Heroes of the Day [Dawnforge]-Characters

Starman

Adventurer
All right, here is the Rogue's Gallery thread for my Heroes of the Day PbP game. I shamelessly borrowed Isida's idea of throwing my character from the other Dawnforge game up here as a template to use for your characters. It's in the spoiler block. Please make my life easier and use that.

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Galanorthrim Evanyrdor

Medium Dawn elf (Humanoid)
Wizard (Life) 5
Hit Dice: 5d4+5 (21 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 15 (+1 Deflection, +3 Dex, +1 Natural), touch 14, flat 12
Base Attack/Grapple: +2/+2
Attack: MW dagger +2 melee (1d4/19-20/x2)
Full Attack: MW dagger +2 melee (1d4/19-20/x2)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities:+1 on attack rolls with longbows and shortbows, +1 bonus to listen, search and spot checks, +2 bonus on saves against enchantment spells and effects, Elfsight, Immune to sleep spells and effects, Immune to magic missile, Low-light vision, Summon familiar, Talent feats (Spell Focus (conjuration), Empower Spell), Talent skills (Spellcraft +3, Knowledge (arcana) +2), Transformation feats (Iron Will)
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 10, Dex 16, Con 12, Int 22, Wis 12, Cha 12
Skills: Concentration +9(8), Decipher Script +9(3), Knowledge (arcana) +16(8), Knowledge (dungeoneering) +8(2), Knowledge (history) +12(6), Knowledge (local) +10(4), Knowledge (nature) +8(2), Knowledge (the planes) +12(6), Knowledge (religion) +10(4), Listen +2(0), Search +6(0), Spellcraft +17(8), Spot +2(0), Survival +6(0)
Feats: Craft Wondrous Items, Empower Spell, Iron Will, Scribe Scroll, Spell Focus (conjuration), Spell Focus (transmutation), Still Spell

Legendary Points: 1
Legendary Paths: 1st Circle Path of the Learned (Survival)

Alignment: Chaotic Good

Languages: Anderlar, Common, Draconic, Elven, Gnome, Sylvan

Elfsight: Some dawn elves have the ability to see the living auras of all creatures, manifesting itself as a hazy white glow. An elf that selects this racial transformation gains a +4 bonus on Spot checks to detect hidden creatures, and the miss chance due to concealment for creatures affected by invisibility, displacement (but not blink or etherealness), and similar effects is halved.

Spells: 4/5/3/2 per day; save DC 16+spell level (18+spell level for conjuration and transmutation spells). Aspect-life; can use Silent Spell and Still Spell 1/day with no level adjustment for life spells.

Spells known:

0-level: Acid Splash†, Detect Poison, Detect Magic, Mage Hand‡, Mending‡, Message‡, Open/Close‡, Read Magic, Resistance

1st-level: Comprehend Languages, Enlarge Person‡, Feather Fall‡, Grease†, Identify, Mage Armor†, Magic Missile*, Protection from Evil, Shield, True Strike, Unseen Servant†

2nd-level: Bull’s Strength‡, Fox’s Cunning‡, Knock‡, Locate Object, Melf’s Acid Arrow†, Rope Trick‡, Spider Climb‡, Web†

3rd-level: Fly‡, Hold Person*, Magic Circle vs. Evil, Stinking Cloud†, Summon Monster III†

* Non-life spells
† Conjuration
‡ Transmutation

Possessions: MW dagger, Ring of Protection +1, Amulet of Natural Armor +1, Spell Component Pouch, Backpack, Potion of Cure Light Wounds x3, Spellbook, Waterskin x2, Bedroll, Scrollcase x2, Paper x50, Ink (2 oz.), Inkpen, Traveler’s outfit (extra), 425 gp, 8 sp

Background:
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Isida Kep'Tukari

