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Old 18th October 2005, 03:51 AM   #21 (permalink)
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Quote:
Originally Posted by Manzanita
RttToEE is very popular for both DMs and players. I must admit I'd like to put in a PC here as well. I'd probably want to play a human Rogue/cleric, or halfling Rogue/ftr. I"ll try to put him together. Do you have a date in the Greyhawk calendar when this would take place?
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Old 18th October 2005, 03:53 AM   #22 (permalink)
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Quote:
Originally Posted by Someone
I´d like to join, with a character i made once for this same game (but never really started, we arrived at the tavern and that was all), a specialist wizard. It was an illusionist, but before detailing the character I´d like to know your stance on illusions, particulary how strongly do you take the limitation of illusions on creating "one object, creature or force", specially when the examples in the core rules and complete arcana suggest that in fact you can create several.
I play Illusions the way the rules present them, so I have no problems with multiples, as long as there is nothing breaking the spirt of the rules.

Last edited by Dragoon; 18th October 2005 at 04:04 AM..
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Old 18th October 2005, 04:02 AM   #23 (permalink)
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As for my (potential) warlock, I assume this will not be an issue w/ Greyhawk? Though I have some cursory knowledge of the setting, I couldn't say I'm intimately familiar with all of its ins and outs. That's what Knowledge skills are for.
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Old 18th October 2005, 04:03 AM   #24 (permalink)
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Quick list of who is intrested and what they are thinking about playing:

Erudite (Paladin)
Chaossword (?)
Dim Darknight (cleric)
Nonamazing (scout/wizard)
Someone (Illusionist)
Magic Bunny (Wizard)
Erlkoing (Paladin/Bard)
Scotley (Fighter)
Dagger75 (Rogue)
Manzanita (Rogue/Cleric or Fighter/Cleric)
Stonegod (Warlock)
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Old 18th October 2005, 04:07 AM   #25 (permalink)
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Quote:
Originally Posted by stonegod
As for my (potential) warlock, I assume this will not be an issue w/ Greyhawk? Though I have some cursory knowledge of the setting, I couldn't say I'm intimately familiar with all of its ins and outs. That's what Knowledge skills are for.
Warlock's are okay.
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Old 18th October 2005, 04:10 AM   #26 (permalink)
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Man, I wish I could get in on this... but I'm currently DMing the module PnP. Have Fun!
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Old 18th October 2005, 04:14 AM   #27 (permalink)
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I am working on a Dwarf Fighter



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Old 18th October 2005, 05:21 AM   #28 (permalink)
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Dragoon,

Thanks for the permission on the prestige paladin! I have made some updates to the build, in the original post. I still have some work to do, however.

Cheers,
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Old 18th October 2005, 07:28 AM   #29 (permalink)
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Vardrin Theese, Supernatural Vigilante

Vardrin Theese CR 4 (7000 xp)
Male human warlock 4
CG Medium humanoid (human)
Init +3; Senses darkvision*, see invisible*; Listen -1, Spot -1
* includes effects from see the unseen invocation
Languages Common
----------------------------------------------------------------------------------------------
AC 19, touch 14, flat-footed 16
hp 27 (4d6+8 HD); DR 1/cold-iron
Fort +4, Ref +5, Will +9
----------------------------------------------------------------------------------------------
Spd 30 ft., Climb 20 ft.*
* includes effects from spiderwalk invocation
Melee longspear +2 (1d8/x3) or
Melee dagger +2 (1d4-1/19-20) or
Ranged dagger +7 (1d4-1/19-20)
Base Atk +3; Grp +2
Attack Options Point-Blank Shot, Precise Shot
Special Actions eldritch blast, frightening blast
Combat Gear 2 potions of cure light wounds
Invocations Known (CL 4, DC 14+lvl):
Least: frightful blast (2nd), see the unseen (2nd), spiderwalk (2nd)
----------------------------------------------------------------------------------------------
Abilities Str 9, Dex 16, Con 14, Int 10, Wis 8, Cha 18
Special Qualities detect magic at will (Sp), deceive item (Ex)
Feats Armor Proficiency (Light), Force of Personality, Point-Blank Shot, Precise Shot, Simple Weapon Proficiency
Skills Bluff +4, Concentration +9, Diplomacy +4, Intimidate +4, Knowledge (arcana) +3, Knowledge (the planes) +4, Listen -1, Spot -1, Use Magic Device +11
Possessions belt pouches (2), dagger, longspear, mithral shirt +1, potions of cure light wounds (2), ring of protection +1, scroll case, traveler's outfit, vest of resistance +1, waterskin, 189 gp
Patron Deity Trithereon
----------------------------------------------------------------------------------------------
Deceive Item (Ex): Can take 10 on Use Magic Device checks in stressful situations
Eldritch Blast (Sp): 60-ft range, 2d6, CL 4
Frightful Blast (Sp): 60-ft range, 2d6, CL 4, Will DC 16 negate, shaken 1/min.

