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Saturday, 2nd July, 2005, 09:15 PM #1
Novice (Lvl 1)
- Join Date
- Feb 2005
ø Ignore Harvey
Membership of the Nameless Legion
They come from across the far corners of the Material Plane and beyond, a lethal fighting machine whose mere presence on the field of battle is sometimes enough to drive an enemy army away in terror. Hated by its opponents and feared by its allies, the Nameless Legion cares little for respect, love, or courtesy so long as its employers pay on time. Assembled from among the most dangerous creatures known to exist amongst the various planes, the Legion is a mercenary fighting force consisting of many different races.
The Nameless Legion recruits warriors from across the known worlds, allowing any mercenary into its ranks who is willing to undergo the psionic conditioning that purges the applicant of much of his past memories. Recruits keep their knowledge of combat, magic, and other marketable skills, but the rest of their memories are forever erased. This alteration extends to a creature's alignment and personality, literally leaving the recruit a new person.
The Legion's name derives from its members' conditioning: They lose their names along with their memories, gaining new names only after proving themselves in battle. Recruits rarely socialize with non-legionnaires, a state of affairs the Legion likes, and it actively pushes its members to avoid mingling with locals. Thus, to most commoners and even some of their customers, the Legion is an army of nameless warriors. Legionnaires are named for deeds they accomplish during their service or traits that set them apart from others. A perceptive elf might be called Hawkeye, while a lumbering, fat ogre might be dubbed Gutslosh.
The Legion's members are marked by extensive tattoos that symbolize their allegiance and serve to soothe the fears of commoners who normally regard trolls, hill giants, and other monstrous creatures as enemies. These tattoos are magical in nature and give a creature improved abilities in social situations.
The Legion Recruits from various cosmologies and various planes and demiplanes: Their membership ranges from the Elves of Greyhawk to the Air Genasi of Faerun to the Warforged of Eberron. It is not unusual to see a shifter barbarian from the Stone Breakers fight alongside an eletum hexblade from the Blood Feasters.
A cabal of 12 elven, changeling, and doppelganger wizards, known as the Paymasters runs the Legion. They have mastered the art of journeying between the planes. Using a secret process of psychic surgery, these wizards render their charges obedient to the Legion and train them in the art of war. One can recognize a legionnaire by the intricate tattoos marking his face, which serves as a symbol of his training and obedience.
Originally concerned with cataloging the planes and their inhabitants, they quickly found they could garner tremendous profits in trade, mercenary recruitment, and other business ventures. The Paymasters' long life spans and business acuity have allowed them to amass a tremendous fortune. When a vacancy opens in the cabal, the remaining Paymasters vote in an apprentice or henchmen of the departed member.
The Paymasters are both neutral and greedy. They care more for maintaining their integrity as businessmen than becoming embroiled in local conflicts between good and evil. As experienced planar travelers, even those Paymasters with a benevolent streak have trouble thinking of any issue confined to a single world as one worthy of risking their business ventures.
The Paymasters intentionally cultivate a mysterious image. They wear voluminous gray robes that serve to conceal their faces, hands, and feet, while masks of the Paymasters alter their appearance and voice and help repel the effects of Enchantment spells. Each mask is fashioned to resemble a different animal, and a paymaster goes by a name relating to her personal mask. By merely trading masks, the Paymasters are able to assume new identities, a situation the cabal uses to its advantage in negotiations, dispatching emissaries with radically different styles of negotiation and debate to hammer out contracts with customers.
The Paymasters rely on their assistants, apprentices, and henchmen to handle most of the Legion's day-to-day business on a particular world, preferring to keep themselves busy with magical research or travel to exotic planes.
The Legion makes its headquarters among the ancient stone ziggurats of a ruined civilization hidden deep within the dense jungle of a small demiplane. It was within these ruins that the Paymasters discovered the secrets of psychic surgery and the magical gates that transport their warriors across the cosmos.
Here, amongst the rebuilt ziggurats, is where the Legion is barracked until sent on missions. Housed in the sprawling master complex is an armory, training grounds, mess halls, taverns, blacksmiths, libraries, and any other service that the Legion could require. There are 12 ziggurats reserved for the Paymasters. Each of these ziggurats is home to a particular Paymaster and his personal servants and apprentices, and legionnaires are strictly prohibited from approaching or entering these structures. Defying this edict means instant death for a legionnaire.
Legionnaires are sent on missions to various worlds via Worldgates: large portals that are created and maintained by the Paymasters. Worldgates can open onto almost any area of any world or plane. However, once sent on a mission, the legionnaires assigned must fend for themselves, relying on their commanding officer to decide on extraction requirements.
Legionnaires are organized into 12 large units called cadres. Each cadre is given a distinct name such as the Blood Feasters, Storm Howlers, or Shield Breakers. Each cadre is broken down into smaller groups called lances.
The 12 cadres that make up the Nameless Legion are:
• The Blood Feasters. Made up of assassins and slayers, usually undead in nature, this cadre specializes in eliminating specific targets such as generals, nobles, and adventurers. Its symbol is a fanged mouth that drips with blood.
• The Crashing Waves. This cadre is made up of underwater races, such as sahuagin and sea elves, that specialize in amphibious and underwater assault. Its symbol is the gaping maw of a shark.
• The Forest Walkers. This cadre consists of nature walkers, such as druids, treants, and awakened plants and animals. They are called in for anything from espionage to holding a perimeter in combat. Its symbol is a large oak tree set on a green field.
• The Mounted Nightmare. This cadre consists of the best mounted combat fighters of all races, as well as centaurs, bariaurs, awakened unicorns, and the like. Swift and furious, its symbol is a black lance.
• The Rune Bearers. This cadre is made up of sorcerers, wizards, and monsters who possess innate magical talents. Its symbol is a circle inscribed with magical runes.
• The Shield Breakers. Warriors who rely on strength and toughness, this cadre specializes in siege warfare and assaults. Its symbol is a greataxe with the shattered remnants of a shield piled beneath it.
• The Snow Serpents. Geared towards combat and missions on arctic and frostfell worlds, this cadre includes ice giants, uldra, and cold-based spellcasters. Its symbol is that of a large glacier on a sea of ice.
• The Sons of Shadow. Drow, derro, duergar, dwarves, and other creatures of the subterranean realm serve in this cadre as night fighters and underground specialists, as do creatures skilled in stealth and thievery. Its symbol is a dark cave mouth from which two red feral eyes glare.
• The Stinging Sand. Bitter rivals of the Snow Serpents, this cadre specializes in desert warfare. Asherati, sendasti, and their brethren make up this cadre. Its symbol is a dark-brown sandstorm.
• The Storm Howlers. Flying creatures are grouped into this cadre and are used as scouts, messengers, and aerial assault troops. Everything from awakened owls to mounted griffonriders can be included in this cadre. Its symbol is a winged lightning bolt.
• The Thoughts of War. This cadre is made up of psions and mind flayers, as well as other creatures that are particularly skilled in the tactics of war. It specializes in providing tactical and strategic counsel, and its symbol is a golden skull set on a blue field.
• The Unspoken Ones. This unique cadre is made up of deep cover infiltration agents. Dopplegangers, changelings, ethereal creatures, and even quasits make up this cadre, whose tasks involve deep cover assignments that might last for years. This cadre has no interaction with the other cadres, and is so clandestine that it does not even have a symbol.
As the cadres each fulfill a specific role, most operations involve lances drawn from multiple different cadres. Rivalries between the cadres can run high, especially among those that fill similar roles such as the Blood Feasters and Sons of Shadow. Each cadre believes itself the most skilled and deadliest in the Legion, a belief reinforced during training, as the Paymasters use these rivalries as a motivational tool. Each lance consists of anywhere from 4 to 6 members, depending on their job requirements.
Once assigned to a cadre, a creature serves in it until his contract is up, usually 5 to 10 years. Members have their cadre symbol tattooed on their upper arm, and many opt to have a second such tattoo scribed upon their forehead or other prominent part of their body. A minotaur in service to the Shield Breakers could serve with eight different lances over the course of eight different assignments.
Within the cadre, the uppermost levels of command are reserved for the Paymasters and their direct minions. Each cadre has a commander. Beneath the commander is a captain, who serves as a field commander. The captain is a legionnaire selected for his discipline, intelligence, and loyalty. Warchiefs are ranked below the captain and are officers assigned to command units of up to 20 lances. Each lance reports to its warchief for assignments, whether on the field of battle, or on special assignment.
