Gaming W/Jemal : Prisoners!!(Inmates Chosen)

Not only would the Rakshasa be underpowered, he'd be nonexistant.. That's another race you can't play till higher. (7 HD, +7 LA = lvl 14 character).
Hmm, unless Savage Species has it in one of their classes things...

On the up side, I like the fallen paladin.. Got brief background/fighting style/how&why he's here?
 

log in or register to remove this ad

Jemal said:
On the up side, I like the fallen paladin.. Got brief background/fighting style/how&why he's here?

Fleshed out? Partially. I'll try and get you something concrete and tangible throughout the day, I just haven't quite figured out how I want to deal with the magical items. If he's a front line tank, heavy armor and big sword, I don't want him to lose those and then be left with nothing but his big mitts to swing.
 

Well, one alternative, if you've recently fallen is for you to have been stripped of your Holy Sword and Celestial Armour, etc. I would be able to write in some gear for you in the early campaign (First few posts), such as finding an unholy sword or dark black armour that may be there for some explicit purpose (Someone knew you were coming? Prophecy?), etc, etc...
 

Jemal said:
Well, one alternative, if you've recently fallen is for you to have been stripped of your Holy Sword and Celestial Armour, etc. I would be able to write in some gear for you in the early campaign (First few posts), such as finding an unholy sword or dark black armour that may be there for some explicit purpose (Someone knew you were coming? Prophecy?), etc, etc...

If you're able to work this in, I'll definitely do it. I want his fall to be very recent.

Here's what I'm thinking of back history. I haven't thought of a name yet. He comes from a long line of holy knights, his family usually leading the order. So all his life he and his younger brother had been working hard to be the best possible, as the eldest, all assumed the mantle would fall to him once his father died. As the leader of this order, he would possess all the power and wealth a man could dream; a lady in waiting was promised to the leader as well, the couple to be married at the passing of the mantle.

After the death of his father his brother was chosen in lieu of him. Instead of accepting the responsibility of second in command, as was deemed his duty and honored with the gift of one of the order's most prized weapon and armor, he tore off his order's emblem and stormed out of the hall. That evening he requested a private meeting with his brother, who graciously oblidged him, not wanting to insult his elder brother anymore than had already occurred.

At the meeting, he met the new leader of his order, his younger brother, three years his junior, with a beautiful new wife; his wife. Once he entered into the room, his new leader and new sister stood to greet him with a hug, but instead, our once noble knight plunged a dagger into his heart, killing him with a thrust and a slight twist. The woman shrieked with abject terror. Pulling the knife out, without wiping the blade, he grips the woman by her soft hair, jerking her head unnaturally back. Slowly and methodically, with as much malice as his still, cold hands can manage, he digs the double edged knife across her beautiful, slender throat, ending her maniacal sobs and cries.

The door bursts open with half a dozen armed guards, looking on the murderous scene with nauseating surprise. Upon seeing these men surround him with swordpoints aimed at his unarmored flesh, he unceremoniously dumps the womans slender body onto the floor and drops the blade with a clang, raising his hands in surrender.

Within hours, he was condemned, stripped of all titles, land, honors, and awards, as well as his newly forged equipment. Furthermore, startled at the sheer malevolence displayed in his premeditation, he was banished by the head of the priestly order. Not since the time of his greatgrandfather, some 90 years ago, had someone been banished. And it wasn't until the moment of this strange, unused magic being cast, that he shed his first tear.
 

