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| #1lord_karsusDec 05, 2008 17:52:23 | -Inspired by Bonzai's Assassins of the Realms thread, here is a thread to post and catalog your warrior NPCs: Fighters, Barbarians, something else, whatever they are. Vander Alandrith Sir Ivan Brightflame Pharom Darkleaf Thaélaeven Dawnsong Mistopher Dundragon Glyth Gravella Gravelsdotr "Dawnlord" Tarious Lydamar Aldramar Oakwood The Patriarch Kaden Rath Roland Herianamae Sunstar Ivran Sunstar Gillian Taelendrar |
| #2bonzaiDec 05, 2008 19:02:49 | The Patriarch, CE Azurian Soulborn 15 HP:195 hp Init: 1 AC: 23, Flat Footed: 22, Touch: 11 Reach: 10ft (spiked chain) Speed: 20ft BaB: 15/10/5 Attack: (spike chain) 22/17/12 2d4 +10 (trip check +22) Str: 16 (20), Dex: 13, Con: 16, Int: 13, Wis: 10, Cha: 12 Fort: 12, Refl: 6, Will: 5 Skills: Spot: 14, Tumble: 11, Jump: 4 Feats: Exotic Weapon Proficiency (Spike Chain), Combat Expertise, Combat Reflexes, Defensive Throw, Power Attack, improved trip, Awesome Smite, Bonus: Midnight Dodge, Cobalt Expertise, Sapphire Smite. Possessions: +4 Full plate, +2 Sweeping Spike Chain, Belt of growth +4 strength Special Abilities: Aura, Smite 4/day, Incarnum Defense (immune to strength altering effects), Essentia: 9, Melds: 3, Binds: 2 Incarnum Melds/Feats/Abilities Mauling Gauntlets (Bound to the hands): 3 essentia, +8 to Str checks and attack rolls made to disarm or trip. +8 to unarmed strike damage rolls. Gain Improved unarmed Strike. Impulse Boot (bound to feet): Uncanny Dodge, evasion. Spellward Shirt:3 essentia, SR 17. Cobalt Expertise: 3 Essentia, +3 to all Strength checks made to disarm or trip. +3 to AC when using Combat Expertise. Demolishing Smite: smite+power Attack: Ignore 2xCHa bonus of opponents DR (except for DR/- andDR/Epic) Overwhelming Smite: Smite+power Attack, Smite counts as a Trip Attempt Seeking Smite: Smite+Power Attack, Ignore miss chance. Combat/Tactics: The Patriarch will generally single out melee opponent as the target of his dodge, and will use Combat Expertise for at least 2 points (also netting him another +3 bonus from Cobalt expertise). If the enemy is Good or lawful he will use his smites and his awesome smite abilities. His primary focus in battle will be to trip everyone in reach, and then hammer away at them with powerful attacks. Friends/Allies: Being in Cyric’s favor, the Patriarch can draw upon nominal support from other followers. Within the Ebon Dawn, his power is absolute. Foes/Enemies: Most good aligned organizations would gladly put an end to him, and the nation of Impiltur in particular has a grudge towards him. Appearance: The Patriarch is always clad head to toe in an impressive suite of full plate armor that has been tempered black. Over the armor he wears a purple tabard with a black sun with a skull (the symbol of Cyric) emblazoned upon it. Normally he wears his helm, but when he does remove it he is revealed to be a middle aged man, his hair shaved bald, with glowing blue eyes. Personality: The Patriarch is fanatically devoted to Cyric. He was also born with a strong connection to incarnum, and through it to the souls of all the worst murderer’s and madmen that have ever been, or that ever will be. The resulting internal chaos of having all these voices whispering to him, giving him strength, has left on the edge of total madness. It is only his fanatical devotion to Cyric that gives him the mental focus needed to master them. Even still, he is prone to mentally wondering off at times, or talking aloud to some unseen voices. Despite this, he rules the Ebon Dawn with an iron fist and with brutal efficiency. History: The boy who would one day become the Patriarch was born to simple peasant folk in Vassa. Even from birth, he had a strong connection to the incarnum, and through it, to Cyric. He left home at an early age, falling in with an unscrupulous band of adventurers, and eventually through them to a cell of Cyric worshipers. It was there that he found his calling, and became a champion of Cyric’s cause. Eventually he would take over some ancient Narfellian ruins, and created his own martial cell of followers, which he named The Ebon Dawn. While the Ebon Dawn was building in strength, he made it keep a low profile. But when it’s strength was sufficient, he embarked on an ambitious plan. Impiltur had been hit badly by the Year of Rogue Dragons and the Rain of Fire. Even worse, Zhent activity along the Moonsea was at an all time high. This left the north of Impiltur weak, and undefended. Discovering a ritual that allowed him to create Lost (See magic of the Incarnum), he and his followers created an army. These were further bolstered by negotiating with the hobgoblin tribes of the Giantspire mountains. When they struck, the Ebon Dawn made impressive initial gains before the main Impiltarian army could be roused, and brought against him. Though out numbered, the Ebon Dawn was slowly whittling down their enemies. It was only due to his reinforcements and supplies being cut off by a band of adventurers that lead to his eventual defeat. Now on the run, he is attempting to establish a new base of operations, and rebuilding the Ebon Dawn. Motives and Goals: The Patriarch is motivated solely to do Cyric’s will. To better accomplish that, he must rebuild the Ebon Dawn. He views the Ebon Dawn as eventually becoming the militant arm of Cyric that will one day crush his enemies. Followers of Mystra, Kelemvor, Bane, etc..., will all be crushed under heel. One day, he hopes that his service will one day allow him to ascend to Cyric’s side as his Seraph of Strife. |
| #3lord_karsusDec 05, 2008 20:31:43 | Aldramar Oakwood LN Moon Elf Male Fighter 7 / Champion of Corellon Larethian 8 HP: 177 (15 HD) Init: +8 Speed: 30 feet Space/Reach: 5 feet AC: 28 BAB: +18/+13/+8 Attack: +1 Blessed Illuminating Elven Thinblade (1d8+1/16-20 x2) Abilities: STR 16, DEX 22, CON 16, INT 14, WIS 13, CHA 13 Saves: Fort +12, Ref +12, Will +07 Skills: Climb +6, Diplomacy +11, Handle Animal +7, Heal +11, Intimidate +7, Jump +6, Knowledge (Religion) +9, Ride +9, Sense Motive +11, Spellcraft +7, Swim +6 Languages: Common, Elven, Sylvan, Orc Feats: Improved Critical (Elven Thinblade), Improved Initiative, Iron Will, Quick Draw, Weapon Finesse Possessions: Ring of Protection +4, Mithral Full Plate Armor, Boots of Speed, Gloves of Dexterity +4, Silver Holy Symbol of Corellon Larethian, Periapt of Wound Closure, + Blessed Illuminating Elven Thinblade Features: Moon Elf Qualities Fighter Bonus Feats: Combat Expertise, Dodge, Mounted Combat, Exotic Weapon Proficiency (Elven Thinblade) Champion of Corellon Larethian Bonus Feats: Mobility, Spring Attack, Whirlwind Attack Corellon’s Blessing (Su): Aldramar has the ability to heal wounds with a touch, much like the Paladin’s Lay Hands ability. He may heal a total of 8 Hit Points per day. He can choose to divide the healing among multiple recipients, and he doesn’t have to use it all at once. This ability is a standard action. This ability can also be used to deal damage to Undead opponents, as a touch attack with no Attack of Opportunity. Elegant Strike (Ex): Aldramar can add his Dexterity bonus to damage rolls, in addition to his Strength bonus while using the following weapons: longsword rapier, Elven thinblade, Elven lightblade, Elven courtblade, and scimitar. Targets immune to critical hits or sneak attacks are immune to the extra damage dealt by Elegant Strike. Superior Defense (Ex): The maximum dexterity bonus for armor that Aldramar wears is increased by 2. Unimpeded Movement (Ex): Aldramar does not reduce his movement when wearing medium or heavy armor. This allows him to use Spring Attack even when wearing heavy armor. Corellon’s Wrath (Su): Aldramar has the ability to briefly channel the divine power of Corellon Larethian into his blade. As a free action, he can veil his weapon in incandescent light, that allow him to bestow upon a weapon a +2 sacred bonus on attack rolls and an extra 2d6 points of damage. While this ability is in effect, any weapon affected by it is considered magic and good-aligned for the purpose of overcoming damage reduction. Aldramar can use this ability 4 times per day. Combat/Tactics: Aldramar is a fierce combatant, especially against evil creatures. He uses his Combat Expertise feat to raise his Armor Class when combat begins, allowing him to size up his opponents, and the situation. When he believes himself able to defeat his opponent, he attacks furiously, using his Spring Attack feat to move around his opponent, or switch from one opponent to another. Friends/Allies: Aldramar is a Champion of Corellon Larethian, and has the support of the Church of Corellon Larethian, especially in Illefarn, where he is from. Because he is a capable warrior, he has the respect of the army of Illefarn, and though he technically has no true rank, others often defer to his experience and wisdom. Foes/Enemies: As a Champion of Corellon Larethian, the various forces that oppose the Coronal of Arvandor have Aldramar as an enemy. When Illefarn decided to involve itself in the Fourth Crown War, fighting against Ilythiir, the nation of Dark Elves became the enemy of Aldramar, who marched against the Dark Elven nation along with his fellow countrymen. Appearance: Aldramar is a Moon Elf in his physical prime. He is only of average Elven height, but fully garbed in his armor, on horseback, with his blade drawn, as he appears most commonly, he seems larger than life. Aldramar inherited the powder blue eyes of his mother, as well as her baby blue skin complexion. From his father, he inherited his gray hair color. Aldramar has, over the course of the years, received a few scars on visible parts of his body, but has taken care to treat such injuries such that the resulting scars are nearly invisible. Personality: Aldramar is especially serious for a Moon Elf. Aldramar was raised on the stories of his father and uncle, both Dark Elven warriors fighting for their native nation of Ilythiir, so from a young age, he internalized the concepts of duty, honor, and valor. Aldramar was tutored by the church of Corellon Larethian in Illefarn, so he is deeply religious. His deep connection to Corellon Larethian is what prompted him to be initiated into the church as a Champion of Corellon Larethian. History: Aldramar Oakwood was born to a Moon Elven mother and a Dark Elven father in the nation of Illefarn, in –10,509 DR. His mother was a native of Illefarn, and his father came from Ilythiir, and had permanently settled down in the nation. For much of his childhood, Aldramar also lived with his uncle, Pharom Darkwood. Shortly after Ilythiir targeted Shantel Othrier in their response to the destruction of Miyeritar, Aldramar was brought to the Church of Corellon Larethian by his mother and father, to receive a well balanced education. It was there that Aldramar’s spiritual education began. The young Moon Elf had a deep, and special connection to Corellon Larethian, and his role was soon defined for him- Aldramar was to become a Champion of Corellon Larthian, a warrior like his father and uncle. Aldramar excelled in his role, and he quickly gained the reputation of being one of the best warriors in all of Illefarn. The nation entering into the Fourth Crown War would soon allow Aldramar to test his abilities, albeit reluctantly. Though Aldramar did not wish to fight against Illythir- not out of fear, but because he believed that there were still avenues of diplomacy to be explorer- he did what he believed his duty was. His nation was marching to war, and it was his duty to support his countrymen and his government, as well as the Church of Corellon Larethian. Like many others, Aldramar entered into melee combat in order to stall Ilythiiri forces as the Selu’Taar and Clerics shaped very powerful magics. Along with other warriors- but, often by himself- Aldramar enters into Ilythiiri territory to stall Ilythiiri war bands. Motivations and Goals: Aldramar, before Illefarn entered into the Fourth Crown War, worked to further advance the Church of Corellon Larethian. When his nation entered into the conflict, Aldramar- like many of his fellow countrymen- went to war against the Dark Elves of Ilythiir. Aldramar seeks to do his part to end the conflict, by toppling the evil government of Ilythiir, and returning a sense of normalcy and peace to the Elven world. |
| #4ZireaelDec 07, 2008 3:57:10 | How come Aldramar is still alive? Born ten thousands years ago! Moon elf. Even a gold wouldn't survive that long! Or is he meant to be played in the times of the Descent of the Drow? |
| #5sfdragonDec 07, 2008 5:05:04 | 10 of one 5 of another |
| #6lord_karsusDec 07, 2008 22:23:11 | How come Aldramar is still alive? Born ten thousands years ago! Moon elf. Even a gold wouldn't survive that long! Or is he meant to be played in the times of the Descent of the Drow? -One one said he's still alive. ;) -He is relevant to something I am writing, so I decided to make the NPC stats, to better visualize what he can do, and then I decided to share it. |
