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Thread: Dragonslayers

  1. #1
    Thaumaturgist (Lvl 9)

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    Roof of America, yelling
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    Go ahead and post your final versions -

  2. #2
    Lalreth Evermoon
    Male Elf Ranger 6

    Alignment: Chaotic Neutral
    Height: 4' 9''
    Weight: 103lbs
    Hair: Golden Blonde
    Eyes: Green
    Age: 132

    Str: 12 (+1) [4 points]
    Dex: 17 (+3) [6 points, +2 racial, +1 level]
    Con: 10 (+0) [4 points, -2 racial]
    Int: 14 (+2) [6 points]
    Wis: 14 (+2) [6 points]
    Cha: 10 (+0) [2 points]

    Class and Racial Abilities: +2 Dex, -2 Con, immunity to magic sleep effects, +2 racial saving throw bonus against enchantment spells or effects, low-light vision, weapon proficiency (longsword, rapier, longbow, and shortbow), +2 racial bonus to Listen, Spot, and Search checks, free Search check within 5 feet of a concealed door). Favored enemy (dragons +4, humans +2), Track, wild empathy (+6), archery combat style (Rapid Shot and Manyshot), animal companion, divine spells, proficient in all simple and martial weapons, light armor, and shields (excluding tower shields).

    Hit Dice: 6d8
    HP: 38
    AC: 18 (+3 Dex, +5 armor)
    Init: +3 (+3 Dex)
    Speed: 30ft

    Fortitude +5 [+5 base, +0 Con]
    Reflex +5 [+5 base, +3 Dex]
    Will +4 [+2 base, +2 Wis]

    BAB: +6/+1
    Melee Atk: +8/+3 (1d8+1/19-20/x2/S, MW longsword)
    Ranged Atk: +11/+6 (1d8+2/x3/220 ft./P, One Mile Strike)
    Point Blank (within 30') Ranged Attack: +12/+7 (1d8+3/x3/30 ft./P, One Mile Strike)
    Rapid Shot Ranged Atk: +9/+4/+9 (1d8+2/x3/220 ft./P, One Mile Strike)
    Point Blank (within 30') Rapid Shot Ranged Attack: +10/+5/+10 (1d8+3/x3/30 ft./P, One Mile Strike)
    Manyshot Ranged Atk (within 30'): +8/+3 (1d8+3/x3/30 ft./P, One Mile Strike, 4 arrows)
    Manyshot Rapid Shot Ranged Atk (within 30'): +6/+1/+6 (1d8+3/x3/30 ft./P, One Mile Strike, 6 arrows)

    Climb +9 [8 ranks, +1 Str]
    Hide +12 [9 ranks, +3 Dex]
    Knowledge (geography) +7 [5 ranks, +2 Int]
    Knowledge (nature) +7 [5 ranks, +2 Int]
    Listen +13 [9 ranks, +2 Wis, +2 racial]
    Move Silently +12 [9 ranks, +3 Dex]
    Search +13 [9 ranks, +2 Int, +2 racial]
    Spot +13 [9 ranks, +2 Wis, +2 racial]
    Survival +11 [9 ranks, +2 Wis]

    Track (ranger bonus 1st level)
    Point Blank Shot (1st level)
    Rapid Shot (ranger combat style bonus 2nd level)
    Precise Shot (3rd level)
    Manyshot (ranger combat style bonus 6th level)
    Weapon Focus (longbow) (6th level)

    Languages: Common, Elven, Draconic, Sylvan

    Spells Per Day
    Save DC +2
    1st - longstrider, resist energy.

    Backpack - 2gp
    40 arrows – 2gp
    mithral chain shirt – 1,100gp
    MW longsword – 315gp
    2 daggers – 4gp
    Bedroll 5sp
    Waterskin 1gp
    50 ft. silk rope 10gp
    Trail rations (20 days worth) 10gp
    Belt pouch 1gp
    Cold weather outfit 8gp
    Traveler’s outfit (Free)

    Magic Item
    One Mile Strike - +1 distance composite (+1) longbow – 8,500gp

    This elegant longbow is carved from the dark and supple heartwood of an ironoak, and wrapped in the hide of a king stag. The black leather grips, and the strong tips of the bow are reinforced with his antlers.

    One Mile Strike was made almost a hundred years from the start of draconic rule. It was created by an elven magician only known to history as Moonbow. Moonbow was one of the many that tried to strike back at the dragons, but he knew that he was not strong enough to become a classical dragonslayer. He could not run quickly, was not strong enough to fight with a sword, and had magic ill-suited for combat. However, he did have friends that guarded the borders of the elven lands, ones renowned for their ability to shoot far and accurately. It was said they could fell intruders so far away their companions never knew who killed them.

    Wanting to capitalize on that, and knowing the terrible speed of dragons, Moonbow created a magical bow that could fire an arrow farther and higher than anyone could expect, and lose no accuracy in its flight. The bow received its name after a nigh-miraculous shot at a fleeing dragon struck home at nearly a mile distance from its shooter, felling the badly wounded beast.

    Moonbow was going to create several more of these bows, in hopes of felling many dragons from afar, but it was not to be. Somehow the dragons learned of his creation, and chose to punish him and his village to make an example to the others. The village was destroyed in a single swift and brutal strike, taking out the deadly elven arches and the dangerous Moonbow.

    However, One Mile Strike survived the inferno, and was taken by one of the elven youths that helped bury the dead. It passed from youth to youth, few knowing of its impressive properties, preferring to attribute such prowess to themselves. It came to Lalreth as the prize in an archery contest, and he is slowly becoming aware that it may be the bow itself that gives him such accuracy, rather than himself.

    346gp, 5sp

    Hibou, owl animal companion: Small animal; HD 3: hp 12; Init +4; Spd 10 ft., fly 40 ft. (average); AC 20 (+2 size, +4 Dex, +4 natural), touch 16, flat-footed 16; Base Atk +3; Grp -9; Atk: talons +8 melee (1d4-3); full Atk: talons +8 melee (1d4-3) -; Space/Reach 2 ½ ft./0 ft.; SQ low-light vision, link, share spells, evasion; AL N; SV Fort +3, Ref +6, Will +3; Str 5, Dex 18, Con 10, Int 2, Wis 14, Cha 4.

    Skills and Feats: Listen +14, Move Silently +17, Spot +6*; Weapon Finesse.

    Owls have a +8 racial bonus on Listen checks, and a +14 racial bonus on Move Silently Checks. *They have a +8 racial bonus to Spot checks in areas of shadowy illumination.

    [I]Tricks Known:[/b] Attack, Down, Fetch, Guard, Come, Assist Attack, Seek, Assist Track

    Picture of Hibou - http://www.wildlife-art-paintings.co...-picture-4.jpg


    Appearance: http://elfwood.lysator.liu.se/art/t/...anger.jpg.html

    Lalreth is a slight elf man that, while strong, is barely a hundred pounds soaking wet. Slender, with long fingers and a graceful carriage, he moves with much of fabled grace of his kind. His features are narrow and his nose is long, though his eyes are large and seem like deep green pools. His dark gold hair is slightly past shoulder-length, and usually kept tied back. He wears a fine mithral shirt covered by his traveling leathers, and has leather bracers on his arms so that Hibou, his owl friend, can land with comfort. He keeps a serviceable longsword at his side, and an elegantly-carved longbow across his back.

    Personality: Lalreth, or Lal as most people call him, is observant, curious, and has a keen mind. He likes solving puzzles and mysteries, and applies that to his chosen profession as a hunter. Though he can be reserved around strangers, he loses his reserve quickly in the face of any mutual problem or laughter. He’s been known to play pranks on those who can take a joke, and listens avidly to any funny stories in order to keep his spirits up during long and lonely hunts.

    Background: Lal grew up in a world under the dominion of dragons. His first tracking lessons were against dragons, his first histories were theirs; his first loss (of a cousin) was to them. No one, not even the long-lived elves, could afford the long and leisurely childhoods that those born in peace could enjoy. Lal learned at a young age that you couldn’t avoid dragons or hide from them for long, so it was best to learn to deal with them.

