Temporary RG for Anything But Normal

Isida Kep'Tukari

Adventurer
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Sebak of Gauros
Male Tiefling Warlock 2
[Race MM, class ComArc]
Medium Outsider (Native)
Alignment: Chaotic Neutral
Height: 5' 4''
Weight: 156lbs
Hair: Black
Eyes: Red
Age: 25

Str: 10 (+1) [2 points]
Dex: 16 (+3) [6 points, +2 racial]
Con: 8 (-1) [0 points]
Int: 14 (+2) [4 points, +2 racial]
Wis: 12 (+1) [4 points]
Cha: 16 (+3) [16 points, -2 racial]

Class and Racial Abilities: Native outsider, +2 Dex, +2 Int, -2 Cha, Darkvision 60 ft., +2 racial bonus on Bluff and Hide checks, darkness 1/day as a spell-like ability, Resistance to fire, cold, and electricity 5, Automatic Languages: Common and Infernal. Eldritch blast 1d6, least invocations, detect magic at will. Ignore spell failure from light and medium armor (due to Battle Caster feat).

Hit Dice: 2d6-2
HP: 9
AC: 18 (+5 armor, +3 Dex)
ACP: -3
Init: +3 (+3 Dex)
Speed: 30ft

Saves:
Fortitude +0 [+0 base, +0 Con]
Reflex +2 [+0 base, +2 Dex]
Will +4 [+3 base, +1 Wis]

BAB: +1
Melee Atk: +1 (1d4-1/19-20/x2/S, dagger)
Ranged Atk: +3 (1d6/x2/60 ft./eldritch blast)

Skills:
Bluff +16 [5 ranks, +3 Cha, +2 racial, +6 Beguiling Influence]
Diplomacy +11 [0 ranks, +3 Cha, +2 synergy, +6 Beguiling Influence]
Disguise +8 [5 ranks, +3 Cha, additional +2 synergy to remain in character]
Hide +4 [0 ranks, +2 Dex, +2 racial]
Intimidate +16 [5 ranks, +3 Cha, , +2 synergy, +6 Beguiling Influence]
Knowledge (arcana) +3 [1 rank, +2 Int]
Listen +1 [0 ranks, +1 Wis]
Spot +1 [0 ranks, +1 Wis]
Use Magic Device +7 [4 ranks, +3 Cha]

Feats:
Battle Caster (1st level) [ComArc]

Languages: Abyssal, Common, Draconic, Infernal

Invocations Known [ComArc]
Save DC +3
Least – Baleful Utterance, Beguiling Influence

Equipment:
Flame-heart, +1 breastplate – 1,350gp. This elegant breatplate is worked with subtle images of flames in various shades of red iron. Sebak claims it wards him against fire in order to deflect suspicion of his own heritage. He claimed it from a priest of Kossuth that put his armor down in order to walk through flames. Since he was no longer using it, Sebak made sure it didn’t go to waste.
2 MW daggers – 604gp
Backpack - 2gp
Courtier’s outfit and jewelry – 80gp
Disguise kit – 50gp
Bedroll 5sp
Waterskin 1gp
50 ft. silk rope 10gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp
Tent – 10gp
Flint and steel – 1gp
3 bottles of fine wine – 30gp
Tankard – 2cp
Traveler’s outfit (Free)

