| Post/Author/DateTime | Post |
|---|---|
| Fenwick Stoneheart10-25-03, 03:28 PM | Is anyone interested in a friendly little contest? It is a simple one, and something we all like to do. Simply create a character, no more than level 15, any race, any class, and any prestige class. Include a history, and any other background info. We will let the other members vote on the most original, or most interesting. If anyone is interested please respond so we can set up a time frame for this contest to start and end. |
| satans_advocate10-26-03, 12:33 AM | im interested |
| Fenwick Stoneheart10-26-03, 01:26 PM | I guess we are the only ones interested. Oh well I was hoping to see some cool ideas and characters from people outside my gaming group. |
| Israfel66610-26-03, 02:00 PM | Fact is, about a month ago the WizOs ran a contest for the UnCon involving the creation of 1st-level characters. After it was finished, there was an idea about making another, unofficial contest here at the boards, but it fell into oblivion as the request for approval to the WizOs was forgotten, it seems. If you want to see something, here are a couple of Realms characters of mine I have at hand: 1st - Dorn Ironhead Male gold dwarf Cleric 1st of Abbathor Chaotic Evil Str: 13 +1 Dex: 15 +2 (with racial -2) Con: 13 +1 (with racial +2) Int: 14 +2 Wis: 14 +2 Cha: 14 +2 (+4 because of Thunder Twin) HP: 9 AC: 18, Touch: 12, Flat: 16 Init +2 BAB: +0, Grap: +1 Speed: 20 (base 20, 126/150 load, medium armor) Fort +3, Ref +2, Will +4 Attacks: +1 morningstar, 1d8/20/x2, bludgeoning and piercing or +1 dagger, 1d4/19-20/x2, piercing or +2 light crossbow, 1d8/19-20/x2, 80 ft., piercing or +2 thrown dagger, 1d4/19-20/x2, 10 ft., piercing or +2 (touch) grenadelike weapon, 10 ft. Medium, 4'1" tall, 153 lbs, 50 yrs old Black hair with short beard and mustaches, brown eyes, tanned skin Speaks Common, Dwarven, Gnome, Goblin Feats Thunder Twin Skills: Appraise +2 (0+Int), +4 for stone/metal Bluff: +8 (4+Cha) Concentration: +3 (2+Con) Craft (alchemy): +3 (2cc+Int) Craft (metalworking): +3 (2cc+Int) Diplomacy: +5 (2cc+Cha) Hide: +5 (3+Dex) Listen: +2 (0+Wis) Knowledge (religion): +3 (1+Int) Search: +2 (0+Int), +4 for stone Spot: +2 (0+Wis) Gold Dwarven Traits +2 Constitution, 2 Dexterity. Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size. Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnt stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. +1 racial bonus on attack rolls against aberrations. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when its caught flat-footed, it loses its dodge bonus, too. +2 racial bonus on Appraise checks that are related to stone or metal items. +2 racial bonus on Craft checks that are related to stone or metal. Automatic Languages: Common, Dwarven, home region. Bonus Languages: Giant, Gnome, Goblin, Shaaran, Terran, Untheric. Favored Class: Fighter. A multiclass dwarf s fighter class does not count when determining whether he takes an experience point penalty for multiclassing Cleric abilities Rebuke/command undead Spontaneous casting of inflict spells Domain power: Luck (may reroll one dice roll per day, before success or failure is known) Domain power: Trickery (Bluff, Disguise and Hide are class skills) Spells Per Day 3/2+1; Spell DC 12+spell level 0th- Cure Minor Wounds, Detect magic, Purify Food and Drink 1st- Entropic Shield (D), Cure Light Wounds, Command Background The Ironhead clan has been living in the trading city of Hammer-and-Anvil, in the Great Rift, for longer than any living dwarf remembers, and got in the centuries a well-earned reputation for stubborness and bullheadedness... especially when bargaining. After the wife of Garin Ironhead bore him twin children, the first Thunder Twins of the Ironhead clan, the whole family realised that the two brothers Dorn and Agnor were gifted with the typical trait, but did not accompany it with the expected dwarven sense of honor. Ever since their birth, the twins challenged each other in pettyness and avarice, bullying weaker dwarven children and even stealing from nondwarven visitors. When such an exploit threatened to ruin Garin's most profitable business in years, the enraged father, after delivering his unruly sons a beating as sound as any they had ever got, locked them in their room for a whole month, visiting them every other day to provide food, water and extra beating. The sons, now in their thirties, endured the punishment with their usual patient resentment - after all, they