Renau1g's Red Hand of Doom - Group 2


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  1. #1
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    The Great Druid (Lvl 17)

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    Renau1g's Red Hand of Doom - Group 2

    As a follow up to the recruiting thread:
    http://www.enworld.org/forums/showth...32#post4218032

    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 (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

    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:
    format

    Name:
    Gender:
    Race:
    Age:
    Class:
    Alignment:
    Religion:

    Appearance

    Personality

    Background

    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.

    WalkingDad - Death-forged Necromancer
    Jerrand Redband - Human Cleric
    Voadam - Tiefling Soulknife
    stonegod - Changeling beguiler
    Arabesu - Shifter Wilder

    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.

 

  • #2
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    Acolyte (Lvl 2)

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    Draxton Cleric of Helm lvl 6

    Code:
    Name: Draxton Bowith
    Class: Cleric
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Lawful Good
    Deity: Helm
    
    Str: 14 +2 (06p.)    Level: 6        XP: 16,260
    Dex: 10 +0 (02p.)    BAB: +4         HP: 53  (6d8+12+3)
    Con: 12 +1(04p.)     Grapple: +6     Dmg Red: ---
    Int: 14 +2 (06p.)    Speed: 20'      Spell Res: ---
    Wis: 15 +2 (08p.)    Init:  +0       Spell Save: 12+ sp lvl
    Cha: 16 +3 (08p.)*   ACP: -6         Spell Fail: ---
    * raised at 4th level
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +8    +2                      +1      21
    Touch: 12              Flatfooted: 21
    
                             Base   Mod  Misc  Total
    Fort:                     5     +1          +6
    Ref:                      2     +0          +3
    Will:                     5     +2          +7  
    
    Weapon                                  Attack   Damage     Critical
    +1 (ghost touch) Mace, heavy                +7        d8+3        x2
                     Dagger(melee)              +6        d4+2      19-20x2
                     Dagger(thrown)             +4        d4+2      19-20x2
    Languages: Common, Celestial, and Dwarven
    
    Abilities: +4 skill points at lvl 1, +1 skill point per lvl, 
               bonus feat at 1st lvl, highest class lvl is favored class, arua(good)            
               turn undead (10/day, range 60', +5 to turn, 2d6+9 damage)
               feat of strength: 1/day +6 to str for 1 round, reroll failed save if rolled a 1 reroll stands
    
    Spells: 5- 0lvl, 4+1- 1st lvl, 4+1- 2nd lvl, 2+1- 3rd lvl   Domains: Pride and Strength
    Usual spells prepared: 0lvl- cure minor woundsx2, detect magic, read magic, mending
                         1stlvl- bless, divine favor, cure light wounds(x2), enlarge person(d)
                        2nd lvl- restoration, lesser, bull's strength(d), spiritual weapon, cure mod. wounds(x2)
                        3rd lvl- dispel magic, heroism(d), meld into stone  
            
    Feats: Toughness (L1), Improved Turning (bonus-human),
           Combat Casting(L3), Extra Turning (L6), Negotiator (DM-bonus)
    Skill Points: 45       Max Ranks: 9/4.5
    Skills                  Ranks  Mod   Misc    ACP    Total
         - Know(religion)      7    +2                    +9
         - Know(history)       5    +2                    +7
         - Know(planes)        5    +2                    +7
         - Concentration       5    +1    +4              +10
         - Spellcraft          5    +2                    +7
         - Heal                9    +2                    +11
         - Diplomacy           9    +3    +2              +14
         - Sense Motive        0    +2    +2              +4
    