Legionnaires gain access to training and magical resources that grant them talents and abilities unique to the Legion. Within the Paymasters' jungle domain lies many daunting obstacle courses and training halls overseen by the toughest, most demanding instructors the Legion can find across the worlds on which it operates. With this training and the Paymasters' considerable arcane skills, the Legion never wants for unexpected advantages to use against its opponents.
As part of a Legionnaire’s mission, that legionnaire receives any loot or booty obtained during that mission. Oftentimes, the Paymasters will send lances of legionnaires for special “retrieval” missions, which end up being quite lucrative for those selected.
Legionnaires who engage in missions or assignments that do not normally yield treasure, such as defending a holy site against attack, are paid for their services depending on their level. This amount usually equals about 3 sp per level per day, but greater rewards are given to legionnaires who provide exceptional service.
Once the final members are decided, they will be posted below...
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Wednesday, 6th July, 2005, 04:51 AM #2
Acolyte (Lvl 2)
- Join Date
- Jun 2005
ø Ignore Albedo
Since you said your gonna do two lances, should we start posting here?
Last edited by Albedo; Wednesday, 6th July, 2005 at 05:01 AM.
Saturday, 9th July, 2005, 10:05 AM #3
Guide (Lvl 11)
- Join Date
- Jan 2002
ø Ignore Thanee
Sylv, Gloura Bard -- Templar Lance (Rune Bearer)
Female Gloura, 3rd-Level Bard (XP 67,000)
Hit Dice: 10d6+50 (97 hp)
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 38 (+10 Dex, +4 armor, +4 shield, +10 deflection), touch 30, flat-footed 28
Base Attack/Grapple: +5/+4
Attack: Masterwork Whip +22 melee (disarm)
Full Attack: Masterwork Whip +22 melee (disarm)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Damage Reduction 10/cold iron, Darkvision 60 ft., Low-Light Vision, Unearthly Grace, Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1, Inspire Competence
Saves: Fort +18, Ref +28, Will +18
Abilities: Str 8, Dex 26(30), Con 18(20), Int 14, Wis 10, Cha 24(30)
Skills: Bluff +10[+40](0), Concentration +15(5), Diplomacy +24(10), Disguise +10[+20](0), Hide* +15(0), Intimidate +12(0), Knowledge (arcana) +15(13), Knowledge (nature) +9(5), Listen +10(10), Move Silently* +15(0), Perform (string instruments) +22(10), Profession (astrologer) +6(6), Sense Motive +12(12), Spellcraft [decipher scrolls] +10(6), Spot +15(10), Survival [aboveground] +5(5), Tumble* +14(4), Use Magic Device (scroll related) +18/20(8); * Armor Check Penalty 0/0
Feats: Simple Weapon Proficiency, Bard Weapon Proficiency, Light Armor Proficiency, Shield Proficiency, Combat Expertise, Improved Disarm, Weapon Finesse, Disguise Spell
Alignment: Neutral Good
Level Adjustment: +2
Sylv is a beautiful humanoid creature with grey, mothlike wings, not unlike those of a butterfly, covered with a dense mosaic of thousands of tiny scales and with an intricate pattern of various shades of grey nerved with silver veins. Her fair skin has a silvery hue to it, she has shoulder-long, black hair, and slightly oversized, black eyes. Sylv wears finely embroidered garments of thistledown cloth and a grey-green cloak. Strapped to her left arm is a buckler fashioned from a silvery metal and from her belt hangs a coiled-up leather whip. The fey usually carries a lyre of elven craftsmanship, and she is quite adept in its use.
Sylv speaks Common, Undercommon, Sylvan, Celestial and Elven.
Spells: As 10th-level bard
Bard Spells Known (3/6-1/6-2/4/2; save DC 20 + spell level):
0 - Detect Magic, Ghost Sound, Light, Mending, Message, Prestidigitation;
1st - Disguise Self, Grease, Tasha's Hideous Laughter, Inspirational Boost [CV];
2nd - Cure Moderate Wounds, Invisibility, Silence, Tongues;
3rd - Charm Monster, Glibness, Haste, Slow;
4th - Dimension Door, Hold Monster.
Unearthly Grace (Su): A gloura gains a bonus to Armor Class and all saving throws that is equal to her Charisma modifier.
Head: Circlet of Charisma +6
Eyes: Eyes of the Eagle
Neck: Amulet of Health +2
Shoulders: Travel Cloak of Elvenkind
Torso: Tunic of Steady Spellcasting
Body: +3 Thistledown Padded Armor
Hands: Gloves of Dexterity +4
Feet: Boots of Elvenkind
Other Equipment: Masterwork Whip, +3 Mithril Buckler, Traveler's Outfit, Heward's Handy Haversack, Bedroll, Scroll Case, Belt Pouch, Spell Component Pouch, Masterwork Lyre, Tattoo of Amity, Monocle of Perusal, Wand of True Strike (50 charges), Wand of Camouflage (50 charges), Wand of Resurgance (49 charges), Wand of Lesser Vigor (50/50 charges) (2); 66 gp, 9 sp, 0 cp. Weight (carried) 22½ lbs., Weight (stored) 7 lbs.
Mission Equipment: Recall Brooch
Background: Her underground home destroyed during a massive battle between the Nameless Legion and a force made of various evil denizens of the Underdark, the gloura had nowhere to go, her life became pointless and thus she agreed with having her memory erased and joining the Legion. As a subterrainean creature she was recruited into the Sons of Shadows cadre of the Nameless Legion as Sylv, a name chosen to reflect her nature and appearance. Lacking in the areas of subterfuge and deception, Sylv didn't really fit in. While her natural gifts did lend themselves quite well for the tasks and she was picking up on the necessary abilities, her interests simply did lie in different areas, so her superiors eventually decided, that it would be best to relocate her into a different cadre, where she could blossom to her full potential. Sylv joined the Rune Bearers, eventually. When she ventured out of the extensive caves and underground passages she had called her home for the first time, Sylv was immediately fascinated by the sky and stars and the whole beauty of the surface world. During her arcane training, which would only improve her inborn magical abilities, she also studied the lore of the stars and their effect on her spells, hoping to master the First Song one day.
Last edited by Thanee; Wednesday, 10th August, 2005 at 12:42 AM.
“In our world, immortality is not for the living. The legend lives on!”
In Memoriam Dave Arneson († April 7th, 2009) & Gary Gygax († March 4th, 2008).
Wondering what the Dungeon Tiles are like? Take a look here.
