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| Klyden08-19-03, 05:52 PM | Here's mine: Gallus Silverblade: Male aasimar Cleric 11 of Ilmater; CR 12; Medium outsider (native); HD 11d8+22; hp 80; Init +5; Spd 30 ft.; AC 21 (touch 16, flat-footed 20); Base Atk +8; Grp +9; Atk +12 melee (1d6+4 +1d6, +3 Merciful Quarterstaff) or +9 ranged; Full Atk +12/+6/+1 melee (1d6+4 +1d6, +3 Merciful Quarterstaff) or +9 ranged; SQ aasimar traits, aura, turn undead, spontaneous casting; AL LG; SV Fort +9, Ref +6, Will +11; Str 12, Dex 12, Con 14, Int 12, Wis 18, Cha 18. Height 6 ft. 1 in. Skills and Feats: Concentration +9, Diplomacy +12, Heal +12, Knowledge (religion) +6, Listen +8, Spellcraft +9, Spot +8; Combat Casting, Improved Initiative, Extra Turning, Leadership, Lightning Reflexes. Domains: Good (casts good spells at +1 caster level) and Healing (cast healing spells at +1 caster level). Cleric Spells Prepared (7/6+1/5+1/5+1/3+1/2+1/1+1; save DC 14 + spell level): 0 -- create water, cure minor wounds (x2), mending, purify food and drink, resistance, virtue; 1st -- bless, cure light wounds (x2), detect evil, endure elements, *protection from evil, shield of faith; 2nd -- *aid, consecrate, cure moderate wounds (x2), delay poison, shield other; 3rd -- cure serious wounds (x2), magic circle against evil, remove blindness/deafness, remove curse, remove disease; 4th -- cure critical wounds (x2), *holy smite, restoration; 5th -- cure light wounds (mass), *dispel evil, raise dead; 6th -- cure moderate wounds (mass), *heal. *: Domain Spell Languages: Common, Celestial, Dwarven, Elven. Possessions: +3 Merciful Quarterstaff, +5 Mithral Chainmail, Backpack, Tent, Flint and Steel, Soap (1 lb.), Blanket (winter), Rations (2 weeks), Holy Symbol (wooden), Waterskin. Story: Gallus Silverblade's life began as one of poverty. Born with the blood of a power angel (a Solar named Lamington) flowing threw his veins, his parents where quickly amazed at his pure silver hair and glowing golden eyes. However, despite his parents wanting a better life for Gallus and knowing that he was special, they where slaves in a noble Sembian household (treated well but still slaves none the less). Gallus's mother took great pains to hide her child's special powers as did his father. This ranged from tying a cloth around Gallus's eyes and saying he was blind to stealing some of the mistress of the household's makeup and dying Gallus's hair deep brown. However, tragedy soon struck. Despite being slaves in a relatively safe position, Gallus's birth had not gone unnoticed. The head priest of a loca temple to shar recieved a vision saying a child that Shar had great interest in had been born in a certain household and after numerious scrying attempts and a few visits, Gallus was found by the Sharians. Gallus was but 7 years old when the Sharians came to take him away and he witnessed his parents being dragged off to be burned at the stake (the result of a false charge of thievery induced by a bribe made to the mistress of the noble house by the Sharians). The Sharian's knew that pain was a potent tool in converting one to evil and they made Gallus watch as his parents were burned alive. Then they made him watch as several small children were also burned alive for aparently picking the pocket of a famous noble for food. Something happened however that the Sharian's had not intended. As the crowds of nobles cheered and has Gallus's parent's and several children dyed from being burnt to death, an incredible aura of golden flame erupted from Gallus Silverblade and encompased the entire execution area of the city. Hundreds upon hundreds of Sembian nobles slowly burned to death in horrible rightous agony, the golden flames being fed by their greed, envy, lust, hatred, and perversion. The Clerics of Shar took fifiteen minutes to be reduced to ash. Yet for every 10 nobles that had died, 1 noble had been apparently spares, completely untouched by the flames. This was in fact because those particular nobles were of good alignment. Gallus Silverblade was no where to be found, as where the bodies of Gallus's parents and the several small children who where also being burnt at the stake. After several divination attempts where made to explain the catastrophe that had happened, it became clear. Hundreds of feet above the execution arena, a powerful solar sorcerer (Lamington himself) had cast an incredible powerful, maximized, exalted spell centered on Gallus Silverblade. As for Gallus Silverblade, his parents, and the children, divination reveled nothing. In fact Gallus, the bodies of his parents, and the other children had been teleported to the home of Storm Silverhand herself by Lamington. Lamington appeared to Storm, asked her to care for Gallus and the children, and watch over Gallus as he grew. Storm happily agreed, seeing this as a chance not only to help those in need but also to be a mother of sorts to not one but several children. Years passed. Gallus and the other children grew (the children's burn wounds and mental scars where healed by Lamington). Gallus showed incredible wisdom in making the right decision and an incredible ability to lead others. The other children also became exceptional. The female half-orc child gained strength unheard of in Shadowdale. The male shield dwarf child became an expert at fighting with weapons and making armor through blacksmithing. The human twins, a girl and a boy, became a caring and compassinate initiate of Selune and a stealthy, good aligned, rogue. The female elf began to learn wizardry, sometimes learing lessions by none other than Elminster himself. The group seemed destined to became adventurers. At Gallus's eighteen birthday, Gallus chose to become a cleric of Ilmater. After the 6 youths proved themselves in fighting off a Zhentarim assassin squad sent to kill Elminster (and die in the attempt), Gallus decided to begin adventuring. The others wholey agreed. Their adventures have taken them into the frozen north of Darma to the Unapproachable Eastern realm of the High Dale. From leading several thousand slaves to freedom in the villainous lair of the Red Wizard in Thay to fighting the Zhentarim hoards led by Darkhope herself and winning, Gallus's adventurers have only just begun. For as Gallus grows in power, Shar watches, her deep purple lips smiling, her hands itching, and her heart aching to send Gallus down the road she always intended him to follow... |
| Darth K'Trava08-19-03, 08:50 PM | *cracks knuckles* :D Rozhena Ashford Female Human Cleric23/Divine Champion4 of Torm Alignment: NG HP: 317 STR: 28, DEX: 12, CON: 22, INT: 12, WIS: 31, CHA: 12 Saves: FORT: 32, REF: 20, WILL: 33 AC: 47 INITIATIVE: +5 EQUIPMENT: Holy Greatsword (Torm's Demonslayer) +7 (att. bonus +36) Damage: 2d6+22, +2d6 Holy damage Holy Gauntlet (The Right Hand of Torm) +6 (att. bonus +36) Properties (channeled through the greatsword): +6 Impact gauntlet of disruption. Crit range: 18-20/x2. Gives the Improved Unarmed Combat Feat, +6 Innate Bonus to Strength. Has the following abilities: Holy Power, Dread Evil Clerics weapon, Lawful Power, Increases the Turn Undead Feature as a cleric 4 levels higher, can use the spell Heal once per day (3.0 vers.) Any opponent struck must make FORT save or be rendered unconscious. Desc. of abilities: Holy power: +3d6 vs evil creatures and neg. level unless FORT save DC 23, Lawful power: +3d6 vs. chaotic creatures and neg. level DC 23 to resist level loss, Dread Evil Clerics' Power: additional +4d6 (total +10d6) PLUS an additional +4d6. A crit hit requires FORT save DC 27 or die, Disruption: FORT save DC 14 vs. undead creatures. Holy Mighty Composite Longbow +7 (att. bonus +23) Damage: 1d8+7, +2d6 Holy Damage. Feats: Combat Casting, Greater Spell Penetration, Improved Critical: Greatsword, Improved Initiative, Martial Weapon Proficiency: Greatsword, Maximize Spell, Quick Draw, Spell Penetration, Improved Critical: Gauntlet, Weapon Focus: Greatsword, Weapon Specialization: Greatsword, Bonus Domain, Enhance Spell Languages: Common, Elven, Chondathan (home language) Divine Champion abilities: Lay on Hands (patron of deity), Sacred Defense +1, Smite Infidel, Sacred Defense +2 Major equipment: Amulet of Natural Armor +5, Amulet of Health +6 (added onto the Nat Armor amulet), Bag of Holding #1, Belt of Giant's Strength +6, Boots of Striding and Springing, Cloak of Resistance +5, Circlet of Wisdom +6, Ring of Darkvision, Ring of Protection +5, Ring of Spell Storing, Potion of Cure Crit x3, Potion of Cure Mod x3, Staff of Healing (50 charges), Heward's Handy Haversack Armor: +10 Called Adamantine Full Plate of Fortification (total armor bonus: +18) fully decorated in Tormian religious runes. The extra armor bonus and fortification granted to her by request from Torm himself. Shield: +4 Animated/Fortification Moderate/Acid & Sonic Resistance 10 Domains: Good, Protection, Strength Spells per day: 6+1/ 9+1/ 9+1/ 7+1/ 6+1/ 6+1/ 6+1/ 4+1/ 4+1/ 4+1 Note: I won't list all the individual spells as that would take all night.... :D But will suffice to say, she liked the "big kaboom" spells such as Flame Strike and Firestorm, especially when they got maximized.... and empowed! :devil: And then patched up the various party members after fights. They got alot more injured in fights than she did. The only time she got below 50 hit points was when Gargauth possessed the party fighter and he rushed at her, intent to fight to the death. The two clashed and after the "bloodbath", only she still stood. Each had taken one swing and both critted on the other but the fighter was already badly hurt from fighting Gargauth earlier. |
| Klyden08-19-03, 10:39 PM | Anyone else? |
| Pystian08-19-03, 11:13 PM | Pystian Finhead Saurial Fighter 8/Duelist 11 Strength: 14, Dexterity: 26, Constitution: 13, Intelligence: 23, Wisdom: 16, Charisma: 19 Feats: Dodge, Weapon Finesse, Combat Expertise, Improved Disarm, Mobility, Weapon Focus - Rapier, Improved Initiative, Greater Disarm, Single Blade Style, Quick Draw, Combat Reflexes, Snatch Weapon, Epic Feats: Blinding Speed, Originally he was sort of a joke character, but I rolled such good stats I couldn't let him go. His character developed and he ended up being the most fun character I've ever had. |
| Kindjal08-19-03, 11:41 PM | and mine... Shaan Dalael Female Drow (surface), Fighter 4/Rogue 6/Lasher 8, CR 20 Medium Humanoid, Alignment : CN (becoming CB), Speed 30ft. HD 12d10+36+6d6+18, HP 165 Init +5(+8) AC : 26(30) (touch 26(30), flat-footed 18) Base ATT: 16/11/6/1 SV Fort +13, Ref +22, Will +10 SR : 29 SQ : Drow traits, elf traits STR 16, DEX 21(27), CON 16, INT 20, WIS 12, CHA 16 Attack (so many with a whip):blush: Skills and Feats Tumble +10, Craft (leatherwork) +12, Bluff +16, Concentration +11 Spellcraft +7, Knowledge (Arcana) +7, Knowledge (engineering) +6 Forgering +6, Open lock +10, Decipher Script +6, Desguise +4 Move Silently +21, Disable device +10, Spot +24, Diplomacy +4 Hide +21, Handle Animals +4, Balance +9, Ride +10, Climb +7 Apraise +6, Escape Artist +23, Shearch +8, Intimidate +21 Innuendo +2, Read lips +6, Use rope +10, Swim +6, Listen +6 Heal +2, Profession (sailor) +2, Sens motive +6, Gather Information +4 Perform (danse) +4, Jump +5, Intuit direction +2, Wilderness lore +2 Use magic device +4, Pick pocket +9 Proficient with all armor and shield Proficient with simple and war weapons Exotic weapon (hand crossbow) Daylight adaptation Exotic weapon (whip), Weapon focus (whip) Weapon finess, Weapon specialization (whip) Combat Reflex, Expert Tactician, Leadership Quicker than the eye, (and a slot reserved for Spellfire wielder) (and classes feats) Evasion, Uncanny dodge (can't be flanked) Close combat, Whip lash (damage type) Improve Trip, Third hand, Crack of Fate (+1 attk at -2) Whip lash (+2 damage), Improve disarm Stunning snap, Crack of Doom (+2 attk at -4) Sneak Attak (5d6) Inate Spells - darkness (1/day) - feary fire (1/day) - dancing lights (1/day) Magical Items venomous, keen, +2 scimitar (used only when whip can't) corrosiv, keen, +2 whip cloak of protection +2 boots of speed (this is the +4 to AC) bracers of armor +8 Amulet of Luck +1 (house insign) glove of dexterity +6 |
| stevem6508-20-03, 12:09 AM | Ettienne Mahs Ftr 3, Rog 6 Str 13, Dex 16, Con 12, Int 14, Wis 9, Chr. 13 |
| Neblin of the Green08-20-03, 01:42 AM | Back in second ed. I had a character which is my name sake Neblin of the Green. Gnome Illusionist 15/ Cleric of Leira 10 I loved this character, he started of as a red wizard apprentice, when some experiment went awry, round about the time of troubles (wild surge) and he was transformed into a gnome with a neon green cat eye in the left socket. This eye revealed weave disruptions to him (dead magic, wild magic) Then third ed. came about and the character needed converting, which didn't have the right feel, so unfortunately I had to retire him. But in the next campaign I'm gonna play in, I want to try something similar. |
| kedi08-20-03, 02:53 AM | Aeron Darkmoon fey'ri male wiz 27/arc 5/ elven high mage 10 mediumsize humanoid CR 44, SQ, epic-level benefits: 7 effective levels of wiz, 5 effective levels of arc, 10 effecttive levels of elven high mage;High arcana, spell power +3, arcane touch, mastery of counterspells, mastery of elements, mastery of shaping; mythals(Aeron's armor, killing me killing you, animate dead-mass, animate plants) seed affinity (slay, animate dead, animate, fortify) AL: CN, AC41 abilities; str 18, dex 22, con 14, int 39, wis 24, cha 42. Skills and feats: Knowledge( arcane 62ranks, history faerun 23 ranks, nobility 5 ranks, geography 34 ranks, planes 23 ranks,), spot 23 ranks, listen 23 ranks, search 23 ranks, diplomacy 53 ranks, bluff 53 ranks, intimidate 32 ranks, spellcraft 72 ranks. spellcasting prodigy (wizard), spell focus (necromancy, enchantment,) greater spell focus( necromancy, enchantment) Skill focusspellcraft, knowledge arcana), craft staff,ken spell, enlarge spell, maximize spell, epic spellcasting, xtra spellslots(10, 11, 12, 13, 14, 15, 16, 17, 18,) craft epic staff, automatic quicken spell, epic skill focus spellcraft. spells per day: 9/12/12/10/9/9/7/6/6/3/3/2/2/2/1/1/1/1/ spell DCs: 27 + spell level, 29+spell level for enchantments and necromancy spellbook: as a very powerful elven high mage, Aeron knows nearly every necromancy and enchantment spell including unique spells, and knows all spells described in PHB, FRCS, MoF. possesions: Staff of necromancy( true resurrection1/month, animate dead 1/day, animate plants 1/day, animate dead, mass 1/month, finger of death 1/ turn, inflict serious wounds, mass 1/day, cure serious wounds, mass 1/day, major artifact) Aeron's armor (+12 int, +6 to other abilities, +20 AC, fast healing 20, doesn't age, this is a tattoo can't be erased, even by wish or miracle) he is over epic! |
| Shyhawk08-20-03, 06:23 PM | :sad: |
| louissan08-21-03, 06:20 AM | Hmm mine is nowhere on par with some of the monsters posted here ... here it is anyway (been playing him for one year now): Velin Tar'quesill Sun elf Wizard 5 / Incantatrix 4 STR 12(+1) DEX 18(+4) CON 16(+3) INT 22(+6) WIS 10(+0) CHA 10(+0) Hit points: 54 BAB: 4 (5 long sword) (8 Composite longbow) Saves: F(5) R(6) W(10) Feats: Spellcasting prodigy, Summon Familiar, Scribe scroll, Iron Will, Spell focus(evocation), Improved initiative, Quicken spell, Twin spell Skills (85): Concentration 10 (7+3), Knowledge - Arcana 15 (9+6), Knowledge - The planes 14 (8+6), Spellcraft 15(9+6), Spot 8 (6+2), Listen 8 (6+2), Hide 6 (2+4), Search 9 (1+6+2), Bluff 6 (6+0), Gather information 4 (4+0) Abilities: Send away, See ethereal, Strike ethereal, +2 racial saving throw bonus against Enchantment spells or effects, Low-light Vision, Proficient with long sword, proficient with shortbow, longbow, composite longbow, and composite shortbow Spell per day: 4+1|4+2+1|4+2+1|3+2+1|2+1+1|1+1+1 Spell DC: 17 + Spell level, 19 + Spell level for evocation spells Spells known (Specialized: Abjuration, 1 spell per day from that school) (Prohibited school: Enchantment) : Resistance (0), Ray of Frost (0), Detect poison (0), Flare (0), Light (0), Ghost sound (0), Disrupt Undead (0), Mage hand (0), Mending (0), Open/close (0), Detect magic (0), Prestidigitation (0), Read magic (0), Protection from C/L/G/E (1), Endure elements (1), Hold portal (1), Mage armor (1), Obscuring mist (1), Unseen servant (1), Detect undead (1), Identify (1), Magic missile (1), Undetectable aura (1), Cause fear (1), Sleep (1), Ray of Enfeeblement (1), Expeditious Retreat (1), Feather Fall (1), Message (1), Spider Climb (1), Protection from Arrows (2), Resist Elements (2), Arcane Lock (2), Glitterdust (2), Web (2), Detect Thoughts (2), Locate Object (2), See Invisibility (2), Daylight (2), Blur (2), Invisibility (2), Alter Self (2), Endurance (2), Dispel Magic (3), Explosive Runes (3), Nondetection (3), Protection from Elements (3), Sleet Storm (3), Clairaudience/Clairvoyance (3), Tongues (3), Hold Person (3), Fireball (3), Lightning Bolt (3), Displacement (3), Fly (3), Greater Magic Weapon (3), Haste (3), Keen Edge (3), Water Breathing (3), Dimensional Anchor (4), Minor Globe of Invulnerability (4), Remove Curse (4), Stoneskin (5), Arcane Eye (4), Locate Creature (4), Ice Storm (4), Shout (4), Fire Shield (4), Improved Invisibility (4), Phantasmal Killer (4), Bestow Curse (4), Dimension Door (4), Polymorph Self (4), Dismissal (5), Cloudkill (5), Prying Eyes (5), Telepathic Bond (5), Cone of Cold (5), Sending (5), Wall of Force (5), Seeming (5), Telekinesis (5), Teleport (5), Permanency (5) Items: +2 Icy burst long sword, +4 bracers of armor, and other, minor stuff.. |