    Equipment:                                         Cost   Weight
         - Traveler's Outfit                               free     0lb
         - Full Plate (mw)                              1,650gp    50lb
         - Shield, heavy steel (mw)                       170gp    15lb
         - Ring of Protection +1                        2,000gp     ---
         - +1 ghost touch, Heavy Mace                   8,312gp     8lb
         - Dagger                                           2gp     1lb
         - Holy Symbol, silver                             25gp     1lb
         - Scrolls cure light wounds(4)w/ case            201gp   1.5lb
         - Bedroll                                          1sp     5lb
         - Spell Component Pouch                            5gp     2lb
         - Backpack                                         2gp     2lb
                  - rations,trail(4days)                   20sp     4lb
                  - waterskin                               1gp     4lb
                  - flint and steel                         1gp     ----
                  - torches(3)                              3cp     3lb
                  - whetstone                               2cp     1lb
                  - mirror, small steel                    10gp    .5lb
                  - sack                                    1sp    .5lb
                  - potion cure serious wounds(3d8+5)     750gp   .25lb               
         
    Total Weight: 98.75 (medium load)                    Money: 42gp, 7sp, 5cp
                 
    
     
                                      Lgt   Med   Hvy  Lift  Push/Drag
    Max Weight:                        58    116   175  350    875
    
    Age: 25
    Height: 5'-11"
    Weight: 195b
    Eyes: hazel
    Hair: brown with beard and moustache
    Skin: lightly tanned
    Appearance:An average human Drax's most keen feature is his flowing beard and
    moustaches which he is quite proud of(much like a dwarf). He has a
    small scar on his left cheek from a long ago fight that his beard
    covers a little.

    Personality: Draxton is open and honest and will give anyone the benefit of the
    doubt he tries not to judge to harshly by ones apperance and race. It's
    one of the reasons he no longer lives with the dwarves.

    Background: Draxton was part of a group from Helms priesthood that ventured into
    the remote kingdom of the dwarves to help bring Helm's blessing to some
    new construction. Drax fell in love with the dwarven way of live and stayed
    on sometime after the other priests had left. He was helpful in many was to
    the dwarven people but being a human finally called to him the wandering and
    call to adventure. So he has forged new friendships and comrades in arms with whom
    he is now with.

    Modus Operandi: Power up melee fighters and play medic after combats.
    He will stay away from a fight and use spiritual weapon
    and meld into stone.
    Last edited by Jerrand Redband; Friday, 13th June, 2008 at 11:36 PM. Reason: added free feat oops
    Jerrand Redband

  • #3
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    Myrmidon (Lvl 10)

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    Sir Conrad Cyr Work in progress

    Name: Sir Conrad Cyr
    Gender: Male
    Race: Tiefling (humanoid subtype planetouched)
    Age: 28
    Class: Soulknife 6
    Alignment: Lawful Evil
    Religion: Triad/Diabolist devoted to the Archdevil Fierna

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

    F +5, R +9, W +5

    hp 10+7+8+7+8+7+18+8 = 73
    AC 23 (+6 armor, +3 shield, +4 dex) touch 14, FF 19

    Initiative +4
    BAB +4
    Grapple +7
    Attack +9 melee +1 psychokinetic mindblade 1d8+4+1d4 19-20 slashing magic (+1d8 Psychic strike, +2d6 psionic weapon)
    Attack +10 ranged +1 psychokinetic mindblade 1d8+4+1d4 19-20 slashing magic r 30' (+1d8 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),

    Skills:
    Bluff +0 ranks +0 cha +2 tiefling = +2
    Concentration 9 ranks +3 con = +12
    Hide +4 dex +2 tiefling -1 armor = +5
    Listen 9 ranks +0 wis +2 alertness = +11
    Move silently +9 ranks +4 dex -1 armor = +12
    Spot 9 ranks +0 wis +2 alertness = +11
    Tumble 9 ranks +4 dex = +13

    Languages: Common, Infernal

    Equipment 13,000 total
    Mithral breastplate+1 5,200 20lbs.
    Heavy darkwood shield+1 1,257 5 lbs.
    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

    Appearance
    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.

    Personality
    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.