Showing My Work
Attributes
Str 10 (2)
Dex 16 (10)
Con 14 (6)
Int 10 (2)
Wis 8 (0)
Chr 17 + 1 @ 4th lvl. (13)

Classes
Vardrin has all levels in the Warlock class (CompArc), for 1d6 hp per level (thus 8+8+5+6=27 hp assuming 3+Con hp at even levels and 4+Con hp at odd levels). His BAB is +3 and his saving throws are initially +1/+1/+4. With feats and magic items this becomes +4/+5/+9 (+1 to all from magic items, +2/+3/+4 from abilities noting that Force of Personality allows Chr. bonus to be used for Will).

Skills
Vardrin is single-mindedly focused on the goal of cleansing the taint of the things that created him. Thus his smattering of skills to know the enemy and his focus on skills to take the fight to the enemy.

Bluff: 0 ranks + 4 Chr bonus = 4
Concentration: 7 ranks + 2 Con bonus = 9
Diplomacy: 0 ranks + 4 Chr bonus = 4
Intimidate: 0 ranks + 4 Chr bonus = 4
Knowledge (arcana): 3 ranks + 0 Int bonus = 3
Knowledge (the planes): 4 ranks + 0 Int bonus = 4
Listen: 0 ranks - 1 Wis bonus = -1
Spot: 0 ranks -1 Wis bonus = -1
Use Magic Device: 7 ranks + 4 Chr bonus = 11
Feats
1st: Force of Personality (CompAdv).
1st: Point-Blank Shot (Bonus: Human)
3rd: Precise Shot

Equipment
Belt Pouches (2): 1 gp, 1 lb
Dagger: 2 gp, 1 lb
Longspear: 5gp, 9 lb
Mithral Shirt + 1: 2100 gp, 10 lb
Potions of cure light wounds (2): 100 gp, 1/5 lb.
Ring of Protection +1: 2000 gp
Scroll case: 1 gp, 1/2 lb.
Vest of Resistance +1 (CompArc): 1000 gp, 1 lb.
Total: 5211 gp, ~27 lbs.

Invocations
All from CompArc. See the Unseen allows darkvision and see invisiblity for 24 hours while Spiderwalk grants the spider climb ability for 24 hours. Frightful blast modifies eldritch blast so that it forces a DC 16 Will save or the target becomes shaken for 1 minute.

Sources
CompArc: Complete Arcane
CompAdv: Complete Adventurer


Concept

Vardrin Theese is on a crusade to fight evil (in this case cults, evil outerplaner influence) with power taken from evil (his warlock abilities). He was wronged in the past by dark cultists of an extra-planar power; he turned their own arts against them by becoming a warlock. Fighting evil with evil may not be the wisest course of action (thus his low Wisdom), but he is highly motivated and forceful about it (thus his high Charisma).

Vardrin is happy to work with others, especially if it aligns with is overall cause. He'll take other, not directly "cause" directed work, to do good and raise funds.

Description

A red-haired, bearded tallish human male (6' 2") in his late twenties, Vardrin does not seem overly strong or mighty. However, he is very intense, giving off a strong sense of purpose. He is almost monomaniacal about his mission, but not to the point of suicidal actions. He speaks with passion, and all of his actions are forceful. This forcefulness, combined with a slightly otherwordly nature, is both off-putting and intriguing at the same time.

Background

To be fleshed out on request.

Tactics
To be fleshed out on request, but in general, Vardrin supports with his eldritch blast (or frightful blast on targets with apparent low Will) from the back, from the wall or ceiling if feasible using his spiderwalk invocation. He is constantly alert with his darkvision and ability to see invisible from his see the unseen invocation.

Utility
Vardrin serves best in a utility arcane role with his invocations. He has some minor knowledge about arcane and planar threats, and has a mastery of utilizing all magic items (and thus could fill other roles depending on the items used---for example, scrolls of rarely used, but useful, aracane/divine spells).