Adventurer
Supporter
Targ

Medium ogre (humanoid)
Fighter 5

Hit Dice: 5d10 + 14 +5 (Improved Toughness) [61 hp]
Init: +0 (+0 Dex)
Speed: 30ft (40ft without heavy armor or load)
AC: 20 [+10 armor, +0 Dex], touch 10, flat-footed 20 [ACP -7]
Base Attack/Grapple: +5/+11
Melee Atk: +12 (1d6+7/x4/P, +1 heavy pick)
or
+12 (1d4+6/x2/B, heavy steel shield bash)
Full Atk: +6 (1d6+7/x4/P, +1 heavy pick)/ +2 (1d4+6/x2/B, heavy steel shield bash)
Ranged Atk: +5 (1d6+6/x2/10 ft./S, thowing axe)
Space/Reach: 5ft./5ft.
Special Attacks:
Special Qualities: low-light vision, dark vision, talent feat (power attack), transformation feat (endurance), Ox Back (AoL) [carrying capacity increases 50%], Unblinking Gaze (AoL) [cannot be intimidated and ignores effects to become shaken].
Saves: Fort +8, Ref +1, Will +3
Abilities: Str 23, Dex 10, Con 19, Int 7, Wis 14, Cha 6
Skills: Listen +2(0), Profession (tanner) +6(8cc), Spot +2(0)
Feats: Cleave, Endurance, Improved Bull Rush, Improved Shield Bash, Improved Toughness, Power Attack, Quick Draw, Shield Charge

Legend Points: 1
Legendary Paths 1st Circle Path of the Mighty (Open Lock)

Alignment: Neutral Good

Languages: Common, Giant

Possessions: +1 heavy plate (Races of Stone), +1 heavy pick, "Little Shield" - Legendary Item MW heavy steel shield, red with a white deer reclining, 10 throwing axes, 2 daggers, backpack, bedroll, waterskin, 50 ft. hemp rope, winter blanket, traveler's outfit, flint and steel, belt pouch, mug, trail rations (20 days worth), 40 lbs salt pork, full barrel (32 gallons) of bitter, 5 square yards of oiled canvas, 100 lbs of various hides (bear, wolf, deer, ram), chest, spare suit of chainmail, 57 fifty gold piece trade bars, 38gp, 4 sp, 8cp

Other vital statistics:[sblock]Region: Stormfells

Height: 8' 3''
Weight: 608lbs
Skin: Olive
Eyes: Black
Age: 15

Current load: 609 lbs, heavy load

Carrying Capacity light – 300 lbs or less, medium 301 – 600 lbs, heavy 602 – 800 lbs. Lift 800 lbs, Lift and Stagger 1,600 lbs, Push/Drag 4,000 lbs[/sblock]

Appearance: Targ is a particularly tall and hulking brute of an ogre. His long, dark, unkempt hair is dressed with grease and wrapped in a knot on his head. Dark and deep-set eyes peer dimly out of scarred and craggy face. He wears very heavy plate armor, probably well made under the many layers of road grime, but it’s hard to tell. A heavy pick rests in a loop at his hip, and a crude quiver of throwing axes rests on the other hip. A prodigious load rests on his mighty back, including a sloshing barrel, latched chest, bulging backpack, and a large roll of furs wrapped up in canvas.

Personality: Targ’s crude appearance and foul odor is matched by his awful manners and grunting voice. His words tend to be monosymbolic and simple, though he often strives to make himself understood. Targ has a curiously gentle soul, despite his almost stereotypical appearance. He likes pretty things, and he doesn’t care to see them fouled. Despite a lifetime learning fighting, he finds more pleasure in tanning a good hide and giving it to a chilled child than crushing skulls.

Background: Targ grew up in the Stormfells in the service of the stone giant Malbrok. Trained for battle from an early age, his clan leaders had high hopes for him, due to his particularly massive size. He learned what they cared to teach him, and could easily bully his way though any battle, but when put to making an example of a rebellious human village in his master’s lands, Targ found he could not crush the woman and children under his weapons.

His clan leaders were embarrassed in the extreme, but Targ had too much skill to assuage their embarrassment with his life. Instead they exiled him, telling the dim young lad it was to “season” him for Malbrok’s guard. He was not to return until he was called for, and was told to simply learn how to fight better. Targ regarded his exile with typical ogrish stoicism. He took himself to the lowlands, fighting orc and lowland raiders that tried to kill him, running away from farmers and tradesmen who attacked him out of fear. He made a bit of a living with a childhood skill of tanning hides in the outermost villages, but still wandered, wondering, in his vague way, what was to become of him…

He found his reception in some of the villages suddenly went from cold or fearful to welcome after he had defended himself against orc raiders. With his prodigious strength and skill, he had utterly slain an entire clan's worth of fighters, and the villages he had spared them from enjoyed their first unharried harvest in years. Dimly pleased by their reaction, Targ realized he had done something right and good, and people appreciated that he had killed the nasty raiders. Eager to please, Targ began to look for other people to save.
 

