Fall of the Broken - OOC

[sblock=Lady Meredith ir'Bara, human shaper]
Code:
Name: Lady Meredith ir'Bara
Class: Psion (shaper)
Race: Human
Size: Medium 
Gender: Female
Alignment: Neutral Good
Age: 21
Height: 5' 5"
Weight: 133 lb
Hand: Right


Str: 10 +0      Level: 3        XP: 3,000
Dex: 15 +2      BAB: +1         HP: 29 (12+9+8)
Con: 16 +3      Grapple: +2     Dmg Red: -
Int: 18 +4      Speed: 30'      Spell Res: -
Wis: 13 +1      Init: +2        Power Save: 14+
Cha: 14 +2      ACP: -          Spell Fail: -

         Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:     10    +0    +2    +4    +0    +0    +0    12
Touch: 12     Flatfooted: 10

         Base   Mod  Misc  Total
Fort:     1     +3   +2     +6
Ref:      1     +2          +3
Will:     3     +0          +3

Melee attack +2
Ranged attack +3

Weapon                Attack   Damage     Critical
Dagger                +3 melee  1d4+1      19-20/x2
Dagger                +4 ranged 1d4+1      19-20/x2
Light crossbow        +4 ranged 1d8        19-20/x2
Unarmed strike        +2 melee  1d3+1      x2 (nonlethal, provokes, does not threaten)

Languages: Common, Elven, Gnome, Draconic, Halfling


Feats: Boost Construct (human bonus), Psionic Talent (lvl 1 bonus), Psionic
Body (lvl 1), Psycrystal Affinity (lvl 3), Alertness (psicrystal bonus--only if it's close)

Skill Points: 6(2+4+1)=42      Max Ranks: 6/3
Skills                   Ranks  Mod  Misc  Total
Use Psionic Device           6    +2          +8
Bluff                        6    +2          +8
Psicraft                     6    +4          +10
Knowledge (nobility)         6    +4          +10
Knowledge (psionics)         6    +4          +10
Concentration                6    +3          +9
Craft (sculpt)               6    +4          +10
Spot                         0    +1   +2     +3 (if psicrystal is near)
Listen                       0    +1   +2     +3 (if psicrystal is near)



Power DC:  10 + 4 (Int) + Power Level = 14+ Power level
Power Points: 18/19

Powers Known:
1st-level:
[i]astral construct[/i]
[i]mind thrust[/i]
[i]missive[/i]
[i]inertial armor[/i]
[i]energy ray[/i]

2nd-level:
[i]ego whip[/i]
[i]mental disruption[/i]


Equipment:
Masterwork dagger
Light crossbow
20 bolts
Courtier's outfit w/jewelry
[i]dorje of psionic repair damage[/i], 10 charges remaining
[i]power stone of detect hostile intent, detect hostile intent, and cloud mind[/i]
[i]potion of cure light wounds[/i]
[i]psionic tattoo of sustenance[/i]
[i]psionic tattoo of vigor[/i]
ID papers with portrait
traveling papers
letter of credit worth 700 gp
6 pp 4 gp 8 sp

[sblock=Meredith's psicrystal]
NG Diminutive Construct
HD: 3 (14 hp)
AC: 17 (+4 size, +2 Dex, +1 natural armor), touch 16, flat-footed 15
Hardness 8
Initiative: +2
Speed: 30 ft (climb 20 ft)
BAB/Grapple: +2/-15
Attack: -
Full Attack: -
Space/Reach: 1 ft/0 ft
Special Attacks: -
Special Qualities: Construct Traits, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link, deliver touch powers, hero personality
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 1, Dex 15, Con -, Int 7, Wis 10, Cha 10
Skills: Spot +6, Listen +6, Move Silently +6, Search +2, Climb +10, UPD +6, Bluff +6, Psicraft +4, Know (nobility) +4, Know (psionics) +4, Concentration +6, Craft (sculpt) +4
Feats: Alertness[/sblock][/sblock]

[sblock=Background]Lady Meredith ir'Bara is a member of a minor noble house in Sharn. At a very young age she discovered the ability to bring a small amount of a shimmering substance when agitated enough. It was useless, and its existence was fleeting. The girl wasn't even sure if anyone else ever noticed it.