| Tempus66508-21-03, 08:35 AM | Stats don´t tell a story, ít would be nice if people included a little bit of background for their characters :) Tiron the Wanderer Human male, Brd1, medium humanoid; HD 1d6; hp 6; Init +2; Spd 30; AC 15, touch 12, flat-footed 13; BAB +0; Grapple –1; Att rapier –1 (1d6-1, 18-20) or shortbow +2 (1d6, x3); SQ bardic music, bardic knowledge (+2), countersong, fascinate, inspire courage +1; AL CG; SV Fort +0, Ref +4, Will +2; Str 8, Dex 14, Con 10, Int 13, Wis 10, Cha 16. Height 6´2”. Skills: Bluff +7, Concentration +4, Diplomacy +8, Gather Information +6, Intimidate +7, Knowledge (history) +5, Perform (oratory) +7, Perform (string instruments) +7 (+9 when fiddling), Sense Motive +8. Feats: Grim Visage, Smooth Talk. Languages: Common, Damaran, Rashemi Possessions: rapier, shortbow, quiver + 20 arrows, dagger, masterwork studded leather, masterwork fiddle, backpack, bedroll, crowbar, flint and steel, scroll case, ink, inkpen (3), hooded lantern, small steel mirror, oil (4), piece of paper (10), belt pouch (2), trail rations (7), silk rope (50 ft.), signet ring, waterskin, whetstone, wooden cane, holy symbol of Shaundakul. Spells Known: ghost sound, light, prestidigitation, read magic Tiron Chernin, or Tiron the Wanderer, is a handsome, tall human. He has fair skin, long black hair and green eyes. He wears his hair loose. Several small pieces of jewelry adorn his ears and hands, including a brass signet ring depicting a burning fiddle. Tiron usually wears a midnight blue outfit, adorned with slivers of silver. His trusted (although slightly underused) rapier hangs on his left hip. His beautiful fiddle (which is a family heirloom, Tiron´s deceased father used to be a minstrel of some renown) hangs over his backpack. He usually carries a black cane (with a silver handle) that functions as a walking stick. Born as a Damaran in the city of Nyth (Thesk), Tiron left that place on a very early age (he is now 26) because of the cynism people there held towards arcane spellcasters. Having learned the minstrel arts from his father (who died at the hands of a drunk half-orc), Tiron was able to travel and fend for himself for a long time. He wandered through the empire of Impiltur, the country of Damara, and eventually ended up in Vaasa. During his travels, Tiron took an effort to learn much of the history of the countries he travelled through and he managed to make valuable friends, as well as enemies. Fortunately, his wits and charm managed to sneak him out of most sticky situations. Whenever possible, Torin, even though he lives his life on the road, likes to live his life in style. He is used to hardship, but that doesn´t mean he likes it. He knows that to befriend people one needs to be humble. He has a keen liking of cats in all shapes and sizes, and his favourite fairy tale revolves around a rat catcher in a town called Hamelen. He isn´t a very religious person, but when he does say his prayers, he offers them to Shaundakul, the Wandering God. |
| keldor08-21-03, 09:09 AM | I must admit I'm a 2nd ed. dinosaur so I don't understand the scores of many of these characters but it seems to me that there is a lot of cushy playing going on out there! Things like 'daylight adaptation' for drow are so cheesy. Bracers of armour +8 and highly convenient magical items like multiple holy items for paladin/clerics! Erp! Well, if you enjoy it, fair play to you. I was hoping to read of some 'realistic' PCs with some character and weaknesses here and there (like real people (albeit heroes)). One of my favourites is: Gargantuan Ironfist: Str. 18 (96), Dex. 18, Cons 8, Int. 13, Wis 12, Char. 10. who I decided would take this name because of his history of bullying and child abuse at the hands of his 'famous' adventuring father. This guy was something of a narcissist who doted on GI's brother who was big and strong and who was embarrassed by GI's small statue and tendancy to read. He taunted the boy until the day GI turned and vowed to show his arrogant dad. He trained in secret and when he hit puberty his father's genes finally kicked in and he had a growth spurt. His dad soon took a liking to him and introduced him to his fighting skills but as you might expect, he fell out with his dad one day and all the pent up rage came out. They had a mighty fight which GI won when he threw his dad bodily into the wall, knocking him unconscious. he then bade his mother farewell and left home never to return. GI has a fragile self-esteem which he bolters by competing against all who will face him at physical contests. He is a superb physical specimen (although he carries some excess weight around his gut) and few can best him at anything. He stands 6' 6" tall and tips the scales at 255 lbs. (at age 16!) -another reason why he acquired the name). Under 2nd ed. guidelines about the strongest characters being capable of lifting up to twice their own body weight, he is obviously going to be the strongest PC in the game in most circumstances. In fact, he has only been defeated in any strength contest once - by demi-god Gilgamesh who (luckily for GI) had the wisdom and char. to resist breaking GI's fragile ego i.e. a lesser man would probably have stuck it to the brash braggart and poured scorn on him. This, you might note, matches with GI's average char. - although I have written him as a fine figure of a man, his personality leaves much to be desired. Having said this, he is a staunch ally and will fearlessly defend the adventurers he has come to appreciate he depends upon in the harsh realities of adventuring life. I recall in one adventure, our party was stood pondering how to open this huge chest, the lock of which our thief had failed to pick. We had failed to break it open by normal methods and were worried that fireballing it would potentially destroy scrolls and potions etc. Suddenly an assassination attempt was made from the darkness! Luckily it failed to kill our party member but the assailant was about to escape down a trapdoor. I had GI grab the chest and hurl it down the trapdoor - and the DM allowed that I declared my action quickly enough for it to have a chance of success. The result was that the chest flattened the assassin and burst open! Yes, the contents went flying and we probably lost some of the gems(!) but we all enjoyed it! One thing GI generally does when he enters a tavern or bar is to stand on a table and challenge anyone to a wrestling or arm wrestling match! In one adventure module when I did this, it just so happened that there was a fighting pit and he faced off against a hustling Dwarven warrior who was actually far better than he had let on to the locals. GI had a really memorable fight in which he criticalled on the Dwarf - which led to him revealing that he was using a magical returning war hammer (by throwing it) when all magical items had been forbidden! As soon as we saw this item we wanted it! A great furore broke out and the ring was stormed. Unfortunately the dwarf escaped but again, it was a hell of a memorable encounter in which GI was once more the centre of attention! To add to GI's flair, he possesses (on his best days!) an intelligent sword called Thunder [+1, +4 vs. evil beings, detect magic x3/day, detect secret doors within 10' 3x/day, speaks common, human and dwarvish, deals electrical damage to any non LG being who touches it]. Since we generally face evil all the time, this is the most powerful weapon any of our characters has ever known. Another point of interest in his colourful history - as the big-head he is, he likes to take the lead in most situations, and once he _drank_ a potion in the course of testing it. He was 20 years old at the time - it was a potion of longevity! He became a small ten year old standing amidst the armour of a giant! This resulted in him having to drop out of the campaign for 6 years until he became the minimum age for adventuring (under the rules of the time)! Big drag! |
| kedi08-21-03, 09:18 AM | My dear keldor, I bet you missed me :P Well, there is a feat called daylight adaptation in 3ed FRCS, but I must agree on bracers of armor +8 which elminster uses! :D sincerly or not -kedi |
| keldor08-21-03, 09:39 AM | Maybe Kedi, but my argument would be that there _shouldn't_ be such a feat - it's cheesy, and defeats the point of the drow weaknesses. This is why we have so many blooming Drizzt clones out there - drow have great racial advantages; but these must be offset by racial disadvantages or the game gets unbalanced i.e. crap and cheesy. No argument over Elmisnter having bracers +8 - _he_ has the ability to make them himself! I just dislike cushy D.M.s who devalue magic items by handing them out in Monty Haul campaigns. It was someone's PC who cited +8 bracers. Yet, as I said, if they enjoy playing this way, fair play to 'em. |
| kedi08-21-03, 09:43 AM | I agree with you about drow, their thing is that they're vulnerable to light and you got me wrong about bracers, I meant that bracers of armor +8 is so great, only epic level characters use it, you can buy everything on the paladin/cleric and more with that bracers, even you can buy a gargantuan farm with it. -kedi |
| keldor08-21-03, 09:55 AM | [QUOTE]Originally posted by kedi [B]I agree with you about drow, their thing is that they're vulnerable to light Yes. So tell me, doesn't Daylight Adaptation work to negate drow vulnerability to light? If it does (and it seems logical to assume it does), it proves my point - that having that feat defeats the object of the original spirit of the AD&D game. "and you got me wrong about bracers, I meant that bracers of armor +8 is so great, only epic level characters use it, you can buy everything on the paladin/cleric and more with that bracers, even you can buy a gargantuan farm with it." I see! :) |
| kedi08-21-03, 10:06 AM | Yes. So tell me, doesn't Daylight Adaptation work to negate drow vulnerability to light? If it does (and it seems logical to assume it does), it proves my point - that having that feat defeats the object of the original spirit of the AD&D game yes, I totally meant that but you got me wrong again for gods sake!:D -kedi |
| keldor08-21-03, 11:03 AM | [QUOTE]Originally posted by kedi "yes, I totally meant that but you got me wrong again for gods sake!" You make communication with you very hard work kedi. Essentially you are telling me that you agreed with me. Maybe you should have just said that! Instead you replied with: "Well, there is a feat called daylight adaptation in 3ed FRCS, but I must agree on bracers of armor +8 which elminster uses!" Replying in this way naturally comes across as an attempt to correct and inform me - which insults my intelligence since it's pointing out the blatently obvious. :rolleyes: Note the "but I must agree on..." which implies that the former part of the sentence WAS an argument. Maybe you should try being less of an anarchist in the way you use language - most normal people try to read from the same play-sheet! |
| Darth K'Trava08-21-03, 03:50 PM | I must admit I'm a 2nd ed. dinosaur so I don't understand the scores of many of these characters but it seems to me that there is a lot of cushy playing going on out there! Things like 'daylight adaptation' for drow are so cheesy. Bracers of armour +8 and highly convenient magical items like multiple holy items for paladin/clerics! Erp! Well, if you enjoy it, fair play to you. Daylight adaptation may be cheesy but that doesn't mean that everyone plays a "Drizzt clone"...... :nonono: THe only full Drow we'd had in a game was a sorcerer primarily and only fought with one weapon, a rapier! Ok. So my cleric had multiple "holy" items..... Sheesh. That Holy Sword cost her a "small" fortune in gold to have. She paid for all that enchantment on it with her own money. And the bow was part of a treasure haul and everyone was like: "GIVE IT TO THE CLERIC!!" And she never had bracers of armor. Wasn't necessary as she wore full plate armor. One or two other characters in that group had them.... |
| Darth K'Trava08-21-03, 03:57 PM | Hmm mine is nowhere on par with some of the monsters posted here ... To be honest, mine isn't just the most powerful character I've played, but the most fun. Stats don´t tell a story, ít would be nice if people included a little bit of background for their characters Rozhena's background: Father: innkeeper Theodore Ashford Mother: deceased Home city: Eveningstar Oldest daughter. Has other siblings, a younger sister and two brothers, one older than her. Left home because of her father. He was abusive to all the children. She would escape as much as possible to to the town library and “bury” herself in books. Thought the adventurer’s life was what she’d dreamed of doing, being heroic, saving the day and all that… Little did she know it was dirty work, dirtier at times than working her father’s inn. But she felt it was better than serving tables to boorish farmers who had nothing better to do than try to “buy her services” which she declined in one manner or another. Perhaps where she got her “defiant attitude” that serves her well now. She’d disguised herself as a boy which was fairly easy to do when one is 14. And then got travel with a merchant’s caravan until she reached a fairly large-sized town. Something then drew her to a temple. A temple dedicated to Torm. During her training, she heard news of the death of her entire family, leaving her alone. Little does she know her father “miraculously” survived as well as her sister. Other stuff: She's not what you'd call your "typical" cleric. Especially when it comes to her attitude. Yeah, she'll do her duties willingly but her simplistic background of serving in her father's inn still remain. She's quite the foul-mouth, will give the bad guys "the finger" (especially Gargauth who got it TWICE, the first meeting and the last right after she killed him), Not what you'd call a talker but people listen when she speaks. When she gets mad, it's more a "controlled rage" than anything. Facing some sort of demoness, she looked at the creature and told it to "Get. Out. Of. Here. NOW." while standing stiffly, arms by her sides, hands balled into fists. Was still peeved when the demoness' lover took her back and sent in a pit fiend for us "to play with". She took out her anger and frustration on the pit fiend, banishing it back to the nether regions of hell which she wasn't quite able to do with the demoness. Finally met her god after the party defeated Gargauth and is wondering if Raven (the party fighter) is going to be unhappy by the fact she had to kill him in order to kill Gargauth who'd possessed the fighter. And she also had dreams of paladinhood but wasn't quite willing to "toe the line" like they do. That's why she's also a Divine Champion, to reflect that wish for paladinhood that she never got. Mainly due to having to have an alignment shift. There was a bit of the "Lawful" that snuck through but she was mainly NG the whole time. That's enough for now.... :D without posting her "Journal entries" that I wrote up after the last 6 game sessions...... And that's the only well-developed character that I'm playing in the Realms. There's one other but he's not "fully developed" character-wise. |
| Klyden08-22-03, 12:01 AM | keldor...kedi...please take your...discussion...else where. This topic is for people to post their favorite PC's on...not to argue about Drow Daylight Adaptation... |
| louissan08-22-03, 04:46 AM | To be honest, mine isn't just the most powerful character I've played, but the most fun. No problem, I was just suprised by dual-figures character levels. :D Cheers :) |
| keldor08-22-03, 09:49 AM | I've remembered a few more of my character Gargantuan's memorable experiences! They were in the ancient D&D module The Isle of Dread. We were on a ship and GI fell out with a sailor in a spell of role-playing and he punched the guy. I kind of forgot GI's strength and the DM ruled that the guy flew back several feet and went over the side of the ship to land dead in a rowing boat 20' below! Oops! Later on, on the island, we encountered a T-rex, which GI killed largely on his own by making a called shot with Thunder and leaving the sword buried in its gut! Unfortunately, as Thunder zapped away at the T-rex, it hit GI with a natural 20 of its own and swolled him whole! GI: 1, Monster: 1! He's been raised twice (so far - gulp!) so his Con. has dropped to a positively wobbly 6 now for all his flair and strength! |
| Masakado08-22-03, 11:53 AM | To get this thread back on track, here is the 1st level version of my wife's concept character. Sha'ura Shi'an bin-Shafazal Female Fire Genasi Sor1 Alignment: Lawful Neutral Patron Deity: Kossuth S: 10 I:13 W:12 D:16 C:14 CH:16 Skills: Spellcraft +4, Knowledge (Arcana) +4, Concentration +4, Diplomacy +2, Bluff +2, Scry +2, Hide +2 Feats: Bloodline of Fire, Summon Familiar Spells Known: 0 - Level: Read Magic, Detect Magic, Daze, Flare 1 - Level: Burning Hands, Magic Weapon Possessions: Traveler's Clothing, Bandoleer, 4 Throwing Daggers, Various & Sundry Adventuring Equipment, Hawk familiar (named Scirocco) Appearance: Sha'ura is nearly Elf-like in appearance save the distinct, coppery tint to her skin. Her hair is deep red and her coal black eyes glow like embers when she is angry (which is usually very often). Sha'ura is very fond of gold jewelry (preferably adorned with rubies, but topazes will do in a pinch), especially anklets, and adorns herself with such baubles whenever possible. Background: Sha'ura is very proud of her elemental heritage and is sometimes haughty to the point of being annoying. She revels in the use of her magic, especially her fire spells, and seeks to expand her knowledge of magic. She is very protective of her friends and has been known to hold grudges for an extremely long period of time. Her indifference to matters of good and evil are an eternal source of frustration to some of her allies. Story: Sha'ura was orphaned at an early age and she does not know who her true parents are. Her magical training came at the expert instruction of an aged Bedine sorceress named Sifana, a wizened woman naturally skilled in the Art, and who had a wealth of experience in dealing with Djinn, especially the Efreeti. Sha'ura was raised as a Bedine, but left sometime later when wanderlust struck her and the nomadic life of the Bedine became tiresome. Her travels took her to Calimshan. While in Calimshan, she nearly got into a spell brawl with a young Halruaan mage named Berendas Forlani, but the two later became friends. A series of mis-adventures later placed Berendas & Sha'ura in the sleepy hamlet of Shadowdale, where they later met up with the individuals that would later become their closest allies: the Hin rogue, Miradin Wyndamere (affectionately known as "Puck"), the Half-Elf (Moon Elf) Tymoran cleric, Cyanne Raine, the worthy Shield Dwarf fighter, Horarmar Sunderstone, and the enigmatic Aasimar fighter, Airik Moonshadow (which is me!) |
