Charachter Cache [Archive] - Wizards Community

Post/Author/DateTimePost
Arlem

10-16-06, 07:38 PM
Store your favorite charachters here


(I have obtained special permission from Jason Engle to display his (peerless) art in this forum!) Actualy, our page here has more or less become a tribute page to the Mighty Jason.
He is so good and so flexible that his range can accurately depict nearly every character that our group has played in the last 15 years. I hope that someday we can pay his commission
to depict the rest!

Obtained permission from Anne Stokes. She's a sweetheart

Also obtained permission from the Epic Ken Kelly, to use 'Northwatch.'

Permission from Dan Scott





Jason Engle just emailed me and gave me permision to display his art on these boards!!! It was fast and easy too, he responded within the hour and was very polite. Jason, you are a God!
Anne Stokes and Ken Kelly have also given permission. All other art I have used already has permission from Wizards, who commissions a massive number of artists for their books and magic cards, so :P
Most artists I spoke to were very generous.
Arlem

10-16-06, 07:47 PM
http://www.alexkolesar.com/images/ssart/minotaur.jpg

art by Alex Kolesar

Player: Big Mike
Status: Deceased


Born into the Prarie Hells of Moon Mesa, found deep in the painted deserts of Anauroch, Young Schlitz was calved during a desperate escape attempt from his family's pursuing Zhentarim Slavers.
Minotaurs are born fully alert and the legends say that Schlitz fell to the earth covered in gore, rolled to his feet admidst the rage of battle and dust, heard the cries of his newly butchered mother
and grabbed the first weapon he could find, instinctively slamming the dense wooden club into the nearest human skull of this new and beautiful world. Many Zhents fell. And many did not. He and
the surviving Minotaur slaves were herded in chains, back to the Zhentarim Gladitorial pits to await their death in the arena under the lustful roar of the human hordes. How he hated that flag. His
teachers were minotaur slaves. They didn't last long, and when Schlitz was ready for the arena, neither did he. As the gates opened, Schlitz ignored his opponent and slammed his club into the
Zhentarim gaurd next to him. Before the last spear tore into his liver, the young minotaur had snapped the humans frail neck between the iron links of his slave chain.

A dark face smiled on him that day, for the Drow High Priestess Sepher Baenre was amongst the bidders on that fated morning. Magic burned the air, Zhents cowered in horror, gold was exchanged
and the pierced but unblinking frame of Schlitz was carefiuly levitated before the benevolent touch of the beautiful dark elven priestess. His life was restored. Taking only his favorite club and
insisting on bringing his slave chains with him, Schlitz MaltLicker was led through a portal to the far distant realm of Dragonlance where his new life would begin under the heavy hands of the
famed Minotaur Knight, Sir Loyn.



------------------------------------------------------------------------------

Sclitz MaltLicker
Minotaur Fighter 14 Barbarian 2

Large Monstrous Humanoid (9ft tall, 800 lbs)

Allignment: Lawful Good
Hit Points: (235)
Initiative: +4
Speed: 30ft (6 squares)
Armor Class: 34 (-1 size, +5 natural, +12 armor bonus, +4 deflection, +4 luck)
touch 13
melee attack: +42/37/32/27 Dire Chain Club (3d6+15) bludgeoning
ranged attack: +31/26/21/16 Hero's bow (2d8+4) piercing
grapple: +56
gore: +30 (1d8+10)

Space/Reach: 10ft/10ft
Special Racial Attack: Powerful Charge (4d6+15)
Special Racial Qualities: Darkvision 60ft, natural cunning (never flat-footed),
Scent
Special Barbarian qualities: fast movement, illiteracy, rage (1/day)

Saves: Fort +27, Ref +11, Will +7
Abilities: Str 30, Dex 18, Con 30, Int 10, Wis 12, Chr 8
Skills: Intimidate +22, Listen +26, Search +26, spot +26, smell +26, jump +32

Martial Feats: Power attack, Bull Rush, Improved Bull Rush, Sunder, Improved
Trip, Exotic Weapon Proficiency Chain Club, Cleave,
Great Cleave, Cleaving Charge, Trail of Blood (Ultimate Feats 2
d20), Combat Reflexes, Combat Instincts (UF d20)

Monstrous Feats: Awesome Blow (MM 3.5), Juggernaut (UF2 d20),
Toss aside (UF2 d20)

General Feats: Run

Possessions: +4 Spiked Barbed Magical Platemail (+4d6 piercing dmg to grapple),
Ironwood Dire Chain Club (3d6 bludgeouning, threatens 20ft range,
trip), +4 Bracers of Deflection, +4 Dark Blessing Amulet of Luck,
+5 Great Hero's Bow of Piercing (2d8 Pierces through all objects
less than hardness 12, 60hp, within short range increment),
Quiver of arrow retrieval, 30 Heroic Piercing arrows (ignore armor
with less than hardness 12) Gloves of Chaos (+6d6 crushing blow)
lesser bag of holding, Cloak of Eris ( Dmg Reduction 5/-, SR 22,
Mighty Rage (6/day), +4 Vorpal Horn Sheaths

CR 23
Kakegoddess

10-16-06, 08:18 PM
Our group just started a new campaign that takes place 30 years after our last campaign ends. I decided to play my last character's , a gnome rogue/illusionist, daughter. She's a half gnome (long story, that) level 1 rogue and just a lot of fun. Her name is Raerwann Elise Gimila Arhalianna Nackle Miran, although she'll never pull out the whole name willingly.
Sarella Starshine

10-16-06, 11:36 PM
my best character was a rogue, Sophrena. She was the daughter of the town drunk. Her mother died during childbirth, and the ever so 'friendly' townfolk (think tiny hamlet here), always blamed her for it, as her mother was one of those people that was well loved with the town. One night during a massive thunderstorm, she was recuited along with a few other people (her adventuring party) who were staying at the inn to help fight off some very nasty troglodites. A group of trogs ran off and while the party ran off (one was a wizard and the other a druid and they both casted thier single target movement increase buff), she decided she was not sucidal enough to take off in the torrental rain trying to chase off some mobs that were fleeing. To make a long story short, she eventually helped them overcome a few obstacles before leaving because a better offer came up.
Arlem

10-20-06, 09:51 PM
http://wizards.com/dnd/images/dof_gallery/100045.jpg art by the Epic Anne Stokes

Player: Jason Hernandez, DM

As a young adult, Vulcan was captured (at great expense to the Brown Dragon Riders) near Blood Stand
while preparing to ambush a trade caravan enroute to Tarsis. Stronger and more vile than the
Brown Dragons of the area, the barbaric rider's Warlord decided the monster was too violent to be
trained as a mount. Vulcan was marked for death, to be dismembered and sold for parts to anxious
wizards and dragon smiths.

But that was not to be. The young champion Bayard Bearheart had been watching the trial and purchased
the Dragon to aid in the training of his new ward, the exiled High-elf Arlem Tem.

Eager to kill the young elf and regain her freedom, Vulcan was shocked at her immediate defeat and
amazed as the fool leaped onto her back and tried to ride her. After several hours of aerial combat,
razor scaled bucking and sinister sand dives, the dragon could fly no more. Bleeding, nearly dead, Arlem
tumbled from her back into the burning sands.

As Arlem awoke from his hospital bed, he was surprised to find the huge blue looking in through his window.
Vulcan did not kill him.

The two have been companions ever since. Vulcan, the mount of the proud Dragonslayer Arlem Tem, profits
greatly from the union. Jealous of the dragons of the Dust Plains, Vulcan exchanges lair locations and dragon
secrets to the Slayer, aiding him in combat in exchange for the slain's hordes and territory. But unbeknownst
to Arlem, she has another intent. Many are the times that Arlem has been visited in the night by a beautiful
dark haired harem girl named Moytura. Vulcan has long taken this shape to play games with Arlem and is now
pregnant with twins from this union.

Moytura
http://www.wizards.com/dnd/images/leof_gallery/86714.jpg

Moytura, female seductress, aspect of the blue dragon Vulcan (holding Blue Dragon's Bane, a powerful weapon
listed in the TSR magic item encyclopedias of the 2nd edition rules {which I would not mind seeing the wizards recreate).
The sword was given to Arlem at his wedding by King Bayard The Silver Dragon Lord, as a token of trust between friends.
Arlem

10-20-06, 09:51 PM
http://drow.muzedon.com/immagini/Clacang.jpg

Allignment: Lawful Evil

Str: 19
Dex: 28
Con: 23
Int: 21
Wis: 28
Chr: 32

http://i9.photobucket.com/albums/a97/keychain83/storm.jpg
Arlem

10-20-06, 09:55 PM
http://www.macdesktops.com/images/1152x768/BCladyDeath1152x768.jpg

Player: Kenneth Ferguson

Born into the Powerful Drow House of Baenre, Sepher survived many attempts on her life by numerous siblings and her own mother. Bribing the various assassins, torturers and poisoners of
Underdark while cleverly advancing her influence through the political factions of the formidable Drow Nations, Sepher quickly rose to power as the High Priestess of the Dark Lady Takhisis.
After murdering the last of her siblings, it was expected that Sepher would take her Mothers life and usurp her throne as Matriarch, but the beautiful Drow's ambitions were more sinister than
that.

While using her mother as a pawn, Sepher established a powerful Drug Cartel, enlisting dependant Minotaur Mercenary units to enforce her will and drow assassins to erase her opposition from
the cover of Drow Darkness. A powerful Plane Shifter, Sepher traveled to the Surface Realm of DragonLance where the power of her Dark Goddess was all consuming. Sepher enlisted herself
as the High Priestess of the Black Dragon Lord Krillen, spreading her influence through the Black Army, while gaining knowledge and experience from the movements of the Epic General of the
Green Dragon Army, Jirod.

Enlisting powerful allies from behind the scenes, including the Red Dragon Rider of Legend, Bayard Bearheart, and Krynn's Kai Lord Charles Dugoth, she killed the epic elven lich Lorak, brought
about the downfall of the Priest King and burned Solamnia, scattering the holy ranks of Solamnia's Knights across the Realms.

One by one, Sepher murdered each eschelon of priests in spell combat, replacing them and their political factions with subjects loyal to her. Still unable to defeat the Leader of the Dragon
Armies of Krynn in direct combat, Sepher instead had The Night Lord Seremon poisoned by his first in command. Upon Seremon's death, she claimed his powers, items and the Dark Blessings
of her Goddess as the High Priest and Commander of the Dragon Armies of Krynn, empowering her Goddess and plunging the world into darkness under her Iron rule.


Combining a superior charisma with genius intellect, Sepher is able to influence and beguile even high level charachters with ease, convincing the world to believe in her goals and love her.
Though vile and venomous by nature, Sepher is unrivaled as an actor. Everyone who meets her, usually loves her and she uses their emotions to play them into her plans for world domination.
In her long life, only four people have even suspected her true intentions.

Sepher controls the Armies and the priests of Krynn, spreading her religion across the world from her holy Radican City of priests in Silvanos. Her wealth, influence and the armies of loyal
followers from all allighnments are near endless and cannot be easily counted, uniting Krynn under one flag. Having recently achieved Godhood, Sepher enjoys many privaledges as the Right
Hand of Takhisis and has deep ties to the rulers of the Abyss. She employs a modified epic version of the Clone Spell to rule the various factions of her empire simultaneously.

Sepher's Epic Holy Symbol
http://www.wizards.com/dnd/images/rodragon_gallery/94173.jpg
Wayne England

This priceless amulet is thought to be the focal source of Sepher's Divine power and Dark Blessings. As the High Priestess and Night Lord of Takhisis and her dragon armies, Sepher Is
granted the 'Dark Blessing.' The main power granted by this is the ability to wildshape into a maximum HD Great Wyrm Chromatic of her choice 3/day as a free action, maintaining the
use of her normal abilities and possessions whilehealing all damage. It is also rumored to give the priestess access to the abyss, gate spells and allows her to transform herself into a
Tanaari 3/day.

Entrance, Sepher's Temple of The Dark Lady
http://www.wizards.com/dnd/images/rhod_gallery/95674.jpg
Des Hanley

Sepher recruited an exceptional human bard named Jovan to act as ambassador and war councilor to her allies, enemies and world business factions including various underground drug
and smuggling cartels. The exceptionaly intelligent human performed his duties well but the weakness in his heart made him unworthy to rulle at her side. Jovan was confronted by
a foreign deity from another plane who threatened to destroy him unless he betrayed his priestess and God. Without hesitation, Jovan agreed to do all that was asked of him and
even handed the deity his soul, that the deity might spare him.

Using the power of this as yet unnamed outsider god, Jovan led it to Sepher's Temple in the Underdark where the entity destroyed her church. When Sepher learned what Jovan had done,
she upheld the laws of the drow and of her own clergy, sentencing Jovan to 1000 years of drow torture before his ritual delivery to the abyss where Takhisis awaits him. His ligaments
were severed that he might not escape. His tongue was removed and his eye lids cut off that he might not easily rest his thoughts. Between torture session too brutal and secret to list here,
Jovan was placed in a water cylinder too large for him to rest in, filled halfway so that kneeling would drown him. The water was filled with painful jellyfish and he was knowingly fed with the
flesh of his murdered relatives whom the drow had tracked down.

Sepher frequently visited the broken Jovan, healing his wounds and preventing his mind from slipping into madness. She offered him salvation, she knew he would accept and he did.
Normaly Sepher would not have granted him mercy, but her goddess demanded the destruction of Krynn and she needed Jovan to do this. She restored his mind, body and his office
against her better judgement to appease the will of her goddess. As predicted, Jovan failed her again but with a power so awesome she could not have hoped to prevent. Jovan was
still posessed by a deity that Takhisis had not warned her of. He used that power to obtain an explosive devise of incredible power which he detinated while stepping through a portal
to another world. Jovan had escaped Sepher and Krynn.

The device killed Sepher's sister and companions and even ended Sepher, but...she got over it.

