Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Golgren is a giant himself, standing a massive 8'5" towering above most humanoids he's encountered. He is bestial looking and his yellow eyes show his remedial intellect and primitive instincts. Golgren wears his shaggy hair long and unkempt, a tangled mess of oily, stinking blackness. One of his tusks protrudes sharply from his bottom lip, constantly causing him to drool or slurp it back in. The other tusk is broken from his violent past. Scars cover much of his body, from the ritualistic torture of his father to the lash of his stablemaster
Golgren speaks little in social interactions, having very little confidence in himself as he always finds he's confused when people speak. Also, Golgren knows the stigma & prejudices his race brings with it and has grown accustomed to the scorn heaped upon him by the average person. Golgren is very protective of his companions, previously his tribesman, then his stablemates. (I know a half-ogre with confidence issues...)
Major abilities and Tactics
Pretty simple. Close to Melee, engage the enemy, draw their attacks.
Background
Golgren grew up in Drooam with his father's tribe of ogres, he never knew his mother as she'd died giving birth to him and knew only his father's brutal upbringing. As the next in line for chieftain, Golgren was constantly being drilled to be the strongest, heartless, most brutal of the young ogres. Hating his life, Golgren knew he was trapped because his father would never let him escape alive. Once the sisters of Sora Kell arrived in Droaam and his father refused to abdicate his position in their powerful tribe, Golgren saw his chance. When he knew the sisters' army was approaching, he snuck away in the night and approached the enemy offering an exchange, Golgren would provide information to them in exchange for allowing him to leave. They agreed, but once they had the info they needed the enemy overwhelmed him and placed him in chains. He was hooded for a long while after that and placed on a ship traveling for a while, seeming longer stuck in his tight cage meant for a smaller creature.
Golgren was sold to a greedy stablemaster who licked his lips when he saw the half-ogre. He was trained in the use of many weapons and armours to prepare him for the time ahead. Golgren spent many months battling in the Red Ring and quickly grew a strong reputation as one of the most feared of the bloodbounds. This reputation worked against him though as Golgren often found himself the target of enemies sabotage and his stablemaster was forced to put him in more and more dangerous matches to keep the crowd interested. Knowing it was only a matter of time before he perished, Golgren managed to gain a meeting with his stablemaster and slew him and his guards. Grabbing what wealth he could from the dead man's belongings, including his armaments(which were kept away from him except during battles), Golgren ran off into the city. He purchased some supplies and gear for the time ahead and struck out on his own into the jungles of Xen'Drik, hoping he could finally live for himself and not under someone's shadow.
Bite of the wererat
Transmutation
Druid 2
Components: V, S, M
Casting time: 1 standard action
Range: Personal
Target: you
Duration: 1 round/ lvl
Grants +6 enh to dex, +2 con & +3 Nat AC.
Bite of the werewolf
Transmutation
Druid 3
Components: V, S, M
Casting time: 1 standard action
Range: Personal
Target: you
Duration: 1 round/ lvl
Grants +2 enh bonus to str, +4 enh to dex, con & Nat AC bite attack 1d6 +1.5 str & blindfight.
Girallon’s Blessing
Transmutation
Druid 3
Components: V, S, M
Casting time: 1 standard action
Range: touch
Target: touch
Duration: 10 minutes/ lvl
Grow 2 extra arms all (6) arms grow claws 1d10+str +2d4+1.5Xstr rend.
History
Shazzi is a native to the steamy jungles of Xen’Drik, and as such her spiny and chitinous hide is a mottled mix of dark and light shades of green and brown. Her four sets of claws are overdeveloped and wickedly serrated, a testament to the killing power this apex predator can bring to bare. Her high degree of intelligence and wisdom led her to discover the divine power of the natural world, and communicating well with the druids that shared her interest. Coupled with her lightning speed, her stern yet inquisitive inner turmoil led her into the company of a sequestered monastic order that had occasional dealings with the druidic circle that she had earned a small place, and all the while it seemed like the giants were terrorizing anyone they came across. So over time the mantid warrior developed a truely love/hate relationship with the giants. She hated their actions to the core of her being, but on each occasion that she brought one down, she ate well for days. She saw how any organized group that tried to attack the giants were overrun and scattered so she made it her mission to deal with the situation as any apex predator would.
As many adventurers as come trundling through the brush, Shazzi could not help but become curious once again about the source of these strangely attired intruders. The wonder of Stormreach was quite a site to behold, and the smells alone hooked her in an instant. Thanks to an old mangy hat she had found a while back, not a single person stared as the young cloaked woman came walking out of the jungle alone and unarmed. In the months that followed, Shazzi made quite an impression with the local administrations as an honest tracker and guide, taking many groups into the jungles of her homeland. As her magical powers increased a bit, she became quite fond of the city by the sea and the rare treasures that could be had there. So she began to learn bits and pieces of many different types of information, from the stories of beasts long forgotten to tales of far distant lands and peoples. The songs, and sounds of laughter in particular gave her great joy and so she began to take pride in her latest home while visiting her other families quite often as well.