    Background

    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; Tuesday, 2nd September, 2008 at 10:36 PM.
    PBP games:

    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


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  • #4
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    Superhero (Lvl 15)

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    Warforged Dread Necromancer
    format

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

    Appearance



    Personality
    Cold and methodically. Feels superior for his unaging qualities.

    Background
    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

    Code:
    Name: Carrion / Scavenger
    
    Deity: Velsharoon
    
    Str: 12 +1 (4p.)    Level: 6      XP: 15,010
    Dex: 14 +2 (6p.)    BAB: +3       HP: 57 (5d12=12+5x9)
    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: 2/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
    Notes:
    
    Languages: Common, Draconic
    
    Abilities:
    
    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 creature’s 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: Spells Per Day (Save DC 13 + spell level): 1st - 6 2nd - 6 3rd - 4 Spells Known: Dread Necromancer list + Kelgor's Grave Mist
    DN Spells
    Skill Points: 36 Max Ranks: 9/4 Bluff: +10 (5 ranks + 3 Cha + 2 feat) Concentration: +12 (9 ranks + 3 Cha) Disguise: +10 (7 ranks +3 Cha) (+2 to act in character) Intimidate: +9 (2 ranks + 3 Cha + 2 feat + 2 syn) Know (arcana): +8 (6 ranks + 2 Int) Know (religion): +7 (5 ranks + 2 Int) Spellcraft: +6 (2 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

    Attached Thumbnails Attached Thumbnails DN Spells1.jpg   DN Spells2.jpg   Kelgore.JPG  
    Last edited by Walking Dad; Monday, 8th June, 2009 at 10:50 AM. Reason: gain xp, level up!

  • #5
    Spawn of Khyber/LEB Judge
    Enchanter (Lvl 12)

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    Sohen (+4110XP)
    Male (?) changeling beguiler 6
    N Medium humanoid
    Init +3; Senses Listen +0, Spot +10
    Deity Cyric
    Languages Common, Elven, Draconic, Dwarf, Giant, Goblin, Orc
    -----------------------------------------
    AC 19, touch 13, flat-footed 16; +6 armor, +3 Dex; Combat Expertise
    hp 34 (6 HD)
    Fort +3, Ref +5, Will +5; +2 vs. sleep and charm
    -----------------------------------------
    Speed 30 ft.
    Melee +1 rapier +7 (1d6-1/18-20) or
    Base Atk +3; Grp +2
    Atk Options Combat Expertise, Weapon Finesse, cloaked casting (+1 DC)
    Special Actions Improved Feint, minor shape change, surprise casting (swift)
    Combat Possessions anklet of translocation, eternal wand of unseen servant, healing belt
    Beguiler Spells Known (CL 6, +4 ranged touch, +6 melee touch, DC 14+lvl):
    - 3rd (4/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 (6/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), trapfinding
    Feats Combat Expertise, Improved Feint, Quick Change, Silent Spell (B), Stealthy (B), Weapon Finesse
    Flaw Shaky
    Skills Balance +5, Bluff +13, Concentration +10, Disable Device +11, Disguise +8, Diplomacy +5, Gather Information +3, Hide +14, Intimidate +5, Jump +1, Knowledge (arcana) +5, Knowledge (local) +5, Move Silently +12, Open Locks +7, Search +13, Sense Motive +7, Speak Language (Elven, Dwarf), Spellcraft +8, Spot +9, Tumble +8
    Possessions Combat possessions plus +1 rapier; mithral shirt +2, arcane thieves' tools, bedroll, 2 belt pouches, everfull mug, everlasting rations, jewelry (100 gp), 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.
    Cloaked Casting (Ex) The DC's of Sohen's spells increase by 1 if the target would be denied its Dex bonus.
    Minor Shape Change 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.
    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.