Sepher had previously made a pact with the Death God Chemosh, gaining access to the death domain and powerful spells that preserved her life. Her red dragon companion Spark had
survived the flames and carried her to her alter where her priests and acolytes restored her body.

Sepher prayed to her goddess for the spell that would restore her sister Devia but Takhisis refused. She had plans for devia and would complete her training in the Abyss. When asked
what should be done with Jovan and his allies, Takhisis answered "Do not persue them, Jovan is mine!"

Sepher rebuilt the temple in Underdark, then used Krillin to conquer the elven city of Silvanos, killing its warriors and selling the remnants as slaves. Sepher declared that the entire city
her church, 'God's City' and the seat of rulership for the dark ladies faithful and their conquered empires.
CharlieRock

10-21-06, 09:00 AM
neat idea. :)
Arlem

10-24-06, 06:42 PM
http://fantasy.mrugala.net/Ken%20Kelly/Ken%20Kelly%20-%20Cavalier.jpg

Player: Ken
DM: Jason Hernandez

This charachter has been in play for the last 13 years. My first charachter from the old days when a group of kids first started playing Dungeons and Dragons in a high school cafeteria.
He is the only truly epic charachter I have earned and is now officialy retired (having died only 5 times).

Arlem started his life (at 1st lvl) as a hi-elven child amongst mortal men. In the war torn realms of Ansalon, young arlem escaped the slavers even as the houses and trees of his loved
ones burned behind him. Though only a child, his loss and cowardice haunted him to near insanity. How he let his family die while he ran for safety. Determined to right this weakness,
the child volunteered himself in a mercenary unit hired by a local governor to kill a juvenile Black Dragon in the marshlands. Hired for his elven weapons mastery, Arlem set out confidently
as his group tracked the young dragon, but the dragon surprised them. Locked in combat, Arlem was no match for the fierce black. His entire party was butchered while the acid melted
through his borrowed armor as he fled.

Frustrated, haunted by the memory of his failure and his inability to act through fear, Arlem became a fanatic perfectionist. Ardently vowing never to run again, even if it cost him his life,
the young elf dedicated his existence to the mastery of combat.

He was accepted as the ward of the weapons master and dragon lord Bayard Bearheart, who taught him survival and tactics. When together the two encountered a juvenile red dragon
in its lair, Arlem drove his dagger through its eye, killing the monster
instantly. Confident of his new power, Arlem dedicated his life to destroying the most powerful adversarys imaginable, the Dragons of Krynn.

He learned Dragon Riding from the Brown Riders of the Dust Plains. He learned Dragon Slaying from the mountain Slayers of Hextor's Climb.
With Force of arms, powerful magic, exceptional weapons and peerless allies, Arlem has been a successful
Dragon Slayer for the past 400 years and is now thought of as the best Slayer who ever drew breath.

Now epic in power and renown, Arlem was Deified by the Norse Thunder God Odin, and watches over the Slayers and Dragons of Krynn,
aiding slayers when the balance wanes and the chromatics become too numerous. Aware of the prophecies of Ragnarok, Odin has enlisted
Arlem as his champion to compete in that final battle and take on his mantle with the destruction of Asgard.

Arlem's main weapon is a short ax of immense size named Azuredge. The weapon is sentient, possessed by the spirit of a powerful Sorceress
Planeshifter from The Forgotten Realm City of Water Deep. Whenever Waterdeep is attacked by impossible odds or hordes of ork raiders, Arlem
is teleported there to defend it. In addition, Arlem is charged to kill any and all orks he encounters with very few exceptions (as the sorceress
hates orks). This sacred pact is never violated as the epic weapon is far too valuable to risk losing.

Arlem, Undead Dragon Slayer CR12

http://www.alexhorley.com/Images/deathd01.jpg
Art by Alex Horley

over 1000 years earlier than his previous aspect, Arlem was killed in combat
by an ancient Red Dragon. By sheer force of will (as per the old rules) The
Dragon Slayer rose from the dead, forging a bond with the death gods to
wander the world slaying dragons and absorbing their life energy until he
could return to his living manifestation. though far removed from this dark
existence, Arlem's undead form is still feared in many worlds and this image
is still used by draconic parents to frighten young hatchlings...

First weapon worthy of a hero, +3 Bastard Flame Sword
http://entertainment.upperdeck.com/wow/community/photos/art_galley/images/123153/372x425.aspx
Jason Engle

At 3rd level, Arlem failed to kill his first dragon mark, watching in horror as it killed and devoured all of his companions even as his own armor lay melting in the shadows.
Wounded and defeated, young arlem watched as a mysterious wizard teleported in and killed the young black, poaching its corpse for spell components. After the wizard
teleported away, Arlem slid wounded from the shadows to check his mercenary group for survivors. Finding a muck covered chain leading into the swamp water, he pulled
a chest from the depths, containing a masterwork sword of indescribable beauty. As he drew the weapon from its bejeweled sheath, the blade exploded with magical flame.
The next dragon would not win so easily!

--------------------------------------------------------------------------

Arlem, Divine Aspect

After serving valiantly as Odin's champion for 8 centuries, Ragnarok was finally upon him. Remembering his betrayal and long held hatred for the foreign God Zeus, Arlem's true father, the dragon slayer
returned to olympus to avenge the death of his wife.

Zeus was tricked into leaving Olympus and his godly protectors, taking a pleasure cruise on his space traveling galleon when he was ambushed by his son, accompanied by the now deified Dragon Lord
Bayard Bearheart, Ironbeard Hextor, Lord Valor the Just and an elite team of divine mercenaries. As it was known that each drop of blood Odin spilled on the galley would spring into a godlike monster,
Arlem beat the God down with Heimdall's Hammer. Loosed monsters were dealt with quickly by the divine entourage. Zeus fought for two hours but ultimately failed as Arlem pierced his throat with
the Spear of Odin, crushing his skull under foot. Mirya's death had been avenged with the murder of the son of Cronus who's blood was collected in a magical urn.

Arlem took his leave of his companions and returned to Asgard, taking the blood and the weapons of Zeus with him to aid in the battle, but when he arrived, Ragnarok had ended. Through the endless
ruin of fire and ash, Vidar approached him, dropping the corpse of Fenris at his feet. "I am unwilling to accept my inheritance until the day I am worthy of it, so I will leave my father's mantle in your
keeping until Asgard is revived. I will serve as your champion for 800 years, the time you served my father. This is our duty to Asgard."

Arlem currently rules Asgard as a Greater God of Thunder, having temporarily donned the mantle of the fallen 'All Father.' As such, he has temporarily aquired the spellcasting powers and abilities of Odin.
Until Vidar is willing to accept his father's throne. Together with Vidar, Vali, Hod and Thor's sons Modi and Magni, they are busy rebuilding Midgar and Asgard.

Though his new duties leave little time for a fun, Arlem can sometimes be seen hunting Epic Dragons across the planes but he seldom ends their lives. His mortal life is but a distant memory and his
future is unknown. He is often seen accompanied by Odin's wolves and black eagles, patrolling both Asgard and Midgard in search of epic giants, riding the Legendary Warhorse Marlburog, a descendant
of Odin's Sleipnir. He still wields his favored weapon Azuredge but understands that the time will come when he must give it up and is currently looking for a mortal champion to betow it upon. As the
keeper of the weapon, he will not give it up lightly, but he allows the ax to choose as it always has.

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The final manifestation of my main character in our main campaign after 13 years of play, now retired


Arlem, Thunder God
http://www.jaestudio.com/WarriorOfMist.jpgJason Engle
Greater Deity
Symbol: Blue Dragon Eye against a lightning background
Home Plane: Asgard
Allignment: NG
Portfolio: War, Sky, Air, Storms, Fate, Nobility, Strength
Worshipers: Fighters, Barbarians, Dragon Slayers, Nobility, Nonchromatic Dragons
Cleric Alignments: CG, LG, NG
Domains: Air, Knowledge, Magic, Travel, Trickery, War
Favored Weapon: Short ax

Arlem-Tem
Fighter 20, Barbarian 20, Legendary Dreadnaught 10, Dragon Slayer 10
Medium Outsider
Greater God
Divine Rank: 19
Hit Dice: 20d10+560 (Ftr) plus 20d12 +560 (Brbn) plus 10d12+280 (Dreadnaught) plus 10d10+280 (Dragon Slayer) (2,350 hp)
Initiative: +30 (+26 Dex, +4 Improved initiative)
Speed: 90 ft., fly 240 ft. perfect
AC: 100 (+26 Dex, +19 Divine, +32 natural, +9 Deflection, +14 armor)
Attacks: Azuredge, +10 distance holy keen returning wounding penetrating sentient Orc Bane short ax +100/+100/+100/+95/+90/+85 melee and ranged
(Always recieves a 20 roll and always criticals when used by Arlem, use critical threat chart)
Damage: Azuredge, +10 distance holy keen returning wounding penetrating sentient Orc Bane short ax 4d12+56 melee (8d12+112 ranged/17-20, always does maximum damage
and always criticals when used by Arlem
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell like abilities.
Special Qualities: Divine immunities, DR 73/+5 Bronze, SR 51, Fast Heal 10, Regeneration 10, energy resistance 39, Lightning restoration (healed by electrical attacks), remote
communication, godly realm, divine aura (19 miles, DC 38), Teleport without error at will, Plane Shift at will, sense thought and movement within 19 miles, cannot be criticaled,
does not need air, food or water to live.
Saves: Fort +70, Ref +66, Will + 65. Always recieves a 20 on saves.
Abilities: Str 68 (100, magic), Dex 48 (60, magic), Con 34, Int 26, Wis 28, Chr 28.
Skills: Concentration +61, Diplomacy +40, Handle animal +68, Intimidate +68, Intuit Direction +68, Jump +98, Knowledge Dragon +68, Knowledge Nature + 40, Knowledge Religion +40,
Listen +50, Ride (dragon) +31, Sense Motive +48, Spot +50, Swim +20.
Feats: Additional Magic Item Space-Ring:x4, Blinding Speed, Combat Instincts, Devastating Critical short ax (Fort DC 85 or die), Devastating Critical Saber (DC 85), Devastating Critical
Composite Long Bow (DC 85 or die), Epic Dodge, Epic Leadership, Improved Combat Reflexes, Legendary Commander, Legendary Rider, Perfect Two Weapon Fighting, Polyglot, Superior Initiative, Thundering Rage (Fort DC 40), Trail of Blood, Two Weapon Rend.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning,
transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Annihilating Strike, Battlesense, Divine Rage, Call Creatures (Dragon Mount, 100 Celestial Saber Cats), Create Greater Object,
Divine Battle Mastery, Divine Blast (Lightning), Divine Creation, Divine Shield, Divine Splendor, Divine Weapon Focus Saber, Divine Specialization Saber, Energy Storm (lightning), Extra Domain (Air),
Extra Domain (Nobility), Extra Domain (Strength), Mass Divine Blast, Teleport Object at will.
Domain Powers: 19/day smite evil (+20 to attack and damage), 19/day freedom of movement, 19/day turn or destroy living, 19/day rebuke or command air creatures, 19/day inspire courage
(+4 morale bonus to all allies within 19 miles for 9 rnds)
Spell-Like Abilities: antimagic field, astral projection, chain lightning, clairaudience/clairvoyance, confusion, contingent resurrection, control weather, control winds, detect secret doors, detect
thoughts, dimension door, dire winter (1000ft radius, 2d6 cold dmg for 20 hours), discern location, dispel magic, divine power, elemental swarm (air only), epic mage armor (+20 AC), Dragon Strike
(10 adult bronze dragons), find the path, flamestrike (lightning), fly, foresight, gaseous form, identify, imbue with spell ability, invisibility, legend lore, locate object, magic vestment, magic weapon,
Mordenkainen's disjunction, nondetection, Nystul's undetectable aura, obscuring mist, power word kill, power word stun, protection from spells, screen, spell resistance, spell turning, spiritual weapon,
teleport without error, timestop, trueseeing, superb dispelling (Greater Dispelling +40), whirlwind, wind wall. Arlem uses these abilities as a 30th lvl caster. The save DCs are 40+spell level.
Divine Rage: Arlem's rage can be used 19 times per day for 1 hour per use and does not tire him. Also, while raging, arlem ignores hardness when destroying objects and his strength is doubled
for all strength checks. He gains 600 hp
Dragon Slayer Abilities: Arlem is immune to all dragon breath weapons below age category Wyrm and saves for half or no damage for all others. His attacks ignore all dragon natural armor
ncluding dragon related creatures. Arlem is immune to all fear effects. Arlem has a fear aura 76 vs dragons and SR 86 vs Dragon magic. Previously an undead dragon slayer, Arlem is still feared
by the undead and maintains his former undead immunities as a result of a treaty with the Dragon Lance Death God Chemosh. Arlem can teleport any object he has held at will (regardless of
distance or plane).
Possessions: Azuredge-epic short haft battle ax, Merlin's epic Lightning Gauntlets (Maximized enlarged empowered seeking divine lightning bolts at will), Odin's ceremonial Avatar Full Plate,
Torc of Stability, four teeth of healing, Helm of epic mindshielding/nondetection, Cloak of Epic Resistance, Boots of Epic Teleport, Epic Teleport sword (100-1000 random miles per touch,
used to parry weapons and remove armor), Blue Dragon's Bane (+5 Dragon Bane sword, Blue Dragons save vs death magic), Epic ring of universal elemental command, Epic ring of energy
immunity, Epic ring of animal command, Epic ring of Contingent True ressurection (tied to ressurection chamber in castle Wyvern's Keep) Odin's epic haste ring, gloves of missile snaring,
Belt of God Strength, Bag of holding Type 5, The King of Wyvern's Crest and the Divine champion of Asgard, Arlem's unlimited wealth, Arcane merchants and Godly connections give him
access to any and all known magical items. Arlem can teleport any object he has touched to his hand, regardless of distance or planar alignment as an epic supernatural ability.

http://content.answers.com/main/content/wp/en/thumb/e/e2/180px-Hk2a.jpg
art by Marc Silvestri

Arlem can summon or create weapons at will


Bayard Bearheart
http://www.wizards.com/dnd/images/leof_gallery/86692.jpg
art by Dana Knutson

Arlem's trainer and mentor, the epic Champion of Apollo was exiled from his homeworld by the dark goddess Takhisis after he vanquished her avatar Tiamat in battle. Finding himself
ripped of his powers and memory in Greyhawk, Bayard befriended and empowered the young Arlem, teaching him martial prowess
nblsprt

10-25-06, 02:40 AM
http://www.jaestudio.com/Champion.jpg
art by Jason Engle

B]Player:[/B] Michael Hoffman
DM: Jason, Greyhawk/Forgotten Realms

Race Human
Allignment: LG
Deity none, other than his king and his knightly vows
Size: M
Age: 41
Gender: M
Height: 6'4
Weight: 230
Experience:

Str:
Dex:
Con:
Int:
Wis:
Chr:

Fort:
Ref:
Will:

Base Attack:

Weapons:


Armor:


Possessions:

Feats:

Skills:



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http://www.jaestudio.com/ServantoftheLight.jpg
Jason Engle

Alone in his private chambers, Sir Valor recites his knight's code, a ritual he repeats daily. Honor, chivalry and the protection of his king are more important to him than life or death.