didn't dare openly challenge their father - and fought the boredom reading the few books they kept in their room. One of these, and one of the least often opened, was a book of lore on the Morndinsamman, the dwarven gods. Agnor and Dorn had always considered religion a foolish waste of time and especially riches; but the first god in the book attracted their inclination. Abbathor, the book said, was the patron of the natural dwarven instinct to take everything one can get his hands on, and openly incited all of Moradin's children to indulge in such tendence and revel in the pleasure of riches; most dwarven gods shunned Abbathor because he did not follow the rules of honor the other Morndinsamman kept as sacred. Identifying themselves with the god, after the punishment the greedy twins joined a small and semi-secret cult of the Trove Lord in Hammer-and-Anvil, though only Dorn went as far as becoming an aetharnor, a priest of the order. As the years followed and the brothers grew up, they grew in the art of deception (Dorn) and thieving (Agnor), and accomplished more daring coups, until one day they were caught by a human visitor whose inn room they were looting. Undaunted, the brothers killed the human, but his screams had attracted too much attention, and they were forced to flee. Knowing that every inch of the Great Rift would be searched for them, and knowing their punishment to be execution, the twisted dwarves secretly left the city, their hearts torn not by leaving their home and clan but by forsaking their secret, ill-earned hoard. Travelling north and west, often pursued by robbed humans and demihumans, the two dwarves got to Luskan, a black-hearted city where they fit in perfectly, partially because no non-dwarf knew who Abbathor is. But while Agnor had an easy time joining the local thieves' guild and getting all the chances to increase his personal wealth he desired, Dorn was quite unsatisfied with the meager money he was paid for healing wounded thieves. Lusting after riches, he decided to leave his brother and join a shipment of mercenaries to the sieged town of Targos, where loot and rewards awaited him. Personality Dorn is petty, deceitful, and coward. He cares for nothing but his own skin and his pleasure. Unlike his more sneaky brother, he is likely to display open friendship to most people he meets, in order to learn their secrets and possessions, rob them of both and sell them. He dislikes combat, and finds the notion of "fair fight" plain absurd. He is not above killing and torturing if this will give him the chance to gain more gold, but the blood in itself doesn't attract him nor will he personally kill if that exposes him to excessive risk. As far as one could guess, Dorn's only time of happiness is when he comes in possession of a precious item, especially if people envy him for it. Appearance By gold dwarf standards, Dorn is small and thin. He keeps a neatly trimmed black beard, which he loves to adorn with jewelry, if he has any at hand. When speaking, he often displays a 32-tooth smile, as false as a demon's flattery. In the North, he generally covers himself head to toes in heavy furs, both to protect himself from the icy wind (alien to a gold dwarf) and not to openly display his clerical scale mail, which might lead someone to believe him a competent fighter and, as such, a prominent target. Equipment: *Masterwork scale mail (+4 AC, max dex +3, ACP -3, 30 lb.) *Masterwork large wooden shield (+2 AC, ACP -1, 10 lb.) Cold weather outfit, with hoods and gloves (8 gp, 7 lb.) Bandoleer (5 sp, 0.5 lb.) Spell component pouch (1 gp, 0.5 lb.) Morningstar (belt right, 8 gp, 6 lb.) Light crossbow (strapped on the inside of the shield, 35 gp, 8 lb.) 20 crossbow bolts (bandoleer, 2 gp, 2 lb.) 2x Dagger (bandoleer, 2x2 gp, 1x2 lb.) Alchemical sleep gas (Fort DC 15 or sleep 1 round, then another save or sleep 1d4 minutes, bandoleer, 30 gp, 1 lb.) Alchemist's fire (bandoleer, 40 gp, 1 lb.) Abbathor's holy symbol (bandoleer, 1 sp) Backpack (back, 2 gp, 2 lb.) containing: Bedroll (1 sp, 5 lb) Winter blanket (5 sp, 3 lb.) Crowbar (2 gp, 5 lb.) Waterskin (1 gp, 4 lb.) Lamp, bullseye (12 gp, 3 lb.) 4x oil flask (1x4 sp, 1x4 lb.) Flint and steel (1 gp) Silk rope, 50 ft. (10 gp, 5 lb.) 5x trail ration (5x5 sp, 1x5 lb.) Tent (10 gp, 20 lb.) Signal whistle (8 sp) Soap (5 sp, 1 lb.) Deck of cards (2 gp, 0.25 lb.) Thieves'tools (30 gp, 1 lb.) Scroll organizer, empty (5 gp, 0.5 lb.) Inkpen and ink (8 gp) 5x parchment sheet (scroll organizer, 