[SBLOCK=Stats]
Code:
[B]Name:[/B] Prior Locksteel
[B]Class:[/B] Human Paragon / Warlock
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] None

[B]Str:[/B] 10     +0 ( 2p.)     [B]Level:[/B] 3 / 9    [B]XP:[/B] 65 999
[B]Dex:[/B] 16(14) +3 ( 6p.)     [B]BAB:[/B] +8         [B]HP:[/B] 79 (3d8+9d6+24)
[B]Con:[/B] 16(14) +3 ( 6p.)     [B]Grapple:[/B] +8     [B]Dmg Red:[/B] 2/Cold Iron
[B]Int:[/B] 14     +2 ( 6p.)     [B]Speed:[/B] 40'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10     +0 ( 2p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] -
[B]Cha:[/B] 25(21) +7 (10p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 10% (N/A)

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +7    +4    +3    +0    +1    +2    27
[B]Touch:[/B] 15              [B]Flatfooted:[/B] 24

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      4    +2   +10    +16 (Default Dark's One Own Luck)
[B]Ref:[/B]                       4    +2    +3     +9
[B]Will:[/B]                      9    +7    +3    +19

[B]Weapon                  Attack   Damage     Critical[/B]
Eldritch Blast           +11     6d6           20x2
Composite Longbow        +12     1d8           20x3
Dagger                    +9     1d4        19-20x2
Dagger, thrown           +12     1d4        19-20x2

[B]Languages:[/B] Common, Abyssal, Infernal

[B]Abilities:[/B]
Simple Weapon Proficiency
Martial Weapon Proficiency (Composite Longbow)
Light Armor Proficiency 
Adaptive Learning (Survival)
+2 Charisma
Eldritch Blast 6d6
Detect Magic
Damage Reduction 2/cold Iron
Deceive item
Fiendish Resilience

[B]Feats:[/B] 
HB  : Track
1st : Point Blank Shot
3rd : Precise Shot
HPB : Force of Personality
6th : Skill Focus (Use Magic Device)
9th : Extra Invocation
12th: Extra Invocation

[B]Skill Points:[/B] 87       [B]Max Ranks:[/B] 15/7.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff                      5    +7          +12
Concentration              2    +3           +5
*Craft(Bowmaking)          3    +2           +5
*Craft(Leatherworking)     3    +2           +5
*Diplomacy                 5    +7    +4    +16
Disguise                   0    +7   +12    +19
*Hide                      5    +3    +5    +13
Intimidate		   5    +7    +2    +14
Knowledge (Arcana)         5    +2           +7
*Knowledge (Geography)     1    +2           +3
*Knowledge (Nature)        1    +2           +3
Knowledge (Planes)         5    +2           +7
*Listen                    5    +0           +5
*Move Silently             5    +3    +5    +13
*Spot                      5    +0    +5    +10
Sense Motive               5    +0           +5
Spellcraft                 5    +2    +2     +9 (+11 with scrolls)
*Survival                  7    +2           +9 (+11 on planes)
Use Magic Device          15    +7    +3    +25 (+27 with scrolls)

*Human Paragon Class Skill

[B]Invocation:[/B]
Dark's One Own Luck
Eldritch Spear
Sickening Blast
See the Unsean

Beshadowed Blast
Eldritch Chain
Fell Flight
Walk Unseen

Chilling Tentacle

[B]Equipement			    Cost  Weight[/B]
Composite Longbow, masterwork	  400.00
 Quiver (20 arrows)		    1.00
Dagger, masterwork		  302.00

Traveler's Outfit		    1.00
Mithral Chain Shirt +3		19300.00
 of Shadow
 of Silent Moves
 Glamered
Mithral Small Shield +3		10015.00

Hat of Disguise			 1800.00
Eyes of Eagle			 2500.00
Cloak of Charisma +4		16000.00
Amulet of Natural Armor +1	 2000.00
Vest of Resistance +3		 9000.00
Bracer of Health +2		 4000.00
Gloves of Dexterity +2		 4000.00	 
Ring of Protection +2		 8000.00
Ring of Feather Fall		 2200.00
Boots of Strinding and Jumping   5500.00

Handy Haversack			 2000.00
 Bag of Trick (Tan)		 6300.00
 Wand of Cure Light Wounds x2	 1500.00
 Potion of Cure Light Wounds x5	  250.00
 Strands of Prayer Beads, Lesser 9600.00
 Antitoxin x2			  100.00
 Artisan Tools (Bowmaking)	    5.00
 Artisan Tools (Leatherworking)	    5.00
 Bedroll			    0.10
 Blanket, Winter		    0.50
 Cold weather's outfit		    8.00
 Grappling Hook			    1.00
 Quiver (20 arrows) x2		    2.00
 Ration, trail (5 days) 	    2.50
 Rope, silk (50 feet)		   10.00
 Tent				   10.00
 Tindertwig x10			   10.00