Arlem was stalking a great wyrm Green Dragon across a massive underground dungeon where in one of the treasure rooms he found a masterwork suit of armor struck from shining
gold, encased in a standing tomb of thick quartz. The Slayer shattered the thick crystal with his ax to retrieve the armor and was not entirely surprised when the armor moved.

The suit of armor animated, looked up and slowly drew its sword. Arlem hefted his ax in anticipation but to his amazement, the armor bowed on one knee, offering its weapon to him.

The armor held a living knight of mysterious origin who said his name was Valor. Valor would not tell his story or how he came to be trapped in this dungeon, nor would he remove
his helm and let people, even his king Arlem see his face. Respecting his wishes, Arlem accepted his offer of servitude as long as Valor wished to serve and went on his way.
Since then, the mysterious knight has served valiantly, never failing and has saved Arlem's life on many occassions. Arlem's finest warrior, the King awarded Valor his ancient castle
holdings and office as First Knight, commanding and training all of Arlem's Knights and Queens guards, and General of Arlem's ground forces.


http://www.jaestudio.com/Gladiator.jpg
art by Jason Engle

Though he often removes his platemail to give his opponents a fairer chance at victory, Lord Valor never removes his helm. His physical beauty is superhuman and he will never allow
the circumstances that cursed him in his past to be repeated. No one in Arlem's court has ever seen Lord Valor's face

Sword of Valor
http://www.jaestudio.com/BladeofLostGods.jpg
Jason Engle

Once a +10 epic weapon, the sword of Valor was severely damaged as Valor protected his King against the attacks of the red goddess Kasserin and her fierce ax.
The sword is now a +7 Keen Lawful Bastard sword of Speed. Its origins and construction are lost in legend and it was handed down across a line of valiant knights throughout
the ages before Valor inherited it. The origins of these knights and the kingdom they protected are known only to Valor and he never speaks of them.
nblsprt

10-25-06, 02:43 AM
http://www.jaestudio.com/Griffon.jpg
Jason Engle

Carnage is a middle aged Mage Bred Griffon born of the finest stock and then magicaly enhanced with a flame breath weapon. Believed to be Bred for Zhentarim Sky Mages, Carnage escaped
his bonds, killed three mages and fled to the southern mountains near Hextor's Climb. Wounded and stretched beyond exhaustion, Sir Valor of Wyvern's Crest encountered the beast on his patrol.
Weary of killing, Valor Ignored urges to put the monster to death, commissioning priests from Wyvern's Keep to heal it instead. When Arlem's Champion went forth to release the rejuvenated
creature into the wilds of Greyhawk, the Griffon would not leave his side. Valor learned quickly that the beast was extremely intelligent, supernatural and a well trained battle mount. Valor
took the beast as his steed.

Carnage is well loyal and well trained with one exception, he seems unable to resist the smell of horse meat. Indeed, as mount to Lord Valor himself, he refuses to eat anything else.
If Carnage has missed a feeding, he is sure to stop whatever he is doing, then murder and devour the nearest horse to him. Even well trained super heavy warhorses must make a DC 15 fear
check in sight of him or become shaken.
nblsprt

10-25-06, 02:46 AM
http://www.jaestudio.com/HeedtheCall.jpg
Jason Engle


http://www.jaestudio.com/AncestorsArmor.jpg
Jason Engle

http://www.jaestudio.com/FuLengsSword.jpg
Jason Engle
nblsprt

10-25-06, 02:49 AM
http://www.silverbulletcomicbooks.com/news/images/0207/thor51_15.jpg

Dark Blessing Shadow Armor
http://www.jaestudio.com/TheSeal.jpg
Jason Engle

Yondross, Young adult Shadow Dragon
http://www.magicdeckvortex.com/ART3/intet_the_dreamer_art_by_dan_scott.jpg


The Children of Dugoth
http://www.jaestudio.com/Nothrogs.jpg
Jason Engle
nblsprt

10-25-06, 02:53 AM
http://www.jaestudio.com/Bloodspeaker.jpg


The Talon of Takhisis
http://jipangmuck.dynodns.net/~nakoruru/ss/ssgenn.jpg

http://www.gregstaples.co.uk/images/JLA_battle.jpg
nblsprt

10-25-06, 03:24 AM
http://www.jaestudio.com/Barbarian.jpg

Krillan is the powerful Dragon Lord charged by the dark Goddess Takhisis to lead her Black Dragon Armies. As part of his Dark Blessing from the goddess, Krillin's mount is a savage Great Wyrm named Acrid.
When the drow priestess Sepher Baenre emerged from the shadows of the under dark to challenge the Nightlord for control of the Dragon armies, Krillin immediatly cast his bid to support her, enlisting her
great powers to aid his own generals in the Dragon Wars until she was ready to face the God like Night Lord in combat. Krillin supports Sepher's joint wars against the Knights of Solamnia, the King Priest
and the powerful elven lich Lorak, leaving all of his resources at her disposal while capturing cities and building churches in her name. Krillin seems to believe that Sepher will defeat the Nightlord and take
his place, elevating the Dark Dragonlord to the top of the status ranks.
nblsprt

10-25-06, 03:26 AM
http://www.jaestudio.com/BlackDeath.jpg
Jason Engle


Acrid, the immensely powerful, supernaturaly strong Great Wyrm mount of the epic Black Dragon Lord, Krillon. Thought to be the most powerful black ever to live, it is said that Acrid is also
one of only two black Dragons to be awarded a dark blessing from Takhisis herself. Acrid's breath weapon is twice the damage of the average Great Wyrm Black and always does maximum damage. His
physical strength is god like.

Acrid is always dangerous, even to his rider. He is also fiercely prejudice against all other dragons excluding blacks of the highest breeding. Acrid will even kill blacks if he feels they are too
geneticaly weak to risk reproducing.

Acrid has few enemies that are still alive. He has chosen to hate the juvenile dragons Yondross and Spark. Spark is hated because he is the offspring of the epic Red ancient Flame. Acrid
also hopes to kill Yondross for a far more personal reason, jealousy.
nblsprt

10-25-06, 03:28 AM
http://www.jaestudio.com/DragonsLair.jpg
Jason Engle

Said to be the only surviving offspring of Flame and the female Red Wyrm Cinder, This red juvenile is remarkable in that he seems as or more powerful than a red of three categories older than
him. Indeed, his powers are developing far quicker than his ability to control them, making him a danger to himself and his allies.

Flame is known to be searching for the young Spark, and may kill him on sight for reasons unknown. Acrid the Black seems amused by him, and may kill him for the joy of ending Flame's son.

Spark took an immediate liking to Sepher Baenre, the silver tongued priestess of The Dark Lady. He accompanies her in all things, learning the ways and disciplines of his creator. He has learned
to hate the Knights of Solamnia with especialy fierce devotion, killing them onsight with no regard to his own safety.
nblsprt

10-25-06, 03:30 AM
http://www.jaestudio.com/Guardian.jpg
Jason Engle

Little is known about the mysterious minotaur knight Sir Loin. After personaly training his legacy Schlitz Malt Licker in th Gladiator Pits of Sepher's Arena, the old Minotaur died in combat
against the hated Knights of Solamnia.
nblsprt

10-25-06, 03:34 AM
http://www.jaestudio.com/TheBleed.jpg
Jason Engle

With his brilliant mind and amazing ability to read peoples desires and prestent them with options that would mutually benefit all parties, Jovan was destined for greatness. Initially he had
no intention of taking the spot light away from the might priestess of the dark lady, Sepher Baenre. Unfortunately his time spent with this evil woman twisted his soul and put close to dark
powers that would shape his future.
Sepher Baenre used Jovan's abilities as her herald, while he also ran her business affairs. Jovan actually controlled many black markets across the land. However being the spokesman for a
brash and arrogant priestess did catch up to Jovan. When faced with ultimate distruction or selling his soul to an evil outsider, Jovan chose to exist. A survivalist by nature he welcomed an
evil spirit into his body and willingly transported it to a Sepher's church. Even though the power Jovan wielded with the evil spirit was used at many times to save Sepher from her own
foolishness, it was still only garnered more hatred from the suspicious drow.
Jovan was releaved to be rid of the burden of the spirit when he finally made it to the church of the dark lady. Short lived however because the spirit let loose an energy that tore asunder
foundations of the church and left a large crater where the mighty structure once stood.

The evil being that Jovan released onto the world threatened existance itself and many of the Dark Ladies priest had to ensure that the world survived so that they might conquer it.

Sepher was not pleased.

She turned Jovan over to her High Inquisitor cousin. Who used ancient drow torture techniques, and a few she had developed on her own, to bring an eternity of pain to Jovan's flesh. She
even resorted to using her priestly magic to prevent Jovan's mind from slipping into madness. Not for his own safety, but merely because it was more pleasurable for her to hear the screams
of a sane man!!!

Kawren, Drow Query Assistance Specialist, Expert 18
http://www.wizards.com/dnd/images/ssouth_gallery/84357.jpg
Sam Wood

The death that Jovan prayed for never came. Eventually Sepher realized that Jovan was too good at his job and she needed him to complete her dreams of world conquest. However she promised
that once he proved useless to her he would return him to his eternity of pain and anguish.

Jovan obeyed like the beaten dog. Effectively growing Sehpher's power base within the church, and around the world. With Jovan's help Sepher was tightening her grip around the worlds economy
and gaining access to nearly limitless resources. In the mean time he was using his skills to keep Sehper's countless enemies guessing at what the volatile priestess next actions would be.

"Thats a good little human. Perhaps I won't need to turn you over to my cousin this year, my little pet." Was a constant reminder to Jovan that his fate, no matter how successful he was, was to
pray for death, screaming in agony.

Sepher began to threaten that eternity was at risk and that she would personally transport his soul to the Abyss, to deliver him to her Dark Lady, once his usefulness was over. Finally a voice deep
within Jovan's very soul, which he didn't even know he still had, spoke of a way out and promised greater power. The evil spirit was still connected with Jovan, and still promised great power. It slowly
began to deliver, strengthening Jovan's body and giving him access to demonic powers. The spirit promised freedom from the boot of Sehper Baenre and preached patience to Jovan.

Finally salvation came. A group of interdimensional travelers came to the land, hired to destroy the blight on the world that was Sepher Baenre. Of course there skill was not enough to destroy the mighty
priestess, but they wielded a powerful alchemical device that would incinerate all within its area of destruction. Before the travelers sacrificed themselves in an attempt to destroy the priestess, Jovan
stopped the battle. Using his keen negotiating skills he ended the combat. Sepher was prepared, and sheilded by her faith. Not even a powerful device would harm her while she was prepared.

"if you take me with you, I will destroy the priestess."

As Jovan said the words, a tingle of pain coursed through his body. A powerful curse began to take effect against him, Sepher was foolish, but also very paranoid. Jovan believed his intentions had doomed
him, perhaps this wasn't the right opportunity.
Just when the pain was beginning to get unbearable, it began to subside. The dark entity stirred deep within Jovan's heart. "We are one, and she cannot harm us." It whispered to Jovan.

No one suspected as Jovan placed the device near Sepher Baenre, in her audience chamber.

"What further deeds is my little pet human up to now" asked Sepher as Jovan walked out of the chamber.

Looking her straight in the eyes, "Your power is great, and I will ensure your infamy endures. I have made your enemies your allies, and now I go to guarantee there loyalty is complete."

No one could lie as well as Jovan. Sepher searched his face, even inacting a magical device searching for any sign of betrayal. Unlike the times before, her magic failed.

"Carry on my little puppet."

Jovan didn't look back when he heard the explosion, he didn't even turn around as the priests screamed that their mighty priestess was dead. A smile slowly spread across his face.

He met the inter dimensional travelers at there portal and with only a slight glance over his shoulder he stepped through.

On the other side he fealt the magic that the priestess held over him vanish. "We are free" the dark entity howled inside of Jovan.

Jovan's still fears that some dark god will come and try to hold dominion over him, and he strengthens the connection with the dark entity inside of him trying to find his own path to immortality.

