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| #1DiffanDec 12, 2008 8:00:26 | Basically just rounding out the field of NPC collections (as Lord Karsus and Bonzai have) with those who channel the divine. Here you can post your NPCs that cast divine magic like the Cleric, Paladin, Ranger, Druid, etc... Sir Dorian Alistarn Ivran Sunstar Curudin Ahmaquissar Jervana Ramahiresh Time Sentinel Rastabian Moonheart Brother Lanais Chandos Tiberias Hurasag Tiberias |
| #2DiffanDec 12, 2008 8:45:52 | Here goes the first one (sorry if it's a bit long :embarrass ) Sir Dorian Alistarn LG Tethyrian Male paladin 10/ divine champion 3/ triadic knight 7 of Torm HP: 211 (20 HD) Init: +2 Speed: 30 ft. (6 squares) Space/Reach: 5 ft./ 5 ft. AC: 30 (T: 13, F: 28) BAB: +20/+15/+10/+5 Attack: +5 cold iron axiomatic holy greatsword +32/+27/+22/+17 (2d6+10/17-20 plus 2d6 against evil and 2d6 against chaotic) Abilities: Str 22, Dex 14, Con 16, Int 12, Wis 16, Cha 25 Saves: Fort +29, Ref +19, Will +20 (+1 to saves against divine spells and spell-like effects) Skills: Climb +8, Concentration +7, Diplomacy +11, Handle Animal +10, Heal +11, Intimidate +8, Jump +8, Knowledge (local Tethyr) +4, Knowledge (nobility and royalty) +3, Knowledge (the plains) +5, Knowledge (religion) +5, Listen +3, Ride +24, Sense Motive +13, Spot +3, Swim +1 Feats: Awesome Smite, Battle Blessing, Endurance, Extra Smite, Improved Critical (greatsword), Initiate of Torm, Leadership, Mounted Combat, Power Attack, Ride by Attack, Weapon Focus (greatsword) Flaws: Qualm: code of arms (-4 to melee attacks against unarmed opponents or opponents using ranged weapons.), Reckless (-1 to armor class). Possessions: +3 everbright full plate, +5 cold iron axiomatic holy greatsword (Carsomyr, holy avenger), +2 animated heavy steel shield, +1 silver maul, +1 mighty composite shortbow (+2 Str), cloak of Charisma +4, boots of springing and striding, ring of protection +3, amulet of natural armor +2, vest of resistance +4, ring of evasion, belt of giant strength +4, helm of Wisdom +2, wand of cure serious wounds (CL 20th; 50 charges), 2 flasks of holy water, silver holy symbol (Torm), standard adventuring gear. Features: Human Qualities Aura of Courage (Su): Immune to fear, and each ally within 10 feet of Sir Dorian gains a +4 moral bonus on saving throws against fear effects. Aura of Good (Ex):The power of a paladin’s aura of good (see the detect good spell) is equal to his paladin level, just like the aura of a cleric of a good deity. Charging Smite (Ex): When using the charging action and smiting, Sir Dorian can triple the smiting damage. If he misses on the attack, the attempt isn’t considered used for the day. This ability replaces Sir Dorian’s special mount ability at 5th level. Detect Evil (Sp): Detect evil at will, as the spell. Discern Lies (Sp): Discern lies 1/day, as the spell (caster level 14th). Divine Champion Bonus Feat: Improved Critical (greatsword) Divine Health (Ex): Immunity to disease. Eyes of Tyr (Su): Cannot be dazzled or blinded (except by physical damage to his eyes.) Evasion (Ex): If Sir Dorian is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. Hands of Illmater (Su): Sir Dorian cannot be nauseated or sickened. Heart of Torm (Su): Sir Dorian is immune to fear. Lay on Hands (Su): Sir Dorian can heal 140 hit points though his hands per day. Remove Disease (Sp): Remove disease 2/tenday, as the spell. Sacred Defense (Ex): Sir Dorian gains a +1 bonus on saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders. Shield Other (Sp): Shield other 1/day, as the spell(caster level 14th) Shout (Sp): Shout 1/day, as the spell (caster level 14th; DC 21). Smite Evil (Su): Seven times per day, Sir Dorian can attempt to smite evil with one normal melee attack. He adds +7 to his attack roll and deals an extra 20 points of damage. Special Mount (Sp): Once per day for up to 20 hours, Sir Dorian can call upon his heavy warhorse as a full-round action. The creature’s abilities are summarized below: Spell Resistance (Ex): Sir Dorian has spell resistance of 25 Threefold Smite (Su): Sir Dorian can combine three smite evil attempts in a single attack. Doing this costs three of his daily smite evil attempts; if he doesn’t have at least three such attempts remaining, he can’t use this ability. Making a threefold smite requires a full-round action and triples the bonus on damage rolls (but not attack rolls) normally applied to a smite evil attack. Turn Undead (Su): Sir Dorian can attempt to turn undead 10 times per day. He gains a +9 on the turn check and deals 2d6+14 turning damage. He turns undead as a 7th level cleric. Paladin Spells Prepared (CL 7th): 4th-death ward 3rd-find the gap, righteous fury 2nd-knight’s move, strength of stone 1st-divine sacrifice, lesser restoration, rhino’s rush Combat/Tactics: Sir Dorian always starts combat by casting find the gap followed by moving into position for a charge attack and then using his Battle Blessing to cast righteous fury. On the next round, he casts rhino’s rush and charges his opponent using Power Attack to it’s fullest, and smites. This usually brings down most opponents, but if the creature in question is more resistant, the next round he’ll follow up with casting divine sacrifice and make a full attack afterwards until his enemy is defeated. Often he does this routine mounted. Friends/Allies: Most notably, Sir Dorian has many friends among the clergy of the Triad including Hykros Allumen (high priest of the Halls of Justice in Waterdeep) and Sir Gareth Cormaeril (exchequer of the Knights of Samular). In addition, he’s made fast friends among the Harpells of Silverymoon and been known to teach military tactics at the Citadel of Strategic Militancy, the stronghold for the Order of the Red Falcons. Foes/Enemies: This list is longer than Sir Dorian would like to count, but they include the church of Bane, Shar, Cyric, Velsharoon, and Malar. In addition, the Cult of the Dragon and Zhentarim consider him a great foe and will pay handsomely for his head. In particular, he’s caused the warriors and raiders of Darkhold great discomfort and fear as he often spoils their plots for highway robbery and attacks on the small settlements around that keep. Appearance: Though Sir Dorian has seen the better part of forty winters, he still fights as if he’s in the prime of his life. His hair is blonde yet a small amount of gray is starting to creep in at the sides and his goatee is a mix of the two. He’s a staggering six and a half feet tall and astride his mount, he seems a mountain of a man. Because he still wonders and adventures throughout Amn, Tethyr, Silverymoon, and the Western Heartlands, he’s been able to keep fit and remain healthy. Personality: Either at court or in a tavern, Sir Dorian is always respectful to all he meets, even ruffians who think him an easy target. He also shows the utmost courtesy to women, be they fair maidens or courtesans. He styles himself as a helpless romantic and usually acts accordingly. When on the battlefield he gives command with the authority of one who’s seen it all and always leads from the front, as a true paladin should. History: Sir Dorian has always had the best opportunities as he was the single child of a wealthy lord in Tethyr. From early childhood, he has been fascinated with knights and their seemingly endless devotion to the causes of good. It was at the age of eight, that he had decided that he would pursue the mantle of paladin. As he grew of age, he was granted entry into the Hall of Justice in Waterdeep to being a squire to a paladin of Tyr named Sir Caleb Dundragon. Sir Caleb showed him all he could about the responsibilities of knighthood and the sacrifices he would have to make to become a paladin and stay on that path. Dorian absorbed every word and to this day keeps those lessons close to heart. A year before he was to take his knight’s trials and gain entry to paladin-aspirant, he and his lord Sir Caleb were beset by ravaging pack of ghouls led by a sinister vampire that had been terrorizing the region west of Cormyr. The battle was one of great proportions as Dorian fought off the ghouls while Sir Caleb confronted the vampire. Dorian handled himself well, hacking down the ghouls as they charged. Sir Caleb however, met his end that day against the vampire. As Dorian turned, the vampire dropped Sir Caleb’s lifeless corpse to the ground and laughed as Dorian brought up his sword for an attack. That laugh suddenly stopped as Dorian charged, and with him he brought the full power of his deity’s wrath. With one single swing, Dorian ended the vampire’s un-life as it’s head dropped to the ground. From that moment on, Dorian knew he was granted his calling. Soon he was awarded his knighthood and rose faster than any paladin-aspirant in the Halls of Justice’s history to become a full fledged paladin the following year. From there, he would do great and heroic deeds for the hope that people would follow his lead. Motivation/Goals: Currently, he’s serving as liaison between Amn and the elves of the Shilmista forest with the hopes of bringing the two communities together for the benefit of all. He’s also accepted (for brief periods) among the elves of Evereska for his one man crusade against Darkhold and for his valor against the pharimm that still stalk the area. Galas, Heavy War Horse (Special Paladin Mount) Large magical beast (extraplanar) HP: 103 (12 HD) Init: +1 Speed: 50 ft. (10 squares) Space/Reach: 10 ft./ 5 ft. AC: 30 (T: 11, F: 29) BAB: +9/+4 Attack: +15/+15 (1d6+6, 2 hooves) and +15 (1d4+3, bite) Abilities: Str 22, Dex 13, Con 17, Int 8, Wis 13, Cha 6. Saves: Fort +15, Ref +6, Will +9 Skills: Listen +8, Spot +7 Feats: Endurance, Run, Improved Multiattack, Improved Natural Attack, Multiattack. Possessions: Battle Bridal, +5 mithral chainmail barding Features: Heavy Warhorse Qualities Empathic Link (Su): Sir Dorian has an empathic link with Galas out to a distance of up to 1 mile. He cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, Sir Dorian has the same connection to an item or place that her mount does, just as with a master and his familiar. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Galas takes no damage if it makes a successful saving throw and half damage if the saving throw fails. Share Spells: At Sir Dorian’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect Galas. Galas must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting Galas if it moves farther than 5 feet away and will not affect Galas again even if it returns to Sir Dorian before the duration expires. Additionally, Sir Dorian may cast a spell with a target of "You" on Galas (as a touch range spell) instead of on himself. Sir Dorian and Galas can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast). Share Saving Throws: For each of its saving throws, Galas uses its own base save bonus or Sir Dorian’s, whichever is higher. Galas applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have. Improved Speed (Ex): Galas’s speed increases by 10 feet. Command (Sp): Once per day per two paladin levels of its master, Galas can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than Galas. This ability functions like the command spell, but Galas must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against Galas’s daily uses. Each target may attempt a Will save (DC 22) to negate the effect. Spell Resistance (Ex): Galas’s spell resistance is 22. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds Galas’s spell resistance. |
