Help With Opponents for a Tournament of Arms [Archive] - Wizards Community

Post/Author/DateTimePost
Dahrik

10-11-04, 01:46 AM
Hi everyone

I'm about to run a tournament of arms in Sharn that several PCs are going to participate in (my pride does not prevent me from adapting overused cliches :D ). It is being hosted by the followers of Dol Dorn as a means to spread interest in his worship.

I was hoping some people might be interested in making some opponents/NPCs that are also participating in the tournament. I can make a few well fleshed out ones, and a bunch of thrown together generic nobodys, but it's always more fun if there's more thought behind them than that. There are generally enough of us people who simply enjoy creating characters that I thought I might find a few here that are willing.


The tournament is single or double-elimination (not sure which yet).
Artificers are on hand to use Lesser Weapon Augmentation to make all weapons have the Merciful quality (deals only nonlethal damage, +1d6 extra).
No magic items or spells are allowed. They go against the spirit of the tournament (the Dol Dorn sponsors want to promote physical strength and martial excellence).


I'm shooting for characters between the levels of 3-7. Obviously I don't intend to do every single combat that the PCs aren't personally involved in. Just looking for enough to make it look like it's not just a bunch of NPCs pulled straight out of the DMG.

One of the opponents I designed so far is one of the PC's sister, though this particular PC isn't participating. Both are members of House Deneith, and I figured that it only made sense that at least a few of its members made an appearance. House Deneith is already known for their excellent soldiers/mercenaries/bodyguards, but a little extra advertising by proving it wouldn't hurt.

So, anyone bored and want to help a poor DM out? You know you want to. Really. Everyone has fun generating characters and backgrounds. ;)
JDubTrafficGod

10-11-04, 07:43 AM
Here you go. Fourth level Human Fighter. Try and get him high Con and High Str. In complete warrior theres a reach weapon called the heavy poleaxe, get him one. Heres what his feats should look like:
1st Level: Exot Weapon Prof (Heavy Pole Axe), Combat Reflexes, Weapon Focus (Heavy Pole Axe)
2nd Level: Improved Init
3rd Level: Stand Still
4th Level: Weapon Specialization (Heavy Pole Axe)

Put him in the heaviest armor he can wear and still retain his dex bonus, also he should carry some javelins, cause that extra damage can be worth it. Well, there are the basics, its up to you to do the rest. This is a combo I want to use with my next PC, but currently I'm the only guy in my group with enough DnD exp to DM.
Ectoplasmoid

10-11-04, 08:31 AM
A darguun hobgoblin that thinks, no, knows, that he's the best in the tournament: EWP Spiked chain, Improved Disarm, Improved Trip, and Weapn Focus Spiked chain are the essentials. His main stratagem is to disarm, trip, and taunt.

A rekkenmark graduate, as haughty as she is skilled in the art of fencing: TWF, finesse, dodge,focus, and improved disarm. have her dance around her competitors, and dart in with her rapier/dagger combination.
Kinger

10-11-04, 07:54 PM
Can't go wrong with the quintessential sword-and-board warrior. Make him, say, a Dwarf, 5th level fighter.
1st level: Combat Expertise, Weapon Focus: War Axe, Improved Init
2nd level: Power Attack
3rd level: Improved Sunder
4th level: Weapon Spec (War Axe)

Tactics for him are basically go first (improved init) and jack up the AC with Combat Expertise. Coupled with a Tower Shield and good armour this fella should be nigh-untouchable, and he can move around and attack and everything without dropping his AC at all. When he sees his chance, he can sunder the weapon/shield of his foe with a few good smacks, then go in for the (merciful) kill. I've seen Combat Experts withstand INCREDIBLE punishment and emerge unscathed. Sure, they may not hit quite as often as a raging Barbarian with a greatsword, BUT he will be hit MUCH less often. :)


Wait... Would Sunder be any good at ALL with a merciful weapon??
Splendide

10-11-04, 08:21 PM
Gregus Ziltanico - Gnome Fighter 4
1st level: Dodge, Weapon Finesse: Rapier
2nd level: Mobility
3rd level: Combat Expertise
4th level: Spring Attack

He's come to the competition expecting a lot of dull-headed lumbering hulks, and aims to clean up by exploiting their weaknesses.

He has high Con and Dex, but average gnomish Str.

He'll keep his AC as high as possible the whole time and rely on his spring attacks to keep out of range of full attacks. He's extremely polite (but not formal), and attempts to engage in distracting banter during the entire fight, often referring to notable people in the audience with a nod or gesture or the occasional holler.

If he finds himself in a difficult position in the fight, he'll go into full evasive mode, attempting to wear his opponent out with his superior stamina by constantly moving around the arena. He will continue doing this until he himself is tired, which will take quite some time. If this appears successful, he'll come in to finish the job.