| #7DiffanDec 08, 2008 8:12:56 | Heres one for you (though I'm not to thrilled by the stat block we're using): "Dawnlord" Tarious Lydamar LG Male Damaran crusader 12 HP: 101 (12 HD) Initiative: +2 Speed: 20 ft. (4 squares) Space/Reach: 5 ft./5 ft. AC: 26 (T: 13, F: 24) BAB: +12/+7/+2 Attack: +1 everbright undead bane heavy mace +19/+14/+9 (1d8+7/x2 plus 2d6 against undead) Abilities: Str 22, Dex 14, Con 16, Int 10, Wis 12, Cha 20 Saves: Fort +13, Ref +8, Will +7 Skills: Balance +7, Concentration +8, Craft (weaponsmithing) +14, Diplomacy +15, Intimidate +14, Jump +7, Knowledge (history) +2, Knowledge (religion) +5 (+7 regarding undead), Martial Lore +5, Ride +9, Tumble +6 Languages: Chondathan, Common, Damaran Feats: Extra Smite, Improved Bull Rush, Martial Study (burning blade), Martial Study (fan the flames), Power Attack, Shock Trooper Possessions: angel-helm, +2 mithral full plate, Radiant Beacon (+1 everbright undead bane heavy mace), +1 heavy steel shield of daylight, cloak of Charisma +4, armbands of might, gloves of Dexterity +2, boots of the battle charger, vest of resistance +2, ring of protection +1, belt of Strength +4 Features: Human Qualities Flaming Weapon (Ex): Once per day, Tarious can grant any melee weapon he wields the flaming property for 4 rounds. If the weapon leaves his hand while this is active, the ability stops. Furious Counterstrike (Ex): Tarious can channel his pain into a boiling rage that gives him a +4 to attack and damage for 1 round if he has twenty points or more in his delayed damage pool. Indomitable Soul (Ex): Tarious adds his Charisma bonus to his Will saves. This ability does not stack with a paladin’s divine grace ability. Smite Evil (Ex): Tarious can smite evil three times per day. He adds a +5 to his attack and +12 to his damage rolls. Steely Resolve (Ex): Tarious has a delayed damage pool that can soak up to 20 points of damage every round. At the end of the round, the damage goes through and it resets back to 0. Zealous Surge (Ex): Once per day, Tarious can opt to re-roll a saving throw. He must abide by the result of the new, second saving throw, even if it’s lower than the first. He must decide after he roll and before the DM answers. Spell-Like Abilities (CL 12th): 1/day-endure elements, fire shield (warm), searing light Maneuvers and Stances Known (IL 12th): Stances-iron guard's glare (1st), martial spirit (1st), tactics of the wolf (3rd) Strikes-bonecrusher (3rd), burning blade (1st), charging minotaur (1st), divine surge* (4th), elder mountain hammer* (5th), fan the flames* (3rd), leading the attack (1st), radiant charge* (5th), rallying strike* (6th), white raven strike* (4th) Counter-shield block (2nd) Other-order from chaos* (6th) Disciplines-Desert Wind, Devoted Spirit, Stone Dragon, White Raven * Readied maneuvers Combat/Tactics: Tarious starts off battle in either the iron guard's glare or tactics of the wolf stance. He then rushes into battle using his radiant charge or divine surge maneuver. As battle progresses, he may change to the martial spirit stance to regain hit points and uses fan the flames to attack distant foes. When with other melee combatant allies, he utilizes maneuvers that put his friends in better tactical positions against his foes. Friends/Allies: Tarious is the leader of the new organization The Radiant Crusade. Their allies include most of the Lathander/Amanautor church as well as the Triad, Helm, and most recently the church of Kelemvore. He's also willing to work with the Harpers and other such organizations to further their quest to rid Faerun of the undead. Foes/Enemies: Undead and organizations tha promote the undead are top-most on their enemy list. This usually includes the Cult of the Dragon and the church of Velsharoon. In addition, other evil organizations such as the Zhentarim and the Red Wizards are considered foes because their ideals promote evil and tyranny. Appearance: Tarious is an imposing man, standing over six feet tall (seeming more so with his plate armor on) with shoulder length brown hair and eyes as blue as the sky. Few physical scars mar his handsome features and a smile comes easily to his face. Personality: His stern demeanor betrays feelings softened by children and when in communion with his deity. When he is in battle, Tarious is usually up front and commanding, yet can take time to listen to other's plans and is not above taking advice. Tarious only shows his true wrath when confronting the undead. History: Born into a frontier keep of a wealthy soldier, deep in the wilderness of the Western Heartlands, Tarious grew up dreaming of adventuring. At the age of eight a large force of undead minions, led by a devious lich, stormed the keep. His father fought valiantly upon the ramparts besides the keep's lord (a half-celestial paladin) and together the two rallied the beligured town's militia to defeat the hoarde. Upon the retreat, the lich cast one final spell at the two heroes who tharted his plans. As the spell ignited, Tarious's father threw himself into the path, saving the lords life by sacrificing his own. From then on, the lord of the keep, known as Calaren did much for Tarious and his bereaved mother. Years later, Tarious' mother and Calaren were wed and together they produced another son, an Aasimar called Tyerion. Though Tarious loved his half-brother and family, his plans to leaving the keep for adventure and thirst for the destruction of undead soon drove him to a soldiering life early. The years passed swiftly away and Tarious gained prestige among the various warriors of Lathander's church. Seeing much good in his deeds and ability to sweep away the living dead without the aid of divine magic, he was accepted into the Lord of Morning's ranks and there he started his work on creating the Radiant Crusade. In recent years, Tarious has teamed up with this half-brother Tyerion, now a Paladin of the Red Knight, in efforts to expand his assembly to other faiths and organizations. He currently has many warriors of the Triad, Helm, Tempus, the Red Knight, and Kelemvore under his command to send out on missions to deal with the undead and other evil organizations. In addition to deepening his ranks, Tarious has built a stronghold where he can debrief and lead his troops to where he believes they're needed most. This fortified keep is known as the Citadel of Dawn, which is located just west of Candlekeep. The Radiant Crusade Show The Radiant Crusade Symbol: The symbol of the Radiant Crusade is a brilliant golden sun on a scarlet field. Backround, Goals, and Dreams: The Radiant Crusade is a militaristic, armored organization dedicated to stamping out undead from the face of Faerun. The crusader Tarious Lydamar founded the Radiant Crusade in 1361 (Year of Maidens) with the hopes of doing good deeds, healing the sick, giving alms to the poor, and destroying undead. Fairly new to Faerun, the Radiant Crusade has started to make a name for itself as the bane of undeath. As with most Lathanderite orders and companies, ensuring the well being of it's members as well as all people who live in the surrounding areas is one of their goals, just not the first. Because Radiant Crusaders often strike out into dangerous places such as haunted woods and cemeteries in search of undead, they are less likely to work in villages or towns for lenghty periods. Members: The Radiant Crusade looks kindly on all like minded races, and it's members welcome all equally. Most classes within the Crusade are clerics, crusadersToB, fighters, knightsPH2, and paladins. Other classes such as the ranger might find this organization useful if his favored enemy is undead and the Crusade's militaristic aspects appeal to the scoutCAd as well. Arcane casters are also welcome into the Crusade's roster, namely warmagesCA and wizards. The former brings a host of arcane artillery and the fact that they can use armor makes them less vulnerable while the latter is a wellspring of information about such creatures and their habits plus their plethora of utility spells can make a big difference on any battlefield. Enemies and Allies: With the work of Dawnlord Tarious, they have gained potent allies such as the Order of Aster, the Champions Vigilant, and the Knights of the Eternal Order along with other good-aligned churches. The Crusade's first and foremost enemies are the undead (archliches/baelnorn excluded). Other enemies include evil-aligned churches such as the church of Bane, Cyric, Shar, and Talos. The church of Velsharoon however is far more vile to the Crusade because of what it represents and it's clergy are always attacked on sight. Evil organizations such as the Zhentarim, the Red Wizards of Thay, and espically the Cult of the Dragon are forefront on their list of enemies. Scale 10 (regional) Affiliation Score Criteria: Organization membership is open to anyone, although most are required to perform some sort of task appropriate to their rank and abilities to demonstrate their commitment and zeal to destroying undead. |
| #8rinonalyrna_fathomlinDec 08, 2008 10:00:32 | Great thread, thank you all for sharing these characters.![]() |
| #9suin_bahhar_02Dec 08, 2008 13:49:46 | Planning on dropping in on this as well. Nice idea! The school of Reversed Westgate Fencing is widespread in the southern parts of the Sea of the Fallen Stars, namely the Vilhon Reach area and Chessenta. It started as an ofshoot of the Westgate Blade Dueling style taught at the local militia academy when the style came into contact with reversed knifefighting techniques of the Westgate underground. In this style the deception, movement and spacing of the knife fighters got incorporated into the defensive stances, ripostes and counter ripostes of the Westgatian Fencing School. The result is a contemporary fencing style considered unmatched on the streets and decks in Westgate. Mistopher Dundragon, Master of the school of Reversed Westgate Blade Duelling Style CN (with evil tendencies) Human male Aristocrat 1/ Warblade 10 HP:75 hp Init: 5 AC: 18 (AC 20 during movement in Absolute steel stance), Flat Footed: 13, Touch: 15 Reach: 5ft (10ft during an attack in Dancing Blade Form stance) Speed: 30ft (extra 10ft movement in Absolute Steel stance) BaB: +11/+6 Attack: (Cavina Valora) +17/+12 1d6+5 (18-20/x2) + 1 con damage (1d6+6 during Diamond Mind strikes) Str: 13 (17), Dex: 19 (21), Con: 14, Int: 12 (14), Wis: 8, Cha: 10 Fort: 7, Refl: 8 (10), Will: 4 Skills: Balance +18, Tumble +18, Jump +15, Diplomacy +14, Concentration +16 Feats: Weapon Focus (Rapier), Quick Draw, Evasive Reflexes, Blade Meditation (Diamond Mind), Improved Disarm, Hold the Line, Martial Maneuver: Cloak of Deception Bonus: Unnerving Calm, Combat Reflexes. Possessions: +2 padded armor, Cavina Valora +2 Mithral Rapier of Puncturing[int 17, wis 10, cha 17, Speech(Common,Elven,Draconic,Untheric) ego15 F+8 R+8 W+8, lesser power Hypnotism DC 14 3/day, greater power Detect Serrated blade within 60 ft], Belt of Giant Strength +4, Gloves of Dexterity +2, Headband of Intellect +2, jewelry, vest & fine cloak worth at least 2000 gp Features: Battle Cunning (ex): +2 damage on flanked or flatfooted opponents Battle Clarity (ex): +2 vs reflex saves when not flatfooted and +2 to resist combat maneuvers (trip/bullrush/grapple) Weapon Training (ex): change weapon feats each day Maneuvers and Stances Known (IL 10th): Stances-Stance of Clarity (1st), Absolute Steel (3rd), Dancing Blade Form (5th) Strikes- Disarming Strike* (+17 melee attack, free disarm check) (2nd), Disrupting Blow* (+17 melee, dc 18 will save or stunned 1 round) (5th), Emerald Razor (+17 melee touch) (2nd), Ruby Nightmare Blade (+17 melee attack, +18 vs ac for double damage) (4th) Counter- Rapid Counter* (two AoO from one opening) (5th), Moment of Perfect Mind (+18 vs will saves) Wall of Blades (2nd) Boosts- Cloak of Deception* (Improved Invisibility until end of turn) (2nd) Fountain of Blood (4th) Disciplines-Diamond Mind, Iron Heart, Shadow Hand, Stone Dragon, Tiger Claw, White Raven * Readied maneuvers Combat/Tactics: Before a duel Mistopher like to unnerve his foe with a Battle of Wills showing his utter calmness. When duelling Mistopher starts in the Stance of Clarity with his rapier in a reverse grip to his left side. He handily uses the Hold the Line feat and a readied action to attack a charging foe with a disarming strike followed with a 5ft step to his side. He usually follows up with a shift in to the Dancing Blade Form, where he adjust his grip to the conventional style to place a Disrupting Blow or full attack from 10 ft far. He repeats this untill he has either worn out or disarmed his opponent. In other combats Dundragon starts in the absolute steel stance for mobility and make carefull use of defensive 5ft steps from any opponents that provoke AoO's from him, using rapid counter to outstep even people with reach weapons. He knows how to work in a team of fencers and make carefull use his