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Old 04-06-06, 11:07 AM   #1
JonnyFive
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Homebrew - D&D World War RG

This is for D&D World War

Please post charecters after they have been approved.

Koboldarchmage - Jacen Farstride, Human Druid 8
Mallak - Rossarrell Brondarelli, Halfling Rogue 5, Ranger 2, Nightsong Infiltrator 1
moonstone spider - Jaceth Moralis, Human, Ranger 6/Wild Plains Outrider 2
Question - Illyes, Male Wild elf, Fighter 6/Wiz 1/Arcane archer 1
Jvdn1 - Rickol Brondarelli, Halfling Ranger4/Rogue 3/Nightsong Enforcer 1
Bront - orb kaftan, Human bard 8
Amazing Triangle - Tommy T. Telleresse Human Male Fighter 1/ Sorcerer 4/Human Paragon 3
Ferrix - Barak, Human Sorcerer 5/Mage of the Arcane Order 3
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My games
Spoiler:

Jacob Marcrat in Starship Troopers - Omega Pathfinders OOC|RG|GM
Geeo vec-Gooa in Homebrew - Elysium Squad OOC|RG|GM

Last edited by JonnyFive : 04-15-06 at 12:28 AM.
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Old 04-06-06, 02:22 PM   #2
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Spoiler:

Name : Illyes
Race: Male Wild elf
Class : Fighter 6/Wiz 1/Arcane archer 1
Alignment : NG
Age : 137
Height: 5' 6"
Weight: 89 lb
Eyes : Black
Hair : Brown

STR: 14 (+2)
DEX:26 (+8)
CON: 14 (+2)
INT: 12 (+1)
WIS: 12 (+1)
CHA: 8 (-1)

Hit Points: 66 / 66
Hit Dice: 5d12+18, 1d4+3, 1d8+3
Speed: 40 ft
Initative: +12 (+8 DEX, +4 improved initiative)
AC: 22 (+6 Armor, +0 Shield, +8 DEX, +0 Size, +0 Natural, -1 vulnerable; touch 22, flat-footed 16)
BAB/Grapple: +7/+2

Fort: +10 (+7 Base, +2 CON, +1 <magic>)
Ref: +13 (+4 Base, +8 DEX, +1 <magic>)
Will: +6 (+4 Base, +1 WIS, +1 <magic>)

Attacks:
  • <Masterwork greatsword> +9/+4 melee (2d6+2)

  • Masterwork composite longbow(+2 str) +17/+12 ranged, 110 ft (1d8+5)

Special Abilities:
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Skills: (XX points, max ranks XX/XX)
  • Climb +11 (9 Ranks, +2 ATB)
  • Concentration +5 (3 Ranks, +2 ATB)
  • Handle animal +8 (9 Ranks, -1 ATB)
  • Hide +5 (3 Ranks, +2 ATB)
  • Jump +11 (9 Ranks, +2 ATB)
  • Move silently +10 (2 Ranks, +8 ATB)
  • Ride +17 (9 Ranks, +8 ATB)
  • Swim +11 (9 Ranks, +2 ATB)

Feats:
  • Magic talent
  • Improved rapid shot
  • Many shot
  • Weapon focus
  • Rapid shot
  • Improved Toughness
  • Improved initiative
  • Point blank shot
  • Weapon specialisation
  • Extend spell
  • Precise shot
  • Flaw : Vulnerable
  • Flaw : Non-combatant
  • Trait : Quick

Languages:
  • Common
  • Elven
  • Sylvan

Equipment:
  • Masterwork composite longbow(+2 str) - 600 gp, 3 lb
  • +2 gloves of dexterity - 16,000 gp
  • 100 arrows - 5 gp, 15 lb
  • +1 cloak of resistance - 4,000 gp
  • Masterwork greatsword - 350 gp, 8 lb
Total weight carried -- 26 lbs.
Light load -- 58lbs., medium -- 116lbs., heavy -- 175bs., lift -- 350bs., push -- 875lbs.

Money left : 6,045 gp

Spells:
Class: Wizard (DC : 11/12 )
  • 0th- ALL
  • 1st- Arrow mind, shield, neverskitter, true strike

XP: 30k / XXX,XXX

Appearance:
Normal elf, except its fairly hard to tell gender just by looking at his face alone. Can be quite disturbing.

Personality:


Background:

With magic as rare as it is, Illyes's blending of magic with archery has made him an extremely valuable member of the military. His discintive shining arrows have earned him a certain notoriety and fame among the ranks, both allies and enemies, enabling him to cut swathes of men down. He disdains armor as it interferes with his spellcasting and his fast ability to dodge incoming attacks, even among the elves, and his magicks make him a very difficult target to hit indeed......even if he was anywhere near the frontline. As a company commander Illyes is on the fast track to promotion indeed and is receiving some schooling in the art of magic from one of the battlewizards.He who controls the most amount of magical talent will win this war.Its unfornate that he didnt possess the talent to become a full fledged wizard.....but those who have seen him in battle dont doubt that he is very much dangerous.

Notes:
XXXXX

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Quote:
Kira Yamato <3 Athrun says:
this isnt going to work out......you simply do not care about how it affects me.its all about you.
Ferrix says:
Of course it is, all about me.

Last edited by Question : 04-11-06 at 02:29 PM.
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Old 04-06-06, 09:11 PM   #3
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Here's Jacen Farstride, backup scout/melee warrior and party band-aid.

Spoiler:

Jacen Farstride, Human Druid 8
Medium Humanoid (human), Neutral Good,
22 years, 5'9", 132 lbs, Male, Green eyes, Bronze skin, Brown hair

STR: 10 (+0)
DEX: 10 (+0)
CON: 16 (+3)
INT: 14 (+2)
WIS: 20 (+5)(+2 Level Up bonuses)
CHA: 10 (+0)

Hit Points: 75 / 75
Hit Dice: 8d8+24+8 (75 hp)
Speed: 30ft
Initiative: +4 (+0 DEX, +4 Improved Initiative)
AC: 17 (+6 Defense Bonus, +1 Deflection; touch 17, flat-footed 11)
BAB/Grapple: +6/+6

Fort: +10 [+14] (+6 Base, +3 CON, +1 Resistance [+4 vs Fey Spell-Like Abilities])
Ref: +3 [+7](+2 Base, +0 DEX, +1 Resistance [+4 vs Fey Spell-Like Abilities])
Will: +12 [+16](+6 Base, +5 WIS, +1 Resistance [+4 vs Fey Spell-Like Abilities])

Attacks:
  • Masterwork Shortspear +7 melee (1d6 x2)
  • Dagger +6 melee (1d4 19-20/x2)
  • Dagger +6 ranged, 10' (1d4 19-20/x2)

Special Abilities:
  • Animal Companion (Jinx, Dire Wolf; Share Spells, Link)
  • Nature Sense
  • Wild Empathy +10
  • Woodland Stride
  • trackless Step
  • Resist Nature's Lure
  • Wildshape 3/day (Small-Large Animals, Max 8HD, 8 Hours)

Skills: (77 points, max ranks 11/5.5)
  • Concentration +14 (11 Ranks, +3 CON)
  • Handle Animal +11 [+15 in regards to Jinx] (11 Ranks, +0 CHA, [+4 in regards to Jinx])
  • Knowledge (Nature) +17 (11 Ranks, +2 INT, +2 synergy, +2 Nature Sense)
  • Knowledge (The Planes) +4 (2 Ranks[cc], +2 INT)
  • Listen +14 (9 Ranks, +5 WIS)
  • Spellcraft +13 (11 Ranks, +2 INT)
  • Spot +14 (9 Ranks, +5 WIS)
  • Survival +18 [+20] (11 Ranks, +5 WIS, +2 Nature Sense, [+2 Aboveground Natural Environments (synergy)])

Feats:
  • Weapon Group (Basic)
  • Weapon Group (Spears and Lances)
  • Magic Talent
  • Track
  • Improved Toughness
  • Improved Initiative
  • Natural Spell

Languages:
  • Common
  • Druidic
  • Sylvan
  • Goblin

Equipment:
  • Masterwork Shortspear (301 gp, 3 lbs.)
  • Ring of Protection +1 (8000 gp, - lbs.)
  • Ring of Sustenance (10000 gp, - lbs.)
  • Cloak of Resistance +1 (4000 gp, 1 lbs.)
  • Traveler's Outfit (- gp, - lbs.)
  • 6 Daggers (12gp, - lbs.)
  • 2 Tanglefoot Bags (100 gp, 8lbs.)
  • 6 Thunderstones (180 gp, 6 lbs.)
  • Holly and Mistletoe (- gp, - lbs.)
  • Spell Component Pouch (5 gp, 2 lbs.)
  • Flint and Steel (1 gp, - lbs.)
  • Backpack (2 gp, 2 lbs.)
  • 2 Waterskins (2 gp, 8 lbs.)
  • 4397 GP
Total weight carried -- 30lbs.
Light load -- 33 lbs., medium -- 66 lbs., heavy -- 100 lbs., lift -- 200 lbs., push -- 500 lbs.