If he finds himself winning the fight, he might take time to play up to the crowd a bit with flashy feints and if faring especially well, maybe a pre-emptive victory lap and dedication of the win to Dol Dorn

This character is probably only an appropriate matchup in the early rounds, as by later rounds you could expect the organisers to have him disqualified for acting against the spirit of the competition.
Edymnion

10-11-04, 08:23 PM
This is a character I had in a game that just died because of schedualing conflicts. Wasn't made for Eberron, and is only lvl 1, but perhaps you can make some use of him:----------------------------------------------------------------------------
Name : Durian Ryshal Gender: Male Update:
Player: Edymnion Height: 6'1" MAX HP: 14
Race : Human Weight: 235 CUR HP: 14
Class : Barbarian Age : 22 Subdue: 0
Level : 1 Hair : Brown
Align : Chaotic Good Eyes : Green
Deity : Kord Hand : Right XP : 0
Size : Medium Speed : 40 Need : 1,000
----------------------------------------------------------------------------
ABILITY ABILITY TMP TMP
SCORE MOD SCORE MOD
STR : 16 : +3 : : :
DEX : 14 : +2 : : :
CON : 14 : +2 : : :
INT : 12 : +1 : : :
WIS : 12 : +1 : : :
CHA : 10 : +0 : : :
----------------------------------------------------------------------------
Total Armour Shield Dex Size Misc
AC : 16 = + 4 + 0 + 2 + 0 + 0

Total Dex Misc
Init : +2 = + 2 + 0

Base Attack Bonus (Melee) : +4
Base Attack Bonus (Ranged): +3
----------------------------------------------------------------------------
SAVES Total Base Ability Magic Misc
Fort : +4 = +2 + +2 +0 +0
Refl : +2 = +0 + +2 +0 +0
Will : +1 = +0 + +1 +0 +0
----------------------------------------------------------------------------
SPECIAL ABILITIES / FEATS
Barbarian Fast Movement (+10 Base Speed)
Rage (1x/day)

Power Attack
Cleave

----------------------------------------------------------------------------
LANGUAGES: Common, Elven, Orcish
----------------------------------------------------------------------------
SKILLS

Name Total Ranks Mod Misc Type Special
Appraise +1 0 +1 +0 INT
Balance +0 0 +2 -2 DEX Armr Check Pen
Climb +5 4 +3 -2 STR Armr Check Pen
Escape Artist +0 0 +2 -2 DEX Armr Check Pen
Jump +5 4 +3 -2 STR Armr Check Pen
Listen +5 4 +1 +0 WIS
Literacy +1 2 +0 +0
Move Silent +0 0 +2 -2 DEX Armr Check Pen
Ride +2 0 +2 +0 DEX
Search +1 0 +1 +0 INT
Speak Language +1 2 +0 +0 Elven
Spot +1 0 +1 +0 WIS
Survival +1 0 +1 +0 WIS
Swim -7 4 +3 -14 STR Weight Carried
Use Rope +2 0 +2 +0 DEX

----------------------------------------------------------------------------
WEAPON TAB DAM CRIT RNG WGHT SIZE TYPE PROPERTIES
Greatsword +4 2d6+4 19-20/x2 -- 15 lb L Slash
Handaxe +4 1d6+3 x3 -- 5 lb S Slash
Dagger +3/+4 1d4+3 19-20/x2 10 1 lb T S/P

----------------------------------------------------------------------------
ARMOUR CHECK MAX SPELL
ARMOR TYPE BONUS PENALTY DEX FAIL SPEED WGHT PROPERTIES
Chain Shirt Light +4 -2 +4 20% 30 ft 30 lb

----------------------------------------------------------------------------
MONEY PP: GP: 102 EP: SP: 0 CP: 1
----------------------------------------------------------------------------
EQUIPMENT GEAR
Backpack Greatsword
Bedroll Handaxe
Candle x4 Dagger x2
Case, map or scroll x2
Chalk, 1 piece x6 Chain Shirt
Flask
Flint and steel
Ink (vial)
Inkpen x2
Mirror, small steel
Mug, clay
Musical Instrument, Recorder
Pouch, belt
Rations, trail (per day) x3
Rope, silk (50 ft.)
Paper (sheet) x10
Pitcher, clay
Sack
Signal whistle
Tea leaves
Torch x2
Waterskin (full)
Whetstone

----------------------------------------------------------------------------
MAGIC ITEMS
None

----------------------------------------------------------------------------
DESCRIPTION
Standing a little over six feet, Durian looks rather normal, if
noticebly more well toned than most. Wearing finely made, if rather ordinary
clothes, he would appear to be a member of the merchant class, or at least
someone that doesn't have to worry about where his next meal is coming from.
Sturdy soled leather boots come half way up his shins, with dark blue khaki
breeches behind dark leather greaves matching his boots. A dark leather
jacket (you are beginning to wonder what this guy has against cows) covers
most of his torso, although the front is open, allowing you to see a medium
grade linen shirt covering what appears to be a shirt made of fine metal links
and a thicker undershirt padding of a material you can't really make out.

What really makes the man stand out as being something out of the ordinary is
the fact that he has a very large sword strapped to his back via buckles
attatched to his jacket. A sword that is almost as longer than some men are
tall. Further inspection reveals a hard leather pouch hanging from the left
side of his belt serving as a counterbalance to a hatchet hanging in a loop
from the right side of his belt. You also make note that there appears to be
the handle of a dagger sticking out of each of the man's boot tops.

Taken all together, the man's size, his hidden armor shirt, and the rather
obvious size of his weapon gives you the distinct impression that this is not
a man you want to upset. You don't know quite why, but there is something
about him that gives you the impression that you REALLY don't want this man
mad at you, but you can't place your finger on the reason why.

----------------------------------------------------------------------------
BACKGROUND
Durian is mechanically a Barbarian. As in, he's big, he's hard to
kill, and when he gets mad, things die. However, thats as far as the
similarities go. Unlike the stereotypical Barbarian, Durian is well educated
(spent the points on Literacy), speaks several languages, and is overall
quite well mannered and civilized.

