Thread: Renau1g's - Red Hand of Doom
Tuesday, 20th May, 2008, 03:10 PM #1
The Great Druid (Lvl 17)
- Join Date
- Aug 2007
ø Ignore renau1g
Renau1g's - Red Hand of Doom
As a follow up to the recruiting thread:
So, I've decided to go ahead with running the game. It's only the Red Hand of Doom module, that way we can get right into it. I'll be expecting 1 post/day on weekdays, weekends are flexible, if you can great, if not, no worries. I'll be running 1 combat round/day at the latest, if you haven't posted I'll NPC you or maybe you're character is overwhelmed by what's going on around him and spends a turn in full defence.
# of PCs: 4-5
Stats: 34-point buy
HP: Max at 1st, 3/4 after (Make up difference next level for odd dice, i.e. 7.5hp for d10, 7 2nd level, 8 3rd level)
Game World: Generic, but using FR deities (http://realmshelps.dandello.net/dieties/human.shtml, if you're not familiar with them)
LA: I'll allow a LA of +1 for races or a template
Core - PHB/PHB2, DMG, MM
Completes - Adventurer, Arcane, Divine, Mage & Warrior
Eberron - Campaign Setting, Races of Eberron, Player's Guide
FR - Campaign Setting, Races of Faerun, Player's Guide
Heroes of Horror, Libris Mortis
Magic Item Compendium, Spell Compendium
Psionics - from the SRD only (I'll be treating Psionics as magic for SR, etc.)
Tome of Battle
Anything else needs approval.
Applications will have the following:
Edit: Also, I'll be giving each player one of the +2/+2 feats from the srd (i.e. stealthy) as long as they have some skill points in it. Starting gold will be standard, 13,000gp no more than 1/2 on an item (expection is a +2 weapon).
Edit 2: Up to 2 flaws will be allowed from UA, Traits are also allowed.
s@squ@tch - Elven Sorceror
EvolutionKB - Dreamsight Shifter Druid (shapeshifter variant)
Rhun - Dwarven Rogue/Fighter OR Rogue/Swordsage (Proposed - get it up Rhun!)
Graf - Dinoriding Halfling Battle-Sorceror
The group will be adventuring together before the adventure starts, if anyone needs to modify to accomodate this, please do so.
I'll get an IC thread up as soon as everyone's posted characters and I look them over.
Last edited by renau1g; Monday, 27th April, 2009 at 08:31 PM.
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Scout (Lvl 6)
- Join Date
- Jul 2006
- Carmel-not-by-the-sea, IN
ø Ignore s@squ@tch
Virashil N'al Sil
Code:Name: Virashil N'al Sil Class: Sorcerer 5 / Dragonheart Mage 2 Race: Elf Size: Medium Gender: Female Alignment: NG Deity: Bahamut Str: 11 -- (3p.) Level: 7 XP: 15000 + lots Dex: 16 +3 (6p.) BAB: +4 HP: 33 (5d4+2d6+7) Con: 12 +1 (6p.) Grapple: +4 Int: 12 +1 (4p.) Speed: 30' Stat Increases: +1 Cha Wis: 10 -- (2p.) Init: +3 Spell Save: Cha: 20 +5 (13p.) ACP: -0 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +0 +0 +3 +0 +0 +0 13 Touch: 13 Flatfooted: 10 Spell Res: None Dmg Red: None Total Base Mod Misc Fort: +5 +4 +1 -- Ref: +4 +1 +3 -- Will: +7 +7 +0 -- Notes: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Weapon Attack Damage Critical Range MW Longsword +5 1d8 19-20/x2 ------ MW Longbow +8 1d8 20/x3 100 ft Dagger +4/+7 1d4 19-20/x2 10 ft Notes: Languages: Common, Elven, Draconic Abilities: Dark Vision (60'), Low Light Vision (2x normal range), Blindsense 20', +4 to all saves vs Sleep, Paralysis, and Cold Effects Feats: 1st: Draconic Heritage (Silver) 1st: Alertness (Skill bonus) 1st: (Bonus) Summon Familiar (Not used yet) 3rd: Silver Dragon Lineage 6th: Combat Casting 6th: (Bonus)Draconic Breath 7th: (Bonus)Draconic Senses Spells Per Day (CL=6, Save DC 15 + spell level): 0th - 6 1st - 8 2nd - 6 3rd - 4 Spells Known: 0 - (7) Dancing Lights, Disrupt Undead, Ray of Frost, Detect Magic, Message, Resistance, Read Magic; 1st - (4) Mage Armor, Magic Missile, Burning Hands, Ray of Enfeeblement 2nd - (2) Mirror Image, Invisibility 3rd - (1) Ice Burst Skill Points: 30 Max Ranks: 10/5 Skills Total Ranks Mod Misc Appraise +1 0 +1 -- Balance +3 0 +3 -- Bluff +5 0 +5 -- Climb +0 0 +0 -- Concentration +11 10 +1 +4 (Casting Defensive) Diplomacy +5 0 +5 -- Disguise +7 2 +5 -- Escape Artist +3 0 +3 -- Forgery +0 0 -- -- Gather Info +5 0 +5 -- Heal +2 0 -- +2 Hide +3 0 +3 -- Intimidate +5 0 +5 -- Jump +0 0 -- -- Know: (Arcana) +10 9 +1 -- Know: (Planes) +2 1 +1 -- Listen +8 0 -- +8 Move Silently +3 0 +3 -- Perform +0 0 -- -- Search +6 0 -- +6 Sense Motive +0 0 -- -- Sleight of Hand +3 0 +3 -- Speak Language +0 0 -- -- Spellcraft +6 3 +1 +2 Spot +12 6 -- +8 (2 ranks from DhM as class skill) Swim +2 0 -- -- Use Magic Device+5 0 +5 -- Use Rope +3 0 +3 -- Notes: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Disguise is a class skill from Draconic Heritage (Silver) Equipment: Cost Weight MW Longsword 315gp 4lb MW Longbow 375gp 3lb w/60 arrows 3gp 8lb Dagger 2gp 1lb Backpack 2gp 2lb Winter Blanket .5gp 3lb 2 pieces of Chalk 0.1gp --lb Flint and Steel 1gp --lb Belt Pouch 1gp .5lb 25' Silk Rope 5gp 2.5lb Traveler's Outfit 1gp 5lb Empowered Spellshard - Ray of Enfeeblement 1500gp lb Arcanist's Gloves 500gp --lb Cloak of Charisma +2 4000gp 2lb Healing Belt 750gp 1lb Potions: Cure Light Wounds X2 50gp --lb Cure Moderate Wounds X2 600gp --lb Scrolls Scroll of Fireball 375gp --lb Scroll of Web x2 300gp --lb Scroll of Glitterdust 150gp --lb Wands Wand of Snake's Swiftness 9 charges 925gp --lb Wand of Invisibility 13 charges 1375gp --lb Wand of Mage Armor 10 charges 175gp --lb Eternal Wand of Enlarge Person 820gp --lb Wand of Magic Missile (CL5) 10 charges gp --lb Total Weight:32lb Money: 4gp 4sp 0cp Lgt Med Hvy Lift Push Max Weight: 38 76 115 230 575 Age: 107 Height: 4'10" Weight: 75 lbs Eyes: Silvery Violet Hair: Silver Skin: TanAdvancement
Appearance: Long, flowing silver hair blowing wild. Violet eyes with a streak of silver, mostly tan skin, interrupted by occasional patches of smooth silvery skin. Short and lithe, Virashil exudes a sense of power out of her small frame.
Personality: Her draconic ancenstry has influenced her personality -- combined with her elven roots, she takes a long term view on most actions. Normally good-natured, she enjoys conversation
Background: Virashil comes from a small village of Elves deep in the [general setting], where it backs up to a small outcropping of snow-covered peaks. Their village is a close-knit community, of common elves, except for the occasional child born with silver hair or silver flecked skin. It is rumored that ages ago, an old silver dragon inhabited the peaks near their village, and would occasionally come down from the mountain as an elf and live among them for a period of time. It is thought that the blood of this dragon continues to appear every few generations and spawn a child who has the gift for magic.
Virashil left her village some years ago, setting out to discover more about what fuels her inner power. She first travelled to the nearby mountain peaks, looking for any sign of the rumored silver wyrm, but found nothing. Somewhat downfallen, she then set out to find out more about the legend of her people -- to determine if there actually was a silver dragon that inhabited the mountain peaks near her village. She sought out the advice of a few sages, who were able to find out that yes, at one time an old silver dragon named N'al Loranthanxx had made his lair in the peaks. Her spirits buoyed by this bit of information, she journeyed once more to the peaks near her village. The journey was harsh and difficult, for she had ascended above the tree line and trudged through crags of snow and ice. Virashil finally realized that she had bitten off more than she could chew -- for she was no mountaineer, just a fledgling sorceress. Panic ran through her mind as she realized that she may not make it back down the mountain with her life. The biting cold had begun to seep its way into her bones and her mind grew slow. Step after step became more labored. She began to feel warmer... The last thing she remembered was falling down into a snowbank...