| #3rinonalyrna_fathomlinDec 12, 2008 12:10:16 | I like Sir Dorian, he sounds like the kind of character I wouuld love to meet.:D |
| #4lord_karsusDec 12, 2008 12:10:59 | -Ah, I had Clerics, etc. in the Magician thread, seeing no difference between the Divine and Arcane spellcasters. No matter, I'll remove them from that list, and post them here. G-d knows, this section could use the extra activity. |
| #5lord_karsusDec 12, 2008 12:13:27 | Ivran Sunstar LN Sun Elf Male Scout 5 / Lama K-T R-D 3 HP: 60 (8 HD) Init: +8 (+9 after moving 10’) Speed: 80 feet Space/Reach: 5 feet AC: 17 (18 after moving 10') BAB: +5 Attack: +1 Metalline Knockback Quarterstaff (1d6+1/19-20) Abilities: STR 10, DEX 18, CON 14, INT 14, WIS 14, CHA 16 Saves: Fort +06 (+7 after moving 10’), Ref +11, Will +09 Skills: Balance +9, Climb +5, Diplomacy +10, Escape Artist +12, Hide +15, Knowledge (Geography) +5, Knowledge (Nature) +7, Knowledge (Religion) +7, Jump +6, Listen +7, Move Silently +14, Search +7, Sense Motive +7, Spot +7, Survival +7, Tumble +11, Use Rope +8 8/4 Languages: Common, Elven, Sylvan, Orc, Shou, Tabotan, Feats: Dodge, Mobility, Spring Attack Possessions: Boots of Springing and Striding, Ring of Protection +3 Features: Sun Elf Qualities Skirmish (Ex): When Ivran moves at least 10 feet in a round, he deals an additional 2d6 points of damage to his opponents. This extra damage only applies to living creatures that have a discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures and creatures immune to extra damage from critical hits are not vulnerable to this extra damage. In addition, Ivran gains a +1 competence bonus to his AC during rounds in which he moves at least ten feet. He loses this ability when wearing medium or heavy armor, or when carrying a medium or heavy load. Trapfinding: Ivran can use the Search skill to locate traps when the task has a difficulty class greater than DC 20. Battle Fortitude (Ex): Ivran gains a +1 competence bonus to Fortitude saves and Initiative checks. He loses this ability when wearing medium or heavy armor, or when carrying a medium or heavy load. Uncanny Dodge (Ex): Ivran cannot be caught flat-footed and reacts to danger before his senses would normally allow him to do so. Fast Movement (Ex): Ivran gains a +10 to his base land speed. He loses this ability when wearing medium or heavy armor, or when carrying a medium or heavy load. Trackless Step (Ex): Ivran cannot be tracked in natural surroundings. Evasion (Ex): Ivran can avoid damage from certain attacks with a successful Reflex saving throw. AC Bonus (Ex): Ivran is highly trained at dodging blows and has a sixth sense that lets him/her avoid even unanticipated attacks. When unarmored and unencumbered, Ivran adds his/her Wisdom bonus (if any) to his/her Armor Class. Ivran loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Ki Power (Ex): Ivran has learned to harness his inner Ki. Unarmed Strike (Ex): Ivran is highly training in fighting unarmed, giving him a considerable advantages when doing so. He gains the Improved Unarmed Strike feat. Purity of Body (Ex): Ivran has control over his body’s immune system. He is immune to all diseases except for supernatural and magical diseases. Scout Bonus Feat: Improved Initiative Lama Spells Prepared (CL 03): 4 / 2+1 / 1+1 Combat/Tactics: Ivran uses his increased capacity for speed to keep out of his opponents weapon range, giving him time to study them. When he initiates combat, he keeps on the move, to ensure extra damage done by his skirmish ability. He tends to use his quarterstaff in lieu of unarmed attacks, because of it’s ability to knock enemies away, allowing him further mobility. Friends/Allies: Ivran has numerous allies, in both Faerûn and Kara-Tur. Ivran is the son of Herianamae Sunstar, of Evereska, and the nephew of Daerian Sunstar, of Evermeet, so he knows numerous individuals who have connections of important Elven individuals. In Kara-Tur, he has come to live in the monetary in the Tabotan city of U’Chan, and has befriended numerous Lamas and Sohei, as well as common folk. Foes/Enemies: Ivran has very few personal enemies. A political enemy of his is the Cypress Queen of Phutan, Empress Holang, who uses his admittance and training in the U’Chan gompa as a political weapon, to demonstrate how the High Lama has lost the true meaning of Tabot’s religion, and is diluting it by admitting outsiders, who can taint it’s ways. Appearance: Ivran is a Sun Elf who extremely well traveled, for only being just under two centuries old. He, like other Sun Elves, has a copper skin tone and a green eye color that have both since lightened, from decades of travel and wear and tear. His hair color was a golden blonde, but since becoming a Lama in Tabot, he has shaven all of his hair off. Personality: Ivran considers himself a scholar, taking after his father and his uncle, Daerian. While he was still traveling the world, Ivran was somewhat reckless, a relative youth wanting to experience all he possibly could. Since becoming a Lama, he has directed his attention towards unlocking the secrets of the ancient Tabotan masters. All of his youthful exuberance and enthusiasm has been honed. History: Ivran was born in Evereska, in 1186 DR, to Herianamae Sunstar, and his wife, Gyliana. Ivran was raised by both parents, and had a very good life in Evereska. Tragedy would strike the family in 1290 DR. When Ivran was just 104, barely an adult both physically and mentally, his mother died, the victim of a misunderstanding between traders from Loudwater passing through area, heading for Cormyr. Angry and heartbroken, Ivran left Evereska. He left on good terms with his father, but he simply felt that he could not stay in Evereska, where he felt he would be haunted by his mother’s memory. He was, at first, going to leave for Evermeet, where he had relatives. At the last minute, he decided against it. Instead, Ivran decided that he was going to explore the world of Abeir-Toril. He had heard many stories of the lands of Faerûn from his relatives. He now wanted to experience them first hand himself. For decades, Ivran wandered Faerûn, traveling to points east. For many years, Ivran stayed in the lands of Thesk, unsure if he wanted to proceed into Kara-Tur. When the Tuigan Horde invaded Faerûn from Kara-Tur, Ivran made his decision to travel further east. He wanted to learn of the Tuigan, and the other cultures that the Tuigan had conquered. From 1359 DR until 1370 DR, Ivran traveled Kara-Tur, learning about the different cultures on the continent. One that spoke deeply to him, in the metaphorical sense, was Tabot. He felt it was a deeply spiritual land, one that called out to his soul. By 1370 DR, he was preparing to leave Kara-Tur, but, at the last moment, decided to take a trip to Tabot. Explaining himself to the Lamas there, Ivran was able to join the monetary, and find structure in his very chaotic life. Motivations and Goals: Shortly after the death of his mother, Ivran had no specific goals in life, other than to explore the world he lived in. Since arriving in Kara-Tur, and settling down in Tabot, Ivran now seeks to find the inner peace that Lamas profess the ability to attain, and to improve the relationships between the Elves of Faerûn, and the people of Kara-Tur, primarily Tabot. |
| #6DiffanDec 12, 2008 16:07:02 | I like Sir Dorian, he sounds like the kind of character I wouuld love to meet.:D Thanks, he was one of my first 20th level characters and favorite to boot! ![]() -Ah, I had Clerics, etc. in the Magician thread, seeing no difference between the Divine and Arcane spellcasters. No matter, I'll remove them from that list, and post them here. G-d knows, this section could use the extra activity. Ah, my bad. I figured Magician dealt strictly with the arcane. Thanks for re-posting the character here. |
| #7bonzaiDec 12, 2008 16:37:26 | Lol, I've created a monster. |