He does, however, suffer from what he sees as a curse. Unlike when most
other people get angry and simply storm off or throw a punch, Durian is
likely to go into a Berserker rage. The town elder told him that he would
become possessed by the spirit of fury itself, perhaps as a curse (or perhaps
a blessing) of Hextor. He learned to control his temper as well as he could,
and thought he had it under control, until a relatively new member of the
small town he lived in got drunk, and decided to pick a fight with Durian.
Backed into a corner by the man and several of his equally inebriated
aquaintences, Durian had no choice but to fight back. Just as it seemed he
was about to win on his own, the thoughts of how he had been shunned by the
other villiagers, how some would cross the street when they saw him coming,
came flooding into his mind. Just as the men were about to run, he went
berserk like never before, flying into a true Rage. The intoxicated man
never stood a chance, and was dead before he hit the ground, while his fair
weather friends ran as fast as their rubbery legs could carry them.

Ashamed and afraid of what he had done, he voluntarily left his small town.
With only what the town elder had told him about Hextor, he searches for a
way to control his rage, and to use his "gift" against those he believes are
responsible for his curse, the church of Hextor itself.Here's a heavy duty ass-kicking Warforged I'm playing, also lvl 1:----------------------------------------------------------------------------
Name : Overdrive Gender: Male Update: 8-8-04
Player: Edymnion Height: 7'4" MAX HP: 15
Race : Warforged Weight: CUR HP: 15
Class : Barbarian Age : 5 Subdue:
Level : 1 Hair : None
Align : Chaotic Neutral Eyes : Dark Gray
Deity : Hand : Right XP : 0
Size : Medium Speed : 20' Need : 1,000
----------------------------------------------------------------------------
ABILITY ABILITY TMP TMP
SCORE MOD SCORE MOD
STR : 18 : +4 : : :
DEX : 12 : +1 : : :
CON : 17 : +3 : : :
INT : 15 : +2 : : :
WIS : 13 : +1 : : :
CHA : 9 : -1 : : :
----------------------------------------------------------------------------
Total Armour Shield Dex Size Misc
AC : 19 = + 8 + 0 +1 + 0 + 0

Total Dex Misc
Init : +1 = + 1 + 0

Base Attack Bonus (Melee) : 1 + 4 = +5
Base Attack Bonus (Ranged): 1 + 1 = +2
----------------------------------------------------------------------------
SAVES Total Base Ability Magic Misc
Fort : +5 = +2 + +3 +0 +0
Refl : +1 = +0 + +1 +0 +0
Will : +1 = +0 + +1 +0 +0
----------------------------------------------------------------------------
SPECIAL ABILITIES / FEATS
Adamantine Body

----------------------------------------------------------------------------
LANGUAGES: Common, + +
----------------------------------------------------------------------------
SKILLS

Name Total Ranks Mod Misc Type Special
Armorsmithing +6 4 +2 +0 INT Use for Repair
Climb +8 4 +4 +0 STR
Intimidate +3 4 -1 +0 CHA +8 if STR used
Jump +8 4 +4 +0 STR
Listen +5 4 +1 +0 WIS
Weaponsmithing +6 4 +2 +0 INT

----------------------------------------------------------------------------
WEAPON TAB DAM CRIT RNG WGHT SIZE TYPE PROPERTIES
Maul +5 1d12 x3 -- 20 2-H B

----------------------------------------------------------------------------
ARMOUR CHECK MAX SPELL
ARMOR TYPE BONUS PENALTY DEX FAIL SPEED WGHT PROPERTIES
Adm Body Heavy +8 -5 +1 35% 20 -- DR 2/Adm

----------------------------------------------------------------------------
MONEY PP: GP: EP: SP: CP:
----------------------------------------------------------------------------
EQUIPMENT


----------------------------------------------------------------------------
MAGIC ITEMS


----------------------------------------------------------------------------
DESCRIPTION
Overdrive stands nearly eight feet tall (the upper limit for Medium sized
characters), his body covered by heavy armored plates coated with the nearly
indestructible material known as Adamantine. This dark metal lies atop the
underlying layers of fibers which serve as muscle to the goliath, which are
themselves a deep reddish brown, almost the color of dried blood. When
overdriving, Several of these plates (or sections thereof) extend out away
from his body, while bright red strands flare to life amongst the muscular
fibers, while small jets of steam pour out from major joints, giving him the
appearance of being a barely contained explosion.

In his hands is a massive sledge of stone and steel, like a two handed
warhammer with much more heft in it's head. This weapon he uses with shear
power instead of finesse, slamming it down on opponents as a carpenter would
drive a nail into the ground, only with enough force to make the earth
tremble beneath your feet.

----------------------------------------------------------------------------
BACKGROUND
Overdrive, as he has come to call himself, was crafted in the years
preceeding the end of the War as an experimental model. The concept was
simple, a combat model that would combine the base combat abilities of the
Warforged with the ability to temporarily increase they're own strength and
resiliance, a process that was dubbed "overdriving" by the artificers
overseeing the project. Certain inbuilt training had to be forfeitted to
make room for the new ability, but what was gained was an incredibly
impressive fighting unit. When going into overdrive, pieces of the unit's
armor plating would extend and rearrange themselves to make room for the
suddenly increase in bulk of the fiberous strands that comprised it's muscle
(which had the unforseen side effect of lowering the unit's overall defense,
but it was deemed and acceptable tradeoff for the increased damage dealing
potential). Circular plates on the shoulders spin to life, as steam began
venting from major joints and a network of glowing strands came to life,
like veins of fire coursing through the unit's chasi. The artificers were
sure to be well rewarded for their breakthrough.