Last edited by stonegod; 18th October 2005 at 08:34 PM.. Reason: More equipment; misc details
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Old 18th October 2005, 08:21 AM   #30 (permalink)
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Erlkönig Goblin Sharpshooter (Lvl 2)
Ascalante - traveling Bard and Trithereonite

Code:
Name:      Ascalante
Class:     Bard 2 / Paladin of Freedom 2
Race:      Human
Gender:    Male
Alignment: Chaotic Good
Deity:     Trithereon

STR: 12	+1 (4 p.)	Level: 4	XP: 7000
DEX: 14	+2 (6 p.)	BAB: +3		HP: 33
CON: 14	+2 (6 p.)	Grapple: +4	Dmg Red: -
INT: 14	+2 (6 p.)	Speed: 30'	Spell Res: 0
WIS: 10	   (2 p.)	Init: +6	Spell Save: x
CHA: 16	+3 (8 p./+1 4th lvl)		Spell Fail: able to cast spells in light armor
  
	Base	Armor	Shld	Dex	Size	Nat	Misc	Total		   
Armor:	10	+5	+0	+2	+0	+0	+0	17		 
Touch: 12 	Flatfooted: 16      ACP: 	

 
	Base	Mod	Misc     Feat   Item	Total			   
Fort:	3	+2	+3       +0     +1	+9			   
Ref:	3	+2	+3       +0     +1	+9			   
Will:	3	+0	+3       +0     +1(+3)  +7 (+9 vs. Fear effects due to the Badge of Valor)			 
  
Weapon		      Attack   Damage	Critical	   
Cold Iron Longsword   +5       D8+1      19-20/x2        

Languages: 
Common, two other Languages

Abilities: 
Aura of Good, Bardic knowledge (+5), Bardic music 4/day, Detect Evil, Divine Grace, 
Lay on Hands (6 hp/day), Smite Evil (1/day - Attack +3 / Dmg +4)

Bardic Music:
Countersong (Su) for up to 10 rounds, 
Fascinate (Sp) can effect 1 creatures for up to 4 rounds, 
Inspire Courage (Su) +1 to saves against charm or fear effects and +1 morale bonus on attack and damage rolls. 

Bardic spells known:
Level 0 (3/day) Level 1 (1/day) 
Detect Magic          Expedious Retreat, Swift (CV) 
Light                 Inspirational Boost (CV)
Mage Hand
Read Magic

Feats: 
Devoted Performer, Improved Initiative, Versatile Performer (String & Wind Instruments)

Skill Points: 55 Max Ranks: 7/3 
 
Skills		       Total      Ranks	Mod	Misc		   
Concentration          + 6         4    +2          
Diplomacy              +10         3    +3      +4 (Synergy with Sense Motive & Knowledge:nobility and royalty)
Jump                   +10         6    +2      +2 (Synergy with Tumble)
Knowledge 
 (arcana)              + 7         5	+2
 (history)             + 7         5	+2	   (gives +2 Bonus to Bardic Knowledge)
 (nobility and royalty)+ 7         5	+2  
Listen                 + 3         3    
Perform 
 (dance)               + 5         2	+3
 (sing)                +10         7	+3
 (string Instruments)  +10        (7)	+3         (free ranks through Versatile Performer)
 (wind Instruments)    +10        (7)	+3         (free ranks through Versatile Performer)
Sense Motive           + 5         5       
Spellcraft             + 7         4    +1      +2 (Synergy with Knowledge (arcana))   
Tumble                 +10         6    +2      +2 (Synergy with Jump)


Equipment:		   Cost	  Weight		   
Badge of Valor          1000 gp   0 lb   (Complete Adventurer)
Cold Iron Longsword	 330 gp	  4 lb		   
Explorer's Outfit	   0 gp	 (8)lb
Mithril Shirt +1        2100 gp	 10 lb
Vest of Resistance (+1) 1000 gp   1 lb   (Complete Arcana)	
Spell Component Pouch	   5 gp	  3 lb		   
Musical Instruments 
 Fiddle                    5 gp	  3 lb
 Horn (Masterwork)       100 gp	  3 lb	
 Flute (Masterwork)      100 gp	  3 lb	
 Sunrod                    2 gp   1 lb
 Wand of  
cure light wounds (50)   750 gp   1 lb

Backpack                   2 gp	  3 lb
 Bedroll                   1 sp   5 lb
 Waterskin                 1 gp   4 lb
 Trail Rations (x2)        1 gp   2 lb


 

Total Weight: 27 lbs / 43 with Backpack 	Money: 3 gp & 9 sp

		Lgt	Med	Hvy	Lift	Push		   
Max Weight:	43	86	130	260	650
Appearance/Personality:
Ascalante appears to be a friendly, traveling bard who never quite managed to earn the prestige and comfort of a secured employment with some noble patron. His boots and cloak, though well maintained, have seem many miles and years on the dusty roads and Ascalantes trusty sword and mail have more than once turned away overzealous bandits.