| #8green_elven_vampireDec 13, 2008 2:34:53 | My longest running PC... Curudin Ahmaquissar: "The Mischiefmaker of Silverymoon". Male Trickster-Touched Moon Elf; Rogue 5/ Cleric 7/ Mischiefmaker 4/ Divine Disciple 5 of Erevan Ilesere: CR 21; medium size humanoid (elf)(outsider- chaos); HD 5d6+10, plus 7d8+6, plus 4d6+8, plus 5d8+10; HP 135; Init +8; Spd 30'; AC 25 (touch 18, Ff 20); Atk +20/+15/+10 melee (1d8+6 plus 2d6 chaotic/ 17-20, +3 elven keen, chaotic longsword *Hidden Smile*), +19/+19/+14 melee (1d6+5/17-20, +2 elven keen shortsword of speed *Little Sneak*), +18/+13/+8 ranged (1d4+6 plus 1d6 elemental/ 18-20, +3 daggers of Elemental aura); SQ: spells, spell-like abilities, moon elf traits, rogue abilities, cleric abilities, mischiefmaker abilities, divine disciple abilities. AL CG; SV Fort +14 (+18 versus poison), Ref +14 (+22), Wil+14; Str 17, Dex 26, Con 13, Int 21, Wis 20, Cha 19. Age: 102, Height: 5'10", Eyes: Blue, Hair: Short sapphire-blue & silver, Skin: Pale white with blue tints. Spell-like abilities: Imbue with spell ability/1'st and 2'nd level spells known Protection from Law/(Transcendence) Free action. Mock law, Improved pass without trace, Alter appearance, Knock, Mislead, Polymorph other/ 2x day. Detect Law, Detect Magic/ 3x day. Skills: Knowledge (religion)(arcana) +8/+8, Spellcraft +17, Heal +13, Bluff +16, Disable devise +15, Hide +31, Move Silent +31, Open lock +20, Listen +14, Pick pocket +18, Tumble +13, Sense motive +15, Intimidate +12, Spot +17, Search +17, Disguise +30, Balance +10, Escape artist +25, Gather info +10, Innuendo +10, Read lips +6, Use magic devise +17, Perform (buffoonery +5, dance +15, prank +20); Skill Tricks: Acrobatic Backstab, Conceal Spellcasting, Escape Attack, False Theurgy, Hidden Blade, Quick Escape, Spot The Weak Point, Sudden Draw, Never Outnumbered, Swift Concentration, Twisted Charge, Walk The Walls, Second Impression. Feats: TwF, Weapon focus (longsword/shortsword), Dodge, Lucky Fingers, Quick draw, Magical Fortune, Tempting Fate, Twin sword style, Freerunner (see below). Special Qualities: Moon elf traits- immune to magic sleep spells, +2 save vs. enchantment spells, low light vision, +2 bonus on listen, search, and spot checks. Divine Disciple abilities- New domain, Divine emissary, Sacred defense +2, Imbue with spell ability, Trancendence, Spells. Mischiefmaker abilities- Mock law, Improved pass without trace, Alter appearance, Knock, Thwart magic trap, Sneak attack, Mislead, Polymorph other, Spells. Rogue abilities- Trapfinding, Trap sense, Uncanny dodge, Sneak attack +4d6, Evasion. Cleric abilities- Turn/rebuke undead, Aura, Spontaneous Casting, Spells. Trickster Touched abilities: Resist: Trickster-touched creatures are undaunted by poison or poison traps. He gains a +4 racial bonus on Fortitude saving throws against poison. Spell-like Abilities: Trickster-touched creatures can often sense the presence of too much order and structure, as well as magical auras. He gains the ability to detect law or detect magic as the spells cast at his total character level in any combination a total of 3/day. Abilities: Trickster-touched creatures are nimble, clever, and amiable. His abilities gain a bonus Increase as follows: Dex +6, Int +6, Cha +4. Special Qualities: Trickster-touched creatures seem unable to keep their noses out of trouble, and thus collect stray bits of lore from wherever their adventures take them on topics as varied as local personalities, the history and powers of artifacts, and the traits of monstrous races just as a bard can with bardic knowledge. This ability functions like the bardic knowledge class feature, except that the bonus for the check equals the Trickster-touched creature’s racial bonus + her Int modifier. Trickster-touched creatures have a base +1 racial bonus to their check, which increases by +1 for every 5 HD or class levels of the base creatures. This ability stacks with a bard’s bardic knowledge and similar abilities such as a Harper agent’s Harper knowledge or a loremaster’s lore class features. (Curudin's Trickster-Touched Knowledge: +13) Feats: Trickster-touched creatures seem to have an endless supply of tricks up their sleeves. If the base creature has 5 or more HD or levels or upon gaining 5 HD or levels, the base creature gains Cool Head CS, Freerunner CS, Sure Hand CS, or Sweet Talker CS as a bonus feat, regardless of whether or not the base creature meets the prerequisites for the feat. The base creature must still meet the prerequisites for its chosen bonus skill tricks. Cleric Spells per day: 6/7/7/7/6/6/5/5/4. Base DC = 15 +spell level. Deity: Erevan Ilesere. Domains: Trickery, Chaos, Luck. Caster Level: 16 Current Spells: 0 level- Create water, light, read magic, detect poison, detect magic, guidance. 1st level- Divine favor, doom, entropic shield, protection from law, shield of faith, Change self, Random action, Healers vision. 2nd level- Spell shield, invisibility, Hold person, Curse of ill fortune, cure moderate wounds, Shatter, Sound burst, Manifestation of the deity. 3rd level- Searing light, bestow curse, dispel magic, nondetection, Bladebane, Negative energy protection, Magic circle against law. 4th level- Weapon of the deity, Chaos hammer, Confusion, spell immunity, Know vulnerabilities, Freedom of movement. 5th level- Flame strike, Pixie dust, Crawling darkness, Dispel Law, Teleport, False vision. 6th level-Animate objects, Mislead, Heal, Suppress glyph, Greater dispelling. 7th level - Word of chaos, Spell turning, Screen, Regenerate, Fortunate fate. 8th level - Cloak of chaos, Polymorph any object, Greater planar ally, Symbol of spell loss. Possessions: +3 elven keen chaotic longsword (Hidden Smile), +2 elven keen shortsword of speed (Little sneak), +3 ring of protection, Ring of invisibility, Boots of elvenkind, Cloak of elvenkind, Gloves of dexterity, Amulet of natural armor +2, Vest of disguise, +2 elven Deathward studded leather armor, Four +2 daggers of Elemental Aura, Ring of disease immunity, Moonfire salve, Fanged mask, Belt of priestly might and warding, The Tricksters Lucky Dice (Treat as Rod of Wonder) Personal Info: Curudin Ahmaquissar is the leading cleric of Erevan Ilesere in Silverymoon and Everlund and master of the secret elven Rogues guild known as "The Rogues of the Laughing Twilight" in the same cities. He is known throughout the city as "The Mischiefmaker of Silverymoon" but none know that he is also the leader of the elven thieves guild. Curudin is extremely handsome even in the eyes of other elves. He is quick, witty, clever, charming, intelligent, alluring and has a completely chaotic disposition on life. He is a hedonist in every sense of the word and thoroughly enjoys debauching others. He hardly ever has his eyes shut. Quick to laugh and even quicker to prank and trick everyone and anyone from the very powerful to the poor. He is very good in melee combat and has a tremendous amount of luck on his side. It is said by other elves who meet him that he is highly favored by his god Erevan, as his eyes gleam with otherworldly asymmetrical stars whenever he dons a sardonic grin or wry smile. Curudin is the consummate trickster, and the perfect, living mortal example of mischief incarnate! Change and excitement are the spices of his life, and he is always trying to reinvent himself and others, playing pranks that both amuse and enlighten. He has been blessed a special and rare gift from Erevan Ilesere and is known as Trickster-Touched. Curudin has never been caught at anything involving thievery, pranking, tricking, games, wenching, scouting, shadowing, hiding, etc... etc... He runs the Midnight Gambol of Erevan every month and invites all who happen upon it. He is wild, mischievous, independent, and utterly unpredictable, playing pranks on others for the sheer joy of it, and can be found deep in sylvan glades among the fun-loving subjects of the Seelie Court. In the city of Silverymoon and Everlund his guild of elven rogues steal only from other thieves and give back to the proper owners half of what was initially stolen from them. They run out of town those thieves, and will even fight other rogues who try to set up shop in the city. So far they have never failed. He owns 3 taverns in Silverymoon. One is for elves only, another is for mixed crowds, and the last is a brothel which fronts as a winery. Curudin is known by Alustriel Silverhand and others of high rank in the city, but leave him alone for the most part for his efforts to run out other thieves entering the city. His tricks and pranks on the other hand push all who encounter him to the very edge of sanity and reason... even becoming violent! But not a single person can point a finger directly at him for anything linking him to these pranks and tricks. He is also a well known adventurer and hero in the northlands, having spent most his life so far in absolute danger and peril. He is never one to be scared or frightened and usually laughs in the place of fear. His career has a long list of very worthy accomplishments, including stealing from Fzoul Chembryl, Semmemmon, The Vampire manshoon, Storm Silverhand, Mintipur Moonsilver, Alustriel Silverhand, Mirt the Moneylender, and countless other kings, warlords and the like. All of them have never been able to catch him as of yet. He is most famous, or infamous, for his risky and daring thefts of other churches, temples and faiths, including those of Bane, Shar, Tyr, Helm, Talona, Auril, Mask, Torm, Grazz't, Beshabba, Tymora and others. Just recently (1374-75) he was hired by Khelben Arunsun and The Moonstars to go on a extremely difficult mission to sneak into Shade Enclave and steal a item of invaluable price and proportion from the city of Shade and its leaders. The mission was successful and the item was stolen and laid into the hands of Khelben, but not without its losses. Curudin, being a Divine deciple of Erevan Ilesere couldn't help but play a wicked deadly trick on Prince Clariburnus and Prince Yder before making his daring escape in which he lost his prized dice almost at the cost of his life! And to add to all this... as well as he is known, he is also just as unknown it seems, and he prefers to keep it that way as long as possible. He is quick to laugh and has a very healthy sense of humor... sometimes light and frivolous, and other times dark and sardonic. As of 1375 he has been seen moving between Silverymoon and Waterdeep, and has been spotted spending a great deal of time with Elaith "the serpent" Craulnober and Fox-at-Twilight as of late. Last night, Khelben Arunsun, having seen them at the Hidden Dagger tavern, quietly said to himself that Elaith would do well to frequently check his belongings, and to never underestimate the chaotic power of a wicked Prank or Trick; Especially one performed by Curudin Ahmaquissar!! Here's the guild members in short... "The Rogues of the laughing Twilight" Curudin Ahmaquissar: Male Moon elf (stats above) Laeirlefain Starleaf: Male Copper elf, Rogue 5/ Swashbuckler 8/ Combat Trickster 3 Mitzlevexven Leafbower: Male Moon elf, Rogue 5/ Wizard 5/ Magical Trickster 3 Azdeim Insilnarufen: Male Quickling (fey), Rogue 5/ Wizard 5/ Daggerspell mage 3 Seareghade Shimmerstar: Male Moon half elf, Illusionist 13/ Arcane Devotee 2 of Erevan Ilesere Terrindill Shaelarra: Male Gold elf, Rogue 6/ Shadowdancer 6 (Shadow walker template) Cepheus Nightsong: Male Star elf, Bard 16/ Uncanny Trickster 1 Shen-Shen Lhundlar: Female Gold half elf, Rogue 5/ Infiltrator 10 Quintillis Iliathor: Male Moon elf, Rogue 10/ Thief Acrobat 5/ Divine Seeker 2 Nym Nightsong: Male Star elf, Rogue 5/ Wizard 5/ Shadow Adept 5 Saffrathila Winterbough: Female Copper elf, Rogue 5/ Sorcerer 5/ Fortune's Friend 2 Zallathel Amarillis: Male Moon elf: Rogue 5/ Wizard 7/ Mage-killer 5 Filanelendil Winterbough: Male Copper elf: Rogue 7/ Tempest 5/ Temple Raider of Erevan Ilesere 3 Pheyloo Winterbough: Male Copper elf: Rogue 5/ Master Thrower 5/ Assassin 5 All are followers of Erevan Ilesere and are very devoted to each other, mischief and the city of Silverymoon and Everlund. Their pranks range anywhere from making livestock talk, giving a bad stench to someone, turning somebody the colors of Erevan, freezing the bath water of a noble while they were bathing, animating objects to dance and sing, subtly cutting the belt of a warrior so it falls when they reach for their weapon, turning a persons wine or ale into milk or sand, Altering the appearance of someone to look like a Satyr, casting a spell to make a Bard sound like a bugbear, etc... etc.. But also, they are called upon to search and locate ancient elven artifacts and treasures long lost before falling into the wrong hands. And if powerful elven artifacts do fall into the wrong hands then they are also called upon to act as elven assassins to search, find and destroy these wizards and sorcerers who would weild the ancient elven magic. But keep in mind, they do so their own way, on their own terms, for their own reasons, which always lead back to Erevan Ilesere, and the ways of his dogma. As of early 1375 they are in the employment of Khelben Arunsun and working with the Moonstars towards major events soon to come in the year. They have found "The Shattering Swords of Coronal Ynloeth" along with his Bracer, as well as The ancient Dwarven weapon "Twinblades Alight" |