    Advancement
    L1->Beguiler 1 HP 7 (1d6+1) SP: 40 (6x4+4x4)
    • Bluff +4, Concentration +4, Disable Device +2, Disguise +2, Gather Information +2, Hide +4, Knowledge (arcana) +1, Knowledge (local) +1, Move Silently +2, Open Locks +2, Search +4, Sense Motive +2, Speak Language (Elven, Dwarf), Spellcraft +4, Spot +4
    • Abilities: Str 8, Dex 15, Con 12, Int 18, Wis 10, Cha 12
    • Feats: Combat Expertise [1st], Quick Change [RoE, Flaw bonus]
    • Flaws: Shaky
    • Other: armored mage, trapfinding, racial traits
    L2->Beguiler 2 HP 5 (1d6+1) SP: 10 (6+4)
    • Bluff +1, Concentration +1, Disable Device +1, Disguise +1, Hide +1, Move Silently +1, Open Locks +1, Search +1, Sense Motive +1, Spot +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 +1, Disguise +1, Hide +1, Move Silently +1, Open Locks +1, Search +1, Sense Motive +1, Spot +1
    • Spell: ventriloquism
    • Feat: Improved Feint
    • 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 +1, Sense Motive +1, Spot +1, Tumble +1
    • 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, Spot +1, Tumble +2
    • 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, Move Silently +1, Search +1, Spot +1, Tumble +2
    • Feat: Weapon Finesse
    • Other: surprise casting (free action)
    Appearance
    Considering his constant state of disguise, no one really knows. Sohen generally does not reveal that he is about 24 years old.

    Personality
    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.

    Background
    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...

    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; Sunday, 26th April, 2009 at 12:54 AM. Reason: XP and stuff
    stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)

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  • #6
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    inserted. Good to go.

    Name: Yorgan Stoutskull, aka Yorgan the bold, Yorgan of Hintershire, Yorgan of the Black Cork Guild.

    Gender: Male

    Race: Beasthide shifter

    Age: 22

    Class: Wilder (using RofEb shifter wilder level subs)

    Alignment: CN (with wide swings between acts of vile darkness, balanced by sincere magnanimity).

    Religion: Selune. Although kept fairly secret.

    Appearance: Tall and slender with copper skin, and brightly yellow serpentine eyes. Yorgan wears his long black hair tied tightly into a club at the nape of the neck. Tidy and fastidious, he dresses in the finest garments he can afford. He favors creamy white shirts and coal black overcoats and pants, with warmly yellow seed pearls sewn into the seams. He has an affinity for cold iron and darkwood in his personal items that seems to give these accouterments a fine richness of appearance.

    Personality: He tends to stand somewhat straighter and taller than most shifters, with an uncharacteristically bold and strong force of personality. Yorgan sees most people as means to personal wealth and power. Mistreated as a child, he displays a vengeful spirit toward those who would wrong children of any race. On occasion he has volunteered his time and resources in their aid and has been known to donate large sums of silver to orphanages and charities. He cares little for societal rules, but from time to time feels great pity and guilt regarding those whom he slays with the powers of his mind. Thus he expresses his remorse by helping those in need, especially children. Yorgan would probably make a good leader, but has not yet found a troupe within which he feels sufficiently comfortable to reveal his special gifts, and thus take charge.

    Background: An orphan, Yorgan was raised by the Church of the Lord of the Flames, Kossuth. It is presumed that his parents were slain by the church, but they could not bring themselves to abandon the young shifter and fostered him with an eye toward bringing him over to their side. This might have worked if cruel zealots within the church, racially intollerant of shifters, hadn't abused and mistreated him. As a result, he ran away from his foster family and set off on his own.

    Working as a waiter and cook in a fine restaurant just outside of Farvale, in the heart of the of Yeomanry wine country, he discovered he had a well developed nose and a knack for serving and making wines. Plagued by fierce headaches, he was forced to miss work with disturbing frequency, thus assuring that he would only ever become a second rate sommelier.

