Death of the Dragons RG




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  1. #1
    Registered User
    Novice (Lvl 1)

    hellrazor111's Avatar

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    Death of the Dragons RG

    Sorry for the delay, please post your characters here.

  2. #2
    Haereka, Minion of Sebek
    Code:
    Female NE Bladeling Divine Minion of Sebek Psion (Telepath) 5 // Master of Many Forms 1/ Survivor 1 / Fiend of Possession 1 (+2 LA)
    
    Strength 14  +2
    Dexterity 16 +3 (+2 Race)
    Constitution 15 +2
    Intelligence 18  +4 
    Wisdom 14 +2
    Charisma 18  +4 (+1 Levels)
    
    Initiative +3
    AC 17 (+3 Dex +4 Natural)
    HP 
    
    Fort +8 (6 base +2 Con)
    Ref +9 (6 base +3 Dex)
    Will +9 (7 base +2 Wis) 
    
    Attack (melee) +2 (2 BAB +2 Str -2 Flaw)
    Attack (ranged) +3 (2 BAB +3 Dex)
    
    Feats:
    Overchannel
    Talented (Bonus)
    Psionic Meditation
    Extend Power
    
    Flaw: Noncombatant
    Flaw: Wild
    
    
    Skills: 
    Bluff +11 (5 ranks +4 Cha +2 Circumstance)
    Concentration +15 (8 ranks +2 Con +5 Competence)
    Diplomacy +16 (8 ranks +4 Cha +4 Synergy) 
    Disguise +13 (5 ranks +4 Cha +2 Synergy +2 Circumstance)
    Hide 18 (8 ranks +3 Dex +5 Competence +2 Circumstance) or 19 (8 ranks +4 Int +5 Competence +2 Circumstance)
    Know: Arcana +10 (6 ranks +4 Int)
    Sense Motive 7 (5 ranks +2 Wis)
    Spot 9 (5 ranks +2 Wis +2 Circumstance)
    Abilities
    Bladeling
    Razor Storm (Ex): Once per day, a bladeling can expel shrapnel-like bits of its skin in a 15' cone, dealing 2d6 points of piercing damageto any creature in the area. A Reflex save (DC 10) halves the damage. After this attack, the bladeling's natural armor bonus drops to +2 for 24 hours.
    Immunities (Ex): A bladeling takes no damage form acid, and is immune to rust despite its metallic hide.
    Resistances (Ex): Cold resistance 5, fire resistance 5, DR 5/magic bludgeoning.
    Outsider Traits: A bladeling has darkvision (60' range). It cannot be raised or resurrected.

    Psion (Telepath)
    Telepathic Communication (Su): You gain the supernatural ability telepathy from page 316 of the Monster Manual. You can communicate telepathically with any other creature that has a language within 5 feet per manifester level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. This replaces the Psion bonus feat at 5th level.

    Divine Minion
    Fast Wild Shape (Su): A divine minion can wild shape as an 11th-level druid into one or more animal forms that depend on the deity it serves (crocodile). The divine minion can use this ability at will, can change form as a free action, and can spend time in animal form indefinitely. They prefer to keep their shapechanging abilities secret so that they can use them to surprise their enemies in combat. Unlike a druid, minions can use this ability even if they're wearing metal armor.
    Fear Immunity (Su): Divine minions are immune to fear effects.

    Master of Many Forms
    Shifter's Speech (Ex): Haereka maintains her ability to speak normally regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape , as long as such creatures are normally capable of communicating with each other using natural methods.
    Improved Wild Shape (Su): Haereka can assume humanoid forms when she uses wild shape.

    Survivor
    Uncanny Dodge (Ex): Haerka retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized.

