Renau1g's - Red Hand of Doom
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  1. #1

    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.

    Level: 6th

    # 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 (, if you're not familiar with them)

    LA: I'll allow a LA of +1 for races or a template

    Books Available:
    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:





    Modus Operandi

    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 07:31 PM.

  2. #2
    Scout (Lvl 6)

    s@squ@tch's Avatar

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    Carmel-not-by-the-sea, IN
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    Virashil N'al Sil

    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
    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
    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
    Cure Light Wounds X2	50gp	--lb
    Cure Moderate Wounds X2	600gp	--lb
    Scroll of Fireball                  	375gp	--lb
    Scroll of Web   x2                  	300gp	--lb
    Scroll of Glitterdust              	150gp	--lb
    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: Tan

    Level 7: +5 hp, +3 skill points (+1 to Concentration, Know(Arcana), Spellcraft), +1 BAB, +1 Fort Save, +1 Will Save
    Feat: Draconic Senses (DhM lvl 2 bonus Draconic Feat)

    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

  3. #3
    Acolyte (Lvl 2)

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    Brodi Twiceborn

    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
    Additional stats
    Init +4; Senses Spot -4, Listen -4, Search +0
    3rd *** | 2nd ***** | 1st ****** | 0th *****

    Brodi Twiceborn (CL 6)

    Name: Brodi Halfhaft AKA Brodi Twice-born
    Gender: Male
    Race: Halfling
    Age: 29
    Class: Battle Sorcerer (UA) 6
    Alignment: LN
    Religion: Sovereign Host

    A lean fierce looking halfling; everything about him, from the spiderweb of scars on his face to this weathered clothing to the jury rigged military saddle he sits in looks battered and worn. From the chainmail he looks to be a warrior, the scroll and potion belts strapped to his chest mark him as a mage, and the wobbly way he looks past you rather than at you suggests that something is seriously wrong with him.
    His fastieth, covered with nasty purple scars is biggest, ugliest looking riding-saur you've seen.

    Brodi's scary appearance is somewhat ameliorated by his quick, dry wit. His gallows humor is sometimes grating, but more often charming.

    Brodi was young, carefree, the seventh of seven boys of the local tribal chief. Blessed in both looks and magical ability he cut a swath through the ladies and was an active campaigner for tribal unification in the face of the various threats alloyed against the plains.
    He had periodic powerful dreams of destruction, but choose (he realizes now) to lose himself in fun and frolic instead of taking them seriously. Ignoring this gift would lead ultimately to the destruction of his family and his tribe.

    Around his 30th year a nearby militaristic kingdom established a base near his tribe's migration route. They were excavating ruins from an older, darker era; spies the tribe set indicated they were seeking a weapon of dark power.

    A band of Elvin mercenaries approached Brodi's tribe to help guide them to the kingdom's dig without detection. The Elves were themselves in the employ of a rival kingdom, which Brodi never learned. The idealistic young halfling supported working for the elves. Driving foreigners from the plains was good, having others do the fighting for them and getting some pay for it was even better.

    The night that Brodi and his fellows guided the elves to the dig site he had his most powerful vision yet. Falling into a kind of trance in his saddle. He awoke to the sound of explosions and screams. His mount had been gutted from beneath him. He watched from a nearby hill in a stunned stupor as purple energy lanced through his tribe's huts; the energy seemed to warp the very space weft of reality itself, turning things inside out, taking half of a body and moving it hundreds of meters away.

    Brodi was the only one who survived that night. Not that he was untouched, his sorcerous talents, previously meager, blossomed. Unfortunately every spell he casts calls for the purple energy, like a hungry thing it rushes forth from his fingers, taking chunks of whatever it its elsewhere with sicking sucking sounds. Brodi was never comfortable with physical violence (Flaw: Noncombatant) but the purple energy has also warped his senses, particularly of space and time (Flaw: Inattentive). He often relies upon his mount, Short-toe, to help him notice things.
    He found Short-toe wandering the several kilometer wide area that the tribe members and their gear took up. They bonded burying the dead. Brodi is sure that Short-toe, massive and purple tinted, doesn't resemble any mount held by his tribe, or any other he's seen. The creature should be old for a fastieth already, judging by the scale growth, but every year it just gets bigger and meaner.

    Years he was a broken man, riding the plains with the elves (who saw meaning in the fact that he alone survived the destruction and allowed him to ride with them provided he "kept up"). Anything that lives heals, Brodi's regained his balance.

    He journeyed to the land of magic, seeking answers. He found nothing about the purple energy that infuses him now, but he did find an order, dedicated to defense and protection. A suicidal action on the part of the halfling in defense of a local noble was called bravery. He's received some training from them; they showed him how to call up his energy and use it to move people and things around without eating them. Brodi imagines he hears whispered complaints in his head when he denies the energy.