Jovan has discovered that by using the entity inside of him as a focus, he can channel power from the faithful. He has used the skills and knowledge that he gained working for Sepher to set up
cults in his new home. Now he gathers power and energy to safely traverse into hell and set up his own domain among the devils. Though the Arch fiends threaten his advancement as a mortal
raised to fiend, he cannot help but to laugh at there petty descriptions of torture and pain. He has endured. He will continue to endure.
nblsprt

10-25-06, 03:37 AM
http://www.jaestudio.com/NothrogWarlord.jpg
Jason Engle

Cudd, son of Dugoth, Troll Fighter6
http://www.jaestudio.com/Ak%27Thud.jpg
Jason Engle
nblsprt

10-25-06, 03:39 AM
http://www.jaestudio.com/Firemage.jpg
Jeung have been an incredible force for good. As the only surviving member of a secret martial monastery that taps into the spiritual power of the ancient wyrm silver dragon that founded the martial art
millenia ago he had access to a great power and started his life with the intention of using it to great ends.
A lifetime of failures and loss however has led Jeung to a great darkness.
His monastery was destroyed by a dark wizard who coveted the powers of the dragon's fist monks, Jeung barely escaped with his life, but swore to find the wizard and avenge his brothers and sisters of
the order. However the trek through the monastery was deep in the dessert, and Jeungs trek out nearly killed him. He literally crawled from the wasteland on his last leg, only to be picked up by slavers
who captured him easily in his weekend condition.
Once he regained his strength he made his escape, easily overcoming the guards with his bare fists and bounding the twenty foot wall as easily as a cat climbs a tree.
Once he reached the other side he caught the attention of the archers who protected the slavers fortress. The archers couldn't pierce Jeungs whirling defense and he danced through his martial arts kata
and deflected every arrow launched at him. Jeung strode over a hill out of site from the archers and turned to walk away. In frustration one of the archers launched an arrow over the hill, knowing there
was no chance of hitting its mark. If only that archer would have gone to retrieve that wayward arrow he would have learned that he struck his mark true... The arrow had pierced Jeung in the back and
punctured through a lung. Jeung, after a daring escape, and with his adventure only beginning, lay on the ground slowly drowning in his own blood.

http://ic3.deviantart.com/fs7/p/2006/344/b/b390d7e8441e756e.jpg
Jason Engle

Perhaps a kindly god looked in on Jeung and took pity on him. If so, then that god was frivolous and didn't bother to continue looking after Jeung. Or maybe the fates wished to weave a truly tragic
tale in there fabric and chose that poor monk to materialize this story. In any case, Jeung did not die with that arrow piercing his back. A group of gypsies passing by had noticed Jeung's escape, and
decided to help him. Specifically the gypsy chief's daughter, Mayra. She collected Jeungs body and cared him back to health. Everyone knew of the immediate affections she had for him, Jeung was
unsure of his feelings, but felt a liking to Mayra that he hadn't known for any other person. The Gypsys moved from town to town showing of their entertaining talents, and gleaning items from the
crowds that gathered to watch. Jeung used his martial training and developed a routine with Mayra, one that drew a large crowd. This is when Jeung noticed that the gypsys supplanted there income
by stealing from the crowds that gathered to watch. Jeung was appaled, but torn. These people helped him in so many ways, and we was begining to understand his feelings for Mayra even more.
He immediatly demanded that the clan stop stealing. Well, the chief was wise and knew that Jeung was strong and talented, if Jeung would mary his daughter he offered to returned the items they stole.
The chief figured that eventually Jeung would come around. Jeung was initiated into the clan, and he and Mayra were wed. As the son-in-law to the chief Jeung took on the Mantle of protector of the
clan, and he swore to protect the clan no matter what. The chief knew that the more interested in the clans protection Jeung was the more likely he would turn a blind eye to their minor activities.
Jeung soon learned that the fates had determined that he have a very sad life. While the caravan was traveling between towns a group of hobgoblins and bugbears ambushed it. Although Jeung fought
fiercely and was actually begining to defeat the leaders of the attackers, their numbers were just too large. When finally Jeung believed his battle to be won, a black dragon emerged and threatened the
entire balance. Just then an old man from Jeungs past appeared with a devilish offer. The dark wizard that destroyed his monastery appeared to Jeung in a vision. "Look upon your new friends and family,
and see them melted away by the breath of the black dragon! Submit to me your life of service and I will give you the power to save them. I will offer your new clan protection as you travel the world at
my bidding. Do you accept Last of the Dragon Fists?"
The dark wizard coveted the power of the Monks, since he couldn't hold it himself, he would wield the one who could, as a carpenter wields a hammer.
Seeing no other way, Jeung submitted. With the backing of the dark wizard Jeung defeated the dragon, and the dark wizard subjugated the goblinoids.
The gypsy clan was saved and whisked away by the wizard to dwell in the woods near his tower, and Jeung was pitted against all the wizards enemies. Jeung's strength grew as his skills were used to
assassinate the dark wizards young rivals. However Jeung's heart began to harden, only Mayra brought joy to his life.
Jeung began to plan his revenge against the dark wizard. The wizard was prepairing a dark ritual to attain immortality. The wizard was sending Jeung out on quests to retrieve materials to complete this
ritual and Jeung knew that he couldn't allow the wizard to succeed. However the only time that the wizard would be vulnerable was during the ritual itself. Jeung plotted and planned his revenge. Stopping
an assassination attempt against the dark wizard by a young sorcerer to further gain the wizards trust.
This young sorcerer would not take his failure lightly though. He had his own reasons for hating the dark wizard, and now he hated Jeung for stopping him. Perhaps the young sorcerer struck out on a mighty
quest for power, one that bards would sing about for its heroics, or maybe he made a pact with evil devils for powers beyond mortals, but whatever the case this is Jeung's tale, this young sorcerer did find
great power, for the next time he battled Jeung and the dark wizard he layed them both low.
Jeung would have been content with his own defeat as long as he was free of the dark wizards bonds, but the young sorcerer was not content. He stole the only thing that mattered to Jeung. As he flew
away with Mayra unconscious in his arms, he laughed and taunted that Jeung would never find hapiness again. In the years that followed Jeung did not feel any hapiness. He grew bitter that he was not
able to implement his revenge against the dark wizard, and blamed the young sorcerer for stealing everything from him. He hunted tirelessly for the young wizard, hoping for Mayra's safe return.
The young wizard had studied Jeung, and returned to the site of the ruined monastery. Their he brainwashed Mayra and through some un-kown divination technique, instilled in her the dragon fist technique.
In fact Mayra's training was far more complete than Jeungs, and her ability to manifest the dragons flame was so complete that young sorcerer was able to use her a powerful tool as he built a legend for himself.
Jeung finally came upon the young sorcerer as he hunted for an artifact weapon to use against his enemies. As Jeung approached the young sorcerer with hatred and rage building up in him he was blocked by
a masked warrior woman wearing red. He battled her with all his strength, but he found that her technique was too good to defeat. Determined not to loose and to defeat this opponent no matter what,
Jeung surged with the full energy of the dragon. Sapping power from his opponent and turning it against her. With savage fury he pounded his foe until she could barely stand. With one ferocious kick he
snapped her neck.
As his opponent fell to the ground, her mask fell away, revealing the horror of Jeung's actions. His wife lay dead by his own hands.
His fury spent, Jeung knelt in defeat. In tapping the full power of the dragon, Jeung became a very powerful being, but in using it to kill his own wife he wasn't capable of controling it. His mind slipped
and he sit there for several minutes incapable of action.
The young sorcerer smiled. One of the most powerful mortal forces ever sit before him, powerless and in a state distressed mentality. The young sorcerer cast illusion magic that blocked most of
Jeung's memories. Jeung allowed it to happen, even though he could have easily resisted.
Now Jeung sits behind the Young sorcerers throne, blank eyed. Awaiting the sorcerer's instructions. No attacker against the sorcerer has ever made it past Jeung, and several of the sorcerers
pwerful enemies have mysteriously died, showing evidence of burning bruises, non suspect that the murky eyed Jeung Wang as a living embodiment of the ancient dragon that mastered a form of martial art
long ago.

http://www.jaestudio.com/Confrontation.jpg
Jason Engle


Teacher
http://www.jaestudio.com/DojiReju1.jpg
Jason Engle
Arlem

10-25-06, 03:58 AM
http://www.jaestudio.com/WarWizard.jpg

Player: Jason Hernandez, DM NPC

Mirya Elmwood, third daughter to the slaughtered kingdom of Wyverncrest. She has never spoken of the horrors she faced in the wet depths of Diszmaldru's dungeons. Though a princess by blood,
her kingdom was destroyed before her birth by the Great Wyrm Green whos name she will not utter. The Ancient Dragon favored high elves as young maidens favor expensive chocolates. The
warriors of her kingdom, the King among them, died quickly in combat. They were the lucky ones. The surviving women and children were plucked form the woods one by one, thrown into the
holding cells to await their fierce but coveted release from the Dragon Hell the Gods call Krynn. No god could hear her in that darkness but she prayed all the same. Prayed to the scream of
the little ones and her dying sisters, the Dragon liked to hear their screams. She did not pray for a hero. She prayed the Wyrm would take her next and end the noise, the smell of rot and vomit.
The frequent visit from vile orkish prison guards. She heard the key in the lock and smelled the fungus on the wet fur, the gritting of teeth and cruel anticipation, they liked it when she fought but
she was too weak now.

The Dragon Slayer Arlem Tem came for the ancient Wyrm at dawn with the most powerful mercenaries in Ansalon. The Red Rider Bearheart's sunsword ripped through the depths, the heavy dwarven
Waraxe of Ironbeard Hextor cleaved a bleeding path of vermin to the elf cells. Arlem looked into the eyes of the twin Bugbears dragging the girl through the muck, Azuredge, raging with blue flame
tore them inhalf, returning then to the hands of the hate filled slayer even before the corpses could fall. He pulled her from the sludge and lifted her to the light. Only then did she see him.

Slaying of the Wyrm
http://www.wizards.com/dnd/images/PoF_Gallery/96771.jpg
Lucio Parillo

With the Wyrms days ended, Arlem restored her kingdom and made her his Queen. The girl has never left his side. Even as her first born was given as payment to the mysterious old Wizard who
taught her the arts, she has never questioned him. Despite his friendship and alliance to the evil Dragon Lord Bayard and the endless presence of the hated dragons in his courtyard, she has never
faltered. Three sons and two daughters she has given him, with the mysterious pure magic entity Britannia at her side, she provides a massive spell arsenal to protect her king, beloved husband and
savior from the wrath of his epic quarry.

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Brittania

http://www.wizards.com/dnd/images/PoF_Gallery/96805.jpg
Francis Tsai

Mirya's elven magic was weak at best after her liberation from the Green. A strange old Mystic Theurge called Merlin came to her from the north, offering her training and power in exchange for her
first born prince in service to him. Both she and her King agreed and Mirya's arcane training began in ernest. But soon the epic Merlin would bestow on the Queen a gift that even he had not
foreseen.

Brittania is one of three mystic entities known to have sprung forth from the dreaming mind of Merlin the Wise, for it seems that the old druid is so powerful that in a dreaming state, his dreams can
sometime become real.

Brittania is a veiled entity of pure magic, possessing arcane knowledge and ability rivaling many gods. He is Mirya's constant companion and protector. While he is within 200 ft of the Queen, she has
access to all arcane spell lists known by Brittania (Brittania knows alot), as if she had memorized them herself. The spells form in her mind as she needs them. While she is still limited to the power her
body can use without rest, Brittania is not. He is untiring and seemingly unexhaustible in power. His only known weakness is dispel magic and anti magic zones.

Removing Britannia's hood and looking on his true form causes permanent blindness in all who see him without save, unless the watcher is divine rank 1 or above.



Queen's Guard
http://www.jaestudio.com/Kingsguard.jpg
Jason Engle
Arlem

10-25-06, 04:01 AM
http://www.jaestudio.com/Thri-Kreen2.jpg


Player- Mike Hoffman, DM NPC

Klik Klik's story has just begun. not much is known about him bacause no one understands him. He is currently accompanying the celestial brothers Crom Cruad and Primus. at present, he is studying a multi limb fighting style that makes use of combat reflexes, combat instincts and the multiattack monster feat.
Arlem

10-25-06, 04:04 AM
http://www.jaestudio.com/Angel.jpg


Player: Ken
DM: Mike, Eberron
Status: active/delayed

Race half human/Celestial (medium sized outsider)
Allignment: CG
Deity Dol Arrol
Size: M
Age: 16
Gender: M
Height: 6'5
Weight: 290
Experience: 21,130

AC 19
Hp 83
Speed 30/ 60 fly average

DR 5/magic
SR 18

Str: 22 +6
Dex: 18 +4
Con: 20 +5
Int: 18 +4
Wis: 18 +4
Chr: 21 +5

Fort: 11 (base 7, ability 4)
Ref: 6 (base 2, ability 4)
Will: 10 (base 6, ability 4)

Base Attack: +7, +2

Weapons:
Masterwork Great sword, (atk +17, +12) (dmg 2d6+10, critical 19-20x2)
Heavy Flail
Composite Longbow
dagger
hand ax

Armor:
Masterwork Chainshirt (+4 AC, +4 Max Dex, Check penalty -1


Possessions:

Feats: Cobat Reflexes, Power Attack, Cleave, Combat Casting, Vexing Flanker, Wild Talent (2pp)

Skills: Concentration +16, Decipher script +10, Intimidate +15, Knowledge arcana +11, Knowledge religion +11, Knowledge Planes +11, Sense Motive +14, Spellcraft +5
Use magic device +6

Racial Traits: Dark Vision 60, immune to disease, energy resistance (acid 10, cold 10, electricity 10), +4 save vs poison, wings (fly 60 average)
cast daylight at will, smite evil 1/day, bless 1/day, protection from evil 3/day, 1/day cure serious wounds, 1/day neutralize poison, 1/day aid

Class Features: Arcane attunement 8/day (dancing lights, detect magic, flare, ghost sound, read magic)

Spells prepared:(6/6/3) 0-acid splash, disrupt undead, 3 ray of frost, touch of fatigue
1st-Burning hands, blades of blood, shocking grasp, magic weapon, 2 truestrike
2nd- 3 seeking ray (4d6 electricity)

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In a once beautiful world now plagued with demons, devils and ethereal filth, Crom and his brother Kimhari
are among the last surviving shards of light with the power to purge the world of its darkness. A chaotic
contrast to his lawful do gooder sibling, Crom prefers to kill first and ask questions later, operating on
impulse and emotion before thought.
Arlem

10-25-06, 04:08 AM
http://www.jaestudio.com/LordOfTheClans.jpg

Burning Realms campaign
Player- Ken, DM NPC


Out of sight is out of mind:
Long have man and woman-kind
Heavy of will and light of mood,
Taken away our wheaten food,
Taken away our Altar stone;
Hail and rain and thunder alone,
And red hearts we turn to grey,
Are true till Time gutter away. -W.B. Yeats

(from the Tain Bo Culann)

Who is the Nephilim Cuchulainn? It is soon told. Born Shedanda mac Sualtim of Dun Dalgan, Setanta's true lineage and birth right was long kept a
secret. Raised as the son of the chariot cheiftain Sualtim, one of the King's elite Red Branch knights, Shedanda was in actuality the bastard son of the Lightbringer, the Irish Sun God Lugh Lamphada.
Lugh is half elven of the angelic Tuatha race who fled the Creator, bringing their sky ships to earth and burning them there. Lugh's father was a Formorian Giant, the demon God known throughout
history as Baal of the evil eye. So then, Shedanda is nephilim, of the celtic men born of the breeding of gods with mortal women, but because of his grandfather Baal, he is one part human, one part
angel and one part demon.