    Fiend of Possession
    Ethereal Form(Su): Become Ethereal at will as if casting Etherealness
    (6th caster level). Possessing an object or creature effectively ends a use
    of this ability, so time spent in another body or object doesn't count
    against the duration of this ability.
    Hide Presence(Ex): When possessing an object or creature a FoP can
    hide it's presence by making a special hide check, DC equals DC of spell[+4
    bonus if FoP isn't controlling the object or creature. A successful check
    allows the FoP to avoid virtually anything that would betray it's presence
    in the possessed creature or object. Thus it can pass through a magic circle
    against evil, enter a temple warded by a forbiddance, or escape detect via
    detect evil. When possessing a creature a FoP can make this hide check to
    protect the possessed creature from the full effects of alignment based
    spells such as holy smite. If the fiend makes a successful hide check, then
    the possessed creatures takes damage appropriate to it's actual alignment,
    but if the check fails the creature is affected as if it were the fiend.
    * Possess Object(Su): Possess item from Tiny to Huge size,
    unattended nonmagical items are automatically possessed, magic items and
    attended items receive a save [DC15]. A FoP becomes part of the object it
    possesses, so it is no longer ethereal. The FoP is aware of what is going on
    around the object, it can see and hear up to 60 feet away. In any round in
    which it takes no other action [such as using a spell-like ability], it
    extends it's senses to twice it's normal range [120]. The fiend is
    vulnerable to spells that specifically affect outsiders or creatures or the
    fiends alignment such as holy word, holy smite etc, and is affected by
    mind-affecting spells but not physical attacks. Harming the object does not
    harm the fiend, although if the object is destroyed, the FoP is forced back
    into it's ethereal form. When possessing an object a FoP can use any ability
    it has that requires no physical action, such as using a spell-like ability
    or telepathy. It can't cast spells, attack physically, or perform any other
    physical action, until it reaches a high enough level to make the possessed
    object perform these tasks.

    Powers

    PP: 35
    1st Vigor, Psionic Charm, Mindlink, Psionic Grease
    2nd Read Thoughts, Psionic Suggestion, Skill Knowledge, Crystal Storm
    3rd Energy Wall, Time Hop

    Equipment

    Tunic of Steady Spellcasting (CAdv) 2,500
    Cloak of Elvenkind 2,500
    Light Crossbow +1
    Masterwork Quarterstaff 300
    Masterwork Courtier's outfit 130 (+2 Bluff)
    Masterwork Lenses 50 (+2 Spot)
    Masterwork Hide Kit 50
    10 Disguise Kits 500
    5 days rations
    100' silk rope 20
    My Games
    Active:
    Death of Dragons IC OOC RG
    Wildwood IC OOC RG

    Inactive:
    Eschaton IC OOC RG
    Invasion of Mori IC OOC RG
    Dwellers of the Forbidden City IC OOC RG
    No Man's Land IC OOC RG
    Return to Power IC OOC RG
    Parting Gifts IC OOC RG

  3. #3
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    Waghalter (Lvl 7)

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    Grabhar Goldenwing the Windian Spearsage

    Stat Block
    Grabhar Goldenwing
    Swordsage / Winged
    Swordsage / Winged
    Swordsage / Feral
    Swordsage / Rogue
    Swordsage / Warblade

    Feral Winged Human (Windian)

    Hit Dice: 8+3D8+1D12+15 (59)
    Speed: 40 ft., Fly 60ft (perfect)
    Armor Class: 32 (+5 Armor, +5 Dex, +6 Wis, +6 natural) Touch 21
    Initiative: +7
    Base Attack/Grapple: +4/+7

    Attack: spear +12 (1d8 +10/X3)

    Special Qualities:
    Battle Ardor: Int bonus to Ref saves
    Quick to Act: +2 Initiative
    Sneak Attack +1d6 (3d6)
    Trap finding
    Fast Healing 2
    Darkvision
    Discipline Focus:
    - Weapon Focus – Desert Wind (Scimitar, Falchion, Spear, short spear >Light Pick, Long spear > Light Mace)
    - Insightful Strike, +Wis to strike dmg (Tiger Claw)

    Saves: Fort +5 Ref +9 Will +6

    Abilities: (base, + racial, + lvl)
    Str 22 +6 (16, +4)
    Dex 20 +5 (17, +4, -2, +1)
    Con 16 +3 (14, +2)
    Int 10 +0 (14, -4)
    Wis 22 +6 (18, +2, +2)
    Cha 15 +2 (15)

    Skills: (59 pts)
    Jump 26 8+6+2+10
    Tumble 15 8+5+2
    Hide 13 8+5
    Disable Device 8
    Concentrate 8 +3
    Spot 6 +6
    Search 8
    Intimidate 5 +2
    Use Magic Device 1 +2
    Knowledge Nature 1
    Knowledge Religion 1

