Membership of the Nameless Legion
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  1. #1

    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.

    The Paymasters
    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...

  2. #2
    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.

  3. #3
    Guide (Lvl 11)

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    Sylv, Gloura Bard -- Templar Lance (Rune Bearer)

    Female Gloura, 3rd-Level Bard (XP 67,000)
    Medium Fey

    Hit Dice: 10d6+50 (97 hp)
    Initiative: +10
    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[12](6), Spot +15(10), Survival [aboveground] +5[7](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
    Waist: --
    Wrists: --
    Hands: Gloves of Dexterity +4
    Finger: --
    Finger: --
    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.

  4. #4

    Trick: Archon Lance (Exhausted)

    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
    +2 alchmeical silver kukri   +14/+9    1d4+5       18-20x2
    +1 shock adamantine rapier   +9/+4     1d6+5+1d6   18-20x2
    +2 alchmeical silver kukri   +6        1d4+5       18-20x2
    languages: Common, Elven, Dwarven, Auran
    Minor Shapechange
    Prof. Light armor
    Prof. All simple and martial weapons
    Sneak Attack +1d6
    Social Intuition
    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
    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

  5. #5
    Sul Ilumé - Archon Lance
    Female Lumi Outsider 2/ Fighter 8 (ECL 12)

    Medium outsider
    Alignment: Lawful Neutral
    Height: 7' 1''
    Weight: 289lbs
    Hair: None
    Eyes: White
    Skin: Glowing white
    Age: 56

    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
    HP: 104
    AC: 29 (+2 Dex, +11 armor, +4 shield, +2 deflection)
    ACP -3
    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]

    BAB: +10/+5
    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

    148pp, 2gp,

    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?

  6. #6
    Guide (Lvl 11)

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    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
                             Base   Mod  Misc  Total
    Fort:                      7    +3    +3    +13
    Ref:                       7    +1    +3    +11
    Will:                      7    +4    +3    +14
    Racial and class abilities:
    -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.
    -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.
    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: White
    Appareance and background:
    Warfiend prepares for battle wearing a specially made black adamantine armor, with fearsome spikes and skulls as a decoration. When not in batle, he´s difficult to see, but favors black tunics.

    Tales of fallen angels count in the higuest rank of the sad tales among celestials, and of the greatest archievements among infernals. Though a mere mortal with some drops of celestial blood isn´t in the same basket as a powerful celestial, it´s still a small cosmic tragedy one of them turn to darkness and cruelty.

    Warfiend isn´t totally sane. The speculation most likely to be true are that he was probably a champion of Heironeous, forced to join the Legion for unknow causes. With his memory wiped, and the life in the legion, his instinctive remaining ethics warped towards ruthless efficiency. Eventually, the link between him and his god broke, and Hextor took his place; both as a better god for a member of the amoral forces of the Legion and as an opportunity to mock his half-brother. However, the dissonance between his celestial blood and his new, dark powers, has started to take his toll, though Warfiend doesn´t totally understand what´s happening to him.

    That, however, doesn´t interfere with his resolution in combat -and thus the Paymasters haven´t cared about his problems- There he becomes fearless and efficient, and terrible when he invokes the powers of the god of tyranny.
    Last edited by Someone; Thursday, 14th July, 2005 at 07:10 PM. Reason: Added last-minute equipment

  7. #7

    Female Chaos Gnome Warmage8 / Elemental Savant3

    Alignment: Neutral
    Size: Small
    Type: Humanoid
    Speed: 30
    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)

    Fire 5

    Confusion Effects
    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

    Spell List:
    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.

    Spell-like abilities:
    Caster level 1st
    DC 10 + spell level + 6cha
    Entropic Shield, 1/day
    Daze, 1/day
    Flare, 1/day
    Prestidigitation, 1/day

    Spells stored:
    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
    1,081 gp

    Low-Light Vision
    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 Savant:
    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

    Simple Weapons
    Light Armor
    Light Shields

    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.

  8. #8
    Defender (Lvl 8)

    tyrlaan's Avatar

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    st. louis, missouri
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    Gyre - Templar Lance

    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
    "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
    Composite Longbow, MW STR +4
                          +18/+13/+8       1d8+4            x3            110 ft.
    Languages: Auran, Common, Ignan
    -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 
    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 
                              (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)
    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
    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...

    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.

  9. #9

    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.

    Military History:
    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.

    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.
    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)
    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
    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

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    The man with the probe
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    Shadow, Human - Templar Lance (Thoughts of War)

    Name: Shadow
    Class: Rogue 4/Psion (Egoist) 3/Shadowmind 3/Shadowdancer 2
    Race: Human
    Size: Medium
    Gender: Female
    Alignment: NG
    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
    Trap Finding
    Sneak Attack: +3d6
    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
    Entangling Ectoplasm
    Control Light
    Crystal Shard
    2nd DC: 16
    Read Thoughts*
    Cloud Mind*  
    Animal Affinity
    Energy Stun
    Psionic Tongues
    3rd DC: 17
    Energy Burst
    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
    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.

    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.

    The truth of the rumors:
    - She does not know anything before she was recruited, but rumors of abusing new recruits before they are wiped is nothing new, and deep down she feels this is just that, a rumor. But she has no way to be sure.
    - She was never in the Unspoken Ones beyond a few weeks training where they evaluated her as a potential candidate. Her brief infiltration work in the underworld was as a beggar and a cutpurse, and had nothing to do with prostitution.
    - On a mission gone wrong, she was scouting out a location when the rest of her lance was ambushed. She returned just in time to found out what happened, and was able to save some of her lance mates. She was investigated and eventually cleared of any wrongdoing, and eventually information she gathered from that ambush and earlier scouting was used to take down a den of hags. However, she was reassigned to another lace after this incident.
    - She was involved with Flip, an elven favored soul, and Captain in the Storm Howlers. She saw it as nothing serious, but Flip became obsessed and controlling. When she called it off, Flip was infuriated. Shortly afterwards, the nastier rumors started popping up more frequently (Flip had a few connections with other cadres, particularly the Sons of Shadow.)
    - While Flip was anxious to get rid of her, one of her psionic mentors and friends, Talon, a Psionic Fist and Egoist, as well as warchief of some renown, felt bad for her and pulled some strings to get her into the Thoughts of War.

    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)

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