She doesn't remember when she regained consciousness. She awoke beneath a heap of soft furs, underneath her was a soft bed of fine linens. The first thing she heard was ,"There my child, do not fret, for you are in a safe place. Go back to sleep and regain your strength."
Hours, or days, later, for she had lost track of time, she awoke and was able to take in her surroundings -- a chamber, hewn out of solid rock, and appointed with plush furnishings, she was laying in a finely adorned bed. A closed door led out of the room. She heard footsteps, and the door opened, an older man, an elf, walked in. She immediately noticed the silver hair and skin, and the fine silk robes that he wore.
"My child, my name is N'al Loranthanxx, and I have watched you for some time. I was impressed with your spirit and tenacious pursuit of finding me. For your thoughtsand instincts were correct, a small portion of my blood runs through your veins. I am glad that you chose to seek me out, for I have forseen that you will be needed by good dragonfolk in a battle against our evil brothers."
Virashil spent many months in the confines of N'al Loranthanxx's lair, atop the snowy peaks, learning about her heritage, and developing her powers. She was even taught how to breath ice! (draconic breath feat)
At the end of her stay, N'al Loranthanxx called her to him, still in his human form, and told her that she had to set out on her own -- but to always remember that she was destined to help out her fellow dragonkind in their time of need -- that she would know what that was when it appeared. In the mean time, however, she was to further develop her powers as a sorceress.
She left, with great remorse, and set out to find her destiny. She changed her name to include N'al, to honor her distance draconic relative. She caught on with an adventuring band of similar ideals and temperment, and have been travelling with them until the present day.....
Modus Operandi: Blaster, ranged support. Uses invisibility and mirror image to protect herself while she hammers foes with magic missile or groups with her icy breath.
Last edited by s@squ@tch; Monday, 30th November, 2009 at 06:35 PM. Reason: level up
Characters I play
Games I DM
Acolyte (Lvl 2)
Brodi -- AC20/16/17 HP 44/44 ---AP ??--- Fort +4 Ref +8 Will +6 [+8 vs fear]
Short-toe-- AC20/13/23 HP 36/36 --- Fort +6 Ref +7 Will +1
Brodi Twiceborn (CL 6)
Last edited by Graf; Wednesday, 3rd September, 2008 at 04:37 AM.
Cutpurse (Lvl 5)
- Join Date
- Nov 2006
- Midland, MI
ø Ignore EvolutionKB
Hurrow the Packleader
Male Dreamsight Shifter Druid 7(shapeshifter variant)
NG medium humanoid(shapechanger)
Senses: Spot +18, Listen +18; Low-light vision
Init: +2 (+2 Dex)
Region of Origin: The Great Plains
AC: 20, touch 13, flat-footed 17; (+5 armor, +2 shield, , +3 dex,)
Hit Points: 58
Fort +7, Ref +7, Will +9;
Speed: 20' (4 squares) or 50' (10 squares) predator form, or 40' fly(good) (8 squares), /230 carried medium load
Melee: Club +8 bludgeoning (1d6+3/x2) or dagger +8 slashing/piercing (1d4+3/19-20x2)
Ranged: Dagger +8 piercing/slashing (1d4+3/19-20x2)
Space: 5 ft. Reach: 5 ft.