    Languages: Common, Draconic, Auran, Elven, Infernal,

    Feats:
    1 Power Attack -4 to hit for +8 dmg
    - (bonus human) Improved Bull Rush
    3 Leap Attack +100% power attack dmg when charging
    Weak willed Flaw (-3 will save) for Diving Charge +2d6 charge dmg when flying 30ft and dropping 10ft
    Shaky Flaw (-2 ranged attack) for Reckless Charge: +4 to hit on charge for -4 AC
    - future
    (6 Improved Bull Rush)
    - (bonus Fighter) Shock Trooper

    Alignment: Lawful Evil

    Stuff: (9k) & bonus +1 weapon
    Bonus: +1 spear (changeling +2,000g)
    +1 Mithral Chain Shirt 2,250g
    Heartseeking Amulet 3.000g
    Piercer Cloak 900g
    Backpack 2g
    Shiftweave Adventuring Garb 500g (sky blue, forest green, stony cave grey/black, Dirty Brownish Peasant Rags, Regal Golden Court Robes)
    Everfull mug 250g
    Hat of Disguise 1,800g

    95gp

    Initiator Level: Swordsage 6, Warblade 4

    Martial Stances: (Default Assassin Stance)
    Island of blades
    Flames Blessing: Fire resist 5

    Punishing Stance: +1d6 melee dmg, -2 AC
    Assissin’s Stance: +2d6 Sneak Attack

    Martial Maneuvers Known: (10 Swordsage/3 Warblade)
    Wolf Fang Strike – Standard Attack with 2 weapons
    Burning Blade – Swift +1d6+6 fire dmg to melee
    Shadow Blade Tech – roll 2 attack dice, take lower result to deal +1d6 cold
    Shadow Jaunt – Standard Teleport 50ft

    Rabid Wolf Strike – gain +4 to hit and +2d6 dmg for -4 AC
    Saphire Nightmare Blade – Conc check vc AC for +1d6 dmg vs flat footed AC
    Distracting Ember – Summon small fire elemental to help you flank for 1 round
    Steely Strike - +4 to hit 1 mob, for –4 AC from other mobs
    Fire Reposte – (counter) melee touch for 4d6 fire dmg after being hit
    Iron Heart Surge – Remove effect, +2 to hit
    Battle Leader’s Charge – no AoO on charge, +10 dmg
    Shadow Garrote – Ranged Touch for 5d6 dmg
    Mountain Hammer – +2d6 dmg, ignore DR
    Soaring Raptor Strike – Attack larger foe +4 to hit,+6d6 dmg

    Martial Maneuvers Readied: (9)
    Burning Blade*, Distracting Ember, Fire Reposte, Soaring Raptor Strike, Rabid Wolf Strike, Shadow Jaunt

    Battle Leader’s Charge*, Soaring Raptor Strike*, Rabid Wolf Strike

    Appearance
    When entering a city alone, this lithe but canny hunter appears as a beggar that uses a rusty old broken tipped short spear as a walking stick. He hunches down his 6ft 6 frame to a mear 5ft 9, which with his wings folded under his cloak gives him a large hunchback look. His blonde dreadlocks and braids are held back from his face with the carved jawbone of some unidentifiable beast, while his wiry mutton chops grow strait back over his slightly pointed ears. His hair only accents his deeply tanned skin and piercing blue eyes that can melt the heart of any woman he cares to look at.
    Last edited by Vertexx69; Monday, 25th May, 2009 at 03:47 PM. Reason: I'll be marking off maneuvers used with an *
    Remember that every facet of our lives tries to become all consuming if we don't watch it. We need creative outlets like gaming to keep the trudge of daily life from grinding our souls into dust...
    - Vertexx69
    ____________________
    MyGames
    Living Eberron - OOC RG IC
    ToH - IC
    Death of the Dragons - RG IC
    B5 Outrageous Fortune - IC OOC
    Music Inspired Insanity - OOC RG IC
    Welcome to Slimy Lake - OOC RG IC
    Muare Castle - OOC RG IC

  4. #4
    Registered User
    Gallant (Lvl 3)

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    My communities:

    The Late Alariass Karamon

    Necropolitan Grey Elf
    Age 372
    Psion 5/Archivist 5
    Alignment: Lawful Neutral
    Str 8, Dex 12, Con -, Int 24, Wis 20, Cha 18 (Venerable +3 mental, -6 physical; Grey Elf + 2 Int & Dex, - 2 Con & Str)
    HP: 70 (5d12 + 10 Psionic Body)



