small villages that the caravan would pass through on the way to its destination. It was during a particularly disruptive episode in a small town that she came to the notice of a wizard calling himself Magus Doran who, due to his advancing years, had come to the area in search of apprentices to pass on his art. Impressed by her innate abilities, and the practice with which she wielded them, Doran approached Selene's father with the offer of taking her in as an apprentice. Glad to be rid of the little miscreant, Selene's father readily agreed. Selene's mischievousness, penchant for pranks, and warped sense of humour did little to endear her to her two fellow apprentices. Her keen mind and talent for manipulating mystic energies, however, quickly earned her the honor of Doran's favourite student, further widening the rift between her and her fellows. Enraged by this favouritism, the other two apprentices decided to play a prank of their own. Using illusion to disguise themselves as fearsome monsters, they "attacked" Selene whilst she was walking in the woods, hoping to scare her. Selene, however, was confident enough in her skills that she simply fought back, unleashing a vicious spell that felled one of the apprentices. Horrified, the other fled back to Doran's tower, describing Selene as a violent monster. Though Doran decided not to turn her over to the authorities, he did banish her from the tower, suggesting that she put as much distance between herself and the area as possible, lest she hang for murder. To this day Selene, now calling herself Penumbra "Penny" Straylight, is still running from this past, constantly looking over her shoulders for a lynch mob. Though she still remembers her old master with some fondness, she feels a burning hatred for other wizards, believing them all to be so jealous of her power and skill that they would all destroy her given the chance. Quotes: "That was a great party last night! Too bad you missed it." - Penumbra Straylight "That girl's like a hurricane. Wet and wild when she arrives, and when she leaves she's demolished your home and taken half your belongings." - Iason Blood, assassin and one of Penny's numerous ex-lovers. Basic Character Mechanics Possible Class Arrangement(s): Sorceress/Shadowcaster/Noctumancer Essential Abilities: Charisma, Intelligence Essential Skills: Craft (alchemy), Perform (singing, dancing, musical instrument, oratory), Spellcraft, Knowlege (arcane, planar, local), Gather Information, Bluff, Sense Motive. Given her background, Profession (teamster) would be a decent fit. Essential Feats: Able Learner, Precocious Apprentice, any metamagic or metashadow, Penumbra Bloodline, Favoured Mystery (Warp Spell). Reactive Counterspelling would also fit, but given the nature of the "build", isn't really necessary. Essential Spells/Powers: Spells and Mysteries used to uncover information or manipulate magical energies. Sorcerer Metamagic specialist variant class ability. Noctumancer's Capture Magic's Shadow and Innate Counterspelling abilities. Essential Equipment: Flasks of anti-toxin and alchemist's mercy, the finest clothing and jewelry she can afford, orbs of power, cloak of charisma and other charisma-enhancing items. Also, items that would be very useful to someone constantly on the move such as a Heward's Handy Haversack and a Heward's Fortifying Bedroll. Signature Combat Maneuvers: Debuffs, counters and dispels magic, and uses the warp spell mystery and the noctumancer's Capture Magic's Shadow ability to use enemy magic to power her own spells and mysteries. |
| Kradlo03-03-07, 10:44 PM | Basic Character Concept Name: Jebeddo Brightwhistle Race/ Gender/ Age: Gnome male, age 50 Alignment: Chaotic good Religion: Garl Glittergold Single Defining Class: Bard Description: A slender and athletic gnome, 3'1" tall and 42 pounds, with dark blonde hair and goatee, and sparkling sapphire blue eyes full of humor. His skin is fairly tan, and he wears a well-made set of studded leather armor over bright colored clothing, and carries a light crossbow and longsword. Greatest Strength: He has a wide array of Knowledge skills, and is quite adept at tumbling around opponents to get into flanking position. Greatest Weakness: His short attention span tends to make him blithely unaware of impending danger (Listen +0, Spot -2). Traits and Mannerisms: Cheerful, humorous, and a bit absent-minded. Modus