Ascalante is quite tall and of a slim and wiry build. His hair and carefully groomed mustache are showing more than a few streaks of grey. Most notably though are his brilliant blue eyes and his commanding voice that allow him to quiet even rowdy portside taverns full of drunken sailers if it need be. Despite his slim build, he's not a man who is easily intimidated.
Like most Bards, Ascalante enjoys to be the center of attention as well as entertaining people.

Unlike his appearance of a somewhat luckless bard, Ascalante actually choses his nomadic lifestile, being not only as a wandering ministrel and entertainer, but also a faithful Trithereonite with some loose ties to the church of the avenger (He also carries a small Badge (i.e. the Badge of Valor) recognized by other Trithereonites).
Therefore, Ascalante is not above meddling in local affairs and rousing people for some cause or another. A practice that hasn't earned Ascalante much sympathy in certain parts of the land.

Last edited by Erlkönig; 22nd October 2005 at 11:03 AM..
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Old 18th October 2005, 05:06 PM   #31 (permalink)
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Scotley Goblin Sharpshooter (Lvl 2)
This is great. In more than 25 years of gaming, somehow I've managed to miss out on Homlett and the ToEE.
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Old 18th October 2005, 05:27 PM   #32 (permalink)
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I will try and get my rogue posted tonight, they change my computer at work and now I don't have a CD-Rom and all my SRD files are on CD grrrrrr.
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Old 18th October 2005, 07:11 PM   #33 (permalink)
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Quote:
Originally Posted by Scotley
This is great. In more than 25 years of gaming, somehow I've managed to miss out on Homlett and the ToEE.
hehe, same here (though it's been only around 10 years for me)
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Old 18th October 2005, 10:58 PM   #34 (permalink)
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I did play the original Temple of Elemental Evil back in the 80s. This brings back memories...
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Old 18th October 2005, 11:02 PM   #35 (permalink)
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Quote:
Originally Posted by Dagger75
I will try and get my rogue posted tonight, they change my computer at work and now I don't have a CD-Rom and all my SRD files are on CD grrrrrr.

www.d20srd.com

Best way to get your SRD on the web.
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Old 19th October 2005, 03:22 AM   #36 (permalink)
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Pate Pot Pete Goblin Sharpshooter (Lvl 2)
I've always had a soft spot for Homlett and the Temple, and I'd like to try your rendition of the classic.

Atton always was different from the others, in the small farming village were he grew up, all the other kids were scared of him. Most adults found Atton charming until they made him angry, which they always did. His parents loved him though and tried to help him. None of it made it difference, when he was fourteen he killed another boy, when asked later Atton couldn't even remember why he did it. The locals blamed it on the small group of elves, and the lynchings that followed even made Atton shutter, but just a little. Then he met an odd little elf named Randall Floor'agg. Randall tought him the ways of the swordsman, and tempered that murderous instinct, and turned it into fighting ability. Now, Atton leaves his village out to find glory, and riches, but most of all to make his master proud of him.
(I have taken this background from a game I tried to enroll in but I belive has died)


Atton TN Human Swashbacker 4

Str:14 +2 H.P. 35
Dex:16 +3 BAB +4
Con:12 +1 AC: 18 FF: 15 T: 14
Int:14 +2 Initiative: +7
Wis:11 +0
Cha:12 +1

Attacks: Keen Shortsword +8 1d6+4 (17-20 X2)

Feats: Weapon Finnese (Shortsword), Weapon Focus (Shortsword), Improved Initiative, Combat Expertise

Skills: Balance +8, Bluff +8, Climb +5, Diplomacy +6, Escape Artist +8, Jump +5, Sense Motive +7, Tumble +10, Search +6, Gather Information +6, Speak Language (Common, Elven, Gnome, Dwarven, Celestial, Halfling, Terran), Spot +2

Equipment: Keen Short-Sword, Mithiral Chain Shirt, Bedroll, Torch (2), Bracers of Armor +1, Elixer of Truth, 41 gp, 7sp, 1cp (Atton has spent some of his cash while traviling to Hommlet)

Appearance: Atton is pretty tall for a human, but quite slender. His almost albino skin has caused some weird looks in the past, he won't say where he got it from but one thing is for sure. It wasn't like that when he left his village.

Personality: Atton is a urbane man, quiet by nature. He has found that it is easier to fit in with other adventures if he pretends to fit a sterotype. As a result a purposly acts loud and boisterous. Atton's main flaw is his boarderline psycosis. Randall tempered that coldness, and Atton has found a healthy outlet for it in adventuring but he is still rather odd.

Last edited by Pate Pot Pete; 20th October 2005 at 12:02 AM..
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Old 19th October 2005, 04:40 AM   #37 (permalink)
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Quote:
Might use Paladin of Freedom if we have another Paladin. Thoughts?
Sure you can play a Paladin of Freedom, if you like.