Spells:
Druid: (6/6/4/4/3; spell save DC 15 + spell level; Caster Level 8)
  • 0th- Create Water, Cure Minor Wounds, Detect Magic, Light, Read Magic, Detect Poision
  • 1st- Cure Light Wounds, Faerie Fire, Obscuring Mist, Entangle, Goodberry, Produce Flame
  • 2nd- Barkskin, Bull's Strength, Lesser Restoration, Flame Blade
  • 3nd- Protection from Energy, Greater Magic Fang, Cure Moderate Wounds, Neutralize Poison
  • 4nd- Freedom of Movement, Cure Serious Wounds, Dispel Magic

XP: 30,000 / 30,000

Appearance:
Jacen appears as a well-groomed young man in his early 20's dressed in a sturdy and well-worn traveling outfit. His Skin is Bronze due to the extensive amount of time he spends out of doors; in fact he is a little claustrophobic; however not cripplingly so. His short brown hair defies all attempts to wrestle it into a semblance of neatness and Jacen is constantly fiddling with it. His deep, green eyes hold the wisdom of someone thrice his age.

Personality:
Jacen loves to explore, so much so that he is often contemplating what might be over the next hill when he should be focusing on the task at hand. He possesses a easygoing and helpful demeanor and is always willing to listen to anyone’s problems.

Background:
Jacen grew up in one of the outlying hamlets of Dregeth, one in which many of the old beliefs held greater sway over everyday life than in most other places. His father died while he was still in his mother's womb, and his mother died giving birth to him. He was raised by the village midwife, who taught him the ways of nature. When he felt he was proficient enough to survive on his own, he left the village and has spent the last four years traveling. Having been drafted recently, Jacen has quickly gained a reputation as an exceptional scout and healer.

Notes:
Future Progression- another level of Druid, then Taking all 5 Nature's Warrior levels, then finishing with pure Druid.

Jinx, Female Dire Wolf Animal Companion
Spoiler:

Jinx, Female Dire Wolf Animal Companion
Large Animal, True Neutral,

STR: 25 (+7)
DEX: 15 (+2)
CON: 17 (+3)
INT: 2 (-4)
WIS: 12 (+1)
CHA: 10 (+0)

Hit Points: 51 / 51
Hit Dice: 6d8+18 (51 hp)
Speed: 50ft
Initiative: +2 (+2 DEX)
AC: 14 (+2 DEX, -1 Size, +3 Natural; touch 11, flat-footed 12)
BAB/Grapple: +4/+15

Fort: +8 (+5 Base, +3 CON, +XX <bonus>)
Ref: +7 (+5 Base, +2 DEX, +XX <bonus>)
Will: +6 (+5 Base, +1 WIS, +XX <bonus>)

Attacks:
  • Bite +11 melee (1d8+10+Trip (+11) x2)

Special Attacks:
  • Trip

Special Abilities:
  • Low-light vision
  • Scent
  • Tricks (Attack, Come, Defend, Down, Guard, Heel, Stay)

Skills:
  • Hide +0 (0 Ranks,+2 Dex, -4 Size, +2 Racial)
  • Listen +7 (2 Ranks, +1 Wis, +2 Alertness, +2 Racial)
  • Move Silently +4 (0 Ranks, +2 ATB, +2 Racial)
  • Spot +7 (2 Ranks, +1 Wis, +2 Alertness, +2 Racial)
  • Survival +2 [+6 using Scent] (1 Rank, +1 Wis, [+4 using Scent])

Feats:
  • Alertness
  • Run
  • Track(B)
  • Weapon Focus (Bite)

Light load -- 798 lbs., medium -- 1599 lbs., heavy -- 2400 lbs., lift -- 4800 lbs., push -- 12000 lbs.

Appearance:
Very large coal-gray Dire Wolf with smoldering crimson eyes

[Personality:
Enjoys scaring things smaller than her (especially Familiars). Extremely Loyal to Jacen and to a lesser degree to those he travels with.


Common Wildshape Forms
Spoiler:

Dire Wolf Form
Spoiler:

Jacen Farstride, Human Druid 8 (Dire Wolf Form)
Large Humanoid (human), Neutral Good,
22 years, 9’ long, 800 lbs, Male, Green eyes, Black skin, Black fur

STR: 25 (+7)
DEX: 15 (+2)
CON: 17 (+3)

Hit Points: 75 / 75
Speed: 50ft
Initiative: +6 (+2 DEX, +4 Improved Initiative)
AC: 20 (+6 Defense Bonus, +2 Dex, +3 Natural, -1 Size; touch 17, flat-footed 12)
BAB/Grapple: +6/+17

Fort: +9 [+13] (+6 Base, +3 CON [+4 vs Fey Spell-Like Abilities])
Ref: +4 [+6](+2 Base, +2 DEX [+4 vs Fey Spell-Like Abilities])
Will: +11 [+15](+6 Base, +5 WIS [+4 vs Fey Spell-Like Abilities])

Attacks:
  • Bite +12 melee (1d8+10 + Trip (+11) x2)

Special Attacks
  • Trip

Brown Bear Form
Spoiler:

Jacen Farstride, Human Druid 8 (Brown Bear Form)
Large Humanoid (human), Neutral Good,
22 years, 9’, 1800 lbs, Male, Green eyes, Brown skin, Brown fur

STR: 27 (+8)
DEX: 13 (+1)
CON: 19 (+4)

Hit Points: 75 / 75
Speed: 40ft
Initiative: +5 (+1 DEX, +4 Improved Initiative)
AC: 21 (+6 Defense Bonus, +1 Dex, +5 Natural, -1 size; touch 16, flat-footed 14)
BAB/Grapple: +6/+18

Fort: +10 [+14] (+6 Base, +4 CON [+4 vs Fey Spell-Like Abilities])
Ref: +3 [+7](+2 Base, +1 DEX [+4 vs Fey Spell-Like Abilities])
Will: +11 [+15](+6 Base, +5 WIS [+4 vs Fey Spell-Like Abilities])

Attacks:
  • 2 Claws +13 melee (1d8+8+Improved Grab x2) and Bite +8 melee (2d6+4 x2)

Eagle Form
Spoiler:

Jacen Farstride, Human Druid 8 (Eagle Form)
Small Humanoid (human), Neutral Good,
22 years, 3’, 15 lbs, Male, Green eyes, Brown and White feathers

STR: 10 (+0)
DEX: 15 (+2)
CON: 12 (+1)

Hit Points: 75 / 75
Speed: 10ft, fly 40 feet (average)
Initiative: +6 (+2 DEX, +4 Improved Initiative)
AC: 20 (+6 Defense Bonus, +2 Dex, +1 Natural, +1 size; touch 19, flat-footed 12)
BAB/Grapple: +6/+2

Fort: +7 [+11] (+6 Base, +1 CON [+4 vs Fey Spell-Like Abilities])
Ref: +4 [+8](+2 Base, +2 DEX [+4 vs Fey Spell-Like Abilities])
Will: +11 [+15](+6 Base, +5 WIS [+4 vs Fey Spell-Like Abilities])

Attacks:
  • 2 Claws +7 melee (1d4 x2) and Bite +2 melee (1d4 x2)


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Old 04-06-06, 10:55 PM   #4
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Spoiler:
Rickol Brondarelli, Halfling Ranger4/Rogue 3/Nightsong Enforcer 1
Small Humanoid, Neutral Good,
26 years (and 30 seconds more than Rossarrell) old, (pi)', 34 lbs, male, blue eyes, tanned skin, light brown hair, <other>

STR: 15 (+2)
DEX: 18 (+4)
CON: 14 (+2)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 10 (+0)

Hit Points: 51 / 51
Hit Dice: 3d6+5d8+16 (51 hp)
Speed: 20ft <type if nessessary>
Initative: +8 (+4 DEX, +4 untyped[Improved Initiative])
AC: 22 (+5 Armor[Defense], +2 Shield, +4 DEX, +1 Size, +- Natural, +XX <other>; touch 15, flat-footed 18)
BAB/Grapple: +7/+6