Operandi: Bardic music (song) to inspire courage, then draw his longsword and move to attack. Background: The son of Dweelin Brightwhistle, a herald in the Little Hills of the Yeomanry, and Evanaria, a mistress of illusion and former adventurer. Jebeddo was taken with his mother's stories of travel and adventure, and after his apprenticeship as a bard was completed, he set out to the city of Cryllor to seek his fortune. Quote: "What have we got to lose?" Basic Character Mechanics Possible Class Arrangement(s): Bard, though he may take a level in Rogue. Essential Abilities: Inspire Courage (bardic music), Bardic Lore. Essential Skills: Diplomacy, Knowledge (all, particularly in identifying monsters), Perform (Sing), Tumble Essential Feats: Extra Music, Trivial Knowledge (roll twice for Knowledge or Bardic Lore, take the best result). Essential Spells/Powers: Mending, Prestidigitation (keeps him clean and his clothing intact). Essential Equipment: Masterwork longsword. Signature Combat Maneuvers: Tumbling around opponent into flanking position. |
| fiendish_platypus03-19-07, 06:39 PM | Character Concept Form: Basic Character Concept Name: Stilne/Teslin Race/ Gender/ Age: Stronheart Halfling/ Male/ young-ish Alignment: Neutral Religion: N/A (or Banjo from OotS) Single Defining Class: Bard Description: Slender, frail halfling with flamboyant clothes and nice little trinkets all around him. Has very minor magic items (no real use) that he uses to pull pranks. (eg. flower that shoots water) Greatest Strength: Spellcasting Greatest Weakness: melee Traits and Mannerisms: Multiple Personality Disorder first is Elan-ish (OotS) Modus Operandi: Childish laugh slowly turns into mature, almost evil laugh Background: Teslin was a powerful archmage who single handedly defeated many of the (campaign specific baddies), just before the powerful sorcerer passed he cast a spell that let his spirit manifest in one of his great-great... grandson. Teslin chose Stilne because of his innate spellcasting ability but quickly regretted his choice. Quote:"Not fascinated, eh? How about a Meteor Swarm (or other level-apropriate spell" Basic Character Mechanics Possible Class Arrangement(s): Bard 5/ Lyrist Thaumaturge 5/ Sublime Chord 10 Essential Abilities: at mid-to-high levels the ability to cast sor/wiz spells, also the ability to give up BM for spell-related effects (+2 DC, +spell level d6 sonic damage, etc...) Essential Skills: Perform (any) (also counts for concentration with the feat you need for Lyrist Thaumaturge), Spellcraft, Tumble Essential Feats: Favored, Primary Contact (to get extra rank in perform), captivating Melody, various metamagics Essential Spells/Powers: bunch of useless spells that can be, but are not often not viewed as, powerful in combat. (Grease, Web...) Essential Equipment: Instrument, spell components, magic trinkets. Signature Combat Maneuvers: Tumbling rules (PHB and OA) |
| Auorix07-03-07, 11:28 PM | Character Concept Form: Basic Character Concept Name: Vienemen Race/ Gender/ Age: Human/Male/32 Alignment: Lawful Good Religion: Mystra Single Defining Class: Wizard Description: 5'8" 165lbs with long straight black hair. Vienemen often wears a fitted black trenchcoat and brown leather belt with multiple compartments. Usually wanting to maintain a kept appearance, clean shaven, and combed hair are the way he is seen most. Slight weathered look about his face and a look of the eagles even within lesser lit areas. Greatest Strength: Aggressive problem solving. Greatest Weakness: A good heart sometimes gets him into more trouble than he can prepare for...usually the kinds of things that cant be prepared for. Traits and Mannerisms: Upholds the typical we can do it human mentality. Will persuade in-depth those with him that far fetched goals are obtainable with proper planning. Always tries to be the one with the right answers and plans, but acknowledges and compliments the good ideas of others. Voted most gifted underachiever at his wizardry academy. Modus Operandi: Vienemen considers himself to be the deciding factor in the battles he and his companions encounter. He understands that the proper timing of the perfect spell for the situation will turn the tide. Thus he prepares his spells to be able to do just that. Normally a fourth of his power will be unfocused to be shaped later as the situation dictates. This makes one a