Light warhorse, saddle, saddlebags, bit and bridle – 166gp

Money
389gp, 4sp, 8cp

~~~~~

Appearance: Sebak is a short but well-built young man. He shows his Mulan heritage with sallow skin and a smooth cap of jet-black hair, but there the similarity to his parents ends. His eyes are a dark red that glows when he is under the influence of strong emotions. And anyone who watches him speak for several minutes is usually a bit startled after a few moments. He has long fingers with black fingernails, and six fingers on each hand. He tends to wear red robes with black trimmings and onyx beads sewn into the embroidery, with elaborate rings on each of his twelve fingers. On the back of his neck he has a birthmark in the shape of a red hand with black fingernails.

Personality: Sebak presents a kind of arrogance and veiled scorn for most that he meets. He assumes most will assume the worst of him, and to a certain extent, he enjoys playing up to expectations. He’s gotten fairly far in life by lying and deceiving, and rarely decides to do otherwise unless he feels the person deserves his respect. He perversely enjoys cultivating an aura of menace, and gets some enjoyment out of frightening people.

Background: Sebak was born to perfectly normal parents in Thay, right on the boarder of Rasheman. His devilish heritage was apparent in his eyes, his hands, and his usual birthmark. As an only child, his parents chose to raise him rather than drown him, as his neighbors insisted he do. The priest insisted that there was no evil inherent in his soul, which calmed their fears somewhat. However, though his parents were somewhat afraid of him, they took him farther away from town to avoid taunts and attacks.

Sebak grew up in a household where his own parents were afraid of him, walking quietly to avoid disturbing him. Whenever he went into town, which was rarely, people pointed and stared, calling him “devil child.” Though it hurt him inside, he covered it by living up to their expectations, setting frights into those who ridiculed him. He was scarcely thirteen when he left his home, never to return.

He traveled as far away from Thay as he could, going north and east, lying and deceiving to get by. As he traveled, he began to pick up bits of lore about the planetouched and their magic, and was delighted when he began to manifest sorcerous powers. Though different than the other sorcerers he met in his travels, he nevertheless passed himself off as one. He was hired by a few people who could use a magician with flexible morals, and learned to exercise his power to line his purse.

However, he knew most people saw him as inherently evil and cruel. The birthmark that had branded him as some devil’s property seems to whisper to him in the darkness, trying to push him into acts of further depravity and heartlessnss. But Sebak did not submit to the taunts of children, his parents’ fear, or the preconceived notions of nations full of people, and he would not submit to a patch of skin!

Still, it left him feeling somewhat hollow and heartsick, and it was in this state that he ended up in Secomber, on the border of the North and the Western Heartlands. As usual he tried to find a mark to give him room and board, and had decided on the home of Rodel Vance and her guardians. She was blind, and did not treat him differently than any other lad from her village. For Sebak, this was a new, almost earth-shattering experience to be treated as someone… normal. She was kind, and her Aunt and Uncle treated him well. Rodel saw past his lies and smooth deception, but also didn’t seem to care when he finally confessed (a first for him) that he had come into her home under false pretenses.

From then on he treated Rodel as a treasured friend, one of the very, very few that he can count. She has given him perhaps the one true kernel of goodness in his soul, and it is that which he uses to combat the darkness within him.
 
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Shayuri

First Post
Trebuchet
Neuter Warforged Warmage 8 (Race ECS, Class CompArc)
Medium Living Construct
Alignment: Lawful Neutral
Height: 6'
Weight: 250lbs
Hair: None
Eyes: Glowing Red
Age: 7

Str: 10 (+0) [2 points]
Dex: 14 (+2) [6 points]
Con: 14 (+2) [4 points, +2 racial]
Int: 14 (+2) [6 points]
Wis: 10 (+0) [4 points, -2 racial]
Cha: 18 (+4) [10 points, -2 racial, +2 levelups, +2 item]

Class and Racial Abilities: Construct type, living subtype, immune to poison, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Cannot heal damage naturally. Healing spells/abilities only heal half damage. Stasis at 0 through -10 HP. Does not eat, sleep, or breathe. Composite plating: +2 armor bonus, as light armor. Light Fortification, 25% chance to avoid critical hits/sneak attacks. Natural weapon, one slam attack for 1d4+Str.

Armored Mage (medium), Warmage Edge (+5), Advanced Learning (3rd, 6th), Sudden Empower

Hit Dice: 8d6+16
HP: 57/57
AC: 21 (+5 armor, +2 Dex, +2 Deflection, +2 shield)
ACP: -2
Init: +2 (+2 Dex)
Speed: 30ft

Saves:
Fortitude +6 [+2 base, +2 Con, +2 resistance]
Reflex +6 [+2 base, +2 Dex, +2 resistance]
Will +8 [+6 base, +0 Wis, +2 resistance]

BAB: +4
Melee Atk: +4 (1d4-1/20/x2/slam)
Ranged Atk: +6 (spells)

Skills: 44
Concentration +13 [11 ranks + 2 Con]
Craft (Blacksmithing) +10 [8 ranks + 2 Int]
Intimidate +9 [7 ranks + 2 Cha]
Knowledge: Arcana +7 [5 ranks + 2 Int]
Knowledge: History +7 [5 ranks + 2 Int]
Spellcraft +12 [8 ranks + 2 Int + 2 synergy]

Feats:
Mithril Body (1st level) [Eberron Campaign Setting]
Eschew Materials (3rd level) [PHB]
Extra Edge (6th level) [CompArc]

Languages: Common, Draconic, Elvish

Spells Per Day (Base DC: 14)
0 - 6/6, 1 - 7/7, 2 - 7/7, 3 - 6/6, 4 - 4/4

Spells Known
0 - Acid Splash, Disrupt Undead, Ray of Frost, Light
1 - Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Floating Disc (Adv Learn), Lesser Orb of Acid, Lesser Orb of Electricity, Lesser Orb of Fire, Lesser Orb of Cold, Lesser Orb of Sound, Shocking Grasp, True Strike
2 - Blades of Fire, Continual Flame, Fire Trap, Fireburst, Flaming Sphere, Ice Knife, Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, Whirling Blade, Repair Mod Damage (Ecl Learning).
3 - Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking Cloud.
4 - Blast of Flame, Contagion, Black Tentacles, Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of Force, Phantasmal Killer, Shout, Wall of Fire

Equipment:
Minor Seal of Gethry (Buckler +1), 1165
A round metal disc with straps on the inner surface specifically designed to be used in conjunction with the special shield mounts on a warforged's arm, though with a few minutes work it can be reset to work normally. On the facing side is the heraldric crest of the nation of Gethry - a gryphon's head in profile, with a serpent dangling from its beak and the Great Tree outlined behind it. The shield is a badge of honor granted to worthy troops upon mustering out, in recognition of exemplary service in the Gethry armed forces.

Shawl of the Ogre King, Cloak of Charisma +2, 4000
Shortly after leaving Nastung, Trebuchet was working as a blacksmith in a town called Hadij. The town became beset by increasingly numerous and organized raids from ogres dwelling farther up the foothills. Trebuchet and a band of adventurers who had stumbled onto the situation all tracked the ogres back to their den, and there dispatched a powerful and dangerous creature...an ogre mage. Styling itself 'the king of all ogres,' it was using the normally reclusive ogre tribe to collect booty and expand his power base. Upon vanquishing the monster, Trebuchet took its cloak, in lieu of another reward. The shawl...more of a cape on a normally-sized person...is a deep burgundy shade with gold thread trim, and seems to 'pose' itself dramatically to suit the wearer's mood and words, regardless of any prevailing winds.

Gultug's Safety Harness, Vest of Resistance +2, 4000
Liberated from the huge, burly, foreman of the ogres during Trey's campaign against The Ogre King near Hadij. The vest is thick, durable leather that looks inexpertly tanned and crudely made. Not only is the vest itself hard to damage, but it strengthens the mind and body of its wearer as well.

Kethry's Blessed Ring, Ring of Protection +2, 8000
The barony of Ethena, on the outskirts of Gethry, had fallen on hard times and as he passed through, Trebuchet was asked to see the baroness of the land. She asked him to seek out a witch that had cursed the land, and bring back her ring as proof she was dead. He discovered the witch, but because he stayed his hand for a moment, she had a chance to explain that SHE was the baroness, transformed and exiled by the REAL witch who had taken her place in the castle! The blight on the land was because the throne had been usurped, not from any 'curse.' The baroness gave her ring to Trebuchet, who took it back to the witch in the castle. As she exulted, Trebuchet took her by surprise...even more so when the baroness herself appeared and attacked! Finally things were set to right again, and Trebuchet was allowed to keep the baroness' ring as a token of thanks. It consists of three thin bands all twined together; one platinum in the center, and two gold.

Band of the Falling Leaf, Ring of Feather Fall, 2200
When dwelling for a time in the arboreal city of Nastung, nestled in the leaves and branches of Great Gara Forest, Trebuchet found that his bulk and size made some of the crossways bit tricky to pass. After a near-fall that might have been deadly, he saved his funds to purchase this enchanted ring from the local magister. It is a simple-appearing band of gold, inlaid with silver filigree in the shape of interlocking vines and leaves.

Skywalkers, Boots of Levitation, 7500
A thief was raiding Nastung's most prominent merchants by night, and no one seemed able to much as to catch a glimpse of him, let alone stop him. Trebuchet was hired by the local merchant's guild to help guard. With help from his magical abilities, he discovered the thief coming in from above, using enchanted boots and ropes to manuever skillfully and silently over everyone's heads. Unfortunately, his magical assault proved too powerful, and the thief was killed. Worse yet, the thief was none other than the son of a prominent Councilman, who immediately demanded Trey's arrest. Trebuchet was finally released, but exiled from Nastung as well. As he left the great city forever, the father of the man he'd killed threw the magic boots at him...a gesture of grief and anger. Trebuchet took them with him, seeing them as a reminder of the consequences of his actions. The boots are short in length, finely crafted leather, with sturdy soles. They're also dyed bright blue, and have a white 'stormcloud' emblem on either side. When activated, small white clouds form under the soles and bear the user aloft.

Mundane Items
Backpack, 2gp, 2lbs
Caltrops, 1gp, 2lbs
50' silk rope, 10gp, 5lbs
Grappling hook, 1gp, 4lbs

Money
120gp, 9sp, 10cp