Saturday, 9th July, 2005, 07:45 PM #4
- Join Date
- Mar 2004
- Lawrenceville, GA
ø Ignore ShaggySpellsword
Trick: Archon Lance (Exhausted)
Code:Name: "Trick" Class: Rogue2/Swashbuckler8/Exemplar2 Race: Changeling Size: Medium Gender: Male Alignment: LN Str: 10 +0 Level: 12 XP: 66000/78000 Dex: 14 +2 BAB: +10/+5/+0 HP: 83 (4d6+8d10+12) Con: 12 +1 Grapple: +10 Int: 18 +4 Speed: 15 ft. Wis: 8 -1 Init: +5 Cha: 14 +2 ACP: -0 Base Armor Shld Dex Size Nat Misc Total Armor: 10 +8 +0 +2 +0 +0 +2 22 Touch: 14 Flatfooted: 20 Base Mod Misc Total Fort: 6 +1 +0 +7 Ref: 5 +2 +1 +8 Will: 5 -1 +0 +4 (+2 sleep or enchantment spells) Weapon Attack Damage Critical +1 shock adamantine rapier +13/+8 1d6+5+1d6 18-20x2 or +2 alchmeical silver kukri +14/+9 1d4+5 18-20x2 or +1 shock adamantine rapier +9/+4 1d6+5+1d6 18-20x2 and +2 alchmeical silver kukri +6 1d4+5 18-20x2 languages: Common, Elven, Dwarven, Auran Abilities: Minor Shapechange Prof. Light armor Prof. All simple and martial weapons Sneak Attack +1d6 Social Intuition Evasion Weapon Finesse Grace +1 Insightful Strike Dodge Bonus +1 Acrobatic Charge Improved Flanking Skill Artistry (Bluff) Skill Mastery (Tumble, Jump, Balance, Climb, Escape Artist) Lend Talent (1/2) Tattoo of Amity - +2 Morale bonus to Diplomacy and Intimidate Feats: Combat Expertise Improved Feint Two Weapon Fighting Skill Focus (Tumble) Two Weapon Defense Skill Points: 141 Max Ranks: 15/7.5 Skills Ranks Mod Misc Total Balance 12 +2 +2 +16 Bluff 15 +2 +11 +28 Climb 12 +0 +12 (+14 w/ rope) Diplomacy 12 +2 +6 +20 Disguise 6 +2 +12 +20 (+22 act in character) Escape Artist 13 +2 +15 (+17 w/rope) Gather Information 6 +2 +8 Intimidate 7 +2 +6 +15 Jump 12 +0 -4 +8 Sense Motive 12 -1 +2 +13 Sleight of Hand 7 +2 +9 Tumble 15 +2 +5 +22 Use Rope 12 +2 +14 (+16 bindings) Equipment: Cost Weight Tattoo of Amity +5 Glamered Studded Leather Armor 27,875 20 Traveller’s Outfit Free Belt of Giant Strength +4 16,000 1 Cape of the Montebank 10,080 1 Gloves of Dexterity +2 4,000 0 Liar’s Mask (+5 Bluff) 2,500 0 Headband of Intellect +4 8,000 0 Ring of Protection +2 8,000 0 +1 shock adamantine rapier 11,020 2 +2 alchemical silver kukri 8,328 2 Recall Brooch Hewards Handy Haversack 2,000 5 Bedroll .1 5 Disguise Kit 50 8 Rations x 2 1 2 Rope (50 ft. silk) 10 5 Waterskin 1 4 Beltpouch 1 .5 Flint and steel 1 0 132 gold pieces 132 9 silver pieces .9 Total Weight: 32.13 lb Lt Med Hvy Lift Push Max Weight: 33 66 100 200 500 Age: 30 Height: 5'5" Weight: 140lb Eyes: White Hair: Silver Skin: Grey
Last edited by ShaggySpellsword; Monday, 18th July, 2005 at 01:12 AM. Reason: Exhausted Stats
Sunday, 10th July, 2005, 06:16 AM #5
Acolyte (Lvl 2)
- Join Date
- May 2002
- Davenport, IA
ø Ignore Isida Kep'Tukari
Sul Ilumé - Archon Lance
Female Lumi Outsider 2/ Fighter 8 (ECL 12)
Alignment: Lawful Neutral
Height: 7' 1''
Skin: Glowing white
Str: 18 (+4) [10 points, +2 racial]
Dex: 14 (+2) [4 points, -2 racial, +2 levels, +2 gloves]
Con: 17 (+3) [5 points, +4 racial]
Int: 14 (+2) [6 points]
Wis: 16 (+3) [4 points, +4 racial]
Cha: 11 (+0) [3 points]
Class and Racial Abilities: +2 Str, +4 Con, +4 Wis, -2 Dex, darkvision 60 ft., racial hit dice (2 outsider HD), special attacks (spell like abilities: disrupt undead (DC 10), light at will, cure light wounds, glitterdust (DC 12) 3/day), +2 racial bonus on Search, Sense Motive, and Spot checks, Improved Initiative as a bonus feat, body of light (immune to all death spells, magical death effects, energy drain, and any negative energy effects. Never risk exploding from being on a plain with the positive dominant trait. Sheds white light in a 5 ft. radius at all times.), clear vision (cannot be blinded or dazzled by any effect, specifically immune to color spray, rainbow pattern, searing light, sunbeam, sunburst or other affects that use direct light as an attack form. Sun blades deal only nonlethal damage to a lumi), floating head (opponents flanking a lumi don’t gain the normal +2 bonus on attack rolls. Lumi are immune to the decapitation power of a vorpal weapon. They may not be strangled and are immune to suffocation), outsider traits (can only be returned to life by limited wish, wish, miracle, or true resurrection. Proficient with all simple and martial weapons, all armors and shields. Does not need to eat or sleep.). Fighter bonus feats, proficiency in light, medium, and heavy armor as well as shields, proficiency in simple and martial weapons.
Hit Dice: 2d8+8d10+30
AC: 29 (+2 Dex, +11 armor, +4 shield, +2 deflection)
Init: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft. (normally 30ft)
Fortitude +14 [+9 base, +3 Con, +2 from cloak]
Reflex +9 [+5 base, +2 Dex, +2 from cloak]
Will +10 [+5 base, +3 Wis, +2 from cloak]
Melee Atk: +16/+11 (1d8+6/x2/B, +2 adamantine flail)
Melee Atk: +16/+11 (1d6+5/x2/P, +1 spikes on heavy steel shield)
Ranged Atk: +13 (1d6+5//x2/30 ft./P, +1 javelin)
Skills: 50 from outsider Hit Dice;
Balance +1 [4cc ranks, +0 Dex, +2 synergy, -3 ACP]
Concentration +8 [5 ranks, +3 Con]
Craft (crystal carving) +10 [8 ranks, +2 Int]
Diplomacy +7 [5 ranks, +0 Cha, +2 tattoo]
Heal +8 [5 ranks, +3 Wis]
Intimidate +10 [8 ranks, +0 Cha, +2 tattoo]
Jump +9 [6 ranks, +4 Str, +2 synergy, -3 ACP]
Knowledge (local – Positive energy plane) +4 [4cc ranks, +2 Int]
Knowledge (local – Nine Hells) +4 [4cc ranks, +2 Int]
Knowledge (local – Plane of Radiance) +3 [2cc ranks, +2 Int]
Knowledge (the planes) +7 [5 ranks, +2 Int]
Listen +8 [5 ranks, +3 Wis]
Search +7 [5 ranks, +2 Int]
Sense Motive +10 [5 ranks, +3 Wis, +2 synergy]
Spot +8 [5 ranks, +3 Wis]
Tumble +2 [6cc ranks, +0 Dex, +2 synergy, -3 ACP]
Improved Initiative (outsider, lumi bonus)
Power Attack (1st level, outsider)
Combat Expertise (fighter bonus 1st level)
Improved Shield Bash (fighter bonus 2nd level)
Shield Charge (ComWar) (3rd level)
Combat Reflexes (fighter bonus 4th level)
Hold the Line (ComWar) (6th level)
Improved Trip (fighter bonus 6th level)
Improved Bull Rush (fighter bonus 8th level)
Languages: Common, Lumi, Celestial, Infernal
+3 mithril full plate – 19,500gp (25 lbs)
+2 mithril heavy +1 spiked steel shield – 7,030gp (10 lbs)
+2 adamantine flail – 11,008gp
Warding Word (ring of protection +2, 8,000gp)
Gloves of Dexterity +2 – 4,000gp
cloak of resistance +2 - 4,000gp
Boots of speed – 12,000gp
Quiver of Ehlonna – 1,800gp
3 +1 javelins – 6,903gp
15 javelins – 15gp
Heward’s handy haversack – 2,000gp
Tattoo of Amity – (free)
Necklace of Adaptation – 9,000gp
4 potions of cure light wounds – 200gp
MW crystal carving tools - 55gp
10 lbs of crystal - 1,000gp
Witch stones set (game) - 5gp
Belt pouch 1gp
Appearance: Sul is a tall and powerfully-built woman with the typical glowing white skin and hair of her race. Her head is smooth and hairless, and her face has the black tattoo of the Nameless Legion woven across it. She is clad in elegant mithril full plate with a full helm she likes to keep closed during battle. At her side she carries a black flail, and on her arm she bears a gleaming spiked silvery shield. When not in battle, she wears silver clothing and jewelry, cut close to her body.
Personality: Sul smiles at the thought of combat, glad to test her prowess against any who would meet her. She enjoys the breaking of wood, steel, and bone that comes with her own brutal style of combat, and keeps track of her worthy foes. Sul also tests her mind by engaging in games of logic and mental puzzles, keeping her thoughts as limber as her muscles. She tends to greet people with a chilly smile, as if sizing them up while maintaining a pleasant façade. She doesn’t blink, which unnerves some, and keeps her gaze squarely on those that interest her.