Fort: +9 (+5 Base, +2 CON, +1 racial, +1 resistance)
Ref: +15 (+9 Base, +4 DEX, +1 racial, +1 resistance)
Will: +6 (+2 Base, +2 WIS, +1 racial, +1 resistance)
+2 morale bonus on saving throws against fear

Attacks:
  • Shortsword +11/+6 melee (1d4+3 19x2)
  • TWF Shortswords +9/+9/+4 melee (1d4+3/1d4+2 19x2)
  • Sling +12/+7 ranged, 50' (1d3+2 20x2)
+3d6 Sneak Attack

Special Attacks:
  • None
Special Abilities:
Special Abilities
  • Halfling
    Halfling Racial Traits
    +2 Dexterity, -2 Strength.
    Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
    Halfling base land speed is 20 feet.
    +2 racial bonus on Climb, Jump, and Move Silently checks.
    +1 racial bonus on all saving throws.
    +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
    +1 racial bonus on attack rolls with thrown weapons and slings.
    +2 racial bonus on Listen checks.
    Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
    Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
  • Rogue
    Rogue Abilities
    Sneak Attack +2d6
    Trapfinding
    Poison Use
    Evasion
    Trapsense +1
  • Ranger
    Ranger Abilities
    Favored Enemy (Humanoid[Human])
    Wild Empathy
    Animal Companion (Eagle, "Icarus")
  • Nightsong Enforcer
    Nightsong Enforcer Abilities
    Sneak Attack +1d6
    Teamwork (hear/see allies)
  • Twin Empathy
    Twin Traits
    Traits:
    • Twin to Rossarrell Brondarelli
    • -- Empathic link
    • -- +1 atk, +1 all skills while within 60' of twin
    • -- -1 atk, -1 all skills while outside of 1 mile of twin
    • -- No bonus if twin is unconcious
    • -- -2 atk, -2 all skills (except Heal on twin) if twin is unconcious and dying
    • -- +10 circumstance bonus on Heal check for unconcious and dying twin

Skills: (98 points, max ranks 11/5.5)
  • Balance +10 (6 Ranks, +4 ATB)
  • Climb +15 (10 Ranks, +2 ATB, +3 racial)
  • Escape Artist +11 (7 Ranks, +4 ATB)
  • Hide +19 (11 Ranks, +4 ATB, +4 size)
  • Jump +12 (11 Ranks, +2 ATB, +3 racial, +2 synergy, -6 speed)
  • Listen +15 (11 Ranks, +2 ATB, +2 racial)
  • Move Silently +18 (11 Ranks, +4 ATB, +3 racial)
  • Search +8 (6 Ranks, +2 ATB)
  • Spot +13 (11 Ranks, +2 ATB)
  • Survival +6 (4 Ranks, +2 ATB)
  • Tumble +13 (7 Ranks, +4 ATB, +2 synergy)
  • Use Rope +7 (3 Ranks, +4 ATB)
  • <Skill> +XX (XX Ranks, +XX ATB, +XX <bonus>)
+20 circumstance to Listen and Spot to see/hear allies
Nightsong Enforcer skills
when a NSE level is gained, take:
escape artist, hide, jump, listen, move silently, tumble

Feats:
  • Magic Talent
  • Track (Ranger)
  • Two Weapon Fighting (Ranger)
  • Endurance (Ranger)
  • Improved Initiative
  • Weapon Finesse
  • Improved Buckler Defense

Languages:
  • Common
  • Halfling
  • Thief Hand Chat
  • Dwarven
  • Orc

Equipment:
  • +1 Hollowblade Shortsword x2(17020gp, 2lb.) -4 vials of poison loaded
  • +1 Darkwood Buckler(5360gp, 1.25lbs.)
  • Dagger x4(4gp, 1lbs.)
  • Cloak of Resistance +1(4000gp, 1lb)
  • Backpack(2gp, .5lbs.)
  • -Bedroll(1sp, 1.25lbs.)
  • -Chalk x10(1sp, -lbs.)
  • -Climber's kit(80gp, 1.25lbs.)
  • -Flint and steel(1gp, -lbs.)
  • -Grappling hook(1gp, 4lbs.)
  • -Rope, silk 100'(20gp, 10lbs.)
  • -Waterskin(1gp, 1lb)
  • Enhanced Coral-Blade x4 vials(400gp, .4lbs)
    --DC 20, 2d6 rounds paralysis/1d6 rounds paralysis, via wound
  • Signal whistle(8sp, --lbs.)
  • Signet ring(5gp, --lbs.)
  • <Item>(XXgp, XXlbs.)
  • <Item>(XXgp, XXlbs.)
Total weight carried -- 23.65lbs.
Light load -- 49.5lbs., medium -- 99.75lbs., heavy -- 150lbs., lift -- 300lbs., push -- 750lbs.

Spells:
Class: (1/-/-, spell save DC 12 + spell level; <notes>)
  • 0th- Longstrider

XP: 30,000 / 36,000
GP: 105

Appearance:
Rickol is about an average sized Halfling, which means he's pretty short over all. He certainly doesn't carry himself that way. He's more muscular than most Halflings--which also doesn't say very much, but Rickol doesn't say much regardless. He wears a vest over his shirt, and his outfit has a very dull brown look to it. Rickol isn't a snappy dresser, but his clothes are practical enough to let him move freely--he's often climbing and jumping and tumbling around. He doesn't keep facial hair, though sometimes he doesn't spend the time to shave, and he keeps his hair relatively short, though he doesn't always have time to go to a barber. He wears a ring on his left hand, significant of something, though Rickol won't say what...

Personality:
Rickol isn't a stubborn gentleman, but his twin might say otherwise. The two of them are always getting into interesting situations, but it's usually with good intentions in mind. He sometimes says the wrong things at the wrong times, and impressing people isn't his forte. If you ask around about his past life, you might hear that he used to be a noble, but after meeting the halfling, you'd find this to be highly unlikely. He is definitely not noble material.

Background:
Rickol grew up in a large family, the ninth child of 10, his twin the 10th. The Brondarelli family is a well-to-do family in Halfling society, known for lucrative businesses and posh galas. Rickol and Rossarrell did not quite fit this society. They never learned how to act properly, they never learned which fork to use when, and they never learned the ins and outs of noble society. It just didn't interest them. It was no surprise, then, when the two of them were 'sent away'. Rickol couldn't go away without 'borrowing' a pair of highly prized familiy heirlooms--an excellent pair of swords normally used as a display in memory of a time no one in the family remembered. That the swords were gone made some people remember the swords, though.

Their family told everyone they were sent to a boarding schoool, of course, but Rickol and Rossarrell ended up living on the streets, earning their living the hard way--often at the expense of someone else's living. Some people have too much living, though.

Anyway, Rickol and Rossarrell learned to find what they needed to live. They showed a real talent for finding things and getting into interesting situations, that's when the Nightsong Guild noticed them. Rickol and Rossarrell thought they could lift any thing at any time, but when they tried to borrow a few coins from one of the Nightsong Guild's leaders, the Nightsong Guild had to pay attention. These two were good.

The Nightsong Guild, at first, just decided to watch Rickol and Rassarrell, not interfereing with their operations. The twins, as a result, joined a Thief's Guild and went up the ranks there. With the Thief's Guild, Rickol had his swords fitted for poison-use, a skill he picked up from the Thief's Guild.

The night came when the twins were supposed to hit a particularly wealth merchant's place. No one knew what was coming--well, almost no one. It was in this mansion that Rickol picked up a cloak--it was a bonus, not part of the intended target, so no one cared. Except for the Nightsong Guild. The Nightsong Guild had infiltrated the Thief's Guild (had connections there for years, actually), and had set up the twins to hit one of their own merchants. This was a test of their skills. When the twins got back to the Thief's Guild, there was a Nightsong operative waiting for them, and ushered them someplace else. They had qualified for the Nightsong Guild, though they didn't know it. The prize? First, they got to keep their loot (including the cloak), and second, Rickol got his buckler.

Rickol and Rossarrell had gotten in way too deep, turning down the Nightsong Guild would have caused some powerful enemies. This way, they were relatively safe. At least, for the time being. They kind of liked the Nightsong Guild, anyway.