    AC: 17 (+1 Dex, +4 Armor, +2 Shield)

    Initiative: +1

    BAB/Grapple: 2/1

    Saves: 6/2/8 (+2 Fort for Heroic Psicrystal)

    Feats: Scribe Scroll (Archivist), Psionic Body (Psion), Psicrystal Affinity (1st), Boost Construct (Flaw Noncombatant), Overchannel (Flaw Weak Willed), Psychic Meditation (3rd)

    Personal Construct
    You have a favored astral construct form that you can summon at a moment's notice.
    Level: 5th.
    Replaces: The bonus feat at 5th level.
    Prerequisite: You must know the astral construct power.
    Benefit: You can create a specific astral construct that you have chosen as your favored as if you had the Quickened Power feat, by only sacrificing your psionic focus. This personal construct, once chosen, always has the same abilities and appearance every time you summon it. Each time you gain a level, you may change the abilities and appearance of your favored construct.

    Skills: Total ranks = 81
    Concentration 8 Total = 8
    Craft Sculpture 8 Total = 15
    Decipher Script = 3 Total = 12
    Knowledge Arcana 8 Total = 21
    Knowledge Architecture and Engineering 1 Total = 8
    Knowledge Dungeoneering 8 = Total 15
    Knowledge Geography 1 Total = 8
    Knowledge Nature 8 Total = 15
    Knowledge Nobility 1 Total = 8
    Knowledge Religion 8 Total = 15
    Knowledge Psionics 8 Total = 17
    Spellcraft 8 Total = 17
    Psicraft 8 Total = 17
    Use Psionic Device 8 Total = 12
    Collector of Stories Skill Trick (costs 2 skill points)

    Powers Known
    Energy Ray
    Call to Mind
    Crystal Shard
    Minor Creation
    Vigor
    Astral Construct
    Ego Whip
    Share Pain
    Energy Bolt
    Energy Burst

    Power Points = 42

    Spells in Prayer Books

    Cleric Spells (learned for free at level up)
    1st: Cure Light Wounds, Shield of Faith, Ebon Eyes (SC 77), Inflict Light Wounds, Vigor Lesser(SC 229), Comprehend Languages, Protection from Evil, Sanctuary, Bless
    2nd: Cure Moderate Wounds, Inflict Moderate Wounds, Spiritual Weapon, Close Wounds(SC 48), Divine Insight (SC 70)
    3rd: Cure Serious Wounds, Resist Energy Mass (SC 174), Shield of Faith Mass (SC)

    Purchased Spells (From Hnarvan's Prayerbook)
    1st: Charm Person, Expeditious Retreat, Identify, True Strike, Spider Climb, Lesser Restoration, Longstrider
    Cost = 700gp
    2nd: Mirror Image, Protection from Energy, Invisibility, Master Air (SC)
    Cost = 800gp
    3rd: Fly, Phantom Steed, Haste, Blacklight (SC 30)
    Cost = 1200gp
    4th: Dominate person, Enervation
    Cost = 800gp
    5th: Teleport
    Cost = 500gp

    Spell Slots (Bonus spells from Wis Included)
    0 = 4
    1 = 6
    2 = 4
    3 = 3

    Spells prepared
    0 = Detect Magic x 2, Cure Minor Wounds x 2
    1 = Lesser Vigor x 3, Spider Climb, Longstrider, Expeditious Retreat
    2 = Mirror Image x 2, Invisibility, Close Wounds
    3 = Fly, Blacklight, Haste

    Magic Items:
    Hat of Disguise 1,800gp
    Necropolitan Ritual 3,000gp
    Hnarvan's Prayer Book 4,000gp
    3 x Prayer Books 45gp (Alariass's own prayer books)

    Equipment:
    Waterproof leather sacks for prayers books (multiple used on each book) = 25gp
    Backpack 2gp (the bottom of the backpack has a hidden compartment in which two of the prayer books are concealed.)
    Chainshirt 100gp
    Heavy Wooden Shield 7gp
    Wooden Holy Symbols x 5 (Hidden on person DC 31 search to find) 5gp
    Courtier's Outfit 30gp
    Explorer's Outfit free
    3pp 1gp




    Last edited by Halford; Sunday, 19th October, 2008 at 06:16 AM.
    Back after a long absence, and feeling rather sheepish.