RobotRobotI

First Post
S'sebek

Medium Yuan-ti Thinblood (Humanoid)
Psychic Warrior 5
Hit Dice: 5d8 + 15 + 10 [57 HP]
Initiative: +6
Speed: 30 ft.
Armor Class: 18 (+4 Armor, +2 Dex, +1 Enchancement, +1 Natural), touch 12, flat 16
Base Attack/Grapple: +3/+5
Attack: Rebel Prism +6 melee (1d8+4/20/x3)
or
Bite +5 melee (1d6+2/20/x2), poison: dc13, 1d6con/1d6con
Full Attack: Rebel Prism +6 melee (1d8+4/20/x3), Bite +3 melee (1d6+1/20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: +2 on all Diplomacy and Sense Motive checks, Low-light Vision, Darkvision, Natural Armor +1, Bite Attack, Poison Bite, Talent Feat (Scribe Tattoo)
Saves: Fort +7, Ref +3, Will +6
Abilities: Str 14, Dex 14, Con 16, Int 12, Wis 20, Cha 10
Skills: Autohypnosis +13(8), Concentration +13(8), Listen +5(0), Search +1(0), Spot +5(0), Survival +5(0)
Feats: Speed of Thought, Up the Walls, Psionic Body, Psionic Weapon, Psionic Meditation, Improved Initiative, Scribe Tattoo

Legendary Points: 1
Legendary Paths: 1st Circle Path of the Wise (Concentration)

Alignment: Neutral Good

Languages: Common, Yuan-ti, Draconic

Powers: 19pp; save DC 15+power level

Powers known:

1st Level: Claws of the Beast, Prescience (offensive), Expansion

2nd Level: Body Adjustment, Painful Strike

Possessions: Rebel Prism (Legendary Deep Crystal Spear +1, 1000xp), Chain Shirt +1, Psionic Tattoo - Claws of the Beast x2, Psionic Tattoo - Metaphysical Claws x2, Psionic Tattoo - Biofeedback x2, Psionic Tattoo - Vigor x2, Bag of Holding I: bedroll, winter blanket, 10x chalk, 20x daily ration, 50ft silk rope, waterskin, 1526 gp, 3 sp

Appearance:S'sebek is thin and thickly muscled - his slender frame belies his notable strength. He carries all of the hallmarks of a Thinblood, the slanted eye with the dark irises, spots of scaly skin, and the pointed ears, but he does what he can to conceal his heritage. S'sebek wears clothing that hides his lineage, and generally nothing beyond his face and hands are left visible - where they are, he is heavily tattooed (although those who see him at various times might notice that the tattoos are rarely the same for any note-worthy duration.) S'sebek tends to maintain a neutral sort of expression, and he always seems to be deep in thought.

Personality/Goals: S'sebek is a thoughtful character, the sort who prefers to give all things due consideration. However his calm and detached demeanor may appear, S'sebek is a very kind soul with a friendly personality, and he is always willing to help those in need. S'sebek has a very strong distaste for cruelty and inhumanity. S'sebek fancies himself a crusader of sorts, and will take up arms against those who would harm others for their own gain.

S'sebek puts the well-being of those around him first, and at any given time, seeks to bring aid to the oppressed no matter where he is. Despite his great wisdom, S'sebek hopes to achieve a goal as immense and near-impossible as overcoming the Yuan-ti empire in Zangala and freeing all that they keep captive.

Background: S'sebek was born in the jungles of Zangala, home of the Yuan-ti city-states. Here, he was stamped at birth with a slave brand and raised as a laborer. From his earliest childhood, every day was a struggle for survival - and to survive amongst his blooded kin, S'sebek had to strive for perfection. It was the manual labor of his years of servitude that gave rise to his lithe frame, as muscles grew from early on for long days of toiling in the fields. It was his detached, contemplative outlook that gave him the wisdom to understand his kin and his position. It was his blood that gave him the means to escape.