Quote:
I'm also not too familiar with Greyhawk Dieties.. some ideas maybe?
Well if you are going the CG Paladin of Freedom route, probably the best choice would be, Trithereon, CG, god of Individuality, Liberty, Retribution, and Sel-Defense.
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Old 19th October 2005, 09:17 AM   #38 (permalink)
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Terraism Goblin Sharpshooter (Lvl 2)
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I'm guessing the game's already filled up, but if it's not, I'd love to participate. I can get a character fleshed out fairly quickly, if need be. I'll peek in tomorrow (later today) and see.
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Old 19th October 2005, 05:39 PM   #39 (permalink)
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Li Shenron Goblin Sharpshooter (Lvl 2)
Maija Haybloom

Crap! I should have posted a PC as soon as I saw this thread... two days and it's already crowded

Well, in case I'm still in time, here's my submission. It's not a very original character, but after lots of weird races and new classes and prestige classes, I am in the mood for something pretty normal Sorry if there are mistakes or something is badly written, but I had to do it pretty quickly if I wanted a chance. Final calculations of attacks and AC are missing.

Code:
Maija Haybloom

Race:		Human , female
Alignment: 	Lawful Good
Class:		Fighter (4th lvl)

Personal Description
Age:		24
Height:		175cm
Weight:		60kg
Details:	Black long and straight hair kept in a braid, brown eyes, fair skin

Racial Features
Size:		medium
Base Speed:	30ft
Skills:		+1 extra
Languages:	Common
Favored class:	any
Special:	bonus feat

Base Abilities (32-point buy)
Strength	16 (+3)		Intelligence	10 ( 0)
Dexterity	14 (+2)      	Wisdom		14 (+2)
Constitution	14 (+2)		Charisma	10 ( 0)

note on point-buy:
Str - 10 points
Dex - 6 points
Con - 6 points
Int - 2 points
Wis - 6 points
Cha - 2 points
total=32

Initiative	+2
BAB		+4
Attacks (melee)	TBD
Attacks (ranged) TBD

AC		TBD
ACP		-2
ST		Fort	+4 +2 = +6
		Refl	+1 +2 = +3
		Will	+1 +2 = +3
Hp		10+10+5+5 + 4x2 (Con) = 38

Weapon prof.	all simple and martial
		
Armor prof.	all armor, all shields

Feats:		Exotic Weapon Proficiency (Bastard Sword)	- Str 13
		Power Attack					- Str 13
		Cleave						- Str 13
		Eyes in the Back of Your Head			- Wis 13
		Combat Reflexes
		Close-Quarter Fighting

Languages:	Common

Skills:					ab.	ranks
		Climb			+3	3	acp
		Jump			+3	4	acp
		Swim			+3		acp x2

		Balance			+2		acp
		Escape Artist		+2		acp
		Hide			+2		acp
		Move Silently		+2		acp
		Ride			+2	3
		Use Rope		+2

		Concentration		+2

		Appraise		(0)
		Craft			(0)
		Forgery			0
		Search			0

		Heal			+2
		Listen			+2
		Sense Motive		+2
		Spot			+2
		Survival		+2	4/2

		Bluff			0
		Diplomacy		0
		Disguise		0
		Gather Information	0
		Intimidate		0	7
		Perform			(0)

		*tot points spent = 21

Equipment (5400gp):
		Magic Bastard Sword +1 (2335gp)
		Masterwork Breastplate (350gp)
		Outfit (free)

		Bag of Holding, type I (2500gp)

		Belt Pouch (1gp) with Trail Ration (3x0,5gp) and Soap (0,5gp)
		Waterskin (1gp)
		5 Torches (?gp)
		Flint & Steel (1gp)
		Backpack (2 gp)
		Whetstone (2 cp) 

Appearance:	Maija would not stand out particularly in a crowd. She's moderately good-looking but
		nothing that would attract attention, and furthermore she usually doesn't care about
		look. Her clothes are always chosen for comfort and never for fancy. To one looking
		at her, she would usually look a bit distant, always silent and frowning at something.
		Approaching or addressing her would rather cause a silent barb than anything.
		

Personality:	While she has a strong sense of loyalty, the prevailing strength in Maija's inner self
		is an innate desire to protect the happiness of the innocent against any evil threat.
		It has always been a sort of "call" for her, and some have wondered why she wasn't even
		blessed by the gods like paladins are, as she's not far from them in many ways.

		A distinct trait of her personality is that while she is indeed very good-hearted, she is
		also for some reason not very keen in displaying that. Instead, she is typically sullen,
		either very silent or grumbling, and she tends to get easily irritated at the slightest
		harassment. She can be furious and seriously dangerous to anyone who harms innocents,
		but otherwise she's never prone to really hurt others even when angered.