Long have the elfs and the humans mistrusted each other. Bille, the all powerful god of creation and destruction had given life to both races but there was never love between them.
When war raged across the cosmos, the Tuatha fled their creator to earth, burning their sky ships in the hope that he and his executioners would not track them there. The island
they had chosen was lush and fruitful, but it was populated by giants. The elves concquered the Firbolg and the Fomorians, taking the island for themselves...until the humans came. Long wars
followed until the elves were driven back, using their magic to open a dimensional rift to the spirit world where they can escape the powerful human heros and share the land, unseen from their
dimension. But the humans and the elves have never forgotten their wars, nor do the elves stay on their side of the portals, returning from time to time to interfere in the affairs of men.

It was the wedding day of Dectera, sister of King Conchubar in Ulster. As her attending girls prepared her to wed the hero Sualtim, she reached for her glass of wine. Lugh Lamphada mac Kian came
to her cup then in the shape of a multicolored fly and she unknowingly drank him down in her wine. Immediately she saw him in the dreams of her mind and the angelic elven god of the Tuatha asked
her not to marry Sualtim, but to come with him instead, to his castle in the Fey dimension.

The king's druids could sense the powerful magic of Lugh. He and his warriors shattered the door to her chambers but the god had turned dectera and her maidens into birds and as the men rushed in,
they saw only the last of the birds escaping through the open window. Three years passed while Ulster mourned.

It was harvest season of the third year when another flock of birds came down to the earth in their millions and devoured all the crops of men, that they might not have food for the winter. Enraged,
the king and his champions set out in their chariots to destroy the plague of birds and they persued the unearthly flock to the valley of Brugh na Boyne on the plain of Morhevna where they spent the night.
There, they found a strange castle where there had not been one before. The king had given no permission for a stronghold to be built here, so he went to the gates to demand an audience with the owner.
"He is not here" said the door man "but my master has prepared a feast to welcome you and hopes you will stay for the night." So they feasted and drank, and they were so pleased that they asked the
servant to bring the woman of the house, that they might thank her. "I cannot, for she is this moment in child birth and will not be disturbed."

The men became drunk and slept in comfort, but when the sun rose, they woke not on cushions but in winter snow, with their animals next to them. The mysterious castle was gone, as if it had never been there.
In their confusion, the sound of a new born child drew them to the king's chariot. There in the hay, was the king's lost sister Dectera, holding her newborn child.

Shedanda was raised in part by all the great heroes and poets of Ulster, and trained in combat from the age of five by the epic war master Fergus mac Roth, the unequaled champion of the King and the greatest
hero in the land. When Shedanda killed a legendary dire hound with his bare hands at the age of five, the arch druid Cathbad gave him the warrior name 'Cuchulainn,' the Hound. When Cuchulainn had
learned all that Fergus could teach him, the old king asked Conchubar to send him to the island of shadows in Alba, where the mysterious warrior woman Scathatch could teach him to be an epic hero.

In our campaigns, Joes fighter 'Thefarest Sayin of Mulhorundi ' must do battle with Cuchulainn and his famous 'Gae Bulga' (his father's invincible spear) on the island of shadows. While Thefarest did not
win, neither did he lose. Thefarest became the only person to ever to survive the attack of the Gae Bulga.









the Morrigan
http://www.gamasutra.com/galleries/visual_art/matthew_armstrong/MSA_work2.jpg
Matthew Armstrong

Morrigan, the Battle Raven is the powerful Death Goddess of the Tuatha and the Celtic Grim Soul Reaper. She often takes the form of a raven and can be found on the battle fields of mortals.
It is said that she enjoys watching men kill eachother in large numbers over ridiculous circumstances. She often creates these situations for her amusement and to keep the balance of nature by
controlling the stain of man, keeping their numbers down so that the earth might live on.

The Morrigan was impressed by Cuchulainn's prowess and offered him her love, but was rejected. Furious, she has both hated and desired him ever since, causing great trouble for him and has
tried to kill him on numerous occassions. But when Maeve, the 3 wierd sisters and the armies of Ireland waged war for the sole purpose of killing him, it was the Morrigan who came to warn him.
She wept at his death as she lit on his lifeless shoulder in the form of a raven.
Arlem

10-25-06, 04:11 AM
http://www.jaestudio.com/ValleyOfKings.jpg

Player: Eric Hernandez, DM Jason Hernandez

Iron Beard Hextor Wornhammer has been the battle raging berserker madman of King Arlem's campaign from the very beginning. The Dwarven stronghold 'Hextor's Climb' in the Dragon Jaw mountain range of Wyvern's Crest is named after him. The former champion of Thor, Hextor died in combat against the Thunder God Zeus and met his eternal death in combat while battling Jormungander in the Battle of Ragnarok. Berserker Dwarves in the Dragon Jaw mountains still drink Gut Shaker Mead (rotten goat's milk, hard liquor, hot peppers and dragon bile) in his honor.

Jotun Mortes (Ender), Hextor's Hammer
http://www.jaestudio.com/ClericsHammer.jpg
Jason Engle



Anvil Wornhammerfighter 14/Giant Slayer10
http://www.wizards.com/dnd/images/hoh_gallery/91980.jpg
The last remaining son of King Hextor, Anvil is a well known mercenary who has recently laid claim to his father's throne in Iron Mountain. Afte a series of wars and personal combat in the rage pits, the berserker lords who followed Hextor to glory in the service of Arlem have accepted the young fighter as their king. Anvil returned to Iron Mountain after the death of his father who had sent him into the world to 'earn his beard.'

Red EyePriest19
http://www.wizards.com/dnd/images/hoh_gallery/91983.jpg
The late Hextor Wornhammer was a powerful and nearly unstoppable dwarven Berserker but he would never travel without his close friend Redeye, nor would educated adventurers commission his services without the famous dwarven priest at his side. The mysterious Red Eye almost never spoke and maintained a strange hold over his Battle Raging companion. When Hextor raged, he grew to twice his size and his already epic strenght tripled but he would kill anyone in sight, friend or foe. Only Redeye had the spells to calm him. A first line shock troop in constant war against epic giants and gods, Hextor has fallen many times and Red eye has always been there to return him from the dead until Zeus himself sent the dwarven hero to the halls of Odin.

Dwarves of Iron Mountain
http://www.jaestudio.com/DwarvenLords.jpg
Jason Engle
Arlem

10-25-06, 04:17 AM
http://www.jaestudio.com/CityofTwilight.jpg

DM: 'Joe' Thornton
Player: Ken

I'M RICH, BE'ATCH!!!

A new player in our newest campaign, to be edited as I level him up in joe's game.

Genkashi is a young but highly trained shinobi ninja whose origins are not known. Trained by unanimous ninja assassins in a hidden temple to the foreign God 'Shar,' Genkashi was born with a powerful bloodline (Naruto based campaign) that gives him the racial traits of a fiend with the appearance of a human. This bloodline makes Genkashi immune to poison and consequently, extremely useful to Shar assassins.

Currently training alongside the elven/vampire hybrid, Raku, Genkashi wears a rope of garlic around his neck, a flask of holy water and a magical vase of flowing waters connected to a portable hole placed in an unknown resevoir. Genkashi specializes in the use of ninja fire magic, wears a silver brace around his neck and spends a great deal of his earnings on magical protection techniques to remain prepared against his untrustworthy team member.

Profile
Since their mission was so important, Genkashi and Raku were funded by the leaders of their government, giving them exceptional and nearly unlimited resources from the very start. Genkashi also commissioned a powerful psionicist to surgicaly implant mystical enhancements into his mind (Sasuke's Sharingan) This new power cost him half of his levels but imbued him with enhanced agility, fortitude and intuition (+5 to all saves, AC, and attacks). Any further uses of Genkashi's sharingan remain hidden.

Combat
Genkashi is a master of martial combat. Although a trained ninja, he mostly uses his weapons only when needed during spy missions. Genkashi turns down assassin missions, preferring any opportunity to hone his formidible combat prowess to cowardly back stabbings or cut throating while his mark slumbers. Though not a true assassin, Genkashi excels in stealth and information gathering. Few people ever guess his true intentions and he is always dangerous. His preference to killing his mark in combat has no basis in honor but exists only to test his prowess and Genkashi is not above using poison against poweful adversaries. Black Lotus and Dragon Bile are his toxins of choice and he crafts them in his own laboratory, often imbueing them with magical energies to enhance their potency.

Genkashi's martial style relys on multiple attacks combined with his sneak attack ability. Though he is deadly on his own, he most often attacks flanked opponents, using his sneak attack bonus in order to remove them quickly. Genkashi specializes in eliminating arcane spellcasters and psionicists first, then attacking their fighter allys. He prefers to leave cleric combatants to Raku, avoiding their dangerous touch spells.

Shar's elite fighting monastery emphasizes speed and survivability. Genkashi almost always relys on his flurry of blows ability, trusting multiple attacks to do more damage. His psychic implants and hasted attacks combined with a monk belt and high level permanancy spells make him accurate and deadly. With Boots of Speed and using the Combat Reflexes, Combat Instincts and Counter Attack Feats with his enhanced Dexterity bonus, Genkashi has atleast 5 attacks per round and up to 21 attacks a round are possible for him, allowing him many opportunities to land a critical blow. Combining the Improved Grapple, Clinch and Vexing Flanker Feats, Genkashi gets an additional +8 to hit flanked opponents without risking an attack of opportunity, taking full advantage of the extra damage from his Shinobi sneak attack class ability.

Monk Feats
Improved Evasion, Improved Grapple, Clinch, Combat Instincts, Combat Reflexes, Counter attack (Shar monastery fighting style)

Improved Evasion, Stunning Blow, Improved Unarmed, Ki Strike, Still Mind

Shinobi Feats
Blindfighting, Trackless Step, Vexing Flanker, Hide in Plain Sight

Will Strike, Sneak Attack, Armed Deflection (Kanai)

Fiendish Bloodline Abilities
Resist energy 10, Darkness 3/day, Poison Immunity, Smite Good 1/day, Unholy Blight, Desecrate, Jump (+30 to jump skill), Poison (as assasin spell 3/day), Dark Vision 60

Dusk Blade Abilities
Blades of Blood 4/day, True Strike 4/day

Permenant Spells
Tongues, Resistance (all) +5, Greater Magic Fang (all) +5, See Invisible, Arcane Sight

Psychic Surgery
Sharingan (+5 AC, +5 attacks, +5 psychic intuition bonus to saves)



Possessions
Monk Belt, Eyes of Charm Monster, Amulet of Natural Armor +5, Helm of teleportation, Mask of Mind Shielding, Spider Silk Kekogi of Shadows (+20 to hide and move silently), Bracers of Armor +8, Gloves of Dexterity +5, Ring of Regeneration, Ring of Protection +5, Boots of Speed, Cloak of Displacement

Light Pick of Flaming Burst, +5 Defending/Returning/Seeking/Adamantine Kanai of Distance, +5 Cold Iron Ninjato of Vile Wounding, +5 Silver Wakasashi Luck Blade (3 wish gems), Sheath of Keen Edges, +5 Unholy Nunchuks of Frost, +5 Thundering Shocking Burst Silver Psi-bane Knuckles

Bottle of Endless Air, Bottle of Fowing Waters, Flying Carpet, Bag of Holding Class 5, Rod of Detection (detects life), Rod of Death (detects undead)

Wand of Knock, Wand of Cure Serious Wounds, Scroll Case of Holding, 10 Scrolls of Shadow Clone Conjuration, 10 Scrolls of Invisibility, 10 scrolls of Silence

http://jipangmuck.dynodns.net/~nakoruru/ss/ssgen.jpg

http://www.danscottart.com/images/ninjadeephours.jpg

Night Hiss
http://www.jaestudio.com/BlessedSword.jpg
Jason Engle
Arlem

10-25-06, 04:24 AM
http://www.jaestudio.com/Evil.jpg
Jason Engle

Player: Ken (NPC)
DM; Joe, Dragonlance campaign

Servant and epic cohort to the Drow Priestess Sepher Baenre, the feared Reverand is also Sepher's ambassador to the death God Chemosh who grants the Drow Priestess of Takhisis access to the
undead domain and necromancy spells. He is also Sepher's Champion and leader of the Church of Chemosh in Krillons Dragon City.