S'sebek's uprising came early in the morning; armed with a stolen spear, he took revenge on his master and his family as they were rising from their slumber. He fought off the hands and guards of the plantation, striking them down with the combined might of his powerful muscles and even more powerful mind. And, with his revenge complete, he fled north, pushing himself on through the ceaselessly dangerous jungles, over the Blackscale Mountains, and across the desert, until eventually reaching civilization at Gedon. Here, he disguised himself as a human, and found passage north, across the Summer Sea, to Ambria.
 
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Widowmaker

First Post
Kellix

Medium Tiefling (Humanoid)
5 Level Rogue

Hit Dice: 5d6 (26 hp)
Initiative: +5 (+5 Dex)
Speed: 30 ft.
Armor Class: 20 (+5 Dex, +5 Armor), Touch 15
Base Attack/Grapple: +3/+4
Attack: Rapier +1 +9 melee (1d6+2/18-20/x2) or MW Short Sword +9 (1d6+2/18-20/x2) or Whip +8 (1d3+1/x2) [special] or Tail or -2/-2 Two Handed or Weapon/-5 Tail or Hand Crossbow +8 (1d4/19-20x2)
Space/Reach: 5 ft./5 ft.
Saves: Fort +1, Ref +9, Will +2
Abilities: Str 12 (Racial -2), Dex 21 (Racial +2, +1 Level, +1 Legendary), Con 10 (-2 racial, +2 special), Int 15 (+2 racial, +2 special), Wis 12, Cha 14 (+2 racial)
Skills: Balance + 9(0), Bluff +10(6), Diplomacy + 6(0), Disable Device +9(7)*, Disguise +8(4), Hide +13(8), Intimidate +15(8), Listen +5(4), Move Silent +13(8), Open Lock +9(7)*, Search +6(4), Sleight of Hand +11(4), Spot +6(5), Tumble +13(8)
* +2 MW Thieves Tools
Class Abilities: Sneak Attack +3d6, Uncanny Dodge, Trap Sense +1, Evasion, Trap finding,
Feats: Combat Expertise, Two Weapon Fighting, Weapon Finesse
Racial Talent: Combat Maneuver (Improved Trip), Prophetic Instinct, Combat Maneuver (Improved Feint)
Racial Transformation: Tail (x2)

Legendary Path: 1st Circle Path of Swift (Intimidate)

Alignment: Chaotic Neutral

Languages: Common, Valhedrin, Anderlander

Lowlight Vision: can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Tail: When this racial transformation is selected, the tiefling grows a tail similar to that possessed by many of his infernal patrons. This grants the tiefling an additional ring item slot, and the added balance provided by the tail grants him a +2 transformation bonus on Balance checks.
Special: If this racial transformation is selected twice, the tiefling’s tail becomes prehensile and grants the tiefling the ability to make a single grapple, disarm, or trip attack with the tail at his highest base attack bonus. When using the full attack action, the tiefling may use other weapons and still make the tail attack, in which case the tail attack suffers a –5 penalty on the attack roll.

Possessions: Rapier +1, MW Short Sword, Whip, Hand Crossbow, 20 bolts, Mithiral Shirt +1, Handy Haversack, Hat of Disguise, MW Thieves’ Tools, 3 Potions of Cure Light Wounds, Bedroll, Caltrops x2, Belt Pouches x2, Flint & Steel, Grappling Hook, Silk Rope, Waterskin x2, Whetstone (30 lbs Carried)

Gold: 100 gp, 8 sp, 8 cp

History: Kellix was born a slave. He was raised in as servant in Lord Arzoth’s family. Arzoth was not the most honest or reputable person. He had ties to criminal elements such as smugglers and criminals. One of his household members was an assassin and dueler, Mentri.

As Kellix grew it was recognized that he possessed many of the abilities needed as a household assassin. Kellix was tutored by Mentri in the ways stealth, evasion, dueling, and killing.