    And hopes to put into practice their teachings, once he's fully understood the books on their practices that they lent him. [I.e. become an abjurant champion.]

    His visions are gone, replaced by a crackling energy that lives under his skin. And he's vowed he won't ignore his "gifts" again, he rides the world seeking a worthy target for the malignant energy that he contains and to prove that he can protect things.

    Modus Operandi
    Brodi's spells are comprised of a malignant purple force that warps space and reeks of strangeness. The same power that destroyed his tribe had touched him, and left it's mark.
    Brodi can take hits if he has to, but he prefers not to, staying on the fringes of combat and using his spells to blast foes. He's a skirmisher, and, while he's got a decent sense of tactics and won't abandon his companions he doesn't stay still if he can help it.
    One of his preferred tactics, developed recently, allows him to open up a pin-prick to the realm of the purple energy that destroyed his tribe (the manyjaws spell). He'll release the attack and then ride off, so long as he stays within 100+10/level feet the spell can continue for up to 3 rounds (provided he concentrates as a standard action).

    Stat Block
    Strongheart Halfling Battle Sorcerer 6 Moodily Good
    Init +4; Senses Spot -4, Listen -4, Search +0
    Languages Common , Halfling (if such a language exists)
    ************************************************** **********
    AC 20 (armor4/dex4/ring0/whenmounted1/size1); touch: 16 ; flat-footed: 17
    AC with Shield Spell
    AC 24 (armor4/dex4/ring0/shield4/whenmounted1/size1)

    hp 44 (6 HD)
    Fort +4 Ref +8 Will +6 [+8 vs fear]
    Save Breakdown
    Fort +4 (con1/class2/cloak1) Ref +8 (dex4/class2/feat1/cloak1) Will +6 (wis0/class5/cloak1)

    ************************************************** ****************
    Speed 50 (10 squares -- mounted) or 20 ft (4 squares -- on foot)
    Attack Melee punch -1 1d2-2
    Attack Ranged Invisible Needle +7 3d4
    Base Attack +3 Grapple +1
    Attack Options spells

    3rd *** Manyjawsfs (7d6 - DC 18)
    2nd ***** Baleful Transposition (DC 16), <<Mirror Image (1d4+2 images)>>
    1st ****** Magic Missilef (4d4+4), Slide (DC 15), Shieldf
    0th ***** Caltrops, Detect Magic, Light, Mending, Message, Read Magic
    *=remaining slots
    f = +1 caster level from Invisible Needle
    s = +1 DC from Spell Focus (Evocation)
    Spells Detail

    0th 5/day | 1st 6/day | 2nd 5/day | 3rd 3/day

    Combat Gear Collar of Healing, Healing Belt, Third Eye (Freedom), 3 Potions of Cure Light Wounds, Eternal Wand of Expeditious Retreat Scrolls
    Action Points ?
    ************************************************** ****************
    Attributes Str 6 Dex 18 Con 12 Int 10 Wis 10 Cha 19*
    * received both improvements for level
    SQ Halfling qualities, Cohort
    Feats Combat Casting, *Animal Affinityb, Invisible Needle, Talenta Dinosaur Bond, Skill Knowledge (Handle Animal), Skill Knowledge (Ride)
    The free +2/+2 skill bonus we get. Animal Affinity.

    Flaws Noncombatant (-2 melee attacks), Inattentive (-4 spot/listen)
    Skills Balance +4u Climb -2u Concentration +13 Diplomacy +4u Escape Artist +4u Handle Animal +11* Hide +6u Jump +0 Knowledge (Arcana) + 1 Listen -4 Ride +25** Search +0 Sense Motive +0 Spot -4 Swim -(a lot)
    *includes +4 to handle Short-toe | ** Riding straps + Dino-estrian Saddle
    Skills detail
    see sheet

    Possessions Combat Gear + Chainshirt with riding straps (+4 armor; max dex +4, check-2, ride +1), Masterwork Military Dino-estrian's Saddle, Cloak of Resistance +1, Daggers x2 (each boot), Travel Documents (Aundair, Talenta Plains), 2 Potions of Pass without a Trace, scrolls, books on how to become an Abjurant Champion once he fulfills the criteria and traveling gear in saddle bags.