		Very generous and selfless by nature, she cares nothing for wealth or fancies. She used to
		refuse any reward from the people who she helps, but later learned that for some people it is
		a honest happiness to do so, and that she can always turn a reward into a better equipment to
		protect the next in need.

		One strange quirk of her is that she sometimes has an irresistable attraction for games
		(not necessarily gambling). It is not clear if this comes from a certain weakness for proving
		herself	in challenges, or as a result of growing up as a child in a militia organization with
		no time for games.

Background:	Maija's heritage is not known to her. She knows that apprarently she was found abandoned
		in a hay stack (which explains the surname given to her) when she was only a few weeks old,
		by a local militia chief in the town of X. Rumors varied at that time about the reason of
		her being abandoned, and there were even some speculation that she was indeed an illegitimate
		child of the chief who only crafted a cover story.
		She was raised however as nobody's daughter and adopted by military academy which provided for
		her basic needs and education. She early displayed very good talents in the martial arts, and
		a strong spirit of loyalty towards her friends and commmunity, so that it came very natural for
		her to simply stay within the public militia and grow up as a young fighter.

		A few years ago came the events which were going to bring dramatic changes to Maija's life.
		Economy stalled in her region and eventually enmity grew towards other towns. The local community
		slowly became more intolerant of their neighbors, and rumors of possible war spread quickly. More
		aggressive leaders and demagogues rised in power, supported mostly by the landlords who wanted
		war to cover for lost wealth, but soon the common people became afraid of the new state of things
		and skeptic of the leader's plans. What was once a prosperous and liberal community, gradually
		shifted towards more restricted and oppressive laws, and it was militia's duty to enforce these
		on the people.
		Crushed between her loyalty to the militia and the law, and her refusal	to go against the people,
		Maija's spirit staggered and began to question the meaning of her loyalty. She and other warriors
		tried to pressure the local leaders to put the good of the common people first, but were addressed
		with criticism by the majority of the militia. When some group of fighters even	defected and
		embraced a renegade status, Maija and the few other criticals who nonetheless stayed to serve were
		seized by the majority and easily fell prey to a series of traps and false accusations, the aim of
		which was to likely to craft an excuse for imprisonment or even execution, in order to get rid of
		them, as they were now percieved as a threat to the establishment. 
		Before this could happen, war erupted as a harassed neighbouring town decided for a surprise attack.
		Maija rushed to the battle alongside with those who had threatened her, driven by her sense of duty
		to protect the city, but received no support during the fight. When the battle seemed to turn to
		better, the leaders decided to counterattack the neighbor town by summoning a large number of demons
		to raze the rival's town and destroy its population. Horrified by the prospect,	Maija questioned the
		decision, which was of course just what the leaders wanted to hear. In front of everyone, she was
		finally stripped of all her grades and declared unworthy of the citizen status, and would have
		probably been executed on the spot if the horns	hadn't announced that the armies of other towns were
		joining the battle. Her superiors turned to more important businesses, but not before attempting to
		deliver her a mortal blow.
		Humiliated, wounded and horrified, Maija fell before her pride, and did what she had never wanted
		to do: she ran away.
		Battered and bruised, in her heavy armor and with nothing to eat but sorrow, Maija wandered for days
		through the woods, without resting and without turning her face back to where she came, until she
		dropped asleep exhausted.

		After the tragedy, Maija lived in the woods for months, getting used to a new life without a home,
		and kept travelling always farther away from where she came. She now had nothing to fight for, except
		survival. She never stopped in a town or village, but after some time her good nature brought her
		occasions to give a help to people in trouble, and she is beginning to like her new life as an adventurer.

edit: I forgot to mention that I have left an "X" in place of Maija's original town, so that the DM can choose from where she is actually from, according to the setting needs! And the best excuse I could find for not being able to name a Greyhawk town...
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Last edited by Li Shenron; 19th October 2005 at 05:45 PM..
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Old 19th October 2005, 09:05 PM   #40 (permalink)
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Laumus Elzruil

Here's my submission. I'll keep peeking in to see how things are going, and here's to hoping there's room!