5x2 sp) Potion belt, empty (1 gp, 1 lb.) Money (pouch): 26 gp, 18 sp, 20 cp *=bonus regional equipment 2nd - Ashg Kazar Ashg Kazar is the most powerful orc of the Dark Coats tribe, and under his lead the Dark Pelt tribe has probably become the most powerful orcish tribe of the Moonsea. Blessed with an uncanny insight into divine magic, this orc entered at a very young age the clergy of Ilneval, god of strategy and warleading, in order to rally his then-fragmented race to a glorious path of destruction and renown that would make the gray orcs once again a force to be reckoned with. Kazar's dedication led him to an incredible mastery in the use of Ilneval's granted spells, with which he brought time and again the Dark Coats' fighters to victory against Zhentish raids and Mulmaster blades, smiting them with magical storms at the same time as he bolstered the warriors of his tribe with healing and encouraging spells. He has also led a successful quest for the retrieval of a holy relic of his tribe, the Baleful Blade, a mighty weapon once wielded by the founder of the Dark Coats, which Ashg has given to his most faithful bodyguard, Ogran (cohort, LE gray orc Brb7/Chm4 of Ilneval); this accomplishment only brought him further to the spotlight, and it is only a matter of time before Ashg makes his claim for leadership of all gray orcs - or falls victim to an opponent's ambush. Kazar looks more bestial and dirty than most gray orcs, but this deceiving appearance is contrasted by his intelligent, sparkling eyes. The priest usually appears dressed in full battle outfit, and never lets himself show any sign of weakness; he is ruthless and quick to action, and never hesitates before dealing with a foe in the most drastic way. (NOTE: this character was created for the Metamaster (http://boards1.wizards.com/showthread.php?s=&threadid=121908) prestige class I created; please check it if you are interested!) Ashg Kazar: Male gray orc Cleric 5 / Elemental Savant (air) 4 / Metamaster 3 of Ilneval; CR 13; Medium-size humanoid; HD 5d8+7d4+36; hp 80; Init +2; Spd 30 ft.; AC 24 (+9 +4 adamantite chainmail, +2 Dex, +3 deflection); DR 2/-; Atk +9/+4 melee (1d8+3/19-20 slashing, +2 shock longsword) or +8 ranged (1d8+1/x3 piercing, mighty composite longbow) or +8 ranged touch (by spell); SQ Gray orc traits, elemental savant transition, electricity resistance 10; SA turn undead; AL LE; SV Fort +9, Ref +6, Will +17; Str 13, Dex 14, Con 16, Int 13, Wis 20, Cha 18. Skills and Feats: Bluff +12, Concentration +15, Diplomacy +8, Intimidate +12, Knowledge (arcana) +14, Knowledge (religion) +10, Knowledge (nobility and royalty) +6, Knowledge (the planes) +9, Heal +7, Listen +10, Sense Motive +7, Speak Language (Draconic, Chondathan, Damaran), Spellcraft +16, Spot +12; speaks Common, Orcish, Infernal, Chondatan, Damaran, and Draconic; *Martial Weapon Proficiency (longsword), *Weapon Focus (longsword), *Extend Spell, Energy Substitution (electricity), Enlarge Spell, Widen Spell, Improved Counterspell, Leadership (16), *Twin Spell, *Empower Spell (*=bonus feat) Gray orc traits: +2 Str, -2 Int, +2 Wis, -2 Cha; proficient with greataxe and longbow; light sensitivity; scent; orc blood. Elemental savant benefits: immune to sleep and paralysis, darkvision 60 ft., elemental focus +1, elemental penetration +1, elemental resistance 10 Metamaster benefits: Impromptu metamagic 3/day, two metamagic slots, improved metamagic I. Turn undead: 5th level, turning check +4, turning damage 2d6+7 Clerical domains: Planning (free Extend Spell feat), War (free Martial Weapon Proficiency and Weapon Focus: longsword) Cleric Spells per Day: 4/6+1/5+1/4+1/3+1/2+1/1*/1* (*=metamagic slot); caster level 12th; base DC 15+spell level, 16+spell level for electricity spells. Spells Ashg usually prays for are a widened energy substituted flame strike, an empowered mass inflict light wounds, recitation, an extended bear's endurance and two twinned hold person, along with several cure light wounds. Possessions: +2 shock longsword, +4 adamantite chainmail, ring of protection +3, cloak of charisma +4, incense of meditation, ring of the ram, ring of sustenance, bag of holding II, lesser silent metamagic rod, mighty composite longbow (+1), 20 arrows. |
| Prendiloriasslyth10-26-03, 10:45 PM | I'm in. Gimme a bit of time to make him up. :D |
| Corthan10-27-03, 01:10 PM | I am up for this let me know when to start. |
| Fenwick Stoneheart10-27-03, 04:12 PM | How about we start today(10/27) and finish up on 11/7/03. |