    Comprehend Languages x 1
    Identify x 2
    Obscuring Mist x 1

    Traveling Gear
    dinosaur grooming kit, dinosaur sleeping blankets (they get cold too...), two sacks, 6 sunrods, bed roll, small tent, backpack, 2 weeks of trail rations, spare set of clothing, 50' of silken rope (knotted for easy climbing), chalk (red, white), 8 waterskins, several maps

    Build Details

    Hit points 8 (Battle Sorc 1) + 30 (Battle Sorc 2-6) + 6(con)

    Magic Item Math
    see sheet

    Short-toe (Fastieth)
    Medium Animal
    Hit Dice: 4d8+1 (36 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 22 (+4 chain shirt, +2 Dex, +5 natural, +1 Feat:Talenta Dino Bond), touch 13, flatfooted 19
    AC with Shield Spell
    Armor Class: 26 (+4 chain shirt, +2 Dex, +5 natural, +1 Feat:Talenta Dino Bond, shield 4), touch 13, flatfooted 123

    Base Attack/Grapple: +4/+6
    Attack: Bite +2 melee (1d3+1)
    Full Attack: Bite +2 melee (1d3+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Ś
    Special Qualities: Low-light vision, scent | Druid 3rd (+2 HD/+2 NA/+1str&dex/Link/Share Spell/Empathy/Evasion)
    Saves: Fort +6 (hd4/con2), Ref +7*(hd4/dex2) , Will +1 (hd1)
    *=Talenta Dino Bond
    Abilities: Str 16, Dex 14, Con 12, Int 2, Wis 11, Cha 4
    Skills: Jump +11, Listen +6, Spot +6, Survival (for track) +4
    Feats: Run +1 feat


    6 + 2 (druid level 3)
    • Come (DC 15): The animal comes to you, even if it normally would not do so.
    • Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
    • Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesnĺt know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
    • Guard (DC 20): The animal stays in place and prevents others from approaching.
    • Heel (DC 15): The animal follows you closely, even to places where it normally wouldnĺt go.
    • Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
    • Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
    • one more -- is there a trick for (watch out and let me know if you notice anything?)

    Link (Ex):
    A druid can handle her animal companion as a free action, or push it as a move action, even if she doesnĺt have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

    Share Spells (Ex):
    At the druidĺs option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

    Additionally, the druid may cast a spell with a target of ôYouö on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companionĺs type (animal).

    Evasion (Ex):
    If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    Last edited by Graf; Wednesday, 3rd September, 2008 at 03:37 AM.

  4. #4
    Cutpurse (Lvl 5)

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    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)
    Languages: Common
    Region of Origin: The Great Plains
    Exp: 16,575
    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

    Predator form

    Speed: 50'
    Attack(Bite) +11; 1d6+8 attacks counted as magic weapons
    AC: 17(+mobility feat)

    Aerial form

    Fly speed: 40'(good)
    Attack(talon) +10; 1d6+7 attacks counted as magic weapons+flyby attack feat
    +2 enhancement on reflex saves
    AC: 15

    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 02:49 PM. Reason: -6 charges from wand

  5. #5
    Lama (Lvl 13)

    Rhun's Avatar

    Join Date
    Feb 2005
    Salt Lake City, Utah
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    ° Block Rhun

    ° Friend+
    Avaxasir "Zazz", son of Camthalion
    Neutral Elf Male Rogue 2/Swordsage 5
    XPs: 19,915 / 21,000

    Experience History

    Starting XPs: 15,000
    +1575 (Highway Ambush)
    +300 (Recruiting Jorr)
    +540 (Hydra Battle)
    +2250 (Vraath Keep)
    +250 (Vraath Keep Treasure Bonus)
    + (Battle of Skull Gorge)

    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)

    HP: 54
    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)
    BAB: +4
    - +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
    - Evasion
    - Martial Maneuvers
    - Martial Stances
    - Quick to Act (+2)
    - Discipline Focus (Weapon Focus): Shadow Hand Weapons
    - AC Bonuse
    - Discipline Focus (Insightful Strike): Desert Wind

    1st Level
    - Nimble Fingers (DM Bonus)
    - Weapon Finesse
    3rd Level
    - Adaptive Style
    6th Level
    - Shadow Blade

    - Hardy

    Maneuvers and Stances
    Disciplines Available:
    - Desert Wind
    - Diamond Mind
    - Setting Sun
    - Shadow Hand
    - Stone Dragon
    - Tiger Claw

    Stances Known: 3
    - Child of Shadows
    - Island of Blades
    - Pending

    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
    - Elven
    - Goblin
    - Draconic (1 skill point spent)
    - Giant (1 skill point spent)

    Armor & Shield
    - Mithril Shirt +1 (2100gp, 10lb)

    Melee weapons
    - Shortsword +1, bane weapon [dragons] (2lb)
    - Shortsword +1 (2310gp, 2b)
    - 6 daggers (12gp, 6lb)

    Ranged weapons
    - 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)

    Specialized Goods
    - 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
    - 4 3 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
    Wealth Tracker

    Starting Money after equipment purchases: 90pp, 172gp, 31sp, 38cp
    -100gp and 15pp to purchase Cat's Grace potion (10/07/2009)

    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 04:25 PM.