disarming skills to quickly turn the tides of any melee. Friends/Allies: Mistopher knows many young nobles and is constantly trying to impress his peers. He enjoys being witty around young ladies and has a way of getting people to listen to his calm voice full of mirth. He has lately been enamored by Cavina Valora, an intelligent sword with a powerfull female untheric ego that is trying to rebuild its ancient rogue guild the Oquons. He has agreed to some derring-do exploits suggested by the sword, setting free more of the intelligent weapons that served the Oquons. He has managed to lead the weapons into the hands of some of his noble friends aswell and he and Cavina are effectively their guildmaster. His only problems that of the opposing intelligent weapons that roam the city. Foes/Enemies: The other ancient mulan thief guild the Serrated Blades have crossed paths with Dundragon since his contact with his intelligent weapon. The intelligent weapons in Soorenar known as the Serrated Blades are running even more wielders than the Oquons for some reason Dundragon does not know about. Appearance: In his late thirties but still largely a foppish young Soorenarian noble, Mistopher stands a few short of 6 feet, has brown eyes, tanned skin and neatly groomed chestnut hair and a similar beard. When on high class or public occasions Mistopher proudly sports his families military vest, fashionable monocles, and walking sticks. When performing derring-do for Cavina he dresses in a supple padded leather, a black hooded cloak and blue gloves. Personality: Boastfull and hungry for attention, Mistopher is a noble dandy who just cant grow up. His mouth has brought him into many problems, but he can solve those with his quick wits and even quicker reflexes. He is not below doing the dirty work himself but has a way of getting a lot of crowd support. He is prone to be offended and will duel for strange slights but never to the death. He has a profound distaste for commoners and sees them as nothing more than slaves, and filthy ones at that. History: Born with a silver spoon in his mouth Mistopher Dundragon grew up to be a spoiled bully. His early years were blissfull and largely spent in the huge family manor and hanging gardens. His father hired a personal trainer from westgate to train him in various athletic sports in his ample free time. He excelled at fencing in the Traditional Westgate Blade style not long after. When he started besting his master he became rather disdainfull of him, and started seeking challenge in local academies and the streets of Soorenar. He quickly became a rising member of the popular fencing school (sponsored by Banites by the way) Myrmidius where several practisoners of the Reversed Westgate Blade style teach. On one fatefull moonlit night Dundragon was carousing late. On his way home with two girls he loudmouthed a slave to step aside but it wouldn't budge. Because there where no others to make their hands dirty for him, Mistopher went into a furious rage, demanding a duel right then, to impress the girls but to feed his ego even more. The slave didn't even look clear but drew his weapon to strike. Mistopher reflexes kicked in before he knew it the commoners weapon was sent flying. An excellent prize for a lousy fight thought Mistopher. That night he dreamt the sword from his belt was talking to him in a funny accent. In fact the next morning it still was! And it talked of others of its kind, and of ancient codes and battles, and of that he was worthy of wielding her. She had a way with words.... A few months later Mistopher Dundragon heard of the location of a hated Serrated Blade weapon. A ragtag mercenary group of outsiders, probably Cimbarians under command of Tchazzar, had raided a Serrated Blade camp and run in to Oquon agents battling Serrated Blade agents in the city. The group, a red eyed tiefling, a frail sun elf, a bald legionaire, a tuigan centaur and a desertnomad airgenasi, was cornered on the ferry on Akanax river. After their tuigan centaur balked they tried to flee. Mistopher intervened by opening a tear in the centaurs saddlebags which held the sword. The bags "plopped" out of existance and must have been holding extradimensional areas. The outsiders following rage kiled several potential Oquons by summoning dozens of shadowy constructs and caused panic with lightning balls. The group made Dundragon flee the scene and scattered when the guards arived. Mistopher Dundragon is now finding a way to recover from the losses, tempted by Cavina to fund the Myrmidius/Oquons from his family coffers through less savory means... Motives and Goals: Born to inherit his families large wealth, time is on Mistophers side. He seeks to impress his peers evermore in a struggle for their attention. He uses his latest thief guild endeavers to get exotic items, gossip and other anecdotes first hand into the uppercircles. He is actually enjoying the exiting suggestions his intelligent sword is making him. [Cavina Valora] Cavina wants to once again be the the top weapon of the Oquons thiefguild in Menarch (the ancient untheric name for Soorenar where the Oquons used to rule). She will do this by freeing her former guild members weapons, as together they can fight for their turf against the Serrated Blades eternally. Each night Cavina tries to make another of Mistopher's noble friends and academy collgaues to take up another intelligent weapon, even going as far as hypnotising some to take up more willfull Oquon guildweapons for ease of control. |
| #10lord_karsusDec 08, 2008 21:27:28 | Planning on dropping in on this as well. Nice idea! -Are you planning on expanding on that, or...? |
| #11lord_karsusDec 08, 2008 21:32:14 | Ivran Sunstar LN Sun Elf Male Scout 5 / Lama 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. |
| #12suin_bahhar_02Dec 08, 2008 21:39:00 | -Are you planning on expanding on that, or...? I will post his complete stats as soon as I get to typing Mistopher Dundragons backstory, tactics and motivations. He crossed swords with my evil PC's in Soorenar and barely escaped the shadow weave magic the party's beguiler played on him. The school he has mastered can be found in most cities around the Sea of Fallen Stars, and is quite popular among the southern nobility. |
| #13lord_karsusDec 08, 2008 21:44:40 | -Okay, I was just wondering, and I didn't know to link him to the index. I'll do so, and just edit and add in the rest of the stuff whenever you get around to doing it, no problem. |
| #14rinonalyrna_fathomlinDec 09, 2008 12:48:11 | History: Born with a silver spoon in his mouth Mistopher Dundragon grew up to be a goodharted bully. Hmm? Not much that's "goodhearted" about being a bully. |
| #15lord_karsusDec 09, 2008 12:57:20 | Herianamae Sunstar NE Sun Elf Male Ranger 6 / Wizard 1 / Arcane Archer 3 / Justice of Weald and Woe 5 HP: 100 (15 HD) Init: +8 (+9 after moving 10’) Speed: 80 feet Space/Reach: 5 feet AC: 22 BAB: +12/+7/+2 Attack: Venomous Human-Bane Longbow (1d8+1d6 / 20 x3) Abilities: STR 12, DEX 18, CON 12, INT 18, WIS 12, CHA 16 Saves: Fort +13 , Ref +16, Will +10 Skills: Balance +6, Craft (Bowmaking) +12, Handle Animal +8, Hide +22, Jump +6, Knowledge (Arcana) +8, Knowledge (Geography) +14, Knowledge (Nature) +14, Listen +13, Move Silently +22, Ride +9, Search +13, Sense Motive +11, Spot +13, Survival +19, Swim +6, Use Rope +9 Languages: Common, Elven, Sylvan, Orc, Draconic, Chondathan Feats: Weapon Focus (Longbow), Point Blank Shot, Precise Shot, Improved Initiative, Shot on the Run, Deadeye Shot Possessions: Ring of Protection +3, Spellbook, +1 Glamered Chain Shirt, Amulet of Tears, Boots of Agile Leaping, Bracers of Quick Strike, Wand of Alter Self (25 Charges), Quiver of Solonar [Ehlonna] Features: Sun Elf Qualities Favored Enemy (Ex): Herianamae has chosen Orcs and Humans as his favored enemies. Due to his extensive study of both, he gains a +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against Orcs and Humans. Likewise, he gets a +2 bonus on weapon damage rolls against Orcs and Humans. Track: Herianamae can use his Survival skill to follow the tracks of creatures across most types of terrain. Wild Empathy (Ex): Herianamae can use body language, vocalizations, and demeanor to improve the attitude of an animal. To use this ability, he and the animal must be able to study each other, which means they must be within 30 feet of one another under normal visibility conditions. This ability works like a Diplomacy check to improve the attitude of a person. Combat Style (Ex): Herianamae has selected the archery style of Ranger combat. As such, he is treated as having the Rapid Shot feat. He loses all benefits of his combat style when wearing medium or heavy armor. Endurance: Herianamae is capable of great feats of endurance that grant him a +4 bonus on various checks and saves, as per the Endurance feat. Animal Companion (Ex): Herianamae can summon an animal companion to serve him. He has yet to summon an animal companion. Improved Combat Style (Ex): Herianamae’s aptitude with his archery style of Ranger combat allows him to act as if he had the Manyshot feat. Summon Familiar: Herianamae has yet to summon a Familiar. Scribe Scroll: Herianamae has the ability to create magic scrolls (See Scribe Scroll, PHB 99, and Creating Magic Items, DMG 282). Enchant Arrow: Every arrow Herianamae nocks and lets fly becomes enchanted, gaining a +2 bonus. Unlike magic weapons enchanted by normal means, Herianamae need not spend experience points of money to accomplish this task. However, Herianamae’s magic arrows only function for him. Imbue Arrow: Herianamae has the ability to place an area spell upon an arrow. When the arrow is first fired, the spell’s area is centered upon where the arrow lands, even if the spell could normally be centered only on the caster. It takes a standard action to cast the spell and fire the arrow, and the arrow must be fired in the round the spell is cast, or the spell is wasted. Woodland Stride (Ex): Herianamae can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed without taking damage or suffering any other impairment. Sneak Attack: Herianamae deals an extra 1d6 points of damage when striking an opponent when the opponent is denied a Dexterity bonus to Armor Class, such as when it is surprised and flat-footed, or when you attack from a flanking position. This extra damage only applies to living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures and creatures immune to extra damage from critical hits are not vulnerable to this extra damage. Lucky Shot (Su): Once per day as a free action, Herianamae gains a +10 insight bonus to one attack roll with his longbow. Trackless Step (Ex): Herianamae leaves no trail in natural surroundings, and cannot be tracked. He can leave a trail on purpose, if he so desires. Poison Use (Ex): Herianamae has learned to create and/or extract natural poisons and apply them to his weapons without any danger of harming himself. Justice of Weald and Woe Bonus Feat: Improved Critical (Longbow) Ranger Spells Prepared (CL 06): 1 Wizard Spells Prepared (CL 06): 3 / 1 Justice of Weald and Woe Spells Prepared (CL 05): 3 / 2 / 1 Justice of Weald and Woe Spells Known: 4 / 3 Combat/Tactics: Herianamae prefers to attack opponents in groups, using the element of surprise and his ability to hide and sneak, to fade back into the background, and strike from elsewhere suddenly. He very rarely uses his magic in the traditional way, instead imbuing it in his arrows. Friends/Allies: Herianamae is a member of the Eldreth Veluuthra, and as a result, has numerous contacts and allies within the organization. He is fairly well known in Evereska, especially after the recent wars with the Phaerimm and the Fey’ri for his valiant defense of the realm against these enemies. He also has made a name for himself as a bowyer. Foes/Enemies: Because of his membership in the Eldreth Veluuthra, Herianamae would gain the enmity of main, if his relationship with the extremist organization was ever made public. Herianamae hates Humans above all else, but counts those Elves who do not share his- and the Eldreth Veluuthra’s- viewpoint on Humans as foolish. He looks down upon these individuals, but is only hostile if they act hostile towards him. Appearance: Herianamae is an older Sun Elf, though he has aged gracefully. He tends to wear earth tone colors, and often uses oils, paints, and the Alter Self spell to make his own skin and hair better blend in with the green foliage that surrounds Evereska, especially when on patrol. Herianamae has a slight limp, received from a Demon during the battles against the Fey’ri. Personality: Herianamae, before the death of his wife, was somewhat xenophobic and elitist, feeling that Evereska needed to be protected and kept secret, lest N’Tel’Quessir influences change Elven culture. Since the death of his wife, and the destruction of Evereska to the Phaerimm and the Fey’ri, Herianamae has become bitter, and feels that protecting Elven