+ Log in or register to post
Results 1 to 10 of 11
Saturday, 4th June, 2005, 03:13 AM #1
Acolyte (Lvl 2)
Diplomatic Immunity Rogue's Gallery
Welcome to the Diplomatic Immunity Rogues Gallery! post your characters here, following the format of my example character, more or less:
Alyria Z'Avani, Arcanist of the Cerulean Kiss
Female Altanian Arcanist 13
Last edited by Brother Shatterstone; Sunday, 28th August, 2005 at 04:18 PM."That's so far over the line between genius and madness, it passed all the way through Cthulhuville and normalcy and all the way back to brilliance!"--MoogleEmpMog
- EN World
- has no influence
- on adverts that
- are displayed by
- Google Adsense
Saturday, 4th June, 2005, 04:00 AM #2
Acolyte (Lvl 2)
Male Sacra Champion 4
Character level: 4
Alignment: Neutral Good
Height: 6' 2''
Weight: 188 lbs
Experience: 8,000 xps
Str: 15 (+2) [base 15]
Dex: 12 (+1) [base 12]
Con: 15 (+2) [base 13, +2 racial]
Int: 12 (+1) [base 14, -2 racial]
Wis: 19 (+4) [base 15, +4 racial]
Cha: 22 (+6) [base 17, +2 racial, +2 enhancement, +1 level]
Class and Racial Abilities
Sacra abilities – Circe’s Love, Circe’s Boon.
Champion abilities – All armor proficiencies, all shield proficiency, all weapon proficiencies, Aura of good(Ex), Detect vile(Sp), Circe’s grace(Su), Turn undead(Su), Lay on hands(Su) [24 pts = 4th lvl x 6 Cha], Aura of courage(Su), Divine health(Ex), Divine Devotion I.
Hit Dice: 10 + 3d10 (24) + 8
AC: 23 (+1 Dex + 9 Armor + 3 shield)
Init: +1 (+1 Dex)
Speed: 30 ft (20 in heavy armor)
Fort +12 [+4 base, +2 Con + 6 Grace]
Refl +08 [+1 base, +1 Dex + 6 Grace]
Will +14 [+4 base, +4 Wis + 6 Grace]
Save conditionals: Immune to fear and disease, +4 morale bonus vs. fear in 10ft radius.
Melee Atk: +7 MW Longsword(1d8+2/19-20/x2/S)
Ranged Atk: +6 MW Mighty +2 Comp Longbow (1d8+2/20/x3 110ft/P)
Skills (21 pts Champion)
Bluff +6 [0 Ranks(cc), +6 Cha]
Concentration +3 [1 Ranks, +2 Con]
Diplomacy* +15 [7 Ranks, +6 Cha, +2 Synergy]
Gather Information* +6 [0 Ranks(cc), +6 Cha]
Handle Animal +6 [0 ranks, +6 Cha]
Heal +5 [1 ranks, +4 Wis]
Intimidate* +6 [0 Ranks(cc), +6 Cha]
Knowledge Arcana +2 [1 Ranks, +1 Int]
Knowledge History +1 [0 Ranks, +1 Int]
Knowledge Religion +2 [1 rank, +1 Int]
Listen +4 [0 ranks(cc), +4 Wis]
Ride +1 [0 ranks +1 Dex]
Search* +1 [0 Ranks(cc), +1 Int]
Sense Motive* +10 [6 Ranks, +4 Wis]
Speak Language [0 Ranks(cc)]
Spellcraft +5 [4 Ranks, +1 Int]
Spot +4 [0 Ranks(cc), +4 Wis]
Divine Spell Power [1st lvl] (spend turn attempt as FA to increase CL for next spell - healing spells only)
Augment Healing [3rd lvl]
Languages: Sacran, Eldish.
Total Spells Per Day (cast/day) (Total) Save DC +4
0th – 4; 1st – 6/+1 (+1 Wis, +2 Cha); 2nd – 5/+1 (+1 Wis, +2 Cha),
Domains Known (Charm, Luck, Travel) [2 base +1 Circe’s Boon]
Charm – Charm person(1st), Calm Emotions(2nd)
- The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Luck – Entropic Shield(1st), Aid(2nd)
- You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure.
Travel - Long strider(1st), Locate object(2nd)
- For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement.
MW Mighty +2 Composite Longbow (600gp, 3 lbs.)