  6. #6

    My Application
    Name: Jaga Kelgora
    Gender: Male
    Race: Hobgoblin
    Age: 18
    Class: Fighter 1 / Martial Rogue 4
    Alignment: Chaotic Good
    Religion: Torm

    HP: 36 / 6+7+4+5+4(+5+5)
    Saves: +4/+10/+1
    AC: 20 (6 Armor, 4 Dex), Traps 21, Flat-footed 16, Touch 14

    Str 16, Dex 18, Con 12, Int 16, Wis 10, Cha 9
    (+2 Dex, +2 Con Racial, +1 to Wis @ 4th Level)

    Appearance: Jaga is a towering brute of a man and always seems to have a look of non-interest on his face. Jagas’ red eyes and black hair only adds to his brutish looks, hiding his natural mental talent. Jaga wears a chain shirt that he won in the course of many battles and allows him to retain his natural agility. Jagas’ hair appears unkempt, but he does maintain his wild looks. Jaga prefers to keep his hair in dreadlocks. Overall Jaga looks like nothing more than a brutish warrior, and he prefers that people think of him as such as to underestimate his mental facilities and quickness to react.

    Personality: Jaga has an inquisitive nature and is constantly plucking at his kithara whenever he gets the chance without regard to whomever he may be annoying with it. Jaga is a bit hot tempered, but it only shows if he is seriously ticked off. Jaga likes to evaluate a situation before acting but doesn’t hesitate to defend himself should he be pressed into it. Jaga likes to be the center of attention, but only when it suits him, otherwise he just likes to be left alone to contemplate whatever is on his mind.

    Background: Jaga was just baby when a band of adventurers wiped out the elders in his enclave where he was born into. Jaga and the other children in his enclave were rounded up and were taken into the nearest village. The hobgoblin children were given homes, but most of them were spiteful of their situation and ran off at the earliest opportunity. Since Jaga was just a baby he was given unto a couple that showered attention on him and nurtured all of his natural talents as he grew older. Due to his racial heritage, he was constantly tormented and teased, which eventually took its toll as he became more and more reclusive.

    Jaga eventually took to the local innkeeper, Kolara. Kolara taught him many things. Among them, he learned the how to properly run an inn. He was always was at Kolara’s side, even when she wasn’t tending to business matters. Although she had twenty years on him, they eventually fell in love. However their romantic interludes were discovered and the locals rustled both of them and they burned Kolara in a pyre and attempted to do the same to Jaga. Jaga got loose of his bonds and fought his way free of the murderous crowd. He ran and ran until he just couldn’t anymore. Jaga holds himself partly responsible for Kolara’s death and for a long time was vengeful and spiteful of those that took her life, but he eventually turned to prayer and in a temple dedicated to Torm, he found redemption through forgiveness. His heart turned from revenge to love and found that he wanted to do nothing more than to prevent atrocities from happening to those that deserved better.

    Jaga has been adventuring for quite a while, and has made a small name for himself as a freedom fighter. When he gets too old to adventure or suffers grievous wounds which make him retire from the adventurer’s life, Jaga would like nothing more than to build an inn with his own two hands and run it in loving memory of Kolara.

    Lightning Reflexes (1st Level)
    Power Attack (1st level Martial Rogue)
    Improved Toughness (1st Level Fighter)
    Weapon Focus: Greatsword (3rd Level)
    Weapon Focus: Warhammer (3rd level Martial Rogue)
    Stealthy (Bonus feat)

    Chain Shirt +2 / 4250 gp / 25 lbs.
    Crystal of Aquatic Action (MIC, pg. 25) / 250 gp

    Greatsword +1 / 2350 gp / 8 lbs.
    Warhammer +1 / 2312 gp / 5 lbs.

    Magic Items
    Elixir of Sneaking x2 (DMG, pg. 255) / 500 gp
    Hand of the Mage (DMG, pg. 258) / 900 gp
    Ring of Sustenance (DMG, pg. 233) / 2000 gp
    Skill Shard x2 (MIC, Pg. 185) / 100 gp