| Darth K'Trava08-22-03, 07:05 PM | Originally posted by louissan No problem, I was just suprised by dual-figures character levels. :D Cheers :) Surprised or scared? :P :D And for a FR character that's not quite as powerful as the Cleric, Rozhena..... :D Kendrick Tallen'Drel Male Human Rgr10; Medium Humanoid ; HD 10d10+30 (Ranger) ; hp 106; Init + 10; Spd 30; AC 25; Atk + 13 base melee, + 16 base ranged; +17 ( 1d8+2, Mighty composite longbow +2, Masterwork ); +13/+12 ( 1d8+4+1d6, Flame Tongue; 1d6+1, Mace, light, Masterwork ); AL NG; SV Fort + 10, Ref + 9, Will + 5; STR 17, DEX 22, CON 16, INT 15, WIS 14, CHA 10. Possessions: Weapons: Mighty composite longbow +2, Masterwork; Mace, light, Masterwork; Flame Tongue. Armor: Mithral Shirt. Shields: Buckler, Masterwork. Goods: Backpack; Bedroll; Candle; Candle; Chalk, 1 piece; Chalk, 1 piece; Flint and steel; Lantern, bullseye; Pouch, belt; Rations, trail (per day); Rope, hemp (50 ft.); Waterskin (full); Whetstone; Holy symbol, silver; Traveler's outfit; Traveler's outfit; Traveler's outfit; Bit and bridle; Saddle, military; Saddlebags; Warhorse, heavy; Arrows (20), Masterwork; Arrows (20), Masterwork; Arrows (20), Masterwork; Antitoxin (vial); Antitoxin (vial); Antitoxin (vial); Antitoxin (vial); Antitoxin (vial). Magic: Wondrous: Heward's handy haversack; Potion: Cure Moderate Wounds; Potion: Cure Moderate Wounds; Potion: Cure Moderate Wounds; Potion: Cure Moderate Wounds; Wondrous: Gloves of Dexterity (+2); Wondrous: Quiver of Ehlonna; Wondrous: Amulet of natural armor (+4). Skills: Hide + 13, Knowledge (arcana) + 6, Knowledge (nature) + 9, Listen + 19, Move Silently + 13, Ride + 10, Search + 9, Spot + 16, Wilderness Lore + 12. Feats: Combat Reflexes, Improved Critical: Longsword, Improved Initiative, Track, Weapon Focus: Longsword, Weapon Focus: Mace, heavy. Spells Known (Rgr --/2/2): ; 1st - Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Resist Energy, Speak with Animals, Summon Nature's Ally I; 2nd - Animal Messenger, Briar Web, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Hold Animal, Owl`s Wisdom, Protection from Elements, Sleep, Snare, Speak with Plants, Summon Nature's Ally II. Spells Prepared (Rgr --/2/2): ; 1st - Entangle, Resist Elements; 2nd - Briar Web, Protection from Elements. His backstory: Left home three years previously upon reaching his Majority (at 18). Decided to strike out on his own, not really interested in either farming or fur trapping. Being headstrong as most young men his age are, he decided to put that ranger training to practical use. So, he joined a small group of adventurers. They’d included a female sorcerer, Sharissa(who became his lover, much to the dismay of the party paladin), the paladin, a cleric of Lathander and another fighter. The party got along pretty good for about a year until either greed or lust got the better of the paladin. One evening while young Kendrick was out gathering food and firewood, he heard a commotion from the area where the camp was. He dropped the firewood he was carrying and ran back to see what was going on. He found the paladin, a malicious look on his face and holding a bloodied blade in one hand, Kendrick’s lover, Sharissa, in the other. While Kendrick looked on in horror, the frenzied paladin took the already bloodied blade and slit the girl’s throat. It was the last thing he ever did as an enraged Kendrick drew his blade and ran at the paladin, murder in his eyes. He killed the paladin in a few quick blows. After that, he swore never to deal with paladins in the same light again, having at the least, mistrust against their kind. As he stood over the dead paladin, he felt a hand on his shoulder, it was the shaken-up cleric. Both looked on at the mangled remains of the party, the rest having been killed by the paladin. The cleric told the still-fuming Kendrick that he’d been away as well when the fight started. They gathered up the party’s stuff, buried the bodies and set off. When they reached the nearest town, Asharenford, the two parted ways. Kendrick’s anger had subsided, but his dislike of paladins still remained. He would only “deal with them” if they did anything like that again to anyone else, especially those who couldn’t defend themselves. |
| rmilsop08-23-03, 01:20 AM | Please peoples, keep posting. I needs to create a new character and I'm stuck for ideas. Although gnome gadgeteer does appeal... |
| ElGrecoETAC08-23-03, 03:14 AM | WARNING... home-made rules apply below. Solaufein Loth'Velve Male Drow Wizard 1/Fighter 5/Bladesinger 10/ Iaijutsu Master 3: CR 21; Medium-size humanoid (Elf); HD 1d4+1 (Wiz) plus 5d10+5 (Ftr) plus 10d8+10 (Bls) plus 2d10+2 (Iai); hp 122; Init +14; Spd 60ft (30ft); AC 30 (touch 24, flat-footed 16); Atk +28/+28/+23/+18/+13 melee (1d8+11/17-20/x2 or sever head, the Even Flow), +24/+19/+14/+9 melee touch (by spell), or +24 ranged touch (by spell); SQ Bladesinger abilities, Drow traits; SR 30; AL N; SV Fort +8, Ref +17, Will +12; Str 22 (18), Dex 23, Con 13, Int 18, Wis 14, Cha 18. Height 5’7”. Skills and Feats: Balance +17, climb +14, concentration +16, craft—weaponsmith +10, Iaijutsu focus +18, intimidate +12, jump +24, knowledge—Arcana +12, perform—dance +9, move silently +16*, scry +10, sense motive +14, Spellcraft +16, and tumble +17; Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Expertise, Improved Critical, Improved Initiative, Mobility, Quick-Draw, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), and Whirlwind Attack. Special Qualities: Solaufein’s strength stat reflects his belt of giant strength +4. Attributes in italics reflect level-based increases. Skills with asterisks reflect that they are granted by an item. Drow Abilities: Dancing lights, darkness, and faerie fire, each once per day as if cast by a 19th-level sorcerer; Darkvision up to 120 feet; spell resistance of 11+character level; +2 racial Will bonus vs. spells and spell-like abilities. Wizard Spells per Day: 3/2 (base DC = 14 + spell level; caster level is 1st): 0—Resistance, Detect Poison, Daze, Light, Ghost Sound, Mage Hand, Arcane Mark, Detect Magick, Read Magick; 1—Protection From Evil, Mage Armour, True Strike, Expeditious Retreat, Jump. Bladesinger Spells per Day: 4/4/3/3 (base DC = 14 + spell level; caster level is 10th): 1—Expeditious Retreat, Jump, Mage Armour, Magick Weapon, Shield, True Strike; 2—Blur, Bull’s Strength, Cat’s Grace, Mirror Image, Protection from Arrows; 3—Displacement, Greater Magick Weapon, Haste, Keen Edge; 4—Dimension Door, Fire Shield, Improved Invisibility, Stoneskin. Possessions: The Even Flow, a +3 Vorpal longsword; bracers of the blinding strike, the Ring of Nine Lives, and boots of Elvenkind and springing/striding. Appearance: Solaufein is unusual for a Drow warrior, in the sense that he walks about publicly with but a single weapon—and with no visible armour. He wears his snow-white hair long, though pleated in interweaving braids, and exudes a very relaxed, capable, and confident demeanor. Above average height for a Drow, Solaufein possesses an athletic build, is somewhat broad-shouldered, and possesses a handsome countenance. His eyes can be either friendly or intimidating, and seem to bore into their target, seemingly able to divine whatever truth they seek. Personality: Solaufein is ordinarily a Drow of few words, preferring instead to listen what others have to say, and waiting for the right moment to interject. He is extremely confident, capable, and fearless to the extreme. He is devoid of arrogance—an unusual trait for one of his folk—and studies every situation from multiple angles, always with a dose of healthy respect for his competition. Solaufein is trying to become a better person (was NE), but the killer’s edge is still honed within him, and it will take some time before he is suited for all of the Dark Maiden’s kindly tenets. History: Solaufein was orphaned at a young age, his father an unknown warrior, probably a mere liaison for his mother, who was a priestess of Lolth. She too died when Solaufein was very young, leaving him to serve as an apprentice-slave to a Nasadran wizard. During his early adolescence, Solaufein managed to flee from this servitude by splashing acid in his master’s face and fleeing the city of Ched Nasad altogether, with a side of grilled Rothe beef and a longsword his only (stolen) possessions. While on the road, he met with a group of fellow runaways, a hodgepodge of a group made up by two young Drow survivors of civil war, an escaped Shield Dwarf slave, and a Svirfnebli illusionist. During their travels, Solaufein found he was handy with the sword, as good as any, he figured, which allowed him to (barely) survive during some tight spots. Still, he would have died in the deadly Underdark, had a Sshamathian mage not arrived while the party was cornered by a band of Hook Horrors. Ordinarily, this mage, Terthias fey’Valthos, would have regarded this as entertainment, but he was amazed to see the unarmoured youth use blade, agility, and the meanest of cantrips to hold one of the formidable monsters back! Curious, Terthias stepped in and easily dispatched the Horror with a barrage of lightning bolts and conjured missiles. (DM's way of bailing the party... ;)) Brooking no argument, he commanded the party to follow him to Sshamath, where, with the backing of the ruling council, effectively bound them to his service for no less than a year. Solaufein he delivered to one Xantharos Darkdancer. This was a renowned member of the city, one of the few Drow who commanded the ancient art of the Bladesong, lost to Lolth’s people since the Crown Wars forced the Ilythiiri underground. Under Xantharos’ stern, sometimes harsh discipline, Solaufein expanded on his natural talent for swordmanship, honing it into something greater and sharper. Xantharos taught him disdain for cumbersome armour, impressing upon him the need for amazing speed and deadly sword-aim. In the meanwhile, Xantharos reinforced this training by sending his protégé out for adventuring expeditions along with his friends--still under Terthias' control--and by hiring him out as a bodyguard or gladiator. It was during this time that Solaufein’s innocence was truly lost, as his respected teacher, the mentor he looked up to, taught him the meaning of being a Drow warrior by showing how little he cared if his student lived or died. Solaufein eventually graduated Xantharos’ tutelage, and likewise he and his friends paid off their debt to Terthias in full; they left the city of Sshamath, never looking back. The city that once held such wonders for him was no different from brutal Ched Nasad now. Sometime less than a year later, he and his friends found themselves in Menzoberranzan. Matron Mother Arillyin Danae was mistress of a lower House, but the even-handedness she treated her people with, her charming demeanor, and her promises of glory were what convinced Solaufein and his friends to throw their lot in with her. He was hired to be a lieutenant—a patrol leader for the House’s soldiery—but his unique skills earned him much favor and respect. Soon, Solaufein found himself responsible for training new recruits, veterans, and the Matron’s sons and daughters as well in the arts of combat. Two years later, House Danae was far more powerful than their lowly rank (#16) indicated. But during this time, Solaufein, in a moment of weakness, allowed the insults of a son of powerful House Duskryn to push him over the edge, leading to a death-duel. The fight was public, and the Matron Mother of House Duskryn raised loud complaints over the murder of her son. Not ready yet to repel an attack from that clan—whose warriors were of comparable quality, but of much greater numbers—Matron Mother Arillyin accepted a deal in which Solaufein was exiled from Menzoberranzan for a period of ten years. Solaufein left, his friends alongside him, renegade once more, but far more feared and wealthy this time around... Allied with a company of Duergar mercenaries searching for plunder to sell to Mantol-Derrith’s bazaar, Solaufein and his friends ran into magickal trouble when the band infiltrated the sanctum of a powerful, insane, and ancient lich. One second all were dodging a firetrap, and then, as he tumbled to the floor, Solaufein could only react with horror as he realized he was brushing another rune… To his luck, the trap was one of teleportation, and Solaufein soon found himself in blinding pain, as he realized he was now on the surface. His eyes afire, his skin burning with tropical heat, Solaufein crawled wretchedly until he found relief in the shade of alien trees, and brush in the form of canes. Little did Solaufein know, but the spell of the powerful lich had sent him to the fabled realms of Kara-Tur… literally on the other side of Toril. (Our Gaming Group was parting ways for a bit, and at for a short time I was the solo player in the campaign) Months passed while Solaufein tried to deal with the piercing sunlight of the Surface. He bordered on starvation, eating a few shrubs and nearby berries, and only occasionally managing to shoot birds with his now miserable aim. Eventually realizing he would not be able to adjust to the light AND ensure his day to day survival, Solaufein tried to make for civilization, fully expecting the worst. He knew he would get a hostile reaction from the average human he would meet—but did not know that Faerun was now thousands of miles away! He did not, however, expect to be treated as a freak—as an untouchable “eta”. His self-respect demanded at least fear, a realization of the terrible heritage the Dark Elves carried with them. These odd and different humans were simply content to look at him as if he was garbage. Though ignorant of their language, their meaning was all too clear. But starving as he was, Solaufein would not be denied the opportunity to at least seek sustenance in this place. Despite strenuous objections on the part of the establishment's owners, he forced his way into a local eatery. A man, obviously a warrior, issued what must have been a challenge, and Solaufein, embittered and angry, accepted in the only way he knew—by drawing his blade and going after him. Over the next few weeks, Solaufein found himself under constant pursuit, as armoured warriors and militia scoured the hills and woods for him. Solaufein could not have known how much trouble he was in. He could not know that non-Samurai in this foreign land were not allowed to bear weapons—let alone challenge their rightful superiors! A few days later, Solaufein’s luck looked as if it had finally run out. A lone swordsman found into his hiding spot, and Solaufein feared that he would call his tormentors to aid him. Astonishingly, though, the lone swordsman put his hand on his sheathed blade, and, inhumanly calmly, assumed a fighting stance. Determined to defend himself, Solaufein crouched and prepared for battle. The stranger came, incredibly fast, faster off the draw than Solaufein imagined possible, but somehow Solaufein managed to barely parry his blow aside. The stranger was surprised, but then his confusion turned to anger. It was obvious from his pantomiming that Solaufein had done the wrong thing, that he should have struck instead of saving himself with the parry. It appeared there were conventions here, rules more important than life and death. But, frustrated that he could not communicate them to Solaufein, the stranger began his attacks anew. For a while they fought, two brilliant swordsmen with vastly different arts, but the stranger was more experienced, and—though old—he moved with a grace that belied his years and exposed lessons even Solaufein had yet to learn. In the end, Solaufein knew fear, for, though he had yet to be seriously injured, he realized the old man had figured almost all of his defensive and offensive routines, and his secret ploys as well. He knew it was only a matter of time before he repeated a technique and the old man wove his blade through it. To his surprise, the old man lowered his guard, sheathed his sword, and bowed. He then indicated that Solaufein should follow him. The two made their way to an isolated, charming compound way up on the hills of the region. It was to become Solaufein’s home for the next two years. Here, the old man and Solaufein learned each other’s languages, and the Drow finished his tutelage. It was a tutelage one could never complete with a mentor in the Underdark. In that society of treachery, revealing all of one’s secrets was inviting death at the hands of a former pupil seeking fame. Tutelage had to be found by oneself in the ring of death. Under the old man, Solaufein learned how to move his blade like lightning; how to split a man in twain in one motion, off the draw; how to bring his force of personality in to the fight, to let his opponent know the fight was over afore it began. It was a good two years, albeit lonely and spartan. But they were good and honest years, and Solaufein knew sadness once more as a magical ring (not listed above) Matron Arillyn had given him flashed and brought him back to the world of the Drow… Ten years had not passed, but House Danae's situation was desperate. The war against Mithril Hall had been a disaster; with ancient Matron Baenre dead, much of the existing status quo had been erased. Triel did not think well of Arillyin as her mother had. Triel was scared of the instability, and was prepared to take large steps to bring order into her teetering city. To this end, Baenre and Del’Armgo sat down together, ancient rivals that they were, and made a list of those who threatened their power, and those who could be tolerated. House Danae was not on the latter list. Nobody could expect what came a-knocking on their gates so soon after, though. The combined forces of House Baenre and Barrison Del’Armgo rolled through Menzoberranzan, armed to the teeth, bashing down the gates of doomed Houses, and offering mercy only to those of no noble blood… Confronted by certain destruction, House Danae shocked Menzoberranzan’s on-looking public by actually making a run for the Underdark… Solaufein fought hard, but was separated from his House's forces. He and a few warriors managed to evade capture, but slowly saw their numbers whittled in the Underdark's wilds. Eventually, only Solaufein made it to the Surface. Shortly after his arrival to the High Forest, Solaufein was approached by priestesses of Eilistraee. Desperate to evade the ever-vigilant Wood Elf patrols and the unceassing waves of human bounty hunters, he accepted their offer of sanctuary. (which made for a good spot for the reunited gaming group to have their characters meet) Currently, Solaufein is undertaking adventures on behalf of the Eilistraeean priestesses, along with a human ranger, a half-elf bard, and a human Knight-errant from Silverymoon. He is largely accepted by his sponsors, who believe in his sincere (if self-questioning) faith in Eilistraee, and also in his imminent change for the better (working toward NG). Similarly, his comrades have learned to trust him, although they are wary of bringing him into too many situations where the efficient killer within might take a hold again. As for the ordinary folk of the North... it will be a while before they are ever taken with him! ;) |
