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.
Dakyras is a medium build man with shoulder length brown hair and cold gray eyes that have seen too much. He has handsome yet hard features (Clint Eastwood comes to mind), with no real distingishing facial or bodily traits. He wears his two short swords hiden within his dark cloak, and other plain dark clothing to cover him. He does not stand out, nor does he wish to, in a crowd.
Fortitude: +5/* = 3 [base], + 2 [constitution] Reflex: +12 = 7 [base], + 5 [dexterity] Will: +6/* = 4 [base], + 2 [wisdom] * +12 when using Mind over Body * +12 when using Moment of Perfect Mind
TWF Short Swords: +10 (1d6+7, 19-20/x2) Against Undead:+12 (3d6+11, 19-20/x2)
Shadow Blade (Feat) While you are in a Shadow Hand stance and attack with one of the discipline’s preferred weapons, you can add your Dexterity modifier as a bonus on melee damage for attacks made with the weapon.
Rogue
Sneak attack +3d6
Trap finding
Evasion
Uncanny dodge Exchanged: Trap sense+1 for effective sneak attack vs. undead
Sword Sage
Quick to Act +1
Discipline Focus (Weapon Focus)
AC Bonus
Stances Island of Blades - All adjacent foes to me and allies are flanked. Assassin's Stance - Gain +2d6 to sneak attack damage.
Manuevers *Shadow Jaunt - Teleport 50' through shadows as standard action. *Shadow Garrote - Ranged touch attack deals 5d6 damage *Moment of Perfect Mind - Use Concentration check instead of Will save *Mind over Body - Use Concentration check instead of Fortitude save Cloak of Deception - Turn invisible until end of turn Action Before Thought - Use Concentration check instead of Reflex save Fan of the Flames - Ranged touch attack deals 6d6 fire damage * Readied maneuvers
Island of blades (stance) If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You gain this benefit against multiple opponents at the same time, as can you allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit for flanking both creatures. Assassin’s stance (stance) While you are in this stance, you gain the sneak attack ability, if you do not already have it, which deals an extra 2d6 points of damage. If you already have the sneak attack class feature, your existing sneak attack ability deals an extra 2d6 points of damage. – Immediate action moment of perfect mind (Counter) You can use this maneuver any time you would be required to make a Will save. Roll a Concentration check instead of the Will save and use the result of that check to determine the save’s success. You must use this maneuver before you roll the Will save. A result of a natural 1 on your Concentration check is not an automatic failure. – Immediate action Action before thought (Counter) You can use this maneuver any time you would be required to make a Reflex save. Roll a Concentration check instead of the Reflex save and use the result of that check to determine the save’s success. You must use this maneuver before you roll the Reflex save. A result of a natural 1 on your Concentration check is not an automatic failure. – Immediate action Mind over body (counter) You can use this maneuver any time you would be required to make a Fortitude save. Roll a Concentration check instead of the Fortitude save and use the result of that check to determine the save’s success. You must use this maneuver before you roll the Fortitude save. A result of a natural 1 on your Concentration check is not an automatic failure. – Immediate action Cloak of deception (Boost) When you initiate this maneuver, you turn invisible as the greater invisibility spell. You remain invisible until the end of your current turn. – Swift action Shadow garotte (Strike) As part of this maneuver, you create a strand of shadow that you hurl at an opponent. The strand wraps around the target’s throat and chokes it. As part of this maneuver, you ake a ranged touch attack against a creature within range (60 ft.) If your attack is successful, your opponent takes 5d6 points of damage. In addition, it must make a successful Fortitude save (DC 13 + your Wis modifier) or become flat-footed until the start of your next turn. This strike has no effect against non-living creatures, such as constructs or undead. – Standard action Shadow Jaunt (Teleportation) As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect. – Standard action Fan the flames (strike) When you initiate this maneuver, you launch a fist-sized ball of white-hot fire at a single opponent. If yo make a successful ranged youch attack, your target takes 6d6 points of fire damage. – Standard action. Range: 30 ft.
Equipment
2x Bane Short swords +1: 16,000 gp
MW Heavy Crossbow (20 bolts): 352 gp
5x Daggers: 5 gp
Mithral Chain Shirt +1: 1,100 gp
Gloves of Dexterity +2: 4,000 gp
Handy Haversack: 2,000 gp
Ring of Sustenance: 2,500 gp
Healing Belt: 750 gp
Carry Capacity
Light load: 43 lb.
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: - 130 lb.
Lift off ground: - 260 lb.
Push or drag: - 650 lb.
Carrying: 5 lb (see Handy haversack).
Additional Sources Used
1. Player's Handbook II
2. Tome of Battle - Book of Nine Swords
3. Magic Item Compendium (Healing belt)
Background
The falcon swooped over the mountain peaks of Halrathen. The drizzle just barely impeding her flight through the bleak late afternoon. It would soon reach the only clearing at the bottom of this hostile land – the village of Forchmore. The village was barely populated. It’s only purpose to serve as the last way station for those crossing to Kilron Athorah, a two week journey through the dangerous mountain path. The falcon landed on her usual perch of a barely functioning store, screeching once to announce her arrival. Yameen, a grossly overweight and bored storekeeper of over forty winters, wheezed to the outside porch of his store, excusing himself from the only customer he has seen for days. Even in the fading light he could see the expensive ring around the falcon’s left leg. The ring is probably worth more than I will make in this lifetime. Probably more than what my children would earn too. He knew better than to try and take the ring, or anything else that belonged to the Greyman. He quickly fed the bird some short strips of chicken. As the falcon tore into the meat, he reached into his apron’s pocket and produced a small sealed leather tube and tied it carefully to the other leg. My fee will come later he consoled himself. The bird finished its meal quickly and flew off without a backward glance nor any recognition of gratitude. The bird flew effortlessly back across the mountain clearing the peaks for a second time, ascending ever higher. Within half an hour, as the last rays of light were fading, its sharp eyes sighted the bustling city of Kilron Athorah and the small islands within its large lagoon. It sped towards one of those islands, the isle of Dorona. This was a privately owned island, bought off in gems by a rich nobleman a few years past. Landing in a private garden within the island’s palace the bird rested upon a short pedestal, shaking her wings from the rain. Within moments an elderly man came to her and took her to her cage within the mansion. Removing the small tube, the elderly man waded through several corridors until he reached a large ornate door. Looking down both sides of the corridor, the old man knocked twice in rapid procession, than four times at slower rate, and than once more before entering. The room inside was lavishly decorated with thick exotic rugs, heavy wooden furniture and well lit by several golden braziers. A middle aged man dressed in a dark blue satin robe fastened by a silver belt was sitting behind his desk scribbling on a scroll. Without looking up from his work, he tapped on a silver bowl with his quill. The elderly servant placed the tube inside the bowl, bowed and left the room as swiftly and silently as he had come. After the servant left the room, the Grey one stopped what he was preoccupied with and opened the tube. Inside were twenty small diamonds and a short one line note reading – “Baron Thymor of Ermos – Waylander”. “Waylander”, mused the Grey man, whom some think is nothing but a loose demon, a blood drinker, a vicious killer. Not many knew the secret of Dakyras or Waylander as he was known for the call of the assassin. The Grey man was in fact the only man alive who knew the tale. Here was an unusual man for this profession. He was not driven by greed, violence, or power like the other assassins in the Grey man’s employ. The man was soulless – not evil but lacking a soul. After the brutal slaying of his wife and two children his only ambition was to find the bandits responsible, and eliminate them one by one. For four years Waylander scoured the continent finding seven of the eleven men and ruthlessly slaying them. Some of them were no different than the scoundrels they were when they did the foul deed. Some of them settled down and started families of their own. It did not matter to Waylander, his revenge was settled in blood and only in blood. The man would take on other cases to fund his search and kill mission. Most of the assassins the Grey man knew were cowards, afraid that justice would soon befall them in turn. They would refuse dangerous or complicated tasks for fear of the noose. Or too stupid to be afraid, believing in their mastery in the art of death as a source for their immortality. Not so Dakyras. He had no fear of death, for he died a long time ago. And on the day of his death Waylander was born. You are so good at what you do Waylander that sometimes I wonder if Dakyras was ever real or just skin waiting to be shed. But what will you be when all your targets have been sent to the netherworld? Will you still remain the killer you were meant to be or fade into the dark horrors of history? Well, until then you shall make me rich for your reputation brings more cash than three of your colleagues. Dipping his quill once more he quickly scribbled the name of the next victim.