sites is not nearly enough, and that the fight must be taken to the N’Tel’Quessir, before they bring their problems to Evereska, and other Elven settlements. History: Herianamae is the eldest son of Kolvar and Sharlyana Sunstar. Growing up on Evermeet, Herianamae excelled at swordplay and archery, unlike his two younger brothers, both of whom excelled at magic. While on Evermeet, Herianamae met his future wife, Gyliana. Herianamae moved to Evereska with his wife, and the two shortly married. For many years, they lived happily, and even had a son, Ivran. Tragedy would strike, however, in 1290 DR, when Gyliana was killed, the victim of a misunderstanding between traders from Loudwater passing through area, heading for Cormyr. Herianamae fell into grief, but this grief soon turned to rage, as a member of the Eldreth Veluuthra living in Evereska, Daryngrynth Sharparrow, began whispering anti-N’Tel’Quessir propaganda in his ear. Herianamae eventually joined the Eldreth Veluuthra in 1300 DR, though, like all Eldreth Veluuthra members, he keeps his membership a secret. Accompanying his cellmates- and, there were many in Evereska- Herianamae had his revenge, traveling to Loudwater and setting an orphanage ablaze. Herianamae never fully let go of what happened to his wife because of the people of Loudwater, as he was instrumental in allowing Eldreth Veluuthra members to establish the trade road from Loudwater to Cormyr as a raiding spot. In 1371 DR, when the Phaerimm invaded Evereska, Herianamae fought with so many others in defense of the Elven realm. When the city had been freed from siege, Herianamae grew in political power, due to his valiant defense of the realm, and the anti-N’Tel’Quessir sentiment that began boiling over, due to the fact that Humans were to blame for the relative destruction of Evereska. In 1374 DR, when the Fey’ri attacked Evereska, Herianamae once again defended his city with other Elves. When fighting against a Demon, he was badly wounded, and, though he healed, he has a slight limp. This has caused Herianamae to consider entering into the political arena pf Evermeet. Motivations and Goals: Since the death of his wife, and his joining the Eldreth Veluuthra, Herianamae seeks to actively stamp out the existence of Humans in northern Faerûn. Since defending Evereska from the Phaerimm and the Fey’ri, Herianamae has been working to expand the influence of the Eldreth Veluuthra in the rebuilding city. |
| #16lord_karsusDec 09, 2008 13:24:24 | Pharom Darkleaf LN Dark Elf Male Fighter 2 / Wizard 2 / BladesingerEoF 13 HP: 124 (17 HD) Init: +8 Speed: 30 feet Space/Reach: 5 feet AC: 25 BAB: +16 / +11 / +6 / +1 Attack: Harmonizing Scimitar of Paralytic Burst (1d6+2/ 18-20) Abilities: STR 14, DEX 18, CON 14, INT 20, WIS 12, CHA 16 Saves: Fort +09, Ref +12, Will +12 Skills: Balance +14, Bluff +13, Concentration +17, Diplomacy +17, Knowledge (Arcana) +15, Listen +3, Perform (Song) +13, Perform (Dance) +13, Search +3, Sense Motive +11, Spellcraft +15, Spot +3, Tumble +10 Languages: Common, Elven, Sylvan, Orc, Draconic, Giant Feats: Quick Draw, Combat Casting, Weave Surge EoF, Weapon Specialization (Scimitar), Arcane Strike, Improved Initiative Possessions: +2 Chain Shirt of Healing, Ring of Protection +4, Scabbard of Keen Edges, Quaal’s Feather Token [Bird], Periapt of Wound Closure, Wand of Maximized Delayed Blast Fireball [1 Charge], Dusty Rose Ioun Stone Features: Dark Elf Qualities Fighter Bonus Feats: Combat Expertise, Weapon Focus (Scimitar) Summon Familiar: Pharom has yet to summon a Familiar. Scribe Scroll: Pharom has the ability to create magic scrolls (See Scribe Scroll, PHB 99, and Creating Magic Items, DMG 282). Bladesong Initiate (Ex): Pharom has chosen the scimitar as his favored weapon. He can enter into the Bladesong stance, which gives him a +5 dodge bonus to his Armor Class. He must first enter into the Bladesong stance in order to use and benefit from the any benefits from the Bladesong and Spellsong abilities of the bladesinger class. If Pharom wears medium or heavy armor, he loses all benefits of the Bladesong stance. Spellsong Magic: Pharom has chosen Divination and Necromancy as his two prohibited schools. He can never again learn spells from these two schools. When he uses a spell, it automatically gains a verbal component. Pharom cannot modify any of his spells with the Silent Spell metamagic feat, nor can he cast spells if their verbal components are otherwise negated, countered, or if he cannot speak. Spellsong of Focus (Ex): Pharom can take 10 when making a Concentration check to cast defensively when in the Bladesong stance. Bladesong Adept (Ex): When in the Bladesong stance, Pharom ignores arcane spell failure chance when wearing light armor. Additionally, he can also use his scimitar to do piercing or slashing damage, but not both at the same time. Spellsong of Celerity (Ex): Pharom can quicken one spell as part of a full attack when in the Bladesong stance. Doing this has no effect on the spell's effective level. Pharom must make at least one melee attack in any round in which he uses this ability, and he cannot make an attack with anything other than his scimitar (although if a spell cast in conjunction with this ability requires an attack roll, he can still make the spell's attack). Pharom can use this ability six times per day. Spellsong of Presence (Ex): Pharom can expend a spell as a standard action to use Perform (Singing) in place of Intimidate for four rounds equal. He gains a bonus on Intimidation checks equal to the spell level expended. Pharom may only use this ability while in the Bladesong stance. Bladesong Feat: Pharom gains Bladesong Style EoF as a bonus feat. Spellsong of Fury (Ex): When Pharom makes a full attack while in his Bladesong stance, he can make one additional attack in the round at his highest base attack bonus -2. This penalty applies for one round, so it also affects attacks of opportunity Pharom might make before his next action. If Pharom makes the full attack using Spellsong of Fury in the same round, or he successfully casts a spell using Spellsong of Celerity, he only takes a -1 penalty to the attacks for the round. Wizard Spells Prepared (CL 11): 4 / 4 / 4 / 4 / 3 / 3 / 2 Combat/Tactics: Pharom uses his magical Bladesinger abilities to augment himself in combat, attempting to end it as quickly as possible. In lieu of casting spells, Pharom typically uses his Arcane Strike ability to channel the power of his spells into his physical attacks. Friends/Allies: Pharom is a powerful Bladesinger in the service of Ilythiir. While not a commissioned soldier serving in Ilythiir’s army, officers, non-officers, and militiamen respect Pharom all the same. In fact, many military officials even defer to Pharom’s judgment, he is so highly respected. Foes/Enemies: As a countryman of Ilythiir, Pharom fights against all those who oppose the Dark Elven nation, even though he does not necessarily agree with all of her policies. When he lived in Ilefarn, he made a few personal enemies, who objected to his presence- as a Dark Elf citizen of Ilythiir living in their midst. Appearance: Pharom is highly aged, much past his prime, but he still feels as if he were in his prime, though he does not necessarily look it. Pharom’s white hair has grown thin, and the Elf is balding slightly. His face is wrinkled, and he has lost a step or two in his old age. In combat, immersed in the Bladesong, none of this is apparent, and Pharom is as deadly as an Elven warrior in his prime. Personality: Pharom is quiet, but is certainly not timid or weak. He is somewhat serious, and as such, tends not to speak in excess. He is very loyal, and is the best friend a person can have, and the worst enemy a person can have. This is augmented by the fact that he has a long memory, and likes closure, on all things. Pharom, due to his older age, has seen what power and fame can do to people. As such, he is content to fight for Ilythiir “in the background”, allowing others their fame and prestige. History: Pharom Darkleaf was born in Ilythiir in –10,700 DR. Growing up in militaristic Ilythiir, Pharom was trained in the way of the warrior, and of the mage. He showed enough promise that he was even instructed in the ways of the Bladesinger. Pharom excelled in his studies, and became a very accomplished warrior. When his brother was married, and moved to Illefarn, Pharom decided to move as well. Pharom was growing more and more uncomfortable with the policies of Ilythiir, and the whispers that the Coronal and other upper tier politicians were consorting with evil entities to gain power. Pharom found a favorable life in Illefarn, with his bother, his sister-in-law, and his nephew, who was born in –10,509 DR. In –10,445 DR, after Ilythiir had entered into the Fourth Crown War, Pharom left his comfortable home in Illefarn to fight for his nation. Though he still disagreed with a lot of what they were doing, Pharom felt that it was his duty to fight for his country. To not fight for Illythir would be cowardly, and to fight against Ilythiir would be treasonous. Though, at this point in his life Pharom was aged, he was one of the elite warriors who fought on behalf of Ilythiir. Over the course of the many years of the war, Pharom has defeated countless opponents, and has only lost battles a few times himself. For the most part, Pharom operates alone, but he sometimes accompanies other soldiers and/or militiamen, or asks for the assistance of other soldiers and/or militiamen. Motivations and Goals: When his nation entered into conflict, Pharom returned to Ilythiir from Illefarn, to fight on her behalf. He does not necessarily agree with some of the policies of Ilythiir, but he sees other Elven nations as just as bad, and believes much of the Fourth Crown War as an attempt by Aryvandaar to destabilize Ilythiir, so that no other nations would exist to challenge her, like Ilythiir can. When the conflict ends, Pharom intends to return to Illefarn, where the rest of his small family lives, and teach his nephew the art of combat. |
| #17Arawn76Dec 09, 2008 15:00:39 | For a moment I thought you were referring to the Warriors & Priests of the Reams supplement from 2E:D . Good book.... Great thread :D |
| #18suin_bahhar_02Dec 09, 2008 18:15:53 | Pharom Darkleaf is officially now my favorite NPC of all time. Vivid work! |
| #19lord_karsusDec 09, 2008 18:20:09 | -Glad you like him. I can guarantee that you'll see more of him in the future. Give me some time, and... |
| #20ZireaelDec 10, 2008 13:12:11 | I also like him. I'd want to see more of the ancient Illythiiri. |
| #21DiffanDec 10, 2008 15:31:26 | Here's another one. At first he didn't have any Faerun ties, but I threw in some stuff to work with the setting. Kaden Rath CN Damaran Male hexbladeCW 8/ crusaderToB 2 HP: 96 (10 HD) Init: +2 Speed: 30 ft. (6 squares) Space/Reach: 5 ft./ 5 ft. AC 20 (T: 13, F: 18) BAB +10/+5 Attack: +1 sweeping falchion +14/+9 (2d4+5/18-20) Ranged: mwk light crossbow +13 (1d8/19-20) Abilities: Str 16, Dex 14, Con 18, Int 13, Wis 10, Cha 22 Saves: Fort +10, Ref +5, Will +13 (+6 to saves against spells and spell-like effects) Skills: Balance +3, Bluff +4, Concentration +13 (+17 casting defensively), Diplomacy +9, Intimidate +19, Jump +4, Knowledge (arcana) +5, Knowledge (history) +3, Knowledge (religion) +3, Martial Lore +1, Ride +3, Spellcraft +9, Tumble +8 Feats: Ability Focus (hexblade’s curse), Combat CastingB, Combat Expertise, Improved Trip, Intimidating Strike, Practiced Spellcaster Possessions: +2 mithral breastplate, +1 sweeping falchion, gloves of Dexterity +2, cloak of Charisma +2, ring of protection +1, vest of resistance +1, belt of giant strength +2, dimension stride boots, hexbands, eternal wand (mass curse of impending blades), 1,200gp. Features: Human Qualities Arcane Resistance (Su): Kaden receives a bonus equal to his Charisma modifier on saves against spells and spell-like effects. Dark Companion: Kaden can bring into being an illusory companion resembling a panther, spun from the darkness of the night. Any enemy adjacent to his dark companion take a -2 penalty on it's saves and to it's AC. The dark companion's speed equals Kadens and it acts during his turn each round. It follows Kaden's mental commands perfectly. This companion cannot be attacked and it doesn't provide flanking situations nor attacks of opportuinity. This effect can be dispelled or supressed just like a spell effect. Creating a dark companion takes 24 hours and uses up magical materials equal to 100gp. This ability replaces the Hexblade's Summon Familiar. Furious Counterstrike (Ex): Kaden can channel his pain into a boiling rage that gives him a +1 to attack and damage for 1 round if he has one point or more in his delayed damage pool. Greater Hexblade's Curse (Su): Twice per day, as a free action, Kaden can unleash a curse upon a foe. The target must be within 60 feet. The target takes a -4 penaly on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour. A