~~~~~

Appearance: Trebuchet is a stocky, tall warforged with broad build that makes him look stronger than he actually is. His mithril plated hide is pocked with odd hinges and closed flaps of unknown purpose. His head has a bit more of a skeletal cast to it than most warforged, with a prominant cheekbone, but sunken cheeks, and the suggestion of teeth along where his lower jaw fits against his upper. His eyes glow red, deep in the sockets. The same dull red has been inlayed and painted along his highlights as well.

Personality: Belying his intimidating appearance, Trebuchet ("Trey" to his companions), is actually very good natured. What makes it a bit unsettling is that his cheerfulness surfaces even in situations where it doesn't seem appropriate. While Trey seems, by his statements and attitudes, to be a bit bloodthirsty, this is not actually the case. Trey wishes for nothing more than to be useful, and to fulfill a purpose. His unique construction and training have made him into a living arcane weapon, and Trey interprets his 'purpose' as being destruction as a result. Thus, he takes great pride and joy in the destruction that he wreaks, which can easily be mistaken for darker emotions by those who do not understand his rather simple psyche. Trebuchet is conditioned to obey orders of those he recognizes as being higher 'rank' than he is...which includes most of the adventuring party he travels with.

Background: Trebuchet was discovered half-buried in a stone wall, deep underground in the ruins of some ancient fortification. At the time he was assumed long inactive, and treated as just another artifact from the dig. One of the handlers however decided to try to repair some of the damage to his body...and was shocked when the ancient war machine awakened from its damage-induced stasis! Centuries of disuse and neglect appeared to have wiped most of his memory clean. Fortuantely, this also engaged the 'learning mode' wherein the warforged can pick up new information quickly. In mere months he was fluent in Common, and weeks after that, he had learned basic skills in weapons and other areas. Although largely ignorant of his past and abilities, the newly named Trebuchet did understand magic on an almost instinctive level, and with some practice became able to unlock the magical devices and runes graven into his own body to produce devastating displays of destructive power. All of this was viewed with some delight by the generals of Gethry, who saw great potential in the machine man, or 'warforged' as he came to be known (a term he translated himself from his broken memories) as an instrument of battle in Gethry's ongoing conflict with the savage halflings and men of the Westlands who took issue with Gethry's expansion into their territory.

He was assigned to a squad of human warriors to act as a sort of heavy "siege unit" and magical assault battery. It was over his association with these battle-hardened (and not entirely stable in some cases) veterans that Trey developed the seeds of what would flower into his current personality. Unfortunately (from his perspective) the war ended not long after Trey had been introduced to the battlefield.

Social and political pressures following the war resulted in the warforged being granted full citizen status, and he was released from his compulsory military service. Trebuchet had trouble adapting though. In both magical and mundane skills, he was proficient only in combat. While he managed to hammer out a living using his self-repair skills to work metal craft items, he found it a profoundly dull existence, using only a fraction of his potential talents. But when the village he was working in was attacked by an ambitious tribe of ogres, led by an ambitious ogre mage, everything changed for Trebuchet.

During the campaign to fend off the giant army, Trey met a group of 'adventurers,' who it seemed made a lifestyle of going around, doing stupendously dangerous things, and collecting the spoils therof. They had come this time to help defend the village. Trey lent his considerable talents to the fray as well...and when the battles were finally over and the village picking up the pieces that were left...Trebuchet joined the adventurers, and made their agenda his own.

It was in this fashion then that he found himself a fugitive aboard a fantastic elemental ship, skimming over a sea of ice and fire with one eye looking ahead to the horizon...and the other eye scanning the horizon behind for their everpresent pursuit.
 
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Bront

The man with the probe
Ekilu ka Wooli (Ekilu the White)
Darfellan Spirit Shamen 6/Storm Lord 2

Age: 21
Gender: Male
Height: 5'0"
Weight: 176
Eyes: Blue
Hair: None
Skin: All White

STR: 18 [+4] (6 points +2 Racial +2 Item)
DEX: 10 [--] (4 points -2 Racial)
CON: 12 [+1] (4 points)
INT: 12 [+1] (4 points)
WIS: 18 [+4] (10 points +2 level)
CHA: 12 [+1] (4 points)

Hit Point: 58
Hit Dice: 8d8 + 8
Armor Class: 21 (10 base + 5 Armor + 3 Shield + 2 Natural +1 Deflection), 11 Touch, 21 Flat Footed
Initiative: +0
BAB: +5
- Melee: +9
- Ranged: +5

Speed: 20’ (Swim 40'(50'))

FORT: +12 (8 Base + 1 Con + 2 Feat + 1 item)
REFL: +3 (2 Base + 0 Dex + 1 item)
WILL: +13 (8 Base + 4 Wis + 1 item)