Peth is short even for a gnome; his appearance is thoroughly nondescript, to the point where many of his associates fail to recognize him as often as not. He generally wears his shoulder-length hair pulled back in a tight braid, wound and tied with gray silk nearly the color of his hair. When out and about in a safe haven, he tends towards functional, unadorned clothing of the type favored by explorers; when in his role as sometime Sage, however, he dons fancier clothing fashioned after the robes of an ancient scholarly sect. Outside of havens, his blueshine chain shirt glimmers just at the edge of vision as he slips from shadow to shadow almost unconsciously.
Personality
Knowledge is Peth's oldest and deepest love, and it is highly unlikely anything will ever dislodge it. He is happiest prowling through ancient detritus, either physically in some ruined section of the City, or metaphorically while translating some newly discovered text. However, unusually among seekers after ancient knowledge, he feels little possessiveness for his hard-won information, provided fair exchange is given. He revels in the role of Sage, in the dispensing of valued information, not least because it leads to respect and associations that might otherwise be denied a whisper gnome. Nonetheless, Peth has few friends, none terribly close, but his love affairs tend to be highly emotionally charged, if brief, relationships.
Peth cannot stand being lied to, and will only lie himself in dire circumstances; dishonesty and disorganization are anathema to him. He will often refuse to deal further with someone who has told him even a relatively minor lie, and this reputation for fair dealing is as well known as the breadth of his knowledge among treasure-seekers and their contacts.
2 level: (4, 10 bought, 14 total) Resist Energy, Cure Moderate Wounds, Lesser Restoration, Darkness, Sound Burst, Inflict Moderate Wounds, Bull's Strength, Iron Silence (CAdv), Make Whole, Balor Nimbus (SC), Close Wounds (SC), Master Air (SC), Curse of Ill Fortune (SC), Ghost Touch Armor (SC)
3 level: (4, 10 bought, 14 total) Dispel Magic, Glyph of Warding, Magic Circle Against Evil, Remove Curse, Mass Resist Energy, Cure Serious Wounds, Mass Lesser Vigor, Locate Object, Speak With Dead, Magic Vestment, Fell The Greatest Foe (SC), Swift Fly (SC), Mass Align Weapon (SC), Light of Venya (SC)
Special: Dark Knowledge (foe)
Attribute Increase: Int
Whisper Gnome
* +2 Dexterity/Constitution, –2 Strength/Charisma
* Humanoid (Gnome)
* Small: As a Small creature, a whisper gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters those of a Medium character.
* Whisper Gnome base land speed is 30 feet, despite their size.
* Low-Light Vision: A whisper gnome can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination.
* Darkvision: Whisper gnomes can see in the dark out to 60 feet.
* Weapon familiarity: Whisper gnomes treat gnome hooked hammers as martial weapons rather than exotic weapons.
* +1 racial bonus on attack rolls vs. kobolds and goblinoids (including goblins, hobgoblins, and bugbears)
* +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants)
* +4 racial bonus on Hide and Move Silently checks.
* +2 racial bonus on Listen and Spot checks.
* Spell-Like Abilities: 1/day - silence (centered on whisper gnome's body). A whisper gnome with a Charisma of at least 10 also has the following spell-like abilities: 1/day: ghost sound, mage hand, message. Caster level 1st; save DC 10 + Cha modifier + spell level.
* Favored class: Rogue
* Racial Feats: The Extra Silence and Silencing Strike feats can be taken by whisper gnomes.
* Level Adjustment: +0
Equipment
2 x 1 level scrolls 50 gp
10 x 2 level scrolls 1500 gp
10 x 3 level scrolls 3950 gp
6 x 4 level scrolls 2400 gp
Ring of Sustenance 2500 gp
Handy Haversack 2000 gp (5lb)
Chain Shirt (100 gp) Masterwork (150 gp) +1 (1000 gp) Blueshine (1500 gp) 2750 gp (12.5lb)
Morningstar (8 gp) Masterwork (300 gp) 308 gp (3lb)
Heavy Crossbow (50 gp) Masterwork (300 gp) +1 (2000 gp) 2350 gp (2lb)
50 bolts 5gp (xlb) (0.5lb)
2 Daggers 4 gp (1lb)
Cloak of Resistance +1 1000 gp
Darkwood Shield 257 gp (5lb)
Headband of Intellect +2 4000 gp
Wand of CLW 750 gp
Lesser Iron Ward Diamond (DR 3/- up to 30 dam/day, 2000 gp) (MIC)
Pearl of Power, Level 1 (1000 gp)
Explorer's outfit
Scholar's outfit 5 gp (3lb, HH)
Standard Adventurer's Kit 15 gp
Bedroll (2.5lb, HH)
Flint/steel
2 sunrods (1lb, HH)
10 days' rations (10lb, HH)
50' hemp rope (10lb, HH)
Waterskin (4lb, HH)
Spell Component Pouch 5 gp (2lb)
Prayer Book (3lb, HH)
Journal (50 sheets) 20 gp
5 candles 5 cp
4 scroll cases 4 gp (2lb, HH)
2 pieces chalk 2 cp
Ink (2oz.) 16 gp
Inkpen 1 sp
Sewing Needle 5 sp
Thread 5 sp
(HH: Stored in Handy Haversack, weight not counted towards total below)
Peth set the foaming tankard of ale on the edge of the table above him, then heaved his slight frame into the too-tall chair. Wriggling into a more comfortable position, he drew the mug closer to him with his right hand, and with the other opened his worn, stained journal to the first blank page. He paused, downed nearly a third of the ale, then pulled a tattered piece of parchment, an inkpot, and a pen from the backpack laying on the table beside him. Laying the parchment carefully next to the journal, he dipped the pen into the ink and began to copy its contents into his book.