target...and he routinely takes exaggerated steps to circumvent it. Background: Adventuring Mage. Vienemen has traveled far and wide learning the languages of those he has encountered...preferring to do it hands on as opposed to by books. He and his trusted ally Ten-Killer (aka Ten-K) an inquisitive Blink Dog, have been there and back again. Vienemen wishes to continue adventuring for many years but doing good has not paid well and he has been saving to create a simulacrum and open a shop to provide spells for those whom would pay. Eventually he thinks he will return to the academy from which he began and earn his PHD and remain on to teach young inspiring wizards how to not blow themselves up. Quote: "I have gone through great lengths to expand my threshold of pain, I will use my mistakes against you." Basic Character Mechanics Possible Class Arrangement(s): Wizard 13/Initiate of the Sevenfold Veil 7 Essential Abilities: Intelligence, Constitution Essential Skills: Any knowledge that involves understanding creatures. Concentration, without it means my goals cannot be met. Speak Language: Any he comes across. Essential Feats: Alacritous Cogitation...for the times when preparation throws you a curveball. Essential Spells/Powers: Dimension Door 1xday from familiar. Telekinesis, Shadow Evocation, Leomund's Secret Chest, Contingent Energy Resistance, Otiluke's Resilient Sphere, Evard's Black Tentacles, Defenstrating Sphere, Celerity, Haste, Fly, Ray of Stupidity, False Life, Silent Image and Prestidigitation. Essential Equipment: Moon Bracers, Belt of Many Pouches, Mystic Grinder, Bag of Tricks: Any, and his Deathward Amulet. Signature Combat Maneuvers: Violent Thrust with Telekinesis using 14 Huge Harpoons (shrunk with shrink item prior to use) and his Cleaver of Sharpness. Contingency, Spell Matrix, Imbue Familiar w/Spell Ability, Spell Sequencer, and Immediate Action spells for shock effect to overwhelm a situation when the need arises. |
| MattBlacke07-03-07, 11:58 PM | Basic Character Concept Name: Fooeyondi (Fooey) Snoogans Race/ Gender/ Age: Human, Male, early 20s Alignment:NG Religion: Mystra (or Magic deity) Single Defining Class: Cleric Description: About average height, short brown hair, blue eyes, genial features Greatest Strength: his keen mind and knowledge of magic Greatest Weakness: seeing innocents suffer Traits and Mannerisms: Bookish, tendency to ramble (especially about magical things), humble. Modus Operandi: walking the line between arcane and divine spells Background: Young Fooey longed to learn the arts of the arcane, but his father wouldn't allow it, feeling wizards were too frail to survive in fighting. He attempted to anyway-and failed miserably at arcane spellcasting. Not giving up, he found his true calling serving as a cleric of the god (or Goddess) of magic, and uses what he has learned to better protects his fellow adventurers and people in general about those who would use the Art to control or hurt others. Quote: "It's not the most powerful spell that can make the biggest difference. It's the right spell at the right time." Basic Character Mechanics: Possible Class Arrangement(s):Cleric 6(cloistered if possible), Divine Disciple5, Contemplative 9 Essential Abilities:Wisdom, Intelligence Essential Skills: Concentration, Spellcraft, Knowledge Religion, Knowledge Arcana Essential Feats: Initiate of Mystra (if in FR) Extend Spell, Persistent Spell, Divine Metamagic, Somatic Weaponry, Silent Spell, Still Spell Essential Spells/Powers: Silence, Dispell Magic, Divine Power (when going into actual combat Essential Equipment: a Nightstick(libris Mortis), masterowrk tool for know. Arcana, Wisdom boosting item. Magic armor and shield Signature Combat Maneuvers: Counterspelling with Dispel Magic, using Antimagic field to defend against opposing spellcasters while throwing spells thanks to the Initiate of Mystra feat. |
| Curtcleancut07-17-07, 10:27 AM | /bump This is an excellent thread. I don't have my character in front of me, but we should keep this going. I've seen this as a great source for character ideas and concepts and a great way to show off our creations!:D cheers! /bump |