Abilities:
Racial
- +8 Swim, may take 10, 40' Swim speed, can run while swimming
- Hold Breath: Can hold breath Con * 8 rounds (96 Minutes)
- Bite: 1d6 + 1 1/2 Str as Primary
- Echolocation: Blindsense 20' underwater
- Racial Hatred: +2 to hit and damage Sahuagin
Spirit Shamen
- Spirit Guide: Ookatooli - Storm Spirit - Power, Conflict, Vengance
-- Alertness
-- Folow the Guide: May make second will save vs enchantment spells 1 round later
- Wild Empathy +7 (6 level +1 Charisma)
- Chastise Spirits: 6d6 vs Spirits within 30', DC 17 Will, 4/day
- Detect Spirits: As Detect Undead but for spirits
- Blessing of the Spirits: Protection from Spirits (As Pro Evil) till dispelled, takes 10 min to activate.
- Ghost Warrior: All weapons gain Ghost Touch ability, and uses normal AC vs incorperal attack
Stormlord
- Enhanced Javelins: Thrown Javelins considered +1 magic weapons
- Electricity Reistance: 5
- Shock Weapon: Spears or Javelins considered a shock weapon (+1d6 electrical), for up to 1 round after leaving hand
Spells
- Scales of the SealordLasts 8 hours per casting, +2 Natural Armor, +10' Swim Speed, -2 Cha vs non-aquatic)


Feats:
1st Level
- Endurance
3rd Level
- Great Fortitude
6th Level
- Weapon Focus: Spear


Skills:
Concentration +6 (5 ranks + 1 Con)
Heal +9 (5 ranks + 4 Wis)
KN: Geography +6 (5 ranks + 1 Int)
KN: History +3 (2 ranks + 1 Int)
KN: Nature +8 (7 ranks + 1 Int)
Language (1 CC rank)
Listen +9 (3 ranks + 4 Wis + 2 Feat)
Prof: Sailor +9 (5 ranks + 4 Wis)
Spellcraft +3 (2 ranks + 1 Int)
Spot +9 (3 ranks + 4 Wis +2 Feat)
Survival +11(13(15)) (7 ranks + 4 Wis + (2(4)) Synergy)
Swim +17 (5 ranks +8 Racial + 4 Str)


Languages:
- Darfellan
- Common
- Aquan


Spellcasting:
Caster Level: 8 (Druid Spell List)
Save DC: 10 + 1 CHA + Level
Spells Known or Available:
Oth level – 3 Detect Magic, Light, Resistance(6/day)
1st level – 3 Speak with Animal, Lessor Vigor (CD 186), Hawkeye (CD 166) (7/day)
2nd level – 2 Cloudburst (CD 158), Bear's Endurance(7/day)
3rd level – 2 Scales of the Sealord (SW 121), Call Lightning (6/day)
4th level – 1 Cuse Serious Wounds(5/day)


Equipment:
Melee weapons
-Storm's Fury Spear +1, +11 (1d8+7+1d6, 20/x2) Fine spear engraved with bolts of lightening (2302gp, 6lb*)
-Spear +1, +10 (1d8+6+1d6, 20/x2) Normal Spear or Long Spear (Reach) (Spear (2), 4gp, 12lb*) (Longspear 5gp, 9lb*)
-Bite, +9(4) (1d6+6(2), 20/x2) Natural (Secondary) Attack
-Hand Axe, +9 (1d6+4, 20/x3) Hand Axe (6gp, 3lb)
-Dagger, +9 (1d4+4, 20/x2) Dagger (2gp, 1lb)

Ranged weapons
-Storm's Fury Spear +1, +7 (1d8+7+1d6, 20/x2, 20 ft.)
-Spear, +6 (1d8+6+1d6, 20/x2, 20 ft.)
-Seaman's Bow MW Compositie Short Bow +4 Str, +6 (1d6+4, 20/x3, 70 ft.) Fine bow of an able seaman (675gp, 2lb*)
-Javalin, +6 (1d6+5+1d6, 20/x2, 30 ft.) (Q18 18gp, 36lb*)
-Dagger, +5 (1d6+4, 19/x2, 10 ft.) Dagger

Note: All weapons are Ghost Touch, all spears or javalins are Shocking, and all javalins are +1 at least.

Armor
-Name Mithril Chain Shirt +1 (AC +5, ACP 0, Max Dex +6) Description (2100gp, 12.5lb)
-Spirit's Shell Animated Mithril Heavy Shield +1 (AC +3, ACP 0) A Mithril shield designed to look like a clam shell, said to be animated by the spirits of the sea. (10020gp, 7.5lb)

Miscellaneous Items
- Wind's Defense, Ring of Protection +1, Golden Ring carved with swirling winds given to him by Fee, unbeknownst to Ekilu (2000gp, -lb)
- Shark's Gloves, Strength +2, Sharkskin gloves with runes carved along the insides, removed from a Sahuagin chief (4000gp, -lb)
- Vest of Resistance +1 (1000gp, 1lb)
- Adventurer’s Outfit (-gp, -lb)

- Efficient Quiver (1800gp, 2lb) (Objects inside don't count againt weight)
-- Weapons noted above
-- 60 Arrows (3gp, 9lb*)

- Handy Haversack (2000gp, 5lb) (Objects inside don't count against weight)
-- Bedroll (1sp 5lb*)
-- Flint & Steel (1, -lb*)
-- Grappling Hook (1gp, 4 lb*)
-- Rope, 50' Silk (10gp, 5lb*)
-- Wand of Cure Light Wounds (50/50chg) (750gp, -lb*)
-- Potion of Enlarge (50gp, -lb*)
-- 2 Waterskins (2gp, 8lb*)
-- 6 Days Rations (3gp, 6lb*)

-Belt Pouch (1gp, .5lb)
--Amulet of Everburning Flame (110gp, -lb)

* Weight not counted due to container
Weight Carried: 32.5 lb
Remaining money: 136 gp 9 sp


Encumberance
Capacity: 100, 200, 300
Lift: 600
Push/Drag: 1500


Description
Ekilu is slightly tall for a Darfellan, and a bit larger as well. He wears simple sailors clothing built to get wet, with his mithril shirt underneath, sharkskin gloves, a quiver and sack over his shoulders, and a belt pouch with an amulet that is enchanted with continual flame on it. However, his skin is a stark white, with not a spot of black on it. While many other races may not give him a second glance, it is something of note to those familiar with the Darfellan. His eyes are a deep sea blue, and seem soulful and deep, and he has no hair.