    Backpack / 2 gp
    Antitoxin x2 / 100 gp
    Flask of Acid x10 / 100 gp
    Masterwork Thieves Tools / 100 gp
    Glamerweave Entertainer's Outfit (ECS, pg. 122) / 109 gp
    Travelers Outfit / 1 gp
    Bedroll / 1 sp
    Lock, Amazing / 150 gp
    Belt Pouch / 1 gp
    Sack x2 / 2 sp
    50' Silk Rope / 10 gp
    Magnifying Glass / 100 gp
    Masterwork Instrument, Kithara / 100 gp
    Whetstone x5 / 1 sp
    Masterwork Potion Belt (FRCS, pg. 96) / 60 gp
    My Character
    Name:           Jaga Kelgora                    Age:            15
    Class/Level:    Fighter 1 / Martial Rogue 4     Gender:         Male
    Race:           Hobgoblin                       Height:         7' 2"
    Alignment:      Chaotic Good                    Weight:         260 lbs.
    Deity:          Torm                            Speed:          30 feet.
    Hair:           Black                           Eyes:           Red
    Size:           Medium                          Skin:           Dark Brown
    Ability		Score	Mod	AC Total     20   Flat    Attack   Initiative
    Strength	 16	+03	Base         10   Foot    Bonus     Modifier
    Dexterity	 18	+04	Natural      xx    16      +4          +4
    Constitution	 12	+01	Size         xx           
    Intelligence	 16	+03	Deflection   xx   Touch   Grapple
    Wisdom		 10	+00	Dexterity    +4    14     Total   +07
    Charisma	 09	-01	Armor        +6           BAB     +04
                                    Shield	     xx   Traps   STR     +03
    Hit Points	Current  Total	Magic        xx    21     Size    xxx
    Race + Class	  036     036   Misc. Mod.   xx           Misc.   xxx
    Saving Throws                        Non-Standard Attacks
    	        Fort   Ref    Will              Unarmed   Flurry
    Total           +04    +10    +01    Hit Bonus    +07      xxxx
    Base Save       +03    +04    +01    Damage       1D3      xxxx
    Ability         +01    +04    n/a    Critical     020      xxxx
    Feat            xxx    +02    xxx    Range        xxx      xxxx
    Magic           xxx    xxx    xxx    Type          B       xxxx
    Conditional     xxx    +01*   xxx    Notes   Non-Lethal
    *+11 only agianst Traps
    Attack	       Bonus    Damage   Critical   Range   Type   Notes
    Greatsword      +9      2d6+5    19-20/x2    --      PP    
    Warhammer       +9      1d8+5       X3       --      BB    
                           Key      Skill     Ability             Misc.      Magic
    Skills		     Ability   Modifier   Modifier   Ranks   Modifier   Modifier  Notes
    Appraise               INT       +03        +03       xx       xxx        xxx          
    Balance		       DEX       +10        +04       06       xxx        xxx       1  
    Bluff                  CHA       -01        -01       xx       xxx        xxx          
    Climb		       STR       +10        +03       07       xxx        xxx       1  
    Concentration          CON       +01        +01       xx       xxx        xxx          
    Decipher Script        INT       +11        +03       08       xxx        xxx          
    Diplomacy              CHA       -01        -01       xx       xxx        xxx          
    Disable Device	       INT       +13        +03       08       +02        xxx          
    Disguise               CHA       -01        -01       xx       xxx        xxx       1  
    Escape Artist	       DEX       +10        +04       06       xxx        xxx       1  
    Forgery                INT       +03        +03       xx       xxx        xxx          
    Gather Information     CHA       -01        -01       xx       xxx        xxx          
    Heal                   WIS       +00        +00       xx       xxx        xxx          
    Hide                   DEX       +06        +04       Xx       +02        xxx       1  
    Intimidate             CHA       -01        -01       Xx       xxx        xxx          
    Jump		       STR       +08        +03       04       xxx        xxx       1  
    Knowledge              INT       ---        ---       --       ---        ---          
     - Local                -        +11        +03       08       xxx        xxx          
    Listen                 WIS       +00        n/a       xx       xxx        xxx          
    Move Silently          DEX       +18        +04       08       +06        xxx       1  
    Open Lock              DEX       +14        +04       08       +02        xxx          
    Perform                CHA       ---        ---       --       ---        ---          
     - Sing                 -        +07        -01       08       xxx        xxx          
     - String               -        +03        -01       01       +02                     
    Profession             WIS       ---        ---       --       ---        ---          
     - Innkeeper            -        +08        +00       08       xxx        xxx          
    Ride                   DEX       +04        +04       xx       xxx        xxx          
    Search                 INT       +03        +03       xx       xxx        xxx          
    Sense Motive           WIS       +00        +00       xx       xxx        xxx          
    Sleight Of Hand        DEX       xxx        +04       xx       xxx        xxx       1  
    Spot                   WIS       +00        +00       xx       xxx        xxx          
    Survival               WIS       +00        +00       xx       xxx        xxx          
    Swim                   STR       +05        +03       02       xxx        xxx      2,3 
    Tumble                 DEX       xxx        +04       xx       xxx        xxx       1  
    Use Magic Device       CHA       -01        -01       00       xxx        xxx          
    Use Psionic Device               xxx        xxx       xx       xxx        xxx          
    Use Rope               DEX       +04        +04       xx       xxx        xxx              