Several mugs later, Peth finished the last flourish on the last line. He sprinkled sand carefully over the newly finished page, then returned the ink, pen, and parchment to his pack and closed his journal. Weary and sore as he was, a sense of accomplishment at saving one more piece of ancient knowledge from the ruins of the past suffused his soul. He hoisted his mug one more time and drained the last of his ale, then hopped lightly off the chair and headed for the market to see if any new antiquities had shown up since he'd last been in this safe haven, three weeks ago.
Wandering through the market, searching for treasures among the fakes, the mundane, and the just plain weird, Peth mused on how his fortunes had increased in the last few years. Peth had never been much interested in clerics and gods; the whole idea felt too much like fakery and performance to the utterly honest gnome. Yet the powers those clerics wielded were fascinating; Peth had long felt there must be rules to divine magic itself, rules that transcended mere deities. His breakthrough had come with a lucky find, a tattered scrap of an ancient text inscribed with strange runes in a glittering ink that had not faded, even though it must have been several hundred years old at least. It had taken Peth nearly six months just to begin to translate the scroll, a time that led him to begin building up one of the most comprehensive libraries of ancient knowledge in his area--a fact that occasionally brought other treasure-seekers to his door, seeking advice and information.
The key to understanding his collection lay first in learning to read the glittering writing, and to do that Peth began searching out other, similar writings. Finally he discovered what seemed to be a beginning lesson -- it referred to itself as a "prayerbook" -- covering the principles of learning divine magic, without any reference to deities or external powers. For days he struggled to understand the lesson and the scroll, until finally the entirety of the spell contained within it was his. He closed his eyes, chanted the strange syllables of the spell, and felt a surge of pure living energy well up within him. Opening his eyes, he saw that, as the prayer book had described, a faint nimbus of golden light surrounded his hands, the power of the spell awaiting its release. He touched one hand to his chest, experimentally, and the nimbus flowed into the rest of his body, leaving him refreshed and invigorated--quite aside from his pride at mastering the spell! It wasn't until nearly ten minutes later that he noticed a cut he'd given himself making dinner the night before was gone as if it had never been.
After that, Peth's studies began to accelerate. Three months later he had managed to research a spell specifically for the translation of magical texts--and a month after that he had mastered everything his current library had to offer.
It wasn't enough. The pure joy of discovering a new spell, or a description of some ancient experiment, beast, or item, or even an otherwise banal journal entry by some millenia-ago writer, drove Peth onward. He began to establish contacts with others who collected the detritus of ancient civilizations, cautiously. His library grew by leaps and bounds, for a while. Then it seemed he'd tapped out the things he could buy or borrow, and his gaze turned outwards, away from the safe havens of the city in which he lived.
With his deep knowledge of the creatures and constructs common to ancient ruins, the spells he'd wrested from his writings, and his own innate ability to pass unnoticed, Peth had many advantages over other treasure hunters. At first he restricted his movements to relatively safe areas, but those same areas had already been picked over many times before, and before long he was forced to travel further afield, into unexplored and more dangerous areas. Each time he returned with more treasure -- gold for his expenses, but more importantly a few scraps of paper, or an item that still held the flickering auras of divine power; at the very least, his journals held more notes and drawings of the creatures and things he'd found on his journey.
Unfortunately, the last few trips had resulted in fewer and fewer interesting finds. Then Peth heard of a new mystery, a valley that was suddenly producing all the hallmarks of a really great ancient ruin recently come to light: disappearances, apparitions, and unexplainable beasts.
Peth began packing at once; surely his array of knowledge would be indispensable in discovering and containing whatever dangers the vallery held, and just as surely there would be many interesting things for him to add to his collection.
His eye fell on the map unfurled on his table, a single small dot drawing his eye far out of proportion to its size. "Angelwatch," he murmured, pausing for a moment in his packing.
Last edited by cheshire_grin; 26th August 2009 at 11:12 PM..
Size: Medium
Age: 28
Height: 6' 1"
Weight: 179 lb
Eyes: deep blue
Hair: light brown, wavy to shoulders
Skin: lightly tanned
Appearance
Broad of shoulders and chest Kye could have been a great warrior but
was called into Helm's service. He keeps his face clean shaven and polishes his armor and shield till
the shine could blind a man.
Personality
Kyelingar "Kye" is a self-assured braggart who belives that with Helm's help
nothing is impossible. No foe is to great or challenge to tough, that through
Helm's might anything can be accomplished. It is these beliefs that usally help
find himself in trouble.
Aura(Lawful), Spells(may not cast Chaotic spells), Domain Spells, Spontaneous Spell Casting,
Turn Undead:
--times per day: 11
--range: closest undead first then 60' range/no line of sight needed but do need line of effect
--turning check: 1d20 + 4 [CHA] + 2 [synergy-knowledge(religion)] = 1d20 +6
--turning damage: 2d6 + 4 [CHA] + 8 [cleric lvl] = 2d6+12
--effect/duration: turned undead flee from cleric by best and fastest means for 10 rounds, if they cannot flee they cower
(giving attack rolls a +2 bonus), if the cleric approaches within 10' the turning is broken
--destroying undead: if the cleric has twice as many or more levels as the undead have hit dice they are destroyed instead of turned
Domain ablilities: Protection: Can generate a protective ward as a super-natural ability. Grants someone touched a resistance bonus equal to cleric level on next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of one hour that is usable once per day. Strength: Can perform a feat of strength as a super-natural ability. Gains an enhancementbonus to Strength equal to cleric level. Activating the power is a free action, the power lasts one round and is usable once per day.
Light load: 66 lb.
Medium load: 67-133 lb.
Heavy load: 133-200 lb.
Lift over head: - 200 lb.
Lift off ground: - 400 lb.
Push or drag: - 1,000 lb.
Total Weight:
carried - 104lb. = medium load
without pack - 82lb. = medium load
Kye and all equipment - 283lb.