    As Lal grew, he began to play both sides of the field. Though his first tracking lessons were against dragons, he also learned how to hunt humans, so that dragons would think to hire him to capture servants that had displeased them. He could hunt a human one month, and track down a dragon another, and felt very little remorse about constantly switching sides. The gold his captures and kills brought were enough for fine wine, pleasurable company, and bawdy songs enough to slake his lust for life, and for now, that is enough. Unlike many, Lal has lost no close family or kin to the dragons (for he barely knew his cousin that perished in his youth), and lacks the burning rage that drives so many to kill dragons remorselessly. Perhaps one day that will change, but for now Lal is little more than a feckless youth.
    Last edited by Isida Kep'Tukari; Saturday, 4th June, 2005 at 06:07 PM.

  3. #3
    Name: Hond Arvild
    Class: Barbarian
    Race: Stout
    Size: Medium
    Gender: Male
    Alignment: Chaotic Good
    Deity: none
    Str: 16 +3      Level: 7        XP: 15000
    Dex: 12 +1      BAB: +7         HP: 101 (7d12+35)
    Con: 20*+5      Grapple: +10    Current HP: 101/101
    Int: 10 +0      Speed: 30'      Spell Res: 0
    Wis: 10 +0      Init: +2        Spell Failure: 25%
    Cha: 8  -1      ACP: -4         *18 before the item
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +5    +0    +1    +0    +0    +0    16
    Touch: 11              Flatfooted: 15
                             Base   Mod    Misc Total
    Fort:                      5    +5     +1     +11
    Ref:                       2    +2     +1     +5
    Will:                      2    +0     +1     +3
    Weapon                  Attack   Damage     Critical
    Aya                       +11    2d6+5      19-20X2
    Throwing axe              +9     1d6+3      X2
    Languages: Common
    -Fast movement
    -rage 2/day
    -Improved uncanny dodge
    -Trap sense +2
    -Damage Reduction 1/-
    Medium build, short, slow land speed = 20 ft but can be maintained while
    encumbered (as dwarf), low light vision, +1 to all saves,
    +2 to listen or crafts involving stone or metal, +1 to hit ferals or dragons,
    +4 AC dodge vs. dragons
    Feats: Power attack, Endurance, Improved overun
    Skill Points: 35       Max Ranks: 7/3
    Skills                   Ranks  Mod  Misc  Total
    Climb                      6    +3   +0     +9
    Intimidate                 10   +0   -1     +9
    Listen                     7    +0   +2     +9
    Jump                       6    +3   +0     +9
    Survival                   9    +0   +0     +9
    Equipment:               Cost  Weight
    Aya                      4350gp 8lb
    +1 light x-bow       x         4lb
    Bolts                    x         2lb
    Throwing axes (x3)       24gp   6lb
    Breastplate              200gp  30lb
    Talisman of Honor        4000gp -
    Backpack                 2gp    2lb
    Bedroll                  1sp    5lb
    Winter blanket           5sp    3lb
    Flint&steel              1gp    -
    Silk rope                10gp   5lb
    Torch (x3)               3cp    3lb
    Tent                     20gp   20lb
    Waterskin (x2)           2gp    8lb
    Explorers outfit         10gp   8lb
    Cold weather outfit      8gp    7lb
    Antitoxin (x2)           100gp  -
    Sunrod (x5)              10gp   5lb
    Climbers kit             80gp   5lb
    Potions of Cure light(x3)150gp  -
    Potion of bears endurance300gp  -
    Total Weight: 121lb      Money: 32gp 3sp 7cp
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               76  153   230   230   1150
    Age: 22
    Height: 5'3"
    Weight: 185lb
    Eyes: blue
    Hair: brown
    Skin: Tanned
    Hond is tall For a stout, humans would still call him stocky, either way he's quite muscular
    and tanned from his travels. he has long brown hair and blue eyes. He dresses rather plainly
    in leather breeches white shirt with a brown leather jacket over it (Or his breastplate if he
    is dressed for battle) and a faded green cloak. The worn black scabbard that houses Aya hangs
    from his back and three throwing axes hang from his belt.
    Hond Arvild
    Hond was born into the (Appropriate name here) tribe and consequently into servitude to a gold
    dragon, Hond's tribe was one of many who were enslaved by this particular dragon. Hond was the
    son Alvar the tribes chief and being the son of the chief was taught to be the protector of the
    tribe (In secret of course). He was taught skill with weapons and armor but most of all the
    secret's of anger and how it can be harnessed in battle. In the mean time he worked for the dragon
    like everyone else and even started a romance with a tribal girl named Lami whom he decided he would
    marry some day.
    Alvar was always a bit more outspoken when it came to the dragon than might be wise. So it happened
    that one day when Hond was about 17, Alvar had spoken back to the dragon and angered it so it grabbed
    up Alvar and squeezed (Breaking a good many bones) then dropped him in the village as a warning to the
    other villagers. Hond was working in a mine a mile or so away at the time so it took a good deal of
    time for Hond to get back. When Hond finally got to the village some friends had moved Hond's father
    to a hut and he was barely holding on to life. Hond's father gave him one instruction before he passed
    Hond pondered this the rest of the night before finally deciding he would leave the village and find
    his way to others who thought like himself. The next night he kissed Lami goodbye and went to the
    Shaman to recieve his blessing. The Shaman blessed him and gave him two item's: Aya and the Talisman
    of honor. The Shaman also told him of a vision he had of a free city above the ground, so Hond escaped
    and has now traveled many miles and has finally found his free city where he hopes to find people willing
    to fight for freedom.
    Hond has a fairly cheerful personality and is generally pretty good humored, although when it comes to his
    duty's he is very serious. He is slow to anger but once someone does anger him he is hard to calm down.
    Unique Items: 
    Aya is the legendary (In the village anyway) Sword of stars wielded by the chief's since the day's of old,
    it was made for chief Hilmar long ago(before the dragons came) by an elven sword smith. The sword is 
    intelligent in it's own way and is an honored relic of the tribes brighter past. Aya is a very finely
    crafted sword made of folded steel, the blade is very heavy and has etched into it "Honored star" written
    in elven. The hilt is very plain, the pommel gem however is a blue saphire.
    Aya sword of stars is a +1 intelligent(CG) greatsword, lesser power: bless 3/day Ego: 5 Int 12 Wis 12 Cha 10
    The Talisman of honor is a golden shield that hangs from a chain, the Talisman is supposed to help honorable
    warriors on their path. The game stat's are actually just con +2
    Last edited by Mithran; Tuesday, 20th December, 2005 at 07:07 PM.

  4. #4
    Acolyte (Lvl 2)

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    Jul 2002
    Atlantic City, NJ
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    Grimhild Uggluck, Half-orc Cleric

    Here he is!

    Grimhild Uggluck
    Class: Cleric Level: 6
    Race: Half-Orc Gender: Male
    Age: 21 Height: 6'2" Weight: 275lbs
    Hair: Bald Eyes: dark green
    Size: Medium
    Languages: Common, Orc
    Alignment: Chaotic Good
    Diety: Grishnaak
    Cleric Domains: Strength, War

    STR: 22 (+6) (base - 17 [13pts] +1 lvl, +2 race, +2 magic item)
    DEX: 10 (=0) (base - 10 [2pts] )
    CON: 11 (=0) (base - 11 [3pts] )
    INT: 6 (-2) (base - 8 [0pts] -2 race)
    WIS: 16 (+3) (base - 16 [10pts] )
    CHA: 6 (-2) (base - 8 [0pts] -2 race)

    FORT: +5 (+7 vs. Dragons - Dragon Hunter feat) (+5 cleric base, +0 ability mod)
    REF: +2 (+4 vs. Dragons) (+2 cleric base, +0 ability mod)
    WILL: +8 (+10 vs. Dragons) (+5 cleric base, + 3 ability mod)

    HP: 44 (6D8 + 6 imp. toughness feat)

    AC: 19 (21 vs. Dragons) (10 base, +0 dex, + 9 armor [+1 Full Plate] )
    INIT: +0 (+0 dex)
    SPEED: 20ft (30ft base, lowered because of Heavy Armor)

    BAB: +4
    GRAPPLE: +10 (+4 BAB, +6 STR)

    Venomtooth (+1 Black DragonFang Greatsword)
    atk: +12 (+4 BAB, +1 Weapon Focus, +1 Magic, +6 STR)
    dmg: 2d6+10 +1acid CRIT: 19-20 x 2 (2d6 weapon, +9 [str x 1.5], +1 [magic], +1acid [dragonfang weapon])
    (Min. dmg: 13, Max dmg: 23)