    1. Armor Check Penalty (-1)
    2. Double Armor Check Penalty (-2)
    3. Crystal of Aquatic Action allows Jaga to ignore his AC Penalty for this skill
    Languages (Read/Write, Speak)
    Common, Goblin, Elven, Dwarven, Sylvan
    Improved Toughness
    Lightning Reflexes
    Power Attack
    Weapon Focus (Greatsword)
    Weapon Focus (Warhammer)
    Racial Traits
    Darkvision out to 60'
    +4 Racial Bonus to Move Silently
    Class Abilities
    Weapon and Armor Proficiency
    Rogues are proficient with all simple weapons, plus the hand crossbow,rapier, sap,
    shortbow, and short sword. Rogues are proficient with light armor, but not with
    A fighter is proficient with all simple and martial weapons and with all armor
    (heavy, medium, and light) and shields (including tower shields).
    Bonus Feats
    The martial rogue does not gain the sneak attack ability, instead he gains fighter
    bonus feats in its place. Whenever the character would gain a bonus to their sneak
    attack damage they instead gain a bonus combat-oriented feat. At first level the
    martial gins his regular 1st level feat that all 1st level characters are entitled to
    and one combat-oriented feat. If the character is human, he gets his human bonus feat
    as well.
    The martial rogue gains a comabt oriented feat at 3rd level and every three levels
    thereafter (6th, 9th, 12th, 15th, 14th and 18th). These bonus feats must be drawn 
    from the feats noted as fighter bonus feats. The rogue must still meet all 
    prerequisites for a bonus feat, including ability score and base attack bonus 
    minimums. These bonus feats are in addition to the feat that a character of any 
    class gets from advancing levels.
    Only rogues can use the Search skill to locate traps when the task has a DC higher
    than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well
    hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create
    it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps.
    A magic trap generally has a DC of 25 + the level of the spell used to create it.
    A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a
    trap, figure out how it works, and bypass it (with her party) without disarming it.
    Evasion (Ex)
    At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great
    agility. If she makes a successful Reflex saving throw against an attack that normally
    deals half damage on a successful save, she instead takes no damage. Evasion can be
    used only if the rogue is wearing light armor or no armor. A helpless rogue does not
    gain the benefit of evasion.
    Trap Sense +1 (Ex)
    At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps,
    giving her a +1 bonus on Reflex saves made to avoid traps and a +1  dodge bonus to AC
    against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th
    level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5
    at 15th, and to +6 at 18th level. Trap sense bonuses gained from  multiple classes
    Uncanny Dodge (Ex)
    Starting at 4th level, a rogue can react to danger before her senses would normally
    allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is
    caught flat-footed or struck by an invisible attacker. However, she still loses her
    Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a
    different class she automatically gains improved uncanny dodge instead.
    Equipment	                                  Cost       Weight
    • Chain Shirt +2                                 4250 gp      25 lbs.
    • Crystal of Aquatic Action (MIC, pg. 25)         250 gp    ---- lbs.
    • Greatsword +1                                  2350 gp     008 lbs.
    • Warhammer  +1                                  2312 gp     005 lbs.
    Elixir of Sneaking (DMG, pg. 255)                 500 gp    ---- lbs.  
     x2: +10 to Move Silently for 1 hour                    
    Hand of the Mage (DMG, pg. 258)                   900 gp       2 lbs. 
    • Uase mage hand at will                       
    Ring of Sustenance (DMG, pg. 233)                2000 gp    ---- lbs.  
    • No need to eat, only needs 2 hours of sleep   
    Skill Shard x2 (MIC, Pg. 185)                     100 gp    ---- lbs.
    • +2 bonus to one skill check for 10 minutes
      then disintegrates
    Backpack					    2 gp       2 lbs.
    Antitoxin x2                                      100 gp    ---- lbs.
    Flask of Acid x10                                 100 gp       2 lbs.
    Masterwork Thieves Tools                          100 gp       1 lbs.
    Glamerweave Entertainer's Outfit (ECS, pg. 122)   109 gp       6 lbs.
    • +1 bonus on Diplomacy checks                    ------    ---------
    Travelers Outfit                                    1 gp       5 lbs.
    Bedroll                                             1 sp       5 lbs.
    Lock, Amazing                                     150 gp       1 lbs.
    Belt Pouch                                          1 gp      .5 lbs.
    Sack x2                                             2 sp       1 lbs.
    50' Silk Rope                                      10 gp       5 lbs.
    Magnifying Glass                                  100 gp     ??? lbs. 
    Masterwork Instrument, Kithara                    100 gp       3 lbs.
    Whetstone x5                                        1 sp       5 lbs.
    Masterwork Potion Belt (FRCS, pg. 96)              60 gp       1 lbs.
    • Stores 10 potions, free action retrieval        ------    --------- 
    Encumbrance                                                 75.5 lbs.
    Light:      0076 lbs.
    Medium:     0153 lbs.
    Heavy:      0230 lbs.
    Lift:       0460 lbs.
    Push/Drag:  1150 lbs.
    Platinum:   xxxxx 
    Gold:           4
    Silver:     xxxx6
    Copper:     xxxxx
    Last edited by Angel Tarragon; Thursday, 21st August, 2008 at 09:37 AM.