Languages: Common and Celestial
Feats
Proficient with all simple weapons
Light, Medium, and Heavy Armor
Proficient with all shields(except tower)
Negotiator
Extra Turning
Exotic Weapon Proficiency(bastard sword)
Weappon Focus(bastard sword)
Divine Might
* Humanoid (human)
* Medium: As Medium creatures, sun elves have no special bonuses or penalties due to their size.
* Human base land speed is 30 feet.
* 1 extra feat at first level
* 4 extra skill points at first level and 1 extra skill point at each additional level
* Automatic Languages: Common Bonus Languages: Any (other than secert languages)
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty
her highest-level class does not count.
* Level Adjustment: +0
Equipment
Standard:
Backpack................2gp...2lb
Bedroll.................1sp...5lb
Blanket,winter..........5sp...3lb
Waterskin...............1gp...4lb
Flint&Steel.............1gp...---
Scroll Case.............1gp...1/2lb
Belt Pouch..............1gp...1/2lb
Everburning Torch.......110gp...1lb
Traveler's Outfit.......1gp...worn
Cleric's Vestments......free...6lb
Holy Symbol,wooden.............1gp....---
Heavy Mace,masterwork...312gp...8lb
Magical:
The Watchful Eye of Helm......3,328gp...1lb
--Divine Focus = Holy Symbol,silver
--acts as Metamagic Rod(extended,lesser)
+1 Full Platemail............2,650gp...50lb
-- Holy Symbol,silver (built into right gauntlet)...........25gp....1lb
+1 Heavy Shield,steel........1,170gp...15lb
Yasaderian...................8,335gp...6lb
-- +1 ghosttouch bastard sword
Silver Dagger, masterwork....322gp...1lb
Gloves of Dexterity(+2)......4,000gp...worn
Cloak of Charisma(+2)........4,000gp...worn
Scroll-divination(cstrlvl7)..700gp...---
Potions:
-- Remove Curse..............750gp...1/2lb
-- Levitate..................300gp...1/2lb
Lo, that you should know I was once a common man, berifted of the blessings of Helm. My friends, let me tell you the tale of how I became a servent of The Watcher, how the mighty Guardian of the Realms, The Viligalante One was ever so vigilinte with a poor boy from the south lands. In my youth I was but a normal boy of normal parents and in the days as a younger manhood I was a simple tradesman's apperentice, a worker in metal. When I reached the first day of my adulthood and my apperentiship was at an end I found I could not go out into the world and be a master of my craft. The will to forge and toil was no longer a part of me. I felt
out of place, so I left to search out my calling. I traveled years and years and saw wonders that have their own tales to tell, but the story that led me here I will tell. I was being idle one day after a long weeks marching (and this after almost three years searching) I found myself under an orchard tree in a valley of green life and blue water. I watched with lazily eyes, heavy for sleep as the view of the land changed. As I sat there with my back to the tree, the grass began to brown and then blacken, the sky began to cloudover and turn to grey. The trees... the trees began to twist and shrivel until they became but skeletal images of themselves, lean, listfull, and bear.
It was a sign! A vision givin to me by Helm himself, a warning of things to come and a glimpse of where my future would lead. Helm saw fit to choose me as his champion in the realms of mortals, to stop the vision from taking form in reality. Here at the Valley of the Dead I will stop this future doom from taking hold in the world. I will vanquish whatever foe who would try to stop me in my quest. And I will do all this in Helm's name and give him praise in all things.
FEAR THEE NOT MY FRIENDS!!! For we are under the eye of The Watcher.
Last edited by HolyMan; 21st September 2009 at 02:16 AM..
Sensalar "Druid of the Blighted Glade" (Druid5/Master of Radiance2)
Spoiler:
Sansalar "Druid of the Blighted Glade"
Neutral Good Male Aasimar (+1LA) Druid 5 / Master of Radiance 2 (from Libris Mortis)
Patron Deity: none (worships the forces of nature)
EXP: 28000
Sensalar is tall and broadly built, with fine features. Years of living amongst the wilds make him seem aloof and difficult to approach. He posseses blue eyes with an almost metallic quality and silver hair. His skin is a fading tan starting to appear weathered from years in the wilds.
He speaks in a soft but compelling voice. He cares little anymore for the care of his clothing and has possesed the samebrown and green traveling outfit for many years and it's patched haphazardly in laces. Over his armor he wears a thin shroud that is barely noticable under his aging outfit. He keeps his scimitar clearly visible and carries a gnarled walking stick which doubles as a quarterstaff at need.
Total Hit Points: 77 (7D8 + 3/lvl Con bonus of 21)
Radiant Aura: provides bright illumination in a 30ft radius around character, shadowy illumination 30ft further free action to activate, Master of Radiance casts light descriptor spells at +2 caster level while within aura. Undead suffer a -2 to attack, damage and saving throw rolls within aura. 1/day, lasts 1 min.
Turn Undead: as cleric of same level as Master of Radiance level (stacks with any other class which provides turning as a class feature)
Searing Light:As a standard action while radiant aura is active 1/round. treated as +2 to caster level.(Master of radiance)
Daylight:As spell 1/day. caster level equal to class levels (Aasimar trait)
ShapeshiftPHB 2 alternate druid class feature) Shapeshift at will into nature-oriented or animal forms. supernatural ability as a swift action. retain normal hit dice, hit points, BAB, saving throw bonuses and skills retain normal ability scores except where noted in individual form entries. predator form:usually a wolf or panther. gain primary bite 1D6, 5 ft. reach, +4 strength, natural armor +4, 50ft. base land speed. gain mobility as a bonus feat while in form at 4th level. aerial form:5th level form, traditionally, eagle, vulture or bat. Gain 1D6 primary talon attack, 5ft. reach, +2 strength, +2 reflex save bonus, +2 natural armor, fly speed 40ft. (good). do not gain wildshape feature or animal companion will put in further forms pending obtainment of required level
Spontaneous RejuvenationPHB 2 alternate druid class feature) spend standar action and sacrifice a prepared spell. All allies within 30ft. including self gain fast healing equal to sacrificed spells level for 3 rounds. do not gain ability to spontaneously cast summon natures ally spells
Standard Druid Class Features:nature sense, wild empathy, woodland stride, trackles step, resist nature's lure
Energy Resistance: acid, cold, electricity/5 (racial)
Light load: 58 lb.
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 325 lb.
Push or drag: 875 lb.
Languages: Common, Celestial, Druidic
Feats
Spoiler:
Lightning Reflexes: +2 to reflex saves
Educated: all knowledge skills as class, +1 to two selected skills
Sacred Vengeance: +2D6 melee attack vs undead till end of round, costs a turning attempt.(Libris Mortis)
Totals:
BAB +4 (+3: Druid/+1: Master of Radiance), Fort +7 (4: Druid/1: Master of Radiance),
Ref +1 (1: Druid/0: Master of Radiance), Will +7 (4: Druid/3: Master of Radiance) Concentration + 6, Knowledge (nature) +8, Knowledge (religion) +5, Spellcraft +7, Heal +6, Listen +4, Spot +4
Aasimar
Spoiler:
* +2 Wisdom, +2 Constitution.