Notes:
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Old 04-07-06, 07:57 PM   #5
Mallak
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Rossarrell Brondarelli

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Rossarrell Brondarelli, Halfling Rogue 5, Ranger 2, Nightsong Infiltrator 1
Small Humanoid, Chaotic Good,
26 years (and 30 seconds older than Rickol); Height: pi*sqrt(2)*(2/3)ft + pi inches, or half an inch taller than Rickol; Weight: Less than Rickol; Female; blue eyes; tanned skin; light brown hair; <other>

STR: 8 (-1) (2 points)
DEX: 22 (+6) (10 points)
CON: 10 (+0) (2 points)
INT: 18 (+4) (16 points)
WIS: 10 (+0) (2 points)
CHA: 14 (+2) (6 points)

Hit Points: 36 / 36
Hit Dice: 6d6+2d8 (5d6+2d8+6 hp)
Speed: 20ft
Initative: +12 (+6 DEX, +4 Improved Init. +2 Quick Roconnoiter)
AC: 21 (+10 Base +0 Armor, +0 Shield, +6 DEX, +1 Size, +0 Natural, +5 Defense, -1 Vulnerable; touch 21, flat-footed 21)
BAB/Grapple: +5/+0
Melee: +4 (+5 BAB, +1 size, -1 str, -1 non-combatant)
Ranged: +12 or +13 (+5 BAB, +1 size, +6 dex -- +1 with sling or thrown weapons)

Fort: +5 (+4 Base, +0 CON, +1 racial)
Ref: +14 (+7 Base, +6 DEX, +1 racial -- +2 vs traps & +1 to team)
Will: +2 (+1 Base, +0 WIS, +1 racial -- +2 morale vs. fear)

Attacks:
  • Dagger +4 melee (1d3-1, 19-20/x2) (+2 to all damage rolls against favored enemy [Humans])
  • Dagger +13 ranged, 10' (1d3-1, 19-20/x2) (Rossarrell has 6 masterwork daggers which grant a +1 to attack rolls)
  • Sling +13 ranged, 50' (1d3-1, x2)
  • Heavy Bladed, Curved Dagger +5 melee, (1d3-1, 18-20/2) (Uses same stats as Kukri)

Common Attack Tactics:
  • TWF Masterwork Daggers within 60' of Rickol, +13 ranged, 10' (1d3-1 [+2 vs Humans], 19-20/x2)
  • TWF Masterwork Heavy Bladed, Curved Dagger within 60' of Rickol, +4 melee, (1d3-1 [+2 vs Humans], 18-20/2) (Uses same stats as Kukri)

Special Abilities:
  • Sneak Attack +3d6
  • Evasion
  • Uncanny Dodge (Retain Dex when FF)
  • Trapfinding
  • Trap Sense +1
  • Teamwork Trap Sense +1
  • Wild Empathy +4
  • Favored Enemy (Humanoid -- Human )
  • Combat Style - Ranged
  • Poison Use
  • Twin trait (see 'Traits' below)

Racial Qualities:
  • +2 dex, -2 str
  • Small size (+1 AC, +1 attack bonus, +4 hide, use smaller weapons, 3/4 carrying capacity)
  • +1 attack bonus w/ thrown weapons or slings
  • +2 Climb, Jump, Move Silently, Listen
  • +1 all saves
  • +2 morale bonus vs. fear
  • Favored Class: Rogue

Skills: (128 points, max ranks 11/5 -- +1 to all skills within 60ft of Rickol, -1 outside of 1 mile, see Twin trait)
  • Appraise +4 (0 Ranks, +4 int)
  • Balance +11 (5 Ranks, +6 dex, +2 synergy)
  • Bluff +7 (5 Ranks, +2 cha -- +2 vs favored enemy)
  • Climb +11 (10 Ranks, -1 str, +2 racial -- +2 synergy when using rope)
  • Concentration +0 (0 Ranks, 0 con)
  • Craft (all) +4 (0 Ranks, +4 int)
  • Decipher Script +4 (0 Ranks, +4 int)
  • Diplomacy +4 (0 Ranks, +2 cha, +2 synergy)
  • Disable Device +15 (11 Ranks, +4 int)
  • Disguise +7 (5 Ranks, +2 cha -- +2 synergy to act in character)
  • Escape Artist +11 (5 Ranks, +6 dex -- +2 synergy involving rope)
  • Forgery +4 (0 Ranks, +4 int)
  • Gather Info +2 (0 Ranks, +2 cha)
  • Handle Animal +2 (0 Ranks, +2 cha)
  • Heal +0 (0 Ranks, +0 wis)
  • Hide +17 (7 Ranks, +6 dex, +4 size)
  • Intimidate +4 (0 Ranks, +2 cha, +2 synergy)
  • Jump +8 (5 Ranks, -1 str, +2 racial, +2 synergy)
  • Knowledge (all) +4 (0 Ranks, +4 int)
  • Listen +12 (8 Ranks, +0 wis, +2 racial, +2 feat -- +2 vs favored enemy)
  • Move Silently +17 (9 Ranks, +6 dex, +2 racial)
  • Open Lock +17 (11 Ranks, +6 dex)
  • Perform (all) +2 (0 Ranks, +2 cha)
  • Profession (all) +0 (0 Ranks, +0 wis)
  • Ride +6 (0 Ranks, +6 dex)
  • Search +15 (11 Ranks, +4 int)
  • Sense Motive +5 (5 Ranks, +0 wis -- +2 vs favored enemy)
  • Sleight of Hand +19 (11 Ranks, +6 dex, +2 synergy)
  • Spellcraft +4 (0 Ranks, +4 int)
  • Spot +12 (10 Ranks, +0 wis, +2 feat -- +2 vs favored enemy)
  • Survival +0 (0 Ranks, +0 wis -- +2 vs favored enemy)
  • Swim -1 (0 Ranks, -1 str)
  • Tumble +13 (5 Ranks, +6 dex, +2 synergy)
  • Use Magic Device +2 (0 Ranks, +2 cha)
  • Use Rope +11 (5 Ranks, +6 dex -- +2 synergy involving bindings)

Feats:
  • Basic Weapons Prof.
  • Slings & Thrown Weapons Prof.
  • Light Blades
  • Track
  • Rapid Shot (in light or no armor)
  • Jack of All Trades (Can use all skills as if trained with 1/2 skill point)
  • Quick Reconnoiter (Spot & Listen checks are free actions, +2 init)
  • Improved Initiative
  • Quick Draw
  • Alertness
  • Two Weapon Fighting

Flaws:
  • Non-combatant (-1 melee atk)
  • Vulverable (-1 AC)

Traits:
  • Twin to Rickol Brondarelli
  • -- Empathic link
  • -- +1 atk, +1 all skills while within 60ft of twin
  • -- -1 atk, -1 all skills while without 1 mile of twin
  • -- No bonus if twin is unconcious
  • -- -2 atk, -2 all skills (except Heal on twin) if twin is unconcious & dying
  • -- +10 circumstance bonus on Heal check for unconcious & dying twin

Languages:
  • Common
  • Halfling
  • Thief's Hand Chant
  • Gnome
  • Elven
  • Dwarven
  • Goblin

Equipment:
  • Explorer's Outfit (--gp, --lbs)
  • 1 Masterwork Punching Dagger w/ Alchemical Weapon Capsule w/ Enhanced Coral Poison disguised as hair clip (502gp, .5lbs)
  • 6 Masterwork Daggers (1812gp, 3lbs.)
  • 15 Daggers (30gp, 7.5lbs.)
  • 2 Masterwork Heavy Bladed, Curved Daggers, currently poisoned with Enhanced Coral Poison (716gp, 1lbs.)
  • Sling (0gp, 0lbs.)
  • Backpack (2gp, .5lbs)
  • Belt Pouch (1gp, 1/8 lbs)
  • Bedroll (.1gp, 1.25lbs)
  • Waterskin (1gp, 1lb)
  • Sewing Needle (.5gp, --lbs)
  • Thread (?, --lbs)
  • Fishhook (.01gp, --lbs)
  • Soap (.1gp, .2lb)
  • Mirror, small steel (10gp, .5lb)
  • Whetstone (.02gp, 1lb)
  • Flint & Steel (1gp, 0lbs)
  • 2 Healer's Balms (20gp, 0lbs)
  • Climber's Kit (80gp, 1.25lbs)
  • Disguise Kit (50gp, 2lbs)
  • Camouflage Kit (40gp, 1.25lbs)
  • Forgery Kit (40gp, 5lbs)
  • Thieves Tools, Masterwork (100gp, 2lbs)
  • 2 Flash pellets (Disguised as cuff buttons) (100gp, 0lbs)
  • Blend Cream (50gp, 1lbs)
  • Softfoot (50gp, 1lbs)
  • Suregrip (20gp, 0lbs)
  • Lockslip grease (50gp, 0lbs)
  • 2 x Antitoxin (100gp, 0lbs)
  • Possum Pouch (7200gp, 0lbs)
  • Common Recorder Flute (5gp, .75lbs)
  • Signet Ring (5gp, --lbs)
  • Blue Quartz Ring (13gp, --lbs)
  • Gloves of Dexterity (16000gp, --lbs)
  • -- Note: Enhanced Coral Poison has DC20 and produces paralysis for 2d6 rnds/1d6 rnds, via injury
Total weight carried -- xxxlbs.
Light load -- 19.5lbs., medium -- 39.75lbs., heavy -- 60lbs., lift -- 120lbs., push -- 300lbs.