Personality
Ekilu is a man of two minds. His heritage leads him to be calm, thoughtful, and contemplating. His storm spirit guide leads him to be aggressive, confrontational, and even vengeful. As a result, he displays a wide array of emotions. Generally, he keeps a reign in on his spirit guide, and looks for a calm and thoughtful way out of a situation, but he can be spurned on to act quickly, sometimes without warning, and it is often rash and exacting, though rarely random. He bears the burden of his race on his shoulders, though mostly by his own choosing. He has managed to calm down much since Fee entered his life, and Ookatooli has been more passive of late.(6)

Background
Despite a raging storm, Ekilu’s birth was celebrated by all in the Weilishootili tribe(1), for the birth of a whiteskin was a rare sign for the Darfellans. He was raised by the tribe as a whole, with the elders thinking that his arrival was as a sun of all Darfellans. Ekilu was dubbed Ekilu ka Wooli, which means Ekilu the White in Darfellan. He was once told that his parents picked the name Ekilu, but that was all he knew.

The elders and the tribe argued with what was the best way to raise him, and eventually decided to let him seek his own path instead of guiding him. They hoped that this would allow him to fulfill his destiny without interference from mortal hands. So they let Ekilu choose what to learn, what to explore, and simply answered questions or provided limited guidance when he asked for it. As a young man, Ekilu seemed to find interest in many things, and learned of history, nature, the lay of the lands, as well as more practical skills in healing, survival, swimming, and sailing. He was treated with kindness and patience, and taught to think before he acted.

Ekilu stayed with many different families in the tribe, who each showed him a little bit of the Darfellan culture. However, many of the families were torn asunder by fighting while he was there. It took many years for the elders to see a pattern, and even then they felt it was worth the risk. Finally, once one father broke down and nearly killed his wife, Ekilu was given a house of his own, and it was agreed that the elder girls of the village would spend alternating times taking care of him. By this time, he was age 8, and was fairly advanced for his age in many of his skills. As he grew older, many of the girls tried to court him while they took care of him, but he was generally dedicated to following his own path, and showed little interest in them.

Little was it known that Ekilu was receiving guidance from a spirit guide since his birth. The storm spirit Ookatooli had affixed itself to Ekilu when it saw the wondrous child born. While not apparent to Ekilu much at first, Ookatooli’s presence was felt as he began to mature. While Ekilu learned of the calm and deliberate Darfellan way, Ookatooli spoke of conflict, of power, and even of vengeance. The spirit urged Ekilu, who learned to use the spear and javelin to some degree of mastery at it’s urging. It spoke of conflict, past, present and future. Ekilu kept Ookatooli’s urgings to himself for some time.

On Ekilu’s 15th birthday, he could keep Ookatooli’s words to himself no longer. He spoke to the town elders of what Ookatooli had been telling him for days. Ookatooli spoke of a large contingent of Sahuagin coming to invade the tribe’s lands. He said they were coming for some kind of portal. Ekilu’s words were considered by the elders, but his words split the tribe at a deep rift. Some wished to run at Ekilu’s insistence, while others wanted to stand and fight, or even those who did not believe Ekilu’s warning, but most of the elders felt differently, called for the town to leave the next day. A girl, who had just taken to watching Ekilu that day, gave him a ring, saying that it would protect him on his coming journey, and he accepted it as a token of faith. Most of the tribe packed what they could and left the next day to follow Ekilu. That night, the Sahaugin attacked, slaughtering those who were left, with few survivors(3). The Darfellan’s that remained were forced to continue more inland, and while many survived, they began to integrate with other races in the various cities and villages through the land. Many looked to Ekilu for guidance, but he was disappointed that he could not save them all.

Ekilu broke away from the tribe, fearing that perhaps he would bring more conflict and vengeance down on them, while seeking to find vengeance of his own against the Sahuagin. With the help of Ookatooli, he began to manifest control of magic, and an understanding of spirits that moved the world. He rarely spent a year in any one place, with constant conflict He spent time sailing, as a healer, as a scout, and even as a warrior, but never staying for long.

His latest job however, kept him going for a while. As an experienced sailor and navigator, he had become an officer on one of Prince Taala’s ships. His understanding of spirits impressed the prince when he had the chance to meet him, and the job gave Ekilu a sense of pride and relief, knowing that serving in Prince Taala’s steed helped protect all his people, without him putting them at risk by being near them. Someday, he had hoped to be given access to the oracle weirds, to ask of his destiny.

However, there was another Darfellan in the service of Prince Taala as well, Fee’utikoo(4), who served aboard the Stormdancer(5). Fee, as Ekilu grew to call her, was a spirited warrior woman, who was quite intrigued to find Ekilu. While he avoided questions about his past, and she hers, they became close while serving together. Ookatooli even encouraged Ekilu’s time with her, as they sparred, laughed, and spoke in their native tongue of things long forgotten for the two wandering Darfellans. An association turned to friendship, and friendship later to love, as the two became truly close. Ekilu made it his personal mission to make sure Fee came back alive, and despite many voyaged where combat and conflict followed, he lived up to his personal promise.

During one of the missions of the Stormdancer, they ship fought a tribe of Sahuagin. Visions of dying tribesmen flashed in Ekilu’s head, and he lashed out at any and all Sahuagin he could, leaving a wake of blood, gore, and Sahuagin parts. When the battle was over, Ekilu had torn the tribal chief’s head off with his bare hands, and Fee was right beside him, having finished off those Ekilu had failed to kill on his rampage towards the chief, staring at him in disbelief. He burned the head, keeping the chief’s gloves to remember the encounter by. Later, Ekilu was saddened by his burst of rage and anger, and began to suspect Ookatooli’s influence, but Fee reassured him that they had deserved what they got for the continual slaughter of their people. That eased the weight a little, but he was uneasy about his loss of control.

As the couple grew closer, Ekilu revealed his past, talking about how his tribe felt he had a destiny, and how he let them down by not saving all of them. Fee simply smiled, and told him that he was just one man, and it was unfair that he feel he need take his entire race on his shoulders. Fee has helped ground Ekilu and given him some perspective on his goals and destiny in life. Together, they have made a fine team, though in the back of Ekilu’s mind, he worries that a great conflict is coming, and he may have to leave her.