* Outsider (native)
* Medium: As Medium creatures, sun elves have no special bonuses or penalties due to their size.
* Base land speed is 30 feet.
* Darkvision: 60 feet
* Daylight: An Aasimar can use Daylight once per day as a first level caster or a caster of his class level, whichever is higher.
* Resistance to acid 5, cold 5, electricity 5 due to their celestil blood
* +2 racial bonus on Listen and Spot checks.
* Automatic Languages: Common and Celestial. Bonus Languages: Dwarven, Elven, Gnome, Halfling and Sylvan
* Favored Class: Paladin
* Level Adjustment: +1
Master of Radiance
Spoiler:
Master of radiance is a five level PrC from Libris Mortis. It grants a turn undead ability which stacks with any existing class
possessing the feature. A BAB progression of +0,+1,+2,+3,+3, Fort and Will progressions of +2,+3,+3,+4,+4, and a Ref progression of +0,+0,+1,+1,+1. 1D8/lvl hit dice, 4+Int/lvl skill points, and a +1 level of existing divine spellcasting class for level 2-5. Special class features
are listed under special abilities.
Equipment
Spoiler:
Deathward Wildwood Chainmail +1 = 4750 gold/30 lbs, AC +4, -1 to armor check (wildwood material chainmail from Races of the Wild = 600, deathward = 4000) wildwood: 10 Hp/inch of thickness, hardness 6, heals 1 point of damage per 24 hours if exposed to sunlight for 1 hour/day, 5 points if
soaked in at least 1 gallon water per day, non-magical Deathward: Armor and shields that have this property are favored by
those dedicated to fi ghting the foul art of necromancy. While wearing or using death ward armor or a death ward shield, you can activate the armor to ignore any death effect (including death spells, magical death effects, and energy drain) or negative energy effect(such as inflict spells or chill touch). The death ward property functions once per day.
Darkwood Buckler = 190 gold/2.5 lbs AC +1 Darkwood: confers no additional benefits but items made of this material weigh 1/2 of normal weight, have 10 HP/ inch of thickness and hardness 5
Flaming Quarterstaff +1 = 8300 gold/4 lbs (quarterstaff two-handed/ 1d6/1d6/ crit x2/ bludgeoning) Flaming: On command a flaming weapon becomes sheathed in magical flames, which do not harm the wearer, and does an additional 1d6 fire damage. This effect can be turned off with another command.
ghost shroud, you gain a +1 deflection bonus to Armor Class. In addition, all your melee attacks can affect incorporeal creatures as if you were wielding a ghost touch weapon.
Sensalar pays homage first and foremost to the forces of nature and the order of untouched world. He does however pay at least a cursory
respect to any god who maintains ties to nature, good or protection with a special respect for gods of the sun and those who abhor unlife,
though by no means can it be called devotion.
background
Spoiler:
Sensalar is a descendant of a long-forgotten half-celestial paladin named Erykul whose memory is preserved amongst his line. In tribute
to this ancestor, the men of Sensalar's family have a tradition of entering the church or becoming protectors of the world around them.
They usually enter the service of some good deity, but he is far from the first of his line to devote their life to preserving the natural
world as guardians of nature, acting more to help balance the intelligent races of the world's actions with the needs of the land which
provides their lifeblood.
His family's dedication to preserving the tenets of their celestial forefathers' homelands in the prime material world have led those who
have chosen to walk the path of the druid to be more sociable with the denizens of developed lands, often helping them to meet their own
needs without doing harm to the land. Although a sort of black sheep of their family, they are still accepted within their clans ranks as a
sort of eccentric but loved member.
Sensalar spent many years peacefully doing his dut as he saw it, learning the secrets of the druids with only minor issues and the occasional
incursion by peasants, usually resolved once he showed them a more effective way to utilize the land and it's creatures. This fairly benign
existance came to a close one day when a powerful necromancer decided the rural forest, and specifically the glade Sensalar called home, would
be ideal as a base in which to pursue his corrupted studies away from prying eyes. Although Sensalar was unhappy with this arrangement, deeming
necromancy to be an evil art which broke the natural cycles of life and death, there was little he could do against such a powerful foe, and he
decided it best to simply continue his vigilance around the dread wizard so long as he restricted his activities to studies and experiments
that didn't harm the surrounding area.
This arrangement lasted for only a few short years however. Soon the wizard began studying the undead in an attempt to discover the secrets of
immortality. In time, the forest became overrun with the beings the mage had summoned or created there and the once peaceful area transformed
a place of safety and beauty to one feared and avoided by any who had heard of it. Sensalar began to focus on the natural powers of the light to
affect these creature but was unable to combat the scourge single hand. He was soon driven from the forest to search for help with the priests
and warriors of his family.
After a year of training and urging is kinfolk to action, Sensalar returned to the find the forest gone, with only a desolate, rocky plain where
he had once been so happy. After speaking with the surrounding farmers, a strange tale emerged. The simple peasants claimed that late one night an
unnatural fog descended throughout the outskirts of the forests and the next day, those who ventured out to hunt or gather plants on the edges of
the dark forest found only desolation where fear had once reigned. Sensalar has since dedicated his life to discovering what happened to his home
and studying and combating unlife wherever it rears it's head. Hearing of the infestation in Angelwatch, he has traveled there to offer his services
in the hopes of finding answers of his own.
Common shapeshifter ability forms
Spoiler:
Leopard
Medium Animal All stats/skills/abilities retained from normal form except wherenoted.
Str: + 4 = 18 (+4) all attacks gain + 1/4 Druid level and are treated as magical afterlevel 4.
Attack: (bite) = 1d6 + 4 (Str) + 1 (druid)
Full Attack: (bite) = 1d6 + 5, (2 claws) = 1d3 + 5 (+4 str, +1 Druid)
Reach: 5 ft.
Armor Class: 17 = 10 + 3 [Dex] + 4 [natural from predator form]
Flat footed:14,
Touch:13
Base Land Speed: 50 ft.
Bonus Feat: Mobility (only in predator form0 [4th level shapeshifter class feature]
Spoiler:
Hawk
Tiny Animal All stats/skills/abilities retained from normal form except where noted.
Str: +2 = 16 (+3) all attacks gain + 1/4 Druid level and are treated as magical after level 4.
Attack: 1d6 + 4 = 1d6 + 3 (Str) + 1 (druid level)
Full Attack: (same)
Reach: 5 ft.