(Also, just curious - is it 7000 XP or gold we start with? It says XP, but I think everyone has used it as gold. And if I've misunderstood, I could definitely grab another 1600 gp! )

Code:
Name: Laumus Elzruil
Class:     Diviner 4
Race:      Human
Gender:    Male
Alignment: Lawful Neutral
Deity:     Uncertain
Height:    5' 11"
Weight:    146 lbs

STR: 10	+0 (2 p.)	Level: 4	XP: 7000
DEX: 14	+2 (6 p.)	BAB: +2		HP: 17
CON: 12	+1 (4 p.)	Grapple: +2	Dmg Red: -
INT: 18	+4 (13 p. +1)	Speed: 30'	Spell Res: 
WIS: 10	   (2 p.)	Init: +6	Spell Save: 
CHA: 13	+1 (5 p.)	ACP: +0		Spell Fail: 
  
	Total	Base	Armor	Shld	Dex	Size	Nat	Misc
Armor:	12	10	+0	+0	+2	+0	+0	+0
Touch:	12 	Flatfooted: 12

 
	Total	Base	Mod	Misc     Feat
Fort:	+5	1	+1	+1       +2
Ref:	+4	1	+2	+1       +0
Will:	+5	4	+0	+1       +0
  

Weapon		Attack	Damage	Critical
Quarterstaff    +2       1D6       20/x2
Heavy Crossbow  +4       1d10   19-20/x2


Languages: 
Common
Suloise, Ancient
Draconic
Dwarven
Elven

Abilities: 
Familiar: You have called a lizard, Darvus, as your magical companion.
Having a lizard as your familiar grants you a +3 bonus to Balance checks
(and the Alertness feat while he is within five feet.)
Specialized: +2 to Spellcraft, +1 spell slot/level for Divination spells;
banned school Necromancy


Wizard Spells Known:
Level 2 detect thoughts, glitterdust, locate object, rope trick scorching
ray
Level 1 color spray, comprehend languages, disguise self, enlarge person,
grease, identify, master's touch, scholar's touch, shield
Level 0 acid splash, arcane mark, dancing lights, daze, detect magic, detect
poison, disrupt undead, flare, ghost sound, light, mage hand, mending,
message, open/close, prestidigitation, ray of frost, read magic, resistance,
touch of fatigue

Wizard Spells Prepared:
(5/5/4)
Detect Magic []
Light [][]
Mage Hand []
Touch of Fatigue []

Comprehend Languages []
Disguise Self []
Grease []
Scholar's Touch []
Shield []

Detect Thoughts [][]
Glitterdust []
Scorching Ray []

Feats: 
Great Fortitude (Human), Improved Initative (1st), Extend Spell (3rd),
Scribe Scroll (Wiz 1)

Skill Points: 43 Max Ranks: 7/3
 
Skills		       Total      Ranks	Mod	Misc
Balance                + 5         0    +2      +3 (from familiar)
Concentration          + 7         6    +1
Decipher Script        +10         6    +4
Knowledge 
 (arcana)              +11         7    +4
 (history)             + 9         5    +4
 (nature)              + 6         2    +4
 (religion)            + 5         1    +4
 (the planes)          + 9         5    +4
Speak Language          -          1    -
Spellcraft             +13         7    +4      +2 (Synergy with Knowledge
Survival               + 1         1    +0                       (arcana))


Equipment:		   Cost	  Weight
Quarterstaff		   0 gp	  2 lb
Heavy Crossbow            50 gp   8 lb 
 Bolts (20)                2 gp   2 lb
Explorer's Outfit	   0 gp	 (8)lb
Cloak of Resistance +1  1000 gp   1 lb
Spell Component Pouch	   5 gp	  3 lb
Spellbook                  0 gp   3 lb
Belt Pouch                 1 gp  .5 lb
 Coin                      ----   2 lb
Pearl of Power I        1000 gp  -- lb

Handy Haversack         2000 gp	  5 lb
 Bedroll                   1 sp   5 lb
 Waterskin                 1 gp   4 lb
 Trail Rations (x4)        3 gp   4 lb
 Sunrod                    2 gp   1 lb
 Scroll Case               1 gp  .5 lb
 Wand of Enlarge Person  750 gp  -- lb

Scribed Scrolls (cost listed for scroll + scribing)
 Master's Touch          125 gp   ----
 Rope Trick              350 gp

 