Unfortunately, the overdrive systems had a startling regular tendency to
make the Warforged harder to control in battle, more strong willed and
bullheaded. In truth, it was discovered that going into overdrive would
force all thought of strategy and adaptablity out of the unit's mind, leaving
it to simply destroy all that stood in it's way. This was almost enough to
end the project, but enough was salvagable to continue it, but for the final
nail in the proverbial coffin. The strain on the Warforged's body from
extended overdrives was extreme, and unmaintainable. An overdrive unit would
become a monster comparable to the previous Warforged Titans while active,
but in under a minute the strain caused a partial shutdown of the unit,
resulting in drastically reduced strength and staying power.

In the end, it was decided that the temporary boost in battle prowess was
canceled out entirely by the extended weakness afterwards, and the
uncontrollable nature while overdriving made the units a liability in
delicate situations. The project was terminated, the test models slated
for deactivation and redesign. It was at about this time the War ended,
and the units were never destroyed. In fact, they never learned of their
near brush with death at all (for it was deemed unwise to inform an
overdrive unit that it was to be quietly put to death for fear of it's
rebelling).

Now these units, including the one who still refers to himself as
Overdrive, roam the countryside with their more normal Warforged breathern.
Few know that these models blend in with the rest, even amongst the warforged
themselves. The ones that do witness one going into overdrive rarely survive
to tell the tale.And this one is already lvl 4, a Shifter Artificer that could be interesting:----------------------------------------------------------------------------
Name : Elyse Gender: Female Update: 9-17-2004
Player: Edymnion Height: 5'6" MAX HP: 24
Race : Shifter Weight: 110 pounds CUR HP: 24
Class : Artificer Age : 22 Subdue:
Level : 4 Hair : Silver AP : 7
Align : Neutral Good Eyes : Light Blue Craft : 80
Deity : Omatar Hand : Right XP : 6,235
Size : Medium Speed : 30' Need : 10,000
----------------------------------------------------------------------------
ABILITY ABILITY TMP TMP
SCORE MOD SCORE MOD
STR : 13 : +1 : : :
DEX : 14 : +2 : : :
CON : 12 : +1 : : :
INT : 16 : +3 : : :
WIS : 11 : +0 : : :
CHA : 16 : +3 : : :
----------------------------------------------------------------------------
Total Armour Shield Dex Size Misc
AC : 19 = + 5 + 2 +2 + 0 + 0

Total Dex Misc
Init : +2 = + 2 + 0

Base Attack Bonus (Melee) : 3 + 1 = +4
Base Attack Bonus (Ranged): 3 + 2 = +5
----------------------------------------------------------------------------
SAVES Total Base Ability Magic Misc
Fort : +2 = +1 + +1 +0 +0
Refl : +3 = +1 + +2 +0 +0
Will : +4 = +4 + +0 +0 +0
----------------------------------------------------------------------------
SPECIAL ABILITIES / FEATS
Razorclaw Trait

Scribe Scroll
Brew Potion
Craft Wonderous Item
Craft Homonculi

Extraordinary Artisan (Reduce GP cost for crafting 25%)
Legendary Artisan (Reduce XP cost for crafting 25%)
Point Blank Shot

----------------------------------------------------------------------------
LANGUAGES: Common, Draconic, Gnomish
----------------------------------------------------------------------------
SKILLS

Name Total Ranks Mod Misc Type Special
Craft (armor) +10 7 +3 +0 INT
Craft (sculpting) +5 2 +3 +0 INT
Craft (weapon) +7 4 +3 +0 INT
Disable Device +7 4 +3 +0 INT
Knowledge (arcana) +4 2 +3 +0 INT
Open Lock +6 4 +2 +0 DEX
Search +10 7 +3 +0 INT
Spellcraft +9 6 +3 +0 INT
Use Magic Device +10 7 +3 +0 CHA

----------------------------------------------------------------------------
WEAPON TAB DAM CRIT RNG WGHT SIZE TYPE PROPERTIES
Mace, Light +5 1d6+1 x2 - 6 Light B MW
Xbow, Light +6(+7) 1d8 19-20/x2 80' 6 Light P MW
Dagger +4/+5(+6) 1d4+1 19-20/x2 10' 1 Light P/S
Boomerang +2(+3) 1d6+1 x2 20' 2 Range B Xen'Drik

----------------------------------------------------------------------------
ARMOUR CHECK MAX SPELL
ARMOR TYPE BONUS PENALTY DEX FAIL SPEED WGHT PROPERTIES
Banded Leather +1 LGHT +5 -1 +3 15% 30' 20
Shield, small +1 SHLD +2 -0 - 5% - 6

----------------------------------------------------------------------------
MONEY PP: GP: 16 EP: SP: 1 CP: 8
----------------------------------------------------------------------------
EQUIPMENT
Artisan's Tools, MW
Blanket, winter
Candle (x3)
Case, map or scroll (x5)
Chalk (x4)
Clothes
Artisan's Outfit
Cold Weather Outfit
Explorer's Outfit
Courtier's Outfit
Flask
Flint and steel
Identification Papers w/ Portrait
Ink (vial)
Inkpen (x2)
Letter of marque
Mess Kit
Mirror, small steel
Paper (x3)
Pot, iron
Pouch, belt
Pouch, spell component
Parchment (x5)
Rations, trail (x7)
Rope, silk (50')
Tea leaves (1 pound)
Tent
Travelling Papers
Torch (x2)
Sealing wax
Shovel
Signal whistle
Signet ring
Soap (1 pound)
Vial, ink or potion (x6)
Waterskin (full)


