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| duncan_idaho12-01-03, 07:55 PM | popular thread on the SW boards, but haven't seen anything like it here... |
| Darth K'Trava12-01-03, 09:51 PM | ::cracks knuckles:: The highest level and my personal fav of my FR characters: Rozhena Ashford- Cleric28/Divine Champion4 of Torm Race: Human Gender: Female Height: 5'7" Weight: Ya never ask a woman her weight! :devil: Alignment: NG with lawful tendencies Holy Symbol: A steel grey gauntlet worn on the right hand (also decorated with religious runes and cannot be removed) (artifact) Domains: Good, Protection, Strength STR: 28 DEX: 12 CON: 22 INT: 12 WIS: 32 CHA: 22 HP: 374 AC: 47 INIT: +9 FORT: 36 REF: 24 WILL: 38 Feats: Combat Casting Epic Weapon Focus: Greatsword Greater Spell Penetration Improved Critical: Greatsword Improved Critical: Gauntlet Improved Initiative Superior Initiative Martial Weapon Proficiency: Greatsword Maximize Spell Quick Draw Spell Penetration Weapon Focus: Greatsword Bonus Domain Enhance Spell Epic Spell Penetration Improved Spell Capacity (10th level slot) Weapon Specialization (house rule) Skills: Concentration: 34 Diplomacy: 10 Heal: 14 Knowledge (Arcana): 22 Knowledge (Religion): 27 Listen: 16 Spellcraft: 28 Spot: 19 Knowledge (Planes): 7 Weapons: +7 Holy Greatsword (named "Torm's Demonslayer") +6 Holy Gauntlet of Disruption (named "The Right Hand of Torm") (her holy symbol) +3 Holy Mighty Composite Longbow +7 strength adjusted Armor: +10 Called Adamantium Full Plate of Fortification (decorated all over with Tormian religious runes as the armor was granted to her by Torm after the group defeating Gargauth) Shield: +4 Animated shield of fortification with Acid/Sonic/Cold resistance 10 Not exactly what you'd call your "typical" cleric, being a bit brash, but unfailing in carrying out her duties as a cleric of Torm. She started her life as an innkeeper's daughter. Not exactly the best life, considering her cruel father. When she got to be about 14, she left home and somehow, unknown to her, made it to a temple of Torm and decided, after all the evil done to her by her father, to serve Torm and rid Toril of evil wherever she went. She stayed on an extra year or so after her initial training was finished so she could learn to fight with the greatsword, Torm's favored weapon. After that training was finished, she set out on her own and met up with a young male human named Raven who also hailed from Cormyr. Both traveled to the Dragon Coast where they met up with a female Drow sorcerer and a half-Drow ranger. The group then were hired by a caravan owner to escort him to Tezhir. Later, it turned out that the caravan owner was actually Gargauth in disguise, who we later defeated. Basically, it was Rozhena who dealt the killing blow after Gargauth possessed Raven and came charging at the party. The group took out a high-level vampire and caused the biggest anti-magic zone on Faerun since the fight between Torm and Bane about a dozen or so years ago. She was quite relieved when she was relieved of her duty to try to repair the damage. They barely escaped with their lives when the vampire's lair in this cavern deep underground caved in on them. Only an avatar of Lurue kept them alive. The party as a whole, just got finished wiping out the entire illithid population of Chi-Chital and freeing the thralls there. Now, about to enjoy about a week's "vacation" while the sorcerer researches an epic spell she'd been able to cast from the Book of Infinite Spells she has. |
| Herr Doktor12-01-03, 10:11 PM | Well... I hate to admit it but I have this uber NPC that I just finally finished creating for a FR campaign that is so ridiculous I don't really want to play in it so I'm not going to... Anyway, it's an evil campaign and everyone cheated during character creations (this what somewhat encourage by the DM not caring at all). His Most Holy Death Ixaktharanaw (ecks-ack-thayr-a-gnaw): male half-silver dracolich Corrupter 2 (NE Paladin equivalent)/Horned Harbringer 5 Chosen of Myrkul. He's 16' with wings et-cetera, his base race was human, though enlarge person has been permanently cast on him. His ECL is somewhere around 14 (supposedly). He's in possession of the Crown of Horns and his goal was the revival of Myrkul, the Crown being key in that. His stats (including lots of magic gear and cheating) are Str 36, Dex 18, Con --, Int 20, Wis 24, Cha 32. He has an 8th level Grimlock Druid cohort and lots of followers as well (ECL 14 + Cha modifier 11 + Str modifier 13 [Might Makes Right from Races of Faerûn] = Leadership score of 38). He also has far too much magical equipment for a character of his level and the DM said we could have our weapons designed specifically for us (in Naw's case all of his gear only functions for a NE Corrupter/Horned Harbringer) which makes them worth 30% left on the open market and since we didn't create them we bought them at those prices. I am ashamed of my group, hah. It was fun designing these characters, but this campaign is out of control. |
| Yamo12-01-03, 10:58 PM | Here's a character I worked-up for an upcoming FR campaign using the Big Eyes, Small Mouth (BESM) (http://www.guardiansorder.com/besm/) system (none of us like the Dungeons & Dragons rules at all, so we don't use them). Don't have a name or a detailed background yet, but I'm leaning toward the character hailing from Waterdeep, where he's an elite magic thief and gambler in the local underworld. Name: ? Genre: Medieval Fantasy Race: Human Occupation: Mage-Thief Age: 27 Gender: Male Height: 5'10" Weight: 160 Description and Character Notes: Slight build, black hair, green left eye, black patch worn over missing right eye. Body: 7 Mind: 7 Soul: 9 Health Points: 80 Energy Points: 80 Shock Value: 16 Combat Value: 7 Defense Value: 5 Attributes: Appearance 1x1 = 1 Divine Relationship 1x1 = 1 Dynamic Sorcery 3x4 = 12 (Any Discipline) Focused Damage (Shortsword) 1x1 = 1 Highly Skilled 3x1 = 3 Personal Gear 1x1 = 1 Major Items: Thieves' tools Minor Items: Shortsword Leather jacket Bandoleer with six knives Playing cards and dice Skills: Acrobatics (Balance) 1x3 = 3 Burglary (Breaking-and-Entering) 1x4 = 4 Cultural Arts (Occultism) 2x2 = 4 Gaming (Gambling/Card Games) 1x2 = 2 Seduction (Female) 1x3 = 3 Sleight of Hand (Lock Picking) 1x4 = 4 Stealth (Silent Movement) 2x4 = 8 Urban Tracking (Underworld) 1x3 = 3 Melee Attack (Sword) 1x5 = 5 Melee Defense (Sword) 1x5 = 5 Ranged Defense (Personal) 1x4 = 4 Thrown Weapons (Blades, Spells) 1x4+1 = 5 Defects: Easily Distracted (magic, wealth) 2x-1 = -2 Marked (eyepatch) 1x-1 = -1 Not So Strong 1x-1 = -1 Sensory Impairment (missing right eye) 1x-1 = -1 Wanted (various parties he's robbed from) 2x=1 = -2 |
| Folcoerr12-01-03, 11:03 PM | Folcoerr Moondown Male Half-elf Ranger 20/Deepwood Sniper 2/Harper Scout 2: Medium sized-humanoid (half-elf); HD 22d8 plus 2d6 plus 48; hp 174; Init +8; Spd 30 ft. (60 ft. w/boots of speed); AC 24 (shield 26); Atk +36/+31/+26/+21 melee (1d8+3d6+15/15-20/x4, +12 Intelligent Keen Sonic Bursting Longsword of Dragon Dread) or +30/+25/+20/+15 melee (1d8+9/15-20/x2, +6 Defending Keen Longsword) or +42/+37/+32/+27/+38 ranged (1d8+3d6+15/15-20/x4, +13 Distant Shot Icy Blasting Mighty Composite Longbow of Unerring Accuracy); AL CG; SV Fort +15, Ref +18, Will +11; Str 17, Dex 27, Con 14, Int 14, Wis 14, Cha 12. Immune to sleep spells, low-light vision, Elven blood, concealment reduction 10%, enhanced Dexterity. Height 5 ft. 3 in. Skills and Feats: Bluff +5, Climb +4, Concentration +3, Craft (Bowmaking) +4, Diplomacy +14, Gather Information +3, Heal +3, Hide +15, Jump +4, Knowledge (Nature) +9, Knowledge (Aglarond) +3, Listen +14, Move Silently +20, Perform (Oratory) +6, Perform (Pan Flute) +2, Perform (Elven Dance) +5, Ride +14, Search +23, Sense Motive +4, Spot +22, Survival +32, Swim +5; Weapon Proficiency (simple, martial weapons), Armor Proficiency (light, medium armor), Shield Proficiency, Two-weapon Fighting, Wild Empathy, Archery Combat Style Mastery, Endurance, Woodland Stride, Evasion, Camouflage, Far Shot, Blind-fight, Magic Weapon, Manyshot, Point Blank Shot, Precise Shot, Improved Precise Shot, Track, Quick Draw, Rapid Shot, Improved Critical (Longbow), Improved Critical (Longsword), Weapon Finesse, Power Critical, Skill Focus (Perform: Elven Dance), Iron Will, Alertness. Special Qualities: Ranger: Archery combat style mastery, woodland stride. Deneir's Eye: A Harper Scout gains a +2 holy bonus on saving throws against glyphs, runes, and symbols. Enhanced Dexterity: Folcoerr used wish spell to increase his Dexterity. His Dexterity score has a +1 inherent bonus included in its value. Favored Enemies (Undead +5, Giants +4, Dragons +3, Aberrations +2, Evil Outsiders +1, Red Wizards +1). Folcoerr's Moondown Family Elf Blade grant him the Leadership feat, Cure Light Wounds at will (wielder only), Uncanny Dodge, Clairaudience and Clairvoyance 2/day, and Haste 1/day for 10 rounds. Ranger Spells per Day: 4/4/3/3. Base DC = 15 + spell level. Caster level 4th. Signature Possessions: Moondown Family Elf Blade (+12 Intelligent Keen Sonic Bursting Longsword of Dragon Dread), Moonrail (+13 Distant Shot Icy Blasting Mighty Composite Longbow of Unerring Accuracy), Neverending Quiver, +6 Defending Longsword. Animal Companion: Archeron, dire wolf, 6d8+18 HD (45 HP), Init +2, speed 50, AC 14, bite +10 melee. Born deep in the forests of Aglarond, Folcoerr Moondown was raised by his father, an elf, since his human mother died shortly after his birth. His father was killed when Folcoerr was nine by the undead forces of a mysterious necromancer called the Soulslayer. He was found at his home shortly after his father’s death by human rangers on the Soulslayer’s trail, on the way to destroy him. They ended up bringing him with them to destroy the necromancer, and then to their forest stronghold, Grenlandell, to live and study the life of a ranger. For ten years Folcoerr lived this life, protecting the forests of Aglarond around Grenlandell, until a massive band of trolls assaulted the stronghold and murdered most of the rangers there, including Taelor, master of the stronghold and Folcoerr’s mentor. Folcoerr and two others escaped to the woods but were separated. Folcoerr spent the next year scowling Aglarond in search of the other two, but failed to find them. He resorted to selling his services as a woodlands guide to make ends meet, and began traveling throughout Faerun in search of an adventure and a place to fit in. Since joining up with the Band of the Silver Orb, Folcoerr has met five of the Chosen of Mystra: Lady Alustriel, Elminster, Storm Silverhand, Khelben “Blackstaff” Arunsen, and the Symbul. He also has aided in destroying an ancient white dragon called Icingmaw and a red dragon called Shadowdeath. |
| Green Giant12-01-03, 11:24 PM | Here's my PC as a member of the Knights of the Fallen Stars. This group began adventuring one year after the Time of Troubles and its now 1367 (Year of the Wyvern), although the campaign is on hiatus for the moment. Hadrien St. Morgan: Male Damaran Human Pal10 of Ilmater; CR 10; Medium-size Humanoid; HD 10d10+20; hp 72; Init +1; Spd 20 ft.; AC 25 (touch 13, flat-footed 24); Base Atk +10; Grp +15; Atk +18 melee (1d8+7/19-20, +2 merciful longsword), +16 melee (1d4+4/19-20, masterwork silvered dagger), +16 melee (1d6+5, masterwork light mace), or +12 ranged (1d12/x3, masterwork musket with masterwork bullets); Full Atk +18/+13 (1d8+7/19-20, +2 merciful longsword), +16/+11 melee (1d4+4/19-20, masterwork silvered dagger), +16/+11 melee (1d6+5, masterwork light mace), or +12 ranged (1d12/x3, masterwork musket with masterwork bullets); Face/Reach 5 ft./5 ft.; SA Smite evil, turn undead; SQ Aura of good, detect evil, divine grace, lay on hands, divine health, aura of courage, remove disease; AL LG; SV Fort +14, Ref +9, Will +11; Str 21, Dex 13, Con 15, Int 14, Wis 16, Cha 20. Skills and Feats: Balance +3, Climb +7, Concentration +4, Diplomacy +14, Handle Animal +8, Heal +8, Jump +7, Knowledge (nobility and royalty) +7, Knowledge (religion) +10, Profession (sailor) +8, Ride (horse) +11, Sense Motive +8, Speak Language (damaran, common, elven, dwarven), Swim +7; Exotic Weapon Proficiency (firearms), Mounted Combat, Power Attack, Servant of the Heavens, Weapon Focus (longsword). Special Qualities: Aura of good (aura equals paladin level), detect evil at will, smite evil 3/day (+5 to attack, +10 to damage), divine grace (Cha bonus to saving throws), lay on hands (cure 50 hp a day), divine health (immune to all diseases), aura of courage (immune to fear, allies within 10 ft. gain a +4 morale bonus to saving throws against fear effects), turn undead (as 8th level cleric, +2 to turning checks) 8/day, remove disease 2/week. Paladin Spells Prepared (2/1; base DC = 13 + spell level). Possessions: +1 full plate armor, +1 heavy steel shield, +2 merciful longsword, masterwork silvered dagger, masterwork light mace, masterwork musket, 10 masterwork bullets, 5 silver bullets, 1 cold iron bullet, potion of heroism, potion of cure serious wounds x 2, cloak of charisma +2, Arm of Nyr, adventuring gear (including clothes, silver holy symbol of Ilmater, holy water, etc. Height: 6’3”, Weight: 175 lbs., Hair: Blonde, Eyes: Blue |
| TheHorrorOfYig12-02-03, 11:39 AM | Randarin Greycastle Male Human Paladin of Ilmater 1. The third son of a merchant family in Cormyr, Randarin's father paid a handsome sum to send his son to the wealthy Church of Lathander. Randarin was withdrawn from the other wealthy youth studying at the Church. Their spoiled ways and condescending attitudes were merely a reflection of the attitudes of the clergy there. This made him disillusioned with the Church of the Morninglord, and he progressed with his studies in a morose state. His conscious became increasingly burdend by the thought that he was pursuing something he did not believe in. On the morning that he and the other youths were to be inducted into the priesthood, Ilmater instead reached out to him to ease his burden. Randarin has wandered Cormyr serving Ilmater since that day. |