| #9suin_bahhar_02Dec 20, 2008 11:54:33 | Here's an ally to my evil party in the Chessenta campaign I recently finished. As a strong female NPC she was really fun to roleplay, fighting against but eventually working with the squirmish party. Jervana Ramahiresh LE (neutral tendencies) Human Female Cleric of Tiamat 5 / Crusader 3 Senses normal; spot +3, listen +3, scent HP: 54 (5d8+15 + 3d10+9) Init: -1 Speed: 20 feet Space/Reach: 5 ft/5 ft AC: 19 (FF 19 T 9) BAB: +7 / +2 Grapple: +9 Attack: +11 Serrated Longsword +1 (slashing 1d8+3/19-20) (+4 on confirm crits) OR +10 masterwork clawed gauntlet (slashing 1d4+2) Full attack: +11/+6 Serrated Longsword (1d8+3/19-20) (+4 on confirm crits) OR +10/+5 masterwork clawed gauntlet (slashing 1d4+2) Abilities: STR 14, DEX 9, CON 16, INT 14, WIS 16, CHA 15 Saves: Fort +10, Ref +1, Will +10 Skills: [armor check penalty= -5] Balance -3, Concentration +6, Diplomacy +7, Intimidate +7, Jump +2, Knowledge (Religion) +10, Knowledge (History) +7, Ride +4, Spellcraft +5 Languages: Common, Untheric, Mulhorandi, Draconic Feats: Weapon Focus (longsword), Divine Spellpower, Martial Study (Rabid Wolf Strike), Martial Stance (Hunters Sense) Possessions: Greenscale Brigandine (a green Banded Mail +1 with stylized clawed gauntlets and dragonhelm), Dragonwing Shield (steel shield +1), Ring of Featherfalling, Wings of Charisma +2 Features: Human Qualities Furious Counterstrike (ex): +1 to hit and +1 damage when steely resolve is full Steely Resolve (ex): up to 5 damage in delayed damage pool Zealous Surge (ex): reroll saving throw 1 / day Cleric Spells Prepared (CL 5, Tyranny and Greed domains): 5 / 4+1 / 3+1 / 2+1 3rd level: Flame of Faith, Discern Lies [dc 16] *D, Locate Object 2nd level: Enthrall [dc 17] *D, Hold person [dc 17], Resist Energy, Silence 1st level: Command [dc 16] *D, Bless, Entropic Warding, Prot. vs Good, Shield of Faith Maneuvers Known (IL 5) [* = Maneuvers readied] Strikes: Rabid Wolfstrike* (stnd action TWF attack), Crusaders Strike (hit: heal 1d6+5 within 30 ft), Douse the Flames (hit stops AoO's from target for 1 round), Revitalising Strike* (hit: heal 3d6+5 within 30ft), Vanguard Strike* (hit: allies +4 to hit vs target) Boosts: Lions Roar* (on slaying foe: allies within 60ft +5 on damage for one round) Counters: Shieldblock* (+4 ac vs one att.) Stances: Hunters Sense (scent), Martial Spirit (on hit heal 2 within 30ft) Combat/Tactics: Jervana is an elite heavy warrior and acts like that in combat. Her Fury is both terrifying and inspiring. Her emotions drive her combat momentum, sometimes tearing up foes with devastating assaults, sometimes defending a position with unrelenting stamina, but always seemingly obvious in the battlefied by roaring inspiring orders in the name of Tiamat. Friends/Allies: Jervana is a fugitive, and as such has made a precarious alliance at the moment. As a sole survivor of the Tiamatian clergy in Dahast she has had to rely on a gnoll sect of Urgnarash to escape the wrath of the newly installed Sepatarch Oanis, a Giant Black Sphinx (LG Gargantuan male Sphinx sorcerer 8) sent by the Mulhorandi Prince to look out over the Methmere region. It is unaware the ancient Temple to Tiamat houses the remains of a mummy green dragon who was venerated by Jervana's clergy. She had struck a deal with a mercenary band in Cimbar as she knew a draconic rage was imminent. Seeking aid getting inside Cimbar to hold a rousing speech during the Dragondance Festival, she predicted the fall of Dragon Eggs nearly to the minute, and gained quite the boost to the amount of lipservice Tiamat is getting from Cimbar. Foes/Enemies: Jervana has quite the powerfull enemies. She is unaware the Undying Queen watches her every move. Alaskerbanbastos' cult of the Dragon members have special plans for Jervana in tricking the Sceptanar Tchazzar in succombing to the Dracorage. Further more the Mulhorandi Sepatarch Oanis is securing Dahast with ever increasing Mulan and Chessentan mercenaries. The Priests of Tchazzar and Cimbar's Townwatch are unhappy with Jervana, because her speech managed to rouse a destructive mob which wrecked the temple areas. Appearance: Jervana is an imposing figure of a mixed chondothan and mulan heritage. Tall for a woman, her halflong red hair obscures the left side of her tanned visage (which is acidmarked with dragonbites), and she has a two fang tattoes on her lower cheecks. She enjoys the ceremonial draconic scale dresses of the Untheric style, and has recently promoted (herself) from the red to the green scaled attire of Tiamatian clerics. Her hazel eyes have a knack of looking right through you. Personality: As a fugitive, Jervana conisders herself cursed for failing her god and clergy, but has seen through hardship comes insight and vision. Ever since her broken ties to her former clergy she has had visions of reestablishing Tiamat's favor in the west. Her dreams are starting to get shape since the Gnolls of Urgnarash have started to build her a small temple. She sees Tiamat as the way for all to take control of ones own power, and thanks to the security the clergy espouses thinks Tiamats rule should be eternal. She sees others as pawns in a game to reestablish Tiamats rule, and has no qualms in commanding others through force of will. She has a soft spot for telling or learning divine drama's in the Untheric oral traditions. History: Jervana was born in Dahast to the wealthy minig family Ramahiresh. As she loved oral tradition at an early age she started to develope an impressive knowledge on the history and the local gods. At the age of 7 she was offered to aid the newly arrived dragoncultists from Messemprar, mainly to spite the oppresive taxes Dahastians need to pay to Gilgamites. The cultists used abandoned mines as a base for housing a temple. The cult finally stumbled apon a tomb of a Mummy Dragon. It started slowly to uncover its secrets in the following years. The mummy dragon did not stir, but the clergy managed to attract two sibling young adult green dragons instead. These served the clergy in intimidation tactics and eventually managed to wrest Dahast some political independance from Gilgamesh's strangehold. Jervana later on served as the trainer of Dahast's new militia. Around ten years later Jervana is a fugitive. She had to leave Dahast behind when the mulhorandi armies aprouch shook the ground. Oanis tactics were ruthless, he manged to slay the green dragon brothers with mulhorandi necromantic spells, and has dominated anyone not Mulhorandi for several miles near Dahast. Eventually after months of traveling alongside the nomad gnolls of Ugnarash Jervana found a place to reestablish a little shrine to Tiamat near Cimbar. Several gnolls have taken up roles of Adepts of Tiamat and are forging magic armor and weapons for Jervana. Motivations and Goals: Reestablishing a hold on the mining operations near Dahast would certainly give Jervana the means to rebuild the Temple. She needs the gold and funds to hire enough mercenaries to slay Oanis. Once free from the Mulan oppresion the new vision of Tiamat in the North and West can finally be planned. |
| #10lord_karsusJan 21, 2009 14:54:42 | Time Sentinel Rastabian Moonheart NG Moon Elf Bard 2 / Cleric (Labelas Enoreth) 4 / Divine Oracle 10 HP: 110 (16 HD) Init: +8 Speed: 35 feet Space/Reach: 5 feet AC: 21 (Damage Reduction 5/+5) BAB: +9/+4 Attack: Spellstoring Elven Lightblade of Slow Burst (1d6+1/18-20 x2) Abilities: STR 12, DEX 18, CON 14, INT 14, WIS 20, CHA 16 Saves: Fort +07, Ref +07, Will +14 Skills: Appraise +6, Concentration +10, Decipher Script +7, Diplomacy +10, Gather Information +11, Heal +10, Hide +14, Knowledge (Arcana) +10, Knowledge (Geography) +4, Knowledge (History) +10, Knowledge (Nature) +4, Knowledge (Religion) +14, Knowledge (The Planes) +4, Move Silently +14, Perform (Harp) +5, Perform (Song) +5, Sense Motive +9, Spellcraft +10, Use Magic Device +6 Languages: Common, Elven, Orc, Sylvan, Seldruin Feats: Exotic Weapon Proficiency (Elven Lightblade), Skill Focus (Knowledge [Religion]), Skill Focus (Knowledge [History]), Initiate of Labelas EnorethEoF, Domain Spontaneity, Divine Spell Power Possessions: Cloak of Elvenkind, Boots of Elvenkind, Elven Hand Harp, Vestments of Faith, +1 Mithral Chainshirt of Freedom, Spellstoring Elven Lightblade of Slow Burst, Amulet of Natural Armor +2 Features: Moon Elf Qualities Bard Spells: Rastabian casts Arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Bardic Knowledge: Rastabian may make a special Bardic Knowledge check with a bonus of +6 to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. A successful Bardic Knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. Rastabian may not take 10 or take 20 on this check; this sort of knowledge is essentially random. Bardic Music: Twice per day, Rastabian can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Bardic Music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Starting a Bardic Music effect is a standard action. Some Bardic Music abilities require concentration, which means Rastabian must take a standard action each round to maintain the ability. Even while using Bardic Music that doesn’t require concentration, Rastabian cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, Rastabian has a 20% chance to fail when attempting to use Bardic Music while deaf. If he fails, the attempt still counts against his daily limit. Countersong (Su): Rastabian can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the Countersong, he makes a Perform check. Any creature within 30 feet of Rastabian (including himself) that is affected by a sonic or language-dependent magical attack may use the Rastabian’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the Countersong, but it must use Rabastian’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. Rabastian may keep up the Countersong for 10 rounds. Fascinate (Sp): Rastabian can use his music or poetics to cause one creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear him, and able to pay attention to him. Rabastian must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. To use the ability, a Rastabian must make a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, Rastabian cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as Rastabian continues to play and concentrate (up to a maximum of 2 rounds). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires Rastabian to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Inspire Courage (Su): Rastabian can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear him sing. The effect lasts for as long as the ally hears Rastabian singing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Cleric Spells: Rastabian casts Divine spells, which are drawn from the Cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs. He must choose and prepare his spells in advance. Like other spellcasters, he can cast only a certain number of spells of each spell level per day. He also gets one domain spell of each spell level he can cast, starting at 1st level. When Rastabian prepares a spell in a domain spell slot, it must come from one of his domains. Rastabian meditates or prays for his spells for one hour at dawn each morning. Deity, Domains, and Domain Spells: Rastabian has chosen ‘Fate’ and ‘Time’ as his Domains. He gains the Uncanny Dodge ability from the granted power of his ‘Fate’ Domain. He gains the Improved Initiative Feat from the granted power of his ‘Time’ Domain. Each Domain gives him access to a Domain spell at each spell level he can cast, from 1st on up. With access to two Domain spells at a given spell level, Rastabian prepares one or the other each day in his Domain spell slot. If a Domain spell is not on his spell list, he can prepare it only in his Domain spell slot. Spontaneous Casting: Rastabian can channel stored spell energy into healing spells that he did not prepare ahead of time. He can "lose" any prepared spell that is not a Domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). Chaotic, Evil, Good, and Lawful Spells: Rastabian cannot cast spells of an alignment diametrically opposed to his own or his deity’s. Therefore, he cannot cast spells that are ‘Chaotic’ or ‘Evil’. Turn or Rebuke Undead (Su): Rastabian has the power to affect Undead creatures by channeling the power of his faith through his holy symbol. He can attempt to turn or destroy up to six Undead creatures per Oracle Domain: Rastabian has access to the Oracle Domain as a third Domain. He gains the granted power to cast Divination spells at +2 caster level, and the ability to prepare spells on the Oracle Domain spell list as his daily Domain spells. Scry Bonus (Su): Rastabian adds a +1 sacred saving throw bonus to the save DC of all of his Divination (Scrying) spells. Prescient Sense (Ex): If Rastabian makes a successful saving against attacks that normally inflict half damage upon a successful save, he instead takes no damage, since his prescience allows him to get out of the way faster. This form of evasion works no matter what Rastabian wears. Trap Sense (Ex): Rastabian has an intuitive sense that alerts him to danger from traps, giving him a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps. Divination Enhancement (Ex): Rastabian may roll twice and take the better result when using Divination spells such as Augury or Divination. Uncanny Dodge (Ex): Rastabian can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Improved Uncanny Dodge (Ex): Rastabian can no longer be flanked. This defense denies a Rogue the ability to sneak attack him by flanking him, unless the attacker has at least four more Rogue levels than Rastabian has Divine Oracle levels. Immune to Surprise (Ex): Rastabian’s sensitivity to danger is so great that he cannot be surprised. He can always take a standard action during a surprise round, unless he is physically restrained from doing so. If there is no surprise round, then this ability does nothing. Spellcasting Bard Spells Per Day (CL 02): 3 / 0 Bard Spells Known: 5 / 2 Cleric Spells Per Day (CL 14): 6 / 5+1 / 5+1 / 4+1 / 4+1 / 3+1 / 3+1 / 2+1 Combat/Tactics: When Rastabian knows he is going to enter into combat, he uses his divination abilities beforehand to ensure himself the greatest advantage in combat. When he enters into combat unprepared, he makes the most of his abilities to not be surprised to capitalize on fighting his attacker before they can gain any advantages over him. Friends/Allies: In his youth, Rastabian was a wanderer, practicing the ways of the Bard. He made very few allies, but many know Rastabian from these days. When he became a Cleric of Labelas Enoreth, he gained the friendship of the entire Church of Labelas Enoreth. Being a member of the Knights Paradoxical in his youth has also given him many allies among this group. Foes/Enemies: As a wandering Bard, there are many who did not appreciate his performances, but there are virtually none who bear him continued ill will after the passage of so much time. Primary among his foes are enemies of the Church of Labelas Enoreth and of the Knights Paradoxical. Appearance: Rastabian Moonheart, while in his youth, considered himself very good-looking, and most women agreed. Because of his Moon Elven heritage, his skin is a powder blue, his hair is a deeper blue, and his eyes are a light gray color. In his old age, his hair has developed streaks of gray that he uses herbal dyes to hide. Rastabian prefers to wear fine clothing, and excessive jewelry that some consider gaudy. Personality: To those who share many of the same interests as Rastabian, he can be a very fun individual to have around. To those who share few interests, Rastabian can be quite an annoyance. In his youth, he was quite jovial, to the point of excess. As he has aged, he has mellowed, but continues to be jovial around others. While alone, Rastabian is rather quiet and reserved. History: Rastabian Moonheart was born in 406 DR, in the city of Glaurachyndaar. His upbringing was like any other resident of the city. As he matured, Rastabian grew interested in Elven history, and eventually received permission to move to Evereska with relatives to learn more about Elven history and culture there. Rastabian arrived in Evereska in 610 DR and immediately began studying. His favorite subject dealt with Elven heroes of old, and Elven legends. This led him to desire to become a wandering minstrel, to spread the tales of these ancient Elven legends and heroes. In 625 DR, he left Evereska as a Bard. Five years later, after a near-death experience with a Gray Render, Rastabian began rethinking his life. He had spent all of his life up until this point to spread the tales of others, without making tales for others to spread about himself. He began concerned that he would die forgotten in the annals of history, and that he had wasted his life. Shortly after opening his eyes to his life’s work, he began receiving dream visions of a great hourglass suspended over a pool of water. Following clues that came to him in his dreams, Rastabian arrived at Lake Eredruie, a large pond near the headwaters of the Glaemril. There, he took a swim, and became mentally and physically rejuvenated. Labelas Enoreth had led him there to allow him to make himself younger and “restart” his adulthood. Rastabian pledged himself to the Time Giver, and became a priest of Labelas Enoreth. In 640 DR, Rastabian joined the Knights Paradoxical, an order operating within Labelas Enoreth’s church. For nearly two hundred years, the Moon Elf was a member of the order. In 800 DR, he retired, and moved back to Myth Glaurach, his birthplace that had been renamed when the Mythal of the city was laid. Upon retiring, Rastabian began receiving visions from his patron again. Egged on by these visions, Rastabian began delving into the annals of Elven history once more, reading up on specific Elven heroes for whatever purpose his patron had for him. Motivations and Goals: Since retiring from the Knights Paradoxical, Rastabian has taken up residence in Myth Glaurach. Guided by dreams from his patron, Rastabian is in the process of reading up on stories dealing with Elven history, and of heroes past for a reason the Time Giver has yet to reveal to his disciple. |
| #11rinonalyrna_fathomlinJan 21, 2009 19:37:27 | Are we going to see a story about him?;) |
| #12lord_karsusJan 21, 2009 21:10:04 | Are we going to see a story about him?;) -Maybe, eventually. |