Base Atk: +5 Grapple: +8
Atk Options: Shapeshift, spells
Shifting: Free action that lasts for 5 rounds, once per day. +2 to wisdom and speak with animals. +2 on wild empathy and handle animal checks(already included)
Nature Sense: +2 on Knowledge(Nature) and Survival checks(both included)
Wild Empathy: +8, as diplomacy but on animals
Woodland Stride: May move through natural undergrowth at normal speed
Trackless Step: Can't be tracked in natural surroundings
Resist Nature's Lure: +4 on spell like abilities of fey
Spontaneous Casting: Can cast SNA spells spontaneously
Shapeshifting: Hurrow can take the form of a large black furred wolf or a black eagle as a swift action. Hurrw can not cast spells in this form
Druid spells per day(including bonus spells for high wisdom): 6/5/4/3/2
DC: 14+spell level or 15+spell level for conjuration spells. CL: 7
0: Dawn, Light, Create Water, Cure Minor Woundsx3
1: Entangle, CLWx2, Produce Flame, Enrage Animal
2: Wild Instincts, Decomposition, Kelpstrandx2, Snake's Swiftness(mass)
3: Sleet Storm, Vigor(mass lesser), Protection from Energyx2
4: Fell Weaken Call Lightning, Creeping Cold Greater
Str 16, Dex 16, Con 14, Int 10, Wis 18(15+2+lv4 stat up), Cha 8
Feats: Alertness(bonus from GM), spell focus(conjuration), augment summoning, cloudy conjuration, Fell Weaken
Flaw: Shaky(-2 to ranged attacks)
Skills: Concentration +12 [10 ranks +2 con], Knowledge(Nature) +8 [6 ranks +2 nature sense], Listen +18[10 ranks +2 spell +2 alertness +4 wis], Spot +18[10 ranks +2 spell +2 alertness +4 wis]
Equipment: Black Dragonhide Breastplate(700gp, 30lb), Periapt of Wisdom +2(4000gp), Wilding Clasp(4000gp), Wand of Lesser Vigor(750gp, 40 charges), Lesser metamagic rod of extend(3000gp), club, heavy wooden shield(7gp, 10lb) Scrolls: enrage animalx3(75gp), splinterbolt(150gp), snake's swiftness(mass)(150gp), dispel magic(CL 5, bought in town) Dagger (2gp, 1lb) 2 potions of shield of faith(100gp), 866gp
Appearance: Hurrow's skin is weathered and his hair is long and dark, braided in places. His forearms are heavily tattoed. He is relatively tall and thin for a shifter, but his thin frame is wiry strong. His icey blue eyes show a keen awareness of everything around him.
Personality: Hurrow's personality is that of the packleader. Leader, by strength and wisdom. He will shout battle tactics to comrades when is his normal form. He is not educated in formal manners and not a people person, so others are best speaking for him. Hurrow has a place in his heart for the young shifters he rescued and would do anything for them. He sees his party members as part of his pack as well, and will defend them at all costs.
Background: When Hurrow was younger he predicted a great storm would ravage the plains where his tribe lived. The elders scoffed at Hurrow's prediction, and when Hurrow pressed the issue, the elders told him to leave then. Hurrow left, and within half a week a storm was brewing.
Twisters ravaged the plains, driving away game, and killing most of Hurrow's tribe. Hurrow returned after the skies were clear and found a few children that had survived the storm. The children looked up to Hurrow. They called him their packleader, both from his uncanny ability to summon creatures to aid them, and because he was their elder and their leader.
Hurrow took the children to a nearby town and helped them start a new life. Every once in a while though he will return to town and share stories with them or bring them gifts.
Modus Operandi: Secondary melee thanks to predator form. Can be a good scout with aerial form(takes this form while in wilderness). Primary caster: battlefield control and summoning/Secodary blaster/Secondary healer(use wands and vigor spells)
Last edited by EvolutionKB; Thursday, 1st October, 2009 at 03:49 PM. Reason: -6 charges from wand
Lama (Lvl 13)
- Join Date
- Feb 2005
- Salt Lake City, Utah
ø Ignore Rhun
Avaxasir "Zazz", son of Camthalion
Neutral Elf Male Rogue 2/Swordsage 5
XPs: 19,915 / 21,000
STR: 12 [+1] (4 points)
DEX: 19 [+4] (10 points, +2 racial, +1 level increase)
CON: 14 [+2] (10 points, -2 racial)
INT: 12 [+1] (4 points)
WIS: 14 [+2] (6 points)
CHA: 08 [-1] (0 points)
Armor Class: 21 (10 base + 5 armor + 4 dex + 2 wisdom)
- Flat-footed AC: 15
- Touch AC: 16
Initiative: +6 (+4 dex, +2 quick to act)
- +1 shortsword, dragon's bane +10 (1d6+2/19-20 OR 1d6+6 in Shadow Hand stance), OR +12 (1d6+4+2d6/19-20 vrs dragons OR 1d6+8+2d6 vrs dragons in Shadow Hand stance)
- +1 shortsword +10 (1d6+2/19-20 OR 1d6+6 in Shadow Hand stance)
- Dagger +9 (1d4+1/19-20 OR 1d4+6 in Shadow Hand Stance)
Speed: 40' (30’ base)
FORT: +5 (1 base, + 2 con, +1 trait, +1 resistance)
REFL: +11 (7 base, + 4 dex, -1 trait, +1 resistance)
WILL: +7 (4 base, + 2 wis, +1 resistance)
- Immune to magical sleep effects
- +2 racial saving throw bonus against enchanment spells/effects
- Low-light vision
- Martial Proficiency: Longsword, rapier, longbow, and shortbow
- +2 racial bonus on Listen, Search and Spot checks
- Merely passing within 5 feet of a secret/concealed door entitles Zazz to a Search check to notice it as if actively looking for it.