| GuyrtheadamantineOne07-21-07, 12:52 AM | Character Concept Form: Basic Character Concept Name:Guyr the Adamantine One Race/ Gender/ Age:Warforged/Male persona/13 years old Alignment:Lawful Good Religion:Silver Flame Single Defining Class:Soulborn/Necrocarnate Description:A huge gothic warrior of tarnished adamantine, whose calm and intimidating behaviour mixed with his use of doomed ''tools'' seem to disturb everyone, but not as much as his beliefs.He wears an armblade on his left hand and a pincer on the right one. Greatest Strength:Being only half-living, therefore soulless. Greatest Weakness:The Silver Flame's followers, for they are pure and diserve to live. Traits and Mannerisms:He is quite intelligent and cultivated for a warrior, but quickly stop when endangered or near a corpse.Is truly careless about necrocarnum for he heard it tortured the souls of it's users, which he lacks. Modus Operandi:He fights with reason and brutality, crushing his enemies with his pincer but watching for his allies and the innocent he encounter on the battlefield. Background:A warforged created with wits and brawn, Guyr was promoted early in the Thranish army. His special link with the flame and the souls inhabiting it helped him wield the power of Incarnum. But he wanted more. He was studying in the church's when he heard people talking about the power of one's soul. They told in their wispers that that through the extraction of a soul one could become a true warrior of the divine. He fell into their trap and studied the teachings of the Shadow in the Flame, and was hunted by the church, without knowing his powers were perhaps the greatest evil ever born. Quote:''Why do you fear me, we did not shaked hands yet!'' Basic Character Mechanics Possible Class Arrangement(s):Warblade/Incarnum blade/Soul eater Essential Abilities:Strength, constitution and wisdom Essential Skills:Knowledge(Arcana), Knowledge(Planes) and Craft(Armor) for self-repair Essential Feats:Necrocarnum Acolyte, Adamantine Body and Improved Grab feats Essential Spells/Powers:Necrocarnum soulmelds Essential Equipment:Armblade, Pincer-fist, shield bracer and a Silver Flame holy symbol. Signature Combat Maneuvers:He grabs a foe with his pincer and crush it with his negative energy touch while spinning his blade toward any capable enemy. |
| Karish07-21-07, 02:10 AM | Character Concept Form: Basic Character Concept Name: Donovan Mirinik Race/ Gender/ Age: Human Male, Young Adult Alignment: Chaotic Neutral; Though compassionate and caring towards others, his methods and cruelty towards his foes is that of one who is at least a little evil. Religion: None, but is particularly respectful towards Ehlonna's clergy. Single Defining Class: Warlock Description: Five foot ten, athletic and slender body with pale skin, black neck-length hair, violet eyes, and the first signs of a goatee in the making. Greatest Strength: Courage and determination. Greatest Weakness: Irrational and bloodthirsty. Traits and Mannerisms: Tends to avoid speaking or social interaction with others, save one close companion. Tends to leave a token (a small, marble-sized black stone with no real value) on the corpses of those he kills. Modus Operandi: Acting in the pursuit of power, Donovan acts methodically, cooly, and without remorse as he carves his way through demons, monsters, and men who serve the forces of evil. Merciless and unforgiving, those who wrong him or cause him to become wrathful know no peace without significant cause for him to stop. Intimidating, but otherwise socially inept. Background: Donovan was a child born between an unholy monster and a human woman who escaped the Breeding Pit she was trapped in before Donovan was born. The creature's fell magic continued in him, and as he was raised by his mother in an outlying village, he began to harness his powers (much to his village's concern). However, the Pit that his mother freed him from came to reclaim its lost producer, and razed the town in the process, taking all they wished to keep. Since then, Donovan has hunted down and destroyed the Fell Pits, as well as his search for the Demon Princes who created them. Quote: "Send my regards to <appropriate demon prince>, I'll deal with Him soon." Basic Character Mechanics Possible Class Arrangement(s): Warlock 1 -> 20 Essential Abilities: Dexterity, Charisma Essential Skills: Intimidate, Use Magic Device Essential Feats: Accuracy-Based Feats, Quicken SLA Essential Spells/Powers: Eldritch Blast (and the essences/shapes), Deceive Item (wands), Mobility-Enhancing Invocations Essential Equipment: Mithral Breastplate, Chausable of Fell Power, Other Eldritch Blast and Mobility/Stealth Items Signature Combat Maneuvers: Ambush the target from hiding (usually above them), Use combined Eldritch Blasts and wand spells which hold the target in place. Close in and finish off with Utterdark Doom Invocations. |