| Sir Aurik12-02-03, 12:30 PM | Well now, my namesake; Sir Aurik Mail asamar, Fighter 2, Palidin 7, Purple Dragon Knight 2 Str. 22, Dex 16, Con 17, Wis 16, Int 16, Cha 18 Feats; Power Attack, Cleave, Weapon Focus: Greatsword (Albion), Celestial Bloodline, Light to daylight, Leadership, Endurence, Mounted Combat Skills; (don't have sheet at moment) Mount; Palidins War Horse "Dreadnought" Primary weapon; Albion, +3 Ancestral Cold Iron Greatsword (working its way to awakening its full "hidden" powers-+5 Holy Avenger) |
| Tempus66512-02-03, 12:40 PM | An old (3.0) character I loved to play. He got the flamethrower from his Gnomish Artisan cousin, Nimble the Icefire Prophet. Nalut the Demon Warrior Male gnome, Ftr15; CR 15; small humanoid; HD 15d10+75; hp 225; Init +6; Spd 20; AC 20; Att +2 brilliant energy handaxe +16/+11/+6 (1d6+5, 19-20, x3), +2 brilliant energy handaxe +16/+11/+6 (1d6+5, 19-20, x3) or shortbow +18/+13/+8 (1d6, x3); SQ lowlight vision, spell-like abilities, +2 vs. Illusion, +4 AC dodge bonus vs. giants, +1 vs. goblinoids; AL N; SV Fort +14, Ref +7, Will +7; Str 12, Dex 15, Con 20, Int 15, Wis 14, Cha 12; Height 3´3”. Skills & Feats: Alchemy +4, Climb +19, Handle Animal +19, Hide +14, Jump +19, Listen +4; Ambidexterity, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Impr.Critical (handaxe), Impr.Iniative, Impr.Two-Weapon Fighting, Mobility, Quick Draw, Run, Spring-Attack, Two-Weapon Fighting, Weapon Focus (handaxe), Weapon Specialization (handaxe). Possessions: 2 +2 brilliant energy handaxes, +3 mithral shirt of etherealness, flamethrower (19), potion of haste (2), potion of cure critical wounds (2). Flamethrower: This device consists of an adjusted musket with a hose attached to the backside. The hose is attached to a medium-weight metal container that can be carried as a backpack. This container is filled with a greasy, black, flammable substance. In the mouth of the musket there´s a short fuse that has to be lit in order for the flamethrower to function (this is a standard action if ready flame is available). When the fuse is lit, the wielder can pull the trigger to let a raging stream of fire pour forth. Under the musket´s mouth is a switch that regulates whether the flamethrower shoots in a line (5 ft. wide, 45 ft. long) or a cone (20 ft.). The fire deals 5d8 damage (per round if the trigger remains pulled), half if a succesful Reflex save is made (DC 18). The device expends 1 charge per shot/round. |
| Spuritarrantius12-02-03, 02:18 PM | Geth "The Unseen" is about to retire from active play and make appearances in my new mid-week campaign with low level players. Male Svirfneblin Monk 20/Dragonsbane 10/Void Incarnate 10/Tattooed Monk 2: CR 45; Small sized humanoid; HD 20d8+2 plus 10d8+2 plus 10d6+2 plus 2d8+2; Hp 300; Init +17; Spd 260 (130 base); AC 55, touch 55, flatfooted 55, 50% miss chance; Atk +54/44/39 melee (2d8+13/19-20, unarmed +9) or +48/38/33 ranged (1d3+8/x2, Sling of seeking +4) or +49/44/39 melee +55 ranged (1d4+14/x2, intelligent sai of returning seeking and undead dread +10); SA and SQ Flurry of blows, unarmed strike, evasion, still mind, Ki Strike +4 (magic/lawful/adamantine), slowfall (any), Imp. Evasion, Purity of Body, Wholeness of Body, Diamond body, Greater flurry, Diamond soul, Abundant Step, Quivering Palm, Timeless body, Tongues of the Sun and Moon, Empty body, Perfect self, Uncanny dodge, SR +30 vs. Spells cast by dragons, Mindspeak, Slippery mind, Spell link, Blank aura, Void Presence, Mettle of Fortitude, Blank mind, Mettle of Will, Null strike, Imp. Mettle of Fort., Empty form, Imp. Mettle of Will, Chrysanthemum Tattoo, SR 53; AL LN; SV Fort +32, Ref +43, Will +39; Str 18, Dex 31, Con 15, Int 14, Wis 30, Cha 25. Height 4 ft. Skills and Feats: Balance +70, Climb +65, Diplomacy +41, Escape Artist + 51, Gather information +10, Hide +60 (+62 in the dark), Jump +65, Knowledge (local Dalelands) +18, Knowledge (Dragons) +28, Listen +36, Move silently +55, Profession (stone cutting) +17, Ride (Temporal Drake) +20, Search +8, Sense Motive +14, Sleight of Hand +30, Spellcraft +23, Spot +23, Survival +41, Swim +33, Tumble +71, Use Rope +35; Blooded, Education, Survivor, Imp. Disarm, Imp. Unarmed Strike, Stunning Fist, Dodge, Mobility, W. Focus (unarmed), Spring Attack, Combat Reflexes, Endurance, W. Finesse (unarmed), Die hard, Combat Expertise, Whirlwind Attack, Deflect Arrows, Run, Epic Speed, Great Dex 3, Imp. Ki Strike 1, Lightning Reflexes, Leadership, Epic Leadership, Dextrous Fort, Dextrous Will, Self Concealment 5, Speed of the Gods (house rule). Dragonsbane Spells: 3/5/5/5 Possesions: Monk's Belt of Protection and Resistance +5, Bracers of Natural Armor and Heavy Fortification +8, Headband of Charisma +6, Rod of Enemy detection, Necklace of Adaptation, Boots of Swiftness, Clear and Incandescent Blue Ioun stone, Sling of Seeking +4, Fang of Geth (intelligent sai of returning seeking and Undead dread +10), adventuring gear. Temporal Drake mount. Cohort "Quoth" Male Paragon Githzerai Rogue 10. Needing comments... -s- |
| Straploknight12-02-03, 10:18 PM | That time of the year again, I'll bite. Here is Soluafein 3.5 Soluafein Helviiryn: follower of Fenmarel Mestarine Male drow Ftr 19: CR: 21; Medium-sized humaniod (elf); HD: 19d10; HP: 143; Init: +13; Spd: 30 ft.; AC: 23 (23 flat-footed, 16 touch); Atk: +29/+29/+24/+19/+14 (1d6+9, 17-20x2) melee - Abbil, +28/+23/+18 (1d6+6, 17-20x2) melee - Sargtlin; SQ: Drow traits, Light Blindness, Spell-like Abilities, SR 30; AL: CN; SV: Fort +13 Ref +13 Will +6; ST:17 DX:24 CN:14 IN:15 WS:11 CH:14; Height 4'11" Skills & Feats: Balance 13, Climb 9, Hide 11, Intimidate 10, Jump 13, Knowledge (Royalty & Nobility, drow) 6, Knowledge (Religion, Lolth) 6, Move Silently +26, Sense Motive +4, Swim +11, Tumble +24; Alertness, Tunnel fighter, Highborn Drow, Twin-Sword Style, Weapon Finesse, Weapon Focus (short sword), Weapon Specialization (short sword), Blind-Fight, Combat Expertise, Dodge, Mobility, Improved Critical, Improved Initiative, Quick Draw, Two-Weapon fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting. Languages: Elven (drow dialect), Undercommon, Common, and Drow Sign Language Possessions: Abbil (+4 mithral eager short sword of speed), Sargtlin (+3 adamantine anarchic blindsighted keen short sword of wounding), Bracers of the Blinding Strike, Ring of Elemental command (fire), Boots of Elvenkind, Ring of Regeneration, Belt of Lions. History and Personality Not every drow elf has the fortune of finding good friends on the surface, is ashamed of his race, nor has had the benefit of being tutored by a caring father. Soluafein is one such drow elf. He is at once dour, sullen and taciturn caring little for the welfare of others, expects nothing from those around him, realizes he has only himself to rely on and will always be a stranger in strange land no matter where he goes. However he is proud of who he is, his skill at arms and where he came from, feeling that had he been born anything less than drow he would not have survived as long as he has. Soluafein's story began in the Year of Carrion Crow, the son of a minor noble family in the city of Ched Nasad. His life was typical of his kin until his ninetieth birthday where the young drow was used as a scapegoat for the failed schemes of one of his older brothers and he was forced to flee or suffer at the hands of drow "justice". Escaping his family, Soluafein slipped away leaving Ched Nasad with an underdark caravan headed for points south and far from the wrath of those who hunted him. Used to a life of privilege (as much as a male noble could expect) Soluafein found life on the road much different than what he had been used to and the young drow elf soon realized that despite the company of others he had no one to turn too, nor the aegis of his house to protect him anymore. It was here that Soluafein began to focus his natural talent and sharpen the skills he had learned in Ched Nasad. He would as time went by eventually make his way to the region located under Dambrath. Here would run afoul of an enemy of his family forcing Soluafein to abandon the underdark and seek safety in the "lands of terrible light". If Soluafein had thought his time spent as a wandering sell sword in the underdark had been unforgiving, his first years on the surface proved to be merciless as the drow was chased by mob after mob in retaliation for the supposed wrongs comitted by his race or used as a scapegoat again as he had been in years past by those who found his dark heritage a convient alibi for thier own nefarious plots. In time Soluafein discovered he was little more than a tool for others to use (even by his distant cousin the elves who promised Soluafein succor if he would act as an assassin against his own people in an effort to prove his loyalty to his new masters)as he wandered far and wide in search of a place to live in peace. At one point in time Soluafein had allied with and eventually made friends with two human companions. A paladin known as Tyrson Foehammer and a wizard by the name of Elric Everwind. The three would share a good many adventurers, howerver this was not to last as his friends would perish as a result of the machinations of Ty'runal, an elven crusader (of Shevarash) turned undead blackguard sought his death. Soluafein defeated his enemy at the cost of his friends life and the enmity of those elves who reveared the fallen crusader Ty'runal. Again as before, Soluafein was forced to flee before overhwhelming force. These days Soluafein finds himself operating on the fringe of the civilized world with the only constant companions he has ever really known, Abbil and Sargtlin (his swords) living as an adventurer and mercenary allying himself with whoever offers the most gold and as always keeping alert for the powerful enemies he has made down the years who are sure to come looking for the drow elf. |
| Tythanil12-03-03, 07:58 PM | Absolutely the most fun character of mine to play. Note - character is 2nd Edition conversion and as such some skills are granted by default so character integrity is maintained. Default acquisition denoted by * Kileremoro Thoromekteck Male gold dwarf Ftr 3/Brb 2/Battlerager 2 CR ; medium-sized humanoid (dwarf); HD 3d10 plus 4d12 plus 35; hp 95; Init 0; Spd 30 ft; AC 17 (touch 10, flat-footed 10, poorly crafted fullplate); Atk +12/+7 (1d8-1+5/NA, poorly crafted battle axe) melee; SA Rage 2x/day; SQ none; SR none; AL CN; SV Fort +9, Ref +1, Will +1; Str 20, Dex 10; Con 18; Int 3, Wis 4, Chr 5; Height 4 ft. 9 in. Skills and Feats Intimidate (Str option) 13 ranks, Knowledge (religion) 2 ranks*, Perform (signing) 2 ranks*; Brew (gutshaker) -3 ranks (that's right minus, his gutshaker is downright putrid) Cleave, Endurance, Power Attack, Bullheaded, Toughness Racial Traits Darkvision 60 ft., Stonecunning, +2 racial bonus against poison (mod +4 Battlerager), +2 racial bonus against spells and spell-like effects, +1 racial attack bonus against abberations, +4 dodge bonus against giants, +2 racial bonus on Appraise, +2 Craft check for metal and stone Class Abilities Rage 2x/day: Str 24, Con 22, hp 102, AC 14; Gruff; immune to fear and similar effects also gains a +2 insight bonus on save against mind-affecting spells and effects. Possessions: Poorly crafted battle axe, Poorly crafted fullplate armour, bright, shiny gold button, Ring of Vampiric Regeneration, mini-keg of gutshaker Notes: Kileremoro's battle axe and full plate armour were scrounged from the reject pile of a smith whose ideas were grander than his skill with the tong, hammer, and anvil. Full Plate Armour: This heavy, encumbering suit of plate mail is barely held together by the rivets that fasten it. The weight of the mail is such that the wearer still incurs the dexterity penalty that comes with full plate without gaining benefits of protection due to large gaps in the armour's seems (-6 Dex, +6). However, there is an upside. The smith who crafted this plate sought very much to craft an armour that would prevent grappling. His vision was to create a mail with hundreds of stout, protuding spikes jutting out from the plate's surface. This suit of plate, since rejected, was the culmination of a year's toil. Any person who attempts to grapple or subdue the wearer receives 1d4 points of damage per round so long as the wear is able to wiggle around. Side note - due to Kileremoro's unsanitary lifestyle anyone cut by one of the spikes must succeed at a Fort save DC 10 or contract a form of tetnis. Onset time: 2 hours, victim is physically weakened (-1 to Str for 8 hours) and nauseous (-1 to Con for 8 hours). Battle Axe: Kileremoro actually has two of these pathetic looking weapons. Both appear to have been crafted by a 5 year old, but surprisingly they are both very sturdy. The weakness of these weapons lie in their tensile strength. Everytime a critical hit is scored, there is a 1 in 10 chance the axe's haft will split in two and the head will shatter. In addition, the poor craftsmanship of these axes do not allow for critical hits to deal additional damage, regardless of the wielder's skill. The edge of both axes are dull and notched from much use and poor smithing, so the weapons deal 1d8-1 points of damage. However, again, there is an unexpected upside. Because both axes sport blunted edges their cutting nature is somewhat retarded. Anytime an 8 is rolled on the d8 the victim of the attack suffers a severe laceration, one marked by tears and vicious ripping that bleeds and bleeds. In game terms, the cut caused by the blow causes the victim to bleed for an extra 1 hit point for 5 rounds. There is stupid, then, there is Kileremoro Thoromekteck. Son of a beardless, snivelling, weakling of a dwarf (literally) and a mother who could military press a firbolg, Kileremoro was the product of a night of passion that started with 12 kegs. In other words, his mother was fully under the effect of the Gutshaker Glasses. I'm working on the story....to be continued. |