  7. #7
    Spawn of Khyber/LEB Judge
    Enchanter (Lvl 12)

    stonegod's Avatar

    Join Date
    Sep 2005
    Starkville, MS
    Read 0 Reviews

    ° Block stonegod

    ° Friend+
    Male (?) changeling beguiler 6/mindbender 1
    N Medium humanoid
    Init +3; Senses Listen +0, Spot +0
    Deity Cyric
    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.

    L1->Beguiler 1 HP 7 (1d6+1) SP: 40 (6x4+4x4)
    • Bluff +4, Concentration +4, Diplomacy +4, Disable Device +2, Disguise +2, Intimidate +4cc, Gather Information +1, Hide +2, Move Silently +2, Search +4, Sense Motive +4, Speak Language (Orc, Goblin), Sleight of Hand +4, Spellcraft +1
    • Abilities: Str 8, Dex 15, Con 12, Int 18, Wis 10, Cha 12
    • Feats: Quick Change [1st], Spell Focus (enchantment) [Flaw bonus], Spell Focus (illusion) [Flaw Bonus], Stealthy [RHoD Bonus]
    • Flaws: Noncombatant, Shaky
    • Other: armored mage, trapfinding, racial traits
    L2->Beguiler 2 HP 5 (1d6+1) SP: 10 (6+4)
    • Bluff +1, Concentration +1, Disable Device +2, Disguise +1, Hide +1, Intimidate +1cc, Move Silently +1, Search +1, Sleight of Hand +1
    • Other: cloaked casting (+1 DC), surprise casting
    L3->Beguiler 3 HP 6 (1d6+1) SP: 10 (6+4)
    • Bluff +1, Concentration +1, Disable Device +2, Disguise +1, Hide +1, Intimidate +1cc, Move Silently +1; Conceal Spellcasting
    • Spell: ventriloquism
    • Feat: Persona Immersion
    • Other: advanced learning
    L4->Beguiler 4 HP 5 (1d6+1) SP: 10 (6+4)
    • Bluff +1, Concentration +1, Disable Device +1, Disguise +1, Hide +1, Move Silently +1, Search +2; Assume Quirk
    • Abilities: Dex +1
    L5-> Beguiler 5 HP 6 (1d6+1) SP: 10 (6+4)
    • Bluff +1, Concentration +1, Disable Device +1, Disguise +1, Hide +1, Move Silently +1, Search +1, Sense Motive +3
    • Feat: Silent Spell (B)
    L6-> Beguiler 6 HP 5 (1d6+1) SP: 10 (6+4)
    • Bluff +1, Concentration +1, Disable Device +1, Disguise +1, Hide +1, Gather Information +2, Move Silently +1, Search +1, Sense Motive +1
    • Feat: Racial Emulation
    • Other: surprise casting (move action)
    L7-> Mindbender 1 HP 4 (1d4+1) SP: 6 (2+4)
    • Bluff +1, Concentration +1, Sense Motive +2; Second Impression
    • Other: telepathy 100'

    Skill Breakdown: Bluff +13 (10 ranks+2 racial+1 Cha), Concentration +11 (10 ranks+1 Con), Disable Device +15 (9 ranks+4 Int+2 item), Disguise +20 (7 ranks+1 Cha+10 minor shape change+2 synergy), Diplomacy +9 (4 ranks+1 Cha+2 Bluff+2 Sense Motive), Gather Information +4 (3 ranks+1 Cha), Hide +12 (7 ranks+3 Dex+2 feat), Intimidate +9 (4 ranks+2 racial+1 Cha+2 Bluff), Move Silently +12 (7 ranks+3 Dex+2 feat), Search +13 (9 ranks+4 Int), Sense Motive +12 (10 ranks+2 racial), Sleight of Hand +10 (5 ranks+3 Dex+2 Bluff), Speak Language (Orc, Goblin), Spellcraft +5 (1 rank+4 Int)
    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.

    Modus Operandi
    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.
    Last edited by stonegod; Thursday, 8th October, 2009 at 04:54 PM. Reason: Ring of the Darkhidden

  8. #8
    Guide (Lvl 11)

    Join Date
    Jan 2002
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    ° Block Voadam

    ° Friend+

    Sir Conrad Cyr

    Name: Sir Conrad Cyr
    Gender: Male
    Race: Tiefling (humanoid subtype planetouched)
    Age: 28
    Class: Soulknife 7
    Alignment: Lawful Evil
    Religion: Triad/Diabolist devoted to the Archdevil Fierna

    Str 16 (18)
    Dex 18
    Con 16
    Int 12
    Wis 10
    Cha 10

    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

    Initiative +4
    BAB +5
    Grapple +8
    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
    1562.7 gp
    Vale Map

    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.