Little is known of Reverand Mardo and little can be learned as the dark reverand never speaks. Sermons in the Church of Chemosh are voiced from under the dark veil of accompanying death knights who
seem to serve him without question through a mental link provided by Chemosh himself. It is rumored that Mardo was once a powerful Paladin in service to some unnamed God of truth and light, but though
his church prospered under Mardo's fierce blade, the Paladin's methods were far from just. Mardo seemed unable to discern the innocent from the wicked, butchering men, women and children with no sign
of remorse. When finaly the church questioned his ethics, Mardo slew his accusers, claiming they were stained by evil and corrupt. When his powers were removed and he was asked to atone, Mardo questioned
the will of his God, accusing him of hypocricy and evil that mirrored and exceeded what he had been trained to fight. Furious, the church stripped him of his armor and had Mardo executed. Mardo was burned
alive as an example to other blasphemers, but that was not the end. The God Chemosh had taken an interest in him, restoring his form from the ashes and offering him a pact. Now Mardo uses the skills
that his church taught him, in service of Chemosh. Chemosh fears the power of the dark Goddess Takhisis and the rising power of her favored priestess Sepher Baenre. Mardo is an ambassador of Chemosh,
sent to serve Sepher in her church in order to gain favor from the immensely powerful Goddess whom Sepher serves.

An excellent combatant, Mardo is always accompanied by 6 hooded Death Knights and has a fear aura DC 23. In addition to being Sepher's champion, Mardo's job is to uphold the laws of Sepher's
church as doing anything less might risk the Night Lord's wrath. Mardo has taken a vow of silence but sometimes speaks through a telepathic link with his death knights. He spends his free time torturing
enemies of the church and experimenting with their corpses. Using his own power and the spells of his priests combined with the energies stored in ancient artifacts in his church, Mardo is capable of
raising vast undead armies in service to his church and the church of Takhisis at short notice, adding to the fearsome strength of Krillan's black dragon army. Sepher is a cruel mistress, guarding his power
closely against her own. No one in the service of Chemosh or Takhisis can be trusted completely, but Mardo has never faltered. The powerful blackguard seems content for now

To get to Sepher, one must first go through Reverand Mardo and his death kights. It is thought that Mardo may also be an Avatar of Chemosh. If this is true then his powers far exceed his experience in life.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Reverand Mardo
http://www.wizards.com/dnd/images/dmg35_gallery/DMG35_PG182_WEB.jpg

STR: 22
DEX: 18
CON: 20
INT: 13
WIS: 15
CHR: 18

hp: 239
AC: 37

FORT: 29
REF: 24
WILL: 21

FEATS: Power Attack, Cleave, Great Cleave, Cleaving Charge, Trail of Blood, Combat Reflexes, Combat Instincts, Improved Sunder, Improved Critical (Greatsword), Frightful Presence, Divine Weapon
WEAPONS: +5 Ghost touch Great sword of Keen Wounding, dmg 3d6, Critical 17-20 x 2
Assassin dagger +3, short sword +3
ARMOR: Shadow Full Plate +5, Amulet of Armor +4, Ring of Deflection +2, Steel Shield +3
POSSESSIONS: Ring of the Dead (+6 class level to all evil cleric and necromancy spells), Ring of Greater Blink, Cloak of resistance +5

Companions: Fiendish heavy warhorse (Full Plate +1)
6 death knights (MM)

Special Abilities: Rebuke Undead (8), Aura of Despair, Frightful Pressence

Spells: 1st-True strike, featherfall

--------------------------------------------------------------------------------------------------------------------------------------------------------------

Death Knight
http://www.wizards.com/dnd/images/PoF_Gallery/96804.jpg
franz Vohwinkel

to get to Sepher Baenre, one must go through Reverand Mardo. To get to Mardo, one must go through 6 permanently invisible maximum HD Death Knights


http://www.magicdeckvortex.com/ART3/blood_knight_art_by_matt_cavotta.jpg
CharlieRock

10-25-06, 07:12 AM
Where are you finding all this neat art?
Paix

10-25-06, 07:31 AM
As a patron of Epilogue, I hope you have obtained permission for posting this art on these boards.

I am also missing the whole point of putting a picture and then stating that he is a fighter/archmage/troll uber thingy.
Arlem

10-25-06, 06:14 PM
Where are you finding all this neat art?

favorite artist, Jason Engle http://www.jaestudio.com
Arlem

10-25-06, 06:16 PM
http://www.fractalmatter.com/images/s9.jpg
Art by Marc Silvestri

The Blue Rider crested the summit of Hextor's Climb to view the Armies of T'Chala and their merciless Red General. The rising sun was behind him, raising his head as if eager to view the deaths of men. Apollo's Rays sliced through the grays of dawn like a scythe, bathing the valley with light across oceans of horse and armor.

The battle could not be won...not here. Kaserin's army alone boasted 5 million elite, well supplied fighting men. Their leader was said to be a God. Arlem would not send his forces to be broken against such odds, but neither would he suffer the loss of his people and lands to tyrants.

The Red General stood on her summit with the sun behind her, watching, only half interested as her rider galloped toward her and hastily dismounted, bowing on armored knees before her.

"My lord, the King does not yield but neither do his armies advance. He challenges you to the death. Mortal Kombat..."

Kasserin was unmoved.

"If he fells you, the red armies pull back. If the king falls, his armies are yours to command."

Behind her great helm, Kasserin smiled.




--------------------------------------------------------------------------------------------
http://abcovers.free.fr/images/stories/marcsilvestri/variant2.jpg
Str: 28
Dex: 30
Con: 23
Int: 17
Wis: 18
Chr: 21

---------------------------------------------------------------------------------------------

http://homepage.mac.com/antallan/images/turner/rs.jpg
Art by Michael Turner

KASSERIN'S AXE
http://www.wizards.com/magic/images/cardart/CSP/Lovisa_Coldeyes.jpg
Art by Brian Snoddy

Kasserin's Axe is an epic weapon built by the God Haephestus to complement the defensive power of the peerless Armor of Mars. Popular rumor suggests that Kasserin is one of the feared daughters of Aries and that both the armor and the weapon were handed down from the War God himself.

The axe is a +5 Sundering Artifact that has the epic ability to instantly drain the magical energies tied to both items and creatures, with a successful touch attack (Kasserin touches very hard). Each contact drains one enhancement bonus from a magical weapon or enhanced armor. For example, If Kasserin touched your +8 Platemail 3 times, the plate would be permanently reduced to +5. Five more attacks and the armor is drained to masterwork. Masterwork armor thus touched would be instantly sundered, ignoring all the usual sundering rules.

Each blow can permanently drain 20 charges from a wand, 10 charges from a rod or scepter, 5 charges from a staff and can instantly destroy wonderous items and similar devices. The Axe can be used to destroy walls of force and similar barriers on contact. Kasserin's axe cannot destroy major artifacts but it can drain their magic for one year without save.

Enchanted creatures lose spells as if they were struck with a greater dispel magic area effect, no save. Spellcasters touched by the axe lose one spell from their highest prepared spell slot, per touch and cannot recover it for 1 day. Magical spell like abilities are lost instantly and recovered after a day of healing and rest.

The axe is feared across the planes as it can be used to instantly destroy nearly any object, magical or normal. When Kasserin comes for you, there is not alot that can stop her.
Arlem

10-25-06, 06:19 PM
....
http://www.danscottart.com/images/Martyr_of_Spores.jpg

Casting Mind rot spore cloud (spell compendium)

Danu Bandrui de Phiarlan
Druid 5

Player: Ken
DM: Mike, Ebberron

Race Elf
Allignment: CN
Deity Greensinger, Ebberron Druid sect
Size: M
Age: 113
Gender: F
Height: 5'4
Weight: 90[/COLOR][/COLOR]
Experience: 10,799

http://www.wizards.com/dnd/images/spellcomp_gallery/92300.jpg
William O'Connor

Danu Bandrui

Str: 15 +2
Dex: 18 +4
Con: 12 +1
Int: 17 +3
Wis: 18 +4
Chr: 16 +3

Fort: 5 (base 4, ability 1)
Ref: 5 (base 1, ability 4)
Will: 8 (base 4, ability 4)

Base Attack: +3

Weapons:
Scimitar- +5 attack, 1d6 slashing dmg
Club- +5 attack, 1d6 bludgeoning dmg
Sickle, ceremonial, masterwork
Sling- +7 attack, 1d4+2 bludgeoning dmg, range (12 bullets, 6 Thunderstones)
Shortbow, masterwork composite (40 arrows)

Armor:
Dark Leaf Huntwear- Light armor, AC +5, Max Dex +4, Armor check _2, Spell failure 20%, max speed 30, weight 30lb, +2 to hide checks in forests
Wooden shield- +2 AC, Weight 10

Possessions: travel papers, ID papers, scroll (2 neutralize poison, 2 speak with plants, Lantern, 6 flamable oil, 5 Tangle-foot bags, 100 matches


Feats: Greensinger Initiate, Least Dragon Mark


Skills: Bluff +6, Concentration +5, Gather Information +2, Handle animal +4, Heal +4, Hide +8, Knowledge Nature +10, Knowledge Planar +8, Listen + 10, Search +2,
Spot +10, Survival +10

Racial Traits: Immune to sleep spells, +2 vs charm spells, low light vision, minor image as spell 1/day (dragon mark of house Phiarlan)

Class Features: Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wildshape 1/day

Spells: 5/4/3/2
Spells currently prepared: 0-detect magic, detect poison, light, purify food and drink, read magic
1st- 3Cure light wnds, Entangle
2nd- barkskin, delay poison, fog cloud
3rd- sleet storm

Favorite Wildshape form: Jaguar (panther +4 hide)
http://www.natureartists.com/art/resized/1141_jaguar.jpg

Animal Companion:
http://img143.imageshack.us/img143/248/turokevolutionev6.jpg

Fleshraker (MM 2)







http://www.jaestudio.com/IntotheGreen.jpg
art by Jason Engle

Adapted to a world where danger lurks around every tree, Danu is a lost orphan of house Phiarlan taken in and trained in the Eldeen Reaches of Ebberron by a powerful druid heirorphant
and a satyr greensinger initiate. Danu has been sent on various missions by her druid mentor in order to judge her current skill, progression and mental fortitude.

Currently, the druid has sent Danu to the jungles of Q'barra to assist a valenar elf and a human cavalier in the purging of a surprisingly dangerous lizardfolk uprising.


http://web.mit.edu/kayla/Public/Backgrounds/Warcraft%20III%20-%20Night%20Elf%20Box%20Cover.JPG
Arlem

10-25-06, 06:25 PM
http://pgrevolution.com/wp-content/uploads/2006/09/prince_of_persia.jpg

http://xbox360.qj.net/uploads/articles_module/66960/Prince%20of%20Persia%20003_qjpreviewth.j pg

Animal Companion, Ghost, Valenar Warhorse

http://www.jaestudio.com/Hero.jpg
Jason Engle

http://www.wizards.com/dnd/images/pgte_gallery/95053.jpg
Eric Deschamps
Arlem

10-25-06, 09:00 PM
.....my newest epic charachter

http://images.epilogue.net/users/lofgren3/paladin_hunter_72.jpg


http://www.wizards.com/dnd/images/ud_gallery/52059_CN.jpg

Krax Elder, Divine Rank 8

Not a true illithid, Krax is actually a hive brain avatar. Having willingly surrendered his mind to his colonies deified elder brain pool, Krax contains
the combined skill and personality of over 800 illithids, all of whom have been dead for sometime. The purpose and intentions of the hive Krax
avatar are unknown but he seems to be traveling around Toril, hunting and murdering paladins from all known churches, occassionaly tracing them
to their church then murdering everyone he finds there.
nblsprt

11-23-06, 02:09 AM
http://www.wizards.com/dnd/images/rl_gallery/100536.jpg

Raku

After years of study the Mages and Dark Priests of Shar were able to give birth to a living Vampire. Now Raku walks both night and day seeking the precious blood that he craves. With only his desire for total destruction eclipsing his hunger.
aust02

12-16-06, 12:29 AM
abc
SephDragoon

12-16-06, 01:41 AM
http://img341.imageshack.us/img341/5471/168lq8.jpg
SephDragoon

12-16-06, 01:45 AM
Unseen Hand 4 (Wow... too many long class names)
http://img254.imageshack.us/img254/2853/sinalablacksmallau8.jpg

This was made ofr me by my friend Shizuka, so no stealing >_<. Since this picture, she has changed weapons, considering she's a daggerspell mage now.
SephDragoon

12-16-06, 01:49 AM
http://img246.imageshack.us/img246/1360/46874us6.jpg

Soon to be revamped in a higher level campaign... not sure how he will end up then.
Arlem

12-19-06, 02:20 AM
Seph, these guys are great.
SephDragoon

12-19-06, 03:14 AM
Seph, these guys are great.

Thank you. I love em ^_^. They are truly my iconic characters, in my campaigns that I run as a DM, they are my drizzt, cattie bree and wulfgar :P.
Arlem

12-20-06, 12:30 AM
Sepher, I would hate to run into that group on a bad day!
Arlem

12-20-06, 12:36 AM
As a patron of Epilogue, I hope you have obtained permission for posting this art on these boards.

I am also missing the whole point of putting a picture and then stating that he is a fighter/archmage/troll uber thingy.

Paix, don't be rude. We have permission from these artists, we are friends with some of them and are not claiming to have painted any of this, nor are we selling their products although we are certainly promoting awareness of their work as we have nothing but awe and respect for their talent. Stop sucking, don't be a douche and congradulations on your epilogue patronage.
SephDragoon

12-20-06, 01:48 AM
Sepher, I would hate to run into that group on a bad day!

Hehe, thanks. I have two others, but no decent pictures for them (all 5 are of the same group). What's great is coming up with all of them, and then my players create all evil characters. Suddenly, my iconic party is the enemy of my players. Do you know how great it is to realize, wow... I could create a Paladin as en ENEMY! ^_^

Paix, don't be rude. We have permission from these artists, we are friends with some of them and are not claiming to have painted any of this, nor are we selling their products although we are certainly promoting awareness of their work as we have nothing but awe and respect for their talent. Stop sucking, don't be a douche and congradulations on your epilogue patronage.

Seconded. Also, I don't know what the point of this thread is either, but I like it. People like showing off sometimes, and this is one of those ways. There is nothing wrong with it. I didn't make any of those pictures, although I had the second one commisioned. The whole idea is just, hey, this is my character, he is this, what does everyone think?