XP: 30,000 / 36,000
Money: 1gp, 2sp, 7cp

Appearance:
Rossarrell is about average sized for a Halfling, but she's more slender and feminine than her beefy brother Rickol. More flexible, too. What she lacks in stature, though, she makes up for in clever padding. She wears what appears to be a loose dark colored blouse over a corset and tight matte dark brown leather pants. Rather than boning, however, the false corset harbors throwing knives. Other knives are stashed about her person, including tucked in her boots, strapped to her forarms, between her shoulder blades, and on her belt. An ornate, heavy-bladed curved dagger is strapped to each thigh. In practical situations, she maintains complete freedom of movement while knowing at all times the locations of the 20+ daggers secreted about her body. Rossarrell keeps up her appearance, and is irritated at Rickol when he forgets to shave. After all, it's much harder to pull off twin cons when one of the twins has unsightly subble hanging off his face. Her hair is slightly longer than Rickol's, just shy of shoulder length, but cut in a similar style. She often wears it pulled back by a deceptively simple clip, which is actually a disguised folding punching dagger fitted with a poison capsule. She wears a signet ring on her left hand, significant of something, though she won't say what. On her right middle finger she sports a hunk of blue quartz.

Personality:
Gregarious, outgoing, and intensely clever, Rossarrell has to keep an eye out for her somewhat slower brother. She doesn't mind, though, since it's often her fault that there's something to keep an eye out for! Plus, he's good for heavy lifting. Rossarrell is outwardly carefree and gets along well with just about everybody, but she allows very few people to get close enough to really know her true self.

Background:
Rossarrell grew up in a large family, the ninth child of ten (with the tenth being her twin brother, Rickol). The Brondarelli family is a fairly well-to-do family in Halfling society, known for shrewd business deals and gala celebrations. Unfortunately, they're really rather boring in everyday life. Rossarrell, being the elder of her twin by 30 seconds, felt she just couldn't let her younger brother languish in such a somber environment, so she brought him along on all of her adventures. The family, however, did not look favorably on some of their more socially unfashionable exploits, and soon both her and Rickol were "sent away". As a parting gift, Rossarrell "borrowed" her eldest sister's prized ballroom gloves. Carrella always was a clumsy twit, and it was an open secret among the Brondarelli family that Father had purchased the gloves in the vain hope that they might have some ability to improve Carrella's grace upon the dance floor. Sadly, nothing could help Daddy's Little Princess. Ah, well, she'd landed herself a fat merchant's son in one of Father's more shrewd business deals, and wouldn't miss the gloves now, right? To Rossarrell's surprise, the gloves did indeed seem to have magical properties, actually reshaping themselves to better fit her wild spirity. After they were sent away, rather than be subjected to the agonies of imprisoned life within seperate boarding schools, Rossarrell & Rickol took to the streets to earn their living--any way they pleased. In an ironic turn of events, Rossarrell was now forced to enslave her excellent mind to pondering simple practicalities, such as food and shelter. Together, the twins thrived, never missing the life they left behind. They could go anywhere, acquire anything, and do practically whatever they liked--that is, until they ran into someone a bit wiser, a bit craftier. Fortunately for the Brondarelli twins, their potential was recognized.

Shortly after taking to the streets, the twins joined the local Thief's Guild where their progress was monitored and carefully tracked by covert Nightsong Guild members. One night, a high-risk, high-payoff job came down the line, and Rossarrell snapped at the chance to push herself and her brother. Even the life a thief can grow tedious. With a masterful plan and expert timing, the two were in and out softer than moonbeams. The mark had been unexpectedly lush, and they'd managed to pick up a few trinkets along the way. Rickol had scored a fancy cloak while Rossarrell had picked up some very fine daggers to add to her growing collection. When they returned from the job, they learned it had been a set up by the Nightsong Guild as a test of their prowess. They'd passed with flying colors. As part of their induction into the exclusive guild, Rickol received a strange buckler with the glow of magic about it, and Rossarrell received a magical cloth which adheres to the body and allows the concealment of small items. It most definitely does not glow with magical energy when in place, or give any other indication that it is anything other than what it appears to be: Rossarrell's athletically trim stomach (though she might say it makes her look fat). Rossarrell stepped into the shadows of the Nightson Guild with relish, leaving behind forever the social elite that was her birthright and joining a new elite--that of the deadly Nightsong Guild.


Notes:
Rossarrell has padded her clothing to give herself the appearance of a more robust figure than she actually has. This padding also acts as an excuse to wear a corset which serves to sheathe 8 seperate daggers. She wears a loose, flowing shirt over the corset, concealing the daggers. When she is getting serious about a fight, she will throw back her shirt, revealing the daggers and allowing her to draw them more easily. She carries two more daggers in each boot and one in a special sheath between her shoulder blades as well as one up each of her loose sleeves. She carries her six masterwork blades on her belt along with a belt pouch. Strapped to each thigh are her melee daggers. The cuff button on each of her sleeves is actually a tiny flash pellet, always close to hand and ready to be thrown at any moment. She wears a large decorative clip in her hair that appears to be a rounded, enameled green oval leaf. However, when the sharply-pointed clasp is unfolded, it locks into place, at which point it becomes a punching dagger. It is armed with a poison capsule. She also keeps her hair pulled back from her face on each side with a tiny wire barrette which, in a pinch, could double as a lockpick. Her actual set of masterwork lockpicks she keeps securely stowed in her possum pouch.

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Last edited by Mallak : 04-10-06 at 07:21 AM. Reason: Updated Equipment, Background, Notes, lots of little stuff that changed as a result of equipment
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Old 04-08-06, 12:35 AM   #6
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Tommy T. Teleresse, Grim: Reaper of the Ring

Tommy T. Teleresse

Character sheet:
Spoiler:

Tommy T. Telleresse, Human Male (Fighter (Pugilist) 6/ Reaping Mauler 2)
Size: M, N,
26, 6’0”, 200, M, gray eyes, dark tan skin, brown hair,

STR: 20 (+5)
DEX: 14 (+2)
CON: 16 (+3)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 8 (-1)

Hit Points: 83/83
Hit Dice: 6d12+2d10+24 (83hp)
Speed: 30ft
Initative: +6 (+2 DEX, +4 <bonus>)
AC: AC 21 {10+2 Dex+ 8 armor+1 dodge};
touch 21, flat-footed 18)
BAB/Grapple: +8/+13

Fort: +11 (+8 Base, +3 CON)
Ref: +7 (+5 Base, +2 DEX)
Will: +3 (+2 Base, +1 WIS)

Attacks:
  • <+1 Brass Knuckles> +15/+10 melee (1d6+8 20x2)
  • <Combo> +12/+12 melee (1d6+8 20x2) (+5/+5 +1 WB+1Wpn Focus+5 ATB)
  • <MW Short bow> +11/+6 melee (1d6+4 20x2)
  • <MW Scythe> +14/+9 melee (2d4+8 20x4)

Special Attacks:
Adapt Wresting (+1 to grapple checks)

Special Abilities:
Mobility
Improved Grapple
2 hours of sleep a night
No need to Eat or Drink

Skills: (22 points, max ranks 11/4)
  • < Escape Artist > +13 (6 Ranks, +2 ATB)
  • <Tumble > +7 ( 5 Ranks, +2 ATB)
  • <Spot> +12 ( 11 Ranks, +1 ATB)

Feats:
  • 1-Improved natural weapons
  • 1-Weapon Focus (unarmed strike)
  • H bonus- Improved Initiative
  • Fighter B- Endurance, Improved Unarmed Strike
  • 2- Combo (Average attack bonus to attack)
  • 3- Clever Wrestler
  • 4- Weapon Specialization (unarmed strike)
  • 6- Dodge
  • 6- Diehard

Languages:
  • Common

Equipment:
  • Explorer’s Outfit
  • Brass knuckles (8,302) (4 lbs)
  • Masterwork Scythe (318) (10 lbs)
  • Composite (+4) Shortbow (375) (2lbs)
  • Arrows 20 (1) (3lbs)
  • Ornate Dagger (2) (1lb)
  • Silver dagger (22) (1 lb)
  • 100ft Silk Rope (20) (10 lbs)
  • Backpack (2)
  • Signal whistle (.80)
  • 1 grappling hook (1) (4 lbs)
  • Ink (8)
  • 2 Inkpen (.20)
  • 5 Parchment (1)
  • Notebook (20) (2 lbs)
  • Waterskin (1) (4 lbs)
  • 3xBottles of wine (30) (2 lbs)
  • Trail Rations x7 (7)
  • Oil Soaked Cloths in Tin (1)
  • Potion Cure Serious Wounds (3000)
  • 3 Potion Cure Moderate Wounds (3600)
  • 3 Potions of Cure Light Wounds (600)
  • Flint and steel (1), 5 Tindertwigs (5), 5 Sunrods (10) (5 lbs)
  • Ring of Sustenance (10000)

  • <Items>(657gp, 37lbs.)
Total weight carried – 37 lbs.
Light load – 133 lbs., medium – 134-266lbs., heavy – 267-400lbs., lift -- 800lbs., push – 1600 lbs.