Introduction by Blood
The sounds of another combat come trickling into the clearing from several hundred yards on the opposite side. Battle tired and still oozing from various gashes and dents, the diminished party moves cautiously forward to see what threat the jungles of Xen'drik could possibly have in store for them without even a moment to rest. They see a much smaller clearing in the center of which is standing a very badly wounded hill giant looking like he just finished a massive swing with his greatclub. When out of the jungle comes a charging naked elf girl who leaps through the air over 30 feet, landing on the giants chest and tears huge gaping rents into him with what appear to be her bare hands (that move so fast, they appear to blur), and after she takes a vicious bite out of its neck, sending a gout of blood 10 feet into the air and riding his falling form all the way to the ground, releases an alien shriek the likes of which none of you have ever heard. Bathed in blood she turns to the party with an utterly blank stare on her face. She crouches low as if ready to strike again, but holds a moment when she doesn't notice a hunting posture from the group. You notice that in fact her arms weren't blurring, but that she actually has four, as she stands without the slightest hint of modesty and approaches you slowly. With a strange accent she addresses you in several languages inidivually before finally adopting the common tongue. "Are you from the city by the sea? It is sometimes my home." Something is wrong with her mouth as it doesn't quite seem to conform to the words she is speaking. She has strange deep grooves in her skin. And her stride, while completely fluid and the very definition of grace, is just abit off for someone of her proportions. "Are you hungry? There is more than enough to share. I could not eat more than half of this before it rots."
Chuk'thra – The Jungle Dragoon
History
Chuk'thra is a native to the steamy jungles of Xen’Drik, and as such his spiny and chitinous hide is a mottled mix of dark and light shades of green and brown. Born and left to wander, this mantid has gained great insight into the nature of his world from countless hours of meditation among the ruins that dot the vast emerald canopy. These crumbling temples and cities still have a sparse population of hermits and outcasts where he learned many ways from many different peoples, and all the while it seemed like the giants were terrorizing anyone they came across. So over time the mantid warrior developed a truly love/hate relationship with the giants. He hated their actions to the core of his being, but on each occasion that he brought one down, he ate well for days. He saw how any organized group that tried to attack the giants were overrun and scattered so he made it his mission to deal with the situation as any apex predator would. Along with his loyal mount Shashlar, Chuk'thra has made war on the more tasty menaces of the jungle. Ripping the hearts from any that sought to prey on the inteligent denizens of the ever-cresting green waves of his Xen’drik jungles.
As many adventurers as come trundling through the brush, Chuk'thra could not help but become curious about the source of these strangely attired intruders. The wonder of Stormreach was quite a site to behold, and the smells alone hooked him in an instant. The appearance of a jungle dragoon with four arms and riding a dinosaur of all things struck many as odd, but this was Xen’drik! where you could walk into the jungle for a month then turn around and be back in Sotrmreach. In the months that followed, Chuk'thra made quite an impression with the local administrations as an honest tracker and guide, taking many groups into the jungles of his homeland. He became quite fond of the city by the sea and the rare treasures that could be had there. So he began to learn bits and pieces of many different types of information, from the stories of beasts long forgotten, to tales of far distant lands and peoples. The songs, and sounds of laughter in particular gave him great joy, as these sound were very dangerous in the wild, and so he began to take pride in his latest home while visiting his other families deep in the jungle nation quite often as well.
Stances: Martial Spirit, Island of Blades, Iron Guard’s Glare
Gear: (27k)
Full Plate 1,500g
+1 Animated Tower Shield 9190g
Lesser Crystal of Arrow Deflection 2,500g
+1 Charging Large Lance 8,320g
MW Large Katana 370g
Shashlar 1,275g (400 base +magebreadX2 +warbeast training 475)
Magebred Warcarver Mount
Size/Type: Large Animal
Hit Dice: 5d8+35 (67 hp)
Initiative: +4
Speed: 70 ft. (14 squares)
Armor Class: 26 (-1 Size, +4 Dex, +9 Natural, +4 Armor), touch 12, flat-footed 15
BaB/Grapple: +3/+7
Attack: Talons +10 melee (2d6+7)
Full Attack: Talons +10 melee (2d6+7) and 2 foreclaws +8 melee (1d3+3) and bite +8 melee (2d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, Scent, Combative Mount
Saves: Fort +11, Ref +8, Will +2
Abilities: Str 24, Dex 19, Con 24, Int 2, Wis 12, Cha 10
Skills: Hide +14, Jump +29, Listen +10, Spot +10, Survival +10, Tumble +5
Feats: Run, Track, Multi-attack, Armor Prof. All
Gear: ChainShirt Barding 400
Exotic Military Saddle w/tack/harness/saddlebags 66
Vanguard Treads 3,100
279g
__________________ Its so hard to have a good time, even smiling makes my face ache. - Dr. Frank N. Fuhrter, Rocky Horror Picture Show
____________________
MyGames
Living Eberron Rohna lvl 4 OOC RGIC
Scotley's ToH - Ballista lvl 9 IC
HellrazorIII's Death of the Dragons - Grabhar Goldenwing lvl 5 (Gestalt) RGIC
Dr. Simons B5 Outrageous Fortunne - Croft Callo lvl 2 ICOOC
Dragonwriter's Music Inspired Insanity - Platinus lvl 3 OOCRGIC
Last edited by Vertexx69; 13th May 2009 at 12:10 AM..
HP: 56
AC: 18, Touch: 14, Flat: 14. (+4 bonus vs AoO provoked by using a bow)
BAB: +8
Size: Medium
Speed: 30'/Fly 60'
Init: +8
Perceptions: Listen 11 / Spot 18 (+2 vs Giants)
Armor Check Penalty: -1
Loads: Light 0-100, Medium 101-200, Heavy 201-300, Over Head 300, Off Ground 600, Push/Drag 1500.
Current Load: 30 lbs
Mighty (+4) Composite Longbow of Giantbane +1 vs. Giants (To Hit: +16/+11, Damage: 1d8+11+2d6, Crit: 20 x3, Range Increment 110', Rapid Shot: +14/+14/+9)
Gear Mighty (+4) Composite Longbow of Giantbane +1 8,800 gp, 3 lbs.