The creator of the thread is a genious. And I will leave it at that.
aust02

12-28-06, 03:40 PM
Rouge 10/Assassin 5/Ninja Spy 1
http://img115.imageshack.us/img115/2575/ss040bm6.th.jpg
SephDragoon

12-28-06, 11:44 PM
Rouge 10/Assassin 5/Ninja Spy 1

Ah... someone has Oriental Adventures :P.
aust02

12-29-06, 12:03 AM
lol yeah thanks to arlem
Arlem

01-03-07, 02:58 AM
lol yeah thanks to arlem

:D
Mr_Crepsley

01-08-07, 07:17 PM
All of these pieces of art are pretty much the best fantay art that i have ever seen.
SephDragoon

01-08-07, 09:57 PM
Well, I don't know about male characters, but for female characters, I have always enjoyed Luis Royo... yes, I'm a perv >_<.
Arlem

02-02-07, 10:58 PM
Fire Aspect
http://www.spiderwebart.com/images/art/102738.jpg
Art by Alex Horley (Magic the Gathering, Blaze card)

Player: Ken
Dm: Joe

As part of Joe's Age of Heros epic Dragonlance campaign, I built this elven/Irda Hybrid to use an elemental prestige class designed by our DM
to take place in an epic level godslaying world. Our characters were essentialy Gods, so I based Lugh on the Irish Sun God Lugh the Long arm.
This PC charachter masters fire, wind, water, electricity and earth, with a whole lot of skill points. Think of an epic level AVATAR from the popular
air bender cartoon, a chaotic good Captain Planet on roids, or Marvel's Iceman-Sandman-human torch-and storm all wrapped up into one epic maniac.
Basically, Lugh can use any spell (from any list) that can be explained with natural energy but he is limited to energy spells. His save DC and Spell
Penetration Dc is enhanced by his charisma modifier. Lugh can draw from arcane, Divine, or psionic spell lists from any world as long as he can
explain how he did it. (He can fly by increasing the air pressure beneath him while decreasing the pressure above him, he can cast the harm spell
by vibrating the water molecules in a living host until their blood boils, he can cast whither by forcing water out of an enemy, charm monster by
increasing the oxygen in its blood thus making it feel euphoric, anything the DM would allow-so there was almost no spell that Lugh could not use
through his elemental mastery.

Water Aspect
http://www.geocities.com/Area51/Realm/6198/X-Men/Iceman1.gif

Earth Aspect
http://www.wizards.com/dnd/images/sand_gallery/87635.jpg
Jim Nelson
Arlem

02-08-07, 01:06 AM
.....
http://www.wizards.com/dnd/images/leof_gallery/86711.jpg

Known only as Jillian, this seemingly unremarkable halfling female has no known origin or family to speak of. An orphan on the streets of Chessenta, she cast her lot with minor thiefs guilds for
survival. When the exhiled prince of Mulhorundi and the warrior baron of the Stonelands in Cormyr happened to cross her path, Jillian was quick to latch onto them.

Though she seems childlike and innocent, she is in fact a coniving murderous thief and profesional killer with a mind like a steel trap, but even this is only a fraction of her true aspect.
You only see what Jillian allows you to see. She is an abandoned daughter of The Shadow God 'Mask.'

Jillian's true motives and workings remain a mystery. Little is known about her past but she has recently emerged from the shadows with the demigods Thefarest and Milaesh, using the epic
fighters to murder all resistance in the twelve houses of Chessents, infiltrating, collapsing and completely rebuilding all organized crime factions in her country of origin and pressuring surrounding
crime empires to play along or face the same end. Her wealth and ambition are without limit and as Toril rots under the oppression of demonic hordes, mass abberation invasions and the fiendish
cataclysm brought about by the failure of the chosen to seal the Temple of Elemental Evil, Jillian grows ever wealthier and more powerful while Faerun burns around her.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Jillian
Rogue 20/Shadowdancer 10/Assassin 10
Small-size outsider (Evil)
Divine Rank: 5
Hit Dice: 20d8+140 (outsider) plus 19d10+133 (Rogue) plus 10d6+70 (shdw dncr) plus 10d6 +70 (Assassin)
(820)
Initiative: +24, (Jillian always moves first) +20 Dex, +4 Improved Initiative, Supreme Initiative
Speed: 60 ft.
AC: 62 (touch 44, flat-footed 62)
Attacks: +65/+65/+60/+55/+50 melee (1d8+11/15-20x5, +4 keen speed unholy silver assassin dagger) and +65/+65/+60 melee (1d8+7/15-20x5, keen speed poison coldfire assassin dagger),
or spell +52 melee touch or +65 ranged touch
or range (Krull, see detail)

Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Death Attack (DC 39), salient divine abilities, sneak attack +18d6, spell-like abilities, Crippling Strike, Dark Vision 60 ft., defensive roll, improved evasion, hide in plain sight, opportunist, shadow illusion, shadow jump, slippery mind, summon shadow (up to 3, 6 HD each), traps, uncanny dodge, tongues.
Special Qualitites: Divine Aura (50 ft, DC 24),
DR 40/+4,
SR 37
Saves: Fort +44, Ref +57, Will +44
Abilities: Str 10, Dex 50, Con 17, Int 29, Wis 24, Chr 30
Skills: Appraise +42, Balance +77, Bluff +62, Climb +37, Craft (Trap Making) +46, Decipher Script +57, Diplomacy +42, Disable Device +39, Disguise +62, Escape Artist +68, Forgery +49,
Gather Information +59, Hide +73, Innuendo +51, Intimidate +43, Intuit Direction +47, Jump +64, Knowledge (Religion) +38, Listen +49, Move Silently +63, Open Lock +47, Perform +42,
Pick Pocket +44, Read Lips +59, Search +52, Sense Motive +57, Spot +49, Swim +37, Tumble +77, Use Magic Device +52, Use Rope +73
Feats: Alertness, Ambidexterity, Blind-fight, Combat Casting, Combat Reflexes, Combat Instincts, Counter Attack, Deflect Missiles, Dodge, Expertise, Improved Critical (Dagger)
Improved Initiative, Improved Two Weapon Fighting, Mobility, Quick Draw, Run, Snatch Missiles, Spring Attack, Two Weapon Fighting
Divine Immunities: ability damage, ability drain, acid, death affects, disease, disintegration, energy drain, mind affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Divine Dodge (miss chance 60%), Divine Rogue, Divine Shield (10/Day, stops 50 points of damage), Divine Sneak Attack, Supreme Initiative (always first)

Divine Rogue: When struck by an attack from an opponent she has designated as a dodge target, Jillian makes a Ref save (DC=10+dmg dealt) to negate all damage from the attack. When passing within 5 ft
of a trap, she makes a Search check to notice it as if she had been actively searching for it. Jillian can assess the exact value of any treasure she can see and immediately determine what any creature is carrying and where
each carried item is located.

Divine Shield: As a free action, Jillian creates a shadow shield that lasts 10 minutes and stops the listed amount of damage from any source, including a Divine Blast. Once the shield has stopped that much
damage, it collapses. If desired, she can adjust the shield to let in damage that would not affect her anyway. The effect of multiple Divine Shields do not stack.

Divine Sneak Attack: Jillian's Sneak attacks deal an additional 3d6 points of damage, and all of her attacks of opportunity are considered sneak attacks. also, Jillian can flank
or catch flat-footed (and thus sneak attack) any opponent whose Divine Rank does not exceed her own. Any time that Jillian does damage with a sneak attack, that target suffers
damage equal to her sneak attack damage bonus on her next turn as well.

Spell-Like Abilities: Caster level 15th; saving throw DC 24 + spell level.
Armor of Darkness, Blacklight, Blindness/Deafness, darkbolt, false vision, freedom of movement, invisibility, mislead, nightmare, nondetection, obscuring mist, prying eyes, screen,
timestop
Assassin Spells/Day: 5/4/4/3; DC=19+spell level
Possessions: Dragon Whisker and Shadow Fang-two assassin daggers custom made by her thieves guild.
Magic Bracers of Force Blade, Krull

Jillian is arguably the wealthiest being on her planet, with access to any item known and many that are not. There is not much that she cannot steal, even from Gods and epic entities.

Automatic Actions (Divine): Jillian can use any Rogue class skill as a free action as long as the task DC is 20 or lower (as long as the task is not part of a move action). Jillian can perform up to 5 such free actions each round.


KRULL
http://www.soyouwannasellascript.com/images/reviews/krull1.jpg

Jillian found this shiny weapon deep beneath a dormant volcano in an umberhulk catacomb. A casting of Legend Lore and Divination magic revealed it to be a living artifact that obeys the will of its
chosen wielder.

Appearance: A heavy five pointed hand thrown projectile with five keen, retractable blades (the weapon can do slashing, bludgeoning or piercing damage as the thrower wills).

The weapon weighs 5 pounds but seems feather lite in the hands of its chosen wielder. It is composed of an unknown metal that resembles a hard adamantium mithral alloy. Encased in pure gold,
the star holds a large and priceless diamond in its center. The diamond is bordered by 5 emeralds and further embelished with five ornate jade veins depicting magical, alien hierogliphic markings,
spiraling outward from the center to the base of five rubies set at each retractable blade.

Powers: Krull is a +5 Keen Speed Returning Dancing Distance Abberation Bane Glaive of Penetration. The weapon doues 2d6 +5 dmg against medium creatures and
5d6+10 damage against abberations. The strange metal blades ignore all forms of damage reduction (similar to a ki powered monk weapon). A powerful artifact, the weapon has an intelligence of
5 and while it cannot communicate with its wielder, it can read its wielder's thoughts and respond to her will. The star does not need to return to the wielder's hand but can attack independently
as long as the wielder makes a DC 12 concentration check. The wielder must have one hand with all fingers extended outward, to guide the star in this way. The star can rotate quickly, acting
as a rotary saw to slice through any object of less than +4 enchantment. The weapon is indestructible by all known means.

Weapon Feats Krull is an intelligent weapon that can make attacks on its own. With its holders will, Krull attacks using its known Feats Far Shot, Improved Critical, Point Blank Shot,
Precise Shot, Rapid Shot and Shot on the Run. Krull uses its holder's intelligence bonus to dmg instead of their strength or dex bonus.
nblsprt

02-14-07, 09:50 PM
Baron of the Stonelands, Savior of Cormanthor, Holy Knight of the Fey Court, and supreme protector of Faerun

http://www.jaestudio.com/ArcaneArcher.jpg
Jason Engle

Large outsider (Chaos/Good)
Divine Rank: 1
Hit Dice: 20d8+160 (outsider) plus 10d10+80 (Fighter) plus 10d4+80 (Wizard) plus 10d6 +80 (Arcane Archer)
(760)
Initiative: +17
Speed: 60 ft. Fly 120 ft.
AC: 75 (touch 55, flat-footed 58)
Attacks: +67 ranged (2d8+20/18-20x3, +5 Elven Greatbow)

Face/Reach: 10ft. by 5ft./10ft.
Special Attacks: Death Arrow (DC 30), salient divine abilities, spell-like abilities, Dark Vision 60 ft., tongues, Arcane Sight, See Invisibility.
Special Qualitites: Divine Aura (50 ft, DC 24),
DR 11/epic,
SR 33
Saves: Fort +40, Ref +43, Will +37
Abilities: Str 29, Dex 44, Con 26, Int 33, Wis 22, Chr 33
Skills: Appraise +11, Balance +17, Bluff +11, Climb +24,Concentration + 41 Craft (Bowyer) +31, Craft (Armor) +31, Craft (Weapons) +30, Decipher Script +21, Diplomacy +31, Escape Artist +37, Disguise + 11, Forgery +11, Gather Information +11, Handle Animal +24, Heal +6, Hide +54, Intimidate +24, Jump +22, Knowledge (Arcana) +44, Knowledge (Planes) +44, Knowledge (Religion) +44, Knowledge (Nature) +44, Listen +47, Move Silently +55, Profession (Herbalist) +19, Ride + 42, Search +39, Sense Motive +26, Spellcraft +46, Spot +47, Survival +21, Swim +24, Use Rope +30
Feats & Abilities: Dextrous Dodge, Point Blank Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Many Shot, Shot on the Run, Mobility, Overwhelming Critical, Weapon Focus (Longbow), Epic Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Ranged Attack of Opportunity, Divine Archery, Improved Critical, Greater Weapon Focus, Power Critical, Scribe Scroll, Craft Magic Arms & Armor, Woodland Stride
Divine Immunities: ability damage, ability drain, acid, death affects, disease, disintegration, energy drain, mind affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

Possessions: Elven Greatbow, +5 Dancing Great Sword, Head Band of Intellect +6, Gloves of Dexterity +6, Amulet of Natural Armor +5, Bracers of Epic Armor +15, Quiver of Ehlonna (a gift from a lover), +5 Animated Darkwood Heavy Shield, w/ +5 Defending Spikes attached, Cloak of Resistance +5

http://www.wizards.com/dnd/images/cx_gallery/86409.jpg





http://www.jaestudio.com/Daikyu.jpg
jason Engle

Milaesh takes much pride in his skill with his bow. He will prepare whatever arrows are necessary for the challenges ahead of him. Many times he will have baned arrows prepared against his foes.
This bow has a +5 enchantment, but most importantly it matches Milaesh's strength with every pull. It also grants unerring accuracy.

A human Priest of Milaesh
http://www.matthewart.com/03_games/02_cards/images/Arcane-Archer.jpg

Milaesh has sent out Lillend heralds from his fortress in Arborea to preach his words to all that will listen. He hopes to grow his faithbase in order to defeat the evil powers that threaten to destroy the world.

Followers in the Order of Milaesh
http://www.jaestudio.com/Elves.jpg
Jason Engle

Milaesh prefers elves as followers, but would never deny someone that believed in freedom and holiness.
FreAkOuTRG

02-14-07, 09:55 PM
Sir Loin, Minotaur Fighter 6/Knight 3

:rofl:

You wouldn't happen to be a Piers Anthony fan, would you?
Arlem

02-15-07, 12:39 AM
:rofl:

You wouldn't happen to be a Piers Anthony fan, would you?