Weapon Groups: Basic, Bows, Claw, Heavy blades, Picks and Hammers

XP: 30,000/ 36,000

Appearance:
Tommy wears a standard explorer’s outfit with a bandolier across his chest with two daggers in it. When you take a look you notice that his fists are covered in simple bandages. Tommy carries his shoulders high and has a kind of strength. Tommy’s sleeves are loose but slightly shorter than his fists. His face appears like he has had quite a few bouts with the business end of someone else’s fist. So because of this he wears his black hood up when he travels.

Personality:
Tommy is brash and quick with his fists, but smart about whom he tries to take down. He knows that the bigger they are the harder they fall so his makes sure that those that are bigger than him he grapples and attacks relentlessly in close quarters combat.

Background:
Tommy T. was an arena boxer known as Grim, becasue his opponents had a habit of dying in the ring. What the referees didn’t know was that he was cheating by using brass knuckles while fighting. He fought for years and suddenly lost to a smaller combatant. After he was disgraced, the story came out that he using brass knuckles to augment his attacks. When he was asked to join the fight he was a second rate wrestler but they were there for the top class boxer that he was. He signed up to prove to everyone once and for all that he was/is the best.

Notes:
Distrustful of Halflings and gnomes due to the fact that he lost a fight with one once, He can’t remember which one so he blames both races

Last edited by Amazing Triangle : Today at 04:28 AM.
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Old 04-11-06, 08:28 PM   #7
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Barak, Human Sorcerer 5/Mage of the Arcane Order 3

Spoiler:

Barak, Human Sorcerer 5/Mage of the Arcane Order 3
Medium Humanoid, Lawful Neutral,
28, 6 feet, 200 lb., male, brown eyes, tanned skin, black hair.

STR: 14 (+2) (6 pts)
DEX: 14 (+2) (6 pts)
CON: 14 (+2) (6 pts)
INT: 10 (+0) (6 pts)
WIS: 10 (+0) (2 pts)
CHA: 22 (+6) (16 pts, +2 level, +2 enh)

Hit Points: 49 / 49
Hit Dice: 8d4+24 (49 hp)
Speed: 20ft
Initiative: +2 (+2 DEX)
AC: 16 (+2 DEX, +4 Class; touch 16, flat-footed 14)
BAB/Grapple: +4/+6

Fort: +5 (+2 Base, +2 CON, +1 Trait)
Ref: +3 (+2 Base, +2 DEX, -1 Trait)
Will: +7 (+7 Base, +0 WIS)

Attacks:
  • Adamantine Greatsword +7 melee (2d6+3, 19-20/x2)
  • Masterwork Darkwood Heavy Repeating Crossbow +7 ranged, 120' (1d10, 19-20/x2)

Special Attacks:
  • Spells

Special Abilities:
  • Guild Member
  • Spellpool I

Skills: (33 points, max ranks 11/5.5cc)
  • Spellcraft +13 (11 Ranks, +0 Int, +2 Synergy)
  • Knowledge (arcana) +11 (11 Ranks, +0 Int)
  • Concentration +13 (11 Ranks, +2 Con)

Feats:
  • Weapon Group (heavy blades) (Familiar)
  • Empower Spell (1st level)
  • Magical Talent (1st level)
  • Cooperative Spell (human)
  • Bladeproof Skin (flaw)
  • Energy Substitution (electricity) (3rd level)
  • Mobile Spellcasting (6th level)
  • Born of the Three Thunders (MotAO 2)

Flaws & Traits:
  • Hardy (+1 to Fort saves, -1 to Refl saves)
  • Slow (+1 to HP’s per level, -10 ft. base land speed)
  • Inattentive (-4 penalty to Spot & Listen checks)

Weapon Groups:
  • Basic Weapons
  • Crossbows
  • Heavy Blades
Languages:
  • Common
  • Draconic

Equipment:
  • Masterwork Darkwood Heavy Repeating Crossbow (820gp, 6lbs.)
  • Alchemical Silver Bolt Clips, 2 (22gp, 2lb)
  • Cold Iron Bolt Clips, 2 (4gp, 2lb)’
  • Bolt Clips, 10 (10gp, 10lb)
  • Adamantine Greatsword (3050gp, 8lbs.)
  • Cloak of Charisma +2 (16000gp, 2lbs.)
  • Gold Signet Ring (50gp)
  • Alchemists Fire, 5 (100gp, 5lb)
  • Guild Initiation Fee (750gp)
  • One Year Prepaid Guild Dues (360gp)
  • House in Capital City (5000gp)
  • Courtier’s Outfits, 4 (120gp)
  • Explorer’s Outfits, 4 (40gp)
  • Cold Weather Outfit (8gp)
  • Noble’s Outfit (75gp)

Money – 591gp, sp, cp

Total weight carried -- 35lbs.
Light- 58lbs., medium - 116lbs., heavy - 175lbs., lift - 350lbs., push - 875lbs.

Spells:
Class: (6/8/8/6/4; spell save DC 6 + spell level)
  • 0th- Caltrops*, Launch Item*, Read Magic, Detect Magic, Prestidigitation, Message, Mending
  • 1st- Shock and Awe*, Wall of Smoke*, Grease, Benign Transposition*, Shield, Magic Missile, Mount
  • 2nd- Glitterdust, Web, Scorching Ray, Alter Self, Burning Sword*
  • 3rd- Greater Magic Weapon, Clairaudience/Clairvoyance, Fly, Fireball
  • 4th- Evard’s Black Tentacles, Greater Invisibility

*Spell Compendium

XP: 30,000 / 36,000

Appearance:
Tall, broad and well-mannered. Barak is always impeccably dressed, yet never ostentatious nor foppish in his attire, a gentlemen. Slung across his back, in a gilded leather scabbard, is a broad-hilted two-hander. When prepared for battle, he also carries a heavy crossbow repeater made of dark purple wood.

Personality:
Barak is kind, open to others opinions and generally amiable. From most peoples perspective this stems from his willingness to listen, what few seem to make out is that Barak is hard of hearing. So, while he will listen, he rarely considers it important enough to ask them to repeat themselves. Why inconvenience people in that manner. On the battlefield, Barak is resilient, tactically minded and sure of his ability to command his own abilities and those placed under his charge.

Background:


Notes:
Spells from Spell Compendium
Spoiler:

Benign Transposition
Conjuration (Transportation)
Level: Sorcerer/Wizard 1
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two willing creatures of up to Large size
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures maximum loads) go with them, but other creatures carried do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.

Burning Sword
Evocation [Fire]
Level: Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: None

The flames from this spell shed azure light out to 30 feet. These flames do not harm the weapon or its wielder, but for the duration of the spell, it delivers fire damage in addition to its normal damage.

The enchanted weapon deals an extra 1d6 points of fire damage on a successful hit. Also, on a critical hit, the weapon deals additional fire damage based on the weapon’s critical multiplier (as per a flaming burst weapon).

Caltrops
Conjuration (Creation)
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: See text.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: None

A caltrops spell covers one five-foot-by-five-foot square with caltrops. Every time a creatures moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one.

A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

The DM judges the effectiveness of caltrops against unusual opponents out the size range given above. A giant centipede, for example, can scramble among the caltrops, with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks.

For every two caster levels beyond 1st, you can affect an additional 5-foot-by-5-foot square, and the caltrops attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.

Launch Item
Transmutation
Level: Sorcerer/wizard 0
Components: S
Casting Time: 1 standard action
Range: touch
Target: One Fine item in your possession, weighing up to 10 lb.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

You cause a Fine item in your possession to fly at great speed to a target or location you specify, out to medium range (100 ft. + 10 ft./level).