| rmilsop08-23-03, 07:19 AM | very nice there. My favourite character thus far is my wizard, just cos he was LE and everyone thought he was LN, so I could manipulate them all behind the scenes. He spent the whole campaign keeled over and coughing, usually on 3hp or less (even after first level), but in a low powered campaign, the fact that I pumped my int to 18 (used point buy system) meant I could lay the smackdown something chronic. Str: 8 Dex: 11 Con: 8 Int: 18 Wis: 14 Cha: 13 I'm hoping to have a lot of fun with my next character, a gnomish fighter/wizard. No stats as yet, but if I could just get a few opinions on the backstory I whipped up for him that'd be good. Namfoodle was raised in the community of Darkhome. It is a small gnomish outpost (about 862 *BOOM!* …no, make that 861 gnomes) on the fringes of the underdark, founded about two centuries ago. Namfoodle’s parents moved there as part of a political movement, taking his grandparents with them. They are a moderately wealthy family, but live in relative squalor due to their remoteness and bleak surroundings, giving the impression they are of the lower class. As a result of living in the underdark, all gnomes in Darkhome have developed some combat training, and maintain a high degree of readiness against attackers. As a child, Namfoodle was raised mostly in a rugged environment, gaining some skill in surviving in the wilderness. This was most useful when their town was half-eradicated in an unexpected cave collapse (which some say was a result of svirfneblin machinations). This collapse killed hundreds of gnomes, including Namfoodle’s two grandfathers. Namfoodle has 4 older siblings – all sisters – and both of his parents are alive. In this matriarchal family, Namfoodle and his father often find an escape by congregating with the rest of their male relatives – about 5 other cousins, uncles and second-cousins – and telling stories, swapping ideas or just discussing matters. Given that for each other male Burpnoor there are two females, all of the Burpnoor men enjoy this chance to relax. A chance kept secure from their women-folk only by concealing their meeting place with illusions. Despite their sometimes-rocky relations however, they are a close-knit family, known by the general community to be good and fair. This reputation has also been carried far and wide by the fame of Crannispock Burpnoor, a cleric of Gond who was also an ancestor of Burpnoor. Crannispock is known as a cleric who wandered far and wide solving problems via ingenuity rather than brawn – physical or divine. Crannispock often devised mechanical solutions to dilemmas, earning the respect of those in need, the other clerics of Gond, and the rest of the gnomish community. In his youth, Namfoodle was well educated in this, as most of his education focussed on the history of the gnomish peoples. Because of their famous ancestor, the Burpnoor’s have a historical patronage to Gond, however these days they rarely are devout worshippers, more paying lip service than any real devotion. However they are still fanatical craftsmen, always tinkering with new inventions or trying to perfect older ones. It was in this period of his more youthful years (around the age of 30) that Namfoodle made a realisation – all of his creations tended towards the more martial. Whilst not a violent gnome, or even combat-oriented, he could not help but acknowledge that every creation or design of his was focussed on combat of some kind. Disturbed buy this, he took to wandering away from the edges of Darkhome. It was on one such meaner, lost in his thoughts, that he heard a scuffling, scratching noise. Naturally curious, he investigated further, only to be shocked by the discovery of an injured drow! After first convincing the drow that he intended no harm, and then negotiating that the drow would not do him any, Namfoodle found himself assisting the injured dark elf. He crafted a clever brace the drow could use to walk on his injured leg, in return for which the drow offered to teach him something. Insisting he would not be left indebted to “a filthy dirt-grubbing gnome”, the drow bid Namfoodle think on the matter carefully before deciding. Each day, Namfoodle would go and speak to the injured drow while he healed, spending more and more time with him. This meant he developed few close gnomish friends, as he was often distracted or away. Eventually, after conceding that he was possessed of a combative mind, Namfoodle asked the drow to teach him to fight, hoping to rid himself of whatever was driving him to make combat devices. The drow conceded. Although a harsh instructor, Thrylkus (the drow) was very good, teaching Namfoodle how to trick and deceive his foes, as well as how best to fight with two weapons. Now, whilst Namfoodle was learning how to fight, there was unrest in the town of Darkhome. Gracken Leermar was gaining support in his bid for mayor – a bid that had only one policy: Death to the svirfneblin! Gracken had lost his entire family in the cave-in years past, and was convinced that the svirfneblin had caused it. With zealous fervour he preached of their secretive, mysterious ways – what were they hiding? Why not live with the rest of them in safety? Maybe they were making deals with drow and duergar? Whilst the Burpnoors were opposed to this, the wealthier members, who were having their businesses supported by Gracken, mainly controlled the family. Gracken eventually did gain control of Darkhome, but the Burpnoors still refused to accede to his plans to attack the svirfneblin. Namfoodle in particular was avid about this, and spoke publicly about how foolish such a plan was. This earned him the enmity of Gracken (who was as close to being evil as any real gnome can be), who began to harass Namfoodle. Bullyboys would follow him through the streets, and on more than one occasion Namfoodle was forced to run to avoid a bruising. Unfortunately, the bruisers grew wise to this, and laid a trap. They harried Namfoodle through the passages of Darkhome, eventually cornering him. In a fit of fear, Namfoodle released all of his anger and frustration. Combined with the training he had received from Thrylkus, Namfoodle was able to not only defend himself, but slay one of his persecutors. Fearful now for another reason – no gnomish community would ever accept even an accused murderer in their midst – Namfoodle fled Darkhome to seek Thrylkus’ counsel. “Gnome, sometimes there is only one option.” Counselled the drow “Run.” So Namfoodle did. He fled to the surface, where he makes a living as a travelling peddler. |
| Bishop the Bardican08-24-03, 06:36 AM | our high level campaign just retooled to 3.5, so some of us made new characters, although my new guy does not take advantage of many of the changes. psionics are the same as magic in the campaign. ()=magic item effect Eloise Cadrun "Isa" Chaotic Good Female Half-Drow 4 Rogue/12 Savant HP (145) S12 D16 C18 (24) W14 I14 Ch10 R(+16) F(+17) W(+16) AC (27) Initiative +3 Skills: Autohypnosis +10, Concentration (+22), Disable Device +21, Escape Artist +9, Hide +9, Knowlege Psionics +6, Listen +10, Move Silently (+19), Open Lock +22, Psicraft, +17, Search +22, Sense Motive +9, Sleight of Hand +19, Spot +10 Languages: Common, Alzhedo, Elven, Chondathan Feats: Heavy Repeat Crossbow Proficiency, Hide Power, Hide Power, Point Blank Shot, Precise Shot, Psychokinesis Focus, Weapon Finesse Racial and Class Features: Darkvision 60'; +1 Listen, Search, Spot; +2 vs Enchantment, Evasion, Sneak Attack +2d6, Uncanny Dodge, All Psionic Combat Modes *I dropped the +2 Dip, Gather Info for 3.5 Half-Drow. It goes towards balancing the half-elf and half-drow. Attacks: BAB +9/+4; +2 Adamantine Short Sword+14/+9 1d6+3; +3 Frost Heavy Repeating Crossbow +15/+10 1d10+3 +1d6 cold; Touch and Ranged Touch +12 Psionics: Power Points 63, Free Talents 15 Talents: Far Hand, Detect Psionics, Know Direction, Burst, Missive, Float, Catfall, Finger of Fire 1st: Control Object, Feather Fall, Call Weaponry, Identify 2nd: Invisibility, Body Adjustment, Burning Ray, See Invisibility 3rd: Cone of Sound, Negate Psionics, Fly 4th: Mass Concussion, Inertial Barrier, Telekinesis 5th: Clairtangency, Teleport 6th: Disintegrate Posessions: +6 Amulet of Heath, +4 Ring of Protection, Ring of Sustenance, +5 Improved Silent Moves Chain Shirt, Masterwork Thief's Tools, +5 Cloak of Resistance, Backpack, 50 masterwork bolts, Crystal Capacitor 5 Appearance: 5'6" 104 lb 35 years old black skin blue eyes long white hair braided and wrapped into an elaborate, tight bun mostly human facial features with slightly larger eyes and pointier ears oiled and black cord-wrapped chain shirt black padded wool and leather miner's pants (stained and in need of some stitching) black med-weight boots very dark purple hooded cloak Background: Eloise's parents were adventurers who fell pasionately in love with eachother. Her mother, Osmalad Herbukul (CN Drow Rogue/Enchanter/Arcane Trickster), a conwoman and master trapmaker, had been forced from her home in the Underdark when the slow encroachment of lava runoff destroyed her childhood home. Osmalad made her way to the surface and eventually befriended an adventuring party. One member in particular took to the enchanting drow. A Tethyrian knight with genetic psionic abilities (CG Human Savant/Fighter) named Tag Curan shared her love of easy money and the nomadic life of an adventurer. Almost immediately, they became lovers. A few years later, they became pregnant with Isa and took the wealth they had plundered to Calimport to make a home and live the good life. After Isa's birth Tag and Osmalad opened a business making the finest traps for home defence. By far their most popular item was an almost indetectable Suggestion trap that sent the intruder to the closest guardsmen to confess his crimes. Tag worked as the face and salesman of the store while Osmalad built the traps. For fifteen years this was Isa's life, helping in the store, Chondathan lessons with her father, Elven with her mother. She developed no skill for building the shop's wares but showed an uncanny ability to take them apart. Then, everything started to fall apart. Osmalad began to get restless. She would use the knowledge she had to break into the homes of her own customers. Eventually, one of them used divination magic to learn the identity of the thief, and Isa's mother became an outlaw. Tag left Isa with relatives in Tethyr and went in search of Osmalad. Isa did not adjust to the rural life and soon ran away to Calimport to live as a street urchin and thief. She managed to keep the good nature of her father while maintaining the reputation necessary to operate in Calimport's underworld. Seven years after he had left, Tag returned to find his daughter. He had searched the Realms and a few of the planes but had not been able to find Osmalad. Father and daughter eventually reconciled, and Tag began instructing Isa in the use of her psionic abilities. She blended this hereditary gift with her technological knack and thieving abilities into a career as a stealthy adventurer in the North. Her father, defeated after never finding his wife and lonely from the departure of his daughter, fell into bad health and died two years ago. Isa still does not know. Hope you like her. |
| keldor08-28-03, 08:43 AM | Most of these backstories are so trite they make me want to puke. So many handsome types with eyes that [insert red glow, menacing gaze, etc. etc.]... orphans tragically ripped from their mothers' breasts, sons/daughters from wealthy backgrounds who shun a life of easy living to do good in the world...bletch! rmilsop - writing an elaborate backstory for a new character should be pointless if your campaign has a modicum of believability about it. Most plebs get wasted on their first outing. If you can guarantee that he won't die early, then something's wrong with the way you're playing - but hey, if you like it that way then good luck to you! I wouldn't, however, expect much in the way of good ideas judging from the contributions here so far. My advice would be to try to keep it real. If you give yourself a wealthy family and famous relatives it smacks of wanting 'something to fall back on' in times of need - which runs contrary to the traditional notion of heroes. These can also detract from your own character. As for such obvious contrivances as coming across a wounded drow, well this is just soooo Salvatore! It's rubbish and unbelievable. That drow would have killed your pleb at the first opportunity he got - even if to do so would have meant he himself didn't survive. Drizzt is meant to be utterly unique - as are any drow even remotely of his ilk. I admit it's hard to develop good character backgrounds but there's a sure fire way to do it - through adventuring. Go on adventures and see what happens. Let your gaming decisions guide your ideas. For example, my Gargantuan Ironfist was rolled up with a huge strength score. I loved this and played to his strengths which ultimately shaped his character for me. When he was around 5th level I had his basic personality down to a tee and began to think about his origins. I thought about his name - no way would any child be named Gargantuan Ironfist! So it was clear this name was assumed. Now why would anyone assume any name? Because their real name sounds stupid? Is he ashamed of it? Has he got insecurities and wants to sound 'cool'? If I wanted to go cheesy, I could have made him the secret bastard son of 'good' king Hobnob etc. etc. the secret lost heir of a kingdom...which people will think you copied from Tolkien or the like. But I tried to be real. So there's my two cents. |
| Masakado08-28-03, 09:03 AM | Originally posted by keldor Most of these backstories are so trite they make me want to puke. orphans tragically ripped from their mothers' breasts, So, the backstory of all of the Seven Sisters makes you sick.. Originally posted by keldor sons/daughters from wealthy backgrounds who shun a life of easy living to do good in the world...bletch!, As does Elaine Cunningham's character, Danilo Thann. Give me a break.. There's nothing wrong with tbe backstories of the PC's on this thread. :rolleyes: Being an adventurer is an atypical profession, therefore most have atypical origins. There's also nothing wrong with wanting your hero to be physically attractive. Not all of mine are (my 2ed wizard was a recovering leper who stayed robed & bandaged), but I'm not going to shovel dirt on the person that feels the need to play a hero who looks heroic. There are my two cents worth. Anyone else want to contribute another PC, or are we gonna nitpick from here on out? |
| keldor08-28-03, 10:09 AM | [QUOTE]Originally posted by Masakado [B]So, the backstory of all of the Seven Sisters makes you sick.. - I don't know their back stories - if I read them, maybe they _would_ make me sick; after all, not all professional writers are good. As does Elaine Cunningham's character, Danilo Thann. - Again, never heard of either her or her character. Give me a break.. There's nothing wrong with tbe backstories of the PC's on this thread. :rolleyes: - Obviously I disagree. Being an adventurer is an atypical profession, therefore most have atypical origins. - absolutely, but that doesn't mean they all have to be atypical in the same way! There's also nothing wrong with wanting your hero to be physically attractive. Not all of mine are (my 2ed wizard was a recovering leper who stayed robed & bandaged), but I'm not going to shovel dirt on the person that feels the need to play a hero who looks heroic. - absolutely, but I've yet to see any example of the more common, realistically charismatic characters here. I can only comment on those I've seen. BTW, the poster was looking for some guidance which was why I made this comment; it was an effort to illustrate where character backstories often fall into the trap of the hackneyed, threadbare cliche. Take a look at this: "Byron is a rather homely man in his early fifties with blonde hair, which in the right light is mostly gray, and somber, dark brown eyes. He is always impeccably neat, dressing in simple, yet expensive clothes. Byron’s mount is an albino horse named War Medallion. The steed has an ivory coat and silvery white mane. War Medallion stands almost six feet tall and weighs a full ton. For all his strength and size however, War Medallion is a gentle, composed creature; he is only aggressive when defending Byron or when ordered by his master to attack a target." Appearance can't be normal...has to have 'special' hair that changes colour by the light. Can't dress normally (but oh so simple - a little touch to imply how 'grounded' he is; bleh!) Nor can it be a normal horse! It has to be a Shadowfax clone that weighs a 'full ton'. Oh please. |
| Masakado08-28-03, 10:40 AM | Originally posted by keldor I don't know their back stories - if I read them, maybe they _would_ make me sick; after all, not all professional writers are good. You're posting on the FR board, yet you say that you're not familiar with the Seven Sisters (Alustriel, Dove Falconhand, The Simbul, etc.) Are you sure you play in the FR setting? Originally posted by keldor - Again, never heard of either her or her character. Understandable. Not all of us read the FR novels. Originally posted by keldor - absolutely, but that doesn't mean they all have to be atypical in the same way! They are all unique to the particular campaigns. I don't recall the posters of this thread stating that they all collaborated on the backstories of their PC's so that every one would sound the same. Orphans who become heroes is a popular origin. Nothing wrong with it. King Arthur was an orphan. Originally posted by keldor Nor can it be a normal horse! It has to be a Shadowfax clone that weighs a 'full ton'. Oh please. Tolkein didn't invent the "special horse," nor did he invent the "crotchety old wizard." Shadowfax is as much an archetype as any other special mount, and just like them, finds it's origins in mythological accounts of magical mounts (Pegasus, Sleipnir, etc.) War Medallion cannot be a clone of Shadowfax, because Shadowfax is a clone of some other wonderous mount. What's your point? If the horse is supposed to be a special creature, like a paladin's summoned warhorse, there's nothing wrong with giving it qualities that make it stand out from normal mounts. By your "Only Gandalf Can Have A Special White Horse" logic, I suppose that makes the Lone Ranger's horse, Silver, a Shadowfax clone.. :rolleyes: As far as the clothes go, the guy is obviously a flashy dresser in order to compensate for the fact that he's not outstandingly attractive. That happens in real life, so what's your beef about the inclusion of a realistic psychological trait? |