Full Plate +1 (2,650 gp, 30 lbs., AC +9, MDP +1, ASF 35%, ACP -5)
Arrows [Qty. 80] (4 gp, 12 lbs.)
MW Longsword (315gp, 4 lbs.)
Heavy steel shield +1 (1,170gp, 15 lbs., ASF 15%, ACP -1)
Cloak of Charisma +2 94,000gp, 0 lbs.)
Wand CLW x 2 (50 charges each), 1,500gps, 0 lbs.
Bedroll (5sp, 5 lbs)
- - Holy Sword (700 gp)
- - Neutralize Poison (375 gp)
- - Remove Paralysis (150 gp)
Backpack (2 gp, 2 lbs.)
Acid (2 flasks) 20gp
50 ft. silk rope 10gp
Paper (10 sheets) 4gp
Healer’s kit 50 gp
Holy symbol 25gp
Holy water (x3) 75gp
Ink (two vials) 16gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp
Explorer’s outfit 0gp Total Cost: [11,679.5 gp]
320 gp, 5 sp
Notes – None at this time.
Appearance: The first thing people say about Ferris is “He sure is big for a Sacra”. Ferris stands well over six foot tall, deep lavender hair cascading to his shoulder. To say that he was a pretty man would be an understatement: toned muscles beneath gleaming plate mail, clothing always in fashion . . . or cutting edge, soulful blue eyes.
Personality: For someone as big and as beautiful as Ferris is, he doesn’t seem to realize this fact. Kind, thoughtful, head in the clouds, not a driven as other Sacra, honest, party-goer or –crasher, understanding, are all comments made by others about Ferris. Ferris speaks very little about himself, his family, religion or any other sensitive topics.
Early Background/Origins: First son of Camden and Alicia D’Elchant, life was meant to be good for Ferris. Both were successful adventurers working in Circe’s name. Ferris was born healthy and large – big for a baby – not fat though, just large. Near the time for Ferris to enter the academy, his younger brother was born. Ferris learned of the ideals that Circe held, and believed in them . . . until the young brother he had loved so much was thought to be tainted. It didn’t make sense, he was a young child . . . but he had the spark of arcane magic within him. Ferris remembered the light when he was at home . . . he never really thought about it all that much. He didn’t see what the big deal was . . . it was only a couple of dancing lights.
At home, there was the questioning, the odd looks, the humiliation of his father . . . the disappearance of his birth mother. No one knows just how long the Dolrathi was playing at being his mother . . . and to Ferris, he didn’t notice a difference . . . so there wasn’t one. At the order he was shunned . . . his concern for his studies waned. The sessions passed and Ferris didn’t graduate. He learned more and enjoyed his time with students that didn’t know who he was. If he wasn’t so gifted with healing and was such a likeable guy, the order would have cast him out.
Times change as the always do and a new administration in the monastic order, did in fact cast Ferris out – graduating him when he tried to inform them that he wasn’t ready yet. After years and years in the order, Ferris is cast into the real world . . . but is he ready for it?
Recent Background: .
Side Notes: .
Circe's Boon: All Sacra have access to a clerical domain of their choice granted by Circe. They can use the domain power and can cast the spells as domain spells. Even Sacra peasants and other non-spellcasters can cast the spells from their chosen domain once per day per each (if they have enough Wisdom and enough HD that they would be able to cast them if they were a cleric) as spell-like abilities.
Circe's Love: Each day when praying to Circe in her daily prayers, a Sacra may select to receive a +1 divine bonus to either attack rolls, armour class, or saving throws for 24 hours.
Order and Name:
Last edited by Keia; Tuesday, 22nd August, 2006 at 08:43 PM. Reason: update to 4th
Saturday, 4th June, 2005, 04:31 AM #3
Novice (Lvl 1)
Tiberius Lucius Magnus, Male Praetor Warmage
Tiberius Lucius Magnus
Last edited by unleashed; Friday, 16th March, 2007 at 03:20 AM. Reason: changed spells
Saturday, 4th June, 2005, 06:39 AM #4
Novice (Lvl 1)
Last edited by Brother Shatterstone; Sunday, 18th September, 2005 at 07:16 AM.
Saturday, 4th June, 2005, 02:23 PM #5
Last edited by Brother Shatterstone; Saturday, 27th August, 2005 at 04:20 PM.