    Once, while cleaning up, he was accosted by toughs behind his place of employment. Searching out with his mind he released the tension growing within his temples as a violent thrust of psychic energy. Shocked and disturbed, he witnessed in horror as the young cutpurses' heads exploded! Disgusted and wary that he would be somehow imprisoned and inquisited for the deaths of the thieves, he fled his rather boring life to pursue a life of travel and adventure, eventually settling in Silverymoon. He closely guards the secret of his psychic power for fear that they will bring too much attention to past wickedness.

    Modus Operandi: Uses Thicken Skin and Dangersense to prepare himself outside of combat and improve his chances of survival. Thanks to powerstones of empathic transfer, he can share some of the burden of healing his comrades. When threatened in public, he typically will fire his crossbow or point a wand and manifest Energy Push, which most people interpret as some form of evocation or orb spell cast from the wand. However, when out of the public eye and strongly threatened, he either lashes out with a devastating Mind Thrust or conjures forth a creature of ectoplasm to defend him and smite his enemies (expanded knowledge: Astral Construct). In addition, he often uses his skill at Use Magic Device (taken cross class) to emulate the tactics of other spellcasters and to allay suspicions of his true psychic nature. A cunning liar, he also has gifts for spying and social interactions.

    crunch

    Yorgan, the Bold, aka Yorgan Stoutskull
    Shifter Wilder (6th)
    RoEb Subs levels
    1st: Can learn powers from egoist list.
    2nd: Regain some power points (= to highest power level known) when shifting ends. (Replaces elude touch.)
    6th: Rounds of shifting while under the effect of surging euphoria don't count against shifting duration.
    Humanoid (shapechanger)
    Str 11, Dex 16 (14 + 2 race), Con 14, Int 12 (14 – 2 race), Wis 8, Cha 18 (17, +1 raise + 2 item – 2 race)

    Hp 35/41 (6d6+12)

    AC 19/23 (5 armor, 1 buckler, 3 dex; w/ +4 nat when shifting)

    Also +2 AC versus ranged attacks (shield augment crystal) and +3 enhancement to natural armor from thicken skin (so AC 22 or 26, for 70 min.); uncanny dodge and +4 to AC and reflex saves vs. traps with danger sense (8hrs).

    Init +3; BAB: +4; Grapple: +5 to defend, otherwise +4.

    Saves: Fort +4/+5 (+6 vs. disease), Ref +5, Will +1

    Attack: +8 ranged (light x-bow) for 1d8 + 1 acid; or +1 melee for 1d4 (spiked gauntlet) or 1d6 (cane club).

    Shifting (3/day, 10 rounds): +2 con, +4 nat armor, DR 2/silver, heals 6 hp and recovers 3 pp at end of shifting; duration of shifting extended by rounds of surging euphoria.

    Class abilities: Wild Surge +2, psychic enervation (5 or 10%), (regain pp?), surging euphoria +1, volatile mind (1 pp), euphoric shifting.

    Flaws: Weak willed (-3 will saves), Noncombatant (-2 melee attack rolls).

    Traits: Slippery +1 grapple or escape artist for defense against gappling, -1 grapple otherwise; Focused: +1 concentration checks, but -1 to spot and listen checks.

    Feats: Beasthide elite, Healing Factor, Shifter Defense, Extra Trait: Truedive, Expanded Knowledge (astral construct), Negotiator (renau1g's bonus feat).
    skills (45):
    Code:
    			total = ranks + ability + others
    Autohypnosis 		+7 = 5 – 1 + 2 synergy
    Balance 		+9 = 0 + 3 + 4 synergy + 2 racial
    Bluff 			+8 = 5 + 3
    Climb			+2 = 0 + 0 + 2 racial
    Concentration 		+8/9 = 5 + 2/3 + 1 flaw  
    Craft (winemaking) 	+2 = 1 +1
    Diplomacy 		+12 = 1 + 4 + 4 synergy + 1 equipment + 2 feat
    Disguise		+4 or +6 = 0 + 4 + 2 synergy to remain in character
    Escape Artist 		+3 or +4 = 0 + 3 + 0 or + 1 versus grapple
    Intimidate 		+6 = 0 + 4 + 2 synergy
    Jump 			+9 = 5 + 0 + 2 synergy + 2 racial
    Knowledge (Psionics)	+4 = 1 + 1 + 2 synergy
    Listen 			-1 = 1 – 1 – 1 flaw
    Psicraft 		+2 = 1 + 1
    Sense Motive 		+6 = 5 – 1 + 2 feat
    Spot 			-1 = 1 – 1  – 1 flaw
    Swim 			+1 = 1 + 0
    Tumble			+7 = 5 + 2 synergy
    Use Magic Device 	+8 = (8cc)/2 + 4 
    Psionic Focus: Expendable to take “15” on a concentration check, even if harried.