Lord Azroth was promoted to as a higher Lord on the Emerlyn Peninsula. He took his household and servants with him. In reality the promotion was a move to eliminate the Azroth by his enemies. Slowly Kellix realized that everything he did was not for the betterment of the Dominion, it was for the profit of Lord Azroth. Slowly Mentri and Kellix began to have differences of opinion. He was told that is the way of things.

Finally it was time for Azroth’s enemies to strike, they attacked and slaughter the entire household. The man that killed Lord Azroth was Mentri. Mentri tried to convert Kellix to his cause but Kellix refused. Kellix escaped but not before being badly wounded both mentally and physically. After living his entire life as a slave, Kellix decided to he had the opportunity to live his life the way he saw fit for the first time.

He made his way to the Seven Cities in Anderland. Once there he hired himself out as a mercenary, trying to make his way in the world the only way he knew. The one thing he learned was that he was not well liked. People hated him for his race, he soon grew to despise prejudice people.

Appearance: Standing only 5’ 5” and weighing in at 150 lbs, he is shorter and smaller than the average tiefling. He has a small set of horns on his head that are barely visible trough his jet black hair which is tied in a pony tail and halfway down his back. He has red lines that cross diagonally from the upper left side to the lower right side. At the age of 36, he has come to realize he doesn’t know enough of the world. He has a large brand on the back of his left hand that marks him as a slave.

Goals: Kill Mentri, Survive, & See the world.
 

G

Guest 11456

Guest
Ellawyn

Small Gnome (Humanoid)
Shaman 5
Hit Dice: 5d8 (32 hp)
Initiative: +5
Speed: 20 ft.
Armor Class: 19 (+1 Dex, +1 size, +5 armor, +1 amulet, +1 ring), touch 13, flat 18
Base Attack/Grapple: +3/-3
Attack: +1 morningstar +3 melee (1d6-1/x2)
Full Attack: +1 morningstar +3 melee (1d6-1/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: N/A.
Special Qualities: Low-light vision, do not need to eat or drink, +1 attack bonus with bludgeoning weapons, wild empathy: 1d20+15(13), animal companion, nature sense, craft spell fetish, rituals of power I, companion sight, medium elemental form 1/day, Talents: divine mastery, divine mastery, divine mastery; Transformations: ghosting, fading.
Saves: Fort +4, Ref +2, Will +11
Abilities: Str 6, Dex 12, Con 10, Int 14, Wis 24, Cha 16
Skills: Diplomacy +15(8), Handle Animal +9(4), Heal +15(8), Knowledge (nature) +12(8), Listen +13(2), Spellcraft +10(8), Spot +11(2), Survival +17(8)
Feats: Song of the Season, Improved Initiative, Alertness
Legendary Points: 1
Legendary Paths: 1st Circle Path of the Wise (Diplomacy)

Alignment: Neutral Good

Languages: Common, Gnome, Elven, Sylvan

Spells: 5/6/5/4 per day; save DC 17+spell level

Spells known:

0-level: Create Water, Cure Minor Wounds, Detect Poison, Guidance, Light

1st-level: Cure Light Wounds x 2, Entangle, Magic Fang x 2, Magic Stone

2nd-level: Barkskin, Delay Poison, Flaming Sphere, Hold Animal, Spider Climb

3rd-level: Call Lightning, Cure Moderate Wounds, Greater Magic Fang, Neutralize Poison

Possessions:
Small Traveler’s Outfit (0gp, 0#, worn)
+1 Small Mithral Shirt (2100gp, 5#, worn)
Amulet of Natural Armor +1 (2000gp, 0#, worn)
Ring of Protection +1 (2000gp, 0#, worn)
Small Morningstar +1* (2308gp, 3#, belt)
Backpack (2gp, 0.5#, back)
6 Potions of CLW (300gp, 0.5#, backpack)
11 Spell Fetishes of CLW (275gp, 0.5#, backpack)
Treasure (15gp, 0.5#, backpack)

* Legendary Item

[sblock=Other vital statistics]Region: Deep Sildanyr

Height: 3'-0"
Weight: 37#
Skin: Fair
Eyes: Blue
Age: 75

Current load: 10#, light load

Carrying Capacity: light 15#, medium 30#, heavy 45 #, Lift 45#, Lift and Stagger 90#, Push/Drag 225 #[/sblock]

Background:
Ellawyn grew up with her extended family in a mountain valley in the Morningstar Mountains midway between Arie and Ersevor. She had a good childhood and enjoyed her family. At the very early age of three her father was killed by some large beast and her uncle became like a father to her. Things returned to normal and Ella continued to enjoy living in the mountains.