Monday, 13th June, 2005, 07:12 PM #6
Novice (Lvl 1)
Last edited by Brother Shatterstone; Saturday, 8th October, 2005 at 03:55 AM.
Today one asks how much culture, solidarity, humanity and ecology we can afford economically,
while the real question is: what economical system can we afford ecologically, socially, and culturally. - Jakob von Uexeküll
If 3E was the Firefox Edition of D&D, 4E is the Mircosoft Edition.
Wednesday, 27th July, 2005, 12:29 PM #7
Acolyte (Lvl 2)
Spell Points: 20Code:Name: Vasha Springborne Class: Ecomancer Race: Nymph: Naiad Size: Medium Gender: Female Alignment: NG Deity: Str: 5 -3 (9) Level: 4 XP: 8000/1000 Dex: 15 +2 (13) BAB: +2 HP: 20/20 (4d6+4) Con: 13 +1 (13) Grapple: -1 Dmg Red: XX/XXXX Int: 20 +5 (17) Speed: 30' Spell Res: XX Wis: 18 +4 (16) Init: +2 Spell Save: +X Cha: 18 +4 (14) ACP: -0 Spell Fail: XX% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +0 +2 +0 +0 +0 15 Touch: 12 Flatfooted: 13 Base Mod Misc Total Fort: 1 +1 +1 +2 Ref: 1 +2 +1 +3 Will: 4 +4 +1 +6 Weapon Attack Damage Critical Quarterstaff -1 1d6-3 20x2 Dagger (10') -1(+4) 1d4-3 19-20x2 Ranged Spell Attack +4 - 20X2 Touch Spell Attack -1 - 20x2 Languages: Vaerysh, Seelie, Valsian, Mojiin, Eldish Abilities: Nature Sense Woodland Stride Nature's Bounty Resist Nature's Lure Atunement to the Jhyram Arris -With Vasha's atunement to he Jhyram Arris, she has gained at least one unique ability, if not more. --Water she creates is natural spring water, good for symbiosis, as well as quite fresh and plesant tasting. --Potentialy other powers. Spellcasting: Spell Points: 30 Prepaired: 9/8/5 Known Divine: All Druid Arcane: 0: All 1st: Reduce Person Magic Missile Shield Comprehend Languages Hypnotism Charm Person Ray of Enfeeblement Feather Fall Color Spray Floating Disk Silent Image Vasha's Mystic Massage 2nd: Scorching Ray Web Glitterdust Hideous Laughter Minor Image Feats: 1 Augment Summoning E1 Spell Focus: Conjuration 3 Extend Spell 4 +1 Int Skill Points: 57 Max Ranks: 7/3.5 Skills Ranks Mod Misc Total Concentration 6 +1 +7 Diplomacy 6 +4 +10 Handle Animal 5 +4 +9 Heal 6 +4 +10 Kn: Arcane 5 +5 +9 Kn: Geography 5 +5 +9 Kn: History 1 +5 +6 Kn: Nature 5 +5 +4 +13 Kn: Nobility 1 +5 +6 Kn: The Spheres 1 +5 +6 Listen 2 +4 +6 Spellcraft 6 +5 +2 +13(15) Spot 2 +4 +6 Survival 6 +4 +2 +12 Equipment: Cost Weight Quarterstaff 0 2 Dagger 2 1 Shimmersilk Dress 1000 2 Tan Bag of Tricks 4725 Cloak of Resistance +1 750 1 Ring of Protection +1 2000 Handy Haversack 1500 2 -5 Food Stuffs 5 2.5 -5 Waterskins (Spring) 5 20 -50' Silk Rope 10 5 -Sunrod 2 1 -Flint & Steel 1 -Wand of Cure Light 750 Total Weight:8lb Money: 500 Eldish Credits, 500 Rowaini Gold Crowns, 500 Lyradar Gold Coins Lgt Med Hvy Lift Push Max Weight: 16 33 50 50 250 Age: 24 (Looks barely 18) Height: 5'1" Weight: 92lb Eyes: Vibrant Blue Hair: Golden Blonde Skin: Light Beige
Spell Poinst Used:
Level DC Arc/Div
0: DC 14/15
Cure Minor Wounds
Ray of Frost
1st: DC 15/16
Cure Light Wounds
Speak with Animals
Ray of Enfeblement
Vasha's Mystic Massage
2nd: DC 16/17
Summon Natures Ally II
[imager]http://www.enworld.org/attachment.php?attachmentid=23606&stc=1[/imager]Appearance: Vasha looks like a voluptuous young girl, barely 18, with long flowing blonde hair and eyes of a vibrant blue. Her pale skill glistens as water droplets glisten off it. Her vibrant blue shimmer-silk hugs her curvatious body tightly and matches her eyes. She carries a walking staff and dagger, as well as a haversack.