| #13bonzaiFeb 12, 2009 19:26:01 | Captain Margoth and his men were closing in on the human wench. She was barely out of girlhood to his eyes, and comely by human standards, at least as far as the hobgoblin could tell. By the lecherous looks and calls his men were making, it appeared that his men were in agreement. Margoth had worked hard to become a captain in the Zhent army, and had done so through sheer discipline and force of arms. But his men still needed to amuse themselves now and again, and this slip of a girl should provide them with a bit of sport. That was provided she lived that long he mused. The girl was running at a break neck pace, and was headless of the cuts and bruises she was taking has she hurled headlong through the brush. Margoth and his band had raided a farm some ways back, and had slaughtered the girl’s family. She had managed to take off into the woods, and he and his men had given chase. His men were tough, and used to marching long distances. It was only a matter of time before they caught her. And then the girl stumbled into a clearing, and tripped as her foot slid on a gravel bank of a shallow stream. Dazed, she weakly tried to regain her feet. That was all the time Margoth and his men needed. They quickly surrounded her, and his men started laughing and making easy grabs at her torn clothing, attempting to rip them further. She was shaking, eyes wide, and nostrils flaring, reminding Margoth of a deer in a snare. He was about to tell his men to get on with it, when a calm voice, loud enough to be heard over the sound of his men, said “Release her”. Startled, Margoth and his men turned to inspect the new comer. It was another human, this one a male. He was calmly filling a water skin on the other side of the stream. He slowly rose, with his palms up in front of him, showing that he meant no harm. Margoth’s trained eye could see no weapons on the man, nor any equipment of any kind other than the water skin, not even a coin purse! Then the hobgoblin’s eyes caught on the man’s right palm. A peculiar symbol was branded upon it, one that he had seen before. A second latter he remembered that it stood for Ilmater, the so called crying god. Supposedly a god devoted to suffering for the betterment of others. Margoth snorted, leave it to humans to worship such a weak deity. He signaled his men, and barked “Kill this simpleton boys; I daresay he will enjoy it”. His men charged, but suddenly the man seemed to glow with an inner radiance, and shouted a word that blasted into his men, stunning them with its force. Margoth drew his bastard sword and charged, bringing his blade up in a powerful overhand swing. The man raised his forearm up to fend off the blow, and Margoth smiled. He had spent a small fortune to buy this blade, and its magical enchantments have sheered through steel, let alone mere flesh. As his blade bit down, his smile turned to a look of shock. The blow should have cut his arm off, but instead it had barely nicked the skin. The man retaliated by striking him twice with his fists. Both blows landed solidly, and seemed to permeate the hobgoblin with a supernatural chill. He dropped his sword, and collapsed to the ground, unable to stop shuddering. His men were beginning to recover from the blast, and saw that their Captain had been defeated. Most turned tail and ran, though a few held their ground, and soon joined their Captain, either in unconsciousness, or shuddering on the ground. Instead of finishing them off, he went to the girl, and gently reached out for her. She gasped at his touch, and her wounds began to disappear. He helped her to her feet, and asked if he could walk her home. With a sob, the girl nodded and took his hand. Before he left, he turned and looked Captain Margoth in the eye and said, “The suffering you inflict upon others, will one day be visited back upon you. Think well on this, for the next time your opponent may not be so gentle or merciful”. And with that he and the sobbing girl walked away. Brother Lanais, LG Cleric of Ilmater 5/Martyred Champion of Ilmater 10 HP: 185 Init: +3 Speed: 30ft Space/Reach: 5ft AC: 24 t: 15 F: 19 Bab: 10/5 Attack: 18/13 1d10+3 (Golden Ice Touch) Abilities: Str: 10, Dex: 16, Con: 19, Int: 10 Wis: 20, Cha: 14 Saves: Fort 10, Ref 12, Will 11 Skills: Concentration 18, Heal 10, Knowledge religion 5, Spell Craft 3 Feats: Sacred Vow, Vow of Poverty, Endurance, combat casting, Practiced Spellcaster, combat reflexes, stunning fist. Bonus Feats: Diehard, Endurance, Nimbus of light (+2 diplomacy, sense motive. 5ft shadowy illumination), Intuitive attack (+wis to attack rolls), Vow of Chastity (+4 will vs charm/phantasm), Vow of Abstinence (+4 vs poison and drugs), Holy Radiance (10ft shadowy illumination, undead within 10ft take 1d4 damage per rnd), Exalted Turning (turned creatures take 3d6 damage), Touch of golden Ice (DC 14 fort, 1d6 dex damage initially, 2d6 dex secondary. As a contact poison vs evil creatures). Possessions: tattered rags and a water skin. Features: DR 15/evil, +9 Exalted bonus to AC, +2 deflection, +1 natural armor, Endure Elements, greater sustenance, Freedom of movement, Energy resistance 5 vs fire, cold, acid, sonic, electricity, Mind Shielding (immune to detect thoughts, discern lies, and detect alignment), Exalted strike (+3 to attack and damage rolls), Greater Sustenance, Divine Grace (+cha to saves), Communion (as commune spell 1/day for 10xp), Holy suffering (if you take 50 damage or more in a round, you get +1 to attack rolls, saves, and skill checks for every 10 points of damage taken. Lasts 10 rounds), Strength Domain (Once per day, can gain an enhancement bonus to strength equal to cleric level for one round), Healing domain (+1 to caster level on heal spells). Spells O lvl spells/6 day: Detect poison, Purify food and drink, Detect magic, Read Magic, Resistance, and Guidance. 1st lvl spells/6 (+1): Detect Undead, Entropic Shield, Divine Favor, Deathwatch, Obscuring mist, Command, (enlarge person) 2nd lvl spells/5 (+1): Silence, Hold Person, Sound burst, lesser restoration, remove paralysis, (bulls Strength). 3rd lvl spells/4 (+1): Dispel Magic, Searing light, Remove curse, remove disease, (cure serious) 4th lvl spells/4 (+1): Restoration, Death Ward, Divine Power, neutralize poison, (Spell immunity) 5th lvl spells/3 (+1): True Seeing, Flame Strike, break enchantment, (righteous might). Combat/Tactics: When fighting with others, Brother Lanais will generally hold back and try to support his team mates. When alone, he generally will attempt to use what buff spells he has prepared, and will engage his opponents in hand to hand combat. He wields no weapons, and attacks with his fists. He wears no armor, relying on his natural ability, and divine blessings to see him through. He prefers not to kill his enemies, and his touch of golden ice ability is often key in helping him to incapacitate his foes. Friends/Allies: Countless villagers throughout Faerun have benefitted from his healing; as such if he runs in to some on he has met before he can usually receive some minimal aid. He is very well respected in the church of Ilmater, due to his status as a living martyr, and has achieved an almost legendary reputation for being selfless, and is considered the ideal to which new clerics should aspire to. There is no small amount of hero worship directed his way. This troubles him some, and he always responds with a patient, “Heed not the messenger, but heed the message”, though his humility tends only to give credence to their views. Foes/Enemies: While no one organization has him in their sights, he had made numerous minor enemies over the years. From petty extortionists, brigands, and slavers to Sharran and Zhent cells, he has spent his life devoting himself to upholding justice and easing people’s suffering. Appearance: He is a man in his early 40’s, of average height, with a lean build. He has piercing grey blue eyes, and long, thick, dark brown hair that is starting to get streaked with grey. He wears a simple home spun tunic, and travels barefooted. His only possession is a simple water skin. His most unusual feature is his right hand, for on it’s palm he has branded the symbol of Ilmater upon it (two bound hands). This brand also serves as his holy symbol. Personality: Brother Lanais is a man fully devoted to his cause. He has already died once, and knows what awaits him when his time comes again. As such, he has no fear of death, nor pays any attention to the pain and hardships he endures. For what is a mere mortal life of hardship, when an eternity of peace and bliss a waits? He has forsaken the material, and the only possession he caries is a simple water skin from which he offers water to those whose injuries he tends. Ilmater supplies him with everything else he needs. He sleeps out doors, and bears any hardship without complaint, following his deity’s example. He is slow to anger, though cruelty and senselessly inflicting pain are some of the few ways of earning his ire. History: Brother Lanais was orphaned during the Godswar, and was raised as a ward of a temple of Ilmater in Arabel. He adjusted well to temple life, and soon began to regard the clerics in the temple as his family. Upon reaching adulthood, he chose to enter into the order himself, much to the delight of the priests and clerics of the temple. He served there admirably for several years, though some of the clergy wondered if he acted out of faith, or out of love for his adoptive family. Then one day the temple was attacked by a cell of Sharrens. The Shar worshippers were after a relic that was in the temples keeping, and were slaughtering the clergy to do it. During the battle, Lanais saw a cultist sneaking up behind the head of his order with a blade dripping with poison. Lanais sacrificed himself to save the abbot who had been like a Father to him. The poisoned blade buried into him instead, and the abbot was too busy fending off the attack to get to him in time. Lanais died with a smile on his lips, content in knowing that he had saved his mentor. The Abbot was grief stricken over the young cleric’s death, and named him a martyr. After the wounded were healed, the abbot successfully managed to raise the young cleric from the dead. The experience forever changed the young man. Having once journeyed into the afterlife, and having experienced the tranquility of Ilmater’s realm, all mortal concerns seemed to leave him. He was utterly at peace, and had truly found his calling. The abbot was amazed at the changes in the boy, sensing that perhaps Ilmater had a greater purpose for him. Lanais threw himself into his duties with a vigor and devotion that was wonderment to his fellow clerics. Whenever he was asked about his experience, all he would say was, “I was returned, for there is more that I must endure”. Soon however, he realized that the temple was too confining for him. There was a whole world of suffering out there, and he could not do anything about it by staying where he was at. After several weeks, he decided that the time had come for him to leave. He called his friends together one evening, and informed them of his decision. They were dismayed by this, and tried to talk him out of it. To their puzzlement he removed his holy symbol, (a simple metallic disk with the two bound hands of Ilmater raised upon it), took it by it’s chain, and dangled it into a fire that blazed on the hearth. He then spoke to his friends, “It is difficult for me to explain what is in my heart. I