[Becomes a +3 weapon and adds 2d6 extra damage to Giant types.]
Hawkfeather Armor 12,175 gp, 20 lbs.
[Base Item: Studded Leather +1]
[Continuous +5 Competence Bonus to Spot]
[1/Day can activate Armor to grant a +4 Enhancement Bonus to Charisma for 9 minutes]
[3/Day (Swift Action) Cause Armor to Sprout Wings, Gaining Fly 60' for 5 Rounds]
Piercer Cloak 900 gp, 0 lbs
[Contains 3 charges that are renewed each day at dawn]
[Activation Swift (Mental)]
[When activated, all attacks you make this round from higher ground inflict an additional 1d6 damage]
[If you charge from above at least 10 feet, the additional damage increases to 2d6]
Quiver of Ehlona 1,800 gp, 2 lbs.
[Smallest pocket can hold up to 60 arrows or arrow-sized items]
[Medium pocket can hold up to 18 javelin or javelin-sized items]
[Large pocket can hold up to 6 bows, spears, or staves]
[Never weighs more than 2 lbs]
Healing Belt 750gp, 1 lb.
[Continuous +2 Competence Bonus to Heal]
[Contains 3 charges that renew themselves at dawn of each day]
[Can spend charges to heal self or harm undead]
[1 charge heals/harms 2d8 damage]
[2 charges heals/harms 4d8 damage]
[3 charges heals/harms 6d8 damage]
[Activation is a standard action (Command)]
Heward's Handy Haversack 2,000 gp, 5 lbs
[2 side pockets can hold 2 cubic feet or 20 lbs each]
[Large central portion holds 8 cubic feet or 80 lbs]
[Never weighs more than 5 lbs]
[Retrieving an item is a move action that doesn't provoke AoO]
Potion of Enlarge Person 250 gp, 0 lbs Potion of Cure Light Wounds x4 200 gp, 0 lbs
Remaining funds: 37 gp, 9 sp, 8 cp.
Background
Enaros prowls the jungles of Xendrik, following the example set by his Patron Ancestor, Ralistar "Tyrantbane", reliving his valliant struggle against the Giant clans that once enslaved the Elven race. Xendrik was the birthplace of the Elves and their rightful homeland. When they freed themselve from the Giants, they sailed off to other lands, but their hardships and their hatred of the Giants were never forgotten. The Valenar, unlike the other factions of Elven society, refuse to turn their backs on the Giants of Xendrik. Their race were slaves once, therefore they must be ever vigillant lest history repeat itself. For many Valenar, Xendrik is a proving grounds for their valor and the skilled warriors can gain great personnal glory by killing their ancient enemy. Enaros, member of a select warband specificly trained for battling the Giants, has volunteered to test himself there. His one regret: he could not bring his beloved steed, Thunder, with him. The jungles of Xendrik are no place for horses.
I am still interested as well, against my better judgement having been rejected from this campaign 3 times now. That being said I submit Leaf as an alternate.
Appearance: Leaf is constructed in mithril but keeps his shiny exterior covered in mud and leaves to hide the shine of his body. He takes advantage of his size to hide from enemies rather than attack.
Background: Leaf was created by the giants centuries ago. He worked as a scout to keep an eye on the slaves in their camps. He was inactivated during the great rebellion. He stayed dormant until about 45 years ago when a group of adventurers reactivated him. He stayed with his rescuers and helped them complete their quest. They offered to take him back to Khorvaire but he chose to stay in his jungle home hoping to meet another group on another of adventurers. During his travels he happened acroos a tribe of drow who sometimes allow him to accompanie them through old ruins and learn more about there heritage. He knows nothing of money and thus works for free.
__________________
Charaters I Play:
Mathew d'Cannith Living Eberron(Currently in 'The Lighting of Death') Links Living Eberron (Currently in 'A1: Lost Knowlegde of Arcanix') Braidan Living Eberron (Currently in 'Goblin's in the Cellar') Warren Pierce WD's 'Base of Operations
I'm just putting up my concept info for replacement/back-up characters. You know, just in case something happens... Concepts 1 and 2 are in this post, 3 and 4 are in a different post- even with s-blocks, they are too long to fit in one post.
Concept 1: Haergrr the Bull, Gatekeeper champion; (Tank/meat shield)(DONE)
Spoiler:
Haergrr the Bull
Half-orc male
Role: tank/meatshield
Region of origin: Eldeen Reaches (SW, near Droaam)
Alignment: CG
Religion: Gatekeeper druidic tradition
Age: 16
Height: 6’2”
Weight: 255 lbs
Hair: black
Eyes: muddy brown
Description: The first thing most people notice about Haergrr is that he is big, even by half-orc standards. He is fairly tall- especially since he tends to stand up straight, rather than adopting the stooped-over posture usually seen in orcs and their kin. More than that, though, he is broad-shouldered and muscular- his nickname was earned through honest respect, not sarcasm. Of course, it doesn’t hurt that he wears massive spiked boots which make him look even taller and heavy armor of some dark green (nearly black) material, usually with a bearskin cloak over it- when fully ready for battle, he looks almost square, and his helmet is adorned with a set of downward-curving horns which frame the faceplate. Despite his bulk, he moves with a frightening grace, and he wields his heavy axe with uncanny ease. His arms and torso are heavily scarred, though his armor covers most of the markings. His skin is a dark grey-green, and he is just about as ugly as one would expect from a full-blooded orc- he has leathery skin, a thick brow, and pronounced tusks. His gaze is disturbingly direct- not unsettling enough to be frightening, but most people are put off by it.