Touche Freakout. The immortal Piers Anthony is well known to us.
Arlem

02-15-07, 09:45 PM
Young Chupha, Priest of the Red Lady
http://www.jaestudio.com/StormKnight.jpg
Jason Engle



Player: David Baldridge
DM: Ken, Burning Realms Campaign


Raised since birth in the church of the Red Lady to be a champion against evil, Chupha is remarkable as a priest in that his warlike church allows him the use of blades in his arsenal.
A 'red knight' in the order of the red Lady, Chuppa is an excellent strategist and commander, wielding a holy longsword, full plate armor and a heavy warhorse trained by the church,
Chupha is often mistaken for a paladin or a knight although he has no martial training other than that provided to the war priests of his church.

At the young age of 16, Chupha was sent by the archbishops to monitor and accompany a dangerous young prince from the kingdom of Skuld in Mulhorundi. The prince was an exile,
heir to his country's throne and hunted by his pharoah. Prince Thefarest was also rumored to be the reincarnation of the Sun God Ra. Chupha offered his services to Thefarest Sayin and
Millaesh Ilvelios. In return, they were to accompany the priest to the temple of Elemental Evil, where his church had commissioned them to seal a demonic portal there. Upon arriving at
this temple, the group learned that a strange cult was working hard to awaken 'the One God,' the powerful creator of all things. The cultists believed that if they could awaken the sleeping
God whom the present Gods had worked so hard to seal, then he would remake all of creation, granting them immortality in the process. But the chosen heroes left the temple and went on
an adventure that they believed would further their own personal goals. As a result, the God is presently awakening, destroying the entire multiverse as they watch. Now the group is caught
in an epic adventure to put down the gods who hold the temple, and put the One God under before he regains full conciousness.



Young Chuppa battling demons in the name of thr Red Lady
http://www.wizards.com/dnd/images/FC2_Gallery/101471.jpg
Carl Frank




Saint Chuppa returns Jillian from death
http://www.wizards.com/dnd/images/hoh_gallery/91976.jpg
Arlem

02-15-07, 10:49 PM
http://www.jaestudio.com/RuinsofMythDrannor.jpg
Jason Engle

http://www.wizards.com/dnd/images/leof_gallery/86696.jpg
Francis Tsai


A powerful noble and Dragonmark Heir of House Lyrander in the world of Ebberon, Mannanan is well known and respected, despite his mysterious fiend heritage.
http://www.jaestudio.com/Voyage.jpg
Jason Engle
Chrono Nexus

02-15-07, 10:59 PM
Corvus Corone
http://img265.imageshack.us/img265/1550/redmoonom1.jpg
by the master of awesome art: Jason Engle (http://boards1.wizards.com/leaving.php?destination=http://images.google.com/imgres%3Fimgurl%3Dhttp://www.jaestudio.com/CityofTwilight.jpg%26imgrefurl%3Dhttp://www.jaestudio.com/JAE-2004-Books.html%26h%3D932%26w%3D720%26sz%3D91 %26hl%3Den%26start%3D18%26tbnid%3D1vJhvG r8goVcNM:%26tbnh%3D147%26tbnw%3D114%26pr ev%3D/images%3Fq%3Dninja%2Braven%26svnum%3D10% 26hl%3Den%26safe%3Doff%26sa%3DG)

Name: Corvus Corone ("Cor") Experience: /1000
Race: Karasu Class/Levels: Rogue 1
Alignment: Chaotic Neutral

HP: /7
AC: 15 = 10 + 2(dex) + 3(armor) OR 14 = 10 + 2(dex) + 2(size)

Abilities
Str: 14 = +2
Dex: 14 = +2
Con: 12 = +1
Int: 16 = +3
Wis: 12 = +1
Cha: 8 = -1

Attacks:
Sickle: Melee +2, 1d6+2 slash, 20x2 crit
Light Crossbow: Ranged (80ft) +2, 1d6 pierc, 20x3 crit

Saves:
Fort: 1 = 0 +1
Ref: 4 = 2 +2
Will: 1 = 0 +1

Skills:
Total ranks-44
Balance: +5 = 4 +2 -1
Bluff: +3 = 4 -1
Climb: +1 = +2 -1
Diplomacy: -1 = -1
Disable Device +7 = 4 +3
Disguise: +3 = 4 -1
Gather Information: -1 = -1
Hide:+ 5 = 4 +2 -1
Jump: +5 = 4 +2 -1
Listen: +1
Move Silently: 5 = 4 +2 -1
Search: 7 = 4 +3
Sense Motive: +1
Sleight of Hand: +5 = 4 +2 -1
Spot: +5 = 4 +1
Swim: +0 = +2 -2
Tumble:+ 5 = 4 +2 -1
Languages Known: Common, Rokugani, Sylvan, Giant

Feats:
Total Feats-1
Combat Expertise

Class Features:
Sneak Attack +1d6
Trapfinding

Racial Qualities:
-2 Charisma, +2 Intelligence.
Medium Humanoid (shapechanger subtype)
Change Shape (Su): Karasu can assume the form of a crow. When shifting, gear worn on the karasu's human
form melds into the crow form and becomes nonfunctional. In crow form, their size is changed to tiny. They
have a base land speed of 10. They gain the following size bonuses: +2 to attack, +2 to Armor Class, and +8
to hide checks. Their Strength score is reduced by 10 (minimum of 1). They gain a flight speed of 40 ft.
(average), and they can use their beak as a natural weapon for 1d2 piercing damage (may use dex in place of
str for this attack).
Lowlight Vision
Mimicry: All karasu have the ability to perfectly mimic the voice of another creature, provided they have
heard the creature speak before. This is an extraordinary ability.
Spell-like Abilities: Ventriloquism 1/day as a sorcerer of their character level
Language Talent: Speak Language is always considered a class skill for karasu.
Favored Class: Ninja.

Money: 10 gp, 8 sp, 8 cp

Carrying Capacity:
Light- 58 lb.
Medium- 59 lb.-116 lb.
Heavy- 117 lb. -175 lb.
Lift Over Head- 117 lb.
Lift Off Ground- 234 lb.
Drag/Pull- 585 lb.

Equipment:
Sickle - 15 gp, 2 lb.
Light Crossbow - 35 gp, 4 lb.
Bolts, crossbow (30) - 3 gp, 3 lb.
Studded Leather - 26 gp, 20 lb.
Backpack - 2 gp, 2 lb.
Bedroll - 1 sp, 5 lb.
Flint and Steel - 1 gp, 0 lb.
Compass - 1 gp, 0 lb.
Canvas - 1 sp, 1 lb.
Torch x 1 - 1 cp, 1 lb.
Waterskin - 1 gp, 4 lb.
Soap - 5 sp, 1 lb.
Peasants Outfit x 2 - 4 sp, 4 lb.
Rations x 2 - 1 gp, 2 lb.
Thieves Tools - 30 gp, 1 lb.
Broken Sword- 0 gp, 5 lb.
Fishing Rod- 0 gp, 0 lb.
Holy Symbol, Wooden (amaranth) - 1 gp, 0 lb.
Total Carried: 58 lb.


Appearance: Corvus, or Cor as he prefers to be called by his friends, has long black hair, pale features, and a thin long nose. His attire seems utilitarian, but very old fashioned- almost to the point of disrepair. A kind of studded jacket hangs from his shoulders and a cloth sash hides his face. The thinning brownish fabrics hint at a his lightly muscled form, and they seem to fit poorly on his smallish body. The rusted sickle bound at his waist and the crossbow hanging from his back appear well used. His sunken black pupils remind you of a deep pit. Hanging from a copper chain encircling his neck is a simple wooden amulet in the form of some six petal flower.

Background: Cor is a Karasu- a kind of human/crow shape-shifter. Cor was born into service under his Tengu grandfather as a spy and informant for many years... he dreamed of freedom, but feared the retribution the House would inflict upon him for disobedience. Cor's skills in the hidden arts were recognized and his status and renown in the House grew. As a rite of passage into his ancestor's personal guard, Cor was given a special mission. His orders were to kidnap the daughter of a Daimyo in a nearby land.
This Samurai's name was Tokui Shin, and he was honored throughout the region as a hero of the last war. Tokui Shin's fame was matched only by the renown of his daughter- Karei's beauty was haled throughout the kingdom as that of a goddess's. For miles suitors lined the roads, if only to gain a glance of her face.
Master Tokui was a just and honorable warrior, and refused to deal in any form of evil. When he was approached by the Oni (Cor's Tengu Ancestor) he vehemently rejected the monster’s demands... that he give up his daughter to it. Enraged, the Tengu laid a curse upon Tokui and fled. Tokui, fearing for his daughter's safety, kept her under lock and key, and did not allow her face to be seen by any but trusted suitors and friends.
Cor laid a plan: That he would disguise himself as a suitor, and infiltrate the Daimyo's heavily guarded home to steal his daughter away. But Corvus ignored a factor in his plan- the daughter's beauty and kindness were great enough to shake even his dead and withered heart. Under guise of a foreign noble, Corvus spent many months living closely with the Shin family. After a time, Karei began to return his affections, and love blossomed. They made plans to wed, and with Tokui's permission, the ceremony's date was set. But two black eyes were still watching... the Tengu Lord knew of his grandson's treachery, and laid a plan of his own.
On the day of the wedding Corvus and Karei stood together, and just as they were about to consummate their love, the daitengu struck. His blade was meant for Cor, but in an instant Karei pushed Corvus aside. He stabbed Karei with the poisoned sword, and she fell to the ground as though dead. Tokui in a rage slayed the demon, his katana cleaving it in half, but the deed was done. Karei was dying as the evil in her wound spread...
His true self revealed, Corvus prostrated before the samurai, and begged for his life. Tokui would have killed the Karasu, but Corvus's knowledge of Tengu poisons could serve in reviving his daughter.
Corvus tried everything he could, with the help of the best doctors, but nothing could seem to reawaken Karei from her sleep. The knife that stabbed her was obsidian, and tainted with the evil of the darklands... and even for the hard work of the wise women, Karei's days were numbered. Only one herb has the power to heal such an evil in all the world... a petal of the Amaranth, the eternal flower. Said to bloom only in moonlight on the highest mountain peaks, it's holy purity can wash away the evil that infects Karei.
Setting out into the far world, Cor searches in hope of finding the cure that will save his love...

Personality: Cor spent his entire life under the dominion of his house and grandfather, so the newfound freedom of travel and adventure seem like a pleasure in themselves. Cor likes making new friends, but his ultimate goal in finding a cure can sometimes conflict with the party's desire for rest or downtime. Being a crow, he has a disposition to match. Some find his familiarity with death discomforting, and his outlook can seem depressing. Cor also enjoys fishing, and lying in fields gazing at the sky.

Quirks: Cor doesn't trust people that don't speak or can't remember his name. He also doesn't like putting his life in the hands of suicidal maniacs (aka paladins).
Arkonth

02-16-07, 12:42 AM
Jill Blackhand, Warlock 20.

After suddenly ascending to the peaks of demonic power after a sorcerous accident at a young age, murdering her entire family and perversely enjoying the experience, Jill decided to turn her hunger for killing against those that actually deserved to die, becoming a tireless, if cruel and cynical, champion of good.

http://www.jaestudio.com/Ascendant.jpg
-Jason Engle's glorious art
Arlem

02-16-07, 02:11 AM
http://www.jaestudio.com/DarkElfHighSorceress.jpg
Jason Engle

DM: Joe
Player: George
Status: Deceased (or is she...)

The only surviving sister of Sepher Baenre, Devia is Sepher's right arm, leading the Drow armies of house Baenre after the untimely death of their Matron Mother. Killed in the treachery of Sepher's war adviser Jovan, Takhisis would not return Devia's soul to her favored priestess, choosing instead to keep Devia close in the abyss for reasons unknown...

http://www.wizards.com/dnd/images/ud_gallery/52102_CN.jpg

Devia was the only heir to the house of Baenre spared by her sister Sepher. Under Sepher's knife, she agreed not to resist the divine magic of the young priestess, opening herself to a Greater Curse spell that forces her to prevent all harm done to her sister. Sepher commissioned her training as a drow spell sword and assassin before her death at the hands of the cowardly bard Jovan.

Dark Blessing Spell Sword
http://www.jaestudio.com/Bloodsword.jpg
Jason Engle
Chrono Nexus

02-16-07, 10:16 AM
Arlem, it's kinda pointless to only list the class levels and name. I mean, without the actual stats or a decent background this is only a concept cache and not a character cache.
Are you going to go through and fill in your characters?
Arlem

02-16-07, 08:19 PM
Arlem, it's kinda pointless to only list the class levels and name. I mean, without the actual stats or a decent background this is only a concept cache and not a character cache.
Are you going to go through and fill in your characters?

Of course we are, that is why I started this. But we are not in a hurry and I'm having alot of fun looking at art. Also, I am in Hawaii and my charachter sheets are in Texas. I will keep editing my own but feel free to show us yours. Mahalo
Chrono Nexus

02-16-07, 09:06 PM
Of course we are, that is why I started this. But we are not in a hurry and I'm having alot of fun looking at art. Also, I am in Hawaii and my charachter sheets are in Texas. I will keep editing my own but feel free to show us yours. Mahalo
I see :D
I'll get on that.
I don't have my other sheets in a proper format, but that's easily fixable. Next up: Lupis barbarian/ranger and a grey elf red wizard evoker.
BayardBearheart

03-01-07, 08:55 PM
http://i147.photobucket.com/albums/r312/bayardbearheart/archangelcampaign2.jpg
BayardBearheart

03-01-07, 08:58 PM
http://i147.photobucket.com/albums/r312/bayardbearheart/archangelcampaign.jpg[/IMG]



and here's our favorite hero all in 3D!!!!!