- Sneak Attack +1d6
- Trap Finding
- Martial Maneuvers
- Martial Stances
- Quick to Act (+2)
- Discipline Focus (Weapon Focus): Shadow Hand Weapons
- AC Bonuse
- Discipline Focus (Insightful Strike): Desert Wind
- Nimble Fingers (DM Bonus)
- Weapon Finesse
- Adaptive Style
- Shadow Blade
Maneuvers and Stances
- Desert Wind
- Diamond Mind
- Setting Sun
- Shadow Hand
- Stone Dragon
- Tiger Claw
Stances Known: 3
- Child of Shadows
- Island of Blades
Maneuvers Known (Readied): 10 (6)
- 1st Level Maneuvers: Burning Blade, Mighty Throw, Sudden Leap, Distracting Ember
- 2nd Level Maneuvers: Mountain Hammer, Shadow Jaunt, Cloak of Deception
- 3rd Level Maneuvers: Soaring Raptor Strike, Death Mark
- 4th Level Maneuvers: Pending[/size]
- Balance +11 (5 ranks, +4 dex, +2 synergy)
- Climb +11 (4 ranks, +1 str, +4 dex, +2 equipment)
- Disable Device +10 (5 ranks, +1 int, +2 feat, +2 equipment)
- Escape Artist +9 (3 ranks, +4 dex, +2 equipment)
- Hide +15 (9 ranks, +4 dex, +2 equipment)
- Jump +17 (9 ranks, +1 str, +2 synergy, +5 competence)
- Listen +13 (9 ranks, +2 wis, +2 racial)
- Move Silently +15 (9 ranks, +4 dex, +2 equipment)
- Open Lock +13 (5 ranks, +2 feat, +4 dex, +2 equipment)
- Search +9 (5 ranks, +2 int, +2 racial)
- Sleight of Hand +7 (1 rank, +4 dex, +2 equipment)
- Spot +9 (5 ranks, +2 wis, +2 racial)
- Tumble +16 (10 ranks, +4 dex, +2 synergy)
- Common/Trade Language
- Draconic (1 skill point spent)
- Giant (1 skill point spent)
Armor & Shield
- Mithril Shirt +1 (2100gp, 10lb)
- Shortsword +1, bane weapon [dragons] (2lb)
- Shortsword +1 (2310gp, 2b)
- 6 daggers (12gp, 6lb)
- MW Composite Longbow [+1 STR rating] (Taken from hobgoblins, 3lb)
- 20 arrows (3lb)
- Healing Belt (750gp , -)
- Boots of Striding and Springing (5500gp, -)
- Cloak of Resistance +1 (1000gp, -)
- Backpack (2gp, 2lb)
----- 2 sacks (2cp, 1lb)
----- Everburning torch (110gp, 1lb)
----- Flint & steel (1gp, -)
----- Waterskin (1gp, 4lb)
- Explorer's outfit (8gp, worn)
- MW Potion Belt (60gp, 1lb)
- Thieves Tools (masterwork tool: Disable Device & Open Lock) (100gp, 2lb)
- Weaponblack (masterwork tool: Hide) (50gp, 1lb)
- Silk bodysuit (masterwork tool: Move Silently) (50gp, 1lb)
- Rosin and Powder (masterwork tool: Sleight of Hand) (50gp, 1lb)
- Ring-blade (masterwork tool: Escape Artist) (50gp, 1lb)
- Climbing Irons (masterwork tool: Climb) (50gp, 1lb)
- 2 flasks alchemist fire
- 2 smokesticks
- 2 thunderstones
Potions, Salves and Oils
43 Cure Light Wounds (200gp) (1 to Hurrow)
- 2 Jump (100 gp)
- 2 Shield of Faith +2 (100gp)
- 2 Hide from Undead (100gp)
- 1 Cat's Grace (250gp)
Weight Carried: 37lb, light load
Remaining money: 75pp, 72gp, 31sp, 38cp
Zazz has a slender, svelte build with an atheltic frame. He is fair skinned, with long raven-black hair (usually worn in a poney-tail). Jet black eyes peer out from what would be an attractive face...if not for the jagged scar across the left cheek. Zazz typically dresses in dark or neutral colors, to help camouflage himself when he is hiding.