Background: Haergrr is really more like three-quarters orc- his mother was a half-orc ranger of nearly-legendary skill, while his father, a full-blood orc, was a respected Gatekeeper druid. Haergrr was born in a small village in the southwestern corner of the Eldeen Reaches, near the border of Droaam. The village was an isolated one, centered around an ancient Gatekeeper shrine, and it served as a guardpost against the terrible things that came out of the Gloaming or down from the Byeshk Mountains.
From an early age, Haergrr’s physical potential was obvious- games of play-wrestling or King-of-the forest with the other village children quickly became very one-sided affairs. He had also inherited his parents’ deep love and respect for the natural world, but he did not have the good judgment and mental fortitude that they did. As soon as he was able, he began training to join the rangers that guarded the village. While his physical skills and his understanding of the forest were excellent, his stubborn and aggressive tendencies often got in the way of his learning. As he grew up, he began to spend more and more time on his own, wandering through the woods. The solitude and protective majesty of the great trees gave him a sense of peace that eluded him in more crowded or civilized places.
In time, his parents despaired of ever getting him to be a serious student of the Gatekeeper doctrine- while his love for nature was strong, his emotions were stronger. He was shipped off to a larger village, where he began to train in a more direct warrior’s path. Even as he learned this craft, he still sought out the calm of the deep forests in his time off. With his natural aggression and exceptional physical gifts, it was not long before his training was counted as complete, and he returned to his home village, where he joined the ranks of the warriors who guarded the Gatekeeper shrine. Time and time again, he waded fearlessly into battle against the beasts who threatened the peace of the land. As time passed, his prowess as a warrior continued to grow- there was little in the forests which he feared to face directly. But not all the threats that faced the Gatekeepers could be fought in simple face-to-face combat, and not every battle could be fought close to home…
The elders of the village began to receive more and more puzzling and disturbing visions as they meditated within the shrine. As they pondered the disturbing scenes from their oracles, they decided that the answer lay far from their forest home- something important was happening, and the key lay in the far-off jungles of Xen’drik. Despite his physical abilities, Haergrr was not one of the first candidates chosen- his emotional instability was well-known. Something within his spirit rallied to the call, however- and Haergrr found that he wanted to be part of this great expedition, more than he had wanted anything before. Even when asked, he could not express why he wanted to go- but it was obvious to all who knew him. For months, as the elders pondered their visions and planned for the journey, Haergrr pushed himself to his limits, even learning bits of Gatekeeper doctrine which had previously eluded him. When the turning of the seasons came, and the elders named the final members of the expedition, Haergrr was among those chosen. The village equipped their chosen emissaries with the finest equipment they could make or procure, and it was a truly formidable group who set out for whatever lay waiting in the far-off jungle. Haergrr proved his worth and his valor again and again- even before they left Khorvaire, the group had found enough enemies to forestall anyone less determined. But it was in the ancient ruins of Xen’drik that they faced their hardest tests…
Personality: Haergrr is very honest and emotionally open- he wears his heart on his sleeve, as they say, and does not believe in hiding how he feels about things. He is friendly, and as reliable as a rock to those he likes or trusts, and a direct and vicious enemy to his foes. He tends to prefer the straight-forward approach to just about everything, and he tends to think of problems and obstacles in a very direct, physical fashion even though he knows that method doesn’t always work. He is not stupid, though, and he is certainly sharp enough to realize his own shortcomings. He tends to leave complicated social or arcane matters to those who understand them better- though he is eager to help out if someone tells him how. He revels in the physical sensations of life- particularly fighting, even in non-lethal or mock combat. He has a deep love and respect for the beauty and power of the natural world- and, as one might expect given his Gatekeeper upbringing, he has a strong hatred of unnatural things. When he feels the need for peace and quiet, or he needs to think, he seeks the solitude of the deep forest- the sound of a breeze shuffling through the trees is one of the few things he finds relaxing.
Crunch:
Half-orc male Ranger 1/Fighter 2/Barbarian 4/Eldeen ranger- Gatekeeper 1
Experience points: 28,000 Advancement: RBFFBBB(ER); next Barbarian 5
STR 22 (+6; 10 pts, +2 race, +2 advancement 4 and 8, +2 Gauntlets)(26/+8 Rage)
DEX 14 (+2; 6 pts)
CON 16 (+3; 10 pts)(20/+5 Rage)
INT 12 (+1; 6 pts, -2 racial)
WIS 8 (-1; 0 pts)
CHA 6 (-2; 0 pts, -2 racial)
+14 FORT (+2+3+4+2 base, +3 CON; natural 1 does not auto-fail)
+7 REF (+2+0+1+2 base, +2 DEX)
+4 WILL (+0+0+1+0 base, +3 CON)
Modifiers: +2 vs. spells, spell-like or psionic powers of aberrations; +2 on Fort and Will saves while Raging;
Oscarl Hammerstep
Dwarf male
Role: recon/skill monkey; light melee
Region of origin: Mror Holds (originally)
Alignment: Neutral (formerly CG)
Deity:: Sovereign Host (not religious)
Age: 54
Height: 4’4”
Weight: 165 lbs
Hair: black
Eyes: black
Description: Oscarl is a rather odd-looking dwarf. He is well above average height, and rather wiry by dwarven standards (though that is still hardly “thin”)- his body looks to be mostly solid bones wrapped in pure muscle, with a layer of leathery skin to keep things in place. He keeps his head shaved, and his beard trimmed very short- most dwarves would call it “stubble”. His eyes are quite dark in color, and his normal expression is an intense, almost uncomfortable stare, like that of a predatory bird. His skin is quite darkly-tanned from years outside in sun and all kinds of weather- and his arms and torso are marked with ridged ritualistic scars, surrounded by blotches of paler skin. Overall, he has an oddly mottled look- this is because the scorpion venom that the drow clans use to highlight their scar patterns have very little effect on his tough dwarven metabolism; what in a drow might produce a clearly marked scar causes only a slight lightening of his skin. He prefers light armor, and dresses in sensible exploring clothes- sturdy boots, durable pants and shirt, with soft leather vest to hide his armor; most of his work clothes are of darkweave fabric to help him hide when needed. He carries a wide variety of weaponry, though he favors a glaive, and he moves quite agilely despite his arsenal.