Scroll Case			    1.00
 Scroll of Remove Fear x4	  100.00
 Scroll of Remove Paralisys x2    300.00
 Scroll of Lesser Restoration x4  600.00
 Scroll of Remove Curse x2	  750.00
 Scroll of Neutralize Poison x2	  750.00
 Scroll of Restoration		  800.00

Pouch, belt			    1.00
 Flint & Steel			    N/A
[B]Total Weight:[/B]33lb      [B]Money:[/B] 873gp 9sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                33    66   100   200   500

[B]Age:[/B] XX
[B]Height:[/B] X'XX"
[B]Weight:[/B] XXXlb
[B]Eyes:[/B] XXXX
[B]Hair:[/B] XXXX
[B]Skin:[/B] XXXX
[/SBLOCK]
[SBLOCK=Appearance]To come[/SBLOCK]

[SBLOCK=Background] Prior Loksteel is looking into the crystal ball. A nice magical item he thought. He was looking at it and was seeing a group of people heading his way. He knew them very well. He had been there ally once. It was during the years of the tyrannie. They had fought side by side to get the Lord down from his throne. But even there, he doubt he had there full trust. They knew his power had somethging wierd and people have been colder to him than to the others.

His power... he remembered when he was just a kid. The Lord killed his father and mother, because they were in the resistance. His father was an hunter, his mother was working the hide of the animals hunted. In the shadow, they were activily helping the resistance, by giving them good leather armors and other supplies. They had been helpless when the guards came. Prior was hiding in the wall, in an hidden compartement. He didn't saw the last moment of his parents, but he had heard it well. He had cried the lost of his parents for a week before he sweared the Lord would pay for that crime, at any cost... he had been heard.

He received the visit of a quasit. He explained him that the Lord was the son of a devil and he was serving his father, by sending ressources and slaves to him. So the quasit teach him a dark art. Over time, he mastered it. Events force him to join that group and they become strong allies. Without him, they would have never discovered the true nature of the Lord, without them, Prior would have never acheived his vengence.

But today, the peace have returned, and where his power were welcome in the adversity, they disturb and scare in this new and free world. They fear to see the same scenario again. After all, his power had something demonic to it. He couldn't be angry at them, he couldn't fight them either, his vengence was done and he had no more will to fight.

Prior walk up to the large gate. It was one of the item the Lord used to summon devil to his side. It led to others worlds. Travelling, it could be a good thing. He didn't knew how it work, but he has an easy time to guess it. He touch the portal and the portal start to glow. He felt something wrong with the portal. Was it a good thing to use it? He heard the group banging at the door. They wouldn't give him much time, he had no more choice. He looked behind as the door open. "Farewell, friends. I'm leaving this world for good, now that I have nothing more to do here." Prior jump into the portal before it close, hoping he ends in a more welcoming world.[/SBLOCK]
 
Last edited:

Anzu Ashurbanipal: vile evangelist of a dead god, rightly convicted in a lawful trial of anathema and heresy, and banished to the prison world of ***. I'll flesh out the details early next week.

As the member of a cult, he probably has allies able to get him his gear some way or another.