Avaxasir is an unusual elf; he does not display the typical haughty and arrogant demeaner. Indeed, Avaxasir, or "Zazz" as he often introduces himself, prefers the company of non-elves. Zazz enjoys his freedom, and likes fighting, womanizing, and drinking, all of which he is fairly competent at. He likes to joke, and seems to always have a sarcastic comment on hand for most situations. He is quite garrulous, able to talk his companions' ears off, and seeming always to have a story to tell about this or that. Still, he has a dark, mysterious side to him, and this tends to make some people nervous in his presence.
Background - In Progress
Avaxasir's father, Camthalion, was part of a strange cult among the elfs of the Wytchwood Forest, a follower of the Way of the Blade in the Dark. Their beliefs were quite different from those of most elves, and initiates were well versed in stealth, in the art of striking from the shadows. While not exactly assassins, per se, they knew the value of cutting the head from the snake to kill the body. And the easiest way to cut the head from the snake was to catch it by surprise. The sect would target the leaders of any and all who they decided were enemies of the elves, slaying them in secret.
Camthalion trained his son in the basics of these arts, and when Avaxasir reached adulthood, he was offered membership in the sect. It wasn't long after that, though, the the elf lords found out about some of the acts that the Blades had committed, and decided that their goals and methods were not in line with those of their own. The Blades was disbanded by order of the elf lords, and its members chased from the elven woods.
Disappointed, but always eager for a challenge and new adventure, Avaxasir made his way to the big city. And soon enough, he found that city life agreed with him. There were goods to be stolen, and valuables to be filched.
Last edited by Rhun; Thursday, 8th October, 2009 at 05:25 PM.
For every one hundred men you send us, Ten should not even be here. Eighty are nothing but targets. Nine of them are real fighters; We are lucky to have them, they the battle make. Ah, but the one. One of them is a warrior. And he will bring the others back. - Heraclitus of Ephesus, 500 BC
Minor Trickster (Lvl 4)
My ApplicationMy Character
Last edited by Reveille; Thursday, 21st August, 2008 at 10:37 AM.
Enchanter (Lvl 12)
Male (?) changeling beguiler 6/mindbender 1
N Medium humanoid
Init +3; Senses Listen +0, Spot +0
Languages Common, Elven, Draconic, Dwarf, Giant, Goblin, Orc; telepathy 100'
AC 19, touch 13, flat-footed 16; +6 armor, +3 Dex
hp 38 (7 HD)
Fort +5, Ref +5, Will +7; +2 vs. sleep and charm
Speed 30 ft.
Melee +1 rapier +0 (1d6-1/18-20) or
Base Atk +3; Grp +2
Atk Options cloaked casting (+1 DC), skill tricks
Special Actions minor shape change (move), surprise casting (move)
Combat Possessions anklet of translocation, eternal wand of unseen servant, healing belt
Beguiler Spells Known (CL 7, +4 ranged/melee touch, DC 14+lvl [15+lvl enchantment/illusion]; cloaked casting +1 DC):
- 3rd (5/d)—arcane sight, clairaudience/clairvoyance, crown of veils, deep slumber, dispel magic, displacement, glibness, halt, haste, hesitate, hold person, inevitable defeat, invisibility sphere, legion of sentinels, major image, nondetection, slow, suggestion, vertigo field, zone of silence
- 2nd (7/d)—blinding color surge, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, misdirection, see invisibility, silence, spider climb, stay the hand, touch of idiocy, vertigo, whelming burst
- 1st (7/d)—charm person, color spray, comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse, silent image, sleep, undetectable alignment, whelm, ventriloquism
- 0 (6/d)—dancing lights, daze, detect magic, ghost sound, message, open/close, read magic
Abilities Str 8, Dex 16, Con 12, Int 18, Wis 10, Cha 12
SQ armored mage (light), invisible to darkvision, trapfinding
Feats Persona Immersion, Quick Change, Racial Emulation, Silent Spell (B), Stealthy (B), Spell Focus (Enchantment, Illusion)
Flaw Noncombatant, Shaky
Skills Bluff +13, Concentration +11, Disable Device +15, Disguise +20, Diplomacy +9, Gather Information +4, Hide +12, Intimidate +9, Move Silently +12, Search +13, Sense Motive +12, Sleight of Hand +10, Speak Language (Orc, Goblin), Spellcraft +5; Assume Quirk, Conceal Spellcasting, Second Impression
Possessions Combat possessions plus +1 rapier; mithral shirt +2, arcane thieves' tools, bedroll, 2 belt pouches, everfull mug, everlasting rations, jewelry (100 gp), ring of the darkhidden, shiftweave outfit (courtier, noble, peasant, scholar, traveler outfits), spell component pouch, 2 sunrods; cart and 2 horses; 1613gp 11sp; 22.5 lbs; Light Load
Armored Mage (Ex) Sohen does not suffer arcane failure casting spells in light armor.