Background: Desperate for help in battling the Dragonlords on Arris, the Valsian Ecomancer Marrik ai’Khala sought help in Amaranthia. Knowing little of nymphs other than their bond with nature, he told those who would listen his plight, how the few oasis’s were being destroyed by the power-hungry Dragonlords. One Naiad, Ashana Springs, took pity on the poor man, and eventually agreed to return to Arris with him. For some time, the two of them defended what oasis they could, and in the process fell in love. Less than two years after Ashana gave birth to a half-nymph daughter, who they named Vasha yn’Springs to honor her nymph heritage.
Vasha was taught they ways of the Ecomancer by her father. She learned how to tap nature for mana at a young age, but she learned how to do it while not robbing it. As she got older, her father found a large puppy, and he and Vasha cared for him and raised him. Vasha named him Puddles because it loved to play in water. Vasha and her mother were close as well, with her mother telling her tales of the beauty of Amaranthia, hoping some day to share it with her daughter.
The family had managed to setup a home at one of the desert oasis’s, and as Vasha grew older, the family dealt with the Dragonlords less. Marrik thought they had been growing weary of attacking, and grew lax in his preparations as time went on. That proved costly, as a Dragonlord assassin took him down while he was away from their home. Ashana knew something was immediately wrong. She grabbed her daughter and puddles and fled. They were not even a mile away when a blast of arcane fire came down upon their home, decimating it.
Ashana took Vasha and brought her back to Amaranthia. Vasha eventually grew envious of her mother’s connection to nature as a Nymph, and asked to become a full nymph. She became a full nymph shortly afterwards, and has made her mother proud. She changed her name to Vasha Sprignborne, and only recently has she become old enough to be considered an adult. Vasha hopes to move beyond Amaranthia and perhaps some day find out why her father was killed. Vasha’s last link to her father is her dog Puddles, who has grown quite large over time.
Large Dog (Riding)
Hit Dice: 4d8+8 (26 hp)
Speed: 40 ft. (8 squares)
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Bite +7 melee (1d6+4)
Full Attack: Bite +7 melee (1d6+4)
Special Attack: Trip
Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 16, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +9, Listen +6, Spot +6, Swim +4, Survival +3*
Feats: Alertness, Track, Weapon Focus (Bite)
Trip (Ex): A dog that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog.
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent
Last edited by Bront; Thursday, 7th September, 2006 at 08:15 AM.
PbP Mod. PM or E-mail if you have questions or issues.
Sunday, 18th September, 2005, 05:13 AM #8
Kallithyia: Palmaid/Female (Amazon)
Character Name: Lyssa
Real Name: Kallithyia “Kalli”
Character Race: Palmaid
Home World: Amaranthia
Character Classes: Amazon 1/Gladatior 2
Alignment: Chaotic Good
Eyes: Emerald Green
Hair: Leaf Green
Skin: Milky White
Experience Points (Current): 4,500
Experience Points (Needed): 6,000
Character Level: 3
Known Languages: Conasan, Narlse, Seelie, Vaelysh
Strength: 14 +2 (Base 14)
Dexterity: 19 +4 (Base 17, Racial +2)
Constitution: 15 +2 (Base 15)
Intelligence: 14 +2 (16, Racial -2)
Wisdom: 14 +2 (Base 12, Racial +2)
Charisma: 20 +5 (Base 16, Racial +4)
Bold: After magical enchantment
Hit Dice: 1d8, 2d12 +6
Hit Points: 32
Armor Class: 20[ BASE (10) + ARMOR (4) + DEX (4) + MONK (2) + DEFLECTION (X)]
Flatfooted Armor Class: 16
Touch Attack Armor Class: 16
Damage Resistance: nil
Spell Resistance: nil
Armor Worn: Rowaini Quicksilver Chain Shirt Equivalent (3,100 GP)
AC Bonus: 4
AC Penalty: 0
Maximum DEX bonus: 5
Armor Type: Light
Weight: 12.5 lbs.
Armor Weight: 12.5 lbs.