But she focused on it, and after months of trying she never did it by accident any more and was able to create the ectoplasm at will, although doing so mentally drained her. She focused and she practiced. She was a young noble, so she had plenty of free time and plenty of privacy. Over the years, she became much better at using her mental abilities. Eventually, she became able to create more ectoplasm, to sculpt it, to mentally control it; its time in existence became slightly less fleeting and her mental resiliance grew. She even learned to do a few other things with her mental discipline and focus.

One day as a teenager, her ability was finally revealed. She was a witness to an attempted assault and robbery. The only reason that it was only an attempt was because Meredith herself acted without thinking. A mental projection of herself appeared, ectoplasm vaguely shaped to look like herself--though clearly stronger--materialized and bashed the thug across the face before blinking out of existence.

Her parents did not immediately reject her to learn of her powers, although they were annoyed that she had practiced them in secret. But after she had done the same thing a few more times in similar situations, their annoyance grew. They said that they would not support her if she continued to act this way.
Meredith certainly loved her creature comforts, and she hated the idea of being an adventurer-type. She had vague romantic notions of being a hero, but the actual idea of doing it--trecking through who-knows-what, meeting strange horrors, making real, deadly enemies? She didn't want it anyway.

But in the end, she couldn't resist. She had abilities that few people did, that gave her the power to do it. She has a truly good heart, and cannot deny people the help that she is capable of providing. She can't just ignore strife that she can end.

Meredith technically still has her title, and she still has a home in Sharn, but her parents will not support her financially.

The kalashtar became aware of her, after hearing of her minor exploits, and introduced themselves. They did not share all of their secrets with her, and she still knows nothing of their history, but they told her about the nature of her psionic powers. They were intrigued by the discipline she displayed despite being a wild talent with no training.

They believe it is because her power was so weak when she was young; the only reason her negligible power did not fade as she aged was because she focused on strengthening it. She had learned to control it before she had anything strong enough to lose control of.

Returning home from a meeting with her Kalashtar mentor, Halharath, Meredith found a strange message waiting for her, asking for her help. The letter was vague and she didn't know who it was from, but how could she resist such a request for an audience?[/sblock]

[sblock=Description]Lady Meredith is a woman of average size with fair skin, dark hair, and bright eyes. Her upbringing is evident in the way she carries herself, but her compassionate and understanding eyes seem different.

Unless she absolutely has to fit in or wear protective clothing, Meredith is always dressed too nicely to be an adventurer. She always wears nice dresses and some jewelry.
She's willing to put up with anything, but clearly prefers luxury and nice accomodations. She'll deal with trecking through a jungle and camping in a swamp, but she'll probably complain. Once she reaches a city, she will insist on the best lodging and food, bathe, and buy new dresses if the other ones are ruined.

She'd rather not fight, but is not afraid to when it needs to be done.[/sblock]
 
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Wealth is standard for level; 2700gp.

2. "Ironshod Vic":
My favorite of the concepts you gave, though it remains your choice which to use for the final pitch.

Lady Meredith ir'Bara
Looks good overall, though you've calculated skill points as a lvl 4, not level 3.

Luros


Male Human Cleric 3
Looks good overall; though I do have a little nitpick... I can't decipher your skill section... mind reformatting it to resemble that of the others a bit more? Or introduce me to your unique system of recording it?

Olotumeal (known as Olot to most people who know him
It seems you've cheated yourself of a feat, as far as I can see?
Level 1, Level 3, plus two fighter bonus feats (assuming you're level 2 or 3 fighter; if multiclassed, please note that)


Oh, yea and I forgot something; Max HP for every level (common houserule in former campaigns I've been in).

Heh, things are starting to get a lot harder... it's going to be hard to choose all of the sudden.
 

Need_A_Life said:
Looks good overall; though I do have a little nitpick... I can't decipher your skill section... mind reformatting it to resemble that of the others a bit more? Or introduce me to your unique system of recording it?

I didnt see that. Fixed now.
 