| keldor08-28-03, 11:09 AM | [QUOTE]Originally posted by Masakado [B]You're posting on the FR board, yet you say that you're not familiar with the Seven Sisters (Alustriel, Dove Falconhand, The Simbul, etc.) Are you sure you play in the FR setting? I've heard of them, sure. I just said I didn't know that much of their backgrounds. I happen to think they are a fairly unappealing bunch in terms of character appeal - I mean, we have the Seven Sisters train station don't we (we in the UK); and where did they get _that_ name from? They are all unique to the particular campaigns. -so you assume. They don't sound unique to me. I don't recall the posters of this thread stating that they all collaborated on the backstories of their PC's so that every one would sound the same. - they _didn't_ say they did. Are you missing my point entirely? Orphans who become heroes is a popular origin. Nothing wrong with it. - not if you aren't sick of it! Bah. You can argue that Gandalf is a Merlin clone. _ I would argue that you _couldn't_! Gandalf is nothing like Merlin. Tolkein didn't invent the "special horse," nor did he invent the "crotchety old wizard."What's your point? Shadowfax was clearly a leader among horses that Gandalf 'stole' from king Theoden! It makes sense that a king of a kingdom famous for rearing horses would have at least one fabulous horse. That Gandalf 'bonded' with it is no surprise because Gandalf is no usual character. He isn't even human and has remarkable powers. What's my point? That people writing up their own characters as if they were as powerful or important when they are actually starting out is unimaginative and so common it's trite. Also, I'd be interested to hear you cite a pre-Tolkien crotchety old wizard (not that this is an accurate description of Gandalf!) "If the horse is supposed to be a special creature, like a paladin's summoned warhorse, there's nothing wrong with giving it qualities that make it stand out from normal mounts." - It's _not_ a special creature! It's _specially_ bonded to the paladin. Thus, it comes off as sounding trite. I find myself trying to explain criticism here but this is a much-maligned and misunderstood field anyway, so really there's little point bothering. "As far as the clothes go, the guy is obviously a flashy dresser in order to compensate for the fact that he's not outstandingly attractive." - it's the _way_ that this is done that I find fault with. It's simply unimaginative. "That happens in real life, so what's your beef about the inclusion of a realistic psychological trait?" - the way someone dresses is not a psychological trait. You read that into it (unless it's your character - I didn't check). |
| Masakado08-28-03, 11:16 AM | Merlin & Gandalf: - Both claim to be wizards, but do not indulge in grandiose magic unless you press them. - Both advise gentlemen that wind up being kings. - Both have otherworldly origins (Gandalf is a celestial Vanir, while Merlin is Feytouched) - Both are British origin characters (Had to throw that in since you're from the UK) Shall I go on, Keldor? I hate to break this to you, but novels not withstanding, Gandalf is "Merlin For A New Generation." the way someone dresses is not a psychological trait Yes it is, or at least it can be if it's making up for someone else. Some punkers don't color their hair blue because they like the color blue, you know. It's an outward extension of their feelings of being different, or their desire to be different. |
| keldor08-28-03, 11:42 AM | [QUOTE]Originally posted by Masakado [B]Merlin & Gandalf: "Both claim to be wizards, but do not indulge in grandiose magic unless you press them". - This is getting tiresome. Gandalf WAS a wizard; Merlin only claimed to be. No one pressed Gandalf to do his fire magic at the party, nor to do the watery horses at Rivendell to name but two examples; whether either of these was 'grandiose' is a moot point but no one else was doing _any_ such thing, so one could argue that they were _plenty_ grandiose! Merlin was mythological; Gandalf is entirely fictional. Merlin advised _one_ king; Gandalf advised all and sundry - including several kings. If the film 'Excaliber' was 'accurate', Merlin's appearance, manner and dress looked nothing like that of Gandalf. "Both have otherworldly origins (Gandalf is a celestial Vanir, while Merlin is Feytouched" - You might be right here; my knowledge of Arthurian legends is not great. However, I've read the Silmarillion and as I recall Gandalf was one of the five Istari so I don't know where you pulled 'celestial Vanir' from! "Shall I go on, Keldor?" - please do (but don't expect a response!). [refering to the way a person dresses as being a psychological trait] "Yes it is, or at least it can be if it's making up for someone else. Some punkers don't color their hair blue because they like the color blue, you know. It's an outward extension of their feelings of being different, or their desire to be different." - Sorry but you're just plain wrong. It is arguably a reflection of a psychological trait but isn't one per se. |
| louissan08-28-03, 11:53 AM | I'm not taking sides, keldor, but : This is getting tiresome. Gandalf WAS a wizard; Merlin only claimed to be. No one pressed Gandalf to do his fire magic at the party, nor to do the watery horses at Rivendell to name but two examples; whether either of these was 'grandiose' is a moot point but no one else was doing _any_ such thing, so one could argue that they were _plenty_ grandiose! Merlin was mythological; Gandalf is entirely fictional. Merlin advised _one_ king; Gandalf advised all and sundry - including several kings. If the film 'Excaliber' was 'accurate', Merlin's appearance, manner and dress looked nothing like that of Gandalf. Saying that Gandalf is a wizard, well, is subject to caution. After all, all his powers are granted by the Vanya. The masteries of the world's elements (i.e., selfish magic) is for Sauron and his dread master (read the second part of Faust for this ... very good reading). Appearance is not the point, imho. Only an example. Boorman was actually not quite accurate when shooting the film. Granted, it's very nice, but the metal plaque on top of Merlin's head is far out :D The point is: they DO share common points (read above). Whether one or both advise one king or a hundred does not matter - but they DO advise. Flashy magic? Well Merlin, after all, is able to cast the supreme spell and lives on top of a tree ... So? Gandalf = cleric? Merlin = druid? Who cares? They just 'feel' the same (at least a bit). I think this is what Masakado was after. Anyway, my 2 € cents :) Cheers and cool down :) |
| keldor08-28-03, 12:05 PM | louissan, did you mean _Saruman_ and his dread master? There is no way that calling Gandalf a wizard is subject to caution. He is cited as a wizard throughout Tolkien's works (not only TLOTR). You mustn't assume that this means the same as it does in other fantasy realms. Certainly he wasn't a wizard in the same way Harry Potter is, for example. Potter is the _archetypal_ wizard while Gandalf could be said to 'merely' posses supernatural powers and/or magical items; it's interesting to me that most of his powers were fire oriented and as such could come entirely from Narya (one of the three rings). I think appearance is very much a part of the point if the argument is whether Tolkien copied Merlin when he made up Gandalf. |
| Masakado08-28-03, 12:06 PM | Originally posted by keldor - This is getting tiresome. Gandalf WAS a wizard; Merlin only claimed to be. Other than semantics, what's the difference? Both were capable of wielding supernatural abilites that mortals could not duplicate. Both were wizards, per se. Arguably, neither one of them were wizards as most of their abilities were directly linked to nature, making them almost like druids.. And Gandalf's exorcism of Saruman's influence from King Théoden is kinda cleric-like, eh? Originally posted by keldor If the film 'Excaliber' was 'accurate', Merlin's appearance, manner and dress looked nothing like that of Gandalf. Now you have blinders on. Both are depicted as per the "gruff, crotchety, wizard" archetype. Ian McKellan practically channels Nicol Williamson in his portrayal as Gandalf. Appearance wise, they are not similar, as Merlin has always been depicted as more druid-like in his dress. Originally posted by keldor - You might be right here; my knowledge of Arthurian legends is not great. However, I've read the Silmarillion and as I recall Gandalf was one of the five Istari so I don't know where you pulled 'celestial Vanir' from! My apologies. Gandalf is an Istari, but my point still stands, as do my other points about the "remarkable similarities" of both Gandalf and Merlin. Originally posted by keldor - please do (but don't expect a response!). Keep this promise & we can get this thread back on track... Originally posted by keldor - Sorry but you're just plain wrong. It is arguably a reflection of a psychological trait but isn't one per se. It isn't arguably a psychological trait, it is a psychological trait. If you want to be part of a scene, you wear the uniform of the scene. If you're not an outstandingly attractive person, you make up for it by wearing nice clothes, driving a nice care, etc. This is Psi 101 When you're at the library brushing up on your Arthurian legends, stop by the reference section & pick up some Jung and Freud. |
| Masakado08-28-03, 12:10 PM | Originally posted by louissan So? Gandalf = cleric? Merlin = druid? Who cares? They just 'feel' the same (at least a bit). I think this is what Masakado was after. Precisely. Thank you for eloquently stating in a few short blurbs what I could not in a rambling sermon. |
| keldor08-28-03, 12:25 PM | Now you have blinders on. "Both are depicted as per the "gruff, crotchety, wizard" archetype. Ian McKellan practically channels Nicol Williamson in his portrayal as Gandalf." - I'm talking about whether Tolkien 'copied' Merlin when he _wrote_ Gandalf, not whether Ian McKellen copied him when he acted in a movie! "Keep this promise & we can get this thread back on track..." - I made no promise - it's the little things you miss, isn't it? I've been trying to illustrate that it is _you_ who are off-track when you senselessly try to argue that Gandalf was copied from Merlin. As you admit, appearance-wise they are not similar; since we are arguing about how to write convincing back stories that don't appear to be rip-offs of others' characters, it is unfair to ignore that Gandalf doesn't look anything like Merlin (nor indeed, act like him)! "It isn't arguably a psychological trait, it is a psychological trait." "When you're at the library brushing up on your Arthurian legends, stop by the reference section & pick up some Jung and Freud." - you are insulting my intelligence. If Freud or Jung have written that clothing is a psychological trait then they are less intellectually brilliant than is commonly thought. A psychological trait is a characteristic of the _mind_. Clothes are not characteristics of the mind - full stop. What a person wears may or may not reflect his state of mind. I suggest _you_ merely check any common English dictionary before you refer me to improve my education! |
| Ivarrius08-28-03, 12:27 PM | would have to say that Gandalf is a combo of classes, should you translate him to DnD. Here is what I would assume. Clr2/Wiz10/Loremaster10 with a Chosen template added when he returns (in the two towers) |
| Masakado08-28-03, 12:41 PM | Originally posted by keldor Now you have blinders on. - I'm talking about whether Tolkien 'copied' Merlin when he _wrote_ Gandalf, not whether Ian McKellen copied him when he acted in a movie! Your basis for Merlin's behavior and manner of dress was the movie, Excalibur. I used other movies (the two Lord of the Rings films) to show that Gandalf & Merlin were similar in mannerism. Which they were. Gandalf's behavior in the novels isn't terribly far removed from the movie depiction, therefore the literary depiction between Merlin & Gandalf are also similar. Which they are. Originally posted by keldor As you admit, appearance-wise they are not similar; since we are arguing about how to write convincing back stories that don't appear to be rip-offs of others' characters, it is unfair to ignore that Gandalf doesn't look anything like Merlin (nor indeed, act like him)! As far as their respective depictions in Excalibur and the various Lord of the Rings films go, Merlin & Gandalf are quite different. In most artistic renderings, they are nearly identical; both being depicted as grey-bearded men in the typical wizardly, archetypical dress. Complete with gnarled, oak staves, no less... Disney even stuck the wizardly pointed hat on Merlin in The Sword & The Stone. Originally posted by keldor - you are insulting my intelligence. If Freud or Jung have written that clothing is a psychological trait then they are less intellectually brilliant than is commonly thought. A psychological trait is a characteristic of the _mind_. Clothes are not characteristics of the mind - full stop. What a person wears may or may not reflect his state of mind. Inner feelings can manifest themselves in outward appearance, including manner of dress. Manner of dress can also reflect the need for acceptance, or can be a statement of rebellion. Psi 101. My apologies if you interpreted my other comments as an insult. I did not intend them to be. Naturally, my opinion of your psych skills is my opinion, and my opinion + five cents will not get you a cup of coffee in some places. I claim to be many things, but infallible ain't one of 'em. Is anyone else going to contribute any more stats? I'll get the ones for my Aasimar fighter if I can find them. I think my char stats are over at the DM's apartment. |
| Azuresabre08-28-03, 02:22 PM | Pardon my 2 cents here, but isn't this post supposed to be about peoples favorite PC's? So unless the people involved in this little side track of "Wizard" bashing has actually played as one of aforementioned characters please take it somewhere else. Now for my favorite PC. Now keep in mind I still play 2ed. Celcia' Burndett A.K.A: Whisper Female Gold Elf, NG, 12th lvl Mage/ 8th lvl Psi. S:13 I:21 W:17 C: 15 D:18 CH:18 While at first glance she looks like a uber PC I stated out with most of these stats. the only thing that changed was her intelligence which started out as a 18 and her charisma which stated out as a 14. So as you can probably imagine she has a huge superiority complex. I love my stat dice. And a deck of many thing's, Manual's are pretty cool to. Whisper started out (1st lvl.) as a mage from a whole family of wizards and cleric's, on her journey to visit her brother in Waterdeep she was sent a sending from Evereska by her mother telling her that a man was inquiring for a new apprentice. And he would interview her in Waterdeep if she wanted. So she said she would meet him. Well in the time it took her to get to Waterdeep we (the group) had already formed. And was approaching 3rd level average. So when we got to Waterdeep she met the wizard, a human to her dismay. Humans in her opinion are vastly inferior to Elves. But he showed her a few thing's that he could teach her and she signed up with him. He joined our group as a NPC,( kinda like the whole Gandalf thing with the fellowship) and he showed her some spells and taught her to sling some more powerful magic and grew to (5th level under his guidance) a mage of untold potential. After he left the party, and forever changing her view's of humans, to find another apprentice word of his death at the hands of a Cyricist reached her and her companions while staying in Arabel. So they went north to find his killer and avenge his death. He had pulled the party butt's out of the fire once to often and had been a father figure to most of the group for over 3 years. When they finally tracked the bad guy down they found out that he was a "chosen" of the mad god. And a horrible fight took place between the "Sparrowhawks" (our group name) and the undead minion's and cultist's of cyric. We killed the cultist and all the undead, we had the chosen on ropes and he was about to flee when a avatar of Cyric appeared in the form of the "chosen" And just started whipping the group, who by this time was 7th level average. Well Whisper called out to Mystra to help her friends because she out of spells from the fight with the "chosen" minion's and was pretty ineffective a fighter. Mytsra heard her, and with her hatered of Cyric sent a porton of her essence in to Whisper, and she became a Avatar of the goddess of magic. Alas the power was to much for her mortal body to hold and after she emptied a huge burst of silverfire into Cyric, which destroyed the body he was inhabiting, she died. Mystra took pity on her though, and brung her back from the dead. For her valor she gifted her with "wizard sight"at will, "Detect magic" at will, a +2 to her intelligence, and made her a representive of Mystra. what that last part means is with her abilites she can know who has the potential to become a mage and who cannot and also gage the power of someone alredady a mage. So her and companions have taken up doing the same thing her master had done, taking a young person and teach them magic. And bring them on her journey's with them. She has jumped sphere's from FR, to Council of Wyrm's. Where she has had her Psionic Potential unlocked, she helped stopped a up raising of vassal's. And reside's in Evereska with her family and Friend's and her newest apprentice a half-elven nephew who is a fighter/ mage, just like his father, Whisper's brother. She has studied magic with some of the greatest wizards in the Realms among them Kelban Arunson, The Simbul, and Alusterial. Along with a few red wizard's who she later killed for being evil. She just wanted to learn there magic. Magic Items: Armor: +1 Elven chainmail, A cloak of Displacement, and boots of speed, Amulet of Magic Resistance (25% 1st thru 9th level spells) Weapons: +1 Handcrossbow (w/ poison darts Ty:E), a +2 shortsword of lifestealing, Mervic's dagger (A +5 weapon with some cool magical abilites), a Staff of the Magi, And a +2 dagger of throwing. Misc. Magic: Ring of regeneration, Ring of spell turning, Ring of water walking, Ring of wizardy the doubles all 1st-3rd level spells, Earring's of Spell storing (her own special item), Various wand and rods, A Talisman of the Sphere, Gloves of missile snaring, Robes of Feather falling/ flying, a Blanket of warmth, a Bag of holding 1500 lbs., Book of the planes (allows her to study ways to go to other planes at will, so far she has only mastered Astral and Ethereal),a crap load of scrolls and other odds and ends. Spells: 1st:8, 2nd:8, 3rd:8, 4th:3, 5th:2 6th:1. Has 100 P.S.P's ----------------------------------------------------------------------------------- The Sparrowhawks: Corsen Forgehammer: Male Dwarf 12th lvl. Cleric of Clageddin, Loar Starsinger: Male Moon Elf 10 lvl. Ranger, Tomas Rumguzzler: Male Halfling 10th lvl Thief, Paige of Suzail : Female Half-elf 8th lvl fighter/ 8th lvl. thief, Jarred of Daggerdale: Male Human 10 lvl. fighter. Whisper: Female Gold Elf 12th lvl. mage/ 8th lvl. Psi, Gilly of Ilmater: Male Human 13th lvl. Specility Priest of Ilmater, Lorvin Starduster: Male Half-Elf 3rd lvl. Fighter/ 3rd lvl. Mage (Whisper's apprentice). |