| Stormtalon07-23-07, 11:00 PM | Character Concept Form: Basic Character Concept Name: Sir Theodore Edward Ursus/Tadduk Race/ Gender/ Age: Animate Teddy Bear, age unknown/Male Bariaur, Age 20 Alignment: CG Religion: Theodore has espoused no specific religion, Tadduk's is unknown Single Defining Class: Warblade Description: Stolid, silent Bariaur wearing a saddle upon which rides a flamboyantly dressed and animate teddy bear. Greatest Strength: Unwavering courage. Greatest Weakness: Tendency to charge blindly into battle. Traits and Mannerisms: Sir Theodore Edward Ursus is loud, cheerful and boisterous, much to the consternation of anyone he meets. Tadduk is completely silent, unless he's drunk, in which case his madness lifts a bit and his real personality begins to peek through. Modus Operandi: Always in the thick of battle, wielding his weapon with brazen shouts and encouraging words for his comrades-at-arms. He often opens a fight with a horns-first charge. Theodore is quite fond of florid, exaggerated and formal speech, and tends to speak at a higher volume than most would consider strictly polite. When in battle, he shouts the maneuver that Tadduk undertakes as the strike goes down. The best example is his infamous, "Head down, Tadduk!" which signals the Bariaur charge. In quiet times, Tadduk can be found quietly repairing any tears or cuts Theodore may have acquired during battle. In his pack are several spare teddy bears, on the off chance that the current mouthpiece for the Theodore personality becomes destroyed. In these cases, Theodore is amazingly oblivous to the damage he may have suffered, remarking merely, "By the Gods, friends, that was a close scrape!" Background: Tadduk the Bariaur was a quiet, unassuming dollmaker in his home plane of Ysgard. As a youngster, he had trained under a respected Warblade who taught him the twin paths of the Diamond Mind and the Iron Heart at his parents' behest. As he grew older, he realized that his attraction to the quieter things in life was a stronger draw to him than the clamor of the sword and cheering of the crowds. Thus, he bid his master a sad farewell and began to apply himself to his craft. Unknowingly, one of the dolls Tadduk had made inspired a great enmity against him from a being he cannot to this day remember. In his few lucid (and drunken) moments, Tadduk could recall a terrified flight through the forests and plains of Ysgard, culminating in a dizzying plummet into a portal. At some point in the endless fall, his mind snapped. By the time he had appeared on one of the nameless Prime Material Planes, his personality had completely fragmented. The newly dominant personality became embodied in the form of a teddy bear that Tadduk had just completed when his nameless enemy attacked, while his other self -- his true self -- withdrew deep into an almost catatonic state. Thus was born Sir Theodore Edward Ursus. Theodore knows, at least unconsciously, what he truly is, but outwardly boasts about his many exploits on the field of battle. He refers to Tadduk merely as his mount. How, exactly, Theodore manages to move about and speak does not matter to either of them. Theodore simply is. To most folks upon first meeting him, the sight of a mobile, fancifully dressed and extraordinarily vocal teddy bear is quite unnerving. Quote:"Head down, Tadduk!" Basic Character Mechanics Possible Class Arrangement(s): Warblade 1->20 Essential Abilities: Str, Int, Con Essential Skills: Craft (Dollmaking), Concentration, Balance Essential Feats: Powerful Charge Essential Spells/Powers: Diamond Mind & Iron Heart Maneuvers -- prefers Punishing Stance above all others. Essential Equipment: Chain Barding, Bastard Sword, dollmaking kit with small swatches of various colored cloths out of which Theodore's outfits are made. Signature Combat Maneuvers: Bariaur Charge, Steel Wind |