| Masakado12-05-03, 09:58 AM | Originally posted by Straploknight That time of the year again, I'll bite. At least there's no flaming in this thread like there was in the last two. ;) Currently playing Liu Wuo Shen, a Fighter / Shou Disciple of Mulan & Shou decent. I'll post his stats when I'm closer to his char sheets. Currently grouped with Vanya, a would-be Hathran, her companion & protector, Iannuarii, an aspiring berserker who doesn't trust me, and a Gnome rogue named Fogel (currently running from Zhentil Keep's law enforcement.) Campaign is obviously focused in the Unapproachable East. Good fun. |
| Arravis12-05-03, 10:31 AM | Here's mine in PDF format: http://www.ralloszek.net/ubbthreads/download.php?Number=33131 Its not really set up as a text file... Anyway, if anyone sees any errors on it, please let me know :). |
| Yokinobu12-07-03, 04:34 AM | 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. |
| Mr PaNGo12-07-03, 07:00 AM | my epic character is a rogue 13/ ninja spy 10/assassin 6 |
| tyler ramm12-09-03, 07:02 PM | race drow weapons wounding scimitar of acid and sylvan scimitar hand bow. armor mantle of stealth20% miss nonditection. ring of u.e.i. belt of str +12 head ban of int+12 gloves of dex +12 boots of speed bracers of health+12 bag of holding 500lb |
| Straploknight12-09-03, 09:29 PM | The crunch is nice, but I want to see some more fluff here. Very nicely done Yokinobu. |
| Yokinobu12-10-03, 08:40 PM | Thanks, you too. :D |
| Thysl12-11-03, 12:17 AM | Ahhhh..... My favorite character, the one I'm currently playing, and my board namenclature: Thysl Thysl Half Moon Elf Bard2/ Ranger1 Thysl is gunning for the Harper Scout (Agent) Prc and will qualify for it at level 6. It's a sad story really, yet I tell it with a smile on my face. A tale of a man seeking vengeance isn't usually cheery, yet, what am I to do? Let it be known that I am simply called Thysl. In fair Silverymoon I am accounted as Honored Speaker, yet, as any taproom patron can tell you, I do not respond to so stuffy a title. I was raised in fertile Mistledale on a vineyard ripe with life. My mother, Elizebelle Fairhand, kept a tidy ranch: rarely would she let a seasons' yield plump too sweet, even in the midst of one of her grand adventures. So dear reader, let it be known that my sweet mother took to bed an elf - mine sire - in a night of passionate revelry. She has told me his name and alittle of his countanance, but that is another tale, eh? Upon the fecund fields of merry Mistledale did your narrator grow strong and true. I had a natural gift for speaking and tale telling and - on the eve of mine 10th Reaping - dear mother packed me away to distant Silverymoon to attend the esteemed Bardic College there. As she waved a final goodbye I saw something upon her I had never seen before: A pendant, a harp of silver on a field of stars. Happy years did I spend in the Jewel of the North, and in no time I learned the significance of mothers odd pendant, for, as you know, Silverymoon is a refuge for the members of that august group of folk called the Harpers. Within the hollowed halls of the College I learned myriad lore; Hours did I pour over the Battle Deeds of the Kings of Illusk, months did I spend memorizing the One-hundred Mulan Epics. I mastered the poems of elf-kin and chants of the dwarves, and all the while I wrestled to understand the many varied languages of this land. So, as a burgeoning sage, I returned to my sweet home in Mistledale, but something was amiss. Sown on the land that mother had tamed herself was not her Ruby Dry, but instead wheat. Living in my childhood home was not my mother, but instead my cousin. Let it be known, patient reader, that mother's family bore me much ill will for my mixed blood, so much so I was dissallowed their honored surname. Angrily I did confront mother's nephew as to why he ruined her fields, by who's leave did he plant common wheat in mother's vineyard. His response was not unkind yet it did break my young heart: Mother was dead. Murdered by an assassin in the night, an assassin that painted a Dethek 'Z' on her fore-head, in her own blood. He told my her tomb was beyond. Upon my mother's cairn I made a solemn oath: The Zhents would pay for this callous slaughter. First her vile assassin, then the rest. I swore I would make the very foundation of Zhentil Keep shake with my vengeance, I swore they would know their folly. |
| FireHeart12-11-03, 02:46 PM | Originally posted by Straploknight The crunch is nice, but I want to see some more fluff here. Very nicely done Yokinobu. Okay... fluff here. (Too long to post!) http://home.triad.rr.com/thefulbrights/shandri.htm I hope it's okay to just post the link. I've got a few more characters set in FR, I'll try to post later. -Fireheart |
| Aris Despana The Drow12-11-03, 03:20 PM | down ! \/ |
| Aris Despana The Drow12-11-03, 03:23 PM | I just killed 4 demons and 20 BaneDead It was fun the Dm thought I would die lol! |
| Wooly Rupert12-11-03, 06:26 PM | Originally posted by Thysl Ahhhh..... My favorite character, the one I'm currently playing, and my board namenclature: Thysl Thysl Half Moon Elf Bard2/ Ranger1 Thysl is gunning for the Harper Scout (Agent) Prc and will qualify for it at level 6. It's a sad story really, yet I tell it with a smile on my face. A tale of a man seeking vengeance isn't usually cheery, yet, what am I to do? Let it be known that I am simply called Thysl. In fair Silverymoon I am accounted as Honored Speaker, yet, as any taproom patron can tell you, I am do not respond to such stuffy a title. I was raised in fertile Mistledale on a vineyard ripe with life. My mother, Elizebelle Fairhand, kept a tidy ranch: rarely would she let a seasons' yield plump too sweet, even in the midst of one of her grand adventures. So dear reader, let it be known that my sweet mother took to bed an elf - mine sire - in a night of passionate revelry. She has told me his name and alittle of his countanance, but that is another tale, eh? Upon the fecund fields of merry Mistledale did your narrator grow strong and true. I had a natural gift for speaking and tale telling and - on the eve of mine 10th Reaping - dear mother packed me away to distant Silverymoon to attend the esteemed Bardic College there. As she waved a final goodbye I saw something upon her I had never seen before: A pendant, a harp of silver on a field of stars. Happy years did I spend in the Jewel of the North, and in no time I learned the significance of mothers odd pendant, for, as you know, Silverymoon is a refuge for the members of that august group of folk called the Harpers. Within the hollowed halls of the College I learned myriad lore; Hours did I pour over the Battle Deeds of the Kings of Illusk, months did I spend memorizing the One-hundred Mulan Epics. I mastered the poems of elf-kin and chants of the dwarves, and all the while I wrestled to understand the many varied languages of this land. So, as a burgeoning sage, I returned to my sweet home in Mistledale, but something was amiss. Sown on the land that mother had tamed herself was not her Ruby Dry, but instead wheat. Living in my childhood home was not my mother, but instead my cousin. Let it be known, patient reader, that mother's family bore me much ill will for my mixed blood, so much so I was dissallowed their honored surname. Angrily I did confront mother's nephew as to why he ruined her fields, by who's leave did he plant common wheat in mother's vineyard. His response was not unkind yet it did break my young heart: Mother was dead. Murdered by an assassin in the night, an assassin that painted a Dethek 'Z' on her fore-head, in her own blood. He told my her tomb was beyond. Upon my mother's cairn I made a solemn oath: The Zhents would pay for this callous slaughter. First her vile assassin, then the rest. I swore I would make the very foundation of Zhentil Keep shake with my vengeance, I swore they would now their folly. That was quite well written, Thysl. My compliments. |
| Darth_Gouki12-14-03, 12:02 PM | Lieutenant Garrison Garenil of the Purple Dragons (Fighter 6/Paladin 12 of Helm/Purple Dragon Knight 1) Height: 6'4" Weight: 201 pounds Age: 21 Hometown: Cormyr Strength: 16 (+3) / 18* (+4) Dexterity: 17 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 18 (+4) Hit Points: 225 (19d10 +57) Armor Class: 42 (10 Base, 18 Armor, 6 Shield, 1 Dex, 5 Natural, 2 vs. Evil) Touch AC: 13 Flat Footed AC: 41 Armor Check Penalty: -6 Initiative: 7 (3 Dex, 4 Improved Initiative) Speed: 30 Ft. Base Attack: +19/+14/+9/+4 Melee Attack: +23/+18/+13/+8 Ranged Attack: +22/+17/+12/+7 Fortitude Save: 26 (15 Base, 3 Con, 6 Misc, 2 vs. Evil) Reflex Save: 17 (6 Base, 3 Dex, 6 Misc, 2 vs. Evil) Will Save: 14 (6 Base, 2 Wis, 4 Misc, 2 vs. Evil) Barbecue (+5 LG Bastard Sword of Fire; Artifact) +30/+25/+20/+15; 1d10 +1d10 fire +13; Crit 17-20/x2 +2d10 fire. Negligible Weight. Slashing damage, scabbard adds Magic Resistance 3%/Level Bastard Sword (masterwork) +16/+11/+6/--; 1d10 +6; Crit 17-20/x2. 10 pounds. Slashing damage, Weapon Focus, Weapon Specialization, Improved Critical. +2 Full Plate Armor. Custom fitted, classified as light armor. +10 Armor Bonus, allows max Dex +1 and full 30 foot movement. -5 Check Penalty. 45 pounds. +4 Dancing Heavy Steel Shield. +6 Shield Bonus. -1 Check Penalty. 15 pounds. Earring, Protection from Evil. +2 to AC vs. Evil, +2 to Saves vs. Evil. Ring of Protection +5 Bracers of Armor +5 Amulet of Natural Armor +5 Special Abilities: Aura of Good Detect Evil Divine Health Lay on Hands 48 HP/Day Remove Disease 3/week Smite Evil 3 Times/Day (+4 attack, +12 damage) Turn Undead 7 Times/Day Rallying Cry Heroic Shield Skills: Climb 3 Concentration 6 Diplomacy 16 Handle Animal 7 Heal 4 Intimidate 8 Jump 1 Knowledge (Cormyr) 3 Knowledge (Nobility and Royalty) 6 Knowledge (Religion) 15 Listen 8 Move Silently -1 Ride 7 Search 4 Sense Motive 8 Speak "Battle Tongue" Speak Beholder Speak Centaur Speak Common Speak Chondathan Speak Dwarf Speak Elf Speak Giant Speak Goblin Speak Halfling Speak Orc Spot 9 Feats: Blind-Fight (3.0 ONLY) Exotic Weapon Proficiency (Bastard Sword) Improved Initiative Improved Unarmed Strike Lightning Reflexes Great Fortitude Negotiator (3.5 ONLY) Weapon Focus (Bastard Sword) Weapon Specialization (Bastard Sword) Improved Critical (Bastard Sword) Leadership Mounted Combat Power Attack Gear: Backpack Bedroll Trail Rations, 2 weeks Torches, 2 Silk Rope, 50 feet Caltrops, 5 Waterskin, 3 gallons Harness (climb) - Ascender - Descender - D-Rings, 5 - Stakes, 5 Leather Strap, 24 inches Tinder & Flint sets, dozen Potionbelt, Masterwork Bandoleer, Masterwork Scroll Organizer Common Chess Set Purple Dragon Robes Bastard Sword, Masterwork Heavy Mace Lance +2 Full Plate +4 Dancing Heavy Steel Shield Heavy Crossbow, Masterwork Gauntlets, +2 Strength Globe of Continual Light Barbecue (+5 Bastard Sword of Fire) Earring, Protection from Evil Ring of Protection +5 Bracers of Armor +5 Amulet of Natural Armor +5 Gold Holy Symbol of Helm Heal Potions, 2 (3d8 +8) Heal Potion (full heal, -1d4) Money: Copper: 4 Silver: 20 Gold: 4086 Platinum: 0 |
| Elith E'Lyan12-14-03, 07:29 PM | My first post, but I thought I'd throw in my guy, as I quite like him. Elith E'lyan Druid 5 Race: Male Wood Elf HP: 36 (5d8+5) Alignment: Chaotic Neutral Deity: Rillifane Rallathil Age: 108 Height: 5'8" Weight: 150lbs Eyes: Green Hair: Brown Strength: 16 Dexterity: 18 Constitution: 12 Intelligence: 9 Wisdon: 18 Charisma: 14 Feats: Ambidexterity, Two-Weapon Fighting Animal Companion: Phlex Race: Wolf (Magically Advanced to Large Size, 5HD) Strength: 21 Dexterity: 13 Constitution: 19 Intelligence: 2 Wisdom: 12 Charisma: 6 Born in a heavily isolated Wood Elf community, Elith was raised in a culture where Humans and their magic were only known in stories told to scare children into behaving. Descending directly from the ill-fated realm of Eaerlann, the community had kept itself isolated for centuries, bringing themselves almost to the point of destruction. Rangers patrolling the nearby forests waylaid, or misdirected foreigners who travelled too close the village. Only the elders had any outside contact, and even then only with other Elves or the occasional dwarf. Most people of the community never would se anyone who was not born and raised in the village in their entire life time. However, this strictly controlled environment proved stifling for young Elith. Always sneaking past the Ranger guards, he'd disappear into the wilderness to spy on "outsiders". At least until he was caught and brought back home to his embarassed and irate parents. He finally seemed to settle down when he caught the eye of a young Elf woman named Seyline. She pursued him relentlessley, and Elith gave in willingly. However, she mistook his vigorous response to her advances for a commitment, announcing their "betrothal" to the community, as well as a shocked and quite frightened Elith. The next day, when the community awoke, Elith was nowhere to be found. Wandering through the wilderness and hiding at the approach of any travellers, Elith soon found himself starving and freezing. He would likely have perished if he hadn't been discovered by the Moon Elf Druid Sh'iana. Traversing across the vast expanses of the North, he was initiated into the ways of the Druids, and proved himself quite capable. He found himself falling in love with Sh'iana, despite their vast difference in age. Unfortunately, Sh'iana saw Elith more as younger brother than a lover. When they met up with her old love, the Ranger Kel'ryn, Elith set off on his own with a bruised ego and a broken heart. It was near the small town of Redwater that Elith came across a poacher who had slaughtered a wolf, and was in the process of dashing the wolf's cubs on rocks. Elith killed the man without hesitating, but was only able to save one of the cubs. Wandering towards town, an eldery human couple invited him in, and offered him shelter and milk to nurse the young wolf back to health. In exchance, he helped in their fields, and served as a guide for travellers from town. Now he makes his home in Shadowdale, having been granted land (along with his adventuring comrades) for aiding Randall Mourn in liberating Daggerfalls from Zhent occupation (forget what you read in the books, they got it all wrong!) |