Save vs. Fortitude: 7 [BASE (5) + CON MOD (2)]
Save vs. Reflex: 9 [BASE (5) + DEX MOD (4)]
Save vs. Will: 4 [BASE (2) + WIS MOD (2)]
Special Save Notes:
Initiative Modifier: +6 [Quick Reconnoiter +2]
Base Attack Bonus: +3
Melee Attack Bonus: +5
Ranged Attack Bonus: +7
Unarmed Strike Attacks: +5 Flurry: +3/+3 / 1d6+2 / x2 / Bludgeoning / 0 lbs. (0 GP)
Greatsword, Masterwork Attacks: +6 Flurry: +4/+4 / 2d6+2 / 19-20 / Slashing / 8 lbs. (350 GP)
Great Axe, Masterwork Attacks: +6 / 1d12+2 / x3 / Slashing / 12 lbs (320 GP)
Alaxium Armor Spikes Attacks: +6 Flurry: +4/+4 / 1d6+2 / 19-20 / Piercing / 10 lbs. (3050 GP)
Composite Longbow (Mighty +1), Masterwork Attacks: +8 / 1d8+1 / x3 / Piercing / 110 ft / 9 lbs. Arrows: 40 (502 GP)
Throwing Axe, Masterwork Attacks: +6 Thrown: +8 / 1d6+2 / x2 / Piercing / 10 ft / 4 lbs Quantity: 2 (608 GP)
Grapple Attacks: +5 Check: +6 Escape: (+6*) Damage: 1d6+1+Armor Spikes
Weapon weight: 43 lbs.
Combat Expertise (1st Feat: 1st Level)
Improved Trip (Bonus Feat: Amazon)
Track (Bonus Feat: Amazon)
Power Attack (Free: Amazon)
Improved Trip or Improved Feint (Bonus Feat: Amazon 2nd and 4th)
Quick Reconnoiter (2nd Feat: 3rd Level)
Unarmed Strike (Free Feat: Gladiator)
Improved Grapple (Bonus Feat: Gladiator)
Balance +6 [0 Ranks, Dex + 4, Synergy Tumble +2]
Bluff +12 [5 Ranks, Cha + 5, Racial +2]
Diplomacy +12 [1 Ranks, Cha + 5, Racial +2, Synergy Bluff +2, Synergy Sense Motive +2]
Escape Artist +5 [1 Ranks, Dex +4]
Hide +7 [3 Ranks, Dex + 4]
Intimidation +7 [0 Ranks, Cha + 5, Synergy Bluff +2]
Jump +4 [0 Ranks, Str + 2, Synergy Tumble +2]
Listen +7 [5 Ranks, Wis + 2]
Move Silently +7 [3 Ranks, Dex + 4]
Search +3 [1 Ranks, Int + 2]
Sense Motive +7 [5 Ranks, Wis + 2]
Speech Languages: 2 Ranks
Spot +7 [5 Ranks, Wis + 2]
Survival +7 [5 Ranks, Wis + 2]
Tumble +10 [6 Ranks, Dex + 4]
[CC] Cross Class Skill
+2 Racial Bonus to Bluff and Diplomacy (Palmaid)
Low Light Vision (Palmaid)
Dazzling Beauty: DC: 16 (Palmaid)
Symbiosis: Palm Trees and Coconut Milk (Palmaid)
Immune “Person” Spells (Palmaid)
Bonus Feat (Amazon)
Fast Movement +10 ft (Amazon)
1st Favored Enemy: Narlse and Praetorian Males (Amazon)
AC Bonus (Gladiator)
Bonus Feat: Improved Grapple (Gladiator)
Flurry of Blows (Gladiator)
Unarmed Strike (1d6) (Gladiator)
Signature Move 1/day (Gladiator)
Fast Movement +10 ft (Gladiator)
Uncanny Dodge (Gladiator)
Battle’s Euphoria 1/day (Gladiator)
Equipment & Gear:
Equipment Weight: 2.0 lbs.
Magical Item Slots
Ring Left Hand:
Ring Right Hand:
EQUIPMENT WEIGHT: 2.0 lbs.
ARMOR WEIGHT: 12.5 lbs.
WEAPON WEIGHT: 43 lbs.
TOTAL WEIGHT: 57.5 lbs.
Carrying Capacity 14 STR Light: up to 58 lb. Medium: 59-133 lb. Heavy: 134-200 lb.