successful DC 23 Will saving throw negates the effect. Hexblade Bonus Feat: Combat Casting Indomitable Soul (Ex): Kaden adds his Charisma bonus to his Will saves. This ability does not stack with a paladin’s divine grace ability. Mettle (Ex): If Kaden makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save, he instead completly negates the effect. Steely Resolve (Ex): Kaden has a delayed damage pool that can soak up to 5 points of damage every round. At the end of the round, the damage goes through and it resets back to 0. Hexblade Spells per Day (CL 8th): 3 / 2 Hexblade Spells Known: 4 / 2 Maneuvers and Stances Known (IL 6th): Stances-iron guard’s glare (1st), thicket of blades (3rd) Strikes-douse the flames* (1st), foehammer* (2nd), revitalizing strike* (3rd), vanguard strike* (1st) Boosts-white raven strike* (3rd) Disciplines: Devoted Spirit, Stone Dragon, White Raven * Readied maneuvers Combat/Tactics: Kaden usually goes into battle using the thicket of blades stance, and squares off against the biggest threat in an attempt to intimidate him using his Intimidating Strike feat (-1 to attack, +1 to intimidate check). After he has shaken his opponent, he’ll attempt to trip him using Improved Trip and make additional attacks while the target’s prone. If the target poses a great threat, then he’ll use his greater hexblade’s curse and follow it up with his most destructive maneuver. When in battle with multiple foes, he’ll use his eternal wand to cast mass curse of impending blades. Friends/Allies: Kaden has few, if any, friends and prefers to work alone. When Kaden does make a friend, or helpful acquaintance as he calls them, it’s usually for information and what that person can do for him, instead of companionship. Foes/Enemies: Few who cross Kaden’s path live to consider him a foe and no organizations call him enemy. This is mostly due to the fact that they don’t know who’s behind their demise until it’s too late and Kaden makes liberal use of his disguise self and invisibility spells to escape tight situations. Appearance: At a height of just over six feet, Kaden is still an imposing man. His long, dark, glossy black hair is usually tied in a ponytail and his physique is like any other adventuring mercenary, strong. What people find disturbing about him are his eyes, or rather, the constant dark shadows that seem to pool beneath them. It’s as if he hasn’t slept in days and his features always look grim. When on a mission, he ties a mask around his head which covers most of his upper face to conceal his identity. Personality: Suffice to say, Kaden is a dark brooder. When in the presence of companions or company he remains quiet. When addressed, he speaks in quick answers as a show that he doesn’t want to partake in the conversation. The rare moments he does speak out, it’s usually to point out a fault or make a snide comment. History: Born in a hovel deep inside the Rawlinswoods, Kaden hadn’t the chance for a normal life. His mother was a witch and his father he never knew (due to the fact that his mother first charmed him and then poisoned him after conception). He grew up doing his mother’s will, which usually meant going to the closest town (sometimes Bezentil, sometimes Uthmpre) to make “friends”. He would then lead them to the edge of town to where his mother would kidnap them for her vile spell components and as subjects for her poisons. Occasionally, Kaden would be used to lure wary travelers (always men) on the road so his mother could use them for her own, strange and personal, uses. As Kaden matured, he realized he had a strange gift which tended to disrupt his mother’s magical spells and poisons in addition to having an “unlucky” effect when he was around. His mother soon discovered his ability and made plans to exploit his “hexing” ability as well. This all came to an end when a band of adventurers came upon her cottage and found the remains of more people than they wished to count. They confronted the evil witch and during the battle, slew her by decapitation. Though it all, Kaden was away in Bezentil, gathering food stuffs for the winter. Upon his return, he found the cottage set ablaze with his mother’s body transfixed to a stake in the yard. Strange enough, he didn’t feel grief, as a deep sigh came over him and he knew he was finally free. Kaden took to the road that fateful day, and started his career as a mercenary. Often he would stay in towns with a garrison or militia and with their help train in the use of military weapons. As he grew older, his “hexing” ability came to fruition and with the help of a secluded old wizard, he was able to fully grasp his powers. Recently, Kaden was in an adventuring party with a veteran crusader of Torm who started him on the sublime path. The crusader taught him the essence of “blade magic” with a hope Kaden would turn from his chaotic path to be a leader of truth and honor. Unfortunately, Kaden has no such goals other than to gain wealth and progress further down this new path. Motives and Goals: As of now, Kaden really hasn’t many plans for the future. As a mercenary, he usually goes with the flow and the one that can pay the most money for a job done. He’s not picky about the jobs he takes, be it escorting a wagon train or convoy to assassination. Surprisingly he does have a sense of morality when it comes to the harm of women and children and refuses a job requiring him to do so (often taking it upon him self to slaughter the person who’s attempted to hire him). |
| #22bonzaiDec 11, 2008 14:04:58 | Lol, I was just about to post my Hexblade too. I originally made this character for my Thayan Gladiatorial competition thread, but really, really, fell in love with the character. So much so that I am going to try and play him in a campaign the first chance I get. |
| #23bonzaiDec 11, 2008 17:19:27 | Roland, CN Hexblade 15 HP: 195 Init: +3 Speed: 30ft Space/Reach: 5ft AC: 19 t: 11 F: 18 Bab: 15/10/5 Attack: 21/16/11 1d10+6 Abilities: Str: 16, Dex: 13, Con: 16, Int: 8 Wis: 10, Cha: 16 Saves: Fort 5, Ref 5, Will 9 Skills: Knowledge History 4, Concentration 6, Tumble 2 Feats: Combat Casting, Spell Penetration, Greater spell penetration, Power Attack, Dreadful Wrath, Netherese Battle Curse, Ability Focus (Hexblade curse), Bind Vestige, Improved Bind Vestige, Brutal Strike Possessions: +3 Maul, +4 chain Shirt, Boots of speed, belt of battle Features: Hexblade Curse: DC 22 Will save, or -4 attack, damage, saves, ability checks, and skill checks. Free Action Arcane Resist: +3 saves vs spells Mettle: If successful on a Fort or will save for half damage, take none instead. Aura of Unluck: Free action, 20% miss chance for 6 rounds. Dark Companion: -2 to saves & AC Dreadful Wrath: When you make a charge, full attack, or cast a spell that targets the enemy, each enemy within a 20ft radius must make a Will DC 20, or be shaken for 1 minute. (-2 penalty on attack rolls, saving throws, skill checks, and ability checks). Vestige: Focalor (Aura of Sadness), -2 to attack, saves, Skill Checks Netherese Battle Curse: Spend a spell, gain an attack bonus equal to the spell sacrificed. If it hits, opponent must make a will save, DC spell level+13, or take -2 on attack, damage, saves, ability check, and skill check rolls for 1 minute. Brutal Strike: opponent makes a fort save, DC 10 + power attack or be sickened for one rd. (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.) Spells known: 1st lvl: 2/day: Detect Magic, Identify, Prestigitation, Undetectable alignment 2nd lvl: 1/day: Mirror Image, Invisibility, Spider Climb 3rd lvl: 1/day: Dispell Magic, Charm Monster, Vampiric Touch, Protection from energy 4th lvl spells: 1/day: Cursed Blade, Baleful Polymorph, Dimensional Door Combat/Tactics: In combat, Roland will always have his Dark Companion and Focalor vestige up for a persistant -4 to saves, -2 to attack, -2 to AC, and -2 to skill checks to anyone adjacent to him and his companion, and will activate his Aura of Unluck. He will then pick the most dangerous opponent that he can find, charge them, and use his hexblade curse on his target (once he is close enough that his and his companion’s aura give his opponent a -4 penalty to saves). If they fail the save against the curse, they are further debuffed to having -8 to saves, -6 to attack, -6 to damage, -6 to skill checks, -4 to ability checks and -2 to AC. As he ends his charge, he will attack using his Netherese Battle Curse, Dreadful Wrath, power attack, and Brutal Strike abilities. If they succeed, the opponent is now debuffed to -14 to saves, -12 to attack, -10 to damage, -12 to skill checks, -10 to ability checks, and -2 to AC. If he wants to end the fight quick, he will activate his belt of battle and cast baleful polymorph or charm monster. Friends/Allies: Roland has been a mercenary and adventurer for years, as such he knows people all over Faerun. Former comrades in arms, friends, and employers; you never know who he might know or run into. Foes/Enemies: As an adventurer and mercenary, there is no shortage of people who hold a grudge against him. In particular, over the years he has gone out of his way to make life miserable for many priests of Tymora. In his view, the priests are “making people lazy and soft”, and does what he can to undo some of their work. In particular, he has earned the ire of the Fellows of Free Fate. Ironically it is the clergy of Besheba who are the greatest threat. Although a devote follower of Besheba, Roland’s beliefs are extremely heretical. The church of Besheba relies on fear and intimidation to extort their followers. Roland’s preaching of accepting and welcoming adversity into ones life is in opposition of that. While some of the higher level priests may actually agree with many of his principles, to actually share them with the public would undermine the Church’s influence. For now they tolerate him, but one day they may feel forced to take action. Appearance: Roland is middle aged man of average height, with a strong, hearty build. His hair is dark brown, and worn as a shaggy unkept mop. He generally keeps himself clean shaven, with the exception of a short goatee. His most unusual features are his eyes, for they gleam with an inner intensity that nearly borders on madness. He generally wears simple, serviceable clothes, which are usually well worn. He travels light, with all his possessions either worn, or carried in his pack. His weapon of choice is his maul, which he usually carries in his hand, or strapped to his back. Personality: Roland is unfailingly cheery and exuberant in the face of adversity. When the Dragon comes swooping down from the sky, and his companions are cursing the gods for their fate, he can be seen laughing and thanking “his Lady” for smiling upon him. Many dismiss him as a lunatic with a death wish at first, but eventually his steadfastness and perseverance win them over. The core of Roland’s beliefs is that a person is defined by the struggles he has overcome. One cannot know the value of anything, without first having experienced loss, nor can one truly feel a sense of achievement, without having to overcome adversity. Every hardship, hurdle, or set back can serve to teach and make one stronger. That is Besheba’s gift to mankind. To allow them to test themselves, and become better for it. As such for him bad luck is not something to be feared or reviled, but to be welcomed. For him, it is simply another challenge to be overcome. He views them as gifts from his Lady, and he strives to be worthy of them. As such, those who think him suicidal couldn’t be more wrong. He will never throw his life away, as doing so would be to fail his lady. But he will always face adversity one way or another and do so happily, for to him it means that Besheba is smiling upon him. It also means that he doesn’t deliberately try and cause himself hardship. He knows that much of people’s bad luck is self wrought, and therefore not a true gift of Besheba. History: Roland was born in a small farming village. Right from the start he was cursed with misfortune, as his mother died in child birth. His Father died when he was six years old in a farming accident. After the accident, he was taken in by an abusive uncle who died a few years latter of a disease. All through his younger years, he was considered a jinx, and bad luck to anyone who was around him. Unfortunately it seemed to be true. Bad things did happen around him. Still, despite every hardship he endured, he kept a positive attitude, and did his best to not let them get to him. Then one summer, the village was hit hard with drought. The villagers, hungry and desperate, began to blame him for their misfortune. He was beaten, and run out of town. Told never to come back, he fled. Alone, tired, hungry, and lost in the woods, Roland finally gave in to despair and self pity. It was then that “She” appeared to him. One moment he was alone, and then the next he saw the most achingly beautiful woman he had ever seen. She had dark hair, and cold dark eyes. Her perfect body seemed to radiate from an inner light. She gave him a cold smile, and when she spoke, it seemed to pierce his very soul. She told him that everything that had befallen him had been her doing, and that she had claimed him for her own. She seductively caressed his cheek, wiping away his tears, and the young man began to feel the stirrings of feeling he had never felt before. And then without warning, she was gone. Roland was smitten with this mysterious woman, and the thought that she had claimed him filled his heart with joy. It had turned dark, and in the distance he saw a fire. The fire belonged to a wandering cleric of Besheba, who had been drawn to the place in a vision. The boy approached, and when he told the Cleric his story, he knew why his goddess had sent him there. He took in the boy, and started to train him in the ways of his Goddess. The boy learned well, and soon developed strange curse powers. He had to much of a martial bent take up the cloth, and so was trained as a warrior and eventually became one of the Black Fingers. While in the order, he carried out Besheba’s will, and was a valued and reliable agent. However, his beliefs were different than that of the others, and were borderline heretical. It was obvious that he had Besheba’s favor though, so instead of killing him, he was eventually expelled from the order. With no ties, and no where to go, Roland became a mercenary and adventurer, going where ever chance or the wind blew him. Always striving to challenge himself, he took the most dangerous jobs and assignments. Though he lost many companions along the way, he always managed to come out alive. Motives and Goals: Roland is consumed with proving himself to his Goddess. He considers every adversity to be a gift from “his Lady”, and a challenge. By overcoming it, he proves himself worthy of her attention. |