Background: Sul grew up fairly normally in the Plane of Positive Energy. Indoctrinated at an early age that those that opposed the lumi were to be killed, Sul never questioned the wisdom of her elders. She was taught the arts of war, and wetted her blade of the blood of liars and thieves at an early age. She went through the ranks quickly, her daring in battle and sheer tenacity rarely allowing a foe to escape. Her superiors remarked upon Sul’s prowess, and gave her the command of a squad that was sent against a roaming group of demons.
Three days later, Sul returned, proud and smiling, clutching a bag full of demon hearts as proof of her kills. No one else came with her. Her elders greeted her with unsmiling faces, their skins dimmed, a sign of profound displeasure and anger. The elder lumi had scryed upon her, to see how she would fare. She found the demons, a large a slightly more powerful group than they had estimated. Her squad engaged them and fought valiantly. However, they were soon overwhelmed and turned to retreat, a logical and perfectly sound move. Sul screamed at them to return to the fight, but they retreated anyway. Sul stayed and slew the remaining demons in a show of impressive martial skill. Then she returned and cut down each of her fellow lumi, calling them cowards, turncoats, and traitors. Their hearts joined the demons’ in the bag.
Her elders did not know where this unnatural bloodlust came from, but they did not care for a repeat performance. Normally Sul would have joined those she killed, but because of her undeniable skill, another punishment was put forth. Sul would join the Nameless Legion. Because her memory would be erased, she would no longer desire revenge upon the lumi, but her people could command a high price from the legion by selling such an accomplished warrior to her. It had been done in the past with other condemned criminals. Sul was taken, kicking and screaming, to the Legion, where her mind was wiped clean of the memories of her former life.
Now Sul’s bloodlust is channeled into the power of the Shield Breakers, a position she finds quite satisfactory. Occasionally she has strange dreams of betrayal, but she tends to dismiss them as vague nightmares. No one would ever want to get rid of her, would they?
Sunday, 10th July, 2005, 06:19 PM #6
Guide (Lvl 11)
- Join Date
- Jun 2002
ø Ignore Someone
Appareance and background:Code:Name: Warfiend. Class: Favored Soul (of Hextor) 11 Race: Aasimar Size: Medium Gender: Male Alignment: Lawful Neutral Str: 16 +3 ( 6p. +2 level advancement) Dex: 12 +1 ( 4p. ) Con: 16 +3 ( 4p. +4 enhancement) Int: 10 +0 ( 2p. ) Wis: 18 +4 ( 10p. +2 racial) Cha: 20 +5 ( 6p. +2 racial +4 enhancement) ECL: 12 XP: 66000 BAB: +8/+3 HP: 101 (11d8+33) Grapple: +11 Dmg Red: 3/- (adamantine heavy armor) Speed: 20' Spell Res: - Init: +1 Spell Save: - ACP: -5 Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor= 20 10 8 1 1 Touch: 11 Flatfooted: 19 Saves: Base Mod Misc Total Fort: 7 +3 +3 +13 Ref: 7 +1 +3 +11 Will: 7 +4 +3 +14 Racial and class abilities: Aasimar: -Native outsider type: Darkvision 60 feet, can be raised and resurrected. -+2 Wisdom, +2 Charisma -Resistance to acid, cold and electricity 5 -Daylight 1/day with a CL of 11 -+2 to Spot and Listen checks (already accounted in the skills) Favored soul: -Proficiency with all simple weapons and light flail, all shields (but not tower shields), light and medium armor. -Spells -Weapon focus (Flail) bonus feat. -Energy resistance 10 (Fire and Sonic) Weapon Attack Damage +2 cold iron Light flail +14+9 1d8+5 Dagger (melee) +11+6 1d4+3 Dagger (ranged) +9+4 1d4+3 Languages: Common, Celestial. Feats: Heavy armor proficiency (1st level) Augmented healing (3rd level) Weapon Focus (flail) (3rd level favored soul bonus feat) Power attack (6th level) Cleave (9th) Skill Points: 28 Max Ranks: 14/7 Skills Ranks Mod Misc Total Concentration 14 +3 +17 Heal 4 +4 +8 Sense Motive 10 +4 +14 Diplomacy 0 +5 +2 +7 Intimidate 0 +5 +2 +7 Spot 0 +4 +2 +6 Listen 0 +4 +2 +6 Spells per day: (6/8/7/7/7/5) Save DC: 14 + spell level Spells known: 5th level: Flame strike, Spell resistance, Slay living. 4th level: Cure critical wounds, Recitation, Divine power, Restoration. 3rd level: Mass resist energy, Magic circle against chaos, Dispel magic, Magic Vestment, Invisibility purge. 2nd level: Cure moderate wounds, Spiritual weapon, Owl´s Wisdom, Hold Person, Death knell, Shatter 1st level: Divine favor, Shield of faith, Resurgence, Command, Remove fear, Obscuring mist. Orisons: Detect magic, Read magic, Cure minor wounds, Create water, Detect Poison, Guidance, Light, Mending, Purify food and drink. Equipment: Cost Tattoo of amity free Adamantine full plate 16,5k MW Buckler 0,15k +2 cold iron light flail 10k Cloak of charisma +4 16k Amulet of health +4 16k Winged boots 16k Vest of resistance +3 9k Wand of lesser vigor 0,75k Ring of counterspells 4k (with Dispel Magic) Divine focus (defaced symbol of Heironeous) Spell component pouch Restoration MCx3 0,3k Scroll of Raise dead 6,125k 2x Scroll of Wind Walk 3,3k Potion of Haste 0,75k Money: 90 platinum, 50 gold Age: ?? Height: 6´2´´ Weight: 200 lb Eyes: Golden Hair: WhiteSpoiler:
Last edited by Someone; Thursday, 14th July, 2005 at 07:10 PM. Reason: Added last-minute equipment
Sunday, 10th July, 2005, 08:47 PM #7
Novice (Lvl 1)
- Join Date
- Jun 2005
ø Ignore AmorFati
Female Chaos Gnome Warmage8 / Elemental Savant3
Space: 5 ft.
Reach: 5 ft.
Str: 8 (-1) [2pts - 2racial]
Dex: 16 (+3) [4pts + 2racial + 2enchantment]
Con: 16 (+3) [4pts + 2racial + 2enchantment]
Int: 18 (+4) [10pts + 2enchantment]
Wis: 10 (+0) [2pts]
Cha: 22 (+6) [10pts + 2racial + 2level + 2enchantment]
HP: 80 (8d6 + 3d4 + 33Con)
AC: 26 (10 + 3dex + 8armor + 4shield + 1size) / 14 / 23
AC Penalty: -1
Fortitude: +9 (3base + 3con + 3resistance)
Reflex: +9 (3base + 3dex + 3resistance)
Will: +12 (9base + 3resistance)
Immune to sleep effects
Init: +3 (3dex)
Base attack bonus: +5
Ranged attack bonus with spells: +10
Shortspear: +11 (5base + 3dex + 2enchantment + 1size), 1d4+2 damage, Threat 20/x2, Range 20 ft.
Shortspear: +7 (5base - 1str + 2enchantment + 1size), 1d4+1 damage, Threat 20/x2
Spells per day: 6/8/8/7/7/5
DC 10 + spell level + 6cha
Overcome SR: 1d0 + 11 (+2 with fire spells)
All spells do +7 damage
0th: Acid Splash, Disrupt Undead, Light, Ray of Frost
1st: Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Lesser Orb of (Acid, Cold, Electricity, Fire and Sound), Shocking Grasp,True Strike, Tenser's Floating Disc(Advanced Learning Spell)
2nd: Blades of Fire, Continual Flame, Fire Trap, Fireburst, Flaming Sphere, Ice Knife, Melf's Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, Wirling Blade.
3rd: Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking Cloud, Leomund's Tiny Hut(Advanced Learning Spell)
4th: Blast of Flame, Contagion, Evard's Black Tentacles, Orc of (Acid, Cold, Electricity, Fire, Force, Sound), Phantasmal Killer, Shout, Wall of Fire.
5th: Arc of Lightning, Cloudkill, Cone of Cold, Mass Fire Shield, Greater Fireburst, Flame Strike, Prismatic Ray.
Caster level 1st
DC 10 + spell level + 6cha
Entropic Shield, 1/day
Shortspear: Empowered Firebolt.