    Modus Operandi

    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 09:21 PM.

  9. #9
    Warforged Dread Necromancer

    Name: Scavenger
    Gender: male personality
    Race: Warforged ("Deathforged")
    Class: Dread Necromancer
    Alignment: LE


    Cold and methodically. Feels superior for his unaging qualities.

    Warforged are a kind of advanced "Gondsmen", that were forged for war purpose.
    They use a divine positive energy source to power them.

    Scavenger is the product of the experiment of the Red Wizard Zulcir of necromancy to corrupt the energy matrix to use negative energy.

    Getting innate arcane powers in this process, he travels the world as a secret agent of his master.

    Modus Operandi
    Fear, Debuffs, Summon undead

    Name: Carrion / Scavenger
    Deity: Velsharoon
    Str: 12 +1 (4p.)    Level: 7      XP: ?
    Dex: 14 +2 (6p.)    BAB: +3       HP: 66 (5d12=12+6x9)
    Con: -- -- (0p.)    Grapple: +4
    Int: 14 +2 (6p.)    Speed: 30'    Stat Increases: +1 Cha
    Wis: 11 -- (5p.)    Init: +2      Spell Save: +3  
    Cha: 16 +3(13p.)    ACP: -1       Spell Fail: 0%
              Base  Armor  Shld  Dex   Size   Nat  Defl  Total
    Armor:    10     +5    +2    +2    +0    +0    +1    20
    Touch:    13    Flatfooted: 19
    Spell Res: None
    Dmg Red: 4/bludgeoning and magic
            Total    Base    Mod    Misc
    Fort:    +2      +2      --    -- (immune if not affecting object)
    Ref:     +4      +2      +2    --
    Will:    +5      +5      +0    --
    Notes: Undead and warforged immunities. 
    Weapon            Attack    Damage    Critical    Range
    MW Morningstar       +5    1d8+1       20/x2     ------
    Dagger            +4/+5    1d4+1    19-20/x2     10 ft
    Languages: Common, Draconic
    Warforged and undead
    Undead traits: No Constitution score. Darkvision out to 60 feet. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creatureĺs Intelligence score. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Uses its Charisma modifier for Concentration checks. Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry. Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor. Undead do not breathe, eat, or sleep.
    Warforged and undead
    Necropolitan Traits: +2 will vs command undead +2 turn resistance natural healing Warforged Traits: Effected by spells that taget constructs vulnerable to heat metal & chill metal composite plating +2 slam attack.
    Special Abilities: Charnel Touch (1d8+1) Rebuke Undead (6/day) Lich Body (DR 2/ bludgeoning and magic) Negative Energy Burst (1/day) Advanced Learning (Kelgor's Grave Mist) Fear Aura (Will DC 16 or shaken) Scabrous touch 1/day (like contagion; For DC 16) Feats: Bonus: Persuasive 1st: Mithral Body 3rd: Turn Resistance 6th: Divine Fortune Spells Per Day (Save DC 13 + spell level): 1st - 6 2nd - 6 3rd - 5 Spells Known: Dread Necromancer list + Kelgor's Grave Mist
    DN Spells
    Skill Points: 40 Max Ranks: 10/5 Bluff: +11 (6 ranks + 3 Cha + 2 feat) Concentration: +13 (10 ranks + 3 Cha) Disguise: +10 (7 ranks +3 Cha) (+2 to act in character) Intimidate: +10 (3 ranks + 3 Cha + 2 feat + 2 syn) Know (arcana): +9 (7 ranks + 2 Int) Know (religion): +7 (5 ranks + 2 Int) Spellcraft: +7 (3 ranks + 2 Int +2 syn) Equipment: Cost Weight MW Morningstar 308gp 8lb Composite enchantment +2 4000gp Mithral Buckler +1 2015gp 5lb Hood of Disguise 1800gp Handy Hversack 2000gp 5lb Ring of Protection +1 2000gp 12123 Dagger 2gp 1lb Backpack 2gp 2lb 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 Spellcomponents 5gp 2lb 17.1 Potions: Repair Light Damage X3 75gp --lb Repair Moderate Damage X2 600gp --lb 675 onyx 150gp (animate dead material component) Total Weight:lb Money: 34gp 9sp 0cp Age: 4 Height: 5'10" Weight: 140 lbs Eyes: green Hair: - Skin: blackened

    Level up to level 6

    9 HP
    +1 BAB
    4 Skill Points
    +1 All saves
    1 Feat
    +1 2nd and +3 3rd spell slots
    Scabrous touch 1/day

    Level up to level 7

    9 HP
    4 Skill Points
    Lich Body DR 4
    Summon Familiar (Imp)
    +1 3rd spell slots

    Last edited by Walking Dad; Monday, 21st September, 2009 at 09:27 AM.

  10. #10
    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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