Here's the crunch. The one non-core, non-complete item I've provisionally included is the least invocation Eldritch Glaive from Dragon Magic. It basically allows you to transform your eldritch blast into a melee reach weapon, roughly glaive shaped. Let me know if you disapprove.
[SBLOCK=Crunch]Lawful Evil Human Monk 2 / Warlock 4 / Ur-Priest 2 / Eldritch Disciple 4

Str 10 +0 base 10 (cost 2)
Dex 12 +1 base 12 (cost 4)
Con 10 +0 base 10 (cost 2)
Int 14 +2 base 14 (cost 6)
Wis 18 +4 base 16 (cost 10) + 2 level
Cha 16 +3 base 15 (cost 8) + 1 level

Age 28
Height 5'10"
Weight 115 lbs

Description:

HP ? (6+(5d6)+(6d8))
AC 15 (10 base + 1 dex + 4 wis)
Init +1 (+1 Dex)
Move 30 ft / x4
Damage Resistance 1/cold iron
Turn Attempts 6
Stunning Attacks 4 (DC 20)

Fortitude 8 (8 base + 0 con)
Reflex 6 (5 base + 1 dex)
Will 18 (14 base + 4 wis)

Attack Bonus +9 (9 BAB)
Melee Attack +9 (9 BAB + 0 str)
Ranged Attack +13 (9 BAB + 4 wis)

Melee: unarmed (1d6) or eldritch glaive
Range: eldritch blast

1 monk 1 iron will, human: zen archery, bonus: stunning fist, improved unarmed strike
2 monk 2 bonus: deflect arrows
3 warlock 1 spell focus (evil)
4 warlock 2
5 warlock 3
6 warlock 4 ???
7 ur-priest 1
8 ur-priest 2
9 eldritch disciple 1 practiced spellcaster (ur-priest)
10 eldritch disciple 2
11 eldritch disciple 3
12 eldritch disciple 4 practiced spellcaster (warlock)

Class Abilities:
Monk:
* flurry of blows
* evasion

Warlock:
* detect magic at will
* DR 1/cold iron
* deceive item: can always take 10 on UMD checks

Ur-Priest:
* rebuke undead

Eldritch Disciple:
* gift of the divine patron: damage resistance (3/cold iron, 6rnds) and fiendish resistance (acid and fire 14, 6rnds)
* rebuke undead as 6th lvl cleric
* eldritch blast 6d6

Invocations:
* Least: Eldritch Glaive (Dragon Magic 82), Eldritch Spear, See the Unseen
* Lesser: Fell Flight, Walk Unseen

Skills 28+20+10+20
* bluff +9 (6 ranks + 3 cha)
* concentration +9 (9 ranks + 0 con)
* diplomacy +12 (5 ranks + 4 wis + 2 bluff + 2 sense motive)
* knowledge (arcana) +7 (5 ranks + 2 int)
* knowledge (religion) +17 (15 ranks + 2 int)
* knoweldge (the planes) +7 (5 ranks + 2 int)
* sense motive +9 (5 ranks + 4 wis)
* spellcraft +17 (15 ranks + 2 int)
* spot +14 (5 ranks + 4 wis + 5 enhancement)
* use magical device +10 (7 ranks + 3 cha)

Equipment: 110,000 gp

* periapt of wisdom +6 (36,000 gp)
* gloves of dexterity +2 (4,000 gp)
* bracers of armor +4 (16,000 gp)
* cloak of resistace +4 (16,000 gp)
* ring of protection +2 (8,000 gp)
* shirt of health +4 (16,000 gp)
* wand of cure moderate wounds (4,500 gp)
* eyes of eagle (2,500 gp)
* ???[/SBLOCK]
 

Brother Allard said:
Anzu Ashurbanipal: vile evangelist of a dead god, rightly convicted in a lawful trial of anathema and heresy, and banished to the prison world of ***. [SBLOCK=Crunch]Lawful Evil Human Monk 2 / Warlock 4 / Ur-Priest 2 / Eldritch Disciple 4

Str 10 +0 base 10 (cost 2)
Dex 12 +1 base 12 (cost 4)
Con 10 +0 base 10 (cost 2)
Int 14 +2 base 14 (cost 6)
Wis 18 +4 base 16 (cost 10) + 2 level
Cha 16 +3 base 15 (cost 8) + 1 level

Age 28
Height 5'10"
Weight 115 lbs

Description:

HP ? (6+(5d6)+(6d8))
AC 15 (10 base + 1 dex + 4 wis)
Init +1 (+1 Dex)
Move 30 ft / x4
Damage Resistance 1/cold iron
Turn Attempts 6
Stunning Attacks 4 (DC 20)