Background: Oscarl’s early years were simple enough- he was born and raised in Droranath clan territory, in the Mror Holds. While many of his fellow clansmen are purely warriors, Oscarl demonstrated stealth and observational skills at a very young age, and he was trained as a military scout. After a few formative years of battles against the Jhorash’tar orcs, Oscarl joined one of the mercenary companies which earn clan Droranath most of their profit. Naturally skilled and well-trained, his company fought in several successful engagements during the waning years of the Last War. All it took was one fight, though, to change Oscarl’s life.
Hired out to a Brelish nobleman to augment his own household forces, Oscarl’s company was put to particularly hard use- their employer had apparently paid them to take on risky situations where he dared not risk his own forces. Despite the careful work of Oscarl and the unit’s other scouts, they were pressed into a fight on bad ground, and most of the troop were butchered by a company of Karrnathi undead warriors. Oscarl and a few others escaped, but their employer made sure that everyone thought the group had fallen victim to their own egos and incompetence, so the survivors kept only their lives- their reputations were shattered.
Oscarl struggled along for several years- his own skills were enough to entice some employers, but they often paid poorly, if at all. Desperate to win back some measure of respect, Oscarl hired on with an expedition headed into the jungles of Xen’drik. Several weeks into their trip, the group had actually reached their objective and they were getting ready to head back to Stormreach when the giants struck. Most of the expedition members were killed in the first few moments of the attack- but a combination of skill and luck allowed Oscarl to escape. With no supplies and no way of avenging his compatriots, Oscarl began the long trek back through the jungle to civilization.
He managed to make several days worth of progress before the drow scouts found him. Seeing that he was alone, the jungle warriors knew he was no real threat, and they began to harry and taunt him- playing with him as a cruel cat might play with a mouse. As it turned out, the drow were not prepared for someone as skilled and self-motivated as Oscarl- he managed to kill several of his tormentors, and the others barely captured him and hauled him back to their home village to be publicly executed. The leaders of the village were intrigued, and decided to keep him alive for a while, to see what he could tell them of the outside world. Oscarl, though, wasn’t much of a conversationalist and he kept getting thrown back into a cage again and again. When a rival tribe attacked the village, the tribal elders released Oscarl under the condition that he help them- and he did. When the raid was over, the village’s fighting strength was terribly depleted, and they offered the dwarf another deal- while he could never be accepted as a true member of the tribe, they would allow him to earn his freedom by serving with their warriors until the village could adapt to the losses that they had suffered. Oscarl accepted the offer, even though he believed his captors would never keep their bargain. For several years, Oscarl fought with the tribe’s warriors, and warded their borders- the guardians accepted him grudgingly, but came to respect his abilities and his drive to succeed. As an expendable asset, he was often assigned the toughest or most strenuous jobs- and he even earned the right to have the ritual scars that the tribe’s other warriors bore, though the scorpion venom which made such clear marks on the drow was far less effective on his tough dwarven metabolism. But as the tribe slowly began to rebuild, he found less and less acceptance, as the drow tendency towards xenophobia began to reassert itself. Some within the tribe urged that he be killed- and while they did not gain overwhelming approval, they continued to talk. Finally, one of the few elders with a shred of honor managed to forge a compromise- as promised, Oscarl had earned his freedom, but he would have to leave immediately, and if he was seen again, he would be an enemy. Oscarl left without delay, and faded into the jungle without a backward glance. There were other challenges to be faced, such as finding the truth behind the ever-increasing hostility of the local giant tribes…
Personality: Oscarl is very much a “little talk, all action” sort of fellow. He rarely speaks a whole sentence when a few words will do, and tends to lead by example- he also loves to challenge himself, and constantly strives to maintain or improve his skills. He also tends towards a very militaristic mindset- he is very “goal-oriented”, and has a protective (though mildly condescending) attitude towards those he considers civilians. He respects other warrior or scout types, as long as they are demonstrably capable- he openly disdains anyone who claims a level of skill that they do not, in fact, possess. Unlike many dwarves, his experiences have left him open to an easy acceptance of many other races- in his mind, an individual’s capability and attitude matter far more than their species does. Having seen some of the challenges and experiences that the wide world has to offer, he knows that he would never be satisfied to return home to the rigidly-structured society of the Mror Holds. Back when he was young and idealistic, he used to be a much more charitable and honorable dwarf- years of hard times and experience have worn the good side of his personality down to the barest bone. He still values his own sworn word, but other than that he is pragmatic and cynical- results are what matters.