Total Weight: 21.5 lbs / 26.5 with Backpack 	Money: 109 gp & 9 sp

		Lgt	Med	Hvy	Lift	Push
Max Weight:	33	66	100	200	500


Darvus, lizard familiar
Tiny Magical Beast; 4d4 (8 hp); Init +2 (Dex); Speed 20 ft, climb 20 ft; AC 16
 (+2 size, +2 Dex, +2 NA) touch 14, flat-footed 14; Base Atk/Grapple: +2/-10, 
 Atk Bite +6 melee (1d4-4); Space/Reach 2 ft./0 ft; SA --; SQ Low-light
 vision, improved evasion, share spells, empathic link, deliver touch spells;
 AL LN; SV Fort +2, Ref +4, Will +5; Str 3, Dex 15, Con 10, Int 7, Wis 12,
 Cha 2
 Skills: Balance +10, Climb +12, Hide +10, Listen +3, Spot +3
 Feats: Weapon Finesse (bite)
Description: Laumus picked up Darvus early on in his training, the lizard a 
 common sight in the warm climes in which he lives.  The two have been 
 through a lot together - even if Darvus didn't see most of it, since he was, 
 when given the choice, sleeping. When active, however, Darvus is a bit of a 
 scamp, attracted to shiny objects and, especially as they've moved north, 
 heat sources.
Appearance: Roughly average height, and a bit on the slim side, Laumus disdains the robes that other wizards so often wear, choosing instead to wear a simple - and functional - traveling outfit of tan and gray. Even when most people find it reasonably warm, he often has his cloak pulled close, still not used to the northern climes. With brown eyes and shoulder-length dirty blond hair, he doesn't stand out in a crowd, which is as he'd prefer it.

Personality: Laumus is quiet, especially around those he doesn't know well. A pureblood Suel in the north - especially after the Scarlet Brotherhood's activities in recent years - is often the subject of distrust, or at least less-than-enthused greetings. Still, he enjoys the company of others, and wouldn't be averse to more contact - he's shy and out-of-place, not avoidant. For now, his usual company consists of the lizard often perched on his shoulder - but Darvus isn't the best conversationalist.

Once he opens up a bit, Laumus is a pleasant sort, and very bright. He often sees a path through situations that others don't, but he tries to avoid giving anything that sounds like orders, being hesitant to take charge. As such, he phrases most as helpful suggestions, and often backs down if challenged on the point. (As a sidenote, when Darvus is paying attention, Laumus tends to be at least a little more forceful - probably because the blasted lizard tends to bite when he senses weakness.)

Motivations: Now that he's away from the Brotherhood, Laumus has discovered that he rather likes the adventuring life. Always eager to expand his knowledge - of any sort - he has decided to stay in Hommlet for the time being, interested in pursuing the tales of the Temple of Elemental Evil, and assuming that, as ruins, it should be empty enough that he can poke around without too much risk.

Background: Raised far to the south, in the lands of the Scarlet Brotherhood, Laumus is the son of a wizard of the Scarlet Sign, the elite casters of the ethnocentric empire. His father, however, died when he was young, as a result of the Brotherhood's land grab during the Greyhawk wars. As such, Laumus was raised by his mother - a tyrant of a lady - and some of his father's associates. The latter noticed Laumus's intelligence early on, and expected great things of him - to exceed his father's passable talents as a mage, at least. After a fashion, they were right.

Laumus learned quickly, devouring bits of arcane lore they put before him, and he was always eager for more tutelage. He spent as much of his time as he could in the presence of older mages, quietly observing and running errands - not just because he wanted to learn, but also to avoid the mother who's expectations he constantly failed to live up to. As a child, he accepted the notion that the Suloise were the greatest of peoples. As he aged, however, and studied more and more history - where it was often evident, even in the biased tomes provided, that the Suloise caused incalcuable destruction time after time - he began to doubt the validity of the belief. When, after he'd proven himself competent as a wizard, he began helping with (what his mentors considered routine) experiments, often on non-Suel slaves, he gave up on it... and, stupidly, spoke of his change of heart to his mother.

Events preceeded apace, and it wasn't long before Laumus was being "re-educated" by his "betters" - an experience he prefers not to think about. When he had convinced them he had seen the error of his ways, he was slowly allowed to return to his previous lifestyle, but he didn't stay long. Filching a few objects of minor power from the Sign, he fled north, making his way through the Spine Ridge and the swamp that lay beyond. Unaccustomed to travel, especially over harsh terrain, it was slow going - but, through resourcefulness and luck, he made it out safely. When he eventually arrived in Naerie, he poured out a tidy sum to pay for passage across the Azure Sea, to Highport, in the Pomarj. From there, he made his way north, through Celene and into Furyundy. Ocassionally, he lent aid to mercenary bands and adventurers, making a bit of coin and testing his skill, but, for the most part, he traveled alone... eventually reaching Hommlet, where he was intrigued by the stories of the fallen Temple of Elemental Evil, and - finally having stopped peering over his shoulder for agents of the Brotherhood (who, as it turns out, have better things to do than chase one foolish Suel across the Flaeness) - decided to stop traveling for a time, and see what he could learn about the place. His curiosity is piqued.
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Please take a look at my Favorite House Rules thread...

Last edited by Terraism; 20th October 2005 at 12:57 AM.. Reason: Formatting; two (not one) second level spells should be Divination
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