know that you protest out of concern for me, but this is something that I must do. This symbol represents my faith. A simple thing, shaped and forged by others, and then entrusted to me. However, it was not until my faith was tested, and I went through fire that I learned it’s value”. By now the symbol had turned red hot, and he removed it from the fire and hung it on a peg near the hearth. “Faith from without is a shallow thing, easily assumed and discarded at the whim of the individual”. To the horror of those around him, he pressed his palm against the still molten symbol, and the sizzle and stench of burnt flesh permeated the room. Lanais never flinched, nor did his voice ever falter. “Such a faith is meaningless and has no value. It must be etched into ones soul, and become a part of who you are”. Slowly he removed his palm, and held it before his aghast audience. The symbol had branded it’s self onto palm scarring and blistering his skin. One of the clerics moved to heal him, but he waved him back. “My suffering is nothing. Not when compared to the untold thousands that suffer out there. If I am to be true to my faith, and our lord Ilmater, then I must live by his example. I must ease the suffering of the world, and I cannot do that by staying here. Please my brothers, try to understand that this is something I must do”. His brothers tries to argue with him, but the Abbot silenced them. He realized that he was right, and that this was the path that Ilmater had set out for him. With tears in his eyes, he embraced Lanais as a proud father, and bid him go with Ilmater’s blessing upon him. Lanais left that night. He left his holy symbol and personal belongings behind, for all that he needed had already been etched into his heart. Since then he has wandered Faerun, helping and protecting those in need. Motives and Goals: Brother Lanais is completely without ambition or long term goals. He goes where Ilmater wills him, helping those who are in need. He stays only as long as he is needed, and then moves on. His only motive is to do Ilmater’s work, until he is deemed to have endured enough, and is returned to his deity. |
| #14green_elven_vampireFeb 24, 2009 21:06:40 | Good stuff guys! |
| #15RUMPLESTIXApr 03, 2009 23:26:35 | "You! You, warlord, are doomed to fail and pass from this world with the Clever Arm when the great breaking occurs. You and he are too close. You are as one, When he falls into the oblivion, so to shall you. But, there is hope for you yet, priest. Your soul shall roam oblivion just as the wanderers roam the night sky. And finally it shall return. It shall return to walk the soil of Toril once more. But, it will not walk on two feet, It will walk on the feet of many wanderers. Until you bring them together again. Then... the Eagle-shall-fly-high," the priestess finished as she collapsed onto the floor. As the acolytes in attendance ran to aid their oracle, Lucias thought long and hard. So, the Clever Arm would fall. Lucias, laughed. He had most likely broken every proscribed tenet of the Clever Arm while simultaneously building a following for the Clever Arm. Being doomed to oblivion for his treachery to the dogma was something the priest had long expected but never feared. An opportunity to escape and return to carry on the work of helping his brothers was something more than he had dared to hope for. This breaking would be a glorious day of reckoning as far as he was concerned. With that, the great half-orc warrior priest gave a shout and scattered the acolytes as they tended to their fallen oracle. He then placed his head upon the brow of the stricken human priestess and spoke words of power and healing. She awoke with a start and he easily raised her back to her feet and gently kissed her on the cheek, stunning both the acolytes and his own retinue. Lucias gave out an uproarious laugh as he wandered what the Clever Arm was thinking about him at that moment as he showed compassion to the Selunite Oracle. The oracle of that elven winch, Sehanine Moonbow. He then bowed and paid his respect to both the altar and the priestess. He had always always trusted the priestesses of Selune and they had returned his respect. "And my faithful audience, thus ends the tale of how the mighty Lucias Tyberias, warrior-priest and heretic of Ilneval, learned he would be born to walk this world again." The storyteller gave a low bow to the crowd as they gave a few scattered claps. This crowd is slow in responding, he mused. Perhaps the half-orcs couldn't understand the meaning of the word 'heretic' or perhaps they just had little coin. Sometimes, his tales were performances to earn wealth and sometimes they were performances to earn his life. "I bid you farewell," he stated and turned to leave but could not. In front of him stood a mountain of a half-orc in fullplate armor, with a black eagle emblazoned across the chest, and long grizzled coarse white hair and a short but thick white beard whose coloring belied an otherwise youthful appearance. So stunned was the storyteller that the only thought crossing his mind was that he had never before seen a half-orc with such a beard. The veritable white-capped mountain then raised a hand holding a bag filled with coins. "Perhaps you would care to repeat your tales for me and my family, storyteller?" He spoke with a deep resonating voice that quieted the crowd in the dirty tavern. As the storyteller took the bag of coins in one hand, the living mountain shook his other hand and spoke, "My name is Chandos, just like the star that wanders in the sky. You will do well to remember it as you tell your tales." Then the mountain of a half-orc passed into the tavern and his family wandered in behind him. Chandos Tiberias, level 20 male Half-Orc, Cleric, m/c Warlord, Twiceborn Leader Background: Akanûl FINAL ABILITY SCORES Str 23, Con 17, Dex 15, Int 11, Wis 10, Cha 17. Starting Ability Scores Str 16, Con 14, Dex 12, Int 10, Wis 9, Cha 14. AC: 35 Fort: 30 Reflex: 26 Will: 29 HP: 124 Surges: 11 Surge Value: 31 TRAINED SKILLS Religion, Insight, Diplomacy, Arcana, Endurance. FEATS 1: Ritual Caster 1: Armor Proficiency (Scale) 2: Weapon Proficiency (Halberd) 4: Armor Proficiency (Plate) 6: Weapon Focus (Axe) 8: Weapon Expertise (Axe) 10: Student of Battle 11: Thirst for Battle 12: Savage Assault 14: Armor Specialization (Plate) 16: Devastating Critical 18: Deadly Axe 20: Saving Inspiration CLERIC FEATURES AND POWERS Class Feature Encounter (usable 3x/Encounter): Healing Word Class Feature Encounter (channel divinity, may only use 1 channel divinity power/encounter): Divine Fortune Class Feature Encounter (channel divinity, may only use 1 channel divinity power/encounter): Turn Undead 1, At-Will: Righteous Brand 1, At-Will: Priest's Shield 1, Encounter: 1, Daily: 2, Utility: Divine Aid 3, Encounter: 5, Daily: 6, Utility: Cure Serious Wounds 7, Encounter: Strengthen the Faithful 9, Daily: Divine Power 10, Utility: Mass Cure Light Wounds 13, Encounter: Arc of the Righteous (replaces Wrathful Thunder) 15, Daily: Holy Spark (replaces Avenging Flame) 16, Utility: Hallowed Ground 17, Encounter: Sentinel Strike (replaces Split the Sky) 19, Daily: Indomitable Spirit (replaces Consecrated Ground) MULTICLASS WARLORD FEATURES AND POWERS Class Feature Encounter (usable once per day): Inspiring Word TWICEBORN LEADER PARAGON PATH FEATURES AND POWERS 11. Path feature: Assault Action 11. Path feature: Twiceborn Recovery 16. Path feature: Twofold Defense 11. Encounter: Reminiscent Assault 12. Daily: Twinning Ploy 20. Daily: Seconded Smite ITEMS Ritual Book, Holy Symbol, Adventurer's Kit, Stormlord Specter Plate Armor +4, Halberd +5, Bone Ring of Preservation (paragon tier), Amulet of Health +4, Bracers of Wound Closure (paragon tier) (note: This is actually a 'legal' character with money left to spend. ) Combat/Tactics: Chandos and his family work as a team when they enter combat. Usually Chandos and Hurasag will line up behind the two defenders: the twins. From there, Chandos will use his halberd to attack with reach and provide buffs in both the form of healing and other buffs, especially 'twinning ploy' which he sometimes uses with one of the twins and sometimes with Ataras. Other times he will use Righteous Brand in order to grant buffs to whoever is engaging a target within reach of his foe. Hurasag will use her many ranged clerical attacks to smite her foes and will also make use of several controlling (zone type) powers. This is also mixed with healing and ranged buffs such as lance of faith. The warrior-priest twins, Ludnir and Hudnir, will form a protective area for the others to attack from. Ideally, they will use powers such as footwork lure in order to maneuver into positions of combat advantage. Then they will use high damage powers which also grant a dexterity bonus to damage when combat advantage is obtained. They use powers to deal out as much damage as possible while forcing opponents to concentrate on them. Ataras is a two weapon fighting ranger who has many powers which double as ranged. She seeks to do much damage and gain combat advantage when striking. Friends/Allies: Chandos holds his "immediate" family as his only true allies, although many might consider others to also be allies. His "immediate" family includes the priestess Hurasag; his younger sister, the battle hardened Ataras; and the twin warrior priests, Hudnir and Ludnir. Despite, numerous chosen enemies, Chandos holds great respect for and the respect of the Church of Selune. Not surprisingly, his clerical links to the now passed Clever Arm has caused the Churh of Sehanine Moonbow to treat him with scorn but he ignores their foolishness. Foes/Enemies: Chandos considers any who follow the typical savage gods to either be his enemies or beneath him. He feels particular disdain for those who worship Bane. In general, he feels enmity for those who he may see as the cause of the deaths of countless half-orcs. So, those he would not feel enmity toward are few and far between. Appearance: Chandos has a massive build and stands with erect posture. He has very long course white hair and an unusual (for a half-orc) short but thick white beard. He literally appears as a white-capped mountain. He is most often seen in his plate armor with his halberd. Personality: Chandos displays an air of supreme confidence yet he is always aware of the potential for failure. He is willing to trust others (most notably members of