Ring of Minor Spellstoring: Empowered Fireburst and Empowered Lesser Fire Orb.
Skill points: 70
Max Rank: 14
Consentration: 17 (14ranks + 3con)
Hide: 7 (0ranks + 3dex + 4size)
Intimidate: 22 (14ranks + 6cha + 2tattoo)
Jump: (0ranks - 1str + 5competence - 1AC)
Knowledge (Arcana): 18 (14ranks + 4int)
Knowledge (The Planes): 18 (14ranks + 4int)
Spellcraft: 20 (14ranks + 4int + 2synergy)
Lvl 1 - Empower Spell: All variable numeric effects deal 50% more damage
Lvl 3 - Weapon Focus (ranged spells): +1 on attacks with Ranged Spells
Lvl 6 - Energy Substitution (Fire): Any spells with Energy descriptor can do Fire damage
Warmage Lvl 7 - Sudden Empower: 1/day, can Empower a spell without using a higher slot
Lvl 9 - Extra Edge: Deals +1 damage + 1every 4th level of Warmage, Total +3damage
Tattoo of Amity
Vest of Resistance +3, 9,000gp
+4 Mithril Chainshirt, 17,100gp
+3 Light Wooden Shield, 9,153gp
+2 Spellstoring Shortspear, 18,301gp
Ring of Minor Spellstoring, 18,000gp
Ring of Sustenance, 2,500gp
Amulet of Health +2, 4,000gp
Boots of Striding and Springing, 5,500gp
Cloak of Charisma +2, 4,000gp
Gloves of Dexterity +2, 4,000gp
Headband of Intellect +2, 4,000gp
Hewards Handy Havresack, 2,000gp
Mundane items, like bedroll, blankets, flint and steel etc. 10gp
Spell component pouch
1,350gp in gems
Weapon Familiarity: Trat gnome hooked hammers as martial
Spell Power: Effective caster level with chaos spells +1
+4 dodge AC against giants
+2 listen checks
Luck of Chaos: 1/day, can reroll a roll. Must use new roll.
Immune to Confusion effects
Armored Mage: Ignore Arcane Spell Failure when using Light and Medium armor and Light Shields.
Warmage Edge: Adds Int modifier to damage spells
Advanced Learning: Can add a new spell to Spells Known List
Sudden Empower: Gain the Sudden Empower Feat
Elemental Specialty (Fire): When casting spells that does energy damage, does Fire damage instead
Resistance: Gains Fire Resistance 5
Immunity to sleep: Immune to sleep effects
Energy Penetration: Grants a +2 bonus to caster level with Fire spells
Scorch, the charismatic 2'8'' Imago. Always dressed in bright colors. She prefers reds, oranges and yellows, both when it comes to clothing and decorations. Her hair is the color of fire, and her eyes looks like twin rubies. Her face bear the trade-mark Amity Tattoo, curving back and forth, making her seem even more intense than she already is.
Underneath her bright-colored tunic you can see a glimmering breastplate, protecting her from potential harm. On her right fore-arm she has a tattoo of a circle inscribed with runes, the icon of the Rune Bearers, her cadre.
Happy-go-lucky. Outgoing. Joy-spreader. Talkative. Impulsive. Just a few words describing this bundle of energy. Scorch is the kind of person who thinks positive of everyone, always have a compliment and encouragement in store for others around her. She has lots of friends in the Legion, and is well-known in her cadre for her spirited personality.
When combat situations occur, she might seem like a bundle of chaotic energy, but the chaos is calculated. She never stays still, moving from place to place, unleashing fire wherever it is needed. She is not affraid of close-combat, in fact she prefers to be in the middle of action, jabbing her spear at foes that gets past her inferno unleashed.
She was, most likely, recruited because of her excellent abilities with fire magic.
She started out as a lowly recruit in the Rune Bearers, always doing her best for the Legion. Her Warchief Freeze soon realized that not only her arcane talents were strong, but she never had a problem with wading into combat, flinging fire around her where needed. Freeze, a halfling of considerable power, was herself consentrating of ice and cold magic. Two oposites, yet a strong friendship bonded over time. Where Scorch is outgoing, bubbling with energy, impulsive and a joy-spreader, Freeze is silent, calculating and only speaks up when needed. Not when in company with Scorch though, they can spend hours upon hours, only talking. About their missions, fellow members of the Legion, of the world. But most of all, about their past. What were they before? Who were they? Why were they recruited? Did they join of their own, free will?
Allthough her best friend is of a higher rank, there is no envy in Scorch, she is content with where she is; doing the Legions dirty work can be fun, at times.
Last edited by AmorFati; Monday, 11th July, 2005 at 11:27 AM.
Monday, 11th July, 2005, 03:52 AM #8
Cutpurse (Lvl 5)
- Join Date
- Jul 2004
- st. louis, missouri
ø Ignore tyrlaan
Gyre - Templar Lance
Appearance: Gyre is an attractive woman with long raven-colored hair and an incredibly dark complexion, resembling someone who spends excessive amounts of time in the sun. She wears loose, baggy clothing made of thin fabrics. Her pants are black, her blouse is a vibrant green. The sleeves of her blouse have slits that run the length of the arms, through which one can spy a couple of her tattoos. On her right shoulder is the blood-dripping fanged mouth of the Blood Feasters. On her left shoulder is the greataxe with a shattered shield that symbolizes the Shield Breakers. Gyre also has the sandstorm tattoo of the Stinging Sand on the right side of her face. On the back of her left hand is a tattoo of stylized eye of Ra, presumably a remnant of her previous life...Code:Name: Gyre Class/Level: Fighter 5/Dervish 7 Race: Human Size: Medium Gender: Female Region: n/a Alignment: Neutral Deity: None Str: 19 +4 ( 6p. +1 level +4 enhancement) Level: 5/7 XP: 66,000/78,000 Dex: 20 +5 (10p. +2 level +2 enhancement) BAB: +12/+7/+2 HP: 117 (12d10+24) Con: 14 +2 ( 6p. ) Grapple: +16 Dmg Red: n/a Int: 14 +2 ( 6p. ) Speed: 40' Spell Res: n/a Wis: 10 +0 ( 2p. ) Init: +7 Spell Save: n/a Cha: 10 +0 ( 2p. ) ACP: -0 Spell Fail: n/a Base Armor Shld Dex Size Nat Misc Total Armor: 10 +6 +0 +5 +0 +2 +5* 28 Touch: 20 Flatfooted: 23 *(+1 insight +2 dervish +2 deflection) Base Mod Misc Total Fort: 6 +2 +3 +11 Ref: 6 +5 +3 +14 Will: 6 +0 +3 +9 Weapon Attack Damage Critical Range Normal "Scald" or Frost" +18/+13/+8 "Scald" and "Frost" +16/+16/+11/+6 "Scald" 1d6+1d6(fire)+7 15-20/x2 "Frost" 1d6+1d6(cold)+5 15-20/x2 During Dervish Dance "Scald" or Frost" +22/+17/+12 "Scald" and "Frost" +20/+20/+15/+10 "Scald" 1d6+1d6(fire)+11 15-20/x2 "Frost" 1d6+1d6(cold)+9 15-20/x2 Ranged Composite Longbow, MW STR +4 +18/+13/+8 1d8+4 x3 110 ft. Languages: Auran, Common, Ignan Abilities: -Dervish Dance 4/day (lasts 7 rounds) -Movement Mastery (can take 10 on Jump, Perform(dance), and Tumble any time) -Slashing Blades (treat scimitar as light weapon) -Fast Movement (+10 ft enhancement bonus to speed) -Dance of Death (gain Cleave feat during dervish dance) -Improved Reaction (+2 to initiative) -Elaborate Parry (additional +4 to AC when fighting defensively or total defense) Feats: Human: Two-Weapon Fighting Fighter 1: Combat Expertise Level 1: Dodge Fighter 2: Mobility Level 3: Weapon Focus (Scimitar) Fighter 4: Weapon Specialization (Scimitar) Level 6: Elusive Target (Negate Power Attack: foe you dodge against gets no damage bonus when using Power Attack) (Diverting Defense: first attack from flanked opponent you're Dodging misses and may hit flanking teammate) (Cause Overreach: provoke attack of opportunity, get a free trip attack if foe misses) Dervish 3: Spring Attack Level 9: Improved Critical (Scimitar) Level 12: Whirlwind Attack Skill Points: 81 Max Ranks: 15/7 Skills Ranks Mod Misc Total Balance 7 +5 +2 +14 (+2 synergy) Climb 6 +4 +0 +10 Escape Artist 7 +5 +0 +12 Intimidate 8 +0 +2 +10 (+2 morale) Jump 15 +4 +2 +21 (+2 synergy) Perform (dance) 15 +0 +0 +15 Ride 5 +5 +0 +10 Swim 5 +4 +0 +9 Tumble 15 +5 +2 +22 (+2 synergy) Untrained Appraise 0 +2 +0 +2 Bluff 0 +0 +0 +0 Concentration 0 +0 +0 +0 Diplomacy 0 +0 +2 +2 (+2 morale) Disguise 0 +0 +0 +0 Forgery 0 +2 +0 +2 Gather Information 0 +0 +0 +0 Heal 0 +0 +0 +0 Hide 0 +5 +0 +5 Listen 0 +0 +0 +0 Move Silently 0 +5 +0 +5 Search 0 +2 +0 +2 Sense Motive 0 +0 +0 +0 Spot 0 +0 +0 +0 Survival 0 +0 +0 +0 Use Rope 0 +5 +0 +5 Equipment: Cost Weight "Scald" Flaming scimitar +1 8315gp 4lb "Frost" Frost scimitar +1 8315gp 4lb Composite longbow +1, STR +4 2800gp 3lb Mithral chain shirt +2 5100gp 12.5lb Amulet of natural armor +2 8000gp Gloves of dexterity +2 4000gp Ring of protection +2 8000gp Vest of resistance +3 9000gp Belt of giant strength +4 16000gp Ioun stone, +1 AC 5000gp Minor cloak of displacement 24000gp Tattoo of Amity 0gp Backpack 2gp 2lb Bedroll 1sp 5lb Paper x2 8sp - Pouch, belt x2 2gp 1lb Rations, trail x7 35sp 7lb Rope, silk 10gp 5lb Vial, ink 1gp 0.1lb Waterskin 1gp 4lb Everburning torch 100gp 1lb Climber's kit 80gp 5lb Entertainer's outfit 3gp 4lb Traveler's outfit 1gp 5lb Arrows (40) 2gp 3lb Arrows, silver (20) 41gp 3lb Arrows, targath (20) 61gp 3lb Total Weight:62.6lb Money: 1161gp 6sp Lgt Med Hvy Lift Push Max Weight: 116lb 233lb 350lb 700lb 1750lb Age: 27 Height: 5'6" Weight: 111lb Eyes: Blue Hair: Black Skin: Dark-skinned