| Curtcleancut07-24-07, 10:14 AM | Havoc Basic Character Concept Name: Orion Spellstar a.k.a. Havoc Race/ Gender/ Age: Human / Male / Late 20's early 30's Alignment: Chaotic Good Religion: Mystra Single Defining Class: Wild Mage Description: Havoc has a light frame, and stunning features. He has a bright smile and pleasent tone. He makes a point to dress in the latest fashion in any community he visits. Greatest Strength: His smile. Greatest Weakness: His loins... Traits and Mannerisms: Havoc loves to stay on top of local politics and rumors of the day. He spends his money on lavish rooms, women and wine. Using his Parrot familiar (Admiral Nelson) as the focus of a party. Modus Operandi: Havoc attempts to make every combat a show. He will take flight when possible and dance around his enemies as he delivers showers of fire, flame, and random mushroom clouds. Background: Haluraan society attempted to direct Orion's "gift" through harsh schooling and subject. They found that he could not be tamed. His power came from within and learning methods would not take. The boy's nature toward his own make was too curious and he refused to conform to the rules wizardry. While the society breeds the most powerful wizards, there was hardly room or understanding for this sorcerer. Orion soon felt a resentment and disregard for the wizard culture, it's rules, and magic too. His experimented on his own and became dangerous. Everytime his demonstrated his power; havoc was released. Even at an apprentice level his spells could rival those of his masters at sudden instances. After a few failures to harness his power, Havoc was ostricized. He now studies his own subject matter and practices the wild arts of magic. He yearns to control the power of wild magic and embrace it. Havoc seems reckless. He is simply good natured and untamed. He accepts his fate and now searches the world to find himself and his untapped, uncontrolled power. Quote: "I do say, good show ol' boy!" "That came off a little stronger than I intended." "Dreadfully sorry about that!" Basic Character Mechanics Possible Class Arrangement(s): Wildmage focus Essential Abilities: Chr, Dex, Con Essential Skills: Concentration, Bluff, and Diplomacy Essential Feats: Sudden Maximize, Sudden line of feats Essential Spells/Powers: Fireball and Evocation spells Essential Equipment: Bag of Tricks Signature Combat Maneuvers: Waiting until he casts a fire ball 3 levels higher than he intended and using the sudden maximize feat. Note: In the context of this thread Modus operandi means "mode of operation" and describes the character's primary patterns and style of doing things. [Take a look at the other examples for ideas on how to describe this] The 'Character Concept Form' chosen for this compilation owes its basic structure to Trydan's How to create a role-playing character (http://boards1.wizards.com/showthread.php?s=&threadid=105563), Thanks go out to him :D[/QUOTE] |
| TheOmnipotentSco07-31-07, 09:11 PM | Character Concept Form: Basic Character Concept Name:Kertan Nailo (Spellspinner Nightbreeeze) Race/ Gender/ Age: Sun Elf, Male, 220 Alignment:Neutral with Chaotic Neutral Leanings Religion:Mystra Single Defining Class:Wizard Description: Young, slim, and spry. Dressed in the finest robes that he can find. Has raptor like silver/blue eyes and long flowing golden hair. Has a golden bronze skin color. Greatest Strength:Breadth of knowledge on various subjects, most of all magic. Greatest Weakness:Very overbearing and egotistical. Looks down on other races and even arcanists of his own race for being so shorthsighted and limited in vision of magic. Traits and Mannerisms:Has a hard time sitting around doing nothing. Always waves his hands around, scaring those who know that he weilds magical power. Can never seem to focus on one thing at a time and is always working on a new theory or refining the many that he has. Always carries around blank books to record his findings and tales of his journeys. Modus Operandi:Work to gain spells. Work to be the person that everyone comes to for answers, and work to belittle those who see themselves as being above him. Background:Kertan lived in Evermeet and like most sun elves attended a school of magical training. In his spare time he would often weave various things to vent his fruterations with the people around him, and try and look at a physical manifestation of the weave of magic. He always felt that there was more to magic and spent most of his time cutting class to research the spells of divine nature. Over time he began to notice that divine spells could be written down and studied and pulled from the weave just as easily