| #24keverasDec 16, 2008 10:02:52 | (though I'm not to thrilled by the stat block we're using) For good reason;) |
| #25bonzaiJan 16, 2009 14:20:02 | Gillian Taelendrar, CG Sun Elf Warblade 4/Swashbuckler 3/Duelist 3/Eternal Blade 5 HP: 203 Init: +5 Speed: 30ft (50ft with boots & Stance) Space/Reach: 5ft AC: 19 t: 16 F: 13 Bab: 15/10/5 Attack: 22/17/12 (+3 Eternal Training) 1d10+5 (+3 insightful strike) (+3 eternal training) Abilities: Str: 13, Dex: 16, Con: 16 , Int: 16 Wis: 10, Cha: 8 Saves: Fort 15, Ref 13 (-3 if flat footed), Will 4 Skills: Tumble 18, Concentration 18, Spot 13, Balance 13, Sense Motive 15, Bluff 11, Jump 13, Escape Artist 6, Perform 6 Feats: Weapon Familiarity, dodge, mobility, Weapon Focus, Adaptive Style, Spring Attack. Special: Immune to sleep, +2 vs enchantment, +2 spot, Search, Listen. Weapon Finesse, Uncanny Dodge, improved uncanny dodge. Possessions: +4 courtblade, +3 Bracer of armor, Belt of battle, Boots of climbing and Springing (10ft speed, +5 jump). Features: Grace: + 1 reflex save. Insightful Strike: Add int modifier to damage rolls made with a light weapon. Battle Clarity: Int bonus = to warblade lvl, to reflex as long as not flat footed. Weapon Aptitude: Qualifies for fighter feats, can change weapon for specific feats. Battle Ardor: +int to confirm crits. Canny Defense: +1 int to ac per duelist lvl. Improved Reaction:+2 to initiative. Enhanced Mobility: +4 bonus to AC against AoO’s when leaving threatened square. Eternal Training: + int to damage and attack vs one foe or gain maneuver from diamond mind or devoted spirit, 3/day once per encounter. Guided Strike: Swift action, overcome a foes dr for rest of the encounter. Manuevers: 8 known, 5 readied, 3 stances Moment of perfect mind (counter): Make a concentration check instead of a will save Stone Bones (strike): If strike lands, gain DR 5/adamantine for one rd. Disarming Strike (Strike): Make a free disarm attempt. Stone Vise (Strike): add 1d6 damage, Fort DC 13 or immobile for 1 rd. Iron Heart Surge (boost): Remove effect, +2 attack rolls, 1rd. Crusader Strike (strike): heals 1d6+5 Revitalizing Strike (strike): heals 3d6+10 Greater Insightful Strike (strike): Concentration check, deal damage = result x2 Stance of clarity (Stance): +2 ac against one target, -2 against others. Absolute Steel (stance): +10ft movement, +2 ac Hearing the Air (Stance): +5 listen, blind sense 30ft. Combat/Tactics: Gillian will generally keep up his absolute steel stance, unless he has a need for the hearing the air stance. He will spring attack, delivering his strikes. His typical maneuvers readied will be Greater Insightful Strike, Moment of perfect mind, Iron Heart Surge, Revitalizing Strike, and Stone Bones. He will generally use his strikes and recover them while continuing to spring attack. In a one on one duel, he will use his guided strike and eternal training on his opponent. Friends/Allies: As a former citizen of Evermeet, Gillian enjoys the nominal support of the elves there. In addition his Father was a well respected blade master, and has many friends still living there. Gillian is very well respected in Evereska, for his service in the battle against the phaerimm. He is also well known in the recently re-founded Myth Drannor for his contributions in the battle against the Demonfey. Foes/Enemies: Gillian has few true enemies. He generally is but one of many warriors in the battles he wages, so few are inclined to single him out personally. However his years as a duelist, have left many who like to spar with him again, and avenge old losses. Appearance: Gillian is of average height for a sun elf, with long, dirty blond hair, that he normally keeps tied back in a neat pony tail (to keep it out of his eyes and from distracting him). He has piercing green eyes, of an unusual emerald color. A life time of training with the sword has left him well muscled, worked any softness from his body. His hands are extremely calloused and rough from his constant blade work. He wears no armor, preferring well made, lose fitting clothing that allows complete freedom of movement. His most noticeable feature is the ancient elven courtblade that he wields. It is a family heirloom, and his most prized possession. Personality: In his youth, Gillian was brash and care free, with a bad case of wanderlust. After the death of his father, the wars he fought on behalf of his people, and the acceptance of his Blade Guide, he has become much more solemn and reserved. In his younger years fighting was a game, and a fun test of his skills. But now after seeing more death in his short years (by elven measure), than most elves see in a life time, fighting has lost much of it’s luster. The deaths of so many comrades weigh heavily upon him, and he feels great guilt at having left his father, and never having the chance to say goodbye. Now with the help of his blade guide, he has started looking at things through a much broader perspective, and is much more concerned with the welfare of his people as a whole. Now he trains diligently to continue to master the skills that his family has practiced for generations, and to use them in defense of his people. History: Gillian was born in 1221 DR, on the isle of Evermeet. His Father was a renowned blade master, from a proud and ancient line of elves. His family had defended the shores of Evermeet since it’s creation, and he was proud to carry on that line. He also proved to be an extraordinarily hard task master, training his son in the ways of the sword since the time he could walk. His rigid, no-nonsense attitude was in direct contrast to his son’s carefree and mischievous personality. While his Father viewed him as undisciplined and strove to correct that flaw, Gillian was simply an exuberant young boy, with a curious and intelligent mind. To him, it was all a game, and about learning new tricks and techniques. Eventually, towards the end of his adolescence, his Father’s stern discipline became too much for him, and he left Evermeet in secret. He wandered the Sword Coast, exploring the human lands. He frequented the fighting salon’s and seedy back ally dueling circles, fighting for money. He did well, and learned new styles and techniques. To him it was great sport, and never dueled to the death if he could avoid it. The life helped make him adaptable, and to sharpen his wits. He drifted aimlessly from city to city, where ever the wind blew him, thoroughly his freedom and lack of responsibility. In 1371, he was visiting in Evereska when the Phaerimm struck. Doing his part, he joined the Evereskan elves in the hard fighting that followed. Seeing such wide spread death among his people took a major toll upon him. His carefree nature disappeared, and was replaced by grim determination. He acquitted himself very well in the fighting, gaining some small measure of renown, although he refuses to acknowledge that he did anything worth merit. After the fighting, he stayed to help rebuild. Then in 1374, he received word that his Father had been slain in the Demonfey attack upon Evermeet. The news devastated the young elf, for he had never been able to say good bye to his Father, nor seen him since he left the island. Crestfallen, he returned to Evermeet to bury his Father. There, his Father’s friends told him that his Father had heard of his exploits in the defense of Evereska, and had been proud. This helped alleviate some of the pain that he had felt, but not all of the guilt. He was also given his family sword. The sword had been in his family since before the Crown Wars, and was a priceless heirloom. It also had another legacy. When he accepted the blade and made it his own, he learned that it had a secret. The spirit of a late ancestor that died in the crown wars had inhabited the blade, becoming a guide and mentor to his family for generations. With the spirit’s help, he once again began to pursue the ancient fighting arts that his Father had mastered. With renewed purpose, and a desire to avenge his Father’s death, Gillian joined Lord Seiveril Miritar’s crusade against the Demonfey. He survived the battles, and helped retake Myth Drannor. After the battle, he stayed to help rebuild and lend his blade in it’s defense. Motives and Goals: Gillian has found a new purpose in rebuilding and defending Myth Drannor. It is his way of assuming some of the responsibility that he shirked in his youth, and trying to honor the memory of his Father. As a veteran of two of the bloodiest wars of his race in recent times, in addition to the guidance of his blade guide, he has developed a deep connection to his people. He strongly desires to protect and defend them. |
| #26RUMPLESTIXJan 20, 2009 18:50:33 | I figure no one may have much use for my two Stars since I got bored and went a little overboard, but still I think this makes a good NPC which could be a commander of a mercenary company. (Sorry, it is 4th edition. )Note: I might need to double check some defenses... Gravella Gravelsdotr As Gravel sat on the stump, he thought back to when he had met the soothsaying witch. He had sought her out in hopes of determining if his expectant lover would deliver to him a strong and healthy boy that would grow to be a strong warrior. The witch told him fate would not deal him such a winning hand. He would have to play the hand that fate dealt him. A steady thumping on his leg snapped the big orc out of his daydream. He looked down to see his little girl throwing a tantrum and hitting his legs for all she was worth. A good kick of the leg sent her careening away. The little one got up crying and looked at him. She then turned and started away. Giving up so easy, he thought. He would have to fix that he decided as a frown grew on his face. But, to Gravel's delight, his little girl picked up a stick and began walking back toward him. Smart girl. Tears still streaming down her face. Good, she was ready to fight hard now. For a moment, Gravel prepared to kick her harder as she approached. Then an idea came to him. He picked up a rock and threw it at the trunk of a nearby tree. The little orc girl stopped, staring at the tree. Gravel then picked up another small rock in his right hand and opened his left arm in the direction of the little orc girl standing there, all sullen with a stick in her hand. She quickly ran into the big orc's arm, smiling and baring her teeth while her face was still wet from tears. Gravel displayed the rock to her before placing it in her small hand. She threw it and managed to hit the tree trunk. He showed his pleasure by slapping his thigh with his free arm and picked up another rock for her. She was simply ecstatic now. Gravel mused over how much she lived for his praise. A smile grew on his face as he looked at the stick on the ground and began to realize that he would very soon regret teaching her to throw rocks. Gravel continued to smile as the little ankle biter began gathering rocks on her own. Fate had thought to deal him a hand that was not a winner. But an important lesson Gravel had learned as a warrior was to recognize when one can take a hand that others think is a loser