Sitting still borders on torture for Gyre. She is constantly moving, ever graceful. So graceful in fact, that even when she falls it appears as if it was deliberately executed, and executed with style. When one sees her performing her deadly dance of death, they find themselves transfixed by the twisted mix beauty and brutality that she displays.
Personality: Gyre never seems to be comfortable in one place for an extended period of time. This attitude leaks into other aspects of her life; often drifting away from lengthy conversations when something more interesting catches her eye. Her flightiness has probably broken a few hearts along the way.
Gyre happily takes on any mission handed to her and her lance. She's a good Legionnaire...most of the time. Occasionally on missions she will break from protocol or the established plan because she feels she has developed a better plan or feels the protocols are hindering the mission. On more than one occasion she has been reprimanded for these transgressions, but she suspects that the Paymasters keep her around because sometimes her wilingness to work outside the rules is just what is needed.
Background: As with all Legionnaires, Gyre's life essentially starts with her induction into the Nameless Legion. Gyre started as a Blood Feaster. The Paymasters figured her abilities would be best leveraged for assassinations. Gyre proved to be a coldly efficient assassin. During her time with the Blood Feasters she gained her nickname, dubbed "Gyre" by an onlooking lance member who was entranced by the bloody beauty of her spinning dance of death. Gyre performed well enough but seemed to have odd troubles with the undead members of her cadre. If asked, Gyre only answers that undead are creepy and gives a little shiver. What is really behind her distaste for the undead is a mystery to even her.
The Paymasters decided to reassign Gyre to the Stinging Sand as soon as her 5 year term with the Blood Feasters was complete. Gyre was clearly more comfortable in this cadre. Not specifically known for desert survival skills, she seemed to keep up nonetheless. Gyre made many friends in this cadre and got intensely invovled in the rivalry between the Stinging Sand and the Snow Serpents. Things came to a dangerous head when Gyre and Chill, a frost mage from the Snow Serpents, both competed for the affections of a cavalier in the Mounted Nightmare - a guy named Thorn. Gyre and Chill almost killed each other in a brutal fight (The Stinging Sand gave Gyre 1:5 odds). Members of both cadres broke up the combat before either were killed. The Paymasters let this insubordination go because it didn't damage any property and, ultimately, no one was irreparably harmed or killed.
Gyre has since completed a 5 year stint with the Stinging Sands and, much to the surprise of many of her former cadre buddies, asked for reassignment to the Shield Breakers. Now one year into her time with the Shield Breakers, Gyre continues to excel on the field.
Last edited by tyrlaan; Thursday, 14th July, 2005 at 03:37 PM.
Wednesday, 13th July, 2005, 11:43 PM #9
- Join Date
- Jan 2003
- The Far Realm
ø Ignore Dakkareth
The others say, they have put it behind them. They say, it doesn’t matter to them anymore, they live now, not in the past. After more than ten years one would think, that I could let go. But that’s the point, isn’t it? Let go. Leave behind all memory, cut away by sorcerous rituals, leave behind that which caused me to be me. It goes against my very nature, I need to know who I am and why. The very root of all compulsions, of all mental influences is to manipulate those silent and unseen causes, the murky depths of memory and subconscious. Because changing that which comes before changes that which will be. By hiding memories from an other, by planting memes creeping through the holes created in the self, I assume command over the minds of others. And yet here I am, ever circling the gaping hole in my mind where my memories used to be.
Who was I in the Before? The ‘Before’, a term of the Nameless Legion that finds little use most of the time. But ... I think, I know who I am now. But I have explored the nature of the human mind, it is my chosen profession to know how the mind works and manipulate those workings. I know, that in order to truly know yourself, you need to know the origin of everything that made you what you are, all the experiences that formed your spirit. Because without them, you are easily shaped into new ways, have no core of existence that remains stable. I suspect, that is why the Paymasters are doing it. But why in all the Nine Hells and the infinite depths of the Abyss, did I submit to this? Willingly! Knowing, what it would entail! It is pure madness, yet ...
I have adapted, I think. I am not who I was before, I am a new person. Eleven years among the Legion, eleven years of hardship and triumph, of friends found and lost again to death or others. Eleven years that are my life now, in its entirety, and not a bad life at all. And yet I circle what I perceive as something missing, as if a whole decade of life was as nothing. And who knows, that one ritual ... but I grow weary of mysteries. There are too many of them, and too unsolvable are those that concern my past selves. I realize now, that letting go would have been a way, an opportunity to re-forge myself anew entirely, but pondering these questions has become part of my self and I won’t surrender it yet again!
Among a company consisting of creatures from all the known multiverse Shackler hardly stands out. A tall, lean human clad in black robes like so many other arcanists, he moves slowly but with a deliberateness that makes every motion seem inexorable. Like the rest of his body underneath the robes his bald head is adorned with numerous tattoos ranging from masterful depictions of battles to complex and incomprehensible geometric patterns. Only the strange light in his eyes and the facial structure that seems subtly abnormal sets him apart from others in terms of appearance.
Shackler is a twofold mystery, especially to himself. He knows for a fact, that he is not quite human; The icy clarity of his thoughts, the energies suffusing every cell and the awareness of every minute detail of his body’s workings are hard to ignore. But what exactly is he? A psionic ritual of enormous power must have been at work, transforming his body into this form, immune to the ravages of time. But whatever was behind it remains lost to him like the memories he surrendered with the Conditioning And there is the second enigma: Why would a master of thought like he accept such a mutilation of the self, suicide in a certain sense?