Selune's church...) but only so far. He holds love and respect for his family but feels little for others outside as being anything but pawns in acquiring power for his family. (Note: Chandos is unaligned and not evil.) Although sometimes brash and one who often takes quick actions, he trusts Hurasag and will always give much weight to her advice. often, he will not question or even second guess her toughts on many subjects. History: Early in his life, a (not so legitimate) trader in Akanul 'acquired' him and sold him to a farmer where he remained until he was purchased by a haf-orc named Ruggle. This half-orc was perhaps the last priest still perpetuating the clerical tradition which had originated as the Gambit of the Clever Arm but had degenerated into a small church of those who believed that the Wanderers, descendants of Lucas Tyberias, would have his soul reborn into them. Ruggle had followed the trail and determined that Chandos was one of the five foretold Wanderers. He freed Chandos, then trained and ordained him. Later, Chandos scoured the continent and finally reunited his family, the only remaining descendants of Lucias Tyberias. Motivation/Goals: The first and most important goal of Chandos Tyberias is to cement the power of his immediate family and expand it as far as possible. His ambitions know no limits and he is literally shooting for the sky. He believes he has almost finished setting them on the path to greatness. Second among his goals are to improve the lot of his kin wherever he goes. He wishes to see half-orcs trained in the great craft skills such as smith work and masonry as well as being trained in the arts of war. If they are taught to read they will be less likely to be taken advantage of. He has many goals for his people. One of the first steps to reaching these goals will be to retake control of the Black Eagles mercenary company. Once a great company with many units throughout the Western Heartlands and the North, it is now reduced to a few small companies that work as caravan guards along the coast of the North and Western Heartlands. Notes: will add info on the origin of the Gambit of the Clever Arm. |
| #16DiffanApr 04, 2009 23:24:51 | Good to see some 4e characters. Nice! :D |
| #17RUMPLESTIXApr 06, 2009 16:19:49 | I have the rest of Chandos' family to add. There is another cleric (blaster cleric, probably with the same paragon path...), 2 fighters (the twins...) will go into the appropriate thread, and one ranger which I haven't exactly looked to see where it will go (warrior thread?) yet. I might get the 2nd cleric up tomorrow. |
| #18RUMPLESTIXApr 09, 2009 21:05:27 | ![]() Hurasag Tiberias Lucias Tiberias studied the tome intently as he sat in a small corner room within the fortress. Candlekeep had been his home since Master Schilling, the Oghmite priest, had purchased his indentured servitude as a guard in training from a merchant caravan. Now, he studied with the priests during the evening and trained with the guards during the day. but his training and studying were not free, he worked hard for the guards in the evening when his vision gave him and advantage and he scribed for the priests in the evening when thy could not see so well. The Avowed instilled discipline upon him. But tonight, Lucias studied the Shoon Imperium. And, in his head, he was piecing together maps which would allow him to find many of the portals that the Imperium had built. (In the future, he would make great use of these portals when acting as a commander to his mercenary company, the Black Eagles.) Few knew how he was so able to recollect facts from books. He would envision the page within his head and read until he found the answer. But the Oghmite priests knew this and they taught him that there was more to learning than memorizing. There was criticism and evaluation. Lucias was a swift learner. None would have guessed that this promising acolyte of the Binder would become both one of the Clever Arms greatest servants and one of his greatest heretics. A warrior and a priest. A scholar and a general. But, at such an early point in his disciplined life, the ten year old half-orc was day dreaming of dragons and portals. He did not know that in the future his soul would be lost intothe erupting heavens until it fell back to Toril in pieces. One of these pieces would be a descendant of his , six generations later. A priestess and bard named Hurasag. Hurasag Tiberias, level 20 female Half-Orc, Cleric, m/c Bard, Radiant Servant Background: Dragon Coast FINAL ABILITY SCORES Str 13, Con 15, Dex 11, Int 11, Wis 23, Cha 17. Starting Ability Scores Str 10, Con 13, Dex 8, Int 10, Wis 18, Cha 13. AC: 35 Fort: 27 Reflex: 26 Will: 33 HP: 122 Surges: 10 Surge Value: 30 TRAINED SKILLS Religion, Arcana, Diplomacy, Insight, Perception. FEATS 1: Ritual Caster 1: Melee Training (Wisdom) 2: Implement Expertise (holy symbol) 4: Bardic Dilettante 6: Savage Assault 8: Thirst for Battle 10: Bardic Knowledge 11: Shield Proficiency (Light) 12: Armor Proficiency (Scale) 14: Paragon Defenses 16: Combat Anticipation 18: Distant Advantage 20: Devastating Critical CLERIC FEATURES AND POWERS Class Feature Encounter (usable 3x/Encounter): Healing Word Class Feature Encounter (channel divinity, may only use 1 channel divinity power/encounter): Divine Fortune Class Feature Encounter (channel divinity, may only use 1 channel divinity power/encounter): Turn Undead 1, At-Will: Sacred Flame 1, At-Will: Lance of Faith 1, Encounter: 1, Daily: 2, Utility: Cure Light Wounds 3, Encounter: 5, Daily: Consecrated Ground 6, Utility: Bastion of Health 7, Encounter: Break the Spirit 9, Daily: Blade Barrier 10, Utility: Knights of Unyielding Valor 13, Encounter: Mantle of Glory (replaces Divine Glow) 15, Daily: 16, Utility: Divine Armor 17, Encounter: Thunderous Word (replaces Command) 19, Daily: Fire Storm (replaces Seal of Warding) MULTICLASS BARD FEATURES AND POWERS Class Feature Encounter (usable once per day): Majestic Word RADIANT SERVANT PARAGON PATH FEATURES AND POWERS 11. Path feature: Illuminating Attacks 11. Path feature: Radiant Action 16. Path feature: Lasting Light 11. Encounter: Solar Wrath 12. Daily: Healing Sun 20. Daily: Radiant Brilliance ITEMS Ritual Book, Adventurer's Kit, Magic Holy Symbol +5, Cloak of Distortion +4, Shared Suffering Wyrmscale Armor +4, Healer's Sash (paragon tier), War Ring (paragon tier), Flamedrinker Shield Light Shield (paragon tier), Holy Gauntlets (heroic tier), Mace Combat/Tactics: Hurasag works well with her family. She uses powers such as Blade Barrier and Firestorm to set up zones and control the battlefield. She will use her Lance of Faith power to buff her comrades attacks and will add in Sacred Flame to boost them with temporary hitpoints or give them a saving throw against an ongoing effect. She can use majestic word to shift a character and has immense healing capabilities. Friends/Allies: The Tiberian clan are her only true allies. However, she is well known within the church of Oghma and holds their respect. Similar to Chandos, she has reached out tothe Church of Selune. Foes/Enemies: Appearance: Personality: History: At a very young age, Hurasag was sold into servitude with a flesh trader, a slaver named Brogan D'Rath. She was trained from an early age to act as a steward of sorts to Brogan and quickly became an excellent record keeper. Still she hated her servitude with a vengence. When her (very distant) cousin Chandos attacked the flesh traders to free her, she personally put the knife in Brogan's back. Afterward, Chandos introduced her to the dogma that had evolved from the Gambit of the Clever Arm and ordained her as a priestess. Athough Chandos may be seen officially as the head of the Tyberian clan, Hurasag is like a kingmaker working behind the scenes. She is very effective and Chandos gives her his trust. Motivation/Goals: Similar to Chandos, Hurasag thinks of her 'immediate' family before all else. She sides with Chandos in seeing retaking command of the Black Eagles as a primary target. However, she sees farther and looks for when her family will rise to the heavens. In fact, her close connection to the radiance of the astral has allowed her to uncover an astral seed. She believes that its development will be key to her family's future. |
| #19lord_karsusJul 29, 2009 20:26:16 | My Neverwinter Nights character (I translated it as close to true 3e as I thought matched): Gafgarian Dragonsbane LG Human Male Cleric 19 / Champion of Torm 4 HP: 164 (23 HD) Init: +6 Speed: 30 ft. (6 squares) Space/Reach: 5 ft./ 5 ft. AC: 41 BAB: +18 Attack: "Enserric the Longsword", +4 Intelligent Longsword) +26/+21/+16/+11(1d8+7/17-20) Abilities: Str 16, Dex 14, Con 14, Int 14, Wis 20, Cha 12 Saves: Fort +21, Ref +16, Will +21 Skills: Appraise +2, Bluff +1, Concentration +25, Disable Device +7, Heal +20, Intimidate +1, Listen +5, Knowledge (Arcana) +8, Knowledge (Religion) +12, Diplomacy +21, Search +4, Spellcraft +12, Spot +16 Feats: Blind Fight, Combat Casting, Epic Wisdom I, Combat Expertise, Extra Turning, Improved Combat Expertise, Improved Critical (Longsword), Improved Initiative, Quicken Spell, Weapon Focus (Longsword) Possessions: +4 Full Plate Armor, Enserric the Longsword (Intelligent +4 Longsword), Mirror Shield (SR 12), Cowl of Warding, +4 Bracers of Dexterity, +6 Ring of Protection Amulet of Natural Armor +4, Commander's Ring (AC +2, All Saves +2, Knock 1/Day), Mystran Belt of Priesty Might and Warding (AC +2, STR +4, Magic Circle vs. Evil 1/Day), Bag of Holding II, Golden Chalice of Lathander (Light Unlimited, Healing Circle 9 Charges), Djinni Bottle, Wand of Summon Monster 1 Features: Human Qualities Lay on Hands (Su): Gafgarian can heal 4 points of damage per day via laying hands on the individual. Sacred Defense (Su): Gafgarian receives a sacred +2 bonus to all saving throws. Smite Evil (Su): Once per day, Gafgarian can add +1 to hit, and +4 to damage against Evil creatures. Turn Undead (Su): Gafgarian can attempt to turn undead 10 times per day. Cleric Spells Prepared (CL 19th): 6 / 7+1 / 6+1 / 6+1 / 6+1 / 6+1 / 4+1 / 4+1 / 3+1 / 3+1 Combat/Tactics: [Pending] Friends/Allies: [Pending] Foes/Enemies: [Pending] Appearance: [Pending] Personality: [Pending] History: [Pending] Motivation/Goals: [Pending] |
| #20green_elven_vampireSep 10, 2009 2:47:06 | Good stuff guys!!!! |
| #21ImruphelSep 16, 2009 7:27:22 | Jervana Ramahiresh She's a really interesting NPC. Thanks for posting her. |