| Masakado08-28-03, 03:10 PM | Originally posted by Azuresabre Pardon my 2 cents here, but isn't this post supposed to be about peoples favorite PC's? So unless the people involved in this little side track of "Wizard" bashing has actually played as one of aforementioned characters please take it somewhere else. Your righteous fury is duly noted. As I previously noted in my "wizard bashings," it's been my intent to get more stats on this thread, so here we go: Miradin Wyndamere 1st level version as played by Josh Johnson Male Lightfoot Halfling Rog1 Alignment: Neutral Good Patron Deity: Brandobaris S: 12 I:14 W:13 D:17 C:12 CH: 10 Skills: Hide +11, Move Silently +7, Disguise +2, Disable Device, Open Locks +7, Climb +6, Search +6, Listen +6, Spot +6, Use Magical Device +3 Sneak Attack (+1d6) Feats: Stealthy (as per FRCS) Possessions: Well oiled set of leather armor, sling + 20 bullets, one silvered Halfling Skiprock, three daggers, thieves tools, various articles of stolen clothing to provide disguises. Appearance: Miradin is a non-descript Hin with no remarkable physical characteristics. His hair is chestnut brown and his eyes are hazel. He has been known to disguise himself as a muddy-faced human child, a wandering pilgrim, and a merchant while casing his marks. Background: Miradin's calm exterior hides his rage rather well. Miradin does not subscribe to the normal Hin philosophy that "rogues are re-distributors of wealth." He is all too aware of the fact that he steals in order to finance his travels. His friends have a knack for affectionately ribbing him about his stature. The Hin pretends to be good natured about this, but secretly hates it, and is not above double-knotting bootlaces or slitting waterskins in order to silently show his displeasure. He absolutely despises his nickname, "Puck," and refuses to answer to it. He pretends that he's daydreaming until he's either addressed by his real first name, or until someone shouts. Story: Miradin was the son of a captain of a Lurien Outrider militia, and his mother was a druid in the service of Sheela Peryoyl. His grandfather is a Grandmaster of the Hin Fist order. Miradin did not share his father's philosophy on military service, and instead, fell into cahoots with his uncle, a retired re-distributor of wealth named Ombert. Miradin learned the tricks of the Rogue's trade rather quickly. Unfortunately, Ombert's motives were not noble. In secret, Ombert was a wererat in the service of a local clan of the People of the Black Blood, led by a murderous Ghostwise Hin druid werebadger named Thorn. Ombert's true plan was to eventually turn his nephew into a wererat, whom he would then send to infect his father, and ultimately, have an agent inside of the militia. Eventually Ombert's duplicity was discovered by Miradin's father & mother, but not after Ombert (with Thorn's aid) killed them both. Ombert was, in turn, slain by Miradin's grandfather, but Thorn escaped, and still plots against the good folk of Lurien in the present day. Disenchanted, Miradin set off for the lands of the tall folk in order to, apparently, put the events of his parent's death behind him. However, what Miradin desires most, is the death of Thorn, and he knows that Thorn will most certainly kill him at his present stage of expertise. When Miradin feels that he is ready, he'll return home to finally settle his score with Thorn. The Hin Rogue's most prized possession is a Halfling Skiprock made of silver which belonged to his father. Eventually, Miradin muses, it will find it's way to Thorn's black heart. Miradin's closest friend in the land of the tall folk is an Aasimar fighter, and devout Selunite, by the name of Airik Moonshadow. Like Miradin, Airik has an intense dislike for evil lycanthropes, and Miradin hopes that one day soon, the Hin will be able to slay Thorn, and honor the spirits of his parents. Until then, Miradin is content to wander the lands of the tall folk with his friends, cut purse strings, and feast on mutton, roasted parsnips, and Elven wine. |
| louissan08-28-03, 04:02 PM | phew, back on track :D Let's hear about your PCs, people :) |
| Archmage08-28-03, 04:59 PM | Well, here's mine, a sun elf wizard who I started playing back in 1995. I retired him when he reached 20th-level (he was the only of his adventuring group to survive the Tomb of Horrors) and converted him at the beginning of 3rd Edition (thus his stats may look outdated, or just plain wrong due to things I forgot). Still, he was my first and favorite character. KELANETH STARYM Male elf (Wiz15/Acm5) CR 20; Medium size humanoid (5ft. 10in. tall); HD 15d4+15 + 5d4+5; hp 96; Init +8 (Dex, Improved Initiative); Spd 30ft; AC 27 (Dex/ring/bracers); Atk +9/+4 melee (1d8+4/crit 19-20/x2; faervian); SA spells; SQ racial abilities, archmage special abilities; AL NG; SV Fort +16, Ref +21, Will +25; Str 10, Dex 19, Con 12, Int 20, Wis 17, Cha 16 Skills: Alchemy +10, Concentration +20, Knowledge (ancient history) +13, Knowledge (arcana) +20, Knowledge (religion) +18, Listen +3, Move Silently +3, Perform (flute, harp, storytelling) +3, Profession (sage) +14, Scry +20, Spellcraft +20, Spot +3 Archmage Powers: Arcane Reach, Arcane Fire, Mastery of Elements, Mastery of Shaping, Spell Power +3 Feats: Combat Casting, Craft Wondrous Item, Extend Spell, Improved Initiative, Lightning Reflexes, Persistent Spell, Scribe Scroll, Skill Focus (spellcraft), Spellcasting Prodigy, Spell Focus (Divination), Spell Focus (Enchantment) Possessions: bag of holding, boots of elvenkind, +8 bracers of armor, faervian*, 2 potions of cure serious wounds, +5 ring of protection, ring of wizardry IV, scroll of dweomerbanish, scroll of Mystra’s unraveling, wand of hold monster, wand of lightning Wizard Spells: 4/6/6/5/9/5/4/3/3/2 (Base DC 19 (21 for Divinations and Enchantments) +spell level) *Faervian is one of the legendary baneblades of Demron of fallen Myth Drannor. It's powers remain essentially unchanged from those presented in FoMD. Appearance: Kelaneth is strikingly handsome gold elf with sleek silver hair, gleaming amber eyes, and light, creamy skin. He generally does not wear wizard's robes, preferring instead functional clothes, such as a dark blue tunic with white sleeves and pants, brown leather half-gloves and boots, and a red cloak. History: Kelaneth was born a Starym on the Isle of Evermeet. However, from his childhood, he always knew he was different from his insufferably arrogant and superior family as he held none of their prejudices, and respected everyone pretty much equally (even the non-elves his family so despised!). After learning much magic from the wizards of Evermeet, Kelaneth made his way to the Western Heartlands, where he joined the Company of the Moon Riders, a powerful adventuring group with whom he had many adventures of which most are still sung about in bard's tales. (Note that Kelaneth is the only surviving member of the group today). After reaching archmage status, Kelaneth retired to the High Forest, where, after reaching an agreement with Turlang to provide magical firepower and defense for the forest, he built his wondrous wizard-tower and opened its doors to a select few students of all races of his choosing. They live in complete harmony with nature in the forest, and craft useful magics for the aid of all who dwell in the High Forest. Motivations/Goals: Kelaneth primarily wants 3 things: 1) to live in peace (although with orcs being what they are, this is not always possible), 2) to study magic and craft spells and magical items, 3) to train apprentices who will use their magic for the good of all. |
| Masakado08-28-03, 06:58 PM | Berendas Forlani 1st level version as played by Rick Carlisle Male Human Wiz1 Alignment: Lawful Neutral Patron Deity: Azuth S: 11 I:18 W:10 D:12 C:13 CH:12 Skills: Spellcraft +4, Knowledge (Arcana) +4, Concentration +4, Alchemy +2, Scry +2, Hide +2, Knowledge (Local - Halruaa) +2 Feats: Magical Training (as per FRCS), Spellcasting Prodigy (as per FRCS), Summon Familiar, Scribe Scroll Spells Known: 0 - Level: Read Magic, Detect Magic, Electric Jolt (MoF), Mending The Magical Training feat allows Berendas to cast Daze, Dancing Lights, and Mage Hand once each per day. 1 - Level: Magic Missile, Mage Armor Possessions: Traveler's outfit, quarterstaff, 1 Thunderstone, 1 Tanglefoot Bag, Various & Sundry Adventuring Equipment Appearance: Berendas' scholarly appearance hides the fact that he is a seasoned traveler. However, he is far from being a seasoned adventurer. He is moderately built, if not a bit on the thin side, and his features are mildly handsome, but he is not devastatingly good looking by any stretch of the imagination. His hair is black and the sparkle in his grey-green eyes betray his considerable intellect. Berendas prefers to dress in a typically wizardly fashion (neat & tidy) in order to drive home the fact that he hails from, arguably, the most magical country on the face of Faerun. Background: If anything, Berendas is not as annoying as his traveling companion, Sha'ura, but he does tend to rattle one's nerves with his hometown pride. When he introduces himself, there is sometimes an awkward moment of silence, while Berendas gives the person a few moments to place where they've heard his name from. Those who have not heard of the Forlani family name are in for at least a three-hour discussion designed to bring them up to speed. Berendas is very gifted in the use of magic and very knowledgable in general magical lore. His friends are appreciative of these talents, but wish that Berendas would tone down his self-realization of his boon. Story: Berendas is the son of Halruaan nobles. The Forlani family is quite well known within the boundaries of the mysterious, mage-run country. Berendas is currently wandering about as powerful wizards sometimes do, studying "foreign magic" while professing the virtues of Halruaan magic to any that care to listen. One day, while looking over old texts in Calimport, he professed his magical superiority to a Fire Genasi who nearly called him out to a mageduel on the spot. Several guards took noticed, which caused the pair to stick to the spoken word in ironing out their differences. The Genasi's name was Sha'ura, and the two would later become friends. While traveling through Cormyr, Berendas caught wind of the reputation of an exceptional hedge magician named Elminster, and the young mage decided to travel to the sleepy hamlet of Shadowdale, in order to grace the doddering old foggie with his magnificent presence. To Berendas's shock & disbelief, Elminster would not receive him. Sha'ura (who foolishly accompanied the wizard) and Berendas set up temporary residence in the Old Skull Inn, confidant that the mage would eventually recover from his senile miasma and accept them as apprentices. Two weeks passed.... Out of desparation & a need to pay the bill for their lodgings, Berendas & Sha'ura accepted the offer of an enigmatic Aasimar fighter named Airik Moonshadow, who happened to be a member of the local watch. Investigating a rash of cattle mutilations was a bit beneath the pair, but at least the job paid well, and put them in the company of the individuals who would later become their most trusted allies: Airik, Miradin, Cyanne, and Horarmar. |
| rmilsop08-29-03, 06:58 PM | For what its worth, I actually agree with Keldor's point, if not his technique in conveying it. |
| Gellion08-30-03, 03:43 PM | Keldor, just because you do not like most of the backrounds here does not mean that they are bad. Somone may find your backround bad, but nobody has insulted it. |
| keldor09-01-03, 10:50 PM | "In most artistic renderings, they are nearly identical; both being depicted as grey-bearded men in the typical wizardly, archetypical dress". - I doubt you've seen _most_ artistic renderings. What you really mean is most of those you've seen. Fair enough. As I said, my Arthurian mythology knowledge is not very extensive but as I see it, Gandalf and Merlin were very different. This is a matter of opinion and I respect that you are coming from a different place to me. That said, Tolkien was an English _professor_ with many years behind him. I think it would be fair to suggest that he knew of far more literary wizards than you do, and from this alone it would seem unlikely that his 'inspiration' would be so obvious as Merlin. "Inner feelings can manifest themselves in outward appearance, including manner of dress. Manner of dress can also reflect the need for acceptance, or can be a statement of rebellion. Psi 101." Yes, inner feelings can manifest themselves in outward appearance including manner of dress. The above statements are correct, but they aren't what you said previously. Then, you stated that clothes _are_ a psychological trait and refered me to Freud and Jung. _If_ clothing ever does reflect a state of mind (and often it _doesn't_ reflect on the wearer's psyche) it _still_ doesn't make the clothes _themselves_ 'become' psychological traits. A psychological trait is in the mind. When it is revealed, for example, by clothing, the trait doesn't emerge from the mind, enter the clothes and turn them into a trait. It remains in the mind - always. A person's clothes, and other possessions, while they may suggest various things about that person, are merely objects. On my criticism of backstories I would like to apologise, sincerely. Not only do I know nothing of the writers' backgrounds e.g. ages, but they didn't post them for me to pass judgement on them. I guess I just responded 'off the cuff'. I gave the whole thing some thought and concluded that I shouldn't have spouted off. I _am_ interested in 'good' art, and can offer some worthwhile advice on various matters of aesthetics, but, as I admit, none of those whose works I attacked asked for any advice - so I should have kept my mouth shut. It was also off the thread.:confused: |
| kedi09-03-03, 04:01 AM | S-P-A-M |
| rmilsop09-03-03, 06:04 AM | Renton Half-elf rogue Height: 6'1" (Sorry, never understood why they made humans and half-elves so short in D&D) Weight: 78kg Hair: Brown Eyes: Green Str: 10 Dex: 16 Con: 10 Int: 14 Wis: 8 Cha: 13 Exotic Weapon Proficiency (Whip) He's an orphan who lives in a pub run by a former adventurer. |
| srgntpoliteness09-03-03, 10:55 PM | Johran Strongblade Male Human Ftr8/Prp2: CR 10; Medium-size humanoid (human); HD 10d10+20; hp 97; Init +7; Speed 20ft; AC 24 (touch 13, flat-footed 23); Atk +16/+11 melee(1d8+7/17-20 +1 goblinoid bane longsword); SQ Purple Dragon Knight abilities; AL LG; SV Fort +11, Ref +5, Will +3; STR 18, DEX 16, CON 14, INT 16, WIS 12, CHA 14; Height 6'4” Skills & Feats: Craft(Weaponsmithing) +7, Diplomacy +6, Handle Animal +10, Intimidate +4, Knowledge(Cormyr local) +8, Knowledge(Cormyr nobility & royalty) +8, Knowledge (Cormyr history) +7, Listen +6, Ride(horse) +11, Search +8, Spot +6, Blind-Fight, Dodge, Education, Improved Critical (longsword), Improved Initiative, Leadership, Mounted Combat, Power Attack, Weapon Focus(longsword), Weapon Specialization(longsword) Special Qualities: Purple Dragon Knight Abilities: Rallying Cry, Heroic Shield, & Inspire Courage(1/day); Possessions: Cormyrian Greatshield(+1 arrow deflection large steel shield), Cormyrian Goblinthrasher(+1 goblinoid bane longsword(+3 against goblinoids), Everbright Full Plate armor(Armor is always bright & shiny, immune to acid & rust attacks, wearer gains acid resistance 5), Ring of Protection +2, Purple Dragon Ring(light once per round on ring or up to 40 ft away for 10 minutes, detect poison on command by touch), Gold Holy Symbol to Tyr (1000 gp), 2 Potions Cure Serious Wounds, 1,125 gps. Born, raised, and will die in(and for)Cormyr. Forever loyal to the Obarskyr family, fights loyaly by his fellow country men and always will. Has done a few diplomacy missions for King Azoun Recently fell upon hard times. Next mission is to earn my Commander's Ring. Will most definitely die for King Azoun(very much looking forward to doing the Black Horde with my DM). Huge supporter of Tyr and Helm & has a horse named Balthazar. I just love Cormyr. If I was in the realms, this is the actual character I would be. Cheers |
| Kacesen_Black09-04-03, 09:24 AM | keldor ok im sick of you going off about 3.5e and other people's characters. They have fun playing them thats all that matters and you siting there being a ***** is not cool. so just shut up and go back to your 2e hole |
| Azuresabre09-04-03, 12:10 PM | Hey now.... There are still a few of us 2ed players so please don't refer to it as a hole. I don't tell you how *h*tY 3ed/3.5 ed are. And that I feel that a d20 setup is fine for Rifts, Star wars, etc... But not D&D! now do I? and while yes Keldor is a bit of a long winded speaker, and has views of his own (not nessarily supported by myself), everyone is entitled to his/her opinion. And just because some us of think 3ed blows goats. That doesn't mean our opinion is the only thing that matters. besides this is a thread for posting your favorite PC's not Edition bashing. |