Fortitude 8 (8 base + 0 con)
Reflex 6 (5 base + 1 dex)
Will 18 (14 base + 4 wis)

Attack Bonus +9 (9 BAB)
Melee Attack +9 (9 BAB + 0 str)
Ranged Attack +13 (9 BAB + 4 wis)

Melee: unarmed (1d6) or eldritch glaive
Range: eldritch blast

1 monk 1 iron will, human: zen archery, bonus: stunning fist, improved unarmed strike
2 monk 2 bonus: deflect arrows
3 warlock 1 spell focus (evil)
4 warlock 2
5 warlock 3
6 warlock 4 ???
7 ur-priest 1
8 ur-priest 2
9 eldritch disciple 1 practiced spellcaster (ur-priest)
10 eldritch disciple 2
11 eldritch disciple 3
12 eldritch disciple 4 practiced spellcaster (warlock)

Class Abilities:
Monk:
* flurry of blows
* evasion

Warlock:
* detect magic at will
* DR 1/cold iron
* deceive item: can always take 10 on UMD checks

Ur-Priest:
* rebuke undead

Eldritch Disciple:
* gift of the divine patron: damage resistance (3/cold iron, 6rnds) and fiendish resistance (acid and fire 14, 6rnds)
* rebuke undead as 6th lvl cleric
* eldritch blast 6d6

Invocations:
* Least: Eldritch Glaive (Dragon Magic 82), Eldritch Spear, See the Unseen
* Lesser: Fell Flight, Walk Unseen

Skills 28+20+10+20
* bluff +9 (6 ranks + 3 cha)
* concentration +9 (9 ranks + 0 con)
* diplomacy +12 (5 ranks + 4 wis + 2 bluff + 2 sense motive)
* knowledge (arcana) +7 (5 ranks + 2 int)
* knowledge (religion) +17 (15 ranks + 2 int)
* knoweldge (the planes) +7 (5 ranks + 2 int)
* sense motive +9 (5 ranks + 4 wis)
* spellcraft +17 (15 ranks + 2 int)
* spot +14 (5 ranks + 4 wis + 5 enhancement)
* use magical device +10 (7 ranks + 3 cha)

Equipment: 110,000 gp

* periapt of wisdom +6 (36,000 gp)
* gloves of dexterity +2 (4,000 gp)
* bracers of armor +4 (16,000 gp)
* cloak of resistace +4 (16,000 gp)
* ring of protection +2 (8,000 gp)
* shirt of health +4 (16,000 gp)
* wand of cure moderate wounds (4,500 gp)
* eyes of eagle (2,500 gp)
* ???[/SBLOCK]

He looks deliciously nasty! I like the visual of 5'10" 115lbs, all gaunt.
 

[sblock=character]
Grimor
Male Human Necormancer 12
Lawful Evil

Strength 10 (+0)
Dexterity 19 (+4)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 22 (+6)

Size: Medium
Height: 6' 6"
Weight: 185 lb
Skin: Pale
Eyes: Black
Hair: -

Total Hit Points: 101
XP: 64 469

Speed: 30 feet

Armor Class: 22 = 10 +4 [dexterity] +8 [armor]

Touch AC: 14
Flat-footed: 18

Initiative modifier: +5 = +4 [dexterity]
Fortitude save: +6 = 4 [base] +2 [constitution]
Reflex save: +8 = 4 [base] +4 [dexterity]
Will save: +9 = 8 [base] +1 [wisdom]
Attack (handheld): +6/+1 = 6 [base]
Attack (unarmed): +6/+1 = 6 [base]
Attack (missile): +10/+5 = 6 [base] +4 [dexterity]
Grapple check: +6/+1 = 6 [base]

Light load:33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground:200 lb.
Push or drag: 500 lb.