Crunch:
Dwarf male Fighter 2/Scout 6 (aiming for Thief-acrobat or Extreme explorer)
Experience points: 28,000 Advancement: SFSFSSSS, next Scout 7
STR 18 (+4; 6 pts, +2 advancement 4 and 8, +2 Gauntlets)
DEX 16 (+3; 10 pts)
CON 16 (+3; 6pts, +2 racial)
INT 14 (+2; 6 pts)
WIS 12 (+1; 4 pts)
CHA 6 (-2; 0 pts, -2 racial)
+10 FORT +2+3 base, +3 CON, +1 vest; +1 battle fortitude
+9 REF; +5+0 base, +3 DEX, +1 vest
+4 WILL; +2+0 base, +1 WIS, +1 vest
Modifiers: +2 vs. poisons, +2 vs. spells or spell-like effects; +5 vs. ingested poisons
Racial abilities (dwarf): Ability adjustments (+2 CON, -2 CHA); Size medium; base speed 20 feet(even if heavily armored/encumbered);Darkvision 60 feet; Stonecunning; Weapon familiarity (dwarven waraxe or urgrosh); Stability (+4 vs. Bull rush if standing on ground); Racial save bonuses (+2 vs. poison, +2 vs. spells or spell-like effects); +1 racial attack bonus against orcs or goblinoids; +4 Dodge AC bonus against giant-type creatures; +2 racial bonus to Craft and Appraise checks for stone or metal items;
Class abilities (Fighter, Scout):Bonus feats (F); Trapfinding (as rogue); Uncanny dodge; Fast movement (+10 feet); Battle fortitude (+1Initiative and FORT saves); Skirmish bonus (+2d6 damage, +1 AC); Trackless step; Evasion; Flawless stride (move at full speed in rubble, undergrowth, etc.);
Special Abilities
Detect Thoughts
Doppelganger Insights
Thought Trick
Bonus Feat
Equipment
Mithral Shirt
Shield light steel
Heward's Handy Haversack
Traveler's Outfit
1 Potion of CSW
2 Potions of CMW
Waterskin
Rope silk 50 ft.
Grappling Hook
Holy Symbol, silver
Tent
2 sunrods
Cloak of Resistance (+2 bonus on saving throws)
Trail rations 3 days
Money: 4 gp
Languages
Common
Elven
Background: Ki grew up in Sharn and her parents both worked for the Tyrants. When she was a teenager she was mentored by a cleric of the Traveler named Sek and became a cleric. When Ki was 20 a human named Silnor came to her and said he would pay her to be a merchant for a day. When she did it Silnor told her she passed a test and asked her to join the Cabinet of Faces. She did and now she is in Xen'drik pretending to be a elf cleric of the Sovereign Host named Risaela. To get some extra excitement she joined a group from Morgrave on a trip into the jungle in her natural form to find some giant artifacts. One night she was getting dinner and when she got back she found the whole group dead. Now she's lost in Xen'drik.
Last edited by greenstar; 20th May 2008 at 02:59 AM..
Okay, here are back-up concepts 3 and 4- just in case. I couldn't fit all four possibilities in one post.
Concept 3: Emmiryth D'Orien (recon/archer):
Spoiler:
Emmiryth d’Orien
Human female
Role: recon/missile
Region of origin:
Alignment: CG
Religion: Sovereign Host (Balinor)
Age: 22
Height: 5’5”
Weight: 130 lbs
Hair: brown
Eyes: brown
Description: Emmiryth is a rather plain-looking young woman. Her facial features are angular, almost severe, and she keeps her hair trimmed quite short. A bit short, she has a slender, wiry build- but is far tougher and more athletic than she looks. She also dresses quite plainly, given her House status- she prefers dull-colored but durable utilitarian clothing, of an almost military cut.
Background: Emmiryth was born in what is now Droaam, where her parents helped maintain a House Orien waypost. Her parents and most of the other villagers nearby were killed in the wave of monster attacks which led Breland to evacuate and cut off that area. Emmiryth, who was barely eight years old, was left to fend for herself. She lived in the woods for a time, scavenging the ruined villages. That lasted only a few months though, and soon she was found by an orcish ranger. While she had no children of her own, Yrget didn’t want this little human to end up in a minotaur’s cookpot, and took the foundling as a mascot of sorts. From time to time, she tried to teach the girl tidbits of the forester’s trade- and Emmiryth learned all those tricks and more. By her early teen years she was a skilled scout, though she preferred to hunt her enemies a bit more stealthily than her ranger mentor- she seemed to have a bit of a gift for getting into trouble, and a nearly mystic ability to get back out again. No one realized that she possessed the Mark of Passage…
In time she had learned all that Ygret could teach her, and she left the monster-infested realm for the human settlements of western Breland. She was able to earn a decent living as a tracker and guide, despite her youth, but one chance encounter set her on a very different path. A House Orien trade caravan happened to be passing through a small village where she was staying, and they were looking for a few extra guards for the trip. Short on cash, Emmiryth hired on- her woodscraft and archery skills were far better than any of the other potential hirelings in the village. As it turned out, the trip took them back into Droaam, and they had all the trouble they could handle. In the course of one desperate battle, most of the caravan was overwhelmed, and the Orien agent in charge tried to escape with the few survivors- he saw that Emmiryth had been grabbed by an ogre thug, but a second later the girl was free. Once they had escaped, it was a simple matter to give her a more detailed examination (“making sure she wasn’t wounded”)- as the caravan leader suspected, the girl had a dragonmark…
While the expedition had ended in disaster, the house was able to welcome a new member- with careful research, they even discovered who her parents had been. Already a capable scout, Emmiryth welcomed the extra training that the house offered her. Since then she has been almost constantly on the go, either training and developing her skills (and the power of her dragonmark) or actually working for the house. She has completed a number of dangerous or complicated assignments, though many of the missions were entirely unknown outside of House Orien). Recently, she has been working with the Blades of Orien, honing her powers even further.