    (other attacks)
    Cold Iron MorningStar
    atk: +10 (+4 BAB, +6 STR)
    dmg: 1d8 + 9 CRIT: x2 (1d8 weapon, +9 [str x 1.5])
    (Min. dmg: 10, Max dmg: 17)

    atk: +4 (+4 BAB)
    dmg: 1d6 + 6 CRIT: x2 (1d6 weapon + 6 STR)
    RANGE: 30 ft.
    (Min dmg: 7, Max dmg: 12)

    ARMOR: +1 Full Plate


    Endurance (Bonus feat as per EvilHalfling's post in the OoC thread. Racial bonus? - +4 bonus on the following checks and save: swim checks to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from forced march, Con checks made to hold breath, Con checks to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold, Fortitude saves made to resist damage from suffocation.
    In addition, Grim may also sleep in light *or* medium armor without becoming fatigued.)
    Martial Weapon Proficiency: Greatsword (Granted from War domain)
    Weapon Focus: Greatsword (Granted from War domain - gives a +1 to attack with Greatswords)
    Improved Toughness (1st lvl feat - gives +1 HP per hit die)
    Combat Casting (3rd lvl feat - gives +4 bonus on concentration checks to cast or use spell-like ability on the defensive, or while grappling or pinned)
    Dragon Hunter (6th lvl feat - gives +2 dodge bonus to AC against attacks made by dragons, and a +2 competence bonus on saving throws against the spells, attacks, and special abilities of dragons. Also, +2 competence bonus on any opposed check (such as bull rush attempt or grapple check) made against a dragon

    skill points - 4 at 1st lvl, 1 per lvl thereafter (-2 int, but always min. of 1)
    Concentration: +9 (9 ranks, +0 con)

    CASTING ON THE DEFENSIVE: +13 (+15 vs. Dragons) (also used while grappling or pinned, per Combat Casting feat)

    Appraise: -2 (-2 int)
    Balance: 0 (0 dex)
    Bluff: -2 (-2 cha)
    Climb: +1 (+6 str, -5 acp)
    Diplomacy: -2 (-2 cha)
    Disguise: -2 (-2 cha)
    Escape Artist: -5 (0 dex, -5 acp)
    Forgery: -2 (-2 int)
    Gather Information: -2 (-2 cha)
    Heal: +3 (+3 wis)

    Hide: -5 (0 dex, -5 acp)
    Intimidate: -2 (-2 cha... OR a value of +6 if you allow Str to be used for intimidate checks)
    Jump: +1 (+6 str, -5 acp)
    Listen: +3 (+3 wis)
    Move Silently: -5 (0 dex, -5 acp)
    Ride: 0 (0 dex)
    Search: -2 (-2 int)
    Sense Motive: +3 (+3 wis)
    Spot: +3 (+3 wis)
    Survival: +3 (+3 wis)
    Swim: -4 (+6 str, -5 acp x 2)
    Use Rope: 0 (0 dex)

    ABILITIES: (race and class)
    Darkvision - 60ft, Orc blood, Turn Undead, Cleric Spells

    Venomtooth (2,650 gp) (+1 DragonBone Greatsword)
    Grishnuul (4,000 gp) (Gauntlents of Ogre Power +2)
    +1 Full Plate armor (2,500 gp)
    Chain Shirt (100 gp)
    Cold Iron Morningstar (16 gp)
    Javelin x 10 (10 gp)
    Dagger (2 gp)
    Backpack (2 gp)
    Bedroll (..1 sp)
    Blanket, Winter (..5 sp)
    Candle x 10 (....10 cp)
    Case, Scroll (1 gp)
    Flint 'n Steel (1 gp)
    Grappling Hok (1 gp)
    Pouch, Belt (1 gp)
    Rope, Hemp x2 (2 gp)
    Sack x 3 (..3 sp)
    Shovel (2 gp)
    Holy Symbol (wood) (1 gp)
    Waterskin x 5 (5 gp)
    Rations, trail x 4 days (2 gp)

    Grim's "Book of Big Words" (Grim studies this book every once in a while to understand the meaning of "big words" such as "annihilate", "disintigrate", and "fascinating". Mainly, it's just another fun role-playing tool. Grim learns new words of a new letter each level he attains. Grim is currently studying words that begin with F.

    Light: 173 lbs or less
    Medium: 174 - 346 lbs
    Heavy: 347 - 520 lbs

    Lift over head: 520 lbs
    Lift off ground: 1,040 lbs
    Push or Drag: 2,600 lbs

    5 gp
    0 sp
    90 cp

    War Domain: Free Martial weapon proficiency and Weapon Focus with Deity's favored weapon (Greatsword)
    Strength Domain: Can perform a feat of strength as a super-natural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

    Grimhild worships the very old, and mostly forgotten, god of Strength, War, and Luck - Grishnaak. Grishnaak is Chaotic good, his holy symbol is two deep scars crossing over eatch other in an "X" pattern, and his favored weapon is the greatsword. To fight a battle, wage a war, or perform feats of strength are all fine ways to pay homage to Grishnaak. Any of his worshippers should be capable warriors.

    Turning Undead
    Times per Day: 1 (3 + cha modifier [-2] )
    Turning Check: 1d20 - 2 (1d20 roll + cha modifier [-2] )
    Turning Damage: 2d6 +4 (2d6 + Cleric level [6] + cha modifier [-2] )

    Spells Per Day
    0 level: 5
    1st level: 4 + D
    2nd level: 4 + D
    3rd level: 3 + D

    (I'm putting this in sblocks, it's QUITE the long [and hopefully interesting!] read, and this will help conserve on space. )


    Grimhild grew up in a small-ish community of other fair-orcs and a few humans. His grandmother happened to be one of those humans, and since his mother died in childbirth, she was the one that watched over him. Grim enjoyed spending time with her, listening to her stories, and helping her out any way that he could. It was a bit difficult for her raising a fair-orc, but she did her best to show Grim both sides of his heritage. Grim wasn't too smart and therefore not interested at all in any kind of "book" studies, but he was of course attracted to fighting and brawling, especially when around the other fair-orc children. All fair-orcs are strong, but Grim was known as one of the *very* strong even from an early age.

    When Grimhild was just about reaching adolescence, he remembered his grandmother calling him to her bedside. She was very frail and sick looking, but had a big smile on her face. Sitting on her lap was a very nice pair of black leather gloves, with iron rivets running down the backs of them. She told Grimhild to take them and wear them with pride. He did so and ran out to play/brawl with the other children. That would be the last time that Grim saw his grandmother alive.

    Grim was tore up about loosing his grandmother, she was the nicest person he had ever known, and he thought it wasn't fair that she was taken away from him. Grim ran away into the woods on his own, crying and mourning the loss of his grandmother. He wandered for a long time, crying and thinking about her, he just kept walking, and soon it became nighttime. After a while more still, and his belly starting to rumble from being hungry, he realized that he was lost and didn't know where he was. He wasn't *entirely* lost though, for *something* had "found" him. Out from behind a bush, a large (to a child, really it was an adolescent itself) black bear stood up on it's hind legs and roared a massive roar! All thoughts of his grandmother gone now, the only thing on his mind was survival, Grim dashed to the base of a fallen tree and tugged at the stump, intending to pull just a piece of it off to use as a club, but instead Grim pulled the entire stump out of the ground! He had not known strength like *this* before! With more important things to worry about though, like the large black bear rushing towards him, Grim grabbed the stump with both hands, turned and swung it, solidly connecting with the bear's skull. It knocked the creature down, but *not* out! As Grim was moving over to pound it into the ground with the treestump, it lunged at him, clawing and biting at his chest. With one mighty shove, Grimhild pushed the creature back off of him, and once again brought the treestump crashing into it's body, this time connecting with it's ribs. The creature looked hurt, and Grim was also hurt pretty badly, but there was no time to think about that, he had to finish this. The bear made one more wild swing with it's massive paws, connecting again in the same spot in Grim's chest, at the same exact instant that grim brought the treestump crashing down on it's skull with a massive double-handed overhead swing, crushing it's bones against the ground. The enemy was defeated, and Grim had fought bravely.. that's what he remembered thinking as complete blackness fell over him and he passed out on the ground next to the bear's corpse...