Base Speed: 50 feet
At over six feet tall Kallithyia would almost always be seen as an imposing figure but with lean hard muscle built for both strength and endurance she is even more so. Her choice of armor, a combination of chain over her body for flexibility, vambraces (metal guards for the lower arm), greaves (metal guards for the lower legs)
A natural leader Kallithyia was always cool under pressure, beloved by her warriors, and her sisters always enjoyed her company and attention but this would all change. Forced to fight for her life, to kill her fellow sisters or perish by their blade or axe, and to pleasure countless men has turned her into something else… Ill tempered, snippy, and aggressive in her demands Kallithyia has lost most of what made her so beloved.
Kallithyia does recognize this and strives to become the nymph of old she use to be but she is smart enough to realize that it will not be a simply or quick process and that its best for those around her to give her a wide birth.
Like any Conacian Kallithyia was born, not to mention raised, to be a warrior and like all Conacians she trained with a sense of grave importance and consider her training and status as a warrior to be the greatest of honors. Her training started when she was a youngling, younger than most but not overly so as the Conacians started there training as soon as the child could wield the bow and swing their ax, and her pride was tangible the day she brought down her first solo kill. She was bah blah age.
As her training continued Kallithyia developed into a cunning warrior but it was her abilities to convey her love for her fellow sisters, her ability to get them to listen to her, that made her a natural leader and it was this that interested the tribal leaders. Quietly watched from a distance, Kallithyia, better known as Kalli to her warrior sisters, grew into her role as a leader and when the time was right she was approached with a unique and unheard of offer.
Representative of Vaelyne approached Kallithyia’s tribe looking for help in their open rebellion against Seelyne. This by itself wasn’t unheard of as the Vaelysh had approached a number of times before but these ventures had always failed for the Conacians viewed neither the Vaelysh nor the Seelysh as friends. The Vaelyne wished to be recognized by the other planets and nations as being independent from Seelyne, but so far, their desires hadn’t been met.
Armed with a new plan, one that consisted of sending a new ambassador to Kanath that would not just represent Vaelyne but would also all the tribes of Conacians in the hope that adding more people for the ambassador to represent would make the other sphere see the folly in only reckoning only the one kingdom of Seelyne.
Never one for politics, or for wanting to have to deal with offlanders, the tribe had no interest in the Vaelyne Plan but the Vaelysh already knew this would be the case and brought an offer that they couldn’t refused. Trade goods, weapons and magic, that would allow for Kallithyia’s tribe to garner more power than their neighbors had and it would only cost them a few of their warriors. It was a very good trade indeed.
The Vaelyne Plan requested one nymph to be the assistant ambassador, a minor title with no real power but she was to advise the ambassador of any Conacian interest that might come up, and then a squad of warriors to be the assistant ambassador’s own honor guard. This was an ancient offlanders belief, one that if not done could effect the creditability of the ambassador as these warriors were not meant for the war field and to protect the ambassador but also to show the importance of the women they protected.
After the Vaelysh implore the importance of having the right candidate for the assistant ambassador, it needed to be a nymph that could be calm even when mad, cool and collected, and able to get along with people that they despised the tribal council decided that all the warriors interested would be brought before the Vaelysh so they could chose themselves.
Though it would be a long process involved process, the Vaelysh representative would only narrowed the choices down to a handful as the real choice would be in the hands of Khariklo, the Vaelyne ambassador herself, Kallithyia would be among those chosen as the potential assistant ambassador and she would quickly garner not just Khariklo favor but her friendship too.
Kallithyia studied hard, learning the art of words far more than she ever thought she would need in her life, not just out of her own honor but out of her dear friendship with Khariklo and though she would never admit her progress as she was a warrior and peace was to be earned from winning the war and not over flowery words but she would freely admit that Khariklo was a true friend. Soon with their honor guards in tow, both of the ambassadors had their own guards, the two ambassadors set off for Kanath but they wouldn’t arrive…
In the deeps of space their Spelljamming vessel would encounter and be ambushed by a number of smaller Nardaln vessels. The fight raged only a short time before the ambassador called for her guards to cast down their weapons. As a woman of words, peace, and hope she was unable to accept the bloodshed before her and her honor guard was trained to always obey her. Though they consider themselves pirates they where in all honesty slavers and there plans for their new attractive slaves were immoral and immorally simple; the slavers, mostly Narlsemen, took them to Scandaj were they would be sold to the highest bidder which only caused the ambassador’s words to fall upon deaf ears and soon, the ambassador’s hope would only allowed her to smile as they forced themselves upon her...