    6th level Manifester; 35 pp + 15 + 3 X 3 recovered at end of shifting, effectively 59 pp (50 + 9). 4 powers known from psion/wilder and egoist lists + exp knowledge.
    Mind Thrust, Thicken Skin, Energy Push, Danger Sense, and Astral Construct.
    items:
    Code:
    Items (13k):				encumbrance: 25.5 of 38 lbs. light load.
    Cape of the Viper and charisma +2 (6000)			1 
    Mithril chain shirt +1, worn under clothes (2100)		12.5
    Darkwood buckler (205)						2.5
    	Least Crystal of Arrow Deflection (500)			-
    Spiked gauntlet, cold iron, continual flame (60)		1
    MW darkwood light crossbow + 30 bolts (378)			5
    	Least Crystal of Energy Assault, Acid (600)		-
    Healing Belt (750)						1
    Glammerweave courtier’s outfit (130, sans belt)			4
    Fine quality serpent headed darkwood cane (15, i.e. club)	1.5
    Wand of Lesser Vigor, worn through belt (25 ch. 400)		-
    Dorje of Empathic Transfer (ML4, 4d10, 10 ch., 1225)		-
    Tatoos of Psionic Grease, on wrists (ML2, x2, 200)		-
    Valise w/ shoulder strap (i.e. Backpack) (2)	434.14		2
    Scoll of change self (25)					-
    Bell (1)							-
    Flint and Steel (1)						-
    Glass wine bottle (2)						-
    Candle (0.01)							-
    Chalk (0.01)							-
    Fishook (0.1)							-
    Fishing line (0.02)						-
    Ink (1)								-
    Inkpen (0.1)							-
    Paper (0.4)							-
    Parchment (0.2)							-
    Sewing needle (0.5)						-
    Signal whistle (0.8)						-
    2 gp, 9 sp, 4 cp						-
    Powerstones: Call to Mind, Conceal Thoughts, Control Light, Detect Psionics, 
    Empathy, Entangling Ectoplasm, Far Hand, Force Screen, Inertial Armor, 
    Know Direction and Location, Matter Agitation, Missive, My Light, Sense Link, 
    Skate, Synesthete (400).
    summary of psychic powers
    Astral Construct: 6 pp, + Wild Surge for +1, i.e. 5% enervation chance. Type IV, Medium, Speed 40, AC 22, 47 hp, Slam +12 (1d6+13); Muscle special ability B (str +4) OR improved fly (40 ft, average).

    Mindthrust: 6pp +WS 10%; 8d10, Will 18 negates, telepathy [mind effecting].

    Thicken Skin: 70 min., swift for +1 or standard for +3 enhancement to natural armor (6 pp, + WS +1; 5% enervation chance).

    Dangersense: 8 hours, +4 ac/reflex vs. traps, uncanny dodge, (6 pp + WS +2; 10% enerv.)

    Energy Push: 6pp + WS 5%; 4d6 of energy of choice, DC 18 reflex for half and strength check to avoid being push by 5+dmg/5 in feet, +4d6 if pushes it into an obstruction.
    overly optimistic 5 level plan
    XP earned: +1260 xp.
    Wish list: Psicrown (cautious warrior).