Armor Class: 15 = 10 + 3 [Dex] + 2 [Natural armor from aerial form]
Flat footed: 12
Touch: 13
Ref save: + 8 = + 1 [base] + 3 [Dex] + 2 [feat] + 2 [aerial form]
Base fly speed: 40 ft. (good)
__________________ miscellaneous list O' junk
Spoiler:
Can access almost all 2.0 and 3.5 materials, most 3.0 splatbooks, core 4.0 stuff (it's an okay game on it's own but it's definitely different from the D&D I've known for the last 16 years)
Spoiler:
player:"How much damage does a gnome do?"
DM:"depends on his stats and his weapon."
player:"so go by weight."
DM:"NO use the small weapon listings."
player:"I think you misunderstood what I'm asking. I'm playing a half-orc. I repeat my first question in light of this"
FROM Chatty DM's site: "let's attack some bitches with some hoes."
"what's the AC to hit puberty."
Last edited by jager0727; 21st September 2009 at 06:51 AM..
Reason: changed item costs, recalced gold
Size: Medium
Age: 22
Height: 6' 11"
Weight: 175 lb
Eyes: Green
Hair: Blond
Skin: Tanned
appearance
Above all else, Maximus is noted for his size, standing a head above most people. He usually has a smile on his face, which sets against his battle scars. His hair is always seems mangled, even if combed or cut. His sharp, green eyes watch everyone around him, as if looking for something. He has 4 large scars on his back, his wound for fighting a dire ape. His black sword has green runes on it, a sign of its magical nature.
Paladin Abilities:
Aura of Good [Detect Good @ Paladin Level]
Detect Evil [at Will]
Smite Evil 2/day [Charisma bonus to attack, +1 per paladin level to damage]
Divine grace [Charisma bonus to saving throws]
Lay on Hands [Heal Paladin level x charisma bonus]
Aura of Courage [Immune to fear, allies within 10’ gain +4 on saving throws against fear]
Divine Health [Immune to all diseases]
Turn Undead [3/day +Charisma modifier] Turns undead as a cleric of three levels lower would.
Special Mount [Call Heavy Warhorse 1/day as full-round action]
Remove Disease 1/week [as the spell]
Blessed Weapon [Weapon is good aligned
Fist of Raziel:
Magic Circle against evil [as Cleric of same level]
Smite evil 1/day [stacks with Paladin abilities]
Good aligned(su)[Weapons are good aligned whenever smiting evil]
1: Paladin – Diplomacy +4, Knowledge (Religion) +4, Heal +2, Sense Motive +4; gain Aura of good, Smite Evil 1/day, Detect Evil
Feat: Power Attack, Servant of the Heavens
2: Paladin - gain Divine grace, lay on hands
3: Paladin - gain Aura of Courage, divine health
Feat: Exotic Weapon Proficiency(bastard sword)
4: Paladin - gain Turn Undead
5: Paladin - gain Smite Evil 2/day, Special Mount
6: Paladin - gain Remove Disease
Feat: Two-weapon fighting
7: Fist of Raziel – gain Magic circle, smite 1/day (good aligned)
History
Born to a Paladin and priestess Ilmater, Maximus started his training early. He didn’t have the mentality for the divine arts, but did his best. He was more capable as a warrior of the church, and his training for paladin hood started. His training went well.
When Maximus was about nine, he was given the task to see to the needs of a elder of a village destroyed by orcs. Maximus befriended him and was taught how to use his words and personality to get things done, instead of always referring to the blade. Maximus went along with the citizens when they were escorted back to their village. He was appalled by the destruction that the orcs caused, but was surprised when the villagers had already been buried. The elder explained that one of the fist of Raziel must have done it when they cleansed the village. When asked what they were, the elder said that the fist of Raziel are holy warriors that are called to destroyed evil wherever it is.
Maxmus, with a dislike for the evil orcs in his mind, became determined to join fist of Raziel. So after achieving his paladinhood, he decided to leave the church and seek them out. Not long after he left, Maximus learned he had a bad sense of direction. As such, he got lost often and just started wandering, taking care of problems that came up around him, helping people work out problems or killing a monster or two.
After years of travel he located them and shortly thereafter, joined them. After learning their arts, he was sent out to purge evil, and once again traveled, mostly alone. Maximus would occasionally travel with other adventurers or fellow fists of Raziel. He eventually got wind of the troubles of Angelwatch and started off, a few weeks later he has finally arrived.
Equipment
Money Left: 72gp 5sp 1cp
+1 Mithral Chainmail 5150gp 20lb
Greater crystal of aquatic action 3000gp-lb (Magic Item Compendium)
+1 Ghost touch Bastard sword [color: black] 8344gp 6lb (Color: Races of the Dragon)
+1 Bastard Sword [color: red] 2344gp 6lb (Color: Races of the Dragon)
Belt of one mighty blow 1500gp 1lb (Magic Item Compendium)
Brute Ring 2300gp -lb (Magic Item Compendium)
Dimension stride boots 2000gp 1lb (Magic Item Compendium)
+1 heavy steel shield 1170gp 15lb
Class Features
-Summon Familiar
-Scribe Scroll
-Skill Focus (Spellcraft)
-Expand Spellbook: Extra Enchant Spell in Spellbook
-Greater Spell Focus: Gain the Feat
-Minor Esoteric: Targets on your charm spells do not get a bonus on their saves due to being currently threatened or attacked by you or your allies. In addition, subjects of your compulsion spells do not get a bonus on saves due to being forced to take an action against their natures.
-Expand Spellbook: Extra Enchant spell in Spellbook
-Enchanter Specialist:
Banned Schools
-Evocation
-Necromancy
Racial Traits
Bonus 1st Level Feat
Extra Skill Point each Level
Extra 4 Skill Points at first Level
Spells
Spells known
1st: First Level - Charm Person, Hypnotism, Sleep, Unseen Servant, Mount, Mage Armor, Enlarge Person
2nd: First Level – Enlarge Person, Detect Undead
3rd: Second Level - Torrent of Tears (CM: 119), Touch of Idiocy
4th: Second Level - Glitter Dust, Mirror Image
5th: Third Level - Suggestion, Haste, Hold Person
6th: Third Level - Fly, Dispel Magic
7th: Fourth Level - Charm Monster, Dimension Door
8th: Fourth Level - Solid Fog, Greater Invisibility, Confusion
Age: 23
Height: 5’7”
Weight: 130
Hair: Dirty Blonde
Eyes: Brown
Appearance: Latham is pretty plain looking. Not unattractive but easily overlooked. His features are nearly effeminate with his long eyelashes accentuating this. His average height is accompanied with his slight build. He keeps his dirty blonde hair medium length, allowing it to fall over a headband. He keeps a blue wool jacket that he wears over a vest and shirt.