Kallithyia and the rest of the Conacian honor guard could only follow the Ambassador’s orders for only so long and they fought their slavers at every turn and as a whole they fought them remarkable well. The Nardaln slavers were not fools though as they separated the sisters into there own cells where they overwhelmed them individually with numbers and forced the nymphs not being raped to watch, and listen, to there sisters…
Kallithyia knew this new life for many months but she wouldn’t break, she even managed to slip free and maim attackers many times, nor after her heroic example would her honor guard and soon it was the Nardaln slavers who were having second thoughts. Unable to use the Conacians as pleasure slaves all of them were sold bond and shipped to Gyaros as with their amazing beauty and skills with arms they could entertain in other ways... They would become gladiators.
The Conacians excelled at being gladiators but it was made easy for them as their newfound hatred, not to mention their reprieve from doing so, for pleasuring men fueled their desire for warfare while the Praetorian started them off with simple fights, like fighting in a group, where Kallithyia lead the way once again, against large predatory animals or small predatory animals that where also pack hunters but soon the fights changed. Individual fights, fights against humanoid creatures of limited intelligence, both individual and group fights, but again the fights would change as the Conacians would become the executioners for those convicted of crimes but still confessed their innocents.
Even though the deadliness of the fights increased few of the nymphs where seriously harmed. This wasn’t just a tribute to their intensive training it was also by design as almost like a well oiled machine that knew what it needed before it could even be suggested the Praetorian were softening their convictions and reforging them so that their bloodlust would overpower their sense of reason as there need for the nymphs were becoming boring and something needed to be done to spice it up, the nymphs would fight each other.
Though they where less hesitant to fight each other, small fights, like those between big cats struggling to maintain and conquer territory, had become common place in there to cramped cells, the nymphs still hesitated until it became obvious that they would become objects of pleasure once again if they did not fight each other… This was a very uncommon practice for the Praetorian, which might have just been a bluff, but it had the desired effect… The nymphs fought each other to the death.
Though favored by the mob and gamblers, she wasn’t just one of the most skilled she was, by far, the most captivating to look upon, it was a grueling series of task and battles for Kallithyia to emerged victorious. Though her actions, or the actions of those she had killed, Kallithyia was responsible for the death of all her battle sisters… No one else was left to grieve for her sisters, the guilt of their collective actions were hers alone, and as she stood over the dead and broken bodies of her battle sisters she opening wept, her spirit was broken, but it didn’t matter as no one who cared was watching, or so she thought…
Last edited by Brother Shatterstone; Monday, 14th November, 2005 at 04:24 AM.
Sunday, 25th September, 2005, 03:10 AM #9
Last edited by Kohbiel; Sunday, 25th September, 2005 at 04:10 AM.
Saturday, 27th May, 2006, 12:52 AM #10
Byblan Sage 4
Alignment: Neutral Good
Weight: 94 lbs
Strength 10 (+0) [12 base, -2 racial]
Dexterity 13 (+1) [13 base]
Constitution 10 (+0) [14 base, -4 racial]
Intelligence 22 (+6) [16 base, +4 Racial, +2 Item]
Wisdom 17 (+3) [13 base, +4 Racial]
Charisma 22 (+6) [15 base, +4 Racial, +1 Level (4), +2 Item]
Hit Dice 4d6
HP: 18 [6 + 12]
AC: 12 [10 base, +1 Dex, +1 Natural]
Touch AC: 11, Flat-footed AC: 11
Init: +1 [+1 Dex]
Melee Attack: +2 [+2 base]
Ranged Attack: +3 [+2 base, +1 Dex]
Speed: 30 ft
Fortitude +1 [+1 base, +0 Con]
Reflex +2 [+1 base, +1 Dex]
Will +7 [+4 base, +3 Wis]
Extended Words of Power [1st-level]
Obscure Lore [1st-level Sage]
Craft Wonderous Item [3rd-level]
Bluff +11 [5 ranks, +6 Cha]
Concentration +5 [5 ranks, +0 Con]
Decipher Script +11 [5 ranks, +6 Int]
Diplomacy +19 [7 ranks, +6 Cha, +6 Synergy]
Disguise +10 [4 ranks, +6 Cha] (+2 Synergy when acting in character)
Gather Information +15 [7 ranks, +6 Cha, +2 Synergy]
- arcana +12 [6 ranks, +6 Int]
- history +11 [5 ranks, +6 Int]
- local +11 [5 ranks, +6 Int]
- nobility +11 [5 ranks, +6 Int]
- the spheres +11 [5 ranks, +6 Int]
Listen +6 [3 ranks, +3 Wis]
Sense Motive +8 [5 ranks, +3 Wis]
Spellcraft +13 [5 ranks, +6 Int, +2 Synergy] (+2 Synergy when deciphering scrolls)
Use Magic Device +11 [5 ranks, +6 Cha] (+4 Synergy relating to scrolls)
Languages: Altanian, Eldish, Byblan, High Praetorian, Melodian, Rowaini
Class and Racial Abilities:
Byblan Abilities- -2 STR, -4 CON, +4 INT, +4 WIS, +4 CHA, genderless.