Personality: Very capable and competent, and values the same traits in others. Has a quietly sarcastic sense of humor, but usually saves that for her close associates- tends to act “all business” around those she does not know or trust. Wants to be a strong asset for her house- as if she is constantly trying to earn her place (even though she has already done so many times over). Tends to be daring and a risk-taker in many situations- except combat, where she is fairly cautious and tactically astute, favoring sniping and hit-and-run engagements to frontal assault. She retains a deep dislike for the goblinoid races and similar monstrous folk, though she is quite comfortable around orcs and half-orcs.
What is she doing in Xen’drik: (“Leave no man behind”) One of the missing Tharaskh expeditions (unbeknownst to them) had a valuable and experienced House Orien agent along as a scout. When the expedition didn’t return local Orien representatives wanted to find out more about what was going on, and they wanted to find the agent (or his remains). Emmiryth, who had just arrived as a courier aboard an airship, volunteered for the mission, and has been shadowing the party for some time. After a few close calls, the dangerous nature of the place convinced her to reveal her presence (if not her purpose) and she joined forces with the party.
Crunch:
Human female Scout 5/Dragonmark heir 1/Blade of Orien 2
Experience points: 28,000
Advancement: SSSSDBSB; Next D
STR 14 (+2; 6 pts)
DEX 20 (+5; 10 pts, +2 advancement 4 and 8, +2 gloves)
CON 14 (+2; 6 pts)
INT 14 (+2; 6 pts)
WIS 12 (+1; 4 pts)
CHA 8 (-1; 0 pts)
Racial abilities (human): Bonus feat and skill points; size medium; base speed 30 feet
Class abilities (Scout, dragonmark heir, blade of Orien): Trapfinding, Uncanny dodge, Evasion, Battle fortitude (+1); Fast movement (+10 feet); Trackless step; Skirmish (+2d6, +1 AC); House status (+1); Improved dimension leap; Swift leap
Spell-like abilities:
>Dimension leap (4x/day; level 9= 90 feet per use; usable in 5-foot increments); >Dimension door (1x/day; level 9= 760 feet)
Concept 4: Gareth of Westbridge (Tank/divine caster):
Spoiler:
Gareth of Westbridge
Human male
Region of origin: Breland
Alignment: CG
Deity:: Dol Dorn (Sovereign Host)
Age: 21
Height: 6’0”
Weight: 175 lbs
Hair: light brown
Eyes: brown
Description: Gareth is, at least while relaxing or in town, a rather unremarkable-looking young man- a bit taller than average, perhaps, and his training is finally packing some serious muscle onto what was, for years, a rather lanky frame. His hair is an almost colorless mousy-brown, and he keeps it cut short, since he wears a helmet nearly all the time. His face is rather long and angular, with a constant shadow of pale-brown stubble. He smiles easily- especially in combat, when testing himself in the sight of his divine patron. When dressed for battle, however, he is a much more impressive figure. He wears full armor (a heavy suit of plate in glittering blue-washed steel, only partially covered by a tabard and heavy cloak), and carries a heavy wooden shield emblazoned with the holy sigil of Dol Dorn.
Background: Gareth was a young war orphan, whose home village was wiped out in the raids that led to the evacuation of what had been western Breland and the rise of the monster nation of Droaam. Like many children of similar background, he was raised at a monastery of the Sovereign Host near the farming village of Westbridge. Most of the orphans took turns helping the local farm folk in the fields, as the monastery was an integral part of the village- with his size and strength, Gareth spent more time in the fields than most. Soon enough, though, his strength found other outlets- the monastery produced many priests from each crop of orphans, and the warrior-brothers of Dol Dorn saw great potential in Gareth. Before his tenth birthday he was spending more time in the training yard than in the fields, and he seemed to have a natural talent for combat. The more spiritual and academic segments of priestly training were much harder for him to master, but fortunately he was strong-willed as well as strong of arm. By thirteen, he was an acolyte of the Host, and he began to travel across the still war-torn continent in the company of senior priests of Dol Dorn- he saw the best and the worst that the world had to offer over the next few years.. As he grew, he drew great strength and inspiration from his faith, and he was soon installed as a full priest of Dol Dorn. Within months, though, the war drew to a close, and some semblance of peace began to return to the civilized lands. Hardened by his experiences, and strong in his faith, Gareth found himself ill-suited to peaceful days- luckily for him, the world still held many dangerous places, even though the war had ended. Since then, he has traveled almost ceaselessly, seeking out hostile lands and dangerous environments in which to test and improve himself. A chance meeting with some former soldiers from a unit he knew, now employed as mercenary guardsmen for an academic expedition into the wilds of Xen’drik opened a whole new frontier for him, and he eagerly signed on with the group. As it turned out, the jungles and ancient ruins held even greater threats than he had faced in Khorvaire, and Gareth has been forced to admit that his strength and his faith both need to be toughened if he wants to stay in this dangerous place.
Personality: Gareth is a relatively simple fellow- brave, honest, hard-working and devout in his worship of Dol Dorn and the Host. While he is part of one of the great dragonmarked houses, he has never forgotten his simple upbringing, and he is far more comfortable with normal soldiers or common folk than with officers or nobility. He particularly revels in dangerous duties- he feels genuinely proud and honored to step up when others are threatened or terrorized. As such it is only natural that he has found his way to Xen’drik, one of the most dangerous parts of the known world. Nearly any expedition full of scholars or explorers is quite glad to have one of Dol Dorn’s champions in their midst- and they almost always find enough trouble to make his trip worthwhile (in a purely spiritual sense, of course). His typical prayers focus on healing, and on removing afflictions of hostile spellcasters- he is an able enough combatant that he rarely uses magic to directly enhance his prowess.