But wanderlust grabbed a hold of her at the age of seventy and her uncle seeing the change in her bid goodbye to her and gave her his magical morningstar. He told her that its power was tied to the Morningstar Mountains and that it had been in the family for several generations. He told her several stories of how it had saved some of her ancestors. She decided to head west, so she and Molly headed west and out of the mountains for the first time in her life.

Later, while near the Ironwall area, Ella was captured by Grimnoth. Luckily Molly evaded capture and was able to keep track of the group. Although Ella had the ability to escape, she decided that staying caged up would be an excellent opportunity to gather information about Grimnoth and the Blood Hammers. When the heroes came to rescue her, they were surprised by the turn of events. First Ellawyn simply walked through the bars, then Molly arrived and helped fight the orcs, and finally as the battle ended, Ellawyn was able to heal most of the group’s wounds. Ella told her would be rescuers of what she had learned about Grimnoth and the Blood Hammers.

Now the five (six with Molly) of them work together to track down Grimnoth.

Animal Companion: Molly
Female Wolf, Medium Animal; HD 4d8+12; HP 30; Init +3; Speed 50ft; AC 18 (+3 Dex, +5 natural), touch 13, flat-footed 15; Base Attack/Grapple +3/+5; Attack/Full Attack Bite +5 Melee (1d6+2); SA Trip; SQ low-light vision, scent, link, share spells, evasion; Saves Fort +6, Ref +7, Will +2; Abilities Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6; Skills Hide +3, Listen +3*, Move Silently +4, Spot +3*, Survival +3*; Feats Track, Weapon Focus (bite), Improved Natural Armor, Tricks Attack all Creatures, Defend, Down, Guard, Heel, Stay, & Track.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.
 
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scranford

Explorer
Tervelyn - Dawn Elf, Duskblade

Tervelyn Shirneel
Medium, Dawn Elf (Hummanoid)Duskblade 5
Hit Dice: d8+5 (37 hp)
Initiative: +4
Speed: 30'
Armor Class: 19 (+4 Dex, +4 Armor, +1 Magic) Touch 13, Flat 15 [20 w/shield]
Base Attack/Grapple: +5/+8
Attacks: Elven Courtblade +9 Melee (1d10+5, 18-20/x2); Elven Lightblade +9 Melee (1d6+3, 18-20/x2); Elvencraft Bow +8 Melee (1d6+4, 20/x2); Elvencraft Composite Longbow(+3)+11 Ranged (1d8+3, 20/x3). [Not including Point Blank Shot, and Rapid Shot]
Full Attack:Elven Courtblade +9 Melee (1d10+5, 18-20/x2); Elven Lightblade +9 Melee (1d6+3, 18-20/x2); Elvencraft Bow +8 Melee (1d6+4, 20/x2); Elvencraft Composite Longbow(+3)+11 Ranged (1d8+3, 20/x3). [Not including Point Blank Shot, and Rapid Shot]
Space/Reach: 5'/5'
Special Attacks: Point Blank Shot - +1 to Attack and damage within 30'; Rapid Shot - Fire two missiles at (-2) each;
Special Qualities: +1 on attack rolls with long and short bows; +1 bonus to listen, search, and spot checks; +2 bonus on saves vs. enchantment spells and effects; Elfsight, Immune to sleep spells and effects, Immune to Charm Person; Low light vision; Armored Mage, No arcane spell failure chance with light, or medium armor or shields; Arcane Channeling, Standard action to cast spell through weapon; Quick Casting, can cast any spell as a swift action once per day; Racial Talents; Dawn Dance, Dance of the Endless Journey, Arcane Mastery. Racial Transformations; Elf Sight, Vision of the Spirit.
Saves: Fort +6, Ref +6, Wil +5 (Cloak of Resistance +1)
Abilities: STR 16, DEX 18, CON 12, INT 16, WIS 10, CHA 12
Skills: Climb +6, Concentration +9, Decipher Script +6, Jump +7, Knowledge, Arcana +6, Knowledge Arch. & Engineering +4, Knowledge History +4, Knowledge Nature +6, Ride +5, Sense Motive +3, Spellcraft +7, Swim +5, (Jump uses Dex instead of Str)
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Combat Casting* (Bonus Feat)