Assume Quirk (Ex) For up to 1 hour a day, people familiar with a person Sohen is impersonating with Disguise do not gain any bonuses due to familiarity to penetrate the disguise.
Cloaked Casting (Ex) The DC's of Sohen's spells increase by 1 if the target would be denied its Dex bonus.
Conceal Spellcasting (Ex) Once per encounter (or once per minute), Sohen can make a Sleight of Hand check opposed by Spot to appear not be casting a spell while actually casting a spell; this negates any potential attack of opportunity or counterspelling.
Minor Shape Change (Su) As a move action, Sohen can change its appearance. This is like a disguise self spell except the duration is permanent, clothing does not change, and the change is permanent. In addition, he takes no Disguise penalties for assuming the form of another race and emulates any of that races subtypes and is considered a member of that race for effects. Also, if a disguised Sohen makes a save vs. a divination spell or telepathic power of 3rd level or less, he can generate a misleading result to the effect.
Second Impression (Ex) Once per day when his disguise is blown and Sohen is aware of it, he can as an immediate action make a Bluff check against Spot check result to convince the target of the disguise. This ability can work on multiple observers at once.
Surprise Casting (Ex) Sohen may feint in combat as a swift action. The target is denied their Dex bonus to Sohen's next melee attack or spell.
Considering his constant state of disguise, no one really knows. Sohen generally does not reveal that he is about 24 years old.
Sohen is quiet and introspective when himself, which is rarely. When others, his personality varies with the persona. Sohen seeks the secrets of others for his own purposes: They make excellent currency. The changeling has an unending hatred of hobgoblins and seeks to harm them (usually non-physically and indirectly, but will respond to violence) as opportunities present themselves.
Sohen belonged to a group of changelings that were integrated into a human city. They were members of the underclass, but were not known for what they were. Things were rough, but such was their life.
Sohen began to learn the "family" trade of thievery and deception at an early age, showing a penchant for magical deception. He was an up-and-comer when a group of well organized hobgoblin thugs began decimating Sohen's "family". Sohen, as far as he knows, was the last, barely escaping with his life.
The changeling spent the next years getting his vengence. The hob's families, friends, business associates---but never the hobs themselves---suffered from calamity after calamity. Blackmail. Extortion. Imprisonment for crimes witnesses swore they committed. Some died mysteriously. Soon, the will and support structure of the hob gang was shattered, and the hobs vanished. No one knows who did this, but there were always rumors of a single mastermind behind it all. One they never found.
Sohen now travels incognito, finding others that find his skills useful, each time a different persona. And if hobs were involved, all the better...
Sascha is Sohen's current personality. He travels in the service of Helm, though he himself is not religious. He's unassuming and speaks in a lower-class manner. He was hired due to his minor skills with magic and steady hands with traps. Sascha is a middle-aged human whose a little portly but otherwise nondescript.
Sohen prefers infiltration, intelligence gathering, and blending in to direct violence. If he has to reveal himself, it is the last thing he want his target to see. In combat, he uses misdirection and his spells to control the battlefield, confusing and redirecting his foes as needed. A popular tactic is assuming the visage of the one of the enemy to sow confusion.
Myrmidon (Lvl 10)
- Join Date
- Jan 2002
ø Ignore Voadam
Sir Conrad Cyr
Name: Sir Conrad Cyr
Race: Tiefling (humanoid subtype planetouched)
Class: Soulknife 7
Alignment: Lawful Evil
Religion: Triad/Diabolist devoted to the Archdevil Fierna
Str 16 (18)
F +5, R +9, W +5
hp 10+7+8+7+8+7+8+21+8 = 84
AC 23 (+6 armor, +3 shield, +4 dex) touch 14, FF 19
Attack +11 melee +1 psychokinetic mindblade 1d8+5+1d4 19-20 slashing magic (+2d8 Psychic strike, +2d6 psionic weapon)
Attack +11 ranged +1 psychokinetic mindblade 1d8+5+1d4 19-20 slashing magic r 30' (+2d8 Psychic strike, +2d6 psionic weapon)
Darkvision 60' cold, electricity, fire resistance 5, darkness 1/day
Feats: Alertness (B), Psionic Body(P), Psionic Meditation(P), Psionic Weapon(P), Speed of Thought(B, P), Weapon Focus mindblade(B), Wild Talent(B),
Bluff +0 ranks +0 cha +2 tiefling = +2
Concentration 10 ranks +3 con = +13
Hide +4 dex +2 tiefling -1 armor = +5
Listen 10 ranks +0 wis +2 alertness = +12
Move silently +10 ranks +4 dex -1 armor = +13
Spot 10 ranks +0 wis +2 alertness = +12
Tumble 10 ranks +4 dex = +14
Languages: Common, Infernal
Equipment 13,000 total
Mithral breastplate+1 5,200 20lbs.