    At 8th take Metamorphosis

    At 10th take Psionic Revivify.
    Attached Thumbnails Attached Thumbnails Yorgan.jpg  
    Last edited by Arabesu; Monday, 16th June, 2008 at 07:59 PM. Reason: done!
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    ...
    Last edited by Voadam; Friday, 23rd May, 2008 at 06:24 PM. Reason: oops, wrong thread.
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    Thanks Walking Dad, I wouldn't change a thing about you except your signature. LOL

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    Last edited by Jerrand Redband; Saturday, 14th June, 2008 at 01:19 AM.
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    My communities:

    Name: Father Byden Blaithe

    Gender: Male

    Race: Human

    Age: 39

    Class: Archivist 6

    Alignment: LN

    Religion: Mysta

    Appearence: A tall gaunt grey haired man wearing a stern expression as he gazes miopically at a scroll or tomb. Father Blaithe's eyes are lined and bloodshot ensuring that he appears even older than his years, though despite his apparent frailty his movements are vigorous. His robes are generally ink stained and somewhat unkempt in stark contrast to his neatly trimmed goatee and short cropped hair. He looks like a strict headmaster and tends to make those who speak with him for any length of time feel vaguely guilty.

    Personality: Father Blaithe cares very deeply about knowledge, the problem is that he cares about knowledge almost exclusively and will go to almost any end to get at it. A strategist he believes in planning and researching his foes and coming at them with as much information as possible. He takes extensive notes and is almost constantly buried in a book either reading or writing. Detatched is probably a good word for the Father who believes that emotions are unecessary and generally counter productive.

    Background: Having seen his father a village adept humbled by a Wizard as a boy Byden resolved to prove that divine power was superior to arcane. Disdainful of his father's ways the young Byden left and sought out a monestary of Mysta where he found a few kindred spirits in the librarians. Now his purposes have become blurred in his own mind and he primarily seeks to compile the ultimate collection of spells with which he believes he can humble any Wizard.

    Since leaving the monestary he has dealt with thieves, demon cults, and even the drow in his pursuit of lost and forbidden knowledge, all the while adding piece by piece to his Prayer books and consolidating his power.

    Modus Operandi: A careful planner Blaithe generally begins combat by taking some defensive measure; he then relies upon summoning or the use of spells such as spiritual weapon and spirit jaws to deal consistent damage whilst either utilizing produce flame or snake's swiftness to remain effective while conserving his magics.

    All the while he will advise his comrades, attempting - though often failing - not to seem condescending. Surprisingly with many rarer creatures this knowledge often helps find the elusive chinks in their armor.

    All the while he keeps an eye on his comrades health ready with a healing spell and a reprimand.

    HP: 40

    Saves: 7/3/8 (+ 2 vs Enchantment for Still Mind)

    AC: 17 (4 Armor, 2 Shield, 1 Dex), Touch 11, Flat-footed 16

    Str 7, Dex 12, Con 14, Int 18, Wis 16, Cha 10 (middle aged, -1 physical stats + 1 mental stats)

    Feats:
    Scribe Scroll (Archivist 1st)
    Negotiator (Freeby)
    Spontaneous Healer (Flaw Noncombatant) Complete Divine Page 84
    Spontaneous Summoner (Flaw Murky Eyed) Complete Divine Page 85
    Augmented Healing (1st) Complete Divine Page 79
    Draconic Archivist (Human Bonus) Heroes of Horror Page 122
    Spell Focus Conjuration (3rd)
    Augment Summoning (6th)