Footnotes
1. The largest remaining tribes of the Darfellans remaining after they were scattered by the Sahuagin, or at least at the time. The tribe lived in along a rocky break in part of the Earth Wall(3), where they were able to build a dock for 2 small fishing boats, and use the numerous caves in the rock formations to get to the water as well. It is rumored that some of those caves lead to the waters of the elemental plane of water. The location of the tribe gave it shelter from the Sea, and from any incursions from land as well, with steep rocks rising around much of the village, and only a narrow winding road leading out through them. Simple farms lined the edges where the ground was soft enough, and some caves and seabeds were used to harvest vegetation.
2. The Earth Wall is a line of rocks, cliffs, and maintains along the edge of the Sea of Fire and Ice. There are few ports along the wall, but none are very large, or give easy access to the cities that support them. It is common for some cliff cities to have stair and pulley systems to raise and lower people to docks on the cliff side.
3. It is rumored that the Sahuagin sought a portal to the elemental plane of water, but many Darfellan believe that Ekilu somehow lead them to the tribe, or that they simply sought the Darfellans to slaughter again. The Sahuagin have settled the area somewhat, and caused a collapse in the cliffs to block the road going inland.
4. Fee’utikoo was the last girl to care for Ekilu before he led his tribe away from their village. However, she has never revealed this to Ekilu, and Ekilu only remembers that she looks vaguely familiar, but it has been a long time since he has been close to another Darfellan. She is a powerful and strong willed warrior and sailor.
5. The Stormdancer was an elemental sailing ship built to withstand sailing heavy storms in the more unstable seas that touched elemental planes.
6. Ookatooli’s passiveness is due to a lull in where the spirit feels he is needed to take part in a more active roll. Ookatooli generally has steered Ekilu into conflict, or brought it to Ekilu. However, Ookatooli is part of the reason Ekilu is special, and he is likely to guide him where he is needed.
 
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Erekose13

Explorer
Brightstar Vaukriel, Illumian Unfettered/Duskblade

Brightstar Vaukriel, Angel of Splendor
Male Illumian Unfettered (Clever Blade Saint) 5 / Duskblade 3 [Race RoD, class AE(Tra)/PHB2]
Medium Humanoid (Human)
Alignment: Chaotic Good
Height: 6' 4''
Weight: 196lbs
Hair: Black
Eyes: Bright blue
Age: 30
XP: 30,000

Str: 14 (+2) [6 points]
Dex: 18 (+4) [10 points, +2 level]
Con: 10 (-) [2 points]
Int: 14 (+2) [6 points]
Wis: 10 (-) [2 points]
Cha: 14 (+2) [6 points]

Class and Racial Abilities:
Illumian [Races of Destiny, 51]
  • Luminous Sigils (Su): soft blue sigils float around his head with the intensity of a candle.
  • Glyphic Resonance (Ex): immune to glyphs cast by a caster level less than his HD. -4 save vs. glyphs cast by a greater caster.
  • Power Sigils (Su): VaulUur (soul of grace): +3 to all Dex and Cha based checks and skill checks.
  • Illumian Words (Su): VaulUur: 2/day expend spell slot as a swift action to add 1d6 per spell level to sneak attacks until the beginning of next turn.
  • Final Utterance (Su): upon death for 1rd/HD the words of his life are heard nearby.
  • +2 saves vs. spells with the shadow descriptor.
  • Superior Literacy: literate. Speak Language is always a class skill.
  • Automatic Languages: Common, Illumian; Bonus: Any
Unfettered [Arcana Evolved, 85]
  • Weapon Profs: simple, martial, and exotic agile weapons; Armor Profs: light and shields.
  • Armor Bonus (Ex): +2 AC when wearing light or no armor.
  • Parry (Ex): Add Int bonus to AC vs. one opponent.
  • Bonus Feat: Defensive Stance (AE, 135)
  • Sneak Attack (Ex): +1d6 sneak attack.
Blade Saint [Transcendence, 54] - Clever Blade school
  • First Form (Unfettered 3) - Base Trickery: +2 attack when opponent takes a circumstance penalty to attack based on terrain or if the terrain confers a bonus to the Blade Saint. (ie Higher ground nets him +3 attack)
  • Second Form (Unfettered 5) - Sneak Attack: +1d6 sneak attack
Duskblade [Players Handbook 2, 19]
  • Weapon Profs: simple, martial; Armor Profs: all except tower shield.
  • Spells Known: 4 0th; 4 1st
  • Spells per day and saves based on Int.
  • Arcane Attunement (Su): 5/day cast one of dancing lights, detect magic, flare, ghost sound, read magic
  • Armored Mage (Ex): cast in light armor w/ light shields.
  • Combat Casting: gain feat.
  • Arcane Channeling (Su): cast any touch spell as part of a melee attack, no attack of opportunity, spell must have casting time 1 standard action or less.

Hit Dice: 8d8
HP: 50
AC: 21 (+5 armor, +4 Dex, +2 Class); +2 vs. one opponent in melee. +1 vs. all melee.
ACP: -1
Init: +4 (+4 Dex)
Speed: 30ft; Fly 60ft (average)

Saves:
  • Fortitude +4 [+4 base, +0 Con]
  • Reflex +10 [+6 base, +4 Dex]
  • Will +4 [+4 base, +0 Wis] +4 vs. fear
  • +2 vs. spells w/ shadow descriptor

BAB: +8
Melee Atk: +11 (2d6+6/20/x3/P, long spikestick)
Ranged Atk: +13 (1d8+2/x3/1100 ft./P, longbow)

Skills:
  • Bluff +18 [11 ranks, +2 Cha, +3 racial, +2 feat]
  • Diplomacy +20 [9 (1cc) ranks, +2 Cha, +6 synergy, +3 racial]
  • Gather Information +8 [3 ranks, +2 Cha, +3 racial]
  • Jump +9 [5 ranks, +2 Str, +2 synergy], -1 ACP
  • Knowledge (nobility) +7 [5 ranks, +2 Int]
  • Open Lock +8 [1 ranks, +4 Dex, +3 racial]
  • Sense Motive +5 [5 ranks, +0 Wis]
  • Sleight of Hand +10 [1 rank, +4 Dex, +3 racial, +2 synergy], -1 ACP
  • Sneak +15 [8 ranks, +4 Dex, +3 racial], -1 ACP
  • Tumble +22 [11 ranks, +4 Dex, +3 racial, +2 feat, +2 synergy], -1 ACP
  • Balance +9 [0 ranks, +4 Dex, +3 racial, +2 synergy], -1 ACP
  • Concentration +4 [0 ranks, +0 Con, +4 feat]
  • Disguise +5 [0 ranks, +2 Cha, +3 racial] +2 in character
  • Escape Artist +7 [0 ranks, +4 Dex, +3 racial], -1 ACP
  • Intimidate +7 [0 ranks, +2 Cha, +3 racial, +2 synergy]
  • Perform +5 [0 ranks, +2 Cha, +3 racial]
  • Ride +7 [0 ranks, +4 Dex, +3 racial]
  • Use Rope +7 [0 ranks, +4 Dex, +3 racial]