Sage Abilities- Spellcasting, Words of Power, Sage Lore +15 (+4 level, +5 Int, +2 Synergy, +4 Feat), Bonus Feat, Word of Sonic Disruption, Irresistible Word +1
Words of Power: These special abilities are governed by the same rules as Bardic Music, except they are move actions, cannot be sustained, and those with a duration last for three rounds (or more if feats are purchased).
Word of Sonic Disruption: As Countersong.
Irresistible Word: This Word of Power increases the DCs of any spells cast by those affected by the stated amount.
Spells per Day: 4/5/4 DC: 15+spell level
Words of Lore per Day: 3/4/2 DC: 15+spell level
Words of Lore known: 6+1/3+1/2+1
Spells in spell book:
1st: Protection from Evil, Shield, Mage Armor, Comprehend Languages, Identify, Magic Missile, Burning Hands, Silent Image, Enlarge Person, Expeditious Retreat, Magic Weapon
2nd: Minor Image, Invisibility, Knock, Rope Trick
0th: Detect Poison, Mage Hand, Open/Close, Mending
1st: Mage Armor, Shield, Protection from Evil, Comprehend Languages, Silent Image
2nd: Minor Image, Invisibility, Knock, Rope Trick
Words of Lore:
0th: Dancing Lights, Daze, Detect Magic*, Ghost Sound, Light, Prestidigitation, Read Magic
1st: Charm Person, Cure Light Wounds, Sleep, Detect Secret Doors*
2nd: Cure Moderate Wounds, Detect Thoughts*, Alter Self, Suggestion
Equipment: (5% off scrolls, written texts, tomes.)
cloak of resistance +1 500
amulet of natural armor +1 1000
handy haversack 1000
cloak of charisma +2 2000
headband of intellect +2 2000
helm of comprehending languages 2600
scroll (glibness, tiny hut, tongues, cure light wounds x4) 750
misc equipment 50
Money: 50 gp
Appearance: The Mythweaver is a short, slight, bald little gray dude. He has large round black eyes, typical of the Byblan race. Arcane tattoos decorate the back of his head and down his neck to cover the majority of his back. The twisting jagged runes are part of his research into the words of power that began creation.
Personality: A gregarious, sociable fellow, the Mythweaver is a bit of an oddity when it comes to most Byblan sages. He enjoys the company of others and is hesitant to leave that part of his humanity behind. Logically he feels that everyone has a story and every story has some truth behind it. Listening to other people allows him to study the multiverse at large.
Background: Originally a Rowaini bard, the Mythweaver sought out the Byblan enclave nearby to study with them. Eventually he requested permission to join the ranks of the byblan sages and underwent the transmogrification. Creation myths have ever intrigued him and even now he searches for the secrets of creation in the myths and legends of peoples throughout the spheres.
The Mythweaver discovered a libram that referenced an ancient civilisation in uncharted Wildspace. As he attempted to find a way to reach the location, he met a Rowaini man named Kanarv who joined him on his journey and paid to charter a ship for them. The civilisation was now in ruins, but some of the spirits of the former residents still lingered, and so the two of them had to constantly battle their way through each room, successfully excavating one room with interesting archaeological and magical finds before they were forced to flee the accursed place. Kanarv has sent occasional letters to the Mythweaver to ask about how his research has been going, but the most recent letter from Kanarv is an invitation to his wedding with Princess Lynestra Tyndaria.