  5. #5
    the peaceful
    Defender (Lvl 8)

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    Marius Goldleaf, Monk of Dragon Temple

    Marius Goldleaf
    Gestalt F2/Swordsage1/Fist of the Forest 1 / M5 major gold dragon bloodline

    XP: 11 740/15 000
    History

    Starting: 10 000
    weretigers: 1740 - 9.7.2009

    18, 17, 16, 15, 14, 14
    Stat Score Mod
    STR 16 (+3) (+1 from bloodline)
    DEX 18 (+4) (+1@4th)
    CON 16 (+3)
    INT 14 (+2)
    WIS 18 (+4)
    CHA 14 (+2)

    BAB 5
    Fort: 6 +3 +1(feat LoH) +2(feat GF) = 12
    Ref: 7 +4 +1(feat LoH) = 12
    Will: 5 +4 +1(feat LoH) = 10 (+12 vs. Enchantment)

    Init: +9 (+4 DEX +4 Improved Init +1 Quick to act)
    HP: 61 = 3x max(1d10+3) + 2x max(1d8+3)
    HP in trance: 71; Fort save 14
    Speed: 30' (base) +10'(monk) +10'(FotF) +5' (items) = 55'
    Max run: 5x 55 = 275' (equals to about 900 YARDS in a minute OR 150 yards in ten seconds)

    to hit: 5 +4 +1(unarmed focus) = 10
    Damage: 2d8+4
    Enlarged damage: 3d8+4

    Base AC: 10 + 4(DEX) +4 (WIS) +2 (CON FotF) +1 (monk) +1 (feat)
    AC: 22/flat 18/touch 22

    Code:
                        
    Skill           Skills                                
               Total    Rnk    Stat    Msc    Stat    
    Appraise                2    0    2    0    INT    
    Autohypnosis    4    0    4    0    WIS    
    Balance         7    1    4    2    DEX    
    Climb          2    0    2    0    STR    
    Concentration    4    1    3    0    CON    
    Craft                2    0    2    0    INT    
    Escape Artist    4    0    4    0    DEX    
    Forgery       2    0    2    0    INT    
    Handle Animal 5    3    2    0    CHA
    Heal            7    1    4    2    WIS    (+2 from item)
    Hide            10    6    4    0    DEX    
    Jump           12    4    2    6    STR   (+4 if running start)
    Knowledge(arcana)    8    6    2    0    INT
    Knowledge(religion) 5    3    2    0    INT
    Knowledge(nature)     4    3    1    0    INT
    Listen         7    1    4    2    WIS
    Move Silently    5    1    4    0    DEX    
    Open Lock    4    0    4    0    DEX    
    Ride             5    1    4    0    DEX
    Search        5    3    2    0    INT
    Sense Motive    8    2    4    2    WIS
    Sleight of Hand    4    0    4    0    DEX
    Spot           9    3    4    2    WIS    
    Survival(cc)   9    10    4    0    WIS
    Swim          2    0    2    0    STR    
    Tumble        10    6    4    0    DEX    
    Use Rope                4    0    4    0    DEX
    Collector of stories              2                
     
    Total        56                
    Total available    56
    Feats

    Flaw: Shaky (-2 to ranged attacks)
    Bonus: Luck of Heroes (+1 all saves; +1 AC) 1st level only

    Flaw: Overconfident (must roll Will to resist challenge, gets +2 to rolls when fighting alone)
    Bonus: Great Fortitude (+2 Fort saves)

    Trait: Slippery (+1 to checks to avoid grapple; -1 all other grapple checks)

    Human: Improved Natural Attack
    1st: Improved Initiative
    F1 Intuitive Attack
    M1 Stunning Fist (Fort DC 10+5/2 (level)+4(WIS) +1(items) = 18)

    M2 Combat reflexes, Evasion
    BL1 +2 Sense Motive, Alertness

    3rd Knowledge Devotion, STR +1
    M3 Still Mind, Evasion
    F2 Power Attack

    4th Fire resistance 5
    M4 Ki Strike (magic), slow fall
    SS1 Quick to act +1; Weapon focus (unarmed)

    5th Gold dragon affinity +2
    M5 Purity of Body
    FotF CON to AC; +10' move, primal living, feral trance (CON boost)

    ToDo:
    C6:--- superior natural attack
    M6?: Weakening Touch/Pain Touch (bonus?), +10' speed OR
    FotF2?: Uncanny Dodge, Untamed strike (50% ghost touch hands)
    BL2: +1 to natural armor