Feats:
  • Enhanced Power Sigils (1st level) - power sigils grant additional +1 [RoD, 152]
  • Defensive Stance (2nd level Unfettered) - +1 dodge bonus to AC in melee [AE, 135]
  • Skill Application - Bluff, Tumble (3rd level, Ceremonial) - +2 to two skills[AE, 144]
  • Combat Casting (2nd level Duskblade) - +4 Concentration checks in Combat
  • Tumbling Attack (6th level) - full action: opposed tumble check -5; if successful you can attack as if flanking opponent alone [Tra, 59]

Languages: Common, Illumian, Abyssal, Ignan

Spells Known [PHB2]
  • Save DC +2; Spells per day: 5 0th; 6 1st
  • 0th – acid splash, disrupt undead, ray of frost, touch of fatigue
  • 1st - blade of blood [PHB2, 103], kelgore's fire bolt [PHB2, 116], shocking grasp, rouse [PHB2, 123]

Equipment:
  • Beacon of Dawn, +1 roguefriend [BoEM3, 40], evil outsider detecting [BoEM3, 40], flametouched iron [ECS, 127], dire [AE, 160], long spikestick [AE, 158] – 9,620gp. Like his own nickname, this weapon's name is a mockery of its true form. The Beacon of Dawn is a twisted dark metal monstrosity with sharp angles and skin-tearing spikes on all sides.
  • Gift of Sin, demonic feathered wings [FF, 210] - 10,000gp. When captured and tortured in the foul prison of the demon lord Garguel, Vaukriel's gracious host gifted the Illumian with great big black wings grafted directly on his back. The wings are a symbol of the depravity and mockery that Vaukriel suffered during the time he was incarcerated.
  • Heaven's Raiment, +1 leather coat [AE, 166] of courage [BoHM, 40] - 4,350gp. This leather coat has been dyed a deep royal blue. It is embroidered with gold-lined clouds forming a peaceful heavenly scene across the back. The trim is an intricate gold embroidery of knotwork along the collar and down the length of the front.
  • Joreth's Ring, ring of magical might (1st) [AE, 224] - 1,000gp. This simple gold band features a feathered motif as it wraps around the wearer's finger.
  • Shard of Electricity, empowered spell shard (shocking grasp) [MoE, 116] - 1,500gp. A tiny shard of crystal, inscribed with arcane runes, banded with mithral, hangs from a silver chain.
  • Potion of Lesser Vigor [CD 186] x6 - 150gp - in backpack
  • Backpack - 2gp - worn
  • Courtier’s outfit and jewelry – 80gp - worn
  • Disguise kit – 50gp - in backpack
  • Bedroll 5sp - on ship
  • Waterskin 1gp - in backpack
  • 50 ft. silk rope 10gp - in backpack
  • Trail rations (20 days worth) 10gp - on ship
  • Belt pouch 1gp - in backpack
  • Tent – 10gp - on ship
  • Flint and steel – 1gp - in backpack
  • Traveler’s outfit - (Free) - in backpack

Money
214gp, 5sp, 0cp

~~~~~

Appearance: Vaukriel would appear quite human if a bit on the tall side if it weren't for a few striking characteristics such as the pale blue sigils floating around his head, or perhaps the large black feathered wings on his back. Vaukriel has piercing blue eyes and deep raven black hair. He proudly wears his leather coat, Heaven's Raiment which has been fitted to allow his black wings freedom to expand. The wicked weapon he wields was all he was had when he escaped the prison of Garguel, though before forging it into the spikestick it is today, it was only the painful chains that had been wrapped around his feat and hands.

Personality: Vaukriel struggles within himself. To his friends he puts on a good show of being a very passionate individual, driven by hope and courage. Yet ever since his incarceration, the Illumian has been dealing with very difficult issues within his own mind. Terribly scarred from the ordeal, Vaukriel has never opened up to anyone about what happened to him and why he has large black demonic wings or why he carries a wicked stick barbed with horrific twisted pieces of blackened iron. Something new is bubbling to the surface of this once peaceful creature, something that could errupt if given the right circumstances.

Background: When first taught the Ritual of Words Made Flesh, Vaukriel was full of hope and courage, much as he tries to be even now. As a young Illumian he did what all the other students in his cabal did, study the myriad ways in order to try and best understand the entirety of their world through language. When he was old enough, Brightstar Vaukriel left the cabal with high hopes.

He travelled across the vast oceans, past the great fields, and over the Stonemaw Mountains until he finally reached his destination, the Kingdom of Knowledge. Where better to learn the secrets of the multiverse than the land of prophesy. Almost completely unheard of in the Kingdom, the Illumian was something of a curiousity among the court. It was perhaps through luck or perhaps skill, that Talaa, the omnielemental prince found a hint of greatness in the young Illumian. Tasked to pierce the sky and journey to the realms of the gods, Vaukriel set out on yet another great quest.

As he ascended fate tore him astray. The young Illumian was captured by the agents of Garguel, a fiend enamored with corruption and the innocent. Dragged down into a hellish world of pain and death, Vaukriel was taken to the Pits of Suffering where he was tossed into a prison cell little bigger than a house made for a dog. Tortured and mocked by Garguel, Lord of Perversion and Depravity, Vaukriel faught long and hard to hold on to the hope that he had once thrived on.

Lord Garguel and his court often enjoyed draging the poor Illumian out to be ridiculed. After one particularly devilish insight, Garguel caught onto the idea that the Illumian with his sigils and his quest to ascend to the palace of the gods, must've been seeking to become an angel. Lord Garguel arranged for Vaukriel to be grafted with a pair of large black demon wings forever to be called Angel of Splendor, a title that will haunt the Illumian till his death bed.

Prolonged expossure to the debauchery of Lord Garguel's court renewed something within Vaukriel. Catching on to a wave of hope, the Illumian tore himself free of the terrible barbed chains that held him prisoner and took wing in an effort to escape the black Pits of Suffering. Having overheard one of Lord Garguel's guests speak of a doorway through which he had come from the great city of Entridiope, Vaukriel knew how to escape. Guards and demons fell to the Angel of Spledor as he wrapped his binding chains around a stough piece of wood from the cell door. Armed with the Beacon of Dawn, he freed himself from captivity.

Returning to Talaa's Kingdom, the battered and beaten Vaukriel flew with renewed strength. Little time did he have after his return before things in the court of his patron began to turn sour. With new companions, the Illumian sets out on a new quest, where this one will lead is a completely different question.