I was thinking of a way to make a warlock and a half orc to fit in a small town, and I came to the idea of a protection service, you know "Ya need some stuff to be safe? need yarself to be safe? well, then ya call us, I got the wits, he got the power, so go take a shower, we charge for the hour" or something like that =P
 

Need_A_Life said:
My favorite of the concepts you gave, though it remains your choice which to use for the final pitch.
That makes psionic repair damage a bit more of a useful choice.

Need_A_Life said:
Looks good overall, though you've calculated skill points as a lvl 4, not level 3.
Whoops. Well, I just gave her max ranks in everything, so that was easy enough to fix.

I also left out stats for her psicrystal, but that won't take long to do.
 


Olot is finished. I will be gone for friday and saturday, but I will try to have his background posted by the end of today, so there shouldn't be any need for me to post.
 


I'll throw my hat into the ring with a Human Swordsage (assuming Book of Nine Swords is allowed - you did say "assume all books are allowed"). Do you allow Flaws from Unearthed Arcana? I'll assume no there, for simplicity's sake.

Basic concept: A free-wheeling dealer of information and seeker of stories. Prefers to talk his way out of conflict, but can handle himself in a fight if needed. Willing to travel far and wide for a good story, especially if he can turn around and sell it to someone else. Always ready with a tall tale, parable, shaggy dog story, or "it's true, I swear it by the Sovereign Host!" story.

[sblock=Character Sheet]
Finn Alastair Kincadd
Male Human Swordsage 3
CG Humanoid (human)
Initiative: +9
Senses: Listen +9, Spot +3
Languages: Common, Gnome, Elven

AC 21, touch 17, flat-footed 17; +4 Armor, +4 Dex, +3 Wisdom
Hit Points: 2d8+8+3 (3 HD)
Fortitude +2, Reflex +7, Will +6

Speed 30'
Melee short sword +8 (1d6+4 / 19-20 x2) or
Melee dagger +7 (1d4+4 / 19-20 x2) or
Ranged dagger +5 (1d4+4 / 19-20 x2)
Base Attack Bonus: +2; Grapple: +2
Maneuvers Known:
Desert Wind: Wind Stride
Diamond Mind: Moment of Perfect Mind, Sapphire Nightmare Blade
Setting Sun: Counter Charge
Shadow Hand: Clinging Shadow Strike, Shadow Blade Technique, Shadow Jaunt
Tiger Claw: Wolf Fang Strike
Stances Known:
Setting Sun: Step of the Wind
Shadow Hand: Child of Shadow


Abilities Str 10, Dex 18, Con 13, Int 14, Wis 16, Cha 15
Special Qualities: Quick to Act, Discipline Focus, AC Bonus
Feats: Adaptive Style (flaw bonus), Improved Initiative (flaw bonus), Shadow Blade (human bonus), Desert Wind Dodge (1st level), Weapon Finesse (3rd level)
Flaws: Murky-Eyed (reroll concealment miss chance, take lower roll), Shaky (-2 to ranged attacks)
Traits: Easygoing (+1 Gather Information, -1 Intimidate and Sense Motive), Polite (+1 Diplomacy, -2 Intimidate)
Skills: Bluff +4 (2 ranks, 2 cha), Concentration +7 (6 ranks, 1 con), Diplomacy +7 (0 ranks, 2 cha, 1 trait, 4 synergy), Disguise +2 (0 ranks, 2 cha), Gather Information +5 (2 ranks, 2 cha, 1 trait), Hide +10 (6 ranks, 4 dex), Intimidate -1 (0 ranks, 2 cha, -3 traits) Knowledge: Local +7 (5 ranks, 2 int), Knowledge: Nobility +7 (5 ranks, 2 int), Listen +9 (6 ranks, 3 wis), Move Silently +10 (6 ranks, 4 dex), Sense Motive +8 (6 ranks, 3 wis, -1 trait)
Equipment: (2700g; 280g, 35s remains)
mithral chain shirt (1250g, 12.5lb)
masterwork short sword (310g, 2lb)
dagger x5 (10g, 5lb)
backpack (2g, 2lb)
~small steel mirror (10g, 0.5lb)
~everburning torch (110g, 1lb)
belt pouch (1g, 0.5lb)
traveler's outfit (-g, 5lb)
everlasting rations (350g, 2lb)
everfull mug (200g, -lb)
potion of cure light wounds x2 (100g, -lb)
signet ring (5g, -lb)

light horse (75g)
riding saddle (10g, 25lb)
bit and bridle (2g, 1lb)
saddlebags (4g, 8lb)
~bedroll (1s, 5lb)
~disguise kit (50g, 8lb)
~courtier's outfit (30g, 6lb)
~feed, 5 days (2.5s, 50lb)