What is he doing in Xen’drik: Gareth originally journeyed to Xen’drik about six months ago, as part of the mercenary guard detachment for some Morgrave University scholars. The expedition was very nearly a disaster, and when they left, Gareth stayed in Stormreach. Since then he has spent time both acting as the keeper for the local shrine of Dol Dorn and working with rescue and recovery teams in the jungle. On his most recent trip out, the team ran into some drow scouts, and ended up getting separated. Gareth has been slowly working his way back towards Stormreach- but the appearance of the party gives him another option…
Crunch:
Human male Fighter 2/Cleric 6
Experience points: 28,000 Advancement: CFCFCCCC; next Cleric 7
STR 18 (+4)(6 pts, +2 advancement 4 and 8, +2 gauntlets)
DEX 12 (+1)(4 pts)
CON 14 (+2)(6 pts)
INT 12 (+1)(4 pts)
WIS 18 (+4)(10 pts, +2 periapt)
CHA 10 (+0)(2 pts)
Flaw: Shaky -> Power Attack ("Shaky" is poor sense of touch )
Feats:
1. Adamantine Body
3. Jaws of Death (= Bite Attack, from Races of Eberron)
6. Edit: Brutal Fighting (Races of Eberron))
Class features:
Aura of Good
Detect Evil
Smite Construct
Smite Evil 2/day
Durable Will
Repair Damage
Aura of Courage
Immunity to Stun
Turn Undead
Charging Smite (PH2)
Sacrament of Trust
SQ
Immunity: Poison (Ex), Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Disease (Ex), Immunity: Fatigue (Ex), Immunity: Exhaustion (Ex), Immunity: Stun (Ex), Immunity: Fear (Su), No Natural Healing (Ex), Immunity: Nausea (Ex), Vulnerability: Chill Metal (Ex), Vulnerability: Heat Metal (Ex), Vulnerability: Repel Metal or Stone (Ex), Vulnerability: Repel Wood (Ex), Vulnerability: Rusting Grasp (Ex), Can be raised or resurrected (Ex), Light Fortification (Ex), Immunity: Energy Drain (Ex);
Saves:
Fortitude: +11 (6 base + 4 CON +1 cloak)
Reflex: +3 (1 base + 1 DEX +1 cloak)
Will: +10 (3 base + 2 Wis + 4 CON +1 cloak)
Equipment:
Code:
+1 armor 1000 gp
Sanctified Armor Modification +50 gp (Dungeonscape p. 34)
Durable +500 gp (Dungeonscape p. 39)
+1 weapon +1000 gp
Adamantine greatsword 3050 gp 8 lb
Caustic surge +2000 gp (DMG2 p. 255)
Cloak of Resistance +1 1000 gp 1 lb
Boots of the Unending Journey 4,000gp 1lb
(MIC97, +10 to movement)
wand (10 charges) repair light damage 150 gp
wand (10 charges) resurgence 150gp
100 gp
Background, pesonality and Code of Conduct
Honor is a war veteran. Charged with the defense of an religious outpost in Cyre, he became interested in the religion of the Sovereign Host.
He served as a bodyguard of a priest, who was delegated as an ambassador to Sharn, when the Mourning struck Cyre. In the wake of this events and the end of the war, he decided to became a paladin of the The Sovereign Host as a group. He has bis body be completely ornamated with the different symbols of the Sovereign Host: Aureon on his head, Dol Arrah over where his heart would be.
He served his church well, despite his tendencies to be more lawful than good. He eventually became a Gray Guard.
On one of his missions he acquired the docent named “Xalixis”. They became something like friends. Honor felt a kinship to “her”, being both constructed for purpose of war.
An attack of a rust monster killed nearly both of them Mourning his lost friend, Honor traveled to Xen'drik to find a way to restore the docent.
Not wanting to being just selfish, he prayed to the gods to give him a rightful mission on the continent and to find his answers on-duty.
The stoic type. His low Charisma results from being more the silent type and his (light) fanatical tendencies. Some good role-playing opportunity with more chaotic characters or Wanderer.
Code of Conduct:
Spoiler:
Code of Conduct
A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates
While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Gray Guard:
Upon entering this prestige class, you take a vow of allegiance to your faith beyond that of any ordinary paladin. This vow grants you a measure of freedom to act on your cause’s behalf without fear of retribution should your duties require you to break your code of conduct. Dishonorable acts still cause you to lose both gray guard and paladin class features until you atone, but this infraction is considered much less severe than it would be for a paladin.
Thus, whenever you seek to atone for deeds that you willingly commit in the name of your faith but that break your code of conduct, a cleric casting an atonement spell on your behalf does not expend 500 XP as is normally required. This reprieve applies only to acts intended to further the cause of righteousness and the gray guard’s faith. No XP cost applies to a gray guard atoning after beating a confession from a heretic, for example, but the cost would have to be paid for one who started a barroom
brawl.
Additionally, Honor will never make a deal with an evil character and will not honor any deals by his comrades with them.
He will never flee, but knows the tactical advantage of a momentary retreat.
If confronted with a law vs good dilemma, he will choose nearly always the law.
I will level him up to the approtiate level, if you choose "him".
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