----------------------------------------------------------------------------
INFUSIONS
Level 1 - 3/4
Armor Enhancement, Lesser - Armor/Shield gains +1 ability
Energy Alteration - Item uses differant kind of energy
Enhancement Alteration - Shield bonus counts towards bash, weapon to AC
Identify - Determine properties of magic item
Inflict Light Damage - 1d8+1/lvl damage (max +5) to construct
Light - Object shines like a torch
Magic Stone - Three stones gain +1 to attack, 1d6+1 damage
Magic Vestment - Armor/shield gains +1 or better enhancement bonus
Magic Weapon - Weapon gains +1 enhancement bonus
Repair Light Damage - Cures 1d8+1/lvl (max +5) damage
Resistance Item - Bestows +1 or better resistance bonus to saveing throw
Shield of Faith - Aura grants +2 or better deflection bonus
Spell Storing Item - Stores one spell in an item
Weapon Augmentation, Personal - Your weapon gains +1 ability

Level 2 - 3/3
Align Weapon - Weapon becomes good/evil/lawful/chaotic
Armor Enhancement - Armor/shield gains up to +3 ability
Bear's Endurance - +4 Con for 1 min/level
Bull's Strength - +4 Str for 1 min/level
Cat's Grace - +4 Dex for 1 min/level
Chill Metal - Cold metal damages those who touch it
Eagle's Splendor - +4 Charisma for 1 min/level
Fox's Cunning - +4 Intelligence for 1 min/level
Heat Metal - Make metal so hot it damages those who touch it
Inflict Moderate Damage - inflict 2d8 + 1/lvl (max +10) damage
Owl's Wisdom - +4 to Wisdom for 1 min/lvl
Repair moderate Damage - cure 2d8 +1/lvl (max +10) hp
Toughen Construct - Grants +2 or better enhancement to natural armor
Weapon Augmentation, Lesser - Weapon gains +1 ability

----------------------------------------------------------------------------
MAGIC ITEMS
Burned out Wand

Heward's Handy Haversack
Stylus of Arcane Mark

Potion of Cure Light Wounds x4

----------------------------------------------------------------------------
HOMONCULI
Isis, Expiditious Messanger
Diminutive Construct

Hit Points: 4
Init: +3
Speed: 20', fly 100' (perfect)
AC: 17 (+4 size, +3 dex), touch 17, flatfooted 14
Base Attac/Grapple: +0/-17 (1d2)
Attack: Sting +7 melee (1d2)
Full Attack: Sting +7 melee (1d2)
Space/Reach: 1'/0'
Special Attacks: --
Special Qualities: Construct traits, darkvision 60', low-light vision,
message
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 1, Dex 17, Con --, Int 8, Wis 12, Cha 7
Skills: Escape Artist +7, Hide +15
Feats: Lightning Reflexes

----------------------------------------------------------------------------
DESCRIPTION
Elyse stands approximately five and a half feet tall, and shows strongly of
her feline ancestory thanks to a flat nose, high cheekbones, and her sharply
pointed canine teeth. Her skin is rather on the pale side, while her hair
is almost silver in color. The hair on her head is nearly waiste length,
and gathered in colored ribbons into a loose ponytail, while the hair on her
arms and legs resembles short silvery-white fur more than anything else.
Icey blue eyes round out her cat-like look, right down to the slitted pupils.

She prefers semi-loose gown split riding style (aka it splits in a V in the
front and the back up to about her knees), typically in shades of Blue,
Silver, and Purple when in more civilized areas. When in more dangerous
areas, she dons a suit of armor of her own design, similar to banded armor,
except instead of steel, the bands are of stiffened leather, giving her a
fair bit of protection, while still retaining enough flexibility keep from
getting in the way.

Elyse tries her best to fit in with the more "civilized" members of society,
trying to be more than "just a shifter". Most of the time, she seems perfectly
calm and patient, but is prone losing her temper and snapping at those around
her. She's happiest when she has something to work on with her hands, and the
peace and quiet required to do it in. When someone does manage to upset her
enough to show (usually by making remarks about her being a Shifter, and
therefor unfit to be an Artificer), they usually regret it. She has a very bad
habit of shifting when angry, and letting her claws do the talking. Normally
though, she likes browsing through trinkets looking for anything that catches
her eye.

----------------------------------------------------------------------------
BACKGROUND
Born in the Eldeen Reaches, Elyse never quite fit in with the others of her
kind. Where they were rambunctious, she was more quiet, more apt to wait
things out and watch than to dive into a fight she might not win. She would
have been destined to become a ranger or a hunter like many of her childhood
aquiantences if not for one fateful turn of events. A small skirmish from
the War took place not far from their villiage. She did not know who was
fighting, or really even why at that age, but she remembers the victors
passed through her villiage on their way home. One, a human following in
the wake of a large metal man, had all kinds of bottles and fancy sticks on
his belt and vest. When the man jostled, and one of the sticks fell to the
ground, Elyse was quick to claim her suvineer of the day.