as arcane spells could be. At the end of his collegiate training, his instructors believed that he would fail to produce the required spells that he was trained. Kertan did in fact fail his final examination. He however appealed to the headmaster of the school to show what he had been working. The headmaster was astonished and in awe that he could prepare and cast both arcane and divine spells, though not as efficiently as one who had devoted themselves to one art. The headmaster gave him a passing mark and he graduated with honors. He then set off into the world to uncover ancient secret magic in netherese ruins throughout faerun. Eventually he would become even more aware of the weave and be able to rework it's threads into a tapestry of his own. Quote:"Of course someone as dense as you wouldn't understand!" "Why am I always surrounded by such simple minded fools?" "I'm much more than a wizard. A wizard couldn't pick you up when all that would be left of you is a red stain on the ground" Basic Character Mechanics Possible Class Arrangement(s):Wizard 3 (Elf Wizard sub 1 from races of the wild), Archivist 3, Mystic Theuge 10, War Weaver 4 Essential Abilities:STR- Low, DEX- Med, CON- Med or High, INT- High!!!!!!!!, Wis- Med, Cha- Low Essential Skills:Spellcraft, Knowledge (Any), Craft: Weaving Essential Feats:Collegiate Wizard, Arcane Manipulation. (Note: Consult your DM and see if he'll let you take versions of feats that affect your Archivist in the same way, or ask if he'll allow the feat to work for both classes) Essential Spells/Powers:Buffing spells and healing spells for the use of his eldrich tapestry Essential Equipment: Pearl of Power, Circlet of Mages, Vest of the Archmage, War Wizards Cloak Signature Combat Maneuvers:None really as he regards himself as being extremely adaptable and able to change tactics at a moments notice. |
| Adrez Nesnsid10-09-07, 08:13 PM | :bump: |
| Xeorsos02-02-08, 07:36 AM | Character Concept Form: Basic Character Concept Name: Boledrin Thomas Valehart Race/ Gender/ Age: Human, Male, 22 Alignment: Lawful Good Religion: Devoted to a Paladin/Forge God Single Defining Class: Wizard Description: Almost plain looking, Boledrin is short and thin, and gives no visual concepts of a threat. He wears reds and yellows in honor of his god. Greatest Strength: Amazingly intelligent, strategic mind Greatest Weakness: Socially awkward, lacks common sense, often thinks 3 steps father than he his, terrified of the undead Traits and Mannerisms: Boledrin has no internal monologue. When an idea strikes him, or a thought occurs, he simply begins talking. When excited, he speaks with his hands and often forgets words, jumping erratically from one concept to the next. When nervous or scared, he stutters and attempts to pantomime ideas he has difficulty explaining. He rarely makes eye contact, and tends to expect far too much from the "lesser people" of lower social castes. When directly confronted by an undead, Boledrin is paralyzed with fear, at least for a few moments. Modus Operandi: In combat, Boledrin is often hiding behind a band of summoned creatures or conjured walls of sand and stone. He attempts to redirect combat away from himself using his magic and battlefield tactics, increasing the effectiveness of his allies so that they might wage into the fray. Background: Boledrin is the youngest son of a rich Noble family. With his older brothers covering the points of prestige and inheritance, his family saw little use of him and attempted to push him into the clergy. His older sister, and closest sibling, was betrothed to a rich merchant, and decided to run away. Feeling lost and alone, he petulantly decided that he would never agree to it become a priest, and begged a traveling wizard to take him as an apprentice. Quote: "I-I'm a master of the... arcane arts." Basic Character Mechanics Possible Class Arrangement(s): Conjurer 5 / Master Specialist 10 / Archmage 5 Essential Abilities: STR - Low, DEX - High, CON - Med, INT - High, WIS - Med, CHA - Low Essential Skills: Spellcraft, Knowledge (Everything), Craft Essential Feats: Augment Summoning, Extend Spell Essential Spells/Powers: Summon Monster, Haste, Wall of XXX Essential Equipment: Headband of Intellect, Stone of Summoning Earth Elementals, Elemental Gems Signature Combat Maneuvers: Conjuring a few extraplanar creatures, and then buffing them all with Haste. |