This spell is normally used to launch dangerous items (flasks of acid, thunderstones, and so on) farther than you could normally throw them. You can use this spell, to make an attack with a splash weapon. If you choose to do so, you must make an attack roll as normal, but you suffer no penalties for range.

Shock and Awe
Enchantment [Mind-Affecting]
Level: Assassin 1, bard 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes

This spell distracts its targets, prevent them from reacting with the deftness they might otherwise possess. Only effective when cast in the surprise round of combat and against flat-footed creatures, this spell causes those it affects to take a -10 penalty on their next initiative check. Targets that cannot be caught flat-footed (such as a rogue with uncanny dodge) cannot be affected by this spell.

Wall of Smoke
Conjuration (Creation)
Level: Druid 1, Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: No.

This spell creates a thin wall of black smoke. The wall is stationary once created. The wall blocks sight to a limited degree. Creatures on opposite sides of the wall that cannot see over it gain concealment from each other. A creature can pass through a wall of smoke, but it must make a Fortitude save to avoid being nauseated for 1 round.

A moderate wind (11+ mph), such as from a gust of wind spell, destroys the wall in 1 round.

This spell does not function underwater.

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Old 04-11-06, 10:09 PM   #8
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Spoiler:

Jaceth Moralis, Human, Ranger 6/Wild Plains Outrider 2
Medium Humanoid, Lawful Neutral,
age 17, height 5"8", weight 190lbs, sex Male, Blue eyes, Tanned skin, Dark Brown hair, Short Beard

Weapon Groups:
Standard Weapons
Lances and Spears
Bows
Maces and Clubs
  • Str 16 (+3)
  • Dex 18 (+4)
  • Con 14 (+2)
  • Int 14 (+2)
  • Wis 10 (+0)
  • Cha 12 (+1)
Hit Points: 59 / 59
Hit Dice: 8d8+16 (59 hp)
Speed: 25ft
Initative: +8 (+4 DEX, +4 Feat )
AC: 21 (+5 Armor, +1 Shield, +4 DEX, +0 Size, +0 Natural +5 Defense Bonus, touch 19, flat-footed 17 )
BAB/Grapple: +7+2/+7+2

Fort: +10 (+8 Base, +2 CON)
Ref: +9 (+5 Base, +4 DEX)
Will: +2 (+2 Base, +0 WIS)

Attacks:
  • Ordinary Melee Weapon +11
  • Full Melee Attack +11+6
  • Ordinary Ranged Weapon +12
  • Full Ranged Weapon +12+7

Special Attacks:
  • Mounted Lance Charge +13, 3d8+15 Damage
  • Rapid Shot Attack +10+10+5

Special Abilities:
  • Favored Enemies +4 Goblinoid, +2 Human
  • Wild Empathy
  • Animal Companion +7 (Deinonychus)
  • Fast Movement (Movement +10ft)
  • Ride Bonus (+ Character level to Ride and Handle Animal)
  • Wild Plains Swiftness (+10 to Azirra's Speed)
  • Wild Plains Stalker (Asirra uses Jaceth's Stealth Skills)

Skills: (95 Skill Points)
  • Handle Animal +13/25 (11 Ranks, +2 CHR, +12 Class Bonus on Asirra only)
  • Ride +26 (11 Ranks, +4 DEX, +2 Synergy, +8 Class Bonus, +1 Equipment Bonus)
  • Heal +13 (11 Ranks, +2 WIS, +0 Bonus)
  • Spot +11 (11 Ranks, +0 WIS, +0 Bonus)
  • Use Rope +13 (11 Ranks, +2 STR, +0 Bonus)
  • Knowledge: Nature +15 (11 Ranks, +2 INT, +2 Synergy)
  • Climb +11 (7 Ranks, +4 STR, +0 Bonus)
  • Move Silently +14 (11 Ranks, +3 DEX, +0 Bonus)
  • Survival +13/15 (11 Ranks, +2 WIS, , +2 Synergy Aboveground only)

Feats:
  • Improved Initiative
  • Spirited Charge
  • Mounted Combat
  • Mounted Archery
  • Ride By Attack
  • Natural Bond
  • Endurance (Ranger Feat)
  • Track (Ranger Feat)
  • Rapid Shot (Ranger Feat)
  • Many Shot(Ranger Feat)
  • Flaw: Slow

Languages:
  • Common
  • Elven
  • Draconic

Equipment:
  • Mithral Breastplate(4150gp, AC +5, Max Dex Bonus 5, Armor Check Penalty -1, 20lbs.)
  • Spiked Breastplate Barding (850gp, AC +5, Max Dex Bonus 3, Armor Check Penalty -4, 40lbs.)
  • Buckler(15gp, AC +1, Max Dex Bonus -, Armor Check Penalty -1, 5lbs.)
  • Masterwork Composite Shortbow +3str (600Gp, Damage 1d6+3, 2lbs.)
  • Adamantine Greatclub (3005 Gp, Damage 1d10, 8lbs.)
  • Masterwork Greensteel Lance (+1/+1) (4310 Gp, Damage 1d8, 10lbs.)
  • Arrows, 100 (5GP, 15lbs)
  • Arrows (Silvered), 40 (6GP, 6lbs)
  • Arrows (Cold Iron), 40 (4GP, 6lbs)
  • Handy Haversack (8000GP, 5lbs) MAGIC ITEM
  • Masterwork Military Saddle (Deinonychus) (210Gp, 40lbs.)
  • Animal Rations, 10 (5SP, 50lbs)
  • Trail Rations, 10 (5SP, 5lbs)
  • Flint and Steel (1GP, -lbs)
  • Signet Ring (5GP, -lbs)
  • Rope, Silk, 200ft (40GP, 20lbs)
  • Waterskin (1GP, 4lbs)
  • Bedroll (1SP)
  • Mule (8GP)
  • Pack Saddle (5GP, 15lbs)
  • Tanglefoot Bags, 10 (500GP, 40lbs)
  • Thunderstones, 10 (300GP, 10lbs)
  • Animal Call (20GP, -lbs)
  • Animal Training Kit (50GP, 5lbs)
  • Insectbane Candles, 9 (9SP, -lbs)
  • Ink (8GP, -lbs)
  • Ink Pen (1SP, -lbs)
  • Parchment, 50 Sheets (10GP, -lbs)
  • Oil Flasks, 9 (9SP, -lbs)
  • Bullseye Lantern (12GP, 3lbs)
Total weight carried -- 30lbs, 25lbs armor, 5 Pounds Handy Haversack, plus weapon weight.
Total Spent: 22,147GP

Total Remaining: 4,8537GP

Light load -- 76 or Less lbs., medium -- 77-153lbs., heavy -- 154-230lbs., lift -- 460lbs., push -- 1150lbs.

XP: 30,000 / 36,000

Mount Asirra
Size/Type: Large Animal (Deinonychus)
  • Str 19 (+4)
  • Dex 15 (+2)
  • Con 19 (+4)
  • Int 2 (-4)
  • Wis 12 (+1)
  • Cha 10 (+0)
Hit Points: 24 /24
Hit Dice: 37
Speed: 70ft
Initative: +2
AC: 21 (+2 Dex, -1 Size, +5 natural, +5 Barding), touch 11, flat-footed 19
BAB/Grapple: +3/+7
Saves: Fort +8, Ref +6, Will +2

Attacks:
  • Talons +6 melee (1d8+4)
  • Talons +6 melee (1d8+5) and 2 foreclaws +1 melee (1d3+2) and bite +1 melee (2d4+2)

Special Attacks:
  • Pounce (May Charge and Make Full Attack)

Special Abilities/Feats/Tricks:
  • Low-Light Vision
  • Scent
  • Improved Speed +10
  • Combat Reflexes
  • Run
  • Track
  • +1 Bonus Tricks
  • Link (May be handled as free action)
  • Trick: Defend
  • Trick: Track
  • Trick: Perform (Menace Target for intimidation bonus)
  • Trick: Down
  • Trick: Fetch

Skills:
  • Hide +12
  • Listen +10
  • Spot +10
  • Survival +10
  • Jump +22


Appearance:
Relatively Short for a Human, Jaceth has a handful of unremarkable scars and a small beard. His hair is long and wavy, pulled into a ponytail, and his eyes a vivid blue. He tends to walk bowlegged from spending too much time in the saddle.

Personality:
Because he's seeking fame and fortune, Jaceth tends to be flamboyant and boastful in combat. Outside of it he tends to deal better with animals than humans but he considers this a flaw and is trying to work it out.