Quick to Act: +1 to initiative.
Discipline Focus: Finn gains the benefit of the Weapon Focus feat for Shadow Hand weapons (dagger, short sword, sai, siangham, unarmed strike, and spiked chain).
AC Bonus: Finn applies his Wisdom bonus to AC when in light armor or no armor, unencumbered, and not using a shield (as Monk except useable in light armor).
[/sblock]
[sblock=Appearance]
Finn fits many poor farmers' daughters' ideal of a dashing young hero, come to carry them away to a life of luxury. He stands just under 6 feet tall; his skin is lightly tanned and he keeps fit but is not overly muscled; his dark hair straddles the border of unkempt and presentable; his emerald-green eyes seem to contain secrets just waiting to spill forth; his smile is dazzling to behold; his long-fingered hands are as graceful as any elf's; and even his traveling clothes speak of a person who is Important.[/sblock]
[sblock=Personality]
Finn is a freewheeling information broker, information gatherer, and collector of stories. He's quick with a joke, but equally as quick to listen to any story, tale, or bit of information presented to him. He's insatiably curious and has gotten into enormous amounts of trouble in the past by digging too deep for a story. He means well, and won't give out useful information to someone he knows is actively evil, but at the same time his concept of the law is "It's not illegal if they don't catch me!".[/sblock]
[sblock=Background]
Born in rural Aundair, Finn was never much of one for hard labor. As soon as he was old enough to get along on his own, he ran off to Fairhaven to find his own adventure. He quickly made a name for himself by being quick and efficient with information gathering, eventually being able to support himself on his reputation as an information broker. Still, he eventually ran out of interesting stories in Fairhaven and skipped town one night in search of new adventures. In this manner he has travelled across the majority of the Five Nations, never staying in one place for too long, and frequently leaving with the law, the criminal underground, or even a pretty maiden's upset family fast on his heels.
Along the way, he has heard (and memorized) just about every epic, folk story, fairy tale, and parable there is to hear - and to hear him retell them, he's figured prominently in half of them. He's also made his own fair share of stories, spun from his experiences travelling across the continent. People tend to scoff at some of his more unlikely stories - until he steps into a shadow and re-appears a dozen yards away, doffing his cap and waving farewell.[/sblock]
 
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Olot was born into a tribe of orc barbarians. He could only remember bits and pieces of that life though, as the majority of the tribe was slaughtered by the Silver Flame. The Gods were good to him, and he was not killed as many of the "prisoners" were. Instead he was allowed to train under then sharp eye of a man simply known as Panwo. He was more of a torturer than a teacher, and gave Olot beatings regularly. He prefered to call his beatings "treatments." Olot recieved a "treatment" every time he disobeyed or did not learn a move as quickly as Panwo expected. Sometimes they were beatings, sometimes they were floggings. Olot prefered the flog to the beating. He found the torn skin more to his liking than the bruised eye or occasional broken finger. There was more pride in scars than pain memories he decided.
Olot finally grew into adulthood and was freed from Panwo's care. He set out travelling and accidently stumbled onto a small group of magic users. His training made him care very little for their magic, but the longer he observed them, the more he found that he could use them. He could profit from them. He found a single man, a warlock, and approached him. Olot offered to protect the man for a small fee. He would never tell the man that he enjoyed knowing he had a powerful spell caster behind him, no matter what the situation.
Olot was pleased to learn that the warlock, Frundor Termen by name, was a rather ....... smart fellow. He loved to make a easy gold piece. His attitude toward life and the lives of others often fit in with Olot's own opinions. After years of travelling together, their deal changed some, Olot was not paid to protect Frundor anymore, but still was still his protector. Olot became more of a partner than a simple employee.
 

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