and turn it into a winner by playing it properly. He felt a little remorseful over killing the witch. Friends/Allies: As the commander of the Two Stars mercenary company cohort which is based in Tymanther, Gravella has many allies to call upon and subordinates in her service. Most of the commanders of Tymanther's forces as well as Vanquisher Tarhun himself hold her in respect. Members of the Platinum Cadre, an order dedicated to Bahamut and seeking to ally themselves with Tymanther's dragonborn, have chosen to place themselves at her disposal and the organization itself occasionally hires out the Two Stars services. Foes/Enemies: Gravella's association with the Platinum Cadre has earned her the enmity of the Cult of the Dragon, although their power in the region is minimal. Appearance: Gravella is a Gray Orc, and thick even by their standards. She has long bristly black hair kept in the traditional eight braid pattern of the Two Stars orcs who follow Inanna, fiery red eyes, and bulging muscles. In battle she wears black plate mail armor, a shield with a red rosette emblazoned upon it, a helmet with features of a lion's head, and her trusty long sword by her side. Out of battle she usually wears leather armor or perhaps a layered silk Shirt (the layering is outstanding for catching arrowheads...) with a skirt and low-heeled boots. Personality: Gravella is a strict discipline who rules with an iron hand but delegates properly to her superiors. She holds them strictly accountable and leaves their holding of their subordinates up to their interpretation. She is ambitious and attempts to hold closely to the goals lain before her by Coliar, the High Commander of the Two Stars mercenary company. Gravella truly wishes to meet the expectations of the powerful and charismatic High Commander. History: Gravella spent her early years training with her father. When still young, she was accepted into the Two Stars mercenary company Tymanther Cohort. There she trained diligently under the dragonborn Master at Arms and quickly became an experienced soldier. Under the long absence of Coliar, the Two Stars' High Commander, the Tymanther Cohort benefitted from its association with the dragonborn and their tutelage. The cohort consistently advanced proper candidates into centurion and commander positions. Gravella's skill and determination propelled her to the top. Motivations and Goals: Gravella hopes to help achieve Coliar's goal of re-establishing the Two Stars mercenary company as a trans-regional power in eastern Faerun. She hopes to solidify the company's power in southeastern Chessenta and to expand trade far to the south and include the Rift dwarves. She also hopes to establish another Two Stars cohort of Gray Orcs south of High Imaskar. THis could all change at the whim of Coliar , however. |
| #27lord_karsusJan 20, 2009 22:18:22 | -I don't/can't use them, but it's good to see some 4e ones finally. |
| #28lord_karsusJan 24, 2009 20:11:57 | Thaélaeven Dawnsong NG Star Elf Ranger 1 / Duskblade 6 HP: 52 (7 HD) Init: +8 Speed: 60 feet Space/Reach: 5 feet AC: 20 BAB: +9/+2 Attack: +1 Energy Aura Elven Lightblade (1d6+1+1d6 Energy 18-20/x2) Abilities: STR 14, DEX 18, CON 13, INT 18, WIS 14, CHA 17 Saves: Fort +08, Ref +08, Will +06 Skills: Appraise +5, Concentration +5, Decipher Script +7, Diplomacy +5, Handle Animal +6, Heal +6, Hide +14, Knowledge (Geography) +10, Knowledge (Nature) +12, Knowledge (Arcana) +12, Knowledge (The Planes) +6, Listen +6, Move Silently +6, Perform (Flute) +4, Ride +6, Search +8, Spellcraft +9, Spot +6, Survival +10 Languages: Common, Elven, Aglarondan, Draconic, Sylvan, Orc, Chondathan Feats: Exotic Weapon Proficiency (Elven Lightblade), Improved Initiative, Power Attack, Weapon Finesse Flaw: Shaky Possessions: Ring of Protection +1, Boots of Springing and Striding, Cloak of Elvenkind, +1 Energy Aura Elven Lightblade, +1 Mithral Chain Shirt Features: Star Elf Qualities Favored Enemy (Ex): Thaélaeven has selected Aberrations as his Favored Enemy. He gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Aberrations. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. Track: Thaélaeven gains Track as a bonus feat. Wild Empathy (Ex): Thaélaeven can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. He rolls 1d20 and adds +4 to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, Thaélaeven and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. He can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. Duskblade Spells: Thaélaeven casts Arcane spells, that are drawn from the Duskblade spell list. He can cast any spell he knows without preparing it ahead of time. The Difficulty Class for saving throws made to resist his spells is 14 + the spell’s level. Each time Thaélaeven gains a level, he learns one additional spell of any level he can cast, chosen from the Duskblade spell list. Arcane Attunement (Sp): Thaélaeven can cast Dancing Lights, Detect Magic, Flare, Ghost Sound and Read Magic a combined seven times per day. These spell-like powers do not count against his spells known or spells per day. Armored Mage (Ex): Normally, armor of any type interferes with an Arcane spellcaster’s gestures, which cause those spells to fail if they have somatic components. Thaélaeven’s limited focus and specialized training allows him to avoid Arcane Spell Failure so long as he sticks to Medium armors and/or light shields. Combat Casting: Thaélaeven gains Combat Casting as a bonus feat. Arcane Channeling (Su): Thaélaeven can use a Standard Action to cast any touch spells he knows and deliver the spell through his weapon with a melee attack. Casting a spell in this manner does not provoke an Attack of Opportunity. The spell must have a casting time of one Standard Action or less. If the melee attack is successful, the attack does damage normally; then the effect of the spell is resolved. Quick Cast: Once per day, Thaélaeven can cast a single spell as a Swift Action, so long as the casting time of the spell is one Standard Action or less. Spell Power (Ex): Thaélaeven can more easily overcome the Spell Resistance of any opponent he successfully injures with a melee attack. If he injures an opponent with a melee attack, he gains a +2 bonus on his caster level check to overcome Spell Resistance for the remainder of the encounter. Spellcasting Duskblade Spells Per Day (CL 06): 6 / 6 / 3 Duskblade Spells Known: 6 / 5 / 2 Combat/Tactics: Thaélaeven is an accomplished swordsman, as well as a practiced magician. Most enemies do not understand his true nature, and he takes advantage of this fact, primarily using his spells to augment his fighting prowess. A tactic of his is to use True Strike and Power Attack in combination with each other, to increase the amount of damage he deals. Friends/Allies: Thaélaeven hails from the Sildëyuir, from Tower Dawnsong. He counts among his allies all of Tower Dawnsong, as well as the other Star Elven Towers allied with his family. Since coming to Faerûn, Thaélaeven has not yet had much time to form friendships and alliances. Foes/Enemies: Like other Star Elves, Thaélaeven is an enemy of the Nilshai. He was trained specifically to hunt these creatures, back on the Sildëyuir. Since coming to Faerûn, he has not made any specific enemies, though he has run into individuals who were prejudiced against him because of his race. Appearance: Thaélaeven Dawnsong is a Star Elf who is just coming into his own as an adult. He has shoulder length platinum blonde hair that he usually ties behind his head. His skin is an equally pale white, and his eyes stand in stark contrast to the rest of his facial coloration, being light purple. The armor he typically wears is made of mithral, and is light, and when not wearing armor, he tends to wear light silk as well. Personality: Thaélaeven is an accomplished warrior, having been well trained by some of the best warriors in the Sildëyuir. Since he is from the Sildëyuir, however, he does not fully understand the ways of N’Tel’Quessir. As such, many would consider him naive. Thaélaeven has a good heart, and normally means well, even towards those who wrong him. Thaélaeven is also a romantic in heart, and enjoys writing poems. History: Thaélaeven Dawnsong was born in the year 1,242 DR, in Dawnsong Tower, one of the many Star Elven Towers in the Sildëyuir. Like his elder brothers and sisters, Thaélaeven (Thaél to his friends, and those close to him) studied under the tutelage of the warriors and magi of Dawnsong Tower. Thaélaeven took to the blade and the spell, and it soon became apparent that he was skilled enough to be taught the ways of the Bladesinger. Because of the Star Elves’ isolation, Thaélaeven’s instructors were not able to teach him the ways or the Bladesinger, but rather, a very closely linked art, known as the Nael'kerym. As he had done before, Thaél excelled in his studies. As he reached the age of maturity, he was tasked with guarding and protecting Dawnsong Tower, along with all of his other cousins, and other members of Tower Dawnsong. One evening late in 1,373 DR, Thaél returned from a routine patrol to find Tower Dawnsong under siege by the Nilshai, the alien invaders who were slowly corrupting and consuming the Sildëyuir. With his brothers and sisters-at-arms, Thaél fought the Aberrations. But, their numbers overwhelmed the Star Elves, and Tower Dawnsong was lost. Thaél, along with a few others Star Elves from Tower Dawnsong, survived the onslaught, and began traveling to the nearest Star Elf Tower, to beseech their aid in destroying the Nilshai. One by one, however, the creatures picked off and killed the stragglers. By mere coincidence, Thaél stumbled through an open portal that led to the Yuirwood, and was ejected from the Sildëyuir without any means of returning. Thaélaeven is currently wandering Faerûn, looking for allies to aid him in fighting off the Nilshai, and for a way to return to his home world. Motivations and Goals: Thaélaeven left the Sildëyuir when his Tower fell to the forces of the Nilshai. Since becoming lost in Faerûn, he has wandered, looking for some way to return to his home. Thaélaeven seeks to eventually return to his home, preferably with allies, to defeat the Nilshai, and save his people. |
| #29DiffanJan 25, 2009 4:05:36 | Sir Ivan Brightflame LN Male Chondathan human fighter 4/ crusaderToB 2/ purple dragon knight*PG 3 HP: 87 (9 HD) Initiative: +1 Speed: 20 ft (4 squares) Space/Reach: 5 ft./5 ft. AC 26 (T: 12, FF: 25) BAB: +9/+4 Attack: +1 everbright ghost touch bastard sword +16/+11 (1d10+8/19-20) or Attack: +1 everbright ghost touch bastard sword +14/+9 (1d10+8/19-20) and +1 spiked bashing heavy steel shield of calling +13 (2d6+2/x2) with Agile Shield Fighter Ranged: mwk composite longbow (Str +4) +11/+6 (1d8+4/x3) or Ranged: +1 spiked bashing heavy steel shield of calling +11 (2d6+5/x2) with Shield Sling Abilities: Str 20, Dex 12, Con 16, Int 12, Wis 14, Cha 16 Saves: Fort +14, Ref +4, Will +10 Skills: Balance +0, Climb +4, Concentration +5, Diplomacy +9, Handle Animal +8, Intimidate +9, Jump +4, Knowledge (Cormyr local) +4, Knowledge (history) +3, Knowledge (religion) +2, Knowledge (tactics) +4, Ride +8, Sense Motive +4 Languages: Chondathan, Common, Damaran Feats: Agile Shield FighterPH2, Discipline*, Exotic Weapon Proficiency (bastard sword)B, Improved Shield Bash, Mounted Combat, Negotiator, Shield SlingPH2, Shield SpecializationPH2, Weapon Focus (bastard sword)B, Weapon Specialization (bastard sword)B * Bonus Regional Feat Possessions: Wraithbane (+1 everbright ghost touch bastard sword), Guardian (+1 spiked bashing heavy steel shield of calling), +2 full plate, gauntlet of ogre strength +2, Mantle of the Brightflames (cloak of Charisma +2), boots of the mountain king, ring of protection +1, tabard of the Purple Dragons (vest of resistance +1), masterwork composite longbow (Str +4) with 20 arrows, 3 potions of cure light wounds Features: Human Qualities Heroic Shield: Sir Ivan can use the aid another action to give an ally a +4 circumstance bonus, instead of the usual +2. Fighter Bonus Feats: Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), Weapon Specialization (bastard sword). Furious Counterstrike (Ex): Sir Ivan can channel his pain into a boiling rage that gives him a +1 to attack and damage for 1 round if he has one point or more in his delayed damage pool. Indomitable Soul (Ex): Sir Ivan adds his Charisma bonus to his Will saves. This ability does not stack with a paladin’s divine grace ability. Inspire Courage (Su): Once per day as a full-round action, Sir Ivan can make in inspirational speech that bolsters his allies against fear and improve their combat abilities. Allies receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack and damage rolls. The effect lasts for as long as the allies hear the knight speak and for 5 rounds thereafter. Rallying Cry (Su): Three times per day, Sir Ivan can utter a powerful shout that causes all allies within 60 feet to gain a +1 bonus on their next attack roll