| Shyhawk09-04-03, 05:07 PM | :sad: |
| Darth K'Trava09-04-03, 08:00 PM | Originally posted by Kacesen_Black keldor ok im sick of you going off about 3.5e and other people's characters. They have fun playing them thats all that matters and you siting there being a ***** is not cool. so just shut up and go back to your 2e hole Please. No flaming of people's characters, ideas, stories, etc. We haven't said anything bad about your character(s), so please give others the same courtesy. |
| Ceoilte09-04-03, 11:13 PM | Maebh Ni'Caoimh Drow Paladin of Tyr Main stats, Charisma. Biological Father: Unknown Mother:Unknown Adopted Father: Caoimh 'Iron Helm' Mac Ferli, Dwarven Cleric of Tyr. Backstory Caoimh Mac Ferli was always a little different. He found he wasn't as closed minded as alot of his family and extended clan were. He also found he wasn't as devout in his following of his ancester's gods as some would have liked. But he followed his father's wishes and trained as a fighter like his cousins he took to the warhammer and became quite adept with it. Gripped with wanderlust he left his home in the silver marches and travelled looking to find something that would fill the void he felt in his heart. He travelled for a few months, serving as a Caravan guard here then there until he fell in with a Human warrior name Feelan. Feelan was honourable and a good man. Caoimh found these qualities admirable and was surprised to see them in a human after the warnings he'd recieved before leaving home about the deceit and wrong doings of humanity and the other races. He explained this to Feelan and His friend laughed and said ''Well I only do what I think is right and just, as the evenhanded teaches us.'' And then went on to explain Tyr's tenents to Caoimh. The Dwarf was most impressed by what he heard and after some thinking decided that he would like to follow Tyr as well, if he would have him. They stopped off neverwinter where Caoimh was ordained and became a Cleric of Tyr. Caoimh enjoyed his life until he recieved summons that he was needed at home. (set just after dissolution, houses in chaos. Refugees everywhere etc.) A Dwarven Force goes after the Duergar after they did one raid to many on they're territories. For four weeks they don't find anything, the Duergar settlements they find are all abandoned. Eventually a few Dwarven scouts comes across a few Duergar scouts and kill them. They find documents on them explaining that something big has happened in Menzo. The powers gone out and its open season among the houses as they try to settle old scores and wipe each out. The Dwarves decide to head back, they figure theres no reason to stay around its just asking for trouble. The next day they come across what they at first assume to be a Drow War column. The Drow attack on sight, its only once they get in amongst each others lines that the Dwarves realised that the Drow had infants, children & old ones with them. One of the Dwarves is Caoimh. He happens upon Drow females slaying the infants & children with the colomn. Caoimh along with his cousins attacked them. But were only able to save two of the infants. A boy & a girl. The Dwarves talked among themselves and decided they couldn't leave the children there to die. They were given into Caoimh's care while they travelled. Once they reached the surface they were unsure what to do. Caoimh wrestled with his own prejudices and prayed to Tyr for guidance. After much soul searching and prayng for guidance he concluded the children were innocent and couldn't be held accountable for the sins of they're race he also found he was growing fond of them and shortly adopted the children as his own. This caused a schism in the Clan with some supporting Caoimh and some turning against him for dishonouring the Clan, and his ancesters. Caoimh and those supported him left the Clan territories and settled in the remote region of the Spine. Maebh and Cilliunn Maebh and her brother grew to adulthood safe among those that loved them, and nurtured by a loving environment. They never felt the pain that growing up as Drow would have place done them anywhere else among the surface peoples, and were spared the harsh life of the Underdark. When Maebh came of age she decided she wanted to honour her father and Tyr as his follower, and after prayer and meditation took up the Sword as one of his Paladins. Abilities. Maebh is basically a Elf with a very dark skin tone, whatever natural Drow abilities her or her brother might have had have long since disappeared, and living so close to the suface and hunting in the woods and wilds near her childhood home during all hours of the day and night has improved her resistance to sunlight to such an extent that it no longer affects her. Though her darkvision is gone too. She can't see in the darkness any better then any other surface elf. As a Paladin she gets all the standard stuff you'd expect from the class, and is trained in the use of sword and shield. As a child of a Dwarven clan (sort of) Maebh is an accomplished weapon and armour smith. Appearance/personality/Character Meabh is just under 5'10 in height and is of a slim muscular build from the extensive weapons training and fighting in full armour she usually undergoes. She is pleasant enough to look at with Blue eyes but makes no big fuss over her physical atributes. Maebh is quiet and thoughtful usually. Though she has been known to act impulsively from time to time. The holy symbol she carrys as Tyr's Paladin is usally shown boldly on her chest but she tries to hide her skin colour in a full plate and heavy helm so hardly any of her is visible for all the armour she wears. Though a Paladin, Maebh simply because of her own past is more willing to see past first impressions or physical looks. She is also more willing to accept others regardless of race, or class as long as they do not maliciously attempt to harm others or break the law. And even then she would try to redeem the person if possible. As a part of her pledge to Tyr Maebh swore the following oaths. Chastity: Maebh has sworn herself to Tyr, meaning she will take no lovers or future husband. She believes physical attachments in this way could lead to her falling from grace if anything happened to her loved ones. Poverty: As long as she has enough gold to keep her in food, supplies and to see her gear and armour is well kept, Maebh cannot accept any gold or precious items as payment for services or aid that she offers. Humility: Pride is something Maebh does not allow herself. In all things Maebh strives to be humble. She follows her path as a paladin because she knows that it is the right thing to do. Not because it will bring her glory. ''All fame is fleeting she tells herself. be true to yourself and Tyr that is all that matters.'' |
| LordHell09-05-03, 12:56 AM | Here is the character I usually play: Name: The DM Stats: all 100 Skills all +100 Hitpoints: Infinity AC: Unhittable CR: Don't mess with him Special Abilities: Invisible to ALL scrying at will, smite any creature (DC infinity) at will, spawn any number of any creatures at will, create area at will. Inventory: All items in the game, a screen, a set of minatures and heroquest board. Alignment: Lawful Neutral. Personality: Cunning, deviant, will bend the rules only if logical. Will save his PCs up to three times from perminant death, but after that the dice roll is the ultimate decided. Not hell bent on PC's destruction, but not willing to give them free rides. Has the belief that anything over +4 is extremely rare and anything over level 20 is extremely uncommon - so makes it very unlikely for a party to find anything +5 in it's lifetime unless it gets to at least 18th level. A firm believer in riddle,puzzle,and trick quests over hack'n'slash, and a firm believer in mixing the PC's in local politics. If you are unlucky enough to encounter The DM in his visable appearance, he will smite you down where you stand as you don't run off and tell the world about his existance, as not even the Gods themselves know he exists. |
| louissan09-05-03, 04:07 AM | Alignment: Lawful Neutral. Isn't your alignment Sadistic Neutral then? :D |
| twistedbutsane09-08-03, 10:04 AM | Hey all :) I'm relatively new to the FR boards so I thought I would share my first FR character,This is my first 3rd edition character too, I do not know much about the Forgotten Realms so this was put together from only the campaign setting, (which I have not finished reading) and the information on Drow from the Baldurs Gate and Icewind Dale Games). I do not know which city to have as her origin (I am trying to recall one from the games). I intend to multiclass to Sorcerer at level 3. Laendrille Kathira 1st level Drow Rogue, Neutral Good Str 12 Dex 20 Con 10 Int 17 Wis 10 Cha 18 (I rolled these stats up using the 4d6 and drop the lowest method and I must say I am happy with the results, which were helped along of course by the significant Drow ability bonuses) Favoured weapons, a Rapier and a Hand Crossbow. Laendrille was born to a low house who's one standout trait was that the most influential member Eclavdra had been betrothed to Pharaun Illistyn, an unconventional wizard from (House?)Sorcere before he was slain for worshiping Vhaeraun and colluding with forces seeking to overthrow the Matriarchy. Laendrille's mother used this information to betray Pharaun turning him in for a small measure of prestige and the right to train as a priestess of Lolth. As Laendrille grew various odd occurances began to occur around her, mysterious lights when she hadn't used her natural abilities, telekinetic mishaps and other such wierdness. Laendrille seeking to know what her father was like decided to spend time around some of the Wizards in the city. One such wizard, Tebryn, upon witnessing a basic cantrip spontaneously manifest around her, told her she had the potential to become a sorceress, a woman with innate magical prowess. Tebryn spoke to Laendrille's mother about this who was dissapointed. It simply was not proper for a female to be learning the Art. Eclavdra was not about to let Laendrille bring disrepute to the Kathira name after her betrayal of Laendrille's father, Pharaun had brought some measure of fame and power to their house. Eclavdra decided to attack Laedrille later that night, during the evening meal Laendrille noticed an unusual flavor to the meal that was prepared. All too familiar with the Drow potential for betrayal, Laendrille switched bowls with her mother. One taste and Eclavdra rose to fight Laendrille. During their fight Eclavdra told Laendrille about her betrayal of Pharaun and that she would rather sell Laendrille to the slavers for Illithid food than lose the power she had gained by exposing the Vhaeraun worshippers. Coldly Laendrille picked up her knife lunged at her mother and slit her throat. After that Laendrille, who had never really been comfortable in Drow society, left for the surface world, sleeping by day thieving by night. Lonliness took it's toll however and she began to yearn for companionship, but every time she approached a surface dweller they either took up arms against her or fled, screaming about being attacked by a Dark Elf. She lived this way for about two months, until she encountered a travelling Moon Elf, The first non-Drow elf she had seen. Laendrille followed the pale skinned, dark haired elf woman. One night while stealing some food from the Elf-womans tent Laendrille saw a banner depicting a nude Drow woman dancing with a large silver sword. She approached the traveller on the following morning, She did not seek to kill her, or flee at the sight of her. The Moon elf introduced herself as Talindra Moondown a travelling Priestess of Eilistraee. Talindra explained that Eilistraee was in fact a Power that encouraged Drow to turn away from the cruelty and evil so prevalent in their culture and return to the surface to become a representative of the good that exists still in the Drow. Since that morning Laendrille has travelled with Talindra, modelling herself after the Pale skinned Elf in mood and deed. Recently they were separated from each other during a Goblin attack in Damara and now Laendrille again travels alone, seeking to find adventure in Faerun and companions with which to share it. |
| Darth K'Trava09-08-03, 09:05 PM | Originally posted by Ceoilte Maebh Ni'Caoimh Drow Paladin of Tyr Main stats, Charisma. Biological Father: Unknown Mother:Unknown Adopted Father: Caoimh 'Iron Helm' Mac Ferli, Dwarven Cleric of Tyr. <snip> I'd say that's the first DROW paladin I'd ever seen...... :eek: ;) |
| LordHell09-08-03, 09:45 PM | Originally posted by louissan Isn't your alignment Sadistic Neutral then? :D That depends what side of the bed I awoke from! Muahahaha! :P But seriously, never sadistic. Outsmarting the PC's is one thing, but at the end of the day the game must be fun for all, and being sadistic doesn't help that goal much :) |
| lithian lightfoot09-08-03, 11:16 PM | My favorite ever played was Balthazar the Boar. I was a war boar with mithril armor and a mithril horn, 1D8+2. It was great. then there was my druid, though I really had more control of him than him me. Str-12, Dex-13, Con-17, Int-5, Wis-8, Cha-15 I was one fine looking boar. I think this was why so many people tried to kill me. I was the best lookin gpeice of meat out there.:eek: |
| Tyr_Geri09-09-03, 04:26 AM | My favourite characters from 3ed are: Aramil of the Unicorn (Retired) Elven Ranger 6 / Wizard 1 / Arcane Archer 1 Str: 16, Dex: 18, Con: 14, Int: 15, Wis: 13, Cha: 11 And Oskar Ungarhammer (Retired) Dwarven Fighter4 / Cleric 4 / Divine Champion 1 (Of Moradin) Str: 18, Dex: 13, Con: 16, Int: 14, Wis: 22 Cha: 10 (*items and feats contribute to some of these scores) But my all time favourite character is from 2ed. Tyr_Geri (Retired- In a Jar but still alive) :angel: Barbarian Warrior (Brushrunner Kit) >5 Str: 14, Dex: 16, Con: 14, Int: 12, Wis: 10, Cha: 9 History: Tyr was sent to prove his worth by following a party of Kobolds, which had been seen passing close by the clan grounds. Sent with Tyr to help, guide and protect him, was Adrik* an already experienced campaigner. Tyr and Adrik lost sight of the party for a short period, and when the party was sighted again, they had all been killed. By what they did not know. On returning to the village it was to find that it had been attacked, the clan was dead and many bodies lay silent. Among the bodies were several goblin corpses. Tyr and Adrick* vowed that every goblin would die for the slaughtering of their clan. They collected all that they needed, buried their chief and their families and then burnt the village and other dead to ashes, so that no other race would be able to disturb this place of disaster. It was then decided by Tyr that Adrik* be chosen as his moety elder, as he was the only living clan member. They set out to adventure...... *Adrik was another players Barbarian character. Tyr was created many many years ago, but still remains my first and favourite 2ed character. As for characters from 1ed, they are long lost and 3.5ed characters are on the way;) . |
| kedi09-09-03, 11:05 AM | I'm CN i guess, whatd you say? |
| keldor09-11-03, 08:40 AM | Originally posted by LordHell [B Outsmarting the PC's is one thing, [/B] The DM is supposed to be a referee; at no time is he ever supposed to compete with the players. |
| highdeathtoll09-11-03, 12:53 PM | Paelay (Silver) Rhyder, female half-dragon (silver) Ftr5, Wiz15, Acm5: CR 28; Size M; HD 5d12+10, 20d6+40; hp 230; Init +4 Improved Initiative; Spd 60 ft.; AC 26 (+14 Base, +2 luck, +5 deflection, +5 armor,); Attack +25/+15 (1d6+9, Staff of Power) (+12/2 Base, +7 Str, +3 Epic) melee; SP see below; SQ Archmage high arcana, enhanced intelligence, half-dragon qualities; AL LG; SV Fort +20 (+9 Base, +2 luck, +5 resistance, +2 Epic, +2 Con), Ref +17 (+6 Base, +2 luck, +5 resistance, +2 Epic, +2 Lightning reflexes), Will +22 (+10 Base, +2 luck, +2 iron will, +5 resistance, +2 Epic, +1 Wis); SR 17; Str 24 (+7), Dex 10 (+0), Con 14 (+2), Int 31 (+10), Wis 12 (+1), Cha 14 (+2). Height 5 ft., 11 in. tall. Languages Spoken: Celestial, Common, Draconic, Dwarf, Elven, Gnome, Undercommon. Skills and feats: (6+INT) Alchemy +35 (+28 Rank, +7 Int), Climb +15 (+8 Rank, +7 Str), Concentration +30 (+28 Rank, +2 Con), Craft (gemcutting)+28 (+21 Rank, +7 Int), Hide +10 (+10 enhanced), Jump +17 (+10 enhanced, +7 Str), Knowledge (arcana) +35 (+28 Rank, +7 Int), Knowledge (demonlore) +35 (+28 Rank, +7 Int), Knowledge (dragonlore) +35 (+28 Rank, +7 Int), Knowledge (planes) +35 (+28 Rank, +7 Int), Knowledge (religion) +35 (+28 Rank, +7 Int), Listen +23 (+22 Rank, +1 Wis), Profession +28 (+27 Rank, +1 Wis), Scry +35 (+28 Rank, +7 Int), Spellcraft +37 (+28 Rank, +7 Int, +2 Skill Focus), Spot +23 (+22 Rank, +1 Wis); Chain Spell, Combat Reflexes, Spell Focus (abjuration), Spell Focus (evocation), Expertise, Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell, Quick Draw, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Mastery (Dispel magic, Fireball, Haste, Lighting bolt, Chain lighting, Shield, Polymorph self), Spell Penetration, Summon Familiar, Weapon Focus +1attk (quarterstaff), Weapon Specialization +2dam (quarterstaff). Improved Metamagic. Breath Weapon (Su): Paelay has a breath weapon derived from her draconic ancestor. Once per day, she can breathe a 30-foot cone of cold that deals 6d8 points of damage to each creature in the area (Reflex DC 18 half). Bite attack: Bite attacks deals 1d4 damage plus Strength bonus. Bite attacks use the full attack bonus. Claw attack: Claw attacks deal 1d6 damage plus half the Strength bonus. Claw attacks are at -5 to the attack bonus. Spell-like Ability: Because of her dragon heritage, Paelay has the following spell-like abilities. 1/day Fog cloud, Control winds. 