| King Cornish01-08-04, 01:54 PM | :confused: Brent Craigworthy Elven 0-Level Commoner Alignment - CN Str. 18/00, Dex. 8, Con. 16, Wis. 5, Int. 5, Cha. 6 (stupidity can be funny and attractive) "Brent like little lizard. Little Lizard nice Lizard. Me eat. Ummmmm. Blood like lubricant for spines. Brent still hungry, but time for sleep. Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz." Brent wields a stunning two-handed sword, which he is not proficient with. He used to be a zombie, but is now an elf. He used to be a half-dragon exemplitan, but after meeting with Gamblar he found out his parents were unworthy, so he became a seventh centurian blizzard teller, tempting the wolves, and resulting in his family to disown him, much to his dismay. He joined up with a party of traveling dingleberry gatherers, who were secretly evil blood-mongrels, who tried to kill him in his sleep, but his big ears tipped him off and he woke up and pounded them to a pulp. If you call him a dummy he will pound you to a pulp. If you use his last name he will pound you to a pulp. His favorite food is anything small and alive. He wears armor made from human hair (gross, yet ineffective). He has terrible gas, and a unique sense of humor. He can't read but he likes to look at words. He currently leads a party of adventurers called "The heroes of Silverymoon," which saved the city from total destruction at the hands of several crafty elephants in musth. The whole town almost smelled like the drippings of young male elephants. Brent grew up in the country, but he is a city boy at heart. He was born with his heart on the wrong side of his chest. He has a heart of gold (figuratively), and a handful of animal entrails. He overuses the phrase "to be quite honest." He is way ahead of his time, a thug poet. He waxes nostalgic at the drop of a copper piece, but will pound you to a pulp if you crack a smile. Historic men give speeches in his dreams, the yellow cracked walls of his hovel play games with his mind as he stares at them in the moonlight. He has greasy hair and dirt under his fingernails. He never steps on a crack. When he walks to the tavern, he avoids all signs of a revolt and makes sure to walk around the blacksmith's store 4 times before going to the bathroom. As far as superstition goes, he prefers cracked mirrors, can't fit under a ladder, and has eaten 5 black cats. Listen, Brent has to go now, it's time for his nap. I hope this helps. Goodbye. Thank You. |
| Yokinobu01-10-04, 08:16 AM | Cornish, I don't know if you meant that to be, but I thought it was hilarious. |
| Mystery Man01-10-04, 10:14 AM | Great character write ups! Could care less about the stats. Those of you who just posted stats could you repost your character histories? My players are getting their characters ready for my next campaign and when all of thier write ups are done I'll be posting them up in my journal (link in sig) for all. The drafts look pretty good so far. Keep them coming, these are great.:) |
| King Cornish01-10-04, 11:28 AM | Originally posted by Yokinobu Cornish, I don't know if you meant that to be, but I thought it was hilarious. First of all, it's KING Cornish And if you appreciate my sense of humor, you are in the minority. I usually only post to amuse myself... Thank You. |
| High elf Sniper01-10-04, 04:31 PM | Eragon: Male Human Rgr1; CR 1; Medium humanoid; HD 1d8; hp 11; Init +4; Spd 30 ft.; AC 17, touch 14, flat-footed 13; Base Atk +1; Grp +4; Atk +4 melee (1d4+3/19-20, Hunting Knife [dagger]) or +6 ranged (1d8+2/x3, Mighty[+2] Composite Longbow); Full Atk +4 melee (1d4+3/19-20, Hunting Knife [dagger]) or +6 ranged (1d8+2/x3, Mighty[+2] Composite Longbow); AL CG; SV Fort +5, Ref +6, Will 3; Str 16, Dex 18, Con 16, Int 16, Wis 16, Cha 14. Height 5 ft. 9 in., weight 137 lb. Skills and Feats: Climb 4 ranks+7, Handle Animal 4 ranks +6, Hide 4 ranks +8, Jump 4 ranks +7, Knowledge(nature) 4 ranks +7, Listen 4 ranks +7,Move Silently 4 ranks +8, Profession: Farmer 4 ranks +7, Spot 4 ranks +7, Survival 4 ranks +7; Foe Hunter, Point blank shot, Weapon Focus: Composite Longbow. Possessions: Arrows(60), Backpack, Bedroll, Dagger, Flint and Steel, Explorer’s Outfit, Mighty Compsite longbow[+2], Masterwork Studded leather, Sack, Torch(3), Trail Rations(3). 7gp 2sp 7cp Diety: Mara'athenfi Vannabael Description: Blue eyes, dirty blond hair. Arm muscles are slightly corded. Skinny, long straight fingers, rough hands, not too broad shoulders, small feet. Tan skin. Birthmark on his ear that looks like he had his ears pierced. Walks gracefully and agile. Always good posture. Dresses in light brown breeches and a deep forest green tunic. He wares a cloak of that same green that overhangs his face most of the time. His bedroll and backpack are made out of buckskin and he always has his bone hunting knife with the insignia of Mara'athenfi Vannabael in a pocket on the strap that holds up his quiver. The handle is made out of ash. He carries a yew bow with a strip of ash in it across his chest. The bow has seen much use but he polishes it often. The Quiver is made out of Buckskin. His armors’ studs are in the shape of stars and the leather as tough as could be. Age: 16. Born Flamerule 30, 1757 Languages: Common, Elven, Gnome, Chondathon, Illuskan, Orc. Eragon grew up in the town Caravel on the border of the Silverwood. His mom had raised him alone since his father had left right after he was born. He had one older brother named Roran after his grandfather. Eragon hunted game in the forest to sell in town and to feed his family where as his brother helped his mom out with the household chores, the garden and the livestock. Eragon always uses everything he can from the animal he kills The reason Eragon became an adventurer was because his home town, Caravel, was over run by trolls who had been driven out of the evermors by frost giants. When his town was destroyed, he had luckily been out in the forest hunting game. He tracked the trolls for 4 days, figuring that they had taken some of the village hostage. When the trolls left for pillaging another nearby town, he snuck into their camp. He shot the only guard and then searched the place. The only person he could find alive was his brother, who was seriously injured from trying to repel the beasts. He took him to Silverymoon where he left him at the healers. They decided to meet up in a year at the gates of Silverymoon. Roran would try and start a business there or get an apprenticeship to someone, and someday by a house for himself and maybe even for Eragon. He is now roaming around, trying to find out who his father is. He will come quickly to the aid of any small town, especially ones with no defenses at all. This is his story. "I think then, that you might be missing out," Braddock said as he smile widened. "Now then, can anyone fill me in on exactly what you are up to and what you'd like my part to be in this? Is there monetary gain to be had, or possibly fame?" Beque looks confused, then blushes. "I think fame and possibly skill if you're interested in archery. Sovolos, can you tell him please?" Allanon glances at Sovolos before replying, "My friend here is on a quest to find a man who knew his father. This man's name is Wynemar, an arcane archer from a land beyond the western ocean. I'm quite sure that, during our journey, there will be much adventure and booty to be had. Of course, Braddock, you know as well as I that, with adventuring, come fame and fortune." Then Allanon waves a hand at the elf, "But, then, I'm sure Sovolos would be more than happy to indulge us in more details." "We are looking for a elf named Wynemar. He was a good friend of my father's and he knew my father before he died. I have come from Evermeet in search of him to learn the ways of an arcane archer and stories of my father. Anyone who would come with me would most likely gain a modest fortune and quite a bit of fame," Sovolos answers while nodding at Allanon in thanks. Beque looks at Braddock, wondering what he will think. "Fame enough?" She finally asks. "Fortune and fame mean little to me, "Braddock says while he looks at Beque, "I like to enjoy myself, have fun, meet new people..." Turning his attention back to Sovolos, the ranger continues, "What leads do you have as to the elf's whereabouts?" Beque looks at Braddock in some confusion, "I thought you wanted..." She shakes her head, "Never mind. I won't ask." Allanon smiles at the ranger, as if recalling some private joke. Then he says, "There's no doubt in my mind, you'll have fun on this adventure, and we'll very likely meet many new people. But then, the road is sometimes long and hard and, if the Lady Tymora shines her luck on us, we shouldn't face many hardships." Allanon then draws his longsword, the hiss of steel on leather loud in the quiet tavern. The three-foot length of Cormyrian steel glints in the candlelight. "And, should we face any hardships, by Helm, I'll keep my friends safe or die trying." Braddock looks at Allanon with no small amount of surprise on his face when the man draws his weapon, "A first offence for not having your weapon peace bonded isn't too severe but multiple infractions can see you in the hands of a jailer or banned from the City of Splendors, I had thought the same legalities applied in Cormyr as well." "The gate clerk said that she last saw him going southeast so we should find a map of the Sword Coast and surrounding lands and then we might find an idea where Wynemar is going," responds Sovolos. "What else does one need to travel?" Beque asks. "I'm afraid I've never been out of Waterdeep." With that, the mercenary sheathes his blade and turns to Beque. Allanon snorts, and puffs his pipe at the mention of peace bonding. Still, he does not push the matter further, as there is truly wisdom in the ranger's words. "The road is much different than the city, as you're used to. Out there, things move more slowly; your bed is the grass and your roof the stars. All we've got to do it gear you up with a warm blanket, maybe a horse, and some trail rations. Solovos and I can hunt for most of our food, and I'm sure that Braddock has enough wilderness lore to keep our bellies full." Then Allanon returns his grey eyes to Braddock, "Well, what say you, will you join us on our journey south?" Braddock looks at Beque, "What you'll need depends on how low of a comfort level you can survive. Hiking from city to city will be a long trek, you might want to purchase a pack, a bedroll, the equipment that Allanon mentioned as well as possibly a few feet of rope, something to light fires with, something to keep that fine blade of yours in good condition, and clothes that will hold up well. We might not always travel on the trade routes, moving through the wild has a way of toughening you up and destroying your equipment unless you take good care of it and it's of good make." Turning to Sovolos, Braddock nods to the elf. "I will travel with you, I must first leave word with a friend that I will be leaving but aside from that I really have no bonds to break here in order to be off." "I don't have a horse. I do have some of that though. I think I need to buy some food. And something to keep water or wine in," she muses. "I don't have enough to buy a horse," she says firmly. When Beque says she has no money for a horse, Allanon chuckles, "I've no money, either, but I had enough to purchase a mule in Berdusk. Pelor has stuck with me ever since, though perhaps when I've accumulated enough wealth, I'll pass him on to some other lucky bloke and get a real horse." "Beque, my apologizes here are your coins. Master Szenther bid me to deliver these to you, he said that he did not feel right keeping them," Sovolos says as he digs his hand into his cloak pocket and deposits the pouch in front of Beque. Beque blushes as Sovolos hands her the pouch. "Um, thanks," she says not wanting to talk about why she had run out without waiting for them. Hearing the group's discussion a young male human rises from where he was nursing a tankard and steps the ten paces to their table. His arm muscles are slightly corded and he has skinny, long straight fingers, rough hands, not too broad shoulders and small feet. His skin is tanned and he has dirty blond hair and blue eyes. He is dressed in light brown breeches and a deep forest green tunic. A cloak of the same green color overhangs his face. Near his table is his bedroll and backpack. A bone hunting knife, with an ash handle and a insignia of a red and green upright feather with a black arrow that is horizontal behind the feather, is in a pocket on the strap that holds is connect to his quiver. A yew bow with a strip of ash crosses his chest and a buckskin quiver hangs to his side. His leather armor studs are in the shape of stars and it looks well made and tough as could be. Beque looks at the stranger approaching and nods politely. "Is there a problem?" she asks. When the stranger approaches without a word, Allanon narrows his eyes suspiciously, awaiting an answer to Beque's question. "I heard someone is looking for information about their father. I too am in a search for mine. I will travel with you and help you if you will in turn help me find mine," The stranger replies to Beque's question. Beque now looks really confused. "I think you're mistaken, unless..." she breaks off for a moment and looks at the rest of the group. Chewing thoughtfully on his pipe, Allanon replies, "Gods! Is everyone looking for their father in this city? What's your name, there, friend?" "Both my parents burned to death when I was younger, so you can count me out of their elite group," Braddock said with a small smile. Allanon clears his throat uncomfortably and averts his eyes, "I'm sorry Braddock, I didn't know." Braddock waves Allanon's apology away, "Unless you set the house on fire yourself you've nothing to apologize for. It was a long time ago and if I can't make a joke at my own pain and loss then I might as well be dead at their side." It is obvious that Braddock has long since come to terms with his parent's demise by his body language and the tone of his voice. "I'm not sure I could make a joke out of it," Beque says softly, "And I don't even like my parents much." She tries to smile but it falls short a little. Beque waves to the stranger, "Perhaps you should sit down and tell us your name and more about yourself?" "I will do so if you will all be kind enough to tell me your names," the stranger replies. "I'm Beque," she tells him. "My name is Eragon. I'm sorry to hear about your father. Was I told your name?" Allanon takes the pipe from his mouth with one hand and extends the other for Eragon to shake, "I am Allanon of Cormyr." Then Allanon nods at the lovely actress, "That is Beque as she said and the elven archer there is Sovolos." Finally he points his pipe at the ranger. "And that is Braddock, the newest member of our company. Glad to have you aboard, Eragon!" He addresses the group as a whole, "When do we set out?" "Well, I guess I need to buy some food, a wineskin, and some wine. And Braddock here needs to run an errand. Maybe first thing in the morning? If I can get that stuff now and Braddock can get his errand run tonight? Would someone mind going with me to get stuff? Eragon, do you need anything?" Beque answers after she thinks about what she needs to buy. "I'll go with you," says Allanon to Beque. "There are actually a few things I need to buy myself, so that'll work out nicely. Sovolos, Eragon, would you like to join us?" "Thanks, I know enough about Waterdeep that some parts you might not want to travel alone." Beque smiles, then remembers the pouch Sovolos brought her. Looking in she blinks then turns her head for a moment. "I think he gave me too much," she says softly. To the green-cloaked man Allanon adds, "I wouldn't mind learning a bit more about you along the way. Seeing as we're going to be traveling together now, it would be nice to know something about my companions." "Lets start out at dawn tomorrow if you all are up to it, but we are going to have to find a place to stay for the six of us," Sovolos replied. "I was born in a town on the border of the Silverwood. My town was ravaged by trolls, luckily I was in the forest when this happened." Beque looks at Eragon and says, "I'm so sorry to hear that. So you have no one now? Or you feel your family might have escaped also?" |