Background
Even at a young age, Latham Brack was able to read people. He showed the traits of an empathic and was quick enough to know what to say in each situation. Always mature for his age, he never played with the other children. A man, Tuncay, spotted the atypical behavior and tested the young boy. After passing with flying colors, Latham was apprenticed to Tuncay’s own apprentice, Prysler, who was ready to move on from a pupil to a teacher.
Over the course of his studies, Latham’s aptitude in Enchantment shined, just like Tuncay thought it would. The power to enter minds and compel or suggest things came naturally to the student. So in time the moment for the “Enchanter’s Test” approached. A large group of Teachers and Students would engage a variety of “monsters”, collecting a so-called menagerie to perform tests on and analyze. For the Enchanters, a natural choice was the illithids, who performed their own unique control over minds.
Something went awry, however, and the divinations were not as accurate as was assumed. True, there was a Githzerai-Illithid battle, but what wasn’t known was that there was a Mind-Flayer Sorceror amongst the “monsters.” It was a fierce battle, Latham himself no match for an illithid’s powers, so he did what he could, avoid and manipulate others. He found a Githzerai and had this creature protect him throughout the encounter.
The effects of the enchantment over this Githzerai lasted a bit long than Latham would’ve preferred, but after a while it became handy having this monk around. So, sans master, Latham and Keht searched for knowledge which could lead to eventual power.
Class Features
-Flurry of Blows
-Stunning Strike (5/day) Fortitude DC:17
-Improved Unarmed Strike
-Evasion
-Combat Reflexes
-Still Mind
-Ki Strike
-Slow Fall 20ft
-Bonus Landspeed 10
Racial Traits
-Darkvision 60ft
-Spell Resistance 5 + Class Level
-Inertial Armor (+4 Armor Class as long as Conscious)
Languages
-Githzerai
Equipment
200gp
Periapt of Wisdom +2 – 4,000gp
Salve of Slipperiness – 1,000gp
Feather Token Tree – 400gp
Vitals
Height: 6’2”
Weight: 165
Appearance: Exhibiting the typical traits of a Githzerai, Keht is tall and lanky with a strong musculature. He shrouds himself in plain garb, a hooded cloak hiding his features, his yellow eyes dull. White linen wraps his hands and feet, and he carries naught with him but a necklace.
Background
Keht was included in his first rrakkma, more as an inactive participant, as the monastery he came from was wont to do with untested monks. But the information about the illithids they were hunting was incorrect and they were vastly outnumbered. The mentors and the masters were killed, their brains ingested, the students who remained were enslaved. However, this fate did not last long, as there were more hunters after these illithids, and they took advantage of the distraction and struck. They were humanoids from the material, and they used magicks and blades. Many of them perished, but not before the last of the mind-flayers were destroyed. One of these humanoids had charmed Keht to fight the illithids on his behalf, and after the dust settled there were only a handful left; no mind-flayers, no Githzerai. The humanoid, Latham, had lost his master in the battle, and Keht, feeling beholden to the man, decided to work off his life-debt.
Size: Medium Age: 24 Height: 5' 8" Weight: 130 lb Eyes: Crystal Blue Hair: Light Blonde Skin: Pale-ish blue
The above traits are of Alevyth's true form, not his typically chosen form.
Appearance
Alevyth is almost never in his normal form, primarily because he feels his appearance is not at all attractive or suiting to his pursuits. Rather, he takes the form of a human male which he deems more suiting to his disposition.
In this form, Alevyth's height and weight remain unaltered. His eyes almost always remain the same color, though his hair is always more full(not whispy and such, but a full head of hair) and falls to his shoulders, almost always in a ponytail when in armor, concealed beneath the plates. His human form is well-muscled and lean rather than bulky, and while he wears bulky plate, he is not altogether clumsy either.
His skin is a very light tan, seeming almost as if he hardly had any sun exposure at all. It is also completely smooth, without a blemish. Some might find his 'perfect' appearance off-putting, but Alevyth doesn't realize how 'unreal' his appearance really is.
Total Hit Points: 98 (5d10+3d8+24) Total Hit Points(in shapeshift form): 106 (5d10+3d8+32)
Speed: 30 feet , 20 Feet in Medium/Heavy armor
Armor Class: 27 = 10 +10 [+2 Mithril Full Plate] + 3 [dexterity] + 4[+1 Heavy Darkwood Shield(w/Shield Specialization)]
Touch AC: 17 Flat-footed: 24
Special: Shield Bonuses apply to touch AC and rolls to resist Bull Rush, Disarm, Grapple, Overrun, & Trip attempts
Shapechanged attributes(Warshaper)
Character gains bonuses when outside his usual form
Type: Medium Humanoid (Shapechanger) Morphic Immunities(Ex): Stunning, Critical hits Morphic Weapons(Su): Move Action to manifest any natural weapon appropriate for it's size(This may be changed at will[still a move action]) Morphic Body(Su): +2 Strength, +2 Constitution (Becomes +4/+4 at CL 20) Morphic Reach(Su): Gains +5 feet of reach.
Special: +1 Insight Bonus to attack and damage rolls against anything with a supernatural ability.
+1 Undead Bane Longsword
To Hit: +10 = 7 [base] +2 [strength](+3 while shapechanged) +1 [enhancement bonus]
To Hit Undead: +12 = 7 [base] +2 [strength](+3 while shapechanged) +3 [enhancement bonus]
Damage: 1d8+3(+4 while shapechanged)
Damage to Undead: (1d8+5)+2d6 [(1d8+6)+2d6 while shapechanged]
Critical Range: 19-20
Critical Multiplier: x2
Masterwork Knee Blade
To hit: +8 = 7 [base] + 2 [strength](+3 while shapechanged) +1 [enhancement bonus] -2 [Hidden Penalty]
Damage: 1d6+2(+3 while shapechanged)
Critical Range: 19-20
Critical Multiplier: x2
Sleeve Blade
Sleeve Blade
To hit: +7 = +7 [base] +2 [strength](+3 while shapechanged) -2 [Hidden Penalty]
Damage: 1d4+2(+3 while shapechanged)
Critical Range: 19-20
Critical Multiplier: x2
Boot Blade
Boot Blade
To hit: +7 = +7 [base] +2 [strength](+3 while shapechanged) -2 [Hidden Penalty]
Damage: 1d4+2(+3 while shapechanged)
Critical Range: 19-20
Critical Multiplier: x2
Composite +2 Longbow
Composite +2 Longbow
To hit: +10 = +7 [base] +3 dexterity
Damage: 1d8+2
Critical Range: 20-20
Critical Multiplier: x3
In natural form
Light load: 58 lb.
Medium load: 59-116 lb.
Heavy load: 116-175 lb.