3/day Feather Fall, Control Weather. Special Qualities: Low lightvision, Dark vision 60 feet, Immune to sleep and paralysis effects, Immune to cold. Archmage high arcanea: mastery of counterspelling (7th level slot forfeited), mastery of elements (8th level slot forfeited), spell power +1, spell power +2, spell power +3; total of + 6 (5th, 7th, and 9th level slots forfeited). Enhanced Intelligence: Paelay has enhanced her intelligence through Tome of Clear Thought giving her +5 inherit bonus included in its value. Epic Level Benefits: Five effective levels of Archmage. Wizard Spells Known (4/7/7/6/10/5/6/3/5/8): Base DC 26 + spell level, 28 + spell level for abjuration and evocation; Caster level 26 (spell power). Paelay is a teacher of magic’s and knows almost all the spells in the players’ handbook and many more of her own devising. Possessions: Bracelets of Protection +5, Belt of Levitation, Boccob’s Blessed Books, Cloak of Resistance +5, Epic Ring of Wizardry 9, Elven Boots of Striding and Springing, Potion Bandolier (15), Ring of Wizardry 4, Staff of Power (35 charges), Wand of Fireballs 10th level (45 charges), Wand of Lightning bolts 10th level (42 charges), Wand of Magic Missiles 9th level (38 charges), White Robe of the Archmagi, 5 Vibrant purple prisms (Stores six levels of spells), 5 Lavender and green ellipsoids (Absorbs spells up to 8th level 50 spell lvls max), 6 potions of cure moderate wounds, 4 potions of cure light wounds, backpack, bedroll, rations, 432 gold. Paelay is a tall woman standing 6’ 2” and weighting 165 lbs. She has long silver hair and a tint of silver skin. Her eyes are the most distinguishing part of her as they look reptilian and have a hint of silver in them. Paelay is all muscle and she knows how to use it in a fight. Paelay is graceful to the point of seeming to glide over the ground instead of walk. Soft leather boots, a robe of white silk and a belt to tie it is all Paelay wears for clothing. Bracelets and a pair of rings are the only decorations found on her well-toned body. When she needs the iouns stone can be seen floating around her head. Wands tucked into her belt provide needed firepower. Paelay (Silver) Rhyder is the current Head master of the Silver Oath Lords. Paelay is the daughter of Besma and Silverclaw an ancient silver dragon. Paelay is a well adept archmage, possessing many skills of magic. Paelay is also a very nimble, ruthless warrior. She partakes in local tournaments quite regularly. Paelay often travels out of Floritura to watch and participate in the mage duals. Paelay seems somewhat miserable at times but her physical beauty and charming grace can easily overcome her misleading attitude. Men find Paelay very attractive and long for her hand in marriage, but they never get to far. She has the will power of fifty normal men and shows it with everyday passing. Because of her dragon heritage she is a quiet with drawn woman, Paelay (Silver) Rhyder was a perfect choice for head master of the Silver Oath Lords. The teachings empowered her to throw off the world that she believed to have forgotten her and to take control of it. In real combat Paelay will likely be accompanied by Silver Oath Soldiers and back up Lords of the Silver Oath Guard. She will concentrate on weakening opponents leaving them destabilized for her companions to easily eliminate. If all else failing she will summon help and cast word of recall to return to her secret chambers in Floritura Stronghold. Chain contingency (3 spells; Timestop, Improved invisibility, Alaunghaer's Triptych (3 wands)) Chainspell feat (Delayed blast fireball; 3 slots higher, target spell) |
| LordHell09-11-03, 07:56 PM | Originally posted by keldor The DM is supposed to be a referee; at no time is he ever supposed to compete with the players. Actually, the DM is supposed to be the Referee, the world, the storyteller, and everything the PC's are not. You play creatures that interact with the PCs, which requires plans, thinking, and some-times, out-smarting, all relative to the NPC or creature you play at that time. Now, how about you stop ruining yet another thread ? Besides, If you actually took my post in context, you would find you have no legs to stand on. I said that making sure everyone was having FUN was the most important thing, but since you feel the need for a bit of attention, here it is. *mutters about idiots always playing the devils advocate* |
| keldor09-13-03, 10:45 AM | [QUOTE]Originally posted by LordHell [B]Actually, the DM is supposed to be the Referee, the world, the storyteller, and everything the PC's are not. - I know this; I've been DMing for over 20 years. You play creatures that interact with the PCs, which requires plans, thinking, and some-times, out-smarting, all relative to the NPC or creature you play at that time. - I know this; did I say anything contrary to it? Now, how about you stop ruining yet another thread ? - Your assumption that my intention on these boards is to ruin threads is insulting to me. If you feel this is all my contributions do, fair enough, but what purpose does insulting me serve? It certainly won't make me shut up! I always take posts in context; perhaps you fear Devil's advocates because they demonstrate a greater ability than you to think things through thoroughly. Did I argue your point about fun being the most important thing? My point to anyone who might benefit from the reminder, is that _at no point_ is the DM meant to COMPETE against the players. He _does_ play the roles of player enemies, but this should not alter his neutral mindset. My intention was merely to point out the _part_ of your post that is a mistake commonly made by inexperienced DMs. I would suggest you try not to be so defensive about a bit a constructive criticism for _anyone_ who might need it, aimed as indirectly as I could. |
| Klyden10-15-03, 07:30 PM | Anyone else want to add their favorite PC? |
| WizO_BigSister10-16-03, 11:38 AM | Ok people - please stay on topic and no more personal remarks. I want to be able to leave this thread open. |
| TheBlackLotus10-18-03, 05:54 AM | This, is my favorite charecter, that I have had for 8 years, and have leveled up from lvl 0, yes zero, to lvl 19. I play with a group of 10 people normally, so leveling up can take a while with a large group. Name: Liu Chen Alignment: Lawful Good Class: Monk Level: 20 Hit Points: 294 (Buffed) Armor Class: 56 normal 44 flat footed 44 vs. touch 71 with superior expertise. (Opponents have a 50% miss chance to hit me because of displacement during combat as well.) (stat increases are from wishes and decks of many things, and magic items) Str: 25 Int: 20 Wis: 29 Dex: 32 Con: 23 Cha: 16 BAB: +14/19/4 BAB Unarmed: +15/15/15/10/5 UNARMED ATTACKS: +35/35/35/35/30/25/20/15/35 (due to magic items) Innitiative: +24 (magic items and wishes) Movement: 120ft (due to wishes) Spell Resistance: 35 Fortification: 75% (percentage to resist a critical hits) Weapons: Damage: Unarmed Attacks 2d10+21 +5 Baton of Defending 1d6+15 Its late, so this is all I can post, will post the rest soon, including magic items, feats, and the rest of his stats. |
| Quicknickel10-23-03, 10:53 AM | Good points, two cents worth...heres another....show me someone who rolled up good stats like those I keep hearing of and Ill show you someone whose die rolls should always be witnessed by the DM. Point buy system is the only fair way to run any campaign. |
| Darth K'Trava10-23-03, 07:07 PM | None of our DMs seem to have a problem with how we get our character's stats.... And they can always work around that..... Now for another FR character I have.... : Valsherina Pendleton, Holy Warrior of Tyr Class: Paladin (in case yer wonderin'.... ;) ) Alignment: LG Race: Human Patron Deity: Tyr Level: 5 STR: 15 DEX: 14 CON: 14 INT: 12 WIS: 14 CHA: 18 REF: 7 FORT: 10 WILL: 7 INIT: +6 Feats: Weapon Focus: Longsword, Improved Initiative, Power Attack Skills: Diplomacy: +6 Heal: +4 Knowledge Arcana: +4 Knowledge Religion: +6 Listen: +5 Ride: +4 Spot: +6 Basically Valsherina is that type of person who seems to have to get the party out of trouble. Like the time the male fighter decided to go into a crypt that had a warning of "do not enter" and she had to negotiate a bit to get the draconic snake creature guarding it to let us go if we'd leave. And she's one of the two healers in the party, the other being a druid/ranger. She's of small, slight stature, standing only 5'3". But that doesn't stop her from being good at what she does, smiting evil in the name of justice. |
| Harlamond10-23-03, 11:15 PM | Name: Tarak Alignment: Neutral Good Race: Half-Elf Class: Fighter/Thief Level: 9/11 Sex: Male Age: 26 STR: 19 DEX: 19 CON: 13 INT: 15 WIS: 12 CHR: 17 This was my first character I have ever played and it was back in the 2e days I first started playing this character in ether 1989 or 1990 and it was hell of a lot of fun. The DM at the time was one of my best friends and he didn’t like high level characters so usually when I attained 7/7 levels that was when he usually broke out all sorts of undead and I would end up back as a 1/1 or a 1/2 character after the encounter so then I would be a low-level character all over again but with one little difference after attaining higher levels and constantly after reaching high goals being dropped back to low levels the thing that made me truly uber was my equipment looking at this character sheet I can barely believe all the money and magical items he’s got it’s insane. Now if only my current DM would let me use this characters recourses for my character in his current campaign. |
| Darth K'Trava10-24-03, 05:03 PM | I find it funny, but a friend of mine had "Tarak" as his Klingon name in the Star Trek Klingon club we were in (KAG). :D |
| Othas Qualthalas10-24-03, 05:05 PM | Keldor, Let me just throw my 2 cents in. I started reading this post with interest but it all went downhill fast as you only seem to think your opinion counts. You talk about overpowered character, daylight adaption, and other suck things as bringiing down the game. But in reality you are stuck back in second edition. Every player has there own style of play and just because your is ancient roleplaying and others like the new stuff, doesn't mean its any better or worse. Im glad you have a opinion even if it is a long winded one. But for me the next time i read a post and I see your name ill know that its probadly better to find a different post where real players can give there opinions with people like you crying about new rules your to outdated to understand. :invasion: |
| Yokinobu10-24-03, 05:44 PM | Man, this is kind of long. What I have here is a character that's been floating around in my head forever but was just recently written up. I have several different versions of this one, the differences being the levels, equipment, and history, or basically the progress. Whoever takes the time to read this, please notify me of any flaws, mistakes, or suggestions you could bring light to. This is a v3.5 character. Evendur Stormwind Male aasimar Mnk 17th; CR 18; Medium-size outsider; HD 17d8; hp 78; Init +5; Spd 80 ft., Fly 80 ft. (average); AC 30* (touch 23, flatfooted 25*); Atk +17/+12/+7 melee (2d8 +2*, unarmed strike); SA Flurry of blows, stunning fist 17/day (DC 23) SQ Abundant step, Darkvision 60 ft., Diamond body, Diamond soul, Evasion, Improved Evasion, Ki strike (adamantine), Purity of Body, Quivering Palm (DC 23), acid, cold, and electricity resistance 5, Slow fall 70 ft., SR 27, Still mind (+2 on saves against enchantment spells), Timeless Body, Tongue of the Sun and Moon, Wholeness of Body; AL LG; SV Fort +10, Ref +15, Will +15; Str 14*, Con 10, Dex 20, Int 16, Wis 21, Cha 13; Height 5 ft. 8 in. Skills and Feats: Balance +21, Knowledge (arcana) +10, Knowledge (geography) +14 Listen +27, Search +8, Sense Motive +25, Spot +25, Tumble +17; Celestial Bloodline, Combat Expertise, Combat Reflexes, Dodge, Improved Trip, Mobility, Outsider Wings, Stunning Fist, Weapon Finesse; Spell-like abilities: 3/day—Protection from evil; 1/day—bless, light. Possessions: Cloak of Resistance +4, Belt of Priestly Might (Selûne), Bracers of Armor +5, Boots of Teleportation, ring of regeneration. *Due to the effects of a certain equipped item(s). Evendur’s History: Evendur was born of a noble paladin of Mulan blood, and a half-celestial Calishite whose mother was a Shard, one of the planetar servitors of Selûne. He remembers little of his parents, as he was taken in by a Sun Soul monk monastery at an early age. He knows not the fate of his parents, and his masters have never told him anything. The monastery felt like Evendur was a gift from Selûne herself, for the monks of this Sun Soul monastery worshipped Selûne and the fact of Evendur’s having a Shard ancestor became known by everyone, for it was the grandmaster of the monastery who adopted Evendur and knew his parents. As Evendur matured in the monastery, it became apparent that he was very gifted, even for an aasimar. He seemed to possess an inhuman insight and perception, something that could be extremely valuable to a monk, if honed as one. His masters started training him very early, determined to make the best of his in-born talents. Though not particularly strong or hardy, Evendur displayed dazzling agility and reflexes, and with the ability to see an attack before it was executed, he was able to walk away from countless sparring matches without having been struck at all. Among these abilities, Evendur seemed to be very bright and craving in knowledge. After long, tiring, training exercises, Evendur was fond of resting in the monastery’s library, plunging his mind into books detailing the arcane and the rest of Faerûn’s geography. His intellect was tested by his masters and was not found wanting. Aside from this, a potential for adventure was born in him. At the age of 15, he manifested celestial powers that would serve him well later in life. In addition to his martial arts training, he learned to utilize these newfound abilities in combat. Still at 15, he got his first taste of a life and death situation. He had managed to kill two orc axeman when a small band of the savages baring hostility stumbled upon the hidden monastery in the Silver Marches. Evendur was well commended for this success. Before he reached the age of 16, his itching wanderlust beckoned to him. Upon the reluctant consent of his superiors, he was allowed to leave the monastery in order to learn more about the world, and improve his monk training along the way. And learn he did. Having lived a cloistered life, he had little exposure to the evils of the world, though he had read much about them. As he traversed down to the Lands of Intrigue in his expedition to see much of Faerûn, he gained valuable experience along the way. Being nobody’s fool, and seemingly able to pierce into one’s mind, he did not fall prey to the swindling of thugs and cretins. Many times he was forced to fight or flee in a myriad of situations ranging from hobgoblin ambushes in the Western Heartlands to pincer attacks by a gang of thieves in the Sword Coast. At the age of 19, he underwent a metamorphosis, one quiet night at his home away from home, Silverymoon. White, feathery, angelic wings formed from his shoulder blades, which stunned onlookers with awe. Most of the citizens of Silverymoon had witnessed miracles before, but few so majestic. His name spread quickly there. As Evendur gained experience and skill, he managed to make many enemies after encounters with Zhentarim caravans, and even lone Red Wizards as he neared the Unapproachable East. Being one who was good to the core of his very soul, he fought evil as he went, and upheld good in his travels, gaining him as many allies as he had enemies. He became known for such deeds as helping to repel a drow invasion in Battledale and joining a militia in Ten Towns in the fight against goblins and orcs. Often, he would catch word of a growing undead infestation in various places and took pains to eradicate it. His humbleness became one of his many well-known noble attributes, as he would accept no reward for his aid more than a place to stay for the night. If he had gold, he looted it from the corpses of villains he had slain, to pay for his caravan rides to many places on the face of Faerûn. One of the most challenging juggernauts Evendur ever undertook was a true test to his abilities. It was a trip to explore the Ruins of Myth Drannor. When he arrived at the outskirts of the ruins, many an evil entity sensed his overwhelmingly good presence, and one-by-one flocked to extinguish it. Evendur was confronted by lesser fiends, drow, and undead, and managed to defeat them all, barely surviving. After recovering from this encounter it was apparent that he had reached a new height in his training. Now, at 21 years old, he Evendur had achieved a “timeless body”, thus not being negatively effected by time, and remaining young until the end of his days. Physical Description Evendur Stormwind is obviously something more than human upon first glance. Due to being the descendant of a Shard, he sports brilliant topaz eyes and silver skin. Now that he is no longer living in the monastery, he has grown out thick blue hair, with long bangs that gather and hang in front of one side of his face. His Mulan and Calishite blood easily justify his thin, slight build, though his celestial traits seem to overlap any other hints that he is part of these two ethnicities. Evendur wears a snow white monk’s outfit with two large even-edged holes cut out of the back to accommodate his wings. He sports Boots of Teleportation in place of sandals, and his Cloak of Resistance matches his outfit. He almost always keeps his large hood up, shrouding his face from the sides and adding to the mysterious air about him as he might walk into a town unfamiliar with him, a strange white-garbed figure with large feathered wings. Personality and Beliefs Evendur strives to do what he believes is right. After all, he was raised in a good environment, and hears the call for good because of his celestial heritage. Being a monk, he is lawful and orderly, despite the alignment of his godess, Selûne. Evendur loves entertainment, hearing song and watching dance, and enjoys the company of most any benevolent creature, despite what foul race they may be a part of (he could learn to trust a drow, orc, or tiefling, for example). He finds knowledge that he might attain from a bard or bartender both interesting and useful, and thus has a fondness for that as well. Evendur may be quiet upon first meeting someone, but once into a conversation about something he knows much of, he could talk for hours. Despite all this, Evendur has a cold and serious side of him. When in the face of evil, joy and revelry disappear out of his mind as if it were never there. He becomes alert against evil’s stealth and wary against evil’s trickery, and can change from a friendly passerby to a merciless fighting machine in a whit of a second. |