Languages: Common Infernal

Feats:

Combat Casting
Eschew Materials
corpecrafter
destruction retribution
tomb-tained soul
craft wand


Skill


Concentration Con 17= +2 +15
Diplomacy Cha 16= +6 +10
Knowledge (arcana) Int 11= +1 +10
Knowledge (religion) Int 11= +1 +10
Listen Wis 6 = +1 +5

Human:

* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)

Dread Necromancer:
* advanced learning lvl 4-8-12
* enervating touch (give upto 6 negative lvls/day with Charnel touch, no more then 2 lvls/ touch DC 22)
* lich body DR 6/-
* scarbous touch 2/day (disease Fortitude save (DC 22))
* light fortification 25%
* negative energy resistance (+4 bonus on saving throws made to resist negative energy effects,
* undead mastery undead mastery (gain a +4 enhancement bonus to Strength and Dexterity and 2
additional hit points per Hit Die. Control 96 HD of UD for animate death, 144 HD for control UD)
* negative energy burst 2/day (12d4 within 5ft save will DC 22)
* summon familiar
* fear aura (Enemies in the area must succeed on a Will save (DC 22)or become shaken)
* mental bastion (+2 bonus on saving throws made to resist sleep, stunning,
paralysis, poison, or disease)
* rebuke undead
* charnel touch (melee touch 1d8+3 neg energy or heals Undead +4 HP)

equipment: 110k
cloak of cha +4 (16k)
death ward mithril chain shirt +4 (26.1k)
gloves of dex +4 (16k)
wand of command undead (cl: 12)(4,5k + 360XP)
wand of inflict serious wounds (6,25k + 450xp)
wand of animate dead (cl:12) (9k + 720xp)
ioun stone clear spindle (4k)
familiar's belt (6k)
Heward's fortifying bedroll (3k)
21k in onyx gems

Spells:
Level 1 spells: 8 per day DC: 17[sblock]
Bane
bestow wound [sblock] Transmutation
Level: Dread necromancer 1, sorcerer/
wizard 1, Spite 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
If wounded, you can cast this spell
and touch a living creature. The target
takes damage equal to your wounds
at the rate of 1 point of damage per
your caster level, or the amount
needed to bring you up to your
maximum hit points, whichever is
less. At the same time, you heal that
much damage, as if a cure spell had
been cast on you.
Material Component: A small eye
agate worth at least 10 gp.[/sblock]
cause fear
chill touch
detect magic
detect undead
doom
hide from undead
inflict light wounds
ray of enfeeblement
summon undead I[sblock] Conjuration (Summoning) [Evil]
Level: Blackguard 1, cleric 1, dread
necromancer 1, sorcerer/wizard 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell functions like summon
monster I (see page 285 of the Player’s
Handbook), except that you summon
an undead creature.
Summon undead I conjures one of the
creatures from the 1st-level list in the
Summon Undead table at right. You
choose which creature to summon, and
you can change that choice each time
you cast the spell. Summoned undead
do not count toward the total Hit Dice
of undead that you can control with
animate dead, plague of undead, or other
command undead abilities. No undead
creature you summon can have more
Hit Dice than your caster level +1.
Focus: A tiny bag, a small candle
(not lit), and a carved bone from any
humanoid.
Note: The descriptions of the summon
undead spells presented here supersede
earlier published descriptions

Summon Undead
1st Level
Human warrior skeleton
Kobold zombie
2nd Level
Owlbear skeleton
Bugbear zombie
3rd Level
Ghoul
Troll skeleton
Ogre zombie
4th Level
Allip
Ghast
Wyvern zombie
5th Level
Mummy
Shadow
Vampire spawn
Wight[/sblock]
undetectable alignment[/sblock]

Level 2 spells: 8 per day DC 18[sblock]
Blindness/deafness
command undead
darkness
death knell
false life
gentle repose
ghoul touch
inf lict moderate wounds
scare
spectral hand
summon swarm
summon undead II[/sblock]

Level 3 spells: 7 per day DC: 19[sblock]
Crushing despair
death ward
halt undead
inflict serious wounds
ray of exhaustion
speak with dead
summon undead III
vampiric touch[/sblock]