Legendary Points: 1
Legendary Paths: 1st Circle, Path of the Swift (Jump)

Alignment: Chaotic Good

Languages: Common, Elven, Sylvan, Draconic, Giant

Elfsight: Some dawn elves have the ability to see the living auras of all creatures, manifesting itself as a hazy white glow. An elf that selects this racial transformation gains a +4 bonus of spot checks to detect hidden creatures, and the miss chance due to concealment for creatures affected by invisibility, displacement, (but not blink or etherealness) and similar effects is halfed.

Vision of the Spirit: Dawn elves, being of Itheria, can tap into the primal spirit. An elf with this transformation can use this to sense life, or its absence in the creatures around him. This works exactly like the detect plants and animals spell and the detect undead spell, except that it requires twice the number of rounds searching an area to get each level of information. This ability can be used at will.

Dawn Dance: The dawn dance represents one of the two great schools of elven war dance. It emphasizes steady movement, graceful execution and casual footwork. As a full-round action, a dawn elf with this talent may establish the patterns of the dance. Every round of the encounter thereafter, he gains a +1 dodge bonus to AC, and may leave one threatened space each round without provoking an attack of opportunity. If the dawn elf loses his DEX bonus to AC for any reason during the encounter, he loses these benefits. He may spend another full-round action to reactivate the dance.

Dance of the Endless Journey: The dance of the endless journey reflects the deeply held beliefs of the dawn dance school. It teaches the student to take long, easy strides to cover distance. While engaged in the dawn dance, and wearing light or no armor, and carrying no more thatn a light load, the elf gains a +10 ft bonus to his base movement rate.

Arcane Mastery: Each time this is chosen, the dawn elf gains one additional spell known of any level he can cast (If a spontaneous caster)

Spells: 6/6/3 per day; Spell save DC 13 plus the level of the spell. Arcane Attunement: Dancing lights, detect magic, flare, ghost sound and read magic (6) times per day total.

Spells known:
0-Level: Acid splash, Disrupt undead, Ray of Frost, Touch of Fatigue.

1st Level: Swift Expeditious Retreat, Shocking Grasp, Kelgores Fire bolt, True Strike.

2nd Level: Stretch Weapon, Swift Fly, Seeking ray.

Possessions: +1 Elven Courtblade (Galdor Y'Elanesse)Spark of Dawn; MW Elven Lightblade, MW Elvencraft Composite Longbow (+3 STR), MW Mithril Chain Shirt, MW Light Steel Shield, Amulet of Natural Armor (+1), Cloak of Resistance (+1), 50 Arrows, Standard Adventurers Kit, 850 GP.

Background and appearance: 152 years old, 5'2" tall, 135 lbs, Blonde Hair, and light green eyes.
Tervelyn's mother was a blessed Treeguard, and his father was high wizard, and assistant speaker of the Elven Village of Corynnerd, where he was raised. His family was unusual as there were 7 childern of which he was the youngest. He came along later in life, and most of his brothers and sisters were much older and in fact seemed more like uncles and aunts than brothers and sisters.
From an early age he showed a facination with both the Blade and the arcane arts, so perhaps it was only natural considering his innate talents, and social status, that he was chosen for training in the order of "The Elven Duskblades". Though this reqired him to travel deep into the Sildanyr for training, he was an eager and talented student, and grew to become a leader among his peers.

(MORE to FOLLOW; Have to work a bit not.
 