    Grim awoke sometime later, with a splitting headache. He opened his eyes and saw that he was laying on the ground next to a large furry animal. He lifted his head, which had been resting on a rock with alot of blood covering both it, and the side of his face, along with his chest. He struggled to remember what had happened, but after sitting up and seeing the treestump, the battered bear corpse, and his own wounds everything slowly came back to him. With the extreme rumbling of his stomach, and the fact that the sun was once again setting, he figured about an entire day had to have passed since his fight with the bear. He was pretty weak feeling, but was able to move around and collected some wood for a fire, he had to eat something, and the bear would be good eating. He ate till he was stuffed and once again thought of his grandmother and her stories.. he wondered how he was able to defeat that bear, and how he was able to hoist around that entire treestump. He drifted in and out of sleep that night, dreaming about listening to his grandmother's stories, and awaking in cold sweats.

    Grim awoke in the morning with a foggy head. He was feeling much better, but his thoughts where a bit clouded. He looked down at his chest and saw two deep scars running in an "X" shaped pattern across his muscles. This sparked a memory in Grim's head! He remembered his grandmother telling him about very old gods, and he remembered *this* was one of their's holy symbols! Grim struggled hard to think about it, and after a while, he remembered! This was the holy symbol of Grishnaak, the old god of strength, war and luck! Of course, it all made sense now! THAT must have been how Grim was able to defeat the bear! Perhaps his grandmother had even asked a favor of Grishnaak in the afterlife to help Grim defeat this foe! Grimhild stripped more meat off of the bear's corpse for breakfast and some for lunch and dinner too, cooked it all up, and began to find his way back to his small town, all the while trying to remember everything his grandmother had told him about Grishnaak, but not before grabbing the treestump that he used to defeat the bear and carried it with him - just incase anything else decided to think HE looked good to eat on the way home!

    On the journey he remembered now that when his grandmother gave him the gloves, she had told him she created them for him, and she had named them Grishnuul, that they would make Grimhild even stronger than he already was, for they where infused with the power of the god Grishnaak!

    Grim finally returned home and when he did, he carved a wooden disk out from the treestump he brought with him that he had used to defeat the bear. He took this to the blacksmith and had him burn two deep "scars" into the wooden disk in an "X" pattern, creating his own holy symbol to Grishnaak.


    Grimhild grew up to be a strong warrior since then, and the wounds in his chest healed but left a slightly visible scar. Grim kept "remembering" more and more things about Grishnaak and how great he was, but nobody else had ever heard of him. Nonetheless, Grimhild believed and always wore his gloves, and the wooden disk he had carved, and he did things to increase his strength even further, such as moving around large boulders, plowing fields, and practicing his fighting skills. He would also periodiclly carve new scars in the shape of an "x" all over his body.. this served to pay homage to Grishnaak, and also toughened up his skin. Grimhild would spend time eatch day devoting himself to what Grishnaak stood for (strength and war), and also "asked him" for ways to show everyone else that "he" was for real.

    Soon, Grim began being able to close his wounds after he cut them into his skin (the x shaped cuts he made in his skin) by putting his hands over the wounds and channeling the energy of Grishnaak. He found that he was able to cast other spells as well, and at least one of his childhood friends that he had grown up with believed that Grishnaak was real and that is where Grimhild was getting his powers from.

    Grim had reached adulthood, and with the money that he had saved up from working odd jobs and helping people with the spells he could cast, he set out to be an adventurer, to wage wars and win fights and kill evil foes all in honor of Grishnaak! He ended up making friends with a few other wanderers and nomads, but one stood out in particular, a small, funny little man with hairy feet named Fizzlewick. Fizzlewick and Grim partnered together and picked up jobs wherever they could. Grimhild told Flizzlewick that he needed Grim around because he was small and weak, and even though he could cast powerful spells from his fingertips and crawl through small holes and "find" things of great value alot, (especialy when walking through towns!) he still needed Grim's protection. Fizzlewick told Grimhild that he needed him around because Grim was too impulsive, often crude, and had "no book smarts" as he called them, and that Grim shouldn't talk when Fizzlewick was negotiating a new job for them!

    The two became good friends and would often tell eatch other stories. Grim would of course talk of his grandmother, the bear fight, and all about Grishnaak. Fizzlewick would listen to Grim (as others tended to ignore him) and told his own stories, about the land that he came from, the Green Isles. He would talk of how the dragons came and some people stayed and went underground, and others fled. This talk of dragons always interested Grim, for he felt that would be a great fight to win to honor Grishnaak, a fight against a mighty beast like a dragon!

    The two where quite successful in their adventures as well. They helped people solve all kinds of "dangerous" problems that they had, and where even starting to get a small name for themselves. While listening to music and watching dancing girls at a local tavern, the two where contacted by a runner with a message. It seemed that an exotic merchant had just set up shop in town in an old abonded building that he was renovating. While he was organizing his wares in the basement and going through the old things that where left down there, suddenly one of the "chests" struck out at him! One of his gaurds rushed in to attack the thing and he managed to get away but saw that his gaurd was not so lucky! The merchant had another gaurd, but dared not send him down into the basement alone, and so was looking for anyone that could help him with his problem.

    Grimhild instantly wanted to know how in the world a treasure chest could "attack" someone, but Fizzlewick calmed him down and told him they would go and take care of this.. he told Grim helping an "exotics" merchant could mean *big* riches! Grim was in need of new equipment as his current belongings where getting a bit battered, and REALLY wanted to see this "fighting treasure chest" and the two headed off to meet the merchant!

    Fizzlewick of course did the talking and negotiated payment in the form of some of the merchants "exotic" wares, and the pair, along with the merchants other gaurd, headed down into the dark basement. The gaurd carried a torch in one hand to provide light (he couldn't see in the dark, which Grim thought was funny and laughed to himself about), a sword in the other, and a crossbow on his hip. The three entered the basement and the gaurd pointed to the "chest". Sitting next to it was a single, half melted boot.. the gaurd said it belonged to the "other" gaurd. When the light shone over the entire chest, it sprouted legs and arms! Grim was completely amazed and charged the treasure chest drawing his greatsword. Fizzlewick yelled at him, but there was no stopping Grim, he struck the chest and it made a very un-natural sound, but Grim noticed that the cut he made in the chest didn't entirely want to let go of his sword, and that part of it closed up after he had struck it. Fizzlewick was busy casting spells at the chest, little magical darts shot out of his fingertips and flew around the room crashing into the chest, which it recoiled from eatch time they hit it. The gaurd moved forward, set his torch down on the floor, and attack it with his longsword. He found that when he struck the chest though, his sword was stuck fast to the chest, and he could *not* pull it off! He retreated and pulled out his crossbow and began shooting at it. Grimhild was still up in the front, wierd blobs would shoot out of the chest and slam into him, but he stood fast and continued to attack it with his greatsword. His sword would stick to the large chest at times, but he'd be able to pull it off. Fizzlewick had cast all of his spells and was now up with Grim attacking with his rapier, stabbing into the chest.. one of his rapiers was stuck to the thing, and he had pulled out his back up.

    The chest shot out with one of it's "arms" and hit Fizzlewick, grabbing onto him and pulling him into itself.. Fizzlewick was now *stuck* to the chest! The gaurd had run out of crossbow bolts, and in frustration, picked up the torch off the ground and threw it at the chest. It recoiled in what seemed to be fear and screeched another loud, un-natural sound! Grim had to do something, this "fighting treasure chest" had grabbed his friend Fizzlewick, and his greatsword was once again stuck to the chest's body! Grim noticed that the thing seemed to afraid of fire, and Grim had a stroke of brilliance! He reached down, picked up the torch and pressed it into his OWN chest, lighting his clothes on fire! Grim then reached out with both arms and jumped onto the chest! Grim stuck to the chest just as he had planned, and the treasure chest couldn't escape the fire! It let out one more loud, un-natural screach before crashing back down to the ground. Grim pulled himself, and Fizzlewick off of the thing, Fizzlewick looked badly injured. Grim closed his wounds, and his own, and made sure the thing was "dead" by hacking into it a few times. Once they where satisfied it was dead, they headed back upstairs.

    The merchant was *very* greatful for their service, he had alot of valuable things in the basement that he wouldn't otherwise be able to get to! The merchant told them that he could give them both something of moderate value for their efforts. Fizzlewick stopped the merchant and told him of Grim's "bravery" (which Grim smiled widely about!) and that he was willing to give up his share of payment so that Grim could have something special if the merchant had it. The merchant said he had *just* the thing, and, with his gaurd in tow for safety - just incase - he went down into the basement to retrieve something. Grim followed him down after a moment of thanking Fizzlewick for being nice to him, and his eyes widened as the merchant pulled something VERY exotic out of a long, narrow case. From a "bubbled metal" (like the metal had been dipped in acid) scabbard, the "exotics" merchant pulled out a completely black (hilt and blade) Greatsword! It was like nothing Grim had ever seen before! It was like the whole thing was smoked/scorched to it's black color! The pommel was seperated from the sword by a pair of black bat-like wings, there where Jet (black) jewels at the very bottom of the handgrip and in the center of the "wing" portion, and the blade looked absolutely perfect and *very* sharp! At the very tip of the blade there looked like there was a very small hint of green color. The merchant presented the blade to Grimhild and told him this was a VERY special sword indeed! It was carved completely from a tooth from a very old black dragon! It was just as sharp and hard as steel, it was perfectly balanced.. it had been imbued with a magical swiftness and sharpness, and moreso, since it was made from the tooth of a black dragon, everytime it was used to cut into something, it would leak acid into the wound, just like the black dragon's feared breath weapon!

    Grimhild was completely ecstatic about this and took the sword from the merchant, bowed and thanked him greatly! Grim took a few practice swings around the room, and looked at the very slight green tint at the tip of the sword, it seemed (to Grim at least) that the sword was leaking acid! Grim offered up a small prayer to Grishnaak and used the tip to carve another "X" scar into his body on his leg. The blade caused a burning sensation where it had cut, it was true what the merchant said about the acid! Grim proclaimed that he would name this sword Venomtooth, and he would use it to cut down combatants in honor of Grishnaak.

    The three returned upstairs to find Fizzlewick reading through one of the exotics merchant's books. He smiled at Grim when he saw the sword, thanked the merchant, and asked Grim to tell him all about the sword as they left. They began walking and Fizzlewick told Grim they'd be moving on to a new town, they'd done all the jobs to be had in this town. Grim just shrugged and started telling Fizzlewick about his new sword, but he noticed something different about Fizzlewick, he was wearing a ring that Grim had never seen him wear before. Fizzlewick just smiled and laughed as the two kept walking.


    The pair went on to a larger town and did many different "odd jobs" there, and even though they paid well, most of them where pretty boring to Grim, there wasn't much battle, and when there was, it was pretty easy for them, and what's the challenge in that? They did pay well though, and Grim had even saved up enough to buy himself a well-crafted set of Magical Full Plate Armor. It was custom-fitted to him, and had a marvelous dark-grey finish to it (compared to others that Grim had seen and not liked that where all bright and shiny). After being in this new town for a while, Fizzlewick came to Grim one day and told him that he was in a bit of trouble. ALOT of trouble, and that he'd have to "dissapear" for quite a long time. It would most likely be boring, alot of hiding and disguising who he was. Unfortunately, he told Grim that he couldn't come with him. He didn't want to get him involved in the trouble, and that Grim isn't really good at hiding anyways, and since there wouldn't be any fighting or battle, it would be *really* boring for Grim.

    Grim was saddened by this news, he liked Fizzlewick. Fizzlewick told Grim not to worry about him, and that he'd see him again another day. Also, he told Grim that if it was adventure and wars and battles that he was looking for, he could always go to Fizzlewick's homeland of the Green Isles. Grim liked the sound of that, remembering all the stories that Fizzlewick had told him, and he tought about all the dragons there that he could do battle with! Armed with his sword Venomtooth, Grim figured it would be a good, fair battle!

    The two said their goodbyes, and Grim set sail off for the Green Isles.. he didn't entirely know where he was going, just that he was bored where he was at, and he needed some battles to do to honor Grishnaak! The Green Isles.....

    Venomtooth: +1 DragonFang Greatsword (acid dmg)
    This magical (+1) Greatsword was carved entirely from the tooth of a black dragon. It is a smoked/burned black color, has Jet jewels laid into it with a pair of carved black dragon wings seperating the hilt from the blade, and the blade has a very faint green tint at it's very tip that can only be seen if closely examined. It's almost as if it is dripping acid.
    Upon striking a foe with this weapon, it deals 1 point of acid damage. This damage is treated as an extraordinary feature of the weapon.

    Grishnuul: +2 Gauntlets of Ogre Power
    These expertly crafted pair of black leather gloves have silver studs running down the backs of them. They grant the wearer extraordinary strength (a +2 bonus to Strength)

    Last edited by RedSwan78; Friday, 25th February, 2005 at 03:23 AM. Reason: fixed spelling, adding turning section and Endurance feat

  5. #5
    Novice (Lvl 1)

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    Jul 2002
    San Francisco, California, United States
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    Aphram - Human Ranger 5/Dragonstalker 1

    Neutral Human Ranger 5/Dragonstalker 1

    Age: 27
    Gender: Male
    Height: 6’2”
    Weight: 165lb.
    Eyes: Brown
    Hair: Brown
    Skin: Tanned

    STR: 14 [+2] (6 points)
    DEX: 16 [+3] (8 points, +1 lvl)
    CON: 12 [+1] (4 points)
    INT: 14 [+2] (6 points)
    WIS: 12 [+1] (4 points)
    CHA: 8 [-1] (0 points)

    Hit Dice: 6d8 + 6
    HP: 44
    Armor Class: 19 (10 base + 3 Dex + 5 Armor + 1 Shield)
    Initiative: +3
    BAB: +6
    - Melee: +8
    - Ranged: +9

    Speed: 30’

    FORT: +5 (4 Base + 1 Con)
    REFL: +9 (6 Base + 3 Dex)
    WILL: +4 (3 Base + 1 Wis)

    - Bonus Feat
    - Bonus Skill Points
    - Wild Empathy
    - Track
    - Favored Enemy: Dragons (+4)
    - Favored Enemy: Humans (+2)
    - Endurance
    - Combat Style: Ranged
    - Animal Companion: Eagle
    - Hunting Bonus

    1st Level
    - Track
    - Blind-fight
    - Point Blank Shot
    2nd Level
    - Rapid Shot
    3rd Level
    - Dragonfoe
    6th Level
    - Dragonbane

    Skills: 72+7 skill points
    Hide +12 (9 ranks, +3 Dex)
    Move Silently +12 (9 ranks, +3 Dex)
    Spot +10 (9 ranks, +1 Wis)
    Listen +10 (9 ranks, +1 Wis)
    Survival +10 (9 ranks, +1 Wis)
    Search +8 (6 ranks, +2 Int)
    Gather Information +3 (4cc ranks, -1 Cha)
    Knowledge (arcana) +6 (4cc ranks, +2 Int)
    Knowledge (dungeoneering) +4 (2 ranks, +2 Int)
    Knowledge (nature) +4 (2 ranks, +2 Int)
    Knowledge (geography) +4 (2 ranks, +2 Int)
    Climb +4 (2 ranks, +2 Str)
    Jump +4 (2 ranks, +2 Str)
    Swim +4 (2 ranks, +2 Str)

    - Common, Draconic, Sylvan

    1st level – (1/day) Resist Energy

    Melee weapons
    -Slightrazor +1 Falchion +9 (2d4+4, 18-20/x2) Of elven design, this falchion’s hilt curves in the opposite direction of the blade, and it’s wide blade is whisper thin. (2375gp, 8lb)
    -Cold Iron Light Mace +8 (1d6+2, 20/x3) (25gp, 4lb)
    -Silvered Dagger +8 (1d4+1, 19-20/x2) (22gp, 1lb)

    Ranged weapons
    -Dragon’s Wing +1 Dragonbone Composite (+2) Longbow +10 (1d8+3, 20/x3, 130 ft.) This composite longbow is crafted from the bones of a dragon’s wing granting it exceptional tensile strength. (2500gp, 3lb)

    -Burnt Scales +1 Mithril Chain Shirt This fine mithril shirt has been blackened by an intense fire. (2100gp, lb)
    -Darkwood Buckler (205gp, 2.5lb)

    Miscellaneous Magic Items
    -Quiver of Ehlonna (1800gp)

    Mundane equipment
    -Adventurer’s Outfit (0gp, -lb)
    -Arrows (400) (20gp)
    -Backpack (2gp, 2lb)
    -Silk Rope (10gp, 5lb)
    -Grappling Hook (1gp, 4lb)
    -Everburning Hooded Lantern (117gp, 2lb)
    -Waterskin (1gp, 4lb)
    -Flint and Steel (1gp, -lb)
    -Bedroll (1sp, 5lb)
    -Whetstone (2cp, 1lb)
    -Trail Rations, 2 days (2gp, 2lb)

    Weight Carried: 53.5lb
    Remain money: 118gp 8sp 8cp

    Aphram is possessed of a lean and hungry look. The way he walks, each foot carefully placed heel-toe, to his slightly crouched stance, legs bent and ready to spring into action. His hair is shaved except for a single braid which runs nearly half of his height, capped with a carved dragon’s tooth. His skin is marred by hundreds of scars, small and large. He wears a mithril shirt, blackened permanently by some sort of intense fire. Strapped to his left arm is a darkwood buckler. Across his back is sheathed an interestingly designed falchion, alongside a longbow crafted from the bones of a dragon’s wing.

    Aphram has taken the adage “the only good dragon is one that doesn’t want anything you have,” a step further, “the only good dragon is a dead dragon.” And he takes every chance he can to put his actions to his words. He is viciously pragmatic, and is willing to sacrifice so-called innocents for the greater good, which he affirms as the purging of the dragons. ‘Happy’ to work with others if they think along his lines, and by think he means act. The only happiness which he finds is in sinking blade or arrow in the finishing blow upon a dragon or one of their lackeys.

    Growing up in the Green Isles during the systematic extermination and subjugation of his people most assuredly left its mark on the young Aphram. Any chance of pleasant memories were destroyed when his family voiced dissent and was silenced. Those around him who he had considered friends of his and his family merely shut their mouths and forgot.

    Being forgotten however has its advantages, and soon there were really none who remembered his family or him. This has in a sense let him walk with a freedom that others could not afford in their own private struggles. He has traveled in this way, his raven hunt driving him onward, for a number of years.

  6. #6
    Rogue 5/ Sorcerer 1
    AL: chaotic/good
    Hair: Black Eyes: Green
    Height: 5’3” Weight: 93 Age: 17

    Str: 10
    Dex: 16 +3
    Con: 10
    Int: 12 +1
    Wis: 10
    Cha: 16 +3(4th level)

    Fortitude: +1
    Reflex: +4
    Will: +3

    HP: 27
    AC: 17 (10 + 3 Dex + 3 Leather Armor (+1) +1 TWD)
    Init: +3

    Base attack bonus: +3
    Melee: +3 (+6 Finesse) (+7 MW Short Sword/ +5/+5 [1D6])

    Sneak Attack +3D6, Evasion, Trapfinding, Trapsense +1, Uncanny Dodge

    Two Weapon Fighting
    Two Weapon Defense
    Weapon Finesse
    Practiced Spell-caster

    2 Masterwork Short Swords [620 GP]
    +7 or +5/+5 (1D6, 19-20/x2) 4lb

    Dagger [2 GP]
    +6 (1D4, 19-20/x2) 1lb

    +1 Leather Armor (+3 AC) 15lb
    -Shadow (+5 hide)
    -Silent (+5 move silently)
    8500 GP

    Skill Points: 10 SP/L R, 4 SP/L S
    Balance: +12(7)
    Bluff: +10(7)
    Climb: +5(5)
    Diplomacy: +12(5)
    Disable D: +5(4)
    Escape Artist: +9(6)
    Gather Info: +7(4)
    Hide: +15(7)
    Move Silently: +15(7)
    Open Lock: +10(7)
    Singing: +5(2)
    Search: +2(1)
    Sense Motive: +6(6)
    Sleight/Hand: +10(5)
    Spell Craft: +5(4)
    Tumble: +10(7)


    Spells per day 5 lvl 0 / 4 lvl 1
    Known Spells 4 lvl 0 / 2 lvl 1

    Level 0
    Acid Splash: Orb deals 1d3 acid damage.
    Ghost Sound: Figment sounds.
    Mage Hand: 5 lb Telekinesis
    Open/Close: Opens or closes small or light objects

    Level 1
    Sleep – puts 4 Hit Dice of creatures to sleep
    Shocking Grasp – Touch Attack, deals 5D6 damage

    Equipment: 62 Gold/2 Silver/8 Copper
    Masterwork Lock picks (100GP) 2lbs
    Water-skin (1GP) 4lbs
    Trail rations x5 (2.5 GP) 5lbs
    Belt pouch (1GP) ½ lb
    Vial of Ink
    Paper x5
    Candle x2
    Flint & Steel

  7. #7
    Name: Velsouvus
    Class: Monk/Cleric
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Lawfull Neutral
    Deity: Vixzu
    Str: 14 +2 (06p.)     Level: 6        XP: 15,000
    Dex: 14 +2 (06p.)     BAB: +4         HP: 50 (3d8+3d8+12)
    Con: 12 +1 (04p.)     Grapple: +6
    Int: 10 +0 (02p.)     Speed: 40'
    Wis: 17 +3 (10p.)     Init: +2        Spell Save: +3
    Cha:  8 -1 (00p.)     ACP: -0         Spell Fail: 0%
                       Base  Armor Shld   Dex  Size   Nat  Wis   Total
    Armor:              10    +1    +0    +2    +0    +1    +3    17
    Touch: 15              Flatfooted: 12
                             Base   Mod  Misc  Total
    Fort:                      6    +1   +1    +8
    Ref:                       4    +2   +3    +9
    Will:                      6    +3   +1    +10
    Weapon                  Attack   Damage     Critical
    Unarmed attack            +7     1d6+3      20/x2
    Flurry                    +5/+5  1d6+3      20/x2
    MW Chain                  +8     1d6+3      20/x2
    MW Shuriken               +7     1d2+2      20/x2
    Languages: Common
    Abilities: Rebuke Undead, Spontaneous Casting(inflict), Flurry of Blows, 
    Unarmed Strike, Evasion, Still Mind.
    Feats: Improved Toughness, Practiced Spellcaster, Stunning Fist, Combat Reflexes, Lightning Reflexes
    Skill Points: 27       Max Ranks: 9/4
    Skills                   Ranks  Mod  Misc  Total
    Concentration              9    +1    +0    +10
    Diplomacy                  9    -1    +0    +8
    Knowledge(arcana)          4    +3    +0    +7
    Sense Motive               2    +3    +0    +5
    Tumble                     8    +2    +0    +10
    Equipment:                 Cost  Weight
    Bougyo gi               8,000gp    5lb
    MW Chain                  325gp   10lb
    MW Shuriken(40)            56gp    4lb
    Wand of Cure light wounds 750gp    ---    48 charges
    Holy Symbol                 25gp    1lb
    Backpack                    2gp    2lb
     Bedroll                    1sp    5lb
     Caltrops(4)                4gp    8lb
     Sunrod(2)                  4gp    2lb
     Trail Rations(8 days)      4gp   8lb
    Total Weight:45lb      Money: 129gp  9sp  0cp
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                58   116   175   350   875
    Domains:Death and War
    Spells Memorised
    Orisons: Cure Minor Wounds, Guidance, Create Water, Cure Minor Wounds
    First Level: Obscuring Mist, Shield of Faith, Bless +Magic Weapon
    Second Level:Bull's Strength, Cure Moderate Wounds(used) +Death Knell
    Special Equipment
    Bougyo gi: This cotton gi with metal threads woven through the fabric is 
    enchanted to provide a +1 enhancement bonus to unarmed attacks, armor, 
    and natural armor.  It also provides a +1 resistance bonus to all saves.
    Age: 20
    Height: 5'7"
    Weight: 160lb
    Eyes: Green
    Hair: Black
    Skin: Darkly Tanned
    Appearance: Velsouvus is a medium height human of heavy build. He wears a finely made white gi with metal threads woven into it and a chain wrapped around his waist.

    Background: Velsouvus is from a temple on the Green Isles which specializes in training warriors to focus their minds to the task of driving off or destroying the dragons who have usurped control of the Green Isles. Velsouvus has trained at the temple nearly all his life to this point. Originally he was enrolled at the temple as a way to lessen the burden on his family, as the temple does not require a tuition for fit students. As he has trained with the monks of the temple however, Velsouvus has observed the hardship the people in his area of the Green Isles must endure due to the depredations of the dragons, and has adopted the temple's quest as his own, to do whatever necessary to drive the dragons from the Green Isles. After he made this decision, Velsouvus gained a focus almost unrivalled in the temple, shrugging off physical discomfort and injury to train ever harder to master his body and mind. This has made him somewhat unpopular with the other students of the temple, as his ferocity does not allow him to "go easy" on those he trains with. However, it makes him extremely popular with the leaders of the temple, as their purpose is to train dragonkillers, and their greatest shame is those students who selfishly use their teachings for other ends.

    Upon graduation he was presented with the temple's Bougyo gi in recognition of his abilities, and in the hope that he would be able to go forth and carry out the wishes of the temple. The Bougyo gi is a powerfull magical item in the form of a thick, long-sleeved shirt with metal fibers woven with cotton which enhances the martial abilities of the wearer in many ways. When the gi is worn the skin of the wearer toughens, especially the striking surfaces used in unarmed combat, this both allows the wearer to avoid damage more easily and to deal out damage more effectively. Due to its special construction and enchantment, the gi itself acts as armor without encumbering the wearer, and it even repels magical attacks directed at the wearer.

    Since leaving the temple, Velsouvus has headed toward Cillune’s harbor to seek out news of vunerable dragons and allies to aid in his cause.
    Last edited by azmodean; Monday, 13th June, 2005 at 03:57 PM. Reason: Forgot holy symbol

  8. #8
    Cutpurse (Lvl 5)

    SelcSilverhand's Avatar

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    Mar 2005
    Frozen Wastelands of Michigan
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    Name: Mero Trabant
    Class: Wizard
    Race: Hairfoot
    Size: Small
    Gender: Male
    Alignment: Neutral Good
    Deity: None

    Str: 9  -1 (4p.)  Level: 6        XP: 0
    Dex: 12 +1 (5p.)  BAB: +3         HP: 26 (1d4+2)
    Con: 14 +2 (4p.)  Grapple:        Dmg Red: -/-
    Int: 17 +3 (13p.) 20 +5 Speed: 20'      Spell Res: -
    Wis: 10 +0 (2p.)  Init: +1        Spell Save: -
    Cha: 10 +0 (0p.)  ACP: 0        Spell Fail: -
    +1 to Int at Level 4
    +2 Int from Headband of Intellect
        Base  Armor Shld Dex  Size   Nat  Misc  Total
    Armor: 10 	     +1     +1 		+1 13
    Touch: 12              Flatfooted: 12
      Base   Mod  Misc  Total
    Fort:2   +2         4
    Ref: 2   +1         3
    Will:5   +0         5
    Weapon                 Attack Damage             Critical
    Light Crossbow             +4     1d6         19-20 x2
    20 Bolts
    Auto:  Common. 
    Bonus: Draconic, Dwarven, Elven
    Gnome: Low Light vision
    Gnome: +1 AC / Attack Small size
    Gnome: +2 save vs Illusions, +1 DC illusion spells
    Gnome: +2 listen
    Gnome: +4 AC vs Dragons
    Gnome: Speak with Animals(Burrowing), Prestigination, Ghost Sound, Dancing Lights 1/day
    Gnome: +1 attack vs Kobolds and Goblinoids
    Wizard: Scribe Scroll
    Wizard: Familiar, Bat
    Wizard: Alertness
    Wizard: Bonus Feat Level 5
    Level1: Dragonfoe
    Level3: Sudden Still
    Level5: Bonus: Energy Substitution(Electricity) - Complete Arcane
    Level6: Born of Three Thunders - Complete Arcane
    Wizard Spells:
    4/day- All
    4/day - Alarm, Magic Missile, Silent Image, Ray of Enfeeblement, Orb of Sound-Lesser, Orb of Cold-Lesser,  Mage Armor. 
    4/day - Alter Self, Mirror Image, Spectral Hand, Scorching Ray, Resist Energy, Scale Weakening
    3/day - Dispel Magic, Fireball, Vampiric Touch, Magic Circle Vs Evil, Leomunds Tiny Hut
    Skill Points: 48      Max Ranks: 9/
    Skills		  Ranks Mod Misc Total
    Concentration	    9     +2     11
    Craft(Alchemy)	    8     +5 +2+2 17 
    Decipher Script	    2     +5     7
    Knowledge(Nature)   5     +5     10
    Knowledge(Arcana)   9     +5     14
    Listen(cc)	    1     +0 +2+3 6
    Spellcraft	    9     +5 +2   16
    Spot(cc)	    0     +0 +2   2
    Use Magic Device(cc) 2     +0     2
    Equipment:         Cost    Weight
    Scrolls Scribed to Spellbook - 1250gp
    Wand of Shocking Grasp 1d6 50charges   750gp   1
    Bat Familiar            100gp -
    Light Crossbow        35gp    4
    20 Bolts           2gp     -
    Spellbook (44pages used)   15gp    3
    Artisans Tools      55gp    5
    Waterskin             1gp     1
    Consolidated Magic Item: Mero's Open Palm - Gloves
    - Hewards Handy Haversack        - 2,000gp
    - Headband of Intellect +2       - 4,000gp
    - Bracers of Armor +1            - 1,000gp
    - Spell Component Pouch          - 5gp      
    - Continual Flame                - 20gp+50gp material
    - 8lb total
    Total Weight:21       Money: 17gp
                             Lgt   Med   Hvy    Lift  Push
    Max Weight:            25    26-55 56-80  160   400
    HP:13 AC:19 Touch:16 FlatFoot:17 Init:+2 Speed:5' Fly:40' Saves: Fort:2:Ref:4:Will:7
    Blindsense 20', Low Light Vision, Imp. Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master.
    Hide:14 Listen:8 MS:6 Spot:8
    Age: 125
    Height: 3'
    Weight: 40lb
    Eyes: Pale Blue
    Hair: Light brown hair and short beard
    Skin: Brown
    Mero stands at a respectable 3' tall. His skin is a light brown, almost matching the color of his close cut hair and beard. He wears simple cut cotton clothes dyed in bright reds and yellows. When traveling he wears a massive cloth hat almost the size of an umbrella. His familiar often clings to his head as he scampers about looking like an oversized hair comb. It provides him with sage advice regarding who still owes a tab, who is a poor tipper, or who has had enough to drink. Most of the time his clothing smells of strong beer or strange alchemical substances. He is kind and helpful, but his pranks often win him the ire of his victims. After years of running the tavern he openly greets strangers and gives them a chance to reveal their nature. Though if his patrons prove themselves to be trouble he is quick to have them thrown out.

    Mero grew up in his hometown with an idyllic life. His days were carefree and spent either in his fathers shop or working for his mother. His father was a alchemist, part-time brewer, and professional prankster. His mother owned a tavern called the Feast Hall. His father could create the most fantastic potions and even finer drinks from the strangest substances. Sometimes his father would try to get Mero to drink his newest concoction that would "put hair on your chest and a spring in your step". Mero wised up after one potion actually DID put hair on his chest like an animal, earning him more than a few nicknames. His mother was a kind woman and a splendid cook who greeted everyone with a smile and a fresh loaf of bread. She could cook up a feast quicker than you could finish your first pint and her health was toasted often in the halls. Mero kept himself busy cleaning up dishes and pans, as well as swiping abandoned mugs of liquor. While both of these daily tasks were pleasent, his greatest joy was his frequent trips to visit his grandmother who was always eager to teach him the ways of wizardry. While she taught him how to use and control powerful magical forces, she tempered his learning by teaching him responsibility, discipline, and morality. Age took her life far too soon and Mero was forced to continue his research on his own in his spare time. Not long after losing his grandmother, his parents left for another town to visit a fair. They never arrived at the town and no remains were ever found. Their fate is still a mystery to him, driving him to study more powerful magics until one day he can create a divination that will reveal the truth. In the meantime he runs his mother's tavern and makes a good living making the finest alcoholic drinks for miles around.

    Mero's Open Palm -
    Mero first saw his grandmother's gloves when he was a mere child. He knew little of magic at such a young age, but he knew that his grandmother prized them so they must be fun. Stealing quietly into her room one day, he snatched them up and put them on. As he flexed and waved his arms, pretending to be an arch magus, the household cat sauntered into the room to watch his shenanigans. Reaching down to pet the cat he suddenly yelped in fright as the cat disappeared under his touch. Panicking, he tore at the gloves trying to get them off. While shaking them in the air, the cat suddenly reappeared in his hand and was flung across the room. He was stunned by the disappearing/reappearing cat trick. A slow, mischievous grin spread over his face as he looked out the window into the farmyard. That night at dinner he quietly slipped on the gloves and shook them under the dinner table. 3 frightened geese appeared and started tearing around the room, flapping their wings and honking loudly! As everyone else scrambled to catch the wayward animals, Mero squealed with laughter over and over. He was grounded for 3 weeks after that incident.

    His grandmother was a wizard of local renown. Ever a practical woman, she crafted the gloves after a battle with another caster that left her belongings burnt to ashes. Resolving to find a way to keep her belongings in one place that she could protect, she began crafting the Open Palm. She combined all the aspects that are important in day to day adventuring; storage, armor, abilities, spell casting, and visibility. She designed them so the owner need only touch both palms together as if in prayer, think of the item stored within, and pull her hands apart to cause it to appear. Untying a leather flap on one glove reveals a section of of the palm that glows from the effect of a Continual Flame spell. Before she passed, she bestowed the gloves on a tearful Mero, reminding him not to keep any more animals inside.
    Last edited by SelcSilverhand; Saturday, 20th August, 2005 at 12:04 PM. Reason: fixed formatting

  9. #9
    Gerryt Nylson
    Gerryt Nylson (15,000 xp)
    Male human Rogue 1/Warlock 5
    CG Medium humanoid (human)
    +3; Senses darkvision/magical darkvision 30 ft. Listen -1, Spot -1
    Languages Common, Elven, Dwarven
    ************************************************** *******************
    AC 19, touch 13, flat-footed 15
    Hp 22 (6 HD)
    Damage Reduction 1/cold iron
    Special Defenses Entropic Warding
    Fort +0, Ref +6, Will +3
    ************************************************** *******************
    Speed 30 Ft. (6 squares)
    Melee +1 shortsword +8 (1d6+1/19-20) or
    Ranged MW hand crossbow +8 (1d4/19-20/30 ft.) or
    Ranged MW hand crossbow +9 (1d4+1/19-20/30 ft.) in 30 ft. or
    Ranged Eldritch Blast +8 (3d6/60 ft.) or
    Ranged Elbritch Blast +9 (3d6+1/60 ft.) in 30 ft.
    Space 5 Ft.; Reach 5 ft.
    Base Atk +3; Grp +3
    Atk Options Sneak Attack +1d6, Point-Blank Shot, Precise Shot, Weapon Finesse, Spell Penetration
    Combat Gear Wand of Cure Light Wounds(15 charges)
    Invocations Known DC 13+spell level Caster Level 5
    Least Entropic Warding, Darkness, Devil’s Sight
    ************************************************** *******************
    Abilities Str 10, Dex 18, Con 8, Int 14, Wis 8, Cha 17
    Special Qualities: Detect Magic at will, Trapfinding, Deceive item
    Feats Point-Blank Shot, Precise Shot, Weapon Finesse, Spell Penetration
    Skills Balance +3, Bluff +7, Climb -1, Concentration +7, Disable Device +11, Escape Artist +7, Hide +3, Jump +3, Move Silently +7, Open Lock +10, Search +9, Sleight of Hand +7, Swim -2, Tumble +7, Use Magic Device +12, Use Rope +8
    Possessions combat gear plus explorer’s outfit, +1 chain shirt, +1 short sword, MW hand crossbow, 20 bolts, MW thieves tools, Obsidian Ring of Kher-Hazahd (+2 dex, mage hand at will], waterskin, backpack, rationsx4, 31 gp
    Encumberance With backpack Medium, Without: Light

    Description: Gerryt is a thin man who looks like he could fall over from exhaustion at any moment. Is soul is weary from the years of influence the accursed ring he wears has had on him, though the ring itself seems to drive him with unholy energy. His eyes are sunken deep in his head and bloodshot, his skin very pale. Black stubble seems to perpetually darken his face and his long hair is always pulled back. His right hand is blackened and burnt, and on his ring finger is a ring apparently carved of shiny black volcanic rock with small, lustrous rubies set into it. Gerryt's clothes are fairly nice, and occasionally the tinkle of chain can be heard beneath his doublet and cloak. He wears a sword on one hip, and a small crossbow slung over his shoulder on a strap.

    Background: Gerryt was just a simple theif in a town full of simple theives. No mistake about it, he was pretty good...but not great. He would involve himself in petty larcenies on a regular basis, sometimes alone, many times with others. Through one of these small-time heists he met a man named Garrin. Garrin worked for another man, one he merely called "Master." Garrin's master needed an outside man to steal a ring from the home of an antique dealer. A ring of historical significance the antique dealer didn't know the value of...or so Garrin's master said. Gerryt took the job, as the pay was ridiculous for a little minor sneak and grab job. The whole thing went smoothly. Of course, carrying the ring was easier on his finger...so that's where it went. Gerryt didn't think twice about it until he made the rendevous with Garrin and the ring wouldn't come off. Garrin, thinking he was being cheated tried to take the ring from Gerryt. Gerryt blacked out, and the next thing he knew, he was sitting in pools of Garrin's blood and entrails...it was obvious that somehow, Gerryt had torn the other man limb from limb.

    That night, the nightmares started. Over the years Gerryt has been getting less and less sleep, his body has slowly been wasting away. Some nights are better than others, but on the worst night...Gerryt gains power. Slowly he's discovered these new powers granted by the entity in his nightmares...the powerful blasts that char and blacken his hand, the blood-vessel popping ability to see in utter darkness, the ability to create a forcefield of energy that warps the relaity around him. Gerryt left the town in which he'd lived his whole life, seeking a way to control his powers, and fearing that Garrin's Master would one day find him, and want the ring back. The ring that Gerryt is quite sure won't come off...unless he's dead.

    The Ring of Kher-Hazhad: This ring was stolen by Gerryt from a rich collector of antiquities. Gerryt put it on and has, as of yet, been unable to remove it. It grants him increased nimbleness and allows him to manipulate small objects from far away, as if he were using his own hands. He is quite sure that it is tied to some dark entity...a demon or ghost of some description...that has been haunting his dreams and subconsciously teaching him horrible things that have been granting him great power. He knows his power is evil, yet he can't rid himself of it. He is constantly trying to master this dark power and use it for ultimate good (and if he gains personally from it? Then so much the better!)

    Personality: Gerryt is always seems upset or slightly distracted. He rarely approaches anything directly, though once he's in a situation he rarely backs down from it. He never has gotten over the way his body and sanity has begun to waste away while his mind and powers grow to inexplicaple and unusual degrees. He trusts and follows those of clear martial bent, and is willing to die for his friends...so long as they don't order him to do it.
    Last edited by ShaggySpellsword; Tuesday, 18th October, 2005 at 03:40 PM.

  10. #10
    Thaumaturgist (Lvl 9)

    Join Date
    Feb 2004
    Roof of America, yelling
    Read 1 Reviews

    ø Block Evilhalfling

    ø Friend+

    Spiritpense (Deceased)

    Juvenile Fearl Copper Dragon, Medium
    Move 40, Fly 150(poor) Burrow 10,
    HD 11d12+22 (120hp)
    Str 20, dex 12, cn 15, int 8, wis 10, Chr 14
    Saves 10/10/9
    AC 23 (+12 NAC, +1 dx) BaB+11/+15
    Bite +16 (1d8+5) 2 claws +14(1d6+2) / 2 wings +10 (1d4+2)
    Feats: Multiattack, Wingover, PA, Practiced Caster, Improved Initiative.
    Skills Listen +12, Kn Arcane 4, Concentration 11, spot 12, Kn Engineering 4
    Breath DC 17 line of acid. 8d4 60’ range
    Gaze DC 17 daze 1d6 rounds – recover will save as full round action.

    Sorcerer 5th Clvl 9: Unseen Servant, Grease, mage armor, Chill touch, Alarm ,
    2nd – Bull Str, See Invisibility, Shatter

    Prepared dragon – AC 27 (-5 scale weakening) = 22 touch 15
    Bite +16 (1d8+9) 2 claws +14(1d6+5) and +14 (2d6+5 &*) 2 wings +10 (1d4+5)
    *chill touch DC 13 fort or -1 str (on 9 attacks)
    default PA = 2

    Spiritpense is very concerned with the world of life after death. She believes that there are spirits all around her, helping her and talking to her. She is completely open to otherworldly influences and as a result has no Spell Resistance.

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