This stick was nearly the length of her short arm, made of ivory and gold,
and other things she had never seen before, it was wonderful. Keeping it
hidden, she played with it only when alone, more often than not swinging
it around like a club or a sword. That is, until one day, while she was
alone in the woods, jabbing at the air with her toy, it shot out some sort
magic that blackened a nearby stone. She dropped it with a hiss, and darted
behind a tree, watching it. But, the stick simply laid there on the grass,
like nothing had happened. From that day, she became obsessed with trying to
make the stick work again. Where her friends found joy and focus in hunting
a simple rabbit, she found her purpose in hunting how to work her stick,
to coax every secret from it. Her prey wasn't a living thing like the prey
of other Shifters, hers was the prey of accomplishment, of creation, of the
Artificer.

That was many, many years ago. Her childhood wand has long since been
drained of any magic it might have once held, but she carries it still,
safely tucked away in her pouch, a momento, an embodiment of the moment
her desire for knowledge had been sparked. One day, she'll learn how to
make it work again, to restore it's lost power, maybe even improve upon it.
But that day is not today, and it may not be tomorrow either. But unlike
others of her kind, just like when she was little, she knows how to wait,
for the right moment to strike at her prey, when she knows she will be
guarenteed of success...Should be something useful there for ya.
Neofish

10-11-04, 09:07 PM
Jo-jo
male half-Orc Ftr3/Brn1

Jo-jo is from Lhazzar and loves a good challenge, thats why he became a whaler.
feats.
(Brn) 1st lvl. Dodge
(Ftr) 2nd lvl. Exotic Weapon Proficiency (Harpoon)
(Ftr) 3rd lvl. Mobility
(Ftr) 4th lvl. Spring attack.

Jo-jo is very strong and fast, but not very tough. His tactics are simple, stay fast and far. Once he sinks 2 or 3 harpoons into an enemy, he'll unsheath his cutlass for the killing blow. (the stats for Harpoons can be found in the Frostburn sourcebook.) Jo-jo can usally run circles around an enemy, if he has an oppertunity to, he will tie off the trail rope to further inhibit his enemy from getting to him.

Jo-jo is a very light-hearted guy, he enjoys a good story over a tankard of ale, and holds no grudges towards any of the competitors. Play him as a very lean and muscled half-Orc who is very easy to get along with, he is used to a life with men a can sometimes be rude to women, but he doesn't do it intentionally. He is almost always bare back, save for his bandoleer holding his harpoons, and only wears his chain shirt during the compotetion. Jo-jo has black hair, he's balding, so only his beard (braided) and side burns remain. His eyes are light grey. He weres a Red bandana on his head. black leather pants and knee high boots. His chest bares a horrible scar from a rigging accident a few years back.
Kinger

10-11-04, 09:18 PM
Whoops, I just realized the dwarf I made has 1 too many feats at 1st level. Oh well.
lordconservative

10-11-04, 10:18 PM
Vorrash, Githzerai Psychic Warrior
1st:Weapon Finesse
2nd:T.W. Fighting
3rd:T.W. Defense
4th:Quickdraw

Str:10
Dex:24
Con:14
Int:13
Wis:16
Cha:8

Skills: Autohypnosis, Tumble, Jump, Climb, Concentration

This wandering, extremely agile warrior from Sarlona wields two masterwork Crysteel Kukris, wears padded armor and a black cloak, and carries 5 throwing knives. He has a small forked beard and a piercing gaze; he always looks calm. He usually speaks only when spoken to, and his abrupt answers cause him to come off as rude to many people. His strong Old Common accent and elevated speech make him seem even more foreign.

If you don't have the Expanded Psionics Handbook, then just make him a ranger.
Dahrik

10-12-04, 02:39 AM
Some good stuff here. Thanks all!

I'm especially loving the showy gnome and the half-orc whaler. They're just way too fun and interesting to describe that I simply must use them. :)

Please feel free to put more characters if anyone has a fun idea, the more the merrier!

EDIT: Just as a side-note, to demonstrate how off-the-wall I don't mind characters being... here are a few of the PCs.

MacroMan Randall Savage - After accidentally killing his half-brother, Andre the Half-Giant, the tear-soaked brute went to Sharn to fulfill Andre's dream of becoming a Wrestling Champion. He has since become something of a local celebrity (He's focused on grappling, and yeah it's goofy, but the guy was having so much fun writing all of the backstory and voicing the character that I said "Why not? It's more important that the PCs have fun.")

Dolomite - Created from pieces of the Aegis Praetorians who heroically sacrificed themselves defending Sterngate against Darguun invaders during the Last War, Dolomite is a living monument to those warforged. He is seen almost as a "good luck charm" to the warforged that fought alongside him.

Bullwyf the Child (pronounced Bull-Vi) - A simpleton half-giant from Xen'drik (Int 5). An illithid discovered that he had some curious resistance to mind-influencing effects and he would be an apt disciple (read: pawn) to use as a means to strike at the other illithids. While the simpleton saw his "Uncle" as some sort of parental figure, the illithid saw him only as a tool to fulfill his plans. Bullwyf was led to believe that he killed his "uncle" by accident.
Splendide

10-12-04, 08:17 AM
Edward Bentonbury aka Eddie the Squid - Human Ranger 6

1st level: Improved Unarmed Strike, Weapon Focus: Unarmed Strike
3rd level: Close-Quarters Fighting (from Sword and Fist)
6th level: Heroic Spirit (from Eberron Campaign Setting)
Ranger class levels give him Endurance, Two Weapon Fighting and Improved Two Weapon Fighting

Eddie is a sailor that lost a bet, and as such has been made to enter this tournament by his crew, who give him vocal and feral support from the back of the crowd. He's a skilled bare-knuckle boxer, and earned his nickname for having once escaped the clutches of a giant squid that attacked the ship.