| King Cornish01-10-04, 11:05 PM | :confused: Two questions: 1.) What is his favorite color? 2.) Would the answer to question #1 change if he, just as an example, were tied down and being tickled (on his feet) by a 42 year old human? Need more details. More input. INPUT! INPUT! Thank You. |
| Ardent01-11-04, 02:17 AM | I still haven't gotten around to converting my character to 3.5E (as we're on hiatus and I have other things on my mind), but here's the capsule on him. Born into a Damaran family with a strong tradition of service as noble guardsmen, Ruorin was drilled practically from birth to fill his father’s role as the Captain of the Guard for House Icelighter. The Icelighters defended one of the northernmost estates in Damara, and the Blacktowers were always pressed to maintain the family’s territory. Ruorin quickly grew into an accomplished swordsman, surpassing even his own father. When he reached the age of knighting, Ruorin had ventured into the iceflows to track and kill his first giant. Accompanied only by a small group of companions from the Keep, Ruorin returned to Icelighter Castle to find the place half-destroyed, exploded from the inside. Investigating the ruins, he discovered the remains of his father and his liegelord. Swearing vengeance, Ruorin began unraveling the clues. Discovering that a sorcerer who was capable of such destruction lived in a tower not more than four days trek from the ruined castle, Ruorin gathered his party and they ventured forth to destroy the nefarious sorcerer. When they assailed the tower, Ruorin watched his companions fall about him one by one, but his rage keep him going long after he himself should have fallen. With a final vengeful howl Ruorin slew the Sorcerer Hazakh and reclaimed his family’s honor. He swore a blood oath that all evil spellcasters would taste death at his hand and dedicated his service as a Paladin to Mystra. The newly minted Sir Ruorin took up the life of the errant knight, wandering in service to Mystra. Eventually, his travels brought him to the Shining South and taught him the skills he needed to survive in it. Trading shining armor and a regal warhorse for stealth and secrecy, Ruorin took up the lifestyle of a Mageslayer, and traveled to the dark elven land of Dambrath to hone his skills. Slaying dozens of drow and half-drow magi, Ruorin began to accumulate a reputation. His penchant for leaving only his victim’s charred, black heart behind earned him the moniker Darkheart, and Ruorin bore the name proudly. He would have continued his one-man quest against spellcasters of an ill bent had it not been for a chance encounter with an Eilistraeen priestess. The young, lively drow dazzled the jaded Mageslayer, and he took her along as his first companion in many years. The pair quickly fell in love, and continued to travel together, Darkheart seeking nefarious Mages and she seeking to counter the works of evil drow, they were a force for good in Dambrath. Eventually, though, they were driven out by a united Dambrathan front and fled into the Heartlands. Their band fluctuated in size and composition often, and Darkheart made it a point to hunt the magi of the Zhentarim for many years, earning himself and his companions invitations to join Those Who Harp. Darkheart declined, citing his personal crusade. After destroying one of Manshoon’s clones, Mystra granted Darkheart a vision and an offer. Darkheart would take up Art and become one of her Chosen. In return, he would hunt down Shadow Weave users in her name. Darkheart agreed, and became one of the few Chosen of Mystra. Long years of tireless effort halted the tide of the Shadow Weave somewhat, and the blood of Shadow Weave users ran black over Darkheart’s hands. In an act of vengeance against the Mageslayer, Shar convinced Beshaba to confront Adon the Scarred, the spiritual head of Mystra’s church. Darkheart came to the aging cleric’s aid and struck down Beshaba. Unaware that he had been facing the actual Beshaba and not simply an avatar, Darkheart started a chain reaction that led to the fading of Tymora and his ascension to godhood. The tired crusader fell warily into his new role… Darkheart The Gambler, the Lord of Laughter Greater Faerunian Deity Symbol: A charred human heart wearing a devilish grin Home Plane: Brightwater Alignment: True Neutral Portfolio: Random mischief, misfortune, bad luck, accidents, good fortune, skill, victory, adventurers, laughter, amusement, games of chance Worshipers: Gamblers, Harpers, auspicians, rogues, criminals, bards, entertainers, adventurers, assassins Cleric Alignments: Any Domains: Charm, Fate, Luck, Protection, Travel, Trickery Favored Weapon: “Fateful Point” (bastard sword) Darkheart has only recently raised to the status of deity, slaying Beshaba and claiming her portfolio while attempting to protect the patriarch of Mystra’s church, Adon the Scarred. Much to his shock and the shock of the other gods, without Beshaba to balance her, Tymora ceased to exist and Darkheart claimed her portfolio as well. Darkheart seems a bit bemused by his unintentional ascent to godhood, and is carefully learning the ins and outs of his position and clerical hierarchy. He has turned down the offers of both his mortal wife and son to enter the service of his church. He quickly established working relations with Mystra (whom he formerly served as one of her Chosen) and Eilistraee. Realizing that departing clerics of the two goddesses would leave him weakened, Darkheart quickly grabbed laughter, amusement and games of chance to add to his portfolio. Lliira is a little puzzled that she did not hold sway over laughter and amusement herself, but is willing to work with the new Lord of Laughter, especially since he seems to be a force for balance. As of yet, most of the other deities have kept cool, distant relations with the new god, although considering the tumult of changes in the heavens of late, it’s more likely that they’re just worn out than disapproving of the new god. The Gambler’s houses, all converted temples of Tymora and Beshaba thus far, although plans for entirely new temples have begun. Darkheart is not fond of Cyric, who attempted to grab Tymora’s portfolio before Darkheart could rightfully claim it. Bane resents the newcomer’s steep rise to power, but hasn’t made any moves against him yet, willing to see where the new deity’s aims lie. This was effectively a forced retirement for my character. I also took over as GM at this point, and my former character has been the protagonist for the new group of heroes. Although, as I mentioned, the group is on hiatus... |
| blackrock01-11-04, 03:04 AM | Ok, OK......King Cornish, I hope you don't mind but I had to cut and paste your character to a file on my PC. I could not quit laughing after I Pictured your character in two diferent lights. First, as a character in Monty Python and the Holy Grail. And Second, I think he and Pikel from R.A. Salvatore's novels should get their own line of books. 'Nuf said |
| JRBlasingame01-11-04, 03:06 AM | Sir James Ironwill, Knight of Solomnia trapped on a backwards planet with no way off <--- joke...lol (the name is true though and class). |
| Yokinobu01-11-04, 12:23 PM | High elf sniper, Ardent, those were really good. Lots of info. Unfortunately, mine may have too much. It's a little longer than the character I posted before I think. I don't expect anyone to read all of this, but I HAD to type that much because there was so much to be said about this one. It was really fun coming up with his story and personality, I hope I get to play him again soon. Note: He gives a whole new meaning to feeling "blue". Aseir Mristar Male air genasi Bard 9th; CR 10; Medium-size outsider; HD 9d6; hp 27; Init +5; Spd 30 ft., Fly 80 ft.; AC 18 (touch 14, flatfooted 14*); Atk +12/+7 melee (1d6 +2, rapier), Atk +11 ranged (1d8, light crossbow) SQ: Air genasi abilities, Bardic Music 9/day, Darkvision 60 ft.; AL CN; SV Fort +3, Ref +11, Will +6; Str 10, Con 10, Dex 20, Int 16, Wis 10, Cha 18; Height 5 ft. 9 in. Skills and Feats: Balance +10, Bluff +9, Concentration +7, Diplomacy + 16, Escape Artist +10, Hide +12, Jump +2, Listen +12 Move Silently +14, Perform(string instruments)+16, Perform(sing)+16, Sense Motive +12, Tumble +13, Dodge, Combat Expertise, Weapon Finesse; Special Qualities: Air Genasi Abilities: Darkvision, levitate once per day as a 5th level sorceror, +4 on saves against air spells and effects. Bardic Music: Inspire Courage +2, Inspire Competence, Suggestion, Inspire Greatness; Bard Spells Known: (3/3/3/2; Base DC—14 + spell level) 0—Dancing lights, daze, ghost harp, flare, ghost sound, mage hand; 1st—charm person, cure light wounds, expeditious retreat, herald’s call, summon monster 1; 2nd—blur, eagle’s splendor, invisibility, sound burst, summon swarm; 3rd—crushing despair, good hope, haste, phantom steed; Possessions: boots of levitation, masterwork light crossbow, mithral shirt, +2 rapier, ring of protection +2, yarting *Due to the effects of a certain equipped item(s). Aseir’s History Aseir, was born of a quarter-elf human from Tethyr and a Calishite woman of obvious dijinni descent. He lived a modest lower-class life in Calimshan with his parents in a home cruelly exposed to the mean streets of Calimport. His father, Darvin, a merchant and caravan owner, sold his wares most of the time in Tethyr and Calimshan in respect to his wife and son, but on a few occasions when great economic opportunity presented itself, he would take his caravan far and out of the Lands of Intrigue. Aseir was very different from most dwellers in Calimshan, being an air genasi and showing it quite obviously. His parents would never love him any less for this—his mother was fated with the same nature and his father would not have married her if this indeed mattered. Still, he could find no love from anyone else, and soon became the brooding type of child, fearful of leaving his home during the day. However, when Darvin convinced his reluctant wife to let Aseir accompany him on one of his trade journeys to Amn, Aseir’s wanderlust and desire to escape Calimshan overtook him. As the moved in a large group of fellow caravan parties from Calimshan and some returning from Amn, the entire entourage was waylaid by goblins, ogres, and a hill giant that were under the command of the two infamous ogre mages of southern Amn. Despite the several warriors protecting the caravans, the merchants and others fell quickly, for the ambush could not have been predicted. The caravans had known about the ogre mages and their army, and took pains to make sure they were miles from the outskirts of the notorious territory, but it was not far enough. All who were not killed were captured as slaves. None escaped. Aseir remained under the rule of his evil captors for months on end. He was deprived of food and sleep, and at the age of twelve barely survived the treatment. The evil humanoids were curious of his nature, but never truly figured out what it entailed. Aseir used this to his advantage. After undergoing harsh treatment and hours of grueling labor, he finally collapsed. He could hardly move, but he got the idea of using his strange properties to his advantage while he laid. When an ignorant ogre came to inspect his body, he found no signs of life. Aseir did not need to breathe, and his body was naturally cool to the touch. The ogre decided he was dead and threw him out to be eaten by wild animals, who did not try him at bewilderment of his elementally touched flesh. At the greatest opportunity, he fled north to Athkatla. He never quite made it. On the first night of his journey he was set upon by a band of good-natured adventurers from Amn. One such adventurer was a particularly positive half-elf bard, who played the yartling, a guitar that originated in Amn and Calimshan. Aseir was intrigued by the man’s competence at creating beautiful music, and soon learned to play and sing as well. The party brought him back to his home, only to find out that his mother had died of a broken heart, having thought both her husband and only child