But those are thoughts for dark nights, when every mind is left to fend for itself, struggling with losses recent and long past as it is the way of every soldier. For a soldier Shackler is, through and through, one of the Nameless Legion that has been his family for all the eleven years of his third life. Since his first stumbling steps in the confusion of manufactured amnesia he has come to appreciate the unique situation of the Nameless Legion. Nominally they exist only to make profits for the Paymasters yes, but that’s just the surface. United by the severing of all ties and struggling together through conditions worse than any hell, camaraderie and friendship within the Legion are absolute. It’s what keeps people alive. Sure, there are all kinds of brawls and sometimes even serious fights, but in the end no one can afford to stand apart. The Legion is a certain kind of family after all.
Upon joining the Nameless Legion Shackler was assigned to the Thoughts of War, immediately finding like minds among the mentalists and psionic creatures of that cadre. After a several months of training (encompassing the arts of the mind as well as the application of tactics) he was sent on his first mission as supporting caster to one of four lances commissioned to bring down a revolutionary movement on the desert world of Athas. After only three days of intelligence gathering the commanding officer, a sorcerer of the Rune Bearers, ordered a pincer attack on the rebel headquarter – Shackler (then called Nameless) advised against this move but had no authority. Sure enough the attack went spectacularly haywire. Lacking communication between the lances, bad timing in the assault and a thoroughly botched attempt to take out the enemy defilers spelled doom for the task force. Of twenty highly trained legionnaires only three made it out of the killing field prepared by the rebel, who were anticipating the attack. Fleeing the city Shackler and the two others had no choice but to return on foot to the worldgate contact-point 200 miles away – the possibility of securing backup or a quick way out had died with the officer. Four weeks later Shackler and Twelve-Arrows, a warrior of the Stinging Sand, arrived starved and half-mad with thirst, having marched through the desert all the way. With them were the last in a succession of bandit groups, that had thought the two travellers an easy mark and had succumbed to arrows and mind-bending – their supplied had kept the two alive.
Back in the Paymasters’ headquarter Shackler vowed not to let something similar happen again, if he could help it. As psionicist and tactician he had a duty to look further ahead and ward him and his fellows of the Legion from such disasters. Even if despite proper intelligence something went wrong, there had to be a way out for the legionnaires. So Shackler expanded his field of study to that of instant communication and travel, going even so far as to neglect his telepathy skills to study under an Ulitharid master of astral transport until he had learned to mimic the arcane spell of teleporting through mental force. Also he intensified his education in the finer points of tactics. Shackler does make errors, but he learns from them.
Since that first engagement Shackler has taken part in literally hundreds of missions, from all-out sorcerous warfare over lance-scale conflict to espionage, underground work and difficult inter-planar parleys. His abilities are valued highly by his superiors for their versatility – he can play the game of destruction almost as well as any sorcerer and very few match his skill at turning opponent minds again themselves, dominating them and extracting precious information. His guile in on-the-spot negotiations is widely known and his tactical advise is solid. Finally Shackler has turned his hard lessons into a strength – he provides long range communication, tactical coordination through mind-linking and instantaneous transportation to his lance, knowing that this more than raw strength makes the difference in the kind of conflicts the Nameless Legion is involved in.
Shackler is a very cerebral person. In dangerous or unknown situations calculating odds, weighting cost and benefit and comparing possible outcomes are vital in coming to a decision. Between engagements he can be seen lost in thought or silent meditation as often as in the company of his friends, who are few but close. Even in the Legion his chosen trade as a mentalist and his skills of social manipulation are enough to keep many people at a distance, but those looking past prejudice and superstition find a loyal and steadfast friend in him.
Those who know him, are also aware that his rather extreme focus on the rational stems not from inability to deal with other persons as it is the nature of many arcanists but rather a way of dealing with his personal demons. The ritual leading to his second life, the psychic surgery of the Paymasters, the countless mental clashes with other psionic creatures have had consequences for Shackler – in short, he has suffered psychic wounds (enemies call him ‘slightly unhinged’). By keeping to the rational side of things Shackler ensures, that his actions remain true to his will instead of being triggered by snap judgement or suddenly overwhelming emotions.
Though he has no love for battle and views his engagement as the one line of work he and his comrades are good at as well as a chance to hone his mind in the clash of wills, there is a cruel streak in Shackler that sometimes comes to the fore as skirmishes turn nasty or when friends are threatened. On such occasions the detached mind of the soldier gives way to cold vengefulness – the fight gets personal and often quite vicious.
Code:Name: Shackler Class/Level: Psion 12 Race: Elan Age: Unknown Size: Medium Height: 6’2” Gender: Male Weight: 170lb Region: n/a Eyes: Green Alignment: LN Hair: --- Deity: None Skin: White, heavily tattooed Str: 08 -1 Level: 12 XP: 66,000/78,000 Dex: 14 +2 BAB: +6/+1 HP: 87 (12d4+36+14) Con: 16 +3 Grapple: +5 Dmg Red: n/a Int: 26 +8 Speed: 30' Spell Res: n/a Wis: 13 +1 Init: +6 Spell Save: n/a Cha: 08 -1 ACP: -0 Spell Fail: n/a Base Armor Shld Dex Size Nat Misc Total Armor: 10 +9* +3 +2 +0 +0 +0 24 Touch: 12 Flatfooted: 22 *(inertial armor) Base Mod Misc Total Fort: 4 +3 +5 +12 Ref: 4 +2 +5 +11 Will: 8 +1 +5 +14 Languages: Common, Draconic, Infernal, Elven Abilities and traits: -psionic powers -aberration traits -Resistance (Su) -Resilience (Su) -Repletion (Su) In addition to these abilities Shackler always keeps up the following powers: -An inertial armor augmented to 11pp (duration 12 hours) -A contingency to trigger a fully augmented vigor (60hp) should his hit points fall below 15. Feats: Level 1: Improved Initiative Psion 1: Psionic Body Level 3: Psionic Endowment Psion 5: Psionic Meditation Level 6: Power Penetration Level 9: Expanded Knowledge: Teleport Psion 10: Expanded Knowledge: Psionic Revivify Level 12: Greater Psionic Endowment Skill Points: 105 Max Ranks: 15/7 Skills Ranks Mod Misc Total Bluff 9 -1 +0 + 8 Concentration 15 +3 +0 +18 Diplomacy 10 -1 +6 +15 (+4 synergy,+2 morale) Gather Information 4 -1 +0 + 3 Knowledge (psionics) 12 +8 +0 +20 Knowledge (the planes) 2 +8 +0 +10 Knowledge (arcana) 2 +8 +0 +10 Profession (Tactician) 5 +1 +0 + 6 Psicraft 15 +8 +2 +25 Sense Motive 9 +1 +0 +10 Spellcraft 1 +8 +0 + 9 Intimidate 7 -1 +9 +15 (+2 synergy, +2 morale, +5 Third Eye) Move Silently 3 +2 +5 +10 (+5 elven boots) Psionics: PP: 176 Powers known (save DC 18+level, 19+level for telepathy powers): 1: Charm, Detect Psionics, Empty Mind, Inertial Armor, Mindlink, Vigor 2: Read Thoughts, Suggestion 3: Crisis of Breath, Dispel Psionics, Hostile Empathic Transfer, Energy Bolt, Psionic Blast 4: Correspond, Dominate, Energy Adaption, Modify Memory, Schism 5: Mind Probe, Planeshift, Psionic Revivify, Teleport, True Seeing 6: Mass Cloud Mind, Contingency, Disintegrate Equipment: Cost Weight Headband of Intellect +6 36000gp Mithral chain shirt 1100gp 12.5lb Mithral buckler +2 5015gp 2.5lb Tattoo of Amity 0gp Cloak of Resistance +5 25000gp 1lb Psionatrix of Telepathy* 8000gp Amulet of Health +2 4000gp Boots of Elvenkind 2500gp 1lb Third Eye of Coercion 2500gp Handy Haversack 2000gp 5lb Dorje of Energy Bolt (40 charges) 9000gp Potion of CSW x3 2250gp Potion of CMW x3 900gp Potion of Lesser Restoration 300gp Antitoxin 50gp Alchemist’s Fire 20gp Powerstone: Knock, Psionic 300gp Psionic Lock Powerstone: Control Light 100 Control Sound Powerstone: Attraction 250gp Conceal Thoughts Tongues Bedroll 1sp 5lb Tent 10gp 20lb Parchment, 5 sheets 1gp - Pouch, belt x2 2gp 1lb Rope, silk 10gp 5lb Vial, ink 1gp 0.1lb Waterskin 1gp 4lb Everburning torch 100gp 1lb Scholar’s outfit 5gp 6lb Noble’s robe 75gp 10lb *Made into a ring Total Weight: 22lb Money: 56pp left Lgt Med Hvy Lift Push Max Weight: 26lb 53lb 80lb
To influence the world you have to understand it.To understand the world you have to understand yourself.Master yourself and you have mastered the world.To understand yourself you have to control yourself.