Level 4 spells: 7 per day DC: 20[sblock]
Animate dead
bestow curse
contagion
deathward
dispel magic
enervation
Evard’s black tentacles
fear
giant vermin
inflict critical wounds
phantasmal killer
poison
summon undead IV[/sblock]

Level 5 spells: 6 per day DC 21[sblock]
Blight
cloudkill
fire in the blood[sblock] Transmutation
Level: Cleric 5, Spite 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This unsettling spell enables you to
make deadly weapons of your own
arteries and veins. Once the spell is
cast, your blood takes on a mystical
potency that makes it more corrosive
than the strongest acid to anyone who
draws it from you. From then on,
until the spell’s duration has elapsed,
anyone who deals slashing or piercing
melee damage on you is sprayed with
your blood in retribution. The blood
deals a cumulative 1d6 points of damage
per attack upon your attacker,
with no save or spell resistance
applicable, up to a maximum of 5d6.
Thus, the fi rst time a foe hits you with
a slashing or piercing weapon, he
instantly takes 1d6 points of damage
from the sanguinary backlash. The
second time that same foe strikes
you, he takes 2d6 points of damage.
As soon as any single foe has taken
5d6 points of damage in a single
spray from your corrosive blood, the
spell ends.
Opponents striking you with magical
attacks that do not manifest in a
slashing or piercing manner, or those
striking you with only bludgeoning
weapons, do not trigger the retributive
blood spray.
The arc and direction of the blood
spray is magical in nature, and the
spray does not splatter adjacent
squares or parties, no matter how
close together they might be. Each
spray strikes only the one responsible
for the wound.
Material Component: A drop of your
own blood.[/sblock]
greater dispel magic
insect plague
lesser planar binding
magic jar
mass inflict light wounds
nightmare
oath of blood
slay living
summon undead V
undeath to death
unhallow
waves of fatigue[/sblock]

Level 6 spells: 4 per day DC 22[sblock]
Acid fog
circle of death
create undead
eyebite
geas/quest
harm
mass inflict moderate wounds
planar binding
waves of exhaustion[/sblock]



[/sblock]

Background
Grimor still remembers the day he was captured as of it was yesterday. He just raised his last corps from the asses in which Grimor had turned him a few seconds ago to finish his small army of undead. But then he heard them coming from all directions, he knew his small army of raised souls were no match from these people but still he sent them all to try and fight him a way out of there. But after a few minutes the batlle took a turn for the worst, a few priests joined the group. Gromir quickly ran into a tome with his companion droom (his imp) and give him all his magical items for safekeeping and then asked him to turn into a tiny spider big enough to stay hidden in his non magical clothing and stay there till it was safe to come out again.
 
Last edited:

I'm planning on a Centaur Knight. :)

[sblock=Backstory]

In a frontier town on the edge of a great forest, the humans began to chop trees and clear land to extend their agricultural potential and feed hungry mouths. A tribe of centaur who had been on the land before their arrival objected, sending an emissary to ask for an end to the activities. The envoy was received with open hostility by the suspicious and bigoted magistrate, and upon making his plea in more impassioned and forceful tones the order was given for his execution. Before long the village was in open war against the centaur tribe. They called for reinforcements from the nearest town, pleading that they were under attack by savage natives of the forest who wouldn't listen to reason.

A force of knights from the town's chapter of the crown's Argent Order arrived as their reinforcement, and the impetuous young commander leading them took the villagers and their magistrate at their word. He launched a full-scale assault on the centaur tribe and with superior numbers, equipment and training his force soon won the day. It was only after the tribe's numbers had already been decimated that one of the centaur, grievously wounded, finally let go of his pride long enough to plead for mercy just before he died - not for himself, but for his tiny daughter.

Such selfless sentiment struck deep, undermining the righteous anger of the commander, and he called a halt to the attack. Sheathing his sword and approaching another of the survivors, he demanded that the centaur explain events as he understood them. He was mortified by what he heard, as he realised the depth of the mistake he had made. He knew there was nothing he could do to make his actions right, with the tribe already shattered, but he resolved to do all he could. Finding that the centaur child had no relations or friends to take care of her among the survivors he started by taking her away with him, determined to give her the best possible life he could.