    SS2 / FotF 3 if allowed
    SSN1

    SS+1
    SSN2

    SS+1
    SSN3

    SS+1
    SSN4



    Maneuvers

    1 stance
    Step of the wind - set 1 stance (ignore difficult terrain, gain +2 to hit and 4 to trip/rush or resist trip/rush those who have penalties)

    6 maneuvers
    1. Counter charge - set 1 counter (immed, select STR or DEX against creatures same stat, if success redirect charge 10'; if failed creature gets +2 to hit)
    2. Mighty Throw - set 1 strike (std, make touch attack and resolve as trip with STR or DEX (at +4), if success throw opponent 10')
    3. Stone bones - Stone 1 strike (std, single attack, if hit gain DR 5/adamantine for 1 round)
    4. Shadow jaunt - ss 2 (std, teleport 50')
    5. Cloak of deception - ss 2 boost (swift, turn greater invisible)
    6. Moment of perfect mind - diamond 1 counter (immed Conc check instead of Will save)

    Readied:
    Mighty Throw
    Shadow Jaunt
    Stone Bones
    Cloak of Deception


    -- TODO:
    ----Shadow blade tech - ss 1 strike (std, melee attack, make two attack and either take higher or take lower and deal extra 1d6 cold damage)
    --- Clinging shadow strike - ss 1 strike (std, melee, deal extra 1d6 damage and Fort DC 11+WIS=15 or suffer 20% miss chance)


    ----Island of blades - ss1 stance (all adjacent opponents are flanked by all adjacent allies regardless of the angle)
    ----Child of the shadow - ss1 stance (move 10' and gain concelment)

    ----Action before thought - diam 2 counter (immed Conc check instead of Ref save)
    ----Baffling defense - set 2 counter (immed Sense Motive replaces AC) - bad for Play-by-post as it needs to be declared before attack roll is known
    ----clever positioning - set 2 strike (melee attack, switch places with target if Ref DC 12+DEX=16 failed)


    Knowledge Devotion

    Gives insight bonuses to hit and damage
    DC 15 +1
    DC 25 +2
    DC 30 +3
    DC 35 +4
    DC 36+ +5


    Magic Items

    Meteoric Dagger 500 (assuming +1 weapon for free (2302), this one costs 2802)
    Normal +1 dagger; 1 charge returning; 2 charges flaming and returning; 3 charges flaming, returning and blast 3d6 fire; REF DC 14 halves

    Healing belt 750
    std; +2 competence Heal; 3 charges/day; healing 1 charge 2d8 + 1d8/extra charge (max 4d8)

    Spellsink scarab 2000
    Immediate; 3 charges/day; reduces spell damage 1 charge 2d6 +1d6/extra charge

    Brute gauntlets 500
    Swift 3 charges/day, morale bonus to STR, STR skills and damage; 1 charge +2; 2 charges +3; 3 charges +4

    Lenses of bright vision 600
    swift; 3/day; 1 min duration; 15' cone of light

    Monastic Array (MIC 200)
    Cobra straps 1400
    Unarmed attack at the end of charge as immediate action move 5' without provoking AOO

    Dragon mask 2700
    Run feat, +5' movement

    2 Pieces: +1 DC of Stunning fist

    Least crystal of life drinking
    steals 1 hp per hit 10/day, currently set into gauntlets.

    Potion of enlarge x2 100 (+2 STR; -2 DEX; -1 to hit; -1 AC, 10' reach, weight x8) 1 spent
    Potion of cure light wounds x2 100
    From War:
    CLW x 6
    Alchemist fire x 5


    --------------------------
    Total: 8650


    Description

    Marius is lean, not especialy tall man. He has shoulder length hair and bushy sideburns. His eyes are golden yellow remniscient of wolves and he walks in gliding manner of those always ready to fight. When standing still he really STANDS STILL, no small shufflings, no hand movement, nothing except his eyes moves.
    His torso is tattooed with pictures of gold dragon battling black, dragons covering most of his torso and moving as he moves.
    OOC: think of Japanese Irezumi tattoos

    Gray cloak is clasped with small dragon shaped clasp and on his forehead is raised mask also in the shape of the dragon. On his belt there is ruby hilted dagger.