~~~~~

Sources:
  • Races of Destiny [RoD]
  • Arcana Evolved [AE]
  • Transcendence [Tra]
  • Players Handbook 2 [PHB2]
  • Eberron Campaign Setting [ECS]
  • Magic of Eberron [MoE]
  • Book of Hallowed Might [BoHM]
  • Book of Eldritch Might 3 [BoEM3]
  • Fiend Folio [FF]
  • Complete Divine [CD]
 
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Watus

First Post
Kaiee Taraniule (a.k.a., "Swift")
Male Raptoran
[RW] Domain Wizard (Storm) [UA] 5 / Stormcaster [SW] 3
Medium Humanoid
Alignment: Neutral Good
Height: 6' 2''
Weight: 160 lbs
Hair: White feathers
Eyes: Black
Age: 22

Str: 8 (-1) [0 points]
Dex: 14 (+2) [6 points]
Con: 16 (+3) [6 points, +2 item]
Int: 20 (+4) [10 points, +2 level, +2 item]
Wis: 12 (+1) [4 points]
Cha: 14 (+2) [6 points]

Class and Racial Abilities: +2 Bonus to Climb and Spot checks, Familiar, Flight (Ex), Gliding, Low-Light Vision, Pact with Wind Lords, Storm Spell Power (Ex), Thunderclap (Su), Resistance to Electricity (Ex), Shield of Winds (Sp), Unerring Direction, Weapon Familiarity (Footbow), Wing-Aided Movement.

Hit Dice: 8d4+24
HP: 49
AC: 16 (+2 dex, +2 armor, +2 deflection), touch 14, flat-footed 14
ACP: 0
Init: +2 (+2 Dex)
Speed: 30 ft/x4; Fly 40 ft.(good)

Saves:
Fortitude +7 [+4 base, +3 Con]
Reflex +6 [+4 base, +2 Dex]
Will +6 [+5 base, +1 Wis]

BAB: +3
Melee Atk: --
Ranged Atk: --

Skills:
Balance +4 [0 ranks, +2 Dex, +2 Feat]
Climb +1 [0 ranks, -1 Str, +2 race]
Concentration +13 [10 ranks, +3 Con]
Jump +11 [0 ranks, -1 Str, +10 race, +2 Feat]
Knowledge (arcana) +16 [11 ranks, +5 Int]
Knowledge (arch & eng) +6 [1 ranks, +5 Int]
Knowledge (dungeoneering) +6 [1 rank, +5 Int]
Knowledge (geography) +110 [7 ranks, +5 Int]
Knowledge (history) +6 [1 rank, +5 Int]
Knowledge (nature) +10 [5 ranks, +5 Int]
Knowledge (religion) +6 [1 rank, +5 Int]
Knowledge (the planes) +10 [5 rank, +5 Int]
Listen -1 [0 ranks, +1 Wis, +1 race, -4 flaw]
Spellcraft +18 [11 ranks, +5 Int, +2 synergy]
Spot +1 [0 ranks, +1 Wis, +2 race, +2 familiar, -4 flaw]
Survival +4 [3 ranks, +1 Wis]

Feats:
Born of the Three Thunders [CA], Improved Flight [RW], Spell Focus (Evocation), Scribe Scroll, Empower Spell, Energy Substitution (Electricity) [CA], Planar Familiar (Air Elemental) [PL]

Flaws: Non-combatant, Inattentive.

Languages: Tuilvilanuue, Common, Draconic, Elven, Sylvan.

Prepared Spells: (Caster Level 7)
0 (DC 14) - ray of frost (d), --in process
1 (DC 15) - obscuring mist (d), --in process
2 (DC 16) - gust of wind (d), --in process
3 (DC 17) - lightening bolt (d), --in process
4 (DC 18) - ice storm (d), --in process

Known Spells:
--in process

Equipment: 27,000 gp
Amulet of Health +2 (4,000 gp)
Headband of Intellect +2 (4,000 gp)
Bracers of Armor +2 (4,000 gp)
Ring of Protection +2 (8,000 gp)
Handy Haversack (2,000 gp)
--in process

Money
5,000 gp



Familiar: Swift has called an air elemental as a magical companion.

Resistance to Electricity (Ex): Swift has resistance to electricity 10.

Shield of Winds (Sp): As an immediate action, Swift can surround his space with an effect equal to a wind wall for 1 round. He can use this ability one time per day.

Storm Spell Power (Ex): Any spell Swift casts that has the air, electricity, sonic, or water descriptor is cast at +2 caster level.

Thunderclap (Su): Swift can lose any prepared spell or spell slot in order to generate a 30-foot-radius burst of sonic energy. The burst deals 1d4 points of sonic damage per level of the spell slot to all targets in the area; any creature damaged by this effect is stunned for 1 round. A Fortitude save halves the damage and negates the stun effect. Swift is immune to his own thunderclap power.

Racial Abilities
* Base land speed of 30 feet.
* Low-Light Vision
* Wing-Aided Movement: +10 racial bonus on Jump checks.
* Gliding (Ex): You can use your wings to glide, negating damage from a fall of any height and allowing 20' of forward travel for every 5' of descent. If you become unconscious or helpless while in midair, your wings unfurl and stiffen. You take 1d6 points of falling damage, no matter what the actual distance of the fall. You can't glide with a medium or heavy load.
* Flight (Ex): You can fly at a speed of 40 feet (average). You can fly for 2 rounds or 4 rounds with fatigue following flight. You can't fly with a medium or heavy load.
* Pact with Wind Lords: +1 to caster level for spells with the air descriptor.
* Unerring Direction: You have an instinctive sense of which direction is north.
* Weapon Familