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Sunday, 15th May, 2005, 05:04 AM #1
Myrmidon (Lvl 10)
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- Dec 2002
- ARLINGTON VERMONT
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ø Block megamania
THE CHAOS EFFECT PCs, NPCs and Critters
This will be the established location for characters found in the Eberron PbP THE CHAOS EFFECT. Also to be posted will be NPCs and Critters used.
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Sunday, 15th May, 2005, 05:23 AM #2
Novice (Lvl 1)
Kerrick, Ninja of the Spire
Appearance/Description:Code:Name: Kerrick Gender: Male Race: Human Class: Ninja 5 Alignment: Lawful Neutral Deity: Dol Dorn Str: 14 +2 (6p.) Level: 5 XP: 10,000/15,000 Dex: 16 +3 (10p.) BAB: +3 HP: 24 (6+4d6) Con: 10 +0 (2p.) Grapple: +5 AC: 19 (10 +3 Dex, +3 Wis, +1 Ninja, +1 Armour, +1 Natural) Int: 10 +0 (2p.) Speed: 30' Touch AC: 18 Wis: 16 +3 (8p.)(+1) Init: +7 Flatfooted AC: 16 Cha: 12 +1 (4p.) ACP: -0 AP: 7 Saves Base Mod Other Total Fort: 1 +1 +2 Ref: 4 +3 +7 Will: 1 +3 +2 +6 Weapons Attack Damage Critical Range DamageTp Special/Note Dagger (CI or AS) +5 1d4+2 19-20/x2 10ft P or S ColdIron/Silver Kama +5 1d6+2 x2 - S Trip attacks Kama/Nunchaku +3/+3 1d6+2/1d6+2 x2 - S/B Trip/Disarm Nunchaku +5 1d6+2 x2 - B +2 on Disarm Sai +5 1d4+2 x2 10ft B +4 on Disarm Sai/Sai +3/+3 1d4+2/1d4+2 x2 10ft B/B Disarm Shortbow +6 1d6 x3 60ft P - Shuriken(3) +6 3d2 x2 10ft P - Unarmed Attack +5 1d3+2 x2 - B Subdual Dmg. Protective Items ACBonus MaxDex ACP Bracers of Armour (+1) +1 - -0 Amulet of Nat. Arm. (+1) +1 - -0 Languages: Common Abilities: AC Bonus (Ex) Ki Power (Su) (5 Uses) Sudden Strike (Ex) (+3d6) Trapfinding (Ex) (As rouge's ability) Ghost Step (Su) (Invisible) Poison Use (Ex) Great Leap (Su) Proficencies: Simple Weapons, Hand Crossbow, Kama, Kukri, Nunchaku, Sai, Shortbow, Shortsword, Shuriken, Siangham. Not proficent with any armour or shields. Feats: Dodge, Two-Weapon Fighting, Imp. Init. Skill Points: 56 Max Ranks: 8/4 Skills Ranks Modifer Other Total Balance 5 +3 +2 +10 Climb 5 +2 +2 +9 (+2 with ropes) Disable Device 5 +0 +2 +7 Escape Artist 0 +3 +0 +3 (+2 with ropes) Hide 7 +3 +6 +16 Jump 6 +2 +6 +14 Move Silently 7 +3 +0 +10 Open Lock 4 +3 +2 +9 Search 2 +3 +0 +5 Spot 4 +3 +0 +7 Tumble 6 +3 +2 +11 Use Rope 5 +3 +2 +10 Equipment Cost Weight Ammy of Nat. Arm.(+1) 2000gp - Arrows(20) 1gp 3lb Bracers of Armour(+1) 1000gp - Cloak of Elvenkind 2500gp 1lb Dagger, Cold Iron 4gp 1lb Dagger, Alchem. Silver 22gp 1lb Feather Fall Talisman 50gp - Handy Haversack 2000gp 5lb -Bedroll 1sp - -Caltrops 1gp - -Climber's Kit 80gp - (+2 on Climb) -Disguise kit 50gp - (+2 on Disguise) (10/10) -Flint&Steel 1gp - -Identification Paper(3)30gp - --Kerrick Ryst (Real identity) --Melan Tor (Backup identity) --Ferar Q'elta (Backup, backup identity) -Rations(10) 5gp - -Everburning Torch 110gp - -Waterskin 1gp - -Whetstone 2cp - Kama 2gp 2lb Nunchaku 2gp 2lb Pouch, belt 1gp 0.5lb -Coins 2gp7sp8cp - -Onyx 20gp - Potion holder 50gp 0.5lb -Alchemist's Fire 20gp 1.5lb -Antitoxin 50gp - -Drow Poison 75gp - (DC 13, Unconciousess) -Cure light wounds(3) 150gp - -Holy water 25gp 1lb Rope, Silk(50ft) 10gp 5lb (+2 to Use Rope) -Grappeling Hook 1gp 4lb Sai(2) 2gp 2lb Shiftweave Clothing 500gp - -Cold Weather Outfit 8gp - -Explorer's Outfit 10gp - -Darkweave Outfit 110gp - (+1 to Hide) -Peasant’s Outfit 1sp - -Traveler’s Outfit 1gp - Shuriken(15) 3gp 1.5lb Thieves’ tools, MASTER 100gp 2lb (+2 on Disable/OpenLock) Total Weight: 33.5lb Lgt Med Hvy Lift Drag Max Weight: 58 116 175 350 875 Age: 17 Height: 5'10" Weight: 180lb Eyes: Blue Hair: Brown Skin: Pale white Region: Breland City: Sharn
Temple of the Spire:
Sunday, 15th May, 2005, 05:48 AM #3
Acolyte (Lvl 2)
Appearance: Vander is a fairly handsome man, with a carved physique, and noble stature. His dark brown hair is short and curly, with a finely trimmed beard covering his face. His eyes are captivating and always alert, though there is a bit of sadness behind them if you look deep enough. His armor is well crafted, and does not hinder him like one might expect a suit of Full Plate to. However, there is a noble air to him that escapes definition. Armed and ready, his is an imposing figure for an opponent to find in his path.Code:Name: Vander d'Deneith Class: Aristocrat (4) Dragonmark Heir (1) Race: Human Size: Medium Gender: Male Alignment: LG Deity: Dol Arrah Str: 16 +3 (8p.) Level: 5 XP: 11125/150000 Dex: 13 +1 (5p.) BAB: +3 HP: 36 (5D8+5) Con: 13 +1 (5p.) Grapple: +6 Dmg Red: XX/XXXX Int: 14 +2 (6p.) Speed: 20' Spell Res: XX Wis: 10 +0 (2p.) Init: +5 Spell Save: +X Cha: 14 +2 (6p.) ACP: -5/4 Spell Fail: XX% Base Armor Shld Dex Size Nat Misc Total Armor: Plate 10 +8 +2 +1 +0 +0 +0 21 Armor: Chain 10 +4 +2 +1 +0 +0 +0 17 Touch: 11 Flatfooted: 18/14 -+1 Dodge bonus vs 1 opponent Base Mod Misc Total Fort: 3 +1 +1 +5 Ref: 3 +1 +1 +5 Will: 6 +0 +1 +7 Weapon Attack Damage Critical Warhammer +1 +7 1d8+4 20 x3 Longsword (MW) +7 1d8+3 19-20x2 Dagger (10') +7(6) 1d4+3 19-20x2 Comp Longbow(110') +7 1d8+3 20 X3 Languages: Common, Elven, Gnome Abilities: Human Racial Abilities (Bonus Feat, bonus skill points) House Status (Adds DMH level to all CHR related skills when dealing with house) -Dragonmark: Mark of Sentinal --+2 to Sense Motive --Shield of Faith (2nd Level Caster 2/day (+2 Deflection Bonus to AC, 2 Minutes, Touch) --Protection From Energy (7th Level Caster) 1/Day (Absorbs 84 points of Elemental Damage, 70 Minutes, Touch) Feats: 1st Race: Least DragonMark (Mark of Sentinal) 1st: Favored in House 1st A: Combat Expertese 2st A: Improved Initiative 3rd: Quickdraw 4st A: Dodge 4th Atb: STR 5th DMH: Lesser Dragonmark Skill Points: 56 Max Ranks: 8/4 Skills Ranks Mod Misc Total Diplomacy (Chr) 7 +2 +4 +13* Sense Motive (Wis) 7 +0 +2 +9 Ride (Dex) 5 +1 +2 +8 Bluff (Chr) 5 +2 +7* Intimidate(Chr) 5 +2 +2 +9* Handle Animal (Chr) 5 +2 +7 Gather Information (Chr) 5 +2 +7* Kn: Nobility (Int) 3 +2 +3 Kn: Arcane (Int) 1 +2 +3 Kn: History (Int) 5 +2 +7 Spot 4 +0 +4 Listen 4 +0 +4 * - House Status Bonus possable Equipment: Cost Weight Heavy Steel Shield 20 15 Mithril Full Plate Mail * 25 War hammer (+1) 2312 6 Longsword (MW) 315 5 Dagger 2 1 Comp Longbow +3 STR (MW) 700 2 Arrows (40) (MW) 242 6 Cloak of Resistance +1 1000 Flint/Steel 1 - Arcane Signet Ring 150 - 10 Chalk 0.1 - Bedroll 5 5 Identification Papers /w Port 5 Handy Haversack 2000 5 (H denotes in sack) -Cure Light Potion (2) 100 H -Chain Shirt 100 H 25 -Crowbar 2 H 5 -10 Pitons 1 H 5 -100 ft Silk Rope 20 H 10 -5 Sun Rods 10 H 5 -10 Days Trail Rations 5 H 10 -3 Water Skins 3 H 12 -3 Oil Flasks 3 H 3 -Whetstone 0.02 H 1 -Letters Heavy War Horse 400 Lots -Leather Barding 40 Horse -Military Saddle 20 Horse Total Weight:70lb Money: 538gp 7sp 8cp Lgt Med Hvy Lift Push Max Weight: 76 153 230 230 920 Age: 22 Height: 6'01" Weight: 187lb Eyes: Brown Hair: Brown Skin: Tan
Background: Vander d‘Deneith was a Deneith house favorite long before his dragonmark surfaced. Being the 7th son of the wealthy and influential Baron Corin d’Deneith, Vander was often left to the care of others, and rarely spent time with his father. Perhaps Corin blamed Vander for his wife’s death, as she died during Vander’s birth. Vander’s older brothers reveled in the power and influence that their status and wealth gave them, and they played up their status as much as possible. They would often put servants in awkward positions, or make them do ridiculous things. Others in the House saw this lack of discipline and grew to generally dislike the elder sons.
Vander, however, spent a lot of time with the servants, and saw the humiliation and strain that was thrust upon them. He refused to play upon his power, and as a result was often viewed with favor among the servants and respect among the House. The elder sons saw this and would often do what they could to keep Vander from view. Eventually, many in the house knew of Vander, but few had ever met him.
Vander spent a lot of time working on his skills, often due to “Bogus” training exercises concocted by his older brothers to keep him out of sight. He trained with his father’s steward, Sir Garret Bender, in the ways of war, diplomacy and the ways of the court, and many of the servants in the ways of the outside of court. As he and his brothers grew older, Corin began to rely on the elder sons more, and relegated Garret to a more custodial role with his estate. Garret continued to spend time with Vander, and Vander regarded Garret as much as a father as a guide.
On his 16th birthday, Vander’s dragonmark manifested. This brought him some attention that none of his brothers had gotten, and Corin took a more personal interest in the doings of his youngest son. He saw his son blossoming into a truly noble character, and continued to let Garret and the estate servants take an active role in Vander’s upbringing. However, he made sure to bring Vander to several social functions despite the brother’s best attempts to keep him out. Vander made quite the impression in the House, and quickly became the favored son as far as many of the other nobles of the House were concerned.
Things changed drastically on his 18th Birthday. Just prior to the celebration, a changeling assassin killed Corin. The assassin was quickly dispatched, but there was no clue as to who had hired it nor why. When going to see Garret, he overhead his eldest brother Sorin speaking to him. Garret was informing Sorin that Corin had willed the estate to Vander. Enraged by this, Sorin killed Garret, made it look like the assassin had done it earlier, and then destroyed the will. Vander, fearing he was next, quickly used a house connection to flee the estate.
Since that day, Vander has worked for the Houses Defender’s guild, keeping a fairly low profile. He has been able to use his connections to keep his activities in the guild fairly quiet, but he has an exemplary record of performance, and is well known for his nobility in word and deed. He has spent much of his days looking over his shoulder in fear of an unknown assassin, and he continues to look to find out why his father was killed when he was. It has been four years since Vander left his home, and nearly as long since the war ended.
(Que GM )
Action Points: 6/7
Last edited by Bront; Thursday, 25th August, 2005 at 03:42 PM.
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Sunday, 15th May, 2005, 06:45 AM #4
Defender (Lvl 8)
- Join Date
- Nov 2004
- Houston, Texas
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ø Block Jdvn1
Tamin "The Whirling Blades" Saphonbend, Halfling Fighter 5
Appearance: When one visits Tamin, he's sitting in his shop, working on some blades. Maybe this is why he is good with blades? He sits there, his hands dirty with whatever he's doing. He looks up at you through his goggles... is he looking at you? One eye is definitely fixed on you, the other... is looking past you? Such green eyes are odd, they have the look that something behind them is broken. His hair is pulled back so as to not get in the way of his work and he stands up, expectantly. He shifts to his right leg and wipes his hands on his work pants. Too tough for light travel, his clothing is held somewhat close to his body. It's not form-fitting, but it is obvious he does not want his clothes to get in his way. A nice-looking boomerang is slung around his waist, and... now that you mention it, his shop is filled with a bit of nice equipment.Code:Name: Tamin "The Whirling Blades" Saphonbend Class: Fighter 5 Race: Halfling Size: Small Gender: Male Alignment: Chaotic Good Region: Talenta Plains (Gatherhold) Deity: Dol Dorn Str: 14 +2 (06p.) Level: 5 XP: 11 125 Dex: 17 +3 (10p.) BAB: +5 HP: 42 (5d10+10) Con: 14 +2 (06p.) Grapple: +3 Dmg Red: -/- Int: 14 +2 (06p.) Speed: 15' Spell Res: - Wis: 12 +2 (04p.) Init: +3 Spell Save: - Cha: 8 -1 (00p.) ACP: -3 Spell Fail: --% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +6 +2 +3 +1 +0 +0 22 Touch: 15 Flatfooted: 18 Base Mod Misc Total Fort: 4 +2 +2 +8 Ref: 1 +3 +2 +6 Will: 1 +1 +2 +4 Weapon Attack Damage Critical +1 Valenar Double-Scimitar+10 1d4+6 18-20/x2 +1/+1 VDS, TWF +8/+8 d4+5/d4+4 18-20/x2 Sling 50' +10 1d3+2 x2 Talenta Boomerang 30' +10 1d3+2 x2 XXXX +X XdXX+X XX-XXxX Languages: Common, Halfling, Elven, Dwarven Abilities: Halfing Racial Abilities Feats: C1: Exotic Weapon Proficiency (Valenar Double-Scimitar) F1: Two-Weapon Fighting F2: Weapon Focus (Valenar Double-Scimitar) C3: Improved Buckler Defense F4: Weapon Specialization (Valenar Double-Scimitar) Skill Points: 32 Max Ranks: 8/4 Skills Ranks Mod Misc Total Craft (Weaponsmithing) 8 +2 +10 Listen (cc) 4 +1 +2 +7 Tumble (cc) 4 +3 -3 +4 Intimidate 8 -1 +7 Equipment: Cost Weight +1/+1 Valenar DblScmtr 4725gp 7.5lb Darkwood Talenta Bmrng 25gp .5lb Cloak of Resistance +1 1000gp .5lb +1 Darkwood Buckler 1190gp 1.25lb +1 Breastplate 1350gp 15lb Identification Papers xxgp xxlb Total Weight:18.75lb Money: 720gp 0sp 0cp Lgt Med Hvy Lift Push Max Weight: 43.5 87 131.25 131.25 656.25 Age: 34 Height: 3'2" Weight: 36lb Eyes: Green Hair: Black Skin: Light tan
Background: Tamin was born and raised in the Talenta Plains, but not as a nomad like most Halflings. His parents worked for one of the Houses, but that was a long time ago and they are no longer with us. Tamin lost his family at an early age to the War -- his house was raided, his family was slaughtered, but Tamin fell before anyone else did to a sharp blow to the head. That is what he was told, anyway. It was the medics of House Jorasco that was attacked, during the War.
When Tamin woke up, he wanted to join the war to find the people who did this to his family. He was too young to join the army at the time, but he learned to use the Elves' weapons. We worked with what he could find, with one of the Houses helping him survive, but when Tamin was old enough, he enlisted and used his knowledge of Elven weaponry against them. He worked with House Deneith as guards to the medics of House Jorasco.
After the Last War, Tamin could not stand being confined to the Talenta Plains. He loved the country, but now that he had seen war he could not just stay at his home. He had no family and no purpose in Talenta. In this broken state, he decided staying with House Deneith would at least give him something to do. Packing his things, he said good-bye to the land he loved in order to be a Defender. The timing was convenient because he had received a request to give a demonstration of the uses of Elven weapons in Sharn. In Sharn he kept to himself mostly, as he made weapons for the Defenders and others, but conversed with some of the people who came to his forge. In this manner, he met a few minor nobles but he avoided politics. His friends were few, but a kind noble or two respected him and kept him compnay.
Today, he works quietly as a smith, one of the few halflings that have settled down. His friends know him as Tam, but those are few. Most know him as "Blades," but he does not go into detail as to why. "I am good with blades." "What do you mean? Making them? Using them?" "... I am good with blades."
Last edited by Jdvn1; Thursday, 25th August, 2005 at 03:25 PM.
Sunday, 15th May, 2005, 05:29 PM #5
Novice (Lvl 1)
Clang - Psion (Kineticist) 5
Medium Construct (Living)
Hit Dice: 5d4+10 (20 hp)
Speed: 20 ft. (4 squares)
Armor Class: 19 (+8 armor, +1 deflection), touch 11, flat-footed 19
Base Attack/Grapple: +2/+1
Attack: Quarterstaff +1 melee (1d6-1) or MW Heavy Crossbow +3 ranged (1d10)
Full Attack: Quarterstaff +1 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics
Special Qualities: DR 3/adamantine, Warforged Traits
Saves: Fort +3, Ref +1, Will +6.
Abilities: Str 8, Dex 10, Con 14, Int 19 (21), Wis 14, Cha 6.
Skills: Autohypnosis +10, Craft (armorsmithing) 15, Concentration +13, Knowledge (psionics) +13, Psicraft +13.
Feats: Adamantine Body, Enlarge Power (B), Improved Damage Reduction, Psionic Meditation (B)
Action Points: 7.
Power Points: 32
Equipment: Everburning Torch, Headband of Intellect +2, Heward's Handy Haversack, Identification papers with portrait, MW Heavy Crossbow (20 bolts), Quarterstaff, Ring of Protection +1, Traveling papers, Warforged Repair Kit, 482.8 gp.
Encumbrance: 21 lb./26 lb. (light load)
Personal Information: None
Patron Deity: None
Weight 276 lb.
Powers Known: Catfall, Detect Psionics, Know Direction and Location, Mind Thrust, My Light, Body Equilibrium, Concealing Amphora, Energy Missile, Identify, Darkvision, Energy Cone
Clang came out of the forges of House Cannith ten years ago, created as an experiment. Like other warforged, he was built to kill. But unlike them, he was built to kill with his mind and replace the flagging ranks of combat-capable spellcasters in the army of Karrnath. Fearing neither death nor snipers thanks to his adamantine plating, he was considered the ideal replacement. He fought in campaigns against Cyre and Thrane, serving with distinction that went largely unrecognized by his superiors.
When the war ended, like other warforged, Clang had no idea what to do with himself. He was not as strong as other warforged and felt alone and confused without orders and a clear chain of command. His purpose was to kill, and he wished only to continue. He served out several short contracts as a bodyguard and caravan guard, which left him in Breland at the end of his last term. Living in Sharn for a month, he quickly began to yearn for the regimentation of Karrnath but knew there would be nothing for him on his return but more of the same pathless wandering, and he'd become troubled by the lack of recognition for himself and other warforged who served as they were built to.
It wasn't for glory or honor that Clang wanted recognition. He didn't feel entitled to it. Rather, he felt that its lack bred distinctions between warforged and others. It created morale problems and broke the unity that was the foundation of any good military. He wanted to subsume his identity in the greater whole, and that was denied.
Despite his killing of hundreds of Cyran soldiers during the war, he took a job venturing into the Mournland with some to recover lost artifacts. There, he found his service rewarded with a share of the treasures. But the Cyrans were wild and unorganized. They claimed to be soldiers from the war, but if they were it only explained Cyre's fate. After two years, his contract with them expired. Not knowing what to do, yet again, Clang found himself in Sharn. A scholar at Morgrave University took an interest in his unique attributes and he consented to being studied, again feeling lost without a war to fight. When the term of his agreement with the scholar expired, he chose to return to adventuring.
The purpose if good rules is to remove the necessity of GM fiat as much as is humanly possible.
Rules are required for role-play for the same reason as they are required for combat: to replace the skills of the player with those of the character.
Currently Jerry Rowcroft Tao Lin in New Generation Legacy. Current Issue | OOC Thread | Character Sheet
Formerly Mark McNamara in Mutants & Masterminds: Generation Legacy Current Issue | OOC Thread
Tuesday, 17th May, 2005, 06:46 PM #6
Novice (Lvl 1)
Appearance: Sketchy beginning - Thick eyebrows, dark circles under his eyes, pale skin that rarely sees natural light, thick body type without being that muscular, a bit of a paunch, penetrating eyes, has a habit a staring a bit longer than people are comfortable with, a frequent smile that doesn't seem to be sincere...Code:Name: Rashleigh d'Orloff Class: Cleric of the Sovereign Host 5th Level Race: Human Size: M Gender: Male Alignment: N Deity: Sovereign Host (Kol Korran) Str: 12 +1 (4 p.) Level: 5 XP: 10,525/15,000 Dex: 12 +1 (4 p.) BAB: +3 HP: 29 Con: 12 +1 (4 p.) Grapple: +4 Dmg Red: 0/0 Int: 15 +2 (8 p.) Speed: 30' Spell Res: N/A Wis: 17 +3 (10 p.) Init: +1 Spell Save: +0 Cha: 10 +0 (2 p.) ACP: -0 Spell Fail: 0% [4th level Stat increase spent on Wisdom] Base Armor Shld Dex Size Nat Misc Total Armor:Mithral Shirt 10 +4 +0 +1 +0 +0 +0 15 Touch: 11 Flatfooted: 14 Base Mod Misc Total Fort: 4 +1 +5 Ref: 1 +1 +2 Will: 4 +3 +7 Weapon Attack Damage Critical Light Mace +1 +5 1d6+2 x2 Languages: Common, Celestial, Abyssal Abilities: Spontaneous Casting (Cure), Rebuke Undead SPELLS Domains: Charm - +4 Cha once per day. Free Action. Lasts 1 minute Travel - Freedom of movement 5 Rounds/day Typical Spells: (In City) 0 - 5 1st - 4+1 Charm Person*, Prot. from Evil, Comprehend Languages, Sanctuary, Command 2nd - 3+1 Locate Object*, Augury, Zone of Truth, Summon Monster II 3rd - 2+1 Suggestion*, Dispel Magic, Bestow Curse Feats: Spell Focus: Conjuration, Augment Summoning, Scribe Scroll Skill Points: 40 Max Ranks: 8/4 Skills Ranks Mod Misc Total Concentration (con) 8 +1 9 Diplomacy (Cha) 8 +0 8 Kn. Arcana (int) 8 +2 10 Kn History (int) 2 +2 4 Kn. Religion 6 +2 8 Kn. The Planes 8 +2 10 Prof (wis) Spellcraft (int) Survival (wis) Craft (Int) Heal (Wis) Equipment: Cost Weight Holy symbol -Silver 25 gp 1 lb Signet Brooch 75 gp - Identification Papers w/ pic 5 gp - Light Mace +1 2,305 gp 4 lb Cleric's Vestments 5 gp 6 lb [not generally carried] Scholar's Outfit 5 gp [6 lb] worn, not counted Mithral Shirt 1,100 gp 10 lb Wand: Cure Moderate 4,500 gp - Traveling Papers 2 sp - Parchment (for scrolls) x10 2gp - Vial of Ink 1gp 1/10th lb Scroll Case 1gp 1/2 lb Backpack 2gp 2 lb Bedroll 1sp 5 lb Lantern, Hooded 7gp 2 lb Oil, 1 pint 1sp 1 lb Flint and Steel 1gp - Tent 10gp 20lb Waterskin 1gp 4lb Horse, Light (Magebred) 150gp Bit and Bridle 2gp Saddle 10gp Saddlebags 4gp Feed (5 days) 25cp 50 lb Total Weight:15 lb Money: 1 pp 787 gp 3 sp 5 cp (21 lb with both sets of clothing) Lgt Med Hvy Lift Push Max Weight: 43 44-86 87-130 260 1300 Age: 28 Height: 5'9" Weight: 180 lb Eyes: Brown Hair: Black Skin: Pale
Cleric's Vestments are cream colored robes with red and gold trim/detailing
Rashleigh d'Orloff was born to a branch of House Orien specializing in the highly
profitable and less than ethical side of transportation: a lesser noble house of
smugglers. Oh of course the family has legitimate business concerns, but family status
and indiviudal wealth seems to focus more on the underbelly of its business than on the
front it presents. Unfortunately for Rashleigh, he was born as a delayed 5th child, too
late to take control of one of the family's business projects. With little chance to
advance as far as he saw fit within the family, Rashleigh joined the clergy of the
Sovereign Host by attending a religious studies program through Morgrave University. The
idea was that he would act as a priest to the family- bestowing Kol Korran's blessings on
their every endeavor. In his final year at the University, he is undertaking a field
internship as his final project before graduation. The goal, his advising professor has
just informed him, will be the recovery of a legendary ring from the continent of
Xen'drik. Given his family connections though and the unusual destination, it is nearly
certain that he will be asked to discretely transport something either to or from one of
Last edited by sleepystyle; Thursday, 21st July, 2005 at 04:35 PM.
Friday, 20th May, 2005, 12:11 AM #7
Acolyte (Lvl 2)
Spike - Marshal 5
Medium Construct (Living Construct)
Hit Dice: 5d8+10 (42 hp)
Speed: 20 ft. (4 squares)
Armor Class: 21 (+1 Dex, +10 armor), touch 11, flat-footed 20
Base Attack/Grapple: +3/+5
Attack: +1 greatsword +6 melee (2d6+4)
Full Attack: +1 greatsword +6 melee (2d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: None.
Special Qualities: Damage reduction 2/adamantine, grant move action 1/day, major aura +1 (2), minor aura +1 (3), warforged traits.
Saves: Fort +7, Ref +3, Will +6.
Abilities: Str 14, Dex 12, Con 14, Int 14, Wis 12, Cha 13.
Skills: Bluff +9, Diplomacy +16, Intimidate +11, Listen +9, Sense Motive +9, Spot +9.
Feats: Adamantine Body, Combat Expertise, Skill Focus (Diplomacy) [bonus feat].
Languages: Common, Dwarven, Elven.
Action Points: 7.
Equipment: +1 greatsword, +2 adamantine plating, cloak of resistance +1, 2 flasks of repair moderate damage, 1050 gp.
Encumbrance: 9 lb./58 lb. (light load)
Patron Deity Dol Dorn
Weight 298 lb.
Spike is a special type of warforged. When his comrades were taught about sword-play he was taught in the ways of diplomatic negotiations. He was taught to lead others into battle instead of following orders. He was given command of a squad of 10 warforged in The Last War and soon became an accomplished commander. He learned to develop tactics of engaging the enemy without suffering losses.
Spike fought for Aundair and was engaged in at least a dozen battles during the war. When the Treaty of Thronehold was signed, he suddenly stood without any squad to lead and felt an emptiness inside that he had never felt before. He was puzzled by this longing to belong to a unit and soon took up an adventuring career, because that was the closest thing he could come to lead a unit again.
Description: Spike is a tall and sturdily built warforged with symbols carved into his right chest plate signifying his former rank as commander. His skin has a dull gray look to it (due to the adamantine being used in his construction). Even though his face is completely without expression there's an unmistakable aura of authority about him. His plating has a few dents and marks from cuts that he hasn't taken care of, so he looks pretty battle-hardened and experienced. His green eyes shine and seem to register every bit of movement around him and all this information is quickly analyzed to draw suitable conclusions. He seems a lot less "cold" and emotionless than your average warforged.
Grant Move Action (Ex): Once per day as a standard action, Spike can grant any or all allies within 30 ft. a move action that must be taken immediately. This extra action does not affect the ally's initiative count; the round continues normally after Spike's turn is over.
Major Auras (Ex): Hardy Soldiers (damage reduction 1/-), Motivate Ardor (+1 bonus on damage rolls).