    History

    Marius was taken as slave from small borderland village. His family got him late in life and they were killed. Unknown to him, they took an orphan as they couldn't have children. They would eventualy tell him, but right now, he believes his roots are in borderlands. After grueling travel and smuggling he ended up as cannon fodder for arena combat.

    Instead of dying however, he showed instinctive feel for combat and avoiding clumsy attacks of his more powerful opponents, he became known as lethal combatant with his cestus (battle glove). After several years of such life he was first defeated and then bought by an old man possibly <enter name of oriental empire> in origin who brought him to border keep at some baronet's manor where he was trained in more advanced techniques and learned in the ways of the dragon. There was a chapel devoted to learning (Deneir). It is rumored that deep under the temple sleeps enormous gold wyrm that gave monks their knowledge. Also, legend has it that the empire will fall if baronet's keep is ever overrun. As it was overrun the Empire fell.


    Pictures




    Attached Thumbnails Attached Thumbnails DragonMonk.jpg   Dragon dagger.jpg  
    Attached Files Attached Files
    Last edited by Neurotic; Monday, 24th August, 2009 at 08:15 PM. Reason: Added crystal item

  6. #6
    Registered User
    Novice (Lvl 1)

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    Atarneil, the Holy Warmage

    Code:
    Name: Atarneil
     
    Class: Warmage/Cleric
     
    Race: Human
     
    Size: Medium
     
    Gender: Male
     
    Alignment: Neutral Good
     
    Deity:None 
     
    Str: 16 +3            Level: 5        XP: 10,000
     
    Dex: 17 +3            BAB: +3         HP: 80 (5d8+20)
     
    Con: 15 +2            Grapple: +6     Dmg Red: 0
     
    Int: 15 +2            Speed: 30'      Spell Res: 0
     
    Wis: 18 +4            Init: +7        Spell Save: +4
     
    Cha: 18 +4            ACP: -0         Spell Fail: 0%
     
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
     
    Armor:              10    +2    +0    +3    +0    +0    +0    18
     
    Touch: 13              Flatfooted: 12
     
                             Base   Mod  Misc  Total
     
    Fort:                  4    +2          +6
     
    Ref:                   1    +3          +4
     
    Will:                  4    +4          +8
     
    Weapon                  Attack   Damage     Critical
     
    Seeking Longbow             +2     1d8+3         x3
     
    Masterwork Longsword       +1      1d8+3     19-20x2
     
    Languages: Common, Draconic, Undercommon
     
    Abilities: Domains:Healing/Sun, Turn Undead 7/day, Spontaneous 
     
    Cure spells, Advanced Learning, Warmage Edge, Armored Mage 
     
    (Medium-Light)
     
    Feats: Improved Initiative, Battle Caster, Combat Casting
     
    Skill Points: 40       Max Ranks: 8/4
     
    Skills                   Ranks  Mod  Misc  Total
     
    Concentration                 8    +2          +10
     
    Diplomacy                     8    +4          +12
     
    Heal                          8    +4          +12
     
    Intimidate                    8    +4          +12
     
    Spellcraft                    8    +2          +10
     
    Equipment:               Cost  Weight
     
    Mithral Chainshirt         1,100gp  12lb
     
    Seeking Longbow           6,075gp  3lb
     
    Masterwork Longsword         315gp  4lb
     
    Backpack w/ adventure gear 4gp 1sp  9lb
     
    Total Weight:28lb      Money: 1,446gp 0sp 0cp
     
                           Lgt     Med  Hvy    Lift  Push
     
    Max Weight:             76    77-153 154-230 460  1150
     
    Spells per Day (divine): 0th-5, 1st-3+1, 2nd-2+1, 3rd-1+1
     
    Spells per Day (Arcane): 0th-6, 1st-6, 2nd-4
     
    Age: 20
     
    Height: 5'10"
     
    Weight: 170lb
     
    Eyes: Gold
     
    Hair: Brown
     
    Skin: Tan
     
    Appearance: Tall with golden eyes, otherwise typical human male
     
    Background: Born to an oathbreaker, Atarneil was isolated from 
     
    birth. His mother commited suicide and his father took him to his 
     
    aunt and left him there. He has hated his father ever since and, 
     
    after training with a local warmage and Morninglord, has taken up hunting 
     
    him.
    Last edited by Drones; Friday, 17th July, 2009 at 12:48 PM.
    "I'm too young and too male to be the mother of a seventeen year old female me!!!" -Elliot

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