Background:
Jaceth is one of the few remaining members of the famous Moralis Clan. A loose collection of families, students, and lots of animals, the Moralis's travelled around the world seeking out information on all manner of natural things out of a sheer love of learning. Moralis scrolls and textbooks were eagerly sought by universities and guilds for their wisdom on natural things. The members of the family were animal trainers, nature lovers, and herbalists. Then, two years ago, the growing Zerra military visited the Moralis when they were travelling through that area on their way to the nearest ocean in hopes of learning how to raise Elasmosaurus'. They wanted mounts, powerful magical beasts for their officers. The Moralis family was disinclined to give up as many as they wanted. Zerra didn't like that answer. And the next few minutes were a blur of blood and death. When it was over, the only survivors of the family were a handful of children and elderly who had been away from the battlefield. . . and Jaceth who was 15 years of age and newly an adult in the clan. The goblins too were decimated and retreated when several additional trained dinosaurs made an appearance.
Once his wounds were healed Jaceth and his companion Asirra the Megaraptor brought the survivors to Dregeth to hide from Zerran forces seeking revenge. With the clan Crippled and near extinction, all their hopes depend on Jaceth. He has joined the military and been blooded in battle. His goal is to buy equipment, attract new members, and rebuild the Moralis Clan. To do that he'll have to have money, and to get that he needs to win fame and honor so that he can marry into it.
Jaceth currently carries most of the family’s military-type treasures with him. For instance he possesses an enchanted backpack, given to the Moralis Clan by the Dragon Celphras two hundred years ago in honor of the family solving the dragon’s relentless infestation of dire maggots. Originally there were five such backpacks but one was lost in an avalanch while crossing a mountain range and 3 others were stolen by Zerran troops. Jaceth hopes to be able to find them and return the stolen packs to the family.

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Old 04-15-06, 04:53 AM   #9
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Code:
Name: Orb Kaftan Class: Bard Race: Human Size: Medium Gender: Female Alignment: CG Deity: None Str: 12 +1 (4p.) Level: 8 XP: 30,000 / 36,000 Dex: 14 +2 (6p.) BAB: +6 HP: 42 (8d6+8) Con: 12 +1 (4p.) Grapple: +7 Defence Bonus: +5 Int: 16 +3 (10p.) Speed: 30' Spell Res: - Wis: 12 +1 (4p.) Init: +2 Spell Save: - Cha: 18 +4* (10p.) ACP: -0 Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor: 10 +5 +0 +2 +0 +0 +1 18 Touch: 18 Flatfooted: 16 Base Mod Misc Total Fort: 2 +1 +1 +4 Ref: 6 +2 +1 +9 Will: 6 +1 +1 +8 Weapon Attack Damage Critical MW Rapier +8 1d6+1 18-20x2 Dagger (10') +7(8) 1d4+1 19-20x2 MW Comp LongBow (120') +9 1d8+1 20x3 Languages: Common, Sylvan, Ignan, Auran, Tarren, Aquan Abilities: Human Racial Abilities -+1 SP/LV -Bonus Feat Bard -Bardic Music, 2 times per day. --Fascinate (+1 to DC) --Inspire Courage +3 --Countersong --Inspire Comitence +3 --Suggestion (+1 to DC) -Bardic Knowledge +13 (8 Level + 3 Int + 2 Synergy) Weapon Groups Basic Bows Light Blades Flaws/Traits None Spellcasting: DC +4 Level - Known - Cast Per Day: Cast L0 - 7 - 3: Dancing Lights Detect Magic Light Mending Message Prestidigitation Resistance L1 - 5 - 4: Cure Light Wounds Charm Person Disguise Self Inspirational Boost (CV) Hideous Laughter L2 - 5 - 4: Calm Emotions Cure Moderate Wounds Sonic Weapon (CV) Sound Burst Tongues L3 - 4 - 2: Cure Serious Wounds Dispel Magic Allegro (CV) Dirge of Discord (CV) Feats: Bonus: Magical Talent H1: Nymphs Kiss (BoED) (+2 to all Charisma related checks, +1 SP/LV, +1 save vs Spells & Spell like effects) 1: Skill Focus: Perform: Sing 3: Song of the Heart (ESB) 6: Versitile Performer: Dance, String Instruments, Oratory (CV) Skill Points: 121 Max Ranks: 11/5.5 Skills Ranks Mod Misc Total Bluff 5 +6 +3 +14 Diplomacy 11 +6 +9 +26 Gather Information 5 +6 +3 +14 KN: Arcane 10 +3 +13 KN: Geography 7 +3 +10 KN: History 5 +3 +8 KN: Local 5 +3 +8 KN: Nature 7 +3 +10 KN: Nobility 5 +3 +8 Listen 10 +1 +11 Languages 2 - - Perform: Dance 11* +6 +3 +20 Perform: Oratory 11* +6 +3 +20 Perform: Sing 11 +6 +6 +23 Perform: String 11* +6 +5 +22 Prof: Astrologer 4 +1 +5 Sense Motive 11 +1 +12 Spellcraft 5 +2 +2 +9 Spot (CC) 5 +1 +6 Survival (CC) 5 +1 +2 +8 Equipment: Cost Weight Dagger 2gp 1lb Masterwork Rapier 320gp 2lb MW Comp Longbow +1 Str 350gp 3lb Arrows (20) 3gp 3lb Circlet of Persuasion 18000gp - Ring of Protection 8000gp - Masterwork Hand Harp 100gp 1lb Spell Component Pouch 5gp 2lb Everburning Torch 110gp 1lb Bedroll 1sp 5lb Backpack 2gp 2lb Waterskin 1gp 4lb Trail Rations (2) 1gp 2lb Total Weight:9lb Money: 5gp 9sp 0cp Lgt Med Hvy Lift Push Max Weight: 43 87 130 260 750 Age: 25 Height: 5'8" Weight: 112lb Eyes: Brown Hair: Light Brown Skin: Light Tan

Appearance:
Orb’s light brown hair cascades in curls over her shoulders, and her brown eyes look out from behind a gentile smile. Orb general wears more earth tones or whites, and her clothing is generally cut a bit loose, and she wears longer dresses that hide her shapely legs. She is a generally a good looking woman, who if she tried, could be a beauty of some note.

Personality
Orb is a kind soul, with a touch of innocence. She is good at reading people, but prefers to think better of them and often looks beyond her initial impression. Despite her success and skill, she has some doubts about herself at time that prevents her from asserting herself more often. Despite this, she has a stubborn streak, and has an almost rage like anger when provoked.

Background:
Daughter of Niobe, said to once be the most beautiful woman of her generation, and Pacian, a somewhat older man who died not long after Orb was born. Orb, as a child, spent much of her time learning magic and music from a Hamadryad by a lake near their remote cottage, in the nation of Mezgar. She learned the music of nature, and the magic of music from the dryad, and spent most of her days there. The Hamadryad watched over Orb, and protected her when not with her mother. Orb developed a breathtaking voice and skill with her lyre, perhaps one of the greatest musical talents of her own generation.

At the age of 18, Orb left home to wander the world. She eventually came across a band of gypsies who she lived with some time. She learned of their culture, particularly their music and dance, and befriended a gypsy family, Nicolai and his daughter Tinka, who she lived with for two years while teaching Tinka music. Tinka was mostly blind, and had a severely deformed leg, but Orb spent time with her showing her the power of music, and helped heal Tinka’s confidence to allow her to win a husband. Once Tinka was married, Orb felt it was time for her to move on.

Eventually Orb joined a traveling performing troupe, where she quickly became the main attraction with her exquisite performances. At first it drew the ire of the others, but money mends many fences, and her warm personality won the few remaining hold outs over. Orb fell for one of the newer troupe members, a simple assistant that helped one of the other performers, and he too fell for her. Eventually, though much urging from the rest of the troupe, they discussed their feelings and became lovers. Soon, they left the troupe to find a life together. However, the man was a prince of Mezgar, and the royal guard found them. They spoke of some of the horrors going on in Mezgar that he could stop, and the young couple knew he had to go. Before he left, he gave her a ring he said would help protect her, and another ring that would guide her.

Orb was devastated by his lost, and even more torn when she found herself with child. She returned to the gypsies and her dear friend Tinka, where she had the child, a beautiful daughter. However, she knew she could not care for the child, and so she left the child with Tinka to find a proper home for it, and gave her the ring to help guide her. Orb then returned home, only to find that her mother had moved on and was unreachable.

Orb began to wander Dregeth, studying the music of the world, and seeking the underlying song of the world that seemed so elusive to her as a child. Her musical and magical talent blossomed, and through her journeys she became well known as a musical inspiration to all who heard her perform.

Dregeth has recruited Orb to help with the war by inspiring the troops, but she is also worried about the fate of her love from Mezgar, whom she has thought of many years afterwards.
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