He's going to try and get as far as he can in the tournament, but he's been offered a deal by the first mate to play dead in the fourth round if he gets that far, in return for a cut of the profits from the bet placed on his opponent. He's undecided as to whether or not to follow this through, but its certainly not out of the question for him.

His style is pretty ruthless; he won't muck about much...he'll get in as close as he can and keep pummeling until either he or his opponent hits the ground. If there's an opportunity to use obstacles to his advantage, he'll do so as he has superb balance.
Zagumus

10-12-04, 10:24 AM
Alon Gorlen
Human Commoner Level 3
Feats and Skills
Toughness
Weapon Focus: Long Sword

Alon is down on his luck and needs money fast and this is the only thing that he can think of, it's a long shot, but so id not paying mob on time. If Alon can he will explain his situation and ask the other fighter to yield to him, he will probably cry.

"The Sword"
Half Gaint Fighter Level 4
1 Full Blade, Monkey Grip
2 Weapon Focus
3 Power Attack
4 Weapon Specialization
Big Guy, Huge sword (4d8 damage)

High Str and Con but really low dex and does not wear armor.
hieratical

10-12-04, 11:52 AM
Arthur Bellington
Human Rogue 7

Str:8
Dex:10
Con:10
Int:13
Wis:13
Cha:16

Hit Points: 24
AC 12, Touch 10, Flat 12
(+2 Armor)
Init +4
BAB +5

Combat Expertise, Improved Feint, Improved Disarm, Improved Trip

Bluff +13
Sense Motive +11
Intimidate +15
Escape Artist +10
Balance +12
Tumble +12
Jump+11

+5 Melee, Masterwork Rapier, 1d6-1, 18-20/x2
Leather Armor

+4d6 Sneak Attack

At Sixty years old, Arthur is probably the oldest contestant. He is the fencing instructor at the Bellington academy and entered the tounament to recruit students and make a name for his school. He analyzes the moves of the other fighters, and will change tactics depending on what he sees them do in other fights.

He will attempt to:
Feint in combat each round with his Improved Feint feat (for Sneak Attack),
Demoralize his opponent with Intimidate,
Jump onto unstable surfaces and get his opponent to follow him (Causing a balance check and making them lose their Dex to AC if they don't have 5 ranks of Balance)(for Sneak Attack),
Fight full defense with full Combat Expertise for -9 to hit and +8 to AC,
Disarm where posible,
Feint, then Trip then Disarm, and
Mug to the crowd while making comments about the PC's lack of training.
Neofish

10-12-04, 12:09 PM
Foehammer
male personality Warforged, Ftr 4

The polished has worn off this metal giant, he still bears the mark of his country, forever in the service of Cyre....

Feats.
(Ftr) lvl1: Power Attack, Adamantine Body.
(Ftr) lvl2: Improved Toughness.
(Ftr) lvl3: Monkey Grip
(Ftr) lvl4: Improved Sunder

Foehammer's weapon of choice is a massive (large) maul (from Complete Warrior, large version deals 2d8.) His tactics are simple, smash my enemies weapon, then smash my enemy. In combat his quite ruthlessness is very unsetteling.

Foehammer has a very high Con, and thanks to his Improved toughness feat, he should be able to soak up alot of damage.
Foehammer's loyalty is unquestioned, he always refers to himself as "this unit" in a monotonus voice, the truth behind the big, tough Warforged is that he is afraid of being free, now that there is no war he doesn't know what to do, or how to act, so he jumps at the chance to prove his use by entering into the compotention. hes 7'2" and weights 390lbs.

Glad you liked Jo-jo.
Caul

10-12-04, 01:07 PM
Tharol Shadaer
Male Valenar elf, Fighter 2/Ranger 2

...you stand before a legend, and yet even in that you will not find fame...

Feats:
[1st] Improved Initiative
[Ftr lvl1] Weapon Focus (double scimitar)
[Rgr bonus] Two Weapon Fighting
[3rd] Combat Expertise
[Ftr lvl2] Double Weapon Defense (as Two Weapon Defense but with double weapons)

Favored Enemy: Humanoid (goblinoid)

Obviously, Tharol wields the ancestral weapon of the Valenar, the double scimitar. Though young, he has left his tribe in search of adventure and great deeds to emulate his wandering ancestor. He prides himself in his fighting ability, and has a fair sense of sport, though he will take any opening given. He should have a high Dex, moderate Str and Con, and better Wis than Int and Cha. None should ever be allowed to see his face, which is constantly hidden by his spirit veil. He would wear light, or at most medium armor, and possibly have several jambiya (daggers) for thrown weapons. He is not a rushed fighter, moving in, striking, and then backing away, taking his time and alternating between defensive actions and full on attack.
Neofish

10-12-04, 07:34 PM
"Quicksilver" Gustav.
male human Ftr4/Rog2

This young scald prides himself as the fastest blade in all the five nations.

feats.
(Ftr1) lvl1: Quick Draw, Improved Feint, Skill Focus (Bluff).
(Rog1)lvl2: -
(Ftr2) lvl3: Two-Weapon fighting, Flick of the Wrist.
(Ftr3) lvl4:
(Rog2)lvl5:
(Ftr4) lvl6: Cloak Dance (I lowered requiremant to only 9 ranks in hide), Two- Weapon Defense.

Gustav was given the name "Quicksilver" because of the six-silver short-swords he weilds. Gustav has a above average Str and Dex and a Very high Cha. Many young lassies will be cheering for Gustav at the Competition.