Heavy darkwood shield+1 1,257 5 lbs.
Gauntlets of Ogre Power
Handy Haversack 2,000 5 lbs.
Wand of lesser vigor x2 1,500
Ring of sustenance 2,500
Lesser vigor potions x10 500 gp
Sundry gear, rope, flint and steel, etc. ~20 gp
Lean and swarthy, sir Conrad has what may be referred to as cruelly dark good looks. Sir Conrad appears a true knight in his gleaming mithril plate armor with heraldry of the Order of the Seelenritter. His brown eyes occasionally flash a fiery red when he is feeling passionate and he can sport a glowing violet spike of psychic energy from his fist at will.
Sir Conrad is completely devoted to his work of punishing the wicked and putting minions of evil to the sword. He feels very aristocratic and noble, giving him an air of superiority and an impression that he feels he knows more than others. He cheerfully works with good companions in his pursuit of evils, but he is harsh and pitiless, often willing to do what others are not for their shared cause. He knows many of his allies do not like him or his methods, but he smiles and continues doing his bloody work with them. He pushes some boundaries but mostly is a secure ally for those who work with him, the ironic and smiling devil you know and all that.
Sir Conrad is a wandering knight errant of the Order of the Seelenritter, the soul knights. These mystic warriors dedicated to the Triad perfect body, mind, and soul to champion the cause of justice and combat supernatural evil. In truth Sir Conrad is an agent of the Lady Fierna, Archdevil Lord of the Fourth, patroness of pain, pleasure, and fire. He joined the Order to hunt down foes and rivals of the Lady's as well as those of her own who had lost her favor. Sir Conrad's grandfather, Sir Vanden Hagel, was a paladin knight within the order but was lost in a quest to hell fighting the Lady of flames. Sir Conrad's mother, a half-fiend was spawned by the Lady after that quest, and Sir Conrad bears some blessings of the Lady, his grandmother, within his blood.
When he came of age Sir Conrad journeyed to the Order wearing his grandfather's armor and petitioned by right of the blood of his grandfather to apply and apprentice himself to become a Seelenritter knight. Divinations confirmed his noble ancestry as well as his claims that his blood was tainted and that he would detect as evil. His fiendish aspects are known by the order and disqualified him from becoming a paladin, but so long as he abides by certain strictures and serves the order, he need not fear them and has a measure of political protection against the huntings of good clerics and paladins who detect the evil "of the taint of his blood". In fact he has gone on missions for the Order to infiltrate evil cults then strike them down from within. His successes have been numerous and though he is often under suspicion from his order, he has been granted the status of knight errant to pursue evils at his discretion. This has placed him in a position to openly hunt down evils, just as Grandma planned.
Sir Conrad is a melee combatant, ready to go in fast and take on powerful foes face to face. Inflicting and taking grievous wounds in his fight against evil is not something he shrinks from, he considers it his duty and calling.
When not on campaign Sir Conrad spends a lot of time becoming debauched before journeying out in the field again. Not coincidentally, many cultists of Fierna work in brothels.
Last edited by Voadam; Friday, 30th October, 2009 at 10:21 PM.
Death in Freeport IC OOC Adversaries RG Info
Wildwood IC Old IC II OOC RG Info Old IC Monsters
Dwarven Vengeance Monsters
ToEE Sir Merrick OOC IC Old IC
RToEE Inquisitor Miltiades OOC IC Old IC
Ptolus Longcoat Garn OOC
Against the Giants Voadam IC OOC
Pool of Radiance Kordunn IC Combat OOC Info
Invasion of Mori Snargle fiendish troll rogue IC OOC
Red Hand of DoomSir Conrad Cyr Tiefling Soulknife
Superhero (Lvl 15)
Warforged Dread Necromancer
Level up to level 6
Level up to level 7
Last edited by Walking Dad; Monday, 21st September, 2009 at 10:27 AM.
Novice (Lvl 1)
- Join Date
- Apr 2010
- Houston, TX
ø Ignore cartmanbeck
How did you get his arcane spell failure down to 0%? Shouldn't it be 15% because of his Adamantine plating?
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