and increases their speed by 5 feet until Sir Ivan’s next turn. Steely Resolve (Ex): Sir Ivan has a delayed damage pool that can soak up to 5 points of damage every round. At the end of the round, the damage goes through and it resets back to 0. Spell-Like Abilities: 1/day-fear (DC 16) Maneuvers and Stances Known (IL 5th): Stances-iron guard’s glare (1st), martial spirit (1st) Strikes-crusader’s strike* (1st), leading the attack* (1st), mountain hammer* (2nd), tactical strike* (2nd) Counters-shield block* (2nd) Disciplines: Devoted Spirit, Stone Dragon, White Raven *Readied maneuvers Combat/Tactics: Sir Ivan’s tactics take precedence over brute strength and fervor. He leads by example and attempts to engage the most deadly threat himself. Using his shield as a second weapon, Sir Ivan wades into battle under the iron guard’s glare stance. He uses his maneuvers with calculation and reserves his more powerful attacks for extraordinary opponents. When leading a party, he’ll give a quick speech to bolster their hopes and when using the leading the attack maneuver, he’ll use a rallying cry. Friends/Allies: Sir Ivan has made many friends among the other Purple Dragons knight and younger War Wizards who have followed him into battle. Among the populace of Wheloon, where he lives, he’s gain notoriety as a slayer of Sharran cultists and a fierce warrior of the people. Foes/Enemies: As a traveler through out the realm of Cormyr, he’s guarded many caravans, and defended many outposts. As such, humanoid tribes such as goblins and orcs know his name well and consider him a great threat. Recently, he’s gained the enmity of the secretive cabal of Shar worshippers. It was Sir Ivan that first led to suspicions of strange activity from the false temple of Mystra in Wheloon which led it’s downfall. Appearance: Sir Ivan is still in the prime of his life, having only seen twenty-nine winters. He wears his black hair in a short, militaristic style and always appears clean-shaven. He stands at just over six feet tall and is a muscular two-hundred and thirteen pounds. Sir Ivan constantly trains with recruits as well as the veterans to keep his shape and edge. Personality: As much as he is the upstanding soldier, he has a weakness for absolute law and following his orders to the letter. For Ivan, there is no wavering of loyalties, no gray area, and does as he is told no matter what. Though Ivan does have a kind heart, and he has a knack for bringing out the best in people. History: As a boy, Ivan grew up in Wheloon as a bakers son. For fourteen years he toiled away in his father’s bakery, learning the trade. But always was his heart into grand adventures and daydreams of honor. When he became old enough Ivan enlisted into the militia and worked hard from there on up. Opportunities would present themselves in his earliest of soldiering years, as his company would fight off bands of roaming monsters such as gnolls, goblins, and orcs. He would progress further down that path to become head sergeant of the town’s militia at the age of nineteen. A few years later, he would prove himself again as a caravan he was escorting to Suzail was overrun by brigands. The battle was fierce and they were caught unawares but with his quick thinking, he was able rally the remaining vanguard and drive them off. It was this even that led him to be sponsored by a Purple Dragon. By the age of twenty-five, Ivan had become an experienced and well respected soldier. He was placed as the garrison’s captain in Thunderstone, second only to the commander, Faril Laheralson. There, he spend an uneventful two years learning the ins and outs of command and was gifted by commander Faril his knighthood and introduction into the Purple Dragons. Within the year, “Sir” Ivan was transferred to his hometown of Wheloon as his behest. There, he gained notoriety for fleshing out a small cabal of Shar worshippers and gaining a lead into their dealings. To this day he works in concert with the troops and trains the guards and militia of Wheloon. Motivations and Goals: Like any other soldier, Sir Ivan wishes to protect the boundaries of Cormyr and keep it’s people safe. He has no other plans than to go further up the chain of command and some day be a commander of the Purple Dragons in Suzail. NOTE*: I used the requirements for the Purple Dragon Knight from the Complete Warrior because I figured the Leadership feat is DM required. |
| #30rinonalyrna_fathomlinJan 26, 2009 14:13:49 | LK, I like Thaél, but deep down I hope you won't have to use him.;) |
| #31lord_karsusJan 26, 2009 14:40:03 | LK, I like Thaél, but deep down I hope you won't have to use him.;) -Agreed, but deep down I, myself, am torn. |
| #32DiffanJan 27, 2009 18:09:10 | Heres a 4e character for you: |
| #33RUMPLESTIXApr 07, 2009 23:21:41 | ![]() I just figured I would move this back up topside so people will see it. ![]() I will be adding some soon anyway. |
| #34RUMPLESTIXJun 30, 2009 17:30:07 | Here is a character that I have had the oppotunity to actually play and I am still playing it. ![]() It follows a theme of a couple NPCs I have posted (with some changed names) but this is a real character from a current play by post game: The Scourge of Icewind. note: This is the character sheet used when playing. Since Inspiring Word is an encounter power with the special trait that it can be used twice per encounter (rather than one) it has two listings so that each may separately receive a strikethrough to denote usage in an encounter. official character sheet male half-orc Class: Warlord; Paragon Path: Twiceborn Leader home region: Narfell unaligned level: 11 XP: 26000 medium size, Speaks: common, giant Ability Scores STR: 21 CON: 15 DEX: 17 INT: 11 WIS: 9 CHA: 16 Basic Combat Stats Hit Points: 87/87 Bloodied: 43 Healing Surge: 9/9 Surge Value: 21 Initiative: +10 (+3 dex +2 power type Combat Leader) Current: Speed: 5 Action Points: 1 Senses: Passive Perception +14 Passive Insight +14 lowlight vision Melee Basic: (with +3 jagged long sword) +17 vs AC, 1d8+10 damage (critical 19-20 does 10 ongoing damage, save ends) Ranged Basic: (with javelin) +12 vs AC, 1d6+5 damage Defenses AC: 29 Fort: 23 Ref: 21 Will: 21 Attacks/Special Half-orc Resilience: The first time Glyth is bloodied in an encounter, he gains 10 temporary hitpoints. Swift Charge: +2 bonus to speed when charging Combat Leader: Glyth and each ally within 10 squares who can see and hear him gain a +2 power bonus to initiative. (already factored into Glyth's iniative bonus.) Inspiring Presence: When an ally who can see Glyth spends an action point to take an extra action, that ally also regains 3 lost hitpoints. Assault Action: When Glyth spends an action point to take an extra action, each ally within 10 squares of him gains a +2 power bonus to attack rolls until the end of his next turn. Vexing Flanker: while Glyth is flanking an enemy that enemy grants combat advantage to Glyth's allies. Note: Strikethroughs mean power has already been used 1, At-Will: Commander's Strike (martial weapon standard melee weapon) an ally of Glyth's choice makes a melee basic attack against the target, damage is ally's basic attack damage + 0 1, At-Will: Viper's Strike (martial weapon standard melee weapon) +17 vs AC, 1d8+10 damage (critical 19-20 does 10 ongoing damage, save ends), effect: if the target shifts before the start of Glyth's next turn, it provokes an opportunity attack from an ally of Glyth's choice R, Encounter: Furious Assault (free, personal, trigger: Glyth hits an enemy) The attack deals 1[W] extra damage for a weapon or 1d8 extra if it is not a weapon power. For longsword: +1d8 Savage Assault: When Glyth uses the Furious Assault racial power, the enemy he hit also takes a -1 penalty to all defenses until the end of his next turn. W Encounter: Inspiring Word (healing martial minor CB 5 target Glyth or an ally in burst) Glyth's target can spend a healing surge and regain an additional 3d6 hitpoints. Special: can be used only once per round. Saving Inspiration: When Glyth uses inspiring word, he can forgo any extra dice of healing granted by the power to instead grant the target a saving throw. Twiceborn Recovery: when Glyth uses inspiring word, he can choose two targets instead of one, neither of which may be him. Each target may spend a healing surge but does not gain the extra dice of healing normally granted by inspiring word. W Encounter: Inspiring Word (healing martial minor CB 5 target Glyth or an ally in burst) Glyth's target can spend a healing surge and regain an additional 3d6 hitpoints. Special: can be used only once per round. Saving Inspiration: When Glyth uses inspiring word, he can forgo any extra dice of healing granted by the power to instead grant the target a saving throw. Twiceborn Recovery: when Glyth uses inspiring word, he can choose two targets instead of one, neither of which may be him. Each target may spend a healing surge but does not gain the extra dice of healing normally granted by inspiring word. 1, Encounter: Warlord's Favor (martial weapon standard melee weapon) +17 vs AC, 2d8+10 damage (critical 19-20 does 10 ongoing damage, save ends) and one ally within 5 squares of Glyth gains a +2 power bonus to attack rolls against the target until the end of Glyth's next turn. 2, Utility: Shake It Off (martial minor ranged 10) Glyth or an ally may make a saving throw with a power bonus of +3 (charisma) 3, encounter: Follow Me In (martial weapon standard melee weapon) +17 vs AC, 2d8+10 damage (critical 19-20 does 10 ongoing damage, save ends) and one ally within 10 squares of Glyth gains a +2 power bonus to speed until the end of his (Glyth's) next turn. Special: When charging, Glyth may use this in place of a melee basic attack. 6, Utility: Rousing Words (healing martial minor CB 5, Glyth or one ally in the burst) effect:The target can spend two healing surges and regain an additional 8 hitpoints (5+charisma) 7, Encounter : War of Attrition (martial weapon standard melee weapon) +17 vs AC; 2d8+10 damage (critical 19-20 does 10 ongoing damage, save ends) and until the start of Glyth's next turn, any ally who can see him gains a +3 (charisma) power bonus to attack rolls and damage rolls with basic attacks and at will powers. 10, Utility: Bolstering Shout (healing martial minor CB 10, each ally in burst) effect: until the end of Glyth's next turn each target regains 3 (charisma) additional hitpoints when using second wind. Each target can also choose to use Second Wind as a minor action but gain no bonus to defenses from it. 11, paragon path Encounter: Reminiscent Assault (martial weapon standard melee weapon) +17 vs AC, 2d8+10 damage (critical 19-20 does 10 ongoing damage, save ends) and if the target is an aberrent creature Glyth and his allies gain a +4 power bonus to attack rolls against the creature until the end of his next turn. If this attack reduces the target to 0 hitpoints then Glyth or one ally within 10 squares may make a basic attack as a free action. 1, Daily: Bastion of Defense (martial weapon standard melee weapon) +17 vs AC, 3d8+10 damage (critical 19-20 does 10 ongoing damage, save ends), effect: allies within 5 squares of Glyth regain 8 hitpoints. 5 Daily: Stand the Fallen (healing martial weapon standard melee weapon) +17 vs AC, 3d8+10 damage (critical 19-20 does 10 ongoing damage, save ends) effect: each ally within 10 squares may spend a healing surge and regain an additional 3 hitpoints (charisma). 9 Daily: Knock Them Down (daily martial weapon standard melee weapon) +17 vs AC; 3d8+10 damage (critical 19-20 does 10 ongoing damage, save ends), the target is knocked prone, and every ally of Glyth within 10 squares may move 3 squares and make a melee basic attack against a target of his or her own choice as a free action (These attacks do no damage but knock a target prone on a hit); Miss: half damage and the target is knocked prone. Skills Note: half level bonus included in with ability bonus. +6 Acrobatics: ( +8 dex -2 armor) +5 Arcana: (+5 int) +13 Athletics: (+10 str +5 trnd -2 armor) +8 Bluff: (+8 cha) +13 Diplomacy: (+8 cha +5 trnd) +4 Dungeoneering: (+4 wis) +15 Endurance: (+7 con +5 trnd +2 racial half-orc +3 region Narfell -2 armor) +4 Heal: (+4 wis) +5 History: (+5 int) +4 Insight: (+4 wis) +15 Intimidate: (+8 cha +5 trnd +2 racial half-orc) +4 Nature: (+4 wis) +4 Perception: (+4 wis) +5 Religion: (+5 int) +6 Stealth: (+8 dex -2 armor) +8 Streetwise: (+8 cha) +6 Thievery: (+8 dex -2 armor) untailored forms of powers, in progress Racial Traits vision: lowlight Half-orc Resilience: The first time Glyth is bloodied in an encounter, he gains 5 temporary hitpoints. This increases to 10 at paragon and 15 at epic. Swift Charge: +2 bonus to speed when charging Powers Racial Powers racial encounter Furious Assault At Will Powers 1st level Commander's Strike 1st level Viper's Strike Encounter Powers 1st level Warlord's Favor Daily Powers 1st level Bastion of Defense Other Class Features Combat Leader Inspiring Presence Inspiring Word |