gone. What was left of the light that ignited joy and hope in Aseir’s heart was diminished, and Aseir was forever changed. The bard opted to adopt Aseir as his guardian and mentor. He tried to change him by getting him his own yartling and teaching him the joys of life. Aseir put up a façade of normality and acceptance of the cheerful half-elf’s outlook. However, when Aseir was allowed to play alone, a darker shroud fell over his demeanor. Old memories came back of the traumatizing slaughter of his father and others, of his non-acceptance amongst other children in Calimshan, of his loving mother’s undeserving death, of his own disgust at what he was. Having been betrayed by many as a youth, and seeing that good things don’t last, his cynical and fatalistic personality reunited with a deeper sorrow. He played slow, mournful, music with the yartling and sang sad, “ghost-like” songs. When his mentor took notice of this, he re-doubled his effort of trying to change the boy, to no avail. Aseir took his talents and fled to Waterdeep. Aseir played on the streets of Waterdeep, and was talented enough to earn quick coin. After several performances a day and practicing at night, he earned enough to pay for lodging in inns, attain quality clothing, and purchase weapons and armor for self-protection. At 16, he learned that he made a good decision in his gaining a weapon, for he had to defend himself from thugs time and time again that were determined to shut him up. He was harmed many times but never enough to kill him. While not practicing with his yartling he trained with his rapier in alleys, and in some cases went out of his way to kill bandits and thugs that roamed the streets of Waterdeep. He rediscovered his abnormal agility and coordination that he had rarely implemented since his escape from the ogre mages. Also in adaptation to unsheltered urban life, he became stealthy in order to avoid conflict or get the jump on someone. But despite his many successful deadly duels, his prime talent remained in his musical capability. Inns welcomed him playing, and some came to watch because they had never seen a pointy-eared, blue-skinned, white-haired “human” before. To his surprise people took to his sorrowful songs and slower pace of playing the stringed instrument. When large crowds gathered, he would often make a greater spectacle of himself by using levitate at the peak of his performances. More than performing however, he was fascinated by his own magical capability. He had dabbled in the bard arts when he was with the half-elf, but what power he had was slowly strengthened as he played on the streets. Being one with a naturally powerful force of personality for his strange kind, he concluded that it was part of why he got such a successful reaction in his audience, and why he was able to execute cantrips that he never knew he could do. More than once he would test his magical bard song ability on willing participants and passerby’s, and even on himself. Encouraged by this, he traveled to perform in other places across the face of Faerun. On the way from place to place, he would find that the world was just as dangerous as he’d thought. Encountering enemies of all types every where he went, he increased his skill in diplomacy and fighting as well as using magic and stealth to his advantage. Now at 19 years old, he travels the land without a true home staying at inns and leaving before sunrise. He journeys to find his place in the world, assuming he has one, which to him is questionable. Recently he has taken interest in the coin that can be gained after certain odd missions and mercenary work. Being a decent fighter and able to increase the prowess of allies through song, he works particularly well with others. In a tavern in Cormyr he caught word of the ‘Silver Ravens’ and has interest in finding more information about the group. Physical Description Aseir is an air genasi with a light faded blue skin and snow white hair. He has a slight, slender build, and usually wears a solemn, defeated expression on his face. His hair is short in the back but long on the sides with longer bangs. He has no scars or tattoos but sports two small earrings in his left ear. He walks with an arched back but usually has his head down, with his bangs hanging loosely. His yarting is in a special case strapped on his back and his rapier is in a white-stained wooden scabbard on his left hip. On the other hip he carries a light crossbow and the bolts in a special pouch on each thigh. He wears an open brown vest, much like a dijinni would wear with his mithral shirt under it. His trousers are baggy and made of quality black leather and he wears a blue sash around his waist. He has light brown boots. Personality and Beliefs Aseir is the kind of person you don’t understand. Introverted and enigmatic, he always seems depressed, but there is really nothing that surfaces that could make him depressed for that long. He is often simply emotionless, rarely showing anger, and joy, rarer still. He is cynical and fatalistic, and believes that he can trust no one, and nobody cares for him. Aseir doesn’t necessarily like making people happy, he simply likes satisfying some people, probably to feel some shred of self-worth, and this may be his biggest reason for doing his best in performances. He may be selfish, but he is not greedy. Thinking that nothing lasts forever, he tries to keep things as long as he might, and doesn’t usually help someone unless he feels there may be some benefit for him behind it. An exception really displays his chaotic nature, he is prone to helping people or doing odd jobs that have nothing to do with him and that promises no reward, all for no apparent reason. It may be that his Patron, Shaudakul, has influenced him in that manner. It also may be the reason he is such a nomad, travelling from place to place as Shaudakul’s dogma promotes. Though often depressed, he is never suicidal, and always values his life. Perhaps he still has that small light of hope he had when he was small, that motivates him to try and discover a place in the world, or a use, or in fact any other reason to live for that matter. This is what motivates him to protect his life, to talk his way out of situations if he meets a potential powerful foe, and to flee when things look grim. It’s this that motivates him to perform to make money, to perform to entertain, and to join adventuring groups and parties. Whatever it may be, he turns his sorrows he has now into song by playing his yarting and singing songs of all types. He is somewhat poetic, and looks to different things to be influenced by. He enjoys watching birds sing, because of the beauty of some of their calls. Because of this he has a healthy respect for nature, but does not love it, because he feels that nature would never love him. Anything else that is close to a passion or past time is gossip, finding information about things and learning the history or something. He thinks that most everything someone can learn can potentially be of use, so he frequents bars to learn what he can. Or maybe it’s that desire to feel social that so many people have. He is partly because of his elemental nature, but in truth, he has a much greater grasp on his humanity. He sees being an air genasi as a quirk of fate that is both a blessing and a curse, and wants to be treated as a human despite it. Sorry, I couldn't get anything to bold or italicize. |
| dragonheart01-11-04, 04:04 PM | ok here are the 2 versions of the character that is "me" as a few of you have seen in other posts this one has given me fits for many years. Thanks to a post in another thread I went out and got the original 1e module that created the problem and checked it - boy did that make a difference :rolleyes: anyway the character killed Lolth way back when and and without the module and books it was easier to convert as was to 3e and then move forward - thru the lolth killing and up to now. Except that Lolth has increased hugely in power since then so the exp gained was really rediculous as you'll see. So without further noise the ubbermunckin version: Dragonheart Human male NG Wizard L41, Ranger L20, Spellsword 10, Spell Fire Channeler L10, King of the Wild - Forests L10, Fate Spinner L10, Archmage L5, Wayfarer Guide L3, Exotic Weapon Master L3 S) 23 +6 BA: +64/+58/+53/+48 D) 30 +10 FS: +68 C) 30 +10 RS: +61 I) 32 +11 (BS: 3L1-2, 2L3-6, 1L7-9, 2L10 -11)WS: +63 W) 25 +7 (BS: 2L1-3, 1L4-7) SP: 60'; Swim: 30' Ch) 25 (+7) (BS: 2L1-3, 1L4-7) AC: T 27/FF37/R46 HD/HP: 30D12+176+3D10+30+10D8+72+67D4+498 = 1185 Favored Enemies: Orcs, Giants, Drow, Dragons, Beholders Feats Armor & Weapons Education (1) All armor & Shields Improved Unarmed Fighting (1) Simple & Martial weapons Tracking (R) Woven Armor +5 (stored) Ambidexterity (R) *Bracers +8 Two Weapon Fighting (R) *Silk Shirt +5 Combat Reflexes (3) *Leather Pants +5 Blind Fighting (6) *Cloak of Protection +5 Leadership (9) *Boots: Striding & Springing Imp. 2 Weapon Fighting (12) *Staff: Draken (Sp.) (50) Exotic Weapon- Shuriken (15) Staff: Power (50) Scribe Scroll (W/18) +5 GS L. Sword (Sp.) Summon Familiar (W/18) +3 F, GT Pick/Hammer (Sp.) Combat Casting (18) +3 Arrows (12) Drain Charged Item (SFC1/20) +2 Dagger: Throwing (2) Improved Healing (SFC2/21) +2 Arrows (18) Improved Familiar (21) +1 Mighty (+4) C. L. Bow Weapon Focus (Spell Fire) (SFC3/22) +1 Manriki-Gusari Increased Storage (Cx3) (SFC3/22) +1 Iron Fan Rapid Blast - 2 (SFC4/23) +1 Repeating Crossbow (Sp.) Still Spell (24) +1 Shuriken (9) Silent Spell (W5/26) +1 Arrows (24) Additional Magic Item: Ring (27) Wand: Lightning Bolts 20LE (40) Quicken Spell (30) Wand: Polymorph Other 20L (40) Increased Storage x4 (SFC5/31) Wand: ColdBall 20LE (40) Drain Permanent Item (SFC5/31) Wand: Caustic Jet 20L (40) Flight (SFC6/32) Wand: Fireballs 20LE (40) Deflect Arrows (SFC7/33) Wand: Sonic Bolt 20LE (40) Heavy Armour (33) Rapid Blast 3 (SFC8/34) Crown of Fire (SFC9/35) Maelstrom of Fire (SFC10/36) Quickdraw (36) Spell Focus: Evocation (W10/37) Sanctum Spell (39) Craft Wondrous Item (W15/42) Skill Focus: Spellcraft (42) Spell Focus: Transmutation (45) Improved Combat Reflexes (48) Skill Focus: Knowledge (Geography) (49) Arcane Reach (ACM1/51) Exotic Weapon: Iron Fan (51) Mastery of Elements (ACM2/52)Mastery of Counterspelling (ACM3/53) Spell Power +3 (ACM4/54)10L Spell Slot (54) SLA-Tesseract 4/d (ACM5/55)Channel Spell I(SPD1/56) Ignore 10% Spell Failure (SPD2/57)Craft Wands (57) Ignore 15% Spell Failure (SPD3/58)Channel Spell II (SPD4/59) Ignore 20% Spell Failure (SPD5/60)Craft Magic Arms & Armor (60) Spellsword Cache (SPD6/61) Ignore 25% Spell Failure (SPD7/62) Epic Leadership (SPD8/63)Eschew Material Component (63) Ignore 30% Spell Failure (SPD9/64) Channel Spell III (SPD10/65) Enhanced Teleport Capacity (WFG1/66) Endurance (66) Extra Teleportation (WFG2/67) Enhanced Teleport Accuracy (WFG3/68) Terrain Skill bonus - Forest (KW-F1/69) Craft Staff (69) Terrain Movement +2 Forests (KW-F2/70) Endure Heat: 5 (KW-F2/70) +1 Attack Forest Creatures (KW-F3/71) Terrain Camouflage-Forest (KW-F3/71) Forge Ring (71)Brachiation (72) Automatic Quicken Spell (72) Endure Heat 10 (KW-F5/73) +2 Attack Forest Creatures (KW-F5/73) Detect Animals/Plants - Forest (KW-F6/74) +3 Attack Forest Creatures (KW-F9/75) Adaptation 30' (KW-F7/75) Endure Heat: 15 (KW-F8/76) Run (KW-F8/76) +4 Attack Forest Creatures (KW-F9/77) Endure Heat: 20 (KW-F10/78) Freedom of Movement 30'/D (KW-F10/78) Multispell (W29/78) Spell Mastery (11 spells) (W23/81) Efficient Item Creation: Wands (81) Extra L7 Slot (W26/84) Extra L7 Slot (84) 11L Spell Slot (W29/87) Maximize Spell (87) Spin Fate (FS1/89) Resist Fate (FS2/90) Bane of Enemies (90) Fickle Finger of Fate (FS3/91) Spell Penetration (FS4/92) Spin Destiny (FS5/93) Death of Enemies (93) Deny Fate (FS6/94) Luck to the Wind (FS7/95) Heighten Spell (FS8/96) Greater Spell Penetration (96) Seal Fate (FS9/97) Favored One (FS10/98) Automatic Still Spell (99) Enhance Spell (W32/100) Exotic Weapon: Manriki-Gusari (102) Epic Spell Penetration (W35/103) Perfect 2 Weapon Fighting (105) Ignore Material Components (W38/106) Natural Spell (108) Automatic Silent Spell (W41/109) Partial Exotic Proficiency +2 (EWM1/110) Partial Exotic Proficiency +3 (EWM2/111) Improved Combat Casting (111) Improvised Throwing Weapons (EWM3/112) Full Exotic Proficiency +4 (EWM3/112) Special Abilities, Bonuses and Feats (see History) (Pantheon Source) Spell Fire Ability (BF) (WG) Levitation 5/d (SLA) (WG) Clairvoyance 5/d (SLA) (WG) Clairaudience 5/d (SLA) (WG) Spell resistance 100% to Clerical Spells from Lolth (& her Clerics) (Ao) Immune to Panic Perfect Health (Gnomish) Gnome Cantrips (Gnomish) Darkvision (Dwarven) +2 Constitution (Dwarven) +2 Intelligence (Corellon) +2 Charisma (Hanali) Point Blank Shot (BF) (Seldarine) Low Light Vision (EOA) (Seldarine) Elven Sleep & Charm Resistance (Seldarine) +2 Dexterity (Seldarine) Extended Life (Elf) (Labelas) Wildshape (15L Druid) (Erevan) Spell Focus: Illusion (Sehanine) Knowledge (Nature) +20 (Rillifane) Wilderness Lore +20 (Solonor) Holy Strike (Drow only) (Shevarash) Greater Two Weapon Fighting (Elistraee) Lightning Reflexes (Fenmarel) Sponsorship to Godly Status on (Final) Death (Angharradh) Permanent Spells: Nondetection, Comprehend Languages, Protection from Arrows, Detect Magic, See Invisible, Read Magic, Tongues, Greater Magic Fang (+5): hands, feet,+5 to all Abilities via Wishes Skills Skills Alchemy-I (44/55) Animal Empathy-Ch (10/17) Appraise-I (15/26) Balance -D (10/20) Bluff-Ch (15/22) Climb-S (20/26) Concentration-C (90/100) Craft (Gemcutter)-I (20/31) Craft (jeweler)-I (20/31) Disable Device-I (20/31) Diplomacy-Ch (20/27) Gather Information-Ch (15/22) Handle Animal-Ch (15/22) Heal-W (12/19) Hide-D (22/32) Intimidate-Ch (15/22) Intuit Direction-W (32/39) Jump-S (20/26) Knowledge (Arcana)-I (75/86) Knowledge (Anauroch/Dales/Moonesea)-I (30/41) Knowledge (Geography)-I (20/31) Knowledge (History)-I (20/31) Knowledge (Math)-I (10/21) Knowledge (Nature)-I (55/66) Knowledge (Religion)-I (30/41) Knowledge (Sciences)-I (10/21) Listen-W (30/37) Move Silently-D (26/36) Perform (Dance)-Ch (10/17) Perform (Flute)-Ch (10/17) Profession (Herbalist) -W (20/27) Profession (Sage)-W (20/27) Ride (Asperii)-D (15/25) Ride (Horse)-D (15/25) Ride (Dragon)-D (15/25) Scry-I (67/76) Search-I (19/30) Sense Motive-W (15/22) Spellcraft-I (68/79) Spot-W (25/32) Swim-S (20/26) Tumble-D (30/40) Use rope-D (15/25) Wilderness Lore-W (50/57) Spells per Day Ranger: 5L1-L3, 4L4 (Caster Level: 17) Wizard: 4+3L0, 7L1, 7L2, 10L3, 10L4, 5L5+1, 6L6, 5L7, 4L8, 4L9, 1L10, 2L11Caster Level: 52 (54 for Illusions, Transmutations & Evocations) Magic Items (*= Worn) Magic Items (*= Worn) *Necklace of Adaptation, Wound Closure & Protection (6) *Ring of Free Action Bag of Holding (15/500#) *Ring of Wizardry (IV) Crystal Ball w/ Clairaudience *Ring of Wizardry (III) Boccob's Book (2) Ring of Fire Elemental Control Potion: healing (5) Ring of Air Elemental Control Potion: extra-healing (5) Ring of Water Elemental control Potion: Fire Breath (5) Ring of Animal Friendship Potion: Fire resistance (3) Ring of Spell Turning Potion: Speed (4) Ring of Chameleon Power Potion: Water Breathing (4) Ring of Force Shield Potion: Iron Guard (4) *Girdle of Many Pouches Potions (all x2) *Pouch of Accessibility Woven Armor +5 (stored) *Heward's Handy Haversack Rod of Splendor (Stored) *Quiver of Ehlona Rod of Rulership (Stored) *Helm of Teleportation Amulet of the Planes (Stored) Hat of Comprehending Languages & Reading Magic (Stored) Dragonpaw: +5, Keen, Giant Bane Long Sword: Int: 16, Wis: 16, Cha: 11, Ego: 23; Detect Magic, Detect Secret Doors, See Invisible; Speaks: Common, Elven, Dwarven, Gnomish, Special Purpose: Defend Demi-Humans, Power- Slay Living Spells Cached: Alarm, Delay Poison, Detect Animals/Plants, Detect Snare & Pits, Pass w/o Trace, Resist Elements, Speak w/ Animals, CLW, Protection f/ Elements, Detect evil, Speak w/ Plants, Greater Natural Fang, Neutralize Poison, Remove Disease, Tree Shape, Water Walk, Resistance, Protection f/:, Mage Armor, Comp. Lang., True Strike, Change Self, Feather Fall, Spider Climb, Protect. F/ Arrows, Detect Thoughts, Invisibility, Mirror Image, Levitate, Nondetection, Protection f/ Elements, Clairaudience, Clairvoyance, Tongues, Displacement, Gentle Repose, Blink, Fly, Gaseous Form, Greater Magic Fang, Haste, Water Breathing Dragonclaw: +3 Frost, Ghost Touch Pick/Hammer: Int: 16, Wis: 15, Cha: 15, Ego: 15; Detect Traps, Stonecunning, Locate Object, Speaks: Common, Orc, Goblin, Gnoll Repeating Crossbow: Dual spring activiated, clip fed, fires 3 aimed bolts/round or 10 (full clip) at -4 each, replacing a clip is a partial action Spells Mastered (or inate) Mage Armour (L1), Mirror Image (L2), Dispel Magic (L3), Polymorph - Other (L4), Lesser Ironguard (L5), Project Image (L6), Spell Turning (L7), Tesseract (L7), Prismatic Wall (L8), Wish (L9), Force Burn (L9); Dancing Lights (L0), Ghost Sound (L0), Prestidigitation (L0) After getting the module I realized I wouldn't even have actually advanced more than one level. After allowing for a couple of bonuses from the dwarven and elven dietes for getting Lolth off their backs and following the history forward I end up wiht a character that was still (barely) playable (a munchkin no doubt but not exactly an ubbermunchkin): Human male NG (CR31) Ranger L17, Sorceror L9, Spell Fire Channeler L4 S) 16 +3 (20 +5) BA: +23/+12/+7/+2 D) 18 +4 FS: +23 C) 22 +6 RS: +13 I) 17 +3 WS: +18 (+19) W) 16 +3(+4) (1 BS-L1-4) SP: 30' (60') Ch) 20 (+5) (BS 2L1, 1L2-5) HD/HP: 68+17D10+13D4+76/270 Favored Enemies: Orcs, Giants, Drow, Dragons Feats Armor & Weapons Education (1) light armor Improved Unarmed Fighting (1) medium armor Tracking (R) shields Combat Reflexes (3) simple weapons Blind Fighting (6) martial weapons Leadership (9) Bracers +8 Imp. 2 Weapon Fighting (12) Cloak +5 Exotic Weap. Prof.- Shuriken (15) Boots: Striding & Springing Drain Charged Item (SFC1/18) Girdle: Many Pockets Exotic Weapon: Manriki (18) Staff: Power (25) Improved Healing (SFC2/19) +1 C. L. Bow Summon Familiar (W/20) +1 Manriki-Gusari Scribe Scroll (W/20) +1 Shuriken (9) Combat Casting (21) +2 Dagger: Throwing (2) Improved Familiar (24) +2 Pick/Hammer (Sp.) Craft Wand (27) +3 GS L. Sword (Sp.) Weapon Focus (Spell Fire) (SFC3/29) Increased Storage (Cx3) (SFC3/29) Rapid Blast - 2 (SFC4/30) Additional Magic Item: Ring (30) Special Abilities, Bonuses and Feats (see History) Immune to Panic (7) Spell Fire Ability (BF) (WG)(12) +3 Constitution (18) +3 Charisma (18) Greater Two Weapon Fighting (Elistraee) (18) Holy Strike (Drow only) (Shevarash) (18) Skills Alchemy-I (9/+3) Animal Empathy-Ch (6/+4) Bluff-Ch (5/+5) Climb-S (6/+3) Concentration-C (25/+6) Craft (Gemcutter)-I (2/+3) Craft (jeweler)-I (2/+3) Handle Animal-Ch (5/+5) Heal-W (6/+4) Hide-D (10/+4) Intimidate-Ch (5/+5) Intuit Direction-W (6/+4) Jump-S (6/+3(+13)) Knowledge (Arcana)-I (13/+3) Knowledge (Geography)-I (3/+3) Knowledge (History)-I (4/+3) Knowledge (Nature)-I (16/+3) Knowledge (Religion)-I (3/+3) Listen-W (10/+4) Move Silently-D (11/+4) Profession (Herbalist)-W (2/+4) Profession (Sage)-W (1/+4) Ride (Asperii)-D (1/+4) Ride (Dragon)-D (1/+4) Ride (Horse)-D (6/+4) Scry-I (9/+3) Search-I (6/+3) Sense Motive-W (5/+4) Spellcraft-I (13/+3) Spot-W (6/+4) Swim-S (6/+3) Tumble-D (5/+4) Use rope-D (5/+4) Wilderness Lore-W (16/+4) Sorceror Spells Known: 6L0: Arcane Mark, Dancing Lights, Detect Magic, Mage Hand, Read Magic, Resistance 6L1: Identify Know Protections Lessor Sonic Orb, Low Light Vision, Mage Armor, Magic Missile 6L2: Darkvision, Filter, Levitate, Mirror Image, Sniloc's Snowball Swarm, Web 6L3: Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic, Lightning Bolt, Protection From Elements, Steeldance 4L4: Caustic Jet, Dimension Door, Electric Orb, Polymorph Other Spells per Day Ranger: 3L1, 2L2, 2L3, 2L4 Sorceror: 8L0, 12L1, 5L2, 4L3, 3L4 Magic Items(*=worn) Magic Items (*=worn) *Hat of Comprehending Languages Iron Fan +1 *Ring of Free Action Arrows +3 (12) *Ring of Wizardry (L1) Arrows +2 (18) *Ring of Fire Elemental Control Arrows +1 (24) Ring of Air Elemental Control Wand: Lightning (50) Ring of Water Elemental control *Pearl of Wisdom Ring of Animal Friendship Boccob's Book (2) Ring of Spell Turning Potions (all x2) Ring of Chamelion Power Potion: healing (5) Scarab of Protection (6) Potion: extrahealing (5) Periapt of Wound Closure +1 Repeating Crossbow (Sp) *Necklace of Adaptation Potion: Fire Breath (5) Bag of Holding (15/500#) Potion: Fire resistance (3) *Heward's Handy Haversack Potion: Speed (4) *Quiver of Ehlona Potion: Water Breathing (4) *Girdle of Many Pouches Potion: Iron Guard (4) Helm of Teleportation Rod of Splendor (Stored) Crystal Ball w/ Clairaudience Woven Armor +5 (stored) *Pouch of Accessability Amulet of the Planes (stored) Oh and you wanted the hstory as well? well here it is: Originally a 20th century American citizen. Growing up he had an educational background in math and science. In addition, he was a hunter, a survivalist, and martial artist with experience in a number of weapons including staves, knives, spears, swords, bows, guns, nunchakus and shurikens. One of his entertainments was tabletop role-play games. In one of these games in 1980 he annoyed the dungeon master who dumped him into that world in a dangerous situation in an attempt to quiet the arguments. Instead of being killed off by the orcs when he was dumped at the back end of a group as they attacked the party, he was able to kill several and defend himself until the party rescued him. In the discussions with the DM he was established as a 3rd level monk switched to a 1st level ranger. For two years he remained in that world adventuring and occasionally being transported to a different world for additional adventures there (the player was involved in 2 campaigns using the same characters in both campaigns depending on the needs of the campaigns at the time. During these campaign he rose from 1st level to 7th level as a ranger. During these adventures he acquired an intelligent Giant slaying long sword as well as some magical chainmail armour. He was then transported to a different world (his player moved about 1000 miles) where he found himself in the world of the white gold ring and its demi-godly evil villain. In a series of adventures in that world he helped to force this foe into a thousand year retreat from the world. During these adventures he lost his right arm and had it regenerated, acquired a sword of sharpness and a ring of 3 limited wishes. He was rewarded with psionic abilities. These included the abilities Clairvoyance, Clairaudience, to absorb and fire energy bolts, heal himself and others, and levitate. By this time he had progressed from 7th level to 12th level and had started to attract some followers - both animal and humanoid. In addition to a pegasus as a mount he had raised 2 dire wolf pups to adulthood, had befriended a dire (spotted) lion and had been joined by a mated pair of giant bobcats. He had also hired or acquired his first 4 intelligent followers/henchmen. These were Darion, a half-elven druid; Corwin, a human cleric of a healing lawful good Deity of that world; Haradur, a sylvan elf fighter-mage-thief; and Borav, a human mage. After that he was again transported from back to the original worlds he had adventured in (his player moved back to that area). These followers were transported with him on his return to his original worlds. There he found himself helping an elven realm that was being attacked by hill giants. His followers helped to guard the base camp of the adventuring team put together by the realm to try to end the attacks. They were successful in destroying the hill giant fortress/community. They also discovered that a community of frost giants controlled the hill giants. These were in turn defeated only to discover that they were under the orders of a community of fire giants. These were then defeated but it was found the entire giant attacks had been directed by a previously unknown drow community beneath the elven realm that was using the giants to weaken the realm before attacking in an attempt to retake the surface. During the fight with the fire giants WildBill saved the party a number times. Once taking on a room full of giants alone, using a potion of speed and his two swords (sharpness and giant slayer) when the rest of the party was badly injured. In another case the drow called up a Balor demon which he destroyed with a single psionic psychic crush. During these adventures he used up his limited wishes healing and saving party members. When they discovered a ring of 3 wishes in the Fire Giant stronghold he was awarded it to replace his used up ring. The adventuring team then went into the Underdark to attempt to end or delay the drow efforts to weaken the elven realm above. In this they were successful but not by the means they had expected. They were not able to deflect the drow directly although they did inflict enough damage to the command structure to create some internal political unrest that had the effect of putting the immediate attacks on hold until the internal politics settle out. Instead of taking out the drow they found themselves forced into a temple of Lolth and there they were forced through a gate to Lolth's home plane where they came face to face with an Avatar of the goddess. Faced with destruction at the goddess's hands they fought back. While the majority of the party went in one direction WildBill moved in the other and pulled out an arrow of god slaying he had picked up on earlier campaigns. At the same time that Lolth destroyed the rest of the party he fired and was blessed by the gods of chance and hit Lolth dead center in the heart. She failed all her resistances and was killed. Using his last wish he resurrected the party and they were able to return to their home world. On arriving they were rewarded by both the elven and dwarven gods for the destruction of Lolth. WildBill had his two swords combined into one Keen Giant Bane, received a special magical pick/hammer and received a number of special powers from the Elven and Dwarven dieties. By this time WildBill had progressed to being an 18th level ranger. He also fell in love with an elven princess in the realm and married her. Soon after the marriage she was involved in an adventure across time that took her to his home world and century where she was able to purchase a number of unusual items both for herself and for him. She also picked up a large library of books for him that he uses for research as a sage and in other pursuits. Sadly, shortly afterwards he was again transported to a new and different world being forced to leave her behind. At the same time the transformed him. (2nd Edition AD&D rules came out) This left him as a 1st level monk/15th level ranger/10th level psionicist with a number of new psionic abilities that he found useful in his further adventures, These included the abilities to splice powers together and to do psychic surgery. Here, on this new world, he also gained the final members of his following: Bright, a dragonette with teleportational and empathic abilities Skylord, an adult copper dragon Garl, a gnome fighter and thief Gellura, a gnome thief and illusionist Ogo, a dwarven fighter Mogo, a second dwarven fighter Harold, a human fighter Helena, a human mage. First he helped a second elven kingdom deal with a similar problem with hill and frost giants (the gamemaster used the same 2 modules with modifications). Following this he established his own "realm" on the borders of the elven kingdom. He built a small keep and managed to drive off, co-opt or subdue the non-human and befriend the demi-human/human inhabitants of an area about 25 miles in radius around his keep. He developed a new teleportational psionic talent that he named Tesseract. This allowed him to warp space within his own world so that he could easily step through portals from one place to another. The size, distance and duration of the warp were all linked so that while he could create a short time and size but long distance portal or a large short distance short time portal or even a small long duration portal, but could not maximize all three dimensions at once. He remained on this world for