-Sirrash of Tolomar
I use the Call of Cthulu cosmology with all outer planes. -- MoogleEmpMog
Dakkareth's Data Vault
A cool vampire game
Thursday, 14th July, 2005, 03:48 AM #10
Acolyte (Lvl 2)
- Join Date
- May 2004
- Aurora, IL
ø Ignore Bront
Shadow, Human - Templar Lance (Thoughts of War)
Appearance: Shadow is a mysteriously beautiful woman. Lithe and well proportioned, her dirty blonde hair flows straight just past her shoulders. Emerald green eyes peer out from an elegantly cared face. She has obvious line drawing tattoos on her hands, which continue along her the outsides of her arms and legs, as well as a design in the small of her back. Her clothing is often tight fitting and somewhat revealing, but always well cared for and often having themes of black.Code:Name: Shadow Class: Rogue 4/Psion (Egoist) 3/Shadowmind 3/Shadowdancer 2 Race: Human Size: Medium Gender: Female Alignment: NG Deity: Str: 14 +2 (4p.) Level: 12 XP: 67,000/78,000 Dex: 21 +5 (6p.) BAB: +7 HP: 78 (7d6+3d4+2d8+24) Con: 14 +2 (6p.) Grapple: +9 Dmg Taken: 7 Int: 18 +4 (10p.) Speed: 50' Spell Res: Wis: 10 +0 (2p.) Init: +5 Spell Save: Cha: 12 +1 (4p.) ACP: -0 Spell Fail: Base Armor Shld Dex Size Nat Misc Total Armor: 10 +7 +0 +5 +0 +0 +2 24 Touch: 17 Flatfooted: 24 Base Mod Misc Total Fort: 3 +2 +X Ref: 11 +5 +X Will: 7 +0 +X Weapon Attack Damage Critical Rapier +14 1d6+4 18-20x2 Shortbow +13 1d6+2 20x3 Dagger +12 1d4+2 18-20x2 Ranged Manifestaion +12 varies 20x2 Languages: Common, Elven, Draconic, Orc Abilities: Trap Finding Sneak Attack: +3d6 Evasion Trap Sense: +1 ref save, +1 ac vs traps Uncanny Dodge: Can not be caught flat footed Improved Uncanny Dodge: Deny sneak attack from rogue of at most 14th level (Shadowdancer+Rogue+8) Read Thoughts: Gain Read Thoughts power, PP cost reduced by Shadow Mind class Level, min 1. Cloud Mind: Gain Cloud Mind power, PP cost reduced by Shadow Mind class Level, min 1. Hide in Plain Sight Darkvision: Permanent as per spell Tattoo of Amity: +2 Morale bonus to Diplomacy and Intimidate Psionics: Manifester Level 5 Powers Known: 11 Max Level: 3 PP: 35 Used: 13 Save DC: +4 (10 + Power Level + Mods + 4 (int)) Power List 1st DC:15 Force Screen Vigor Entangling Ectoplasm Control Light Crystal Shard 2nd DC: 16 Read Thoughts* Cloud Mind* Animal Affinity Chameleon Energy Stun Psionic Tongues 3rd DC: 17 Hustle Energy Burst Feats: 1 Combat Reflexes 1 Dodge P2 Speed of Thought 3 Mobility 6 Weapon Finesse 9 Combat Expertise 12 Elusive Target Skill Points: 146 Max Ranks: 15/7.5 Skills Ranks Mod Misc Total Autohypnosis 8 +0 +2 +10 Balance 5 +5 +2 +12 Bluff 5 +1 +6 Concentrate 5 +2 +7 Decipher Script 5 +4 +9 Diplomacy 5 +1 +6 +12 Disable Device 10 +4 +2 +16 Disguise 5 +1 +2 +8 Gather Information 8 +1 +9 Hide 11 +5 +5 +21 Intimidate 5 +1 +4 +10 Jump 5 +2 +15 +22 Listen 8 +0 +8 Move Silently 10 +5 +5 +20 Open Lock 10 +5 +2 +17 Perform: Dance 3 +1 +4 Search 10 +4 +14 Sense Motive 5 +0 +5 Slight of Hand 5 +5 +2 +12 Spot 8 +0 +5 +13 Tumble 10 +5 +2 +17 Equipment: Cost Weight Tattoo of Amity Adamantine Rapier +2 11020 2 Mithril Chain shirt +4 of Silent Moves 13850 12.5 Shortbow, Masterwork Str +2 525 2 Headband of Intellect +2 4000 Gloves of Dexterity +4 16000 Belt of Strength +2 4000 Boots of Springing and Striding 5500 1 Ring of Protection +2 8000 Cloak of the Bat 26000 1 Eyes of The Eagle 2500 Vestments of Disguise 1800 5 Daggers 10 2 40 Arrows 2 6 Handy Haversack 2000 2 -Rope of Climbing 3000 10H -10 Days Trail Rations 5 10H -3 waterskins 3 12H -3 Pot. Cure Moderate Wounds 450 -2 Pot. Cure Serious Wounds 750 -5 Smokesticks 100 2.5H -2 Sunrods 4 2H -Masterwork Thieves Tools 100 2H -2 Thunderstones 60 -5 Oil Flasks 0.5 5H -10 Pitons 1 5H -Hammer 0.5 2H -10 Chalk 0.1 -10 Candles 0.1 -Crowbar 2 5H Total Weight:28.5lb Money: 25pp 66gp 8sp 0cp Lgt Med Hvy Lift Push Max Weight: 58 116 175 175 875 Age: 26 Height: 5'4" Weight: 112lb Eyes: Green Hair: Dirty Blonde Skin: Slight Tan
Background: Shadow is a bit of a legion oddity. Skilled in stealth and infiltration, but not well suited for deep cover work. She’s a psion, but not a fairly strong or focused one. Her skills would fit her as an assassin, but her general demeanor doesn’t suit them well. Not skilled in the ways of nature, she still is a good scout. So, for better or worse, she ended up in the Storm Howlers despite lacking the ability to permanently fly.
Despite being out of place, Shadow is well named. Known for her ability to disappear in an instant even in the open, and torment her adversaries from the shadows, whether real or thrust upon them with her mind. She has a varied repertoire of physical and mental attacks that makes her dangerous, as you can’t predict what she’ll do next, and she’s capable of handling most situations.
Her personality however, doesn’t quite fit with the legion. When not working, Shadow is perhaps best described as bubbly. She’s a very happy go lucky kind of gal, who can and will talk with just about anyone. Fiercely loyal, she makes friends and has connections in just about every cadre.
Unfortunately, being quite visible off duty made her an easy target for rumors. Recently she was transferred to the Thoughts of War cadre in a very irregular move. Well know that she bounced around in her initial training, some thought it was a simple realignment as she had begun to train her mind further. A more popular rumor is that she was involved with one of the higher ranking officers (Commander or captains) of the Storm Howlers, and was transferred when the relationship soured. Now other rumors have surfaced about her, such as her being transferred out of the Unspoken Ones because she took too well to whoring and missed her objective. Another of how she was abused while begging to be a recruit. Yet another where she hidden and abandoned her lance to die on a mission. There were others, nasty rumors which have alienated her from most of her friend and much of the rest of the legion.*
Determined and much more resilient than she is given credit for, he has withstood the rumor mill that has become her life in the legion, and hopes to dispel the myths about her.
Adventures so far:
Faught a mean salad (Kelp Angler) - 1000 XP earned.
Last edited by Bront; Saturday, 30th July, 2005 at 03:40 AM. Reason: Added Psionic power links, and fixed a mittyped power (Psychometabolism should have been Animal Afinity)
PbP Mod. PM or E-mail if you have questions or issues.