Lift over head: - 175 lb.
Lift off ground: - 350 lb.
Push or drag: - 875 lb.
During Minor Change Shape
Light load: 76 lb.
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: - 230 lb.
Lift off ground: - 460 lb.
Push or drag: - 1150 lb.
Languages: Common, Celestial
Feats
Shield Specialization(Heavy) [PHB II]
Shield Ward [PHB II]
Combat Reflexes
Knightly Training [Eberron]
Supernatural Crusader [Tome of Magic]
Negotiator [Bonus +2/+2 feat for 0 LA]
3: Paladin - Sense Motive +1, Diplomacy +1, Knowledge(Religion) +1
Gain Aura of Good(Ex) - Aura equal to Paladin Level
Gain Detect Evil(sp) at will
Gain Smite Evil(Su) 1/day - Cha bonus to attack, Paladin level to damage
Feat: Knightly Training(Warshaper)
4: Paladin - Sense Motive +1, Heal +1, Diplomacy +1
Gain Divine Grace - Cha bonus to saves
Gain Lay on Hands - Cha bonus + Paladin level heal (Touch)
5: Paladin - Knowledge(Religion) +1, Sense Motive +1, Jump +1
Gain Aura of Courage - Immunity to Fear, Allies within 10' gain +4 bonus on saves against fear
Gain Divine Health - Immunity to Diseases(including Su)
6: Warshaper - Balance +1, Disguise +1, Concentration +1
Gain Morphic Immunities (Immunity to Criticals and Stunning)
Gain Morphic Weapon (Move Action to manifest a natural weapon appropriate to size)
Feat: Supernatural Crusader (Tome of Magic)
7: Warshaper - Escape Artist +1, Balance +1, Disguise +1
Gain Morphic Body (+2 Strength, +2 Con [Becomes +4/+4 at level 20])
• Humanoid (shapechanger)
• Medium size
• 30’ movement
• Standard Vision
• +2 Racial bonus on saves vs. Sleep and
Charm effects
• ‘Speak Language’ is always in-class.
• +2 Racial bonus on Bluff, Intimidate, and Sense
Motive checks.
• Minor Change Shape (Su) – Disguise Self at will as a
Full Round Action. This is a Transformation, not
an Illusion. The Changeling’s body changes, but
not its possessions. The change is permanent until
willingly changed. Use of this ability grants a +10
Circumstance bonus on Disguise checks.
Favored Class: Rogue
GP on person: 794, 1 silver
Encumbrance: 57.5 LB of gear
background
Alevyth was born in a somewhat distant land, orphaned amongst a benevolent family of humans, who took him in despite his strange, inhuman appearance. As he grew older, he learned to control his race's affinity for altering shape, and at his parents behest, chose a single appearance to use to slide into an identity less likely to create friction with society. With that choice made, Alevyth lived most of his life as a normal 'human' boy.
As he grew older, the boy showed promise in his negotiating skills, avoiding conflicts and resolving problems without the use of his blade. However, more often than not, he'd end up getting into fights with the other kids, because the boy also had a habit of attempting to solve problems people didn't always want solved. Due to the number of scuffles the boy got into, his parents arranged for him to become a squire to a Knight. While he channeled no divine might, the man was virtuous and sought to uphold justice and protect the less fortunate.
Alevyth learned from the man, but in combat lacked the rigid conduct that was required of a knight. He took advantages the Knight refused. And so, Alevyth eventually parted ways with the Knight, though not on entirely unpleasant terms. While the boy did not fight as the noble tried to teach him, he did grasp the man's generous and forgiving nature. Alevyth returned home for a short while, before deciding to wander, aiding the weak and less able with the skills he'd learned, shouldering burdens others would not.
During his travels, Alevyth slowly discovered he was able to simply sense when a person was evil, should he simply concentrate on them for a short span. Likewise, many could tell he meant well upon his arrival. It seemed he'd been granted the gifts he'd heard attributed to Paladins. The boy was curious what deity had gifted him, but imagined it was either Ilmater or Helm, given his tendency to protect those in need of aid.
Additionally, the youth had taken to experimentation with his own unique abilities during this time, learning to use the ability to enhance his own physical abilities when in his chosen forms. He could not apply them in his own form, however... to his chagrin.
In his travels, he began learning more of the undead, and found himself pitying the beings condemned to it. To that end, Alevyth vowed to ease the suffering of such beings, learning to combat their cursed forms and grant them release and respite. And so he traveled, accumulating items to aid with his holy work and protect himself, aiding those he came across who truly needed aid.
When the young man heard of the trouble's in Angelwatch, he traveled long and hard to reach the place so that he may lend a hand in ending the suffering of both the living and the dead.
Accessible at almost any time: http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
Last edited by Theroc; 13th October 2009 at 10:50 PM..
Thok is tall and massive, his disproportionate muscles makes his haired head ridiculously small in comparison. His slightly black skin and his savage looks makes his presence not easy to bare.
Size: Medium
Age: 23
Weigh: 120 kg of ugly half orc
Eyes: Brown
Hair: Black
Skin: Slightly blackened
Total Hit Points: 128
Dexterity gloves +2 5000 gp
Belt of Ogre strengh (+2) 5000 gp
Knee greatsword +1 8350 gp
Composite long bow (+4str) 500gp
Fortificated (25%)Chain shirt +1 4100 gp
Amulet of Health +2 4000gp
Arrows
Backpack 2lb (1)
Bedroll 5lb (1)
Blanket 3lb (1)
Flint/steel (1)
Grappling hook 4lb (1)
Oil 1lb (1)
Pot, iron 10lb (1)
Rope (50ft) 5lb (1)
Torch 1lb (1)
Waterskin 4lb (1)
Climber's kit 5lb (1)
Money: 26950gp-27000gp = 50 gp
background
Thok was a fair name for an ugly boy, son of an orc chieftain that raided the villaje of Last Lights, in a far away land. His mother never wanted him, upon birth, the poor woman left the child and hopefully the memories of the worst day of all her life, abandoned in the middle of the plains that surround the farming town of Last Lights.
Thok was hopeless, just a little black spot on the green grass.
If someone said destiny is tricky, that day proved that person true.
9 month after the first raid, the orcs returned to raid the village again, and found the baby halforc in the middle of the night. They take the baby with them, and tried to raid the village, but this time, they found them prepared. Not many orcs escaped the battle with their lives.
Again, fortunately, Thok survived.
He grew up in the brutality of an orc community, many times having to choose to kill or be killed.
Although he was destined to be a powerful war chief as his father was, something his mother gave him never would let that happen. Thok was compassionate and caring.
Ashamed for that, he abandoned his village and wandered the land, searching for understanding and finding none.
__________________ English is NOT my native language!
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")