nearly 10 years ruling his "barony" and occasionally adventuring in the wilds outside it. By this time he had progressed to being a 1st level monk, 15th level ranger and 16th level Psionic. Then the gods again translocated him and his companions (his player moved across country again). With this move he found himself transported to Faerun where he spent a year learning the world's history and politics reading at CandleKeep where he allowed them to copy his library in exchange for opening theirs to him. He decided that the mission the Gods must have for him this time was to free Teshendale from Zhentarim control and introduce republican government. Taking his companions he moved across the continent and then scouted out the dale's defenses before conducting a lightning series of commando raids. In these raids they destroyed the Zhentarim and Hillsfarian forces within the Dale in one night. Then, dropping the body of the main commanders in the courtyard of Zhentil Castle and Hillsfar Keep he notified their rulers that they could either attack him or send reinforcements to Yulash where they had been in battle to take over the town. Both chose to try to take Yulash and the old stalemate was renewed. While forces were marching to retake Yulash He attacked the Floating Temple destroying the Beholder who had been using it as the center of his cult. Corwin rededicated the temple to the worship of Lathander (the god most like his original one on this world and the deity he chose to serve while on this planet). An attack, by the Zhentarim, on the newly freed Dale was conducted from the Citadel of the Raven on the other side of the Dragonspine Mountains but was defeated. Darion, Corwin, Haradur and Borav all cast rock to mud spells on the trail over the mountains and the hillside above it causing it to wash down and collapse under the forces as they marched across the summit path. A second attack, directly from Zhentil Keep, was defeated when he used the tesseract ability to drop the first half of the attacking army on the second half from 400 feet overhead thus killing or maiming the entire force. That winter Zhentil Keep was attacked and the north side destroyed by forces sent by the mad god Cyric. WildBill spent a busy winter making sure that dragons and giants did not wander away from this attack to attack the dale. During this he was attacked by a second Balor demon which he also destroyed with a psychic crush. In the spring he drove off the remaining dragons, giants, and humanoids and was welcomed as the savior of the city. He destroyed the demon that was attempting to take over the city and renamed it Newport. He has imported retired or retiring warriors, battle mages, caravan guards, etc of good or neutral alignment giving them grants of land in the dale after they finish a 3-5 year tour of duty defending the dale from outside attacks. These imports have brought the Dale's population up from abut 12,000 to nearly 100,000; mostly trained warriors and wizards. When Bane was restored he exercised his psionic talents to the fullest and was able to draw enough power from the magical influx to Bane to tesseract his entire temple complex from the north side of Newport to the Citadel of the Raven. Following this the north side was converted to mud and allowed to wash into the Moonsea creating a protected harbor area. At the same time the huge influx of power seems to have altered him again draining and converting the psionic powers. (The third edition rules came out). Today he is a 17th level Ranger, 9th level Sorceror and 4th level Spellfire Wielder. He is also now researching a magical way to regain the tesseract ability that had been the main thing he has lost in the transition. While he retains an absolute veto; he has established a republican form of government for Teshendale. This government normally runs its affairs. Several of his followers have moved into positions within the government. These include Garl and Gellura who represent the Dale in the joint rule of Scardale by the other dales. Their activities were essential early on in removing the Zhentarim from that council and then moving the members from Sembia and Cormyr from full voting members to advisory members. He and his associates helped Randal Morn regain control of Daggerdale and are on good terms with him. He and his followers have also adventured recently in Cormyr helping its royal family with their recent troubles and establishing a firm working relationship with them. He is friendly with Elminster and the other leading citizens of Shadowdale and with the elves of Cormanthor. His friend Darion has established his center deep in the heart of the Border forest and so he is developing friendliness and trust between its denizens and the dale. He and his friends also provided some aid Evereska in its fight with the Phaerimm and Shades. While he is in fact in his late 40s at this point he appears to be no more than his late 30s and still retains the youthful vigor and reactions of someone that age. At this time his main worries are the Zhentarim Alliance between the Citadel of the Raven, Mulmaster and the Church of Bane, The Phaerimm Rising from Anauroch, the drow invading Cormanthor, a green dracolich lairing in the northern reaches of Cormanthor and the Shadowlords of the City of Shade. |
| King Cornish01-12-04, 02:30 PM | :confused: Originally posted by blackrock Ok, OK......King Cornish, I hope you don't mind but I had to cut and paste your character to a file on my PC. I could not quit laughing after I Pictured your character in two diferent lights. First, as a character in Monty Python and the Holy Grail. And Second, I think he and Pikel from R.A. Salvatore's novels should get their own line of books. 'Nuf said Thanks. I made all of that up as I was typing. I have to go now, my time on your planet is limited and I am needed back at my home planet. (King Cornish was killed on the way back to his home planet) Thank You. |
| King Cornish01-13-04, 12:10 PM | :confused: (Posted before King Cornish's death) This is my new character, Billy Zabka. Billy Zabka 3rd Level Human Ninja (Cobra-Kai) Alignment - NE Quote: "You'll never beat me (fill in name here)y-boy!" With the pertinent statistics being: Str. 14, Dex. 15, Con. 13, Wis. 7, Int. 8, Cha. 15 (with the ladies), Cha. 6 (with the guys), Com. 16 Physical Description: Billy has short-cropped blond hair, bright blue eyes and is in great physical shape. His garb ranges depending on the type of battle he is involved in - from a black ninja suit with red accents, to a heavy designer fur jacket and white pantaloons (suited for cold weather), to swimming trunks (with aspen tree pattern) and no shirt. He is approximately 6'3" tall, about as tall as a six-foot-three-inch tree. Personality: Billy is the quintessential bully. Wherever there is someone weaker than him he will be there, standing over the unfortunate person, surrounded by his laughing cronies, making fun of or challenging the individual to something that he is much better at. Billy is very vengeful, conniving, and disgruntled. His whole life, someone weaker than him has found some powerful ally or mentor who has trained him/her to be able to compete with Billy, or given them the mental toughness (or eye of the tiger, as you will) to pull off an amazing upset right at the last moment. A Slice of Billy: When around women, Billy is a charmer, able to pick up almost anyone. That is, until they see the way he treats other men. He might see an elf sitting at a tavern sipping his wine and enjoying himself, and for no reason stalk over to him and spill the wine all over the elf's clothes. Then he looks down on the elf with a scowl on his face while his buddies laugh behind him (the ones that aren't laughing have a scowl), and says "Hey elfy-boy, you'll never beat ME!" (Sometimes he switches his subject and predicate and adds capitals to his words for emphasis, just to switch it up.) The elf, incredulous, says "Beat you in what?" Then Billy says, "Oh, now elfy-boy grew some guts! Name the challenge pipsqueak!" Billy's cronies smile and nod at eachother knowingly. One of them laughs, a deep, throaty, genuine laugh, like that sound a dog makes just before it throws up. The rest of the buddies, including Billy, stare at him until he stops, with an uncomfortable and embarassed look on his face. The elf says, "Look, I don't want any trouble. I just came into this tavern to get out of the cold and rest up before I return to the road." Sometimes the bartender will say, "Come on now Billy, the stranger doesn't want any trouble. Why don't you give the little guy a break?" In slow motion, Billy turns his head to the bartender and scowls, and the bartender's pleading smile turns into a mask of fear as he puts both hands up and mouths the words, "NEVER MIND". Just then, the elf stands up and brushes himself off and tries to blanch the red wine that is spilled all over his jerkin and pants. Billy says, "Oh look everybody! Looks like elfy-boy got so scared he peed himself!" This draws a hearty laugh from his cronies. The elf just looks up at him, shakes his head and starts to walk away. Billy takes a step in front of the elf and pushes him backwards, where he trips over one of the buddies who was sitting crouched on all fours behind him (an old trick used extensively by Billy and his buddies). The elf slams his head on a table as he falls, while Billy says in a falsetto voice, "Oh, the elfy-boy fell and hurt his head. Is he gonna cry now?" The elf stands up slowly, feeling the rising bump on his head. "That's it. I'm sick of these childish games. You name the place and I'll be there to challenge you in whatever you'd like." Billy just kind of half-turns his head to his buddies and nods with a smile on his face, "I knew elfy-boy would come around. Two weeks from today. Sledding/fighting combo match, top of Dragonspine Mountain. First one to the bottom gets a point, then we fight. Whoever wins gets another point. First one to 3 points wins." The elf says, "That's only 2 points total." Billy smirks and says, "The little elfy-boy is smarter than I thought. That's right, elfy-boy. The final challenge is an ass-eating contest. Whoever eats the most donkey meat in 1 hour gets 10 points! Are you up for the challenge?" The elf just says, "You're on," but as he walks away he can only think, "How did I get myself into this? I don't know the least thing about sledding, fighting, or donkey-eating." His thoughts tumbled in his head, making and breaking alliances like underpants in a tumble dryer. One of Billy's buddies follows the elf with his eyes, and has an almost sympathetic look on his face. He's seen this happen before, and he doesn't like it. You know what happens after this - The elf finds an unlikely mentor, who reluctantly takes him on and teaches him everything he needs to know to challenge Billy. Somehow Billy is beaten, is furious (and all of his friends have scowls on their faces), and the elf walks away with Billy's girl (once you go elf, you can't control yourself). Oh, also, Billy's sympathetic friend ends up jumping off of a cliff, hitting the ground like a paper bag filled with vegetable soup. Whenever Billy actually wins a fight, or humiliates someone, he just stands over them with his friends and they cross their arms and laugh like cartoon villains. The End (or is it? - that answer depends on YOU, the reader) I'm getting tired of writing about Billy now. If you'd like to know more, I'll gladly oblige, but I just want you to know right now that I get REALLY nervous when I write about Billy. On second thought, I'll never talk about him again. I love my pediatrician, he's my Dad. Thank You. |
| JemyM01-16-04, 05:56 PM | The four heroes of my FR campaign basicly called "The Trip" Nevron C (Caledan) Irongauntlet Thethyrian Paladin from Athkatla Born into wealth, but also with lots of expectations, Nevron fights heavily to try to convince his family, and the world around him, that he is competent. But with a family such as Nevron, with a line of wonderous heroes, its diffucult to stand out to be anything more than the 'families black sheep'. Constantly followed by a Half-Orc scriber that writes his every step home to his family, he is out to try to make a name in the world, and not a fool of himself. Everybody is watching, so is Tyr, that have given him supernatural powers to suceed. He is a Tethyrian, so even if his family is sucessful, his ethnic group is certanly not. He dreams of setting things stright, and making Amn a cleaner place. Conley-Rondell S (Shawn) Gemmesson, from the familyline Pollock beneath the Greatorm family Gnome Illusionist from Skuld A very traditional gnome. Scientist and illusionist. Fed up with the conservative ways of Skuld, now trying to find new scientific discoveries while adventuring. Always presenting the group with new inventions, or boring them with stories about his family, or his own greatness. Accompanied by his two nephews. Currently crafting a sub vehicle, inspired by a dream he had on the Shining Sea. Num Oremark Shield Dwarf Runesmith from Vaasa Risen from a family in Damara, Num seeked employment in Vaasa during the war against Zhengyi. A very skilled metalsmith and stonecarver, spending most of his time in the forge. As a faithful servant of Gond he tries to craft wonders as much as he can. Keelin Moon Elf Ship Captain of the boat "Chessynda" An ex ranger, ex pirate, the still youthful Keelin controls his twelve men 'the seabears' all over the seas of Faerûn, taking up boat-related business as they come by. Still hunted by his past as a Pirate, from his executed 'friends' that came back to haunt him. Also haunted by the fate of his birthhome Lesphen. He escaped when it was overrun by the Yuan-Ti and fought a bitter hate war against reptile humanoids of all kinds since that event. All four is related to a now dead "Ganwen", an superb hero and adventurer, that unified them for their ultimate task: Find a cleric prepared to ressurect him with a Miracle spell, and help him pass the border to the real afterlife. (Ganwen never had a Patron Diety). |
| duncan_idaho03-07-04, 09:52 AM | le bump |