Minor Auras (Ex): Accurate Strike (+1 bonus on attack rolls to confirm critical hits), Art of War (+1 bonus on bull rush, disarm, sunder and trip attempts), Force of Will (+1 bonus on Will saves).
The auras in general are projected as a swift action and affect all allies (including himself) within 60 ft. who can hear Spike. He can maintain one major aura and one minor aura at a time. His auras are dismissed if he is dazed, unconscious, stunned, paralyzed or otherwise unable to speak. All bonuses granted are circumstance bonuses that do not stack with each other.
Last edited by MadMaxim; Friday, 26th August, 2005 at 01:22 AM.
Sunday, 11th September, 2005, 03:46 PM #8
Human Barbarian1/Battle sorcerer (UA)4
Cha 15 (+1 at 4th lvl)
HP 40 (12+4+5+4+5+2x5)
AC18 Mithril Chain Shirt+1 5, Dex 2, ring 1
(MW Greatsword) +8 2d6+4 19-20,x2
dagger +7 1d4+3 19-20x2
MW Composite longbow (str+3) +7 1d8+3 20 arrow+quiver
Ability fast movement, illiteracy, rage 1/day, spell, ability to cast arcane magic in light armor
Listen +5/+7 familiar (4r+1)
spot +1/+3/+6 (normal/with familiar/in broad day light)
feats Power attack, cleave, Powerfull charge
spell per day, 5/6/3
spell known 5/2/1
0th level Presditigitation, Mage hand, Message, detect magic, Detect Poison
1st level Ray of Enfeeblement, Expeditious Retreat (swift)CAdv
2nd level WraithStrike(swift)Cadv
wand of Magic Weapon (50charges)
wand of Enlarge Person (50 charge)
ring of Protection +1
cloack of resistance +1
2 potion of Bull strength
1 potion CMW
3 potion CLW
4 Oil flask
spell component pouch
flint and steel
Hit Dice: 5 (20 hp)
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 19 (+2 size, +3 Dex, +2 natural+2familiar), touch 15, flat-footed 16
Base Attack/Grapple: +4/–6
Attack: Talons +9 melee (1d4–2)
Full Attack: Talons +9 melee (1d4–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision,Alertness, improved evasion, share spells, empathic link, Deliver touch spells
Saves: Fort +3, Ref +5, Will +6
Abilities: Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6
Skills: Listen +2, Spot +14
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 1/3
Level Adjustment: —
These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.
Hawks combine both talons into a single attack.
Skills: Hawks have a +8 racial bonus on Spot checks.
Randrak was born in a small barbarian tribes living nearby the demon waste. Life in that part of the world was difficult but Randrak exceptional physical ability allowed him to survive the first 15 years of his life. Rendrak childhood was fairly typical for a child in the tribe. Of the 12 kids her mother had only 4 survived, him and 3 of his sisters.
At 13 years old in order to become a men he was sent in the wood with a bow and a greatsword for a year to survive on his own the perils of the region.
During that year, he fought the elements and various critters. The difficulty of the environement putted his physical limit to the test. Forcing him to go get everything he had inside to survive. The harshness finally unlocked his ability to channel magical energy from inside.
He first realised that he was gifted when he studied suspect wild berries, something inside told him they were poisonous, so He didn't touch them. He also discovered he was able to lit fire at night by simply pointing it.
He finally returned to his village, greeted by all (Rendrak was always appreciated by all). But the shaman quickly realised that he was able to control magic. Scared that the young new commer would take his place he quickly convinced the rest of the village that Rendrak had made some pacts with some demon he encountered in the waste in exchange for his power. Not very intelligent and trained with words he had no choice but to exile himself. That's how his adventuring life started.
He left the waste for civilisation. The shock was enormous. Rendrak wasn't prepare for it. There he met a group of adventurer of questionable morality. For a few years he travel and fought with them.
But last night things turned ugly and his five compagnion were killed when they attacked a dragon heads on. He survived only because he fell in a trap near the entrance. By the time he got out his friend were all in the belly of the beast, He run away. He is now sitting in a tavern alone, completly lost without his friend, drinking a beer. He doesn't know what life will bring him
The ability to adapt to changes, decreases with age
Monday, 12th September, 2005, 05:32 PM #9
Male-personality Warforged Rogue 3/Artificer 2
Last edited by Ozmar; Thursday, 15th September, 2005 at 04:09 PM. Reason: updated equipment