He went further as well, appealing to the King and seeing that the village magistrate was unseated and harshly punished, and that in future the village would abide by the wishes of their fallen foes and live in harmony with the land.

The centaur girl, meanwhile, he brought up as his own daughter. It was certainly an extraordinary arrangement, but for a relationship that had started so unhappily it brought both of them a great deal of joy. The girl, named Cele, never knew why it was that this man had taken her in and fostered her, but she loved him and was happy under his guardianship and tutelage. He taught her what he knew best - arms, and the code of chivalry. In putting special stress on the latter, perhaps he hoped to make up for his own dereliction of it in regard to her people.

Happily for him, he never had to explain the circumstances of her adoption; he was killed in action when she was still young. She was allowed to stay on in the Order - she had many friends there, as had her late foster-father, and she was after all one of its most promising initiates despite the incongruity of a centaur in a knightly order. It was not easy for her to achieve acceptance, but for her skill and diligence she did at least achieve respect. She was a fierce warrior, loyal to the Order above everything, and she quickly also developed skills that made her especially valuable - her heritage gave her a natural empathy for the wild which she was encouraged to develop, since a knight who could track, navigate and interpret the weather would always be an asset on any protracted mission.

And yet for all that, not all were ready to accept her presence in the Order. Her father had had enemies too, and ultimately it was one of those who was her downfall. He let slip an unpleasant remark insinuating the true reasons for her adoption, and in her passion she had challenged him then and there to a duel.

Duelling was of course strictly forbidden between members of the order - a superior had immediately stepped in to prevent it.

It is not so easy to truly quench a passion though; Cele managed to get a message to her adversary naming a time and place, and he accepted a day later with a proviso changing suggested the location. She agreed, and slipped out from her quarters in the dead of night with her full wargear to make her way to the appointed spot. Her enemy was nowhere to be seen. After a minute's impatient waiting there came a heavy impact on the back of her skull and then a long period of blackness, slipping in and out of consciousness but with the darkness always constant and accompanied by the sensation of movement.

When finally she was set loose, she had been quietly disposed of. To kill her would have been too risky - so she had simply been cast away, swept under the rug of the multiverse.[/sblock]

No detailed crunch yet, but I have some ideas. She'll be a pure Knight as far as her class levels are concerned - which means Centaur 4/Knight 6 at the start, with a +2 LA (though I guess I could consider buying that off; might be smart). Statistically she'll be based mostly around the rather nice synergy between the Knight class with it's 'tanking' abilities and a Large size character with its larger reach. I'll be aiming to take the Large and in Charge feat if you'll allow it (from Draconomicon; basically allows an opposed check any time you make an AoE for somebody entering a threatened square. If you win, they're pushed back 5'). Otherwise she'll be sword and board style, with a high Str and Con and a very good armor class too I hope thanks to Natural Armor from her race and Heavy Armor (probably mithril, to take advantage of the Knight's Armor Mastery Ability from the start). She'll be more focused on a strong defence than really dishing out the pain, though she'll also be no slouch at whacking stuff with a sword, particularly on a charge. I'm considering Two Weapon Fighting/Improved Shield Bash/Shield Charge (Complete Warrior) to improve offensive capability, though obviously there's a heavy feat investment involved; it might well not be worth it.

Finally she'll bring some wilderness survival to the group, with a good Survival check and the Track feat.
 

Ethandrew - OK, we can deal with that.

Velmont - Where's human paragon from and what's it do?

Brother A - Looks good at a glance. I've no problem with the Glaive. (Just remember though that glaive's can't attack adjacent foes).

*Hmm.. 2 warlocks so far...*

Rino - As stated, the entire party will be arriving in the prison at the same time, bound to each other. Sry but you can't have allready been here for a while.

Autumn - Looks good.
 

Remove ads

Top