Gustav tactics: feint, attack. attack on defensive with a move-action activating his cloak dance feat. the first attack after the first round should be a flick of the wrist, if he went first that would mean he should pull off to sneak attacks in a row. after that, he will draw a second sword and begins his sword barrage.(Gustav uses feats from the Complete Warrior and Psionics handbook, Expanded.)
Gustav wears a tight fitting black chain-shirt over wraped silk straps, silk straps also hold his six-silver short-swords to his sides, he wears lose/baggie black pants and leather, ankle high shoes. He wears a black duster type cloak to conceal his weapons. He has Light grey hair (another reason for the name Quicksilver.) and has green eyes, and a pearly white smile. hes 5'11" and weighs 196lbs.
Dahrik

10-14-04, 01:26 PM
Thanks for all the help! It was greatly appreciated.

Tournament went off without a hitch and (I didn't really expect this, but it just worked out this way) Foehammer looks like he's going to be a recurring NPC.
Splendide

10-14-04, 06:38 PM
How did the gnome go?
Dahrik

10-15-04, 12:19 AM
How did the gnome go?

I was saddened to have cut the gnome out of the tournament during the game, as the session was going much longer than I initially expected and I set it up for him to be in a later match. The Tournament worked out quite well, and also served as a set up for the Warforged PC, Dolomite (he wanted to eventually become a Pious Templar in service of Dol Dorn).

I did have Eddie the Squid face off against the party Grappler (MacroMan), and that Close-Quarters Fighting made a huge difference. If it wasn't for the fact that I had Eddie pull his punches near the end (he decided that he would go ahead and cash in on the bet), he probably would have won the match. Each time the PC would try to grab hold of him, Eddie would jack him in the jaw with an uppercut or dodge and throw one in the back of the head. Eddie was rather impressive in the match.

Oddly enough, that particular PC won the entire Tournament, so Eddie will always know that he is better than the champion. Depending on where the PCs show up or do, he might make an appearance too.

It was quite nice to have stories behind the NPCs, so I'd have an idea of where they were coming from during PC interactions outside of the tournament. I used the basis of Foehammer's background and took him in another direction, but in case one of the PCs accidentally finds this thread, I probably shouldn't elaborate. ;) Again, thanks all! It was a big help.
Splendide

10-15-04, 12:44 AM
Ha, I thought Eddie would be a bit tricky! :D

Thanks for the feedback and summary! Its always great to hear about ideas being used.
Neofish

10-15-04, 01:24 AM
Sweet..!!!!

Foehammer made it into your campaign, I'm honored....

And what of Jo-jo..???

Please spare no detail.....
Dahrik

10-15-04, 02:14 AM
Sweet..!!!!

Foehammer made it into your campaign, I'm honored....

And what of Jo-jo..???

Please spare no detail.....

Jo-Jo was actually in the very first fight, and unintentionally, he happened to be faced up against our female PC (Fighter/Wizard, granddaughter of Kwanti d'Orien). She, of course, cast no spells in the match and instead wore armor she wouldn't typically wear (due to Arcane Spell Failure and such).

What basically happened is that he vastly underestimated her, passing her off as one of the "early hopefuls" that would be weeded out rather quickly. She used the terrain well, taking cover when he was trying to get her from a distance with harpoons. Eventually the distance was closed, and he realized that she was much more than meets the eye. She hit often, and she hit hard (2-handed weapons can be nasty with a good strength). He even tried using the terrain himself, attempting to knock her off an edge and harpoon her from on high. However, she rather easily made short work of him.

Hey, how was he supposed to know that she fought in the Last War with the Aundair forces, until it was discovered that she was actually the daughter of Kwanti d'Orien's son? :D

Foehammer actually downed the party Half-Giant simpleton who wielded the Huge Greataxe. This caused the PC to say afterwards, "Gee, he hits like big beast. Now I know what others feel like when I hit 'dem. I feel sorrys for them. I'm really mean." The HP gap between the two wasn't even close.

I wasn't actually expecting Foehammer to make it to the next round, but he ended up facing the party Warforged, Dolomite. It was very close. The PC hit more often, but Foehammer hit harder. Not many fancy tricks here, it was a straight on Adamantine Warforged versus Adamantine Warforged slamfest. Dolomite was brought to about 7 HP, and Foehammer to 1. At this point, Foehammer knelt down and held up his maul, saying that he forfeited the match, as Dolmite was the victor. During the thunderous cheers, especially from the Warforged, Foehammer said he was impressed of Dolmite's skills, and that he knows of his reputation. They will meet again.

Throughout the entire Tournament, the PC was always yelling comments about Warforged pride, the Aegis Praetorians, etc. Given Dolomite's past, it was actually during the fight that I decided to expand Foehammer's role, and say that though he did in fact believe he lost his purpose after his newfound freedom, he has found a new purpose to fight for. I'm just going to say that I believe I can work in the Mournlands now. ;)

The Warforged and the Grappler (both PCs) actually ended up being the very last fight of the tournament. It actually ended up being rather close, where whoever got that very last hit (or grapple) would win the match. It got rather vicious as the Warforged weapon and shield were disregarded, as grappling tends to make its use rather difficult. Dolomite resorted to bashing the MacroMan with his slam attack repeatedly while he was stuck in the grapple. One PC still having an action point left when the other already used up all of his actually makes quite a difference.
Neofish

10-15-04, 03:52 PM
Excellent.!!! and most befitting, I am glad that my NPC's could play such a good role in your Tournament....