Mark Chance

Boingy! Boingy!
placid.jpg


Name: Placid Brokenfang
Gender/Race: Male/Lizardfolk
Class (Level): Spirit Adept 3/Disciple 2
Alignment: Neutral good
Immortal Patron: Semanyua (CR 14)
Legendary Path: 1st Path Circle of the Wise
Height: 5 ft. 8 in.
Weight: 165 lb.
Eye Color: Dull orange

A Short Background: Placid Brokenfang hails from Tamerland, specifically the territory of Furious Blackfang, the mightiest lizardfolk chieftan in Tamerland. Among the Blackfang Tribe, Placid was a minor spiritual official apprenticed to Wise Brightscale, a disciple of Semanyua, an ancient lizardfolk immortal famed in lizardfolk oral tradition for her dedication to preserving the tribe. After his period of apprenticeship, Placid broke tradition and instead followed the path of the spirit adept. His intuitive connection to the spirit was too strong for him to ignore, even though his love for Semanyua and Wise were also undeniable. To avoid controversy and dissension, Wise prevailed upon Furious to send Placid to Landsgate as ambassador.

In Landsgate, Placid became somewhat more civilized. He became acquainted with both Khalzundar, Landsgate's governor, and Vaslov the Odiferous of the Panthic Order. Placid also became fascinated with tales of the world beyond Tamerland, especially those told by Korbok Flinteye and Blake Aldread, proprietors of Dire Vulture. (Note: In my original draft, the Dire Vulture was supposed to called the Greasy Rat. Korbok and Blake are based on World of Greyhawk characters run by myself and a good friend.)

After a year of embassy duty in Landsgate, Placid announced to Furious's court that he was going to travel abroad. He booked passage on a ship heading east and has since earned his keep as a member of a heroic adventuring company.

(Insert party history here.)
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Ability Scores at 1st Level:
STR 14; DEX 12; CON 14; INT 10; WIS 16; CHA 10

Current Ability Scores:
STR 14; DEX 12; CON 16; INT 10; WIS 19; CHA 10

HP: 48

AC: 18 (+4 armor, +1 deflection, +1 DEX, +2 natural), flat-footed 17, touch 12

BAB: +3; Fort: +9; Ref: +4; Will: +10

Attacks:
* +1 stone longspear: +5 melee; 1d8+2; crit x3
* masterwork stone light mace: +4 melee; 1d6+1; crit x2
* sling: +4 ranged; 1d4+2; crit x2

Feats: Athletic, Negotiator, Track

Skills: Balance 3 (+6), Climb 1 (+8), Diplomacy 8 (+16), Heal 0 (+7), Knowledge (nature) 1 (+3), Knowledge (religion) 5 (+5), Listen 2 (+9), Sense Motive 5 (+12), Swim 0 (+12), Survival 1 (+11)

Racial Traits:
* Base swim speed 40 ft. +8 racial bonus on Swim checks. Always take 10 with Swim checks.
* +2 racial bonus on Knowledge (nature) and Survival.
* +1 natural AC.
* Hold breath for CON x3 rounds.
* Languages: Common, Draconic.

Racial Talents:
* Primitive Weapon Mastery: +1 talent bonus to attack and damage with stone weapons.
* Talent Skills: +3 talent bonus to Survival, +2 talent bonus to Listen.

Racial Transformations:
* Scent.
* Transformation Skills: +2 transformation bonus to Balance, +3 transformation bonus to Climb.

Disciple Class Features:
* Divine Spells per Day (4/3; save DC 14 + spell level).
* Intercession 1/day. Intercession check modifier: +4 base.
* Innate Spell: detect magic.

Spirit Adept Class Features:
* Evasion.
* Spirit Sense I Powers: Evasive Action, Extreme Focus.
* Spirit Strength 6.

Legendary Path Abilities:
* +1 legendary bonus to WIS skills.
* 1/day gain a +20 legendary bonus on a WIS or WIS-related skill check.
* Wise Skill: Diplomacy.

Magic Items: +1 studded leather armor, +1 stone longspear, amulet of natural armor +1, everburning torch, potions of cure light wounds (x2), ring of protection +1, wand of cure light wounds.

Other Equipment: masterwork stone light mace, sling, bullets (x10), backpack, bedroll, blanket, flint and steel, small steel mirror, belt pouches (x2), waterskin, anti-toxins (x2), sunrods (x5), healer's kit.

Monies: 78 gp, 3 sp.
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