    Skills:
    Total Skill points = 75
    Concentration 11 (9 ranks, 2 Con)
    Diplomacy 13 (9 ranks, 2 Negotiator, 2 synergy K. Nobility)
    Decipher Script 7 (1 rank, 4 Int, 2 Lore Mastery)
    Heal 7 (4 ranks, 3 Wis)
    Knowledge Arcana 17 (9 ranks, 4 Int, 2 synergy Spellcraft, 2 Lore Mastery)
    Knowledge Dungeoneering 13 (9 ranks, 4 Int)
    Knowledge Nature 5 (1 ranks, 4 Int)
    Knowledge Nobility 9 (5 ranks, 4 Int)
    Knowledge Religion 13 (9 ranks, 4 Int)
    Knowledge the Planes 13 (9 ranks, 4 Int)
    Sense Motive 5 (3 Wis, 2 Negotiator)
    Spellcraft 14 (8 ranks, 4 Int, 2 synergy K. Arcana)

    2 Points spent on Collector of Stories Skill Trick from Complete Scoundrel

    Languages: Common, Draconic, Abyssal, Infernal, Terran

    Divine Scrolls Purchased... Most of the none Clerical spells are from Domains or the Druid list, one is from an adept, one from a paladin and one from a ranger. The only really difficult spell to acquire would have required a 14th level ranger.

    1st: Alarm, Charm Person, Cloud Burst, Expeditious Retreat, Identify, Produce Flame, Mage Armor, True Strike, Spider Climb, Lesser Restoration, Disguise Self, Longstrider, Snake's Swiftness (SC 193), Summon Nature's Ally I
    Cost = 350gp
    2nd: Mirror Image, Barkskin, Invisibility, Summon Nature's Ally II, Snakes Swiftness Mass (SC 193), Scorching ray
    Cost = 900gp
    3rd: Fly, Phantom Steed, Lightening Bolt, Haste, Summon Nature's Ally III, Spirit Jaws (SC 202), Blacklight (SC 30)
    Cost = 2625gp
    4th: Dominate person, Summon Nature's Ally IV, Enervation, Flamestrike, Dimension Door
    Cost = 3500gp
    5th: Teleport
    Cost = 1125gp

    Equipment:
    Chainshirt
    Heavy Wooden Shield
    Backpack
    Prayer Book x 3
    Spell Component Pouch x 2

    3600gp Scribing Supplies used to Scribe...

    1st: Alarm, Charm Person, Cloudburst, Expeditious Retreat, Mage Armor, Snake's Swiftness, Produce Flame, Summon Nature's Ally I, Longstrider
    Cost = 900gp
    2nd: Mirror Image, Barkskin, Invisibility, Snake's Swiftness Mass, Summon Nature's Ally II, Scorching Ray
    Cost = 1200gp
    3rd: Lightening Bolt, Summon Nature's Ally III, Fly, Haste, Spirit Jaws
    Cost = 1500gp
    4th: Enervation, Summon Natures Ally IV
    Cost = 800gp

    Cleric Spells Known:

    1st: Cure Light Wounds, Shield of Faith, Ebon Eyes (SC 77), Resurgence(SC 174), Vigor Lesser(SC 229), Comprehend Languages, Protection from Evil, Sanctuary, Bless
    2nd: Cure Moderate Wounds, Resist Energy, Spiritual Weapon, Close Wounds(SC 48), Divine Insight (SC 70)
    3rd: Cure Serious Wounds, Resist Energy Mass (SC 174), Summon Undead III (SC 215)

    Spells Prepared:

    3rd: Summon Undead III , Fly, Spirit Jaws, Open Slot
    2nd: Close Wounds x 2, Mirror Image, Resist Energy, Divine Insight
    1st: Produce Flame x 2, Expeditious Retreat, Vigor Lesser x 2
    0th: Amanuensis, Detect Magic x 2, Light

    Archivist Class Abilities:

    Dark Knowledge Tactics and Puissance (5/Day)
    Lore Mastery
    Still Mind

    600xp - Assassin Vine & Shambling Mound
    Last edited by Halford; Tuesday, 30th September, 2008 at 11:08 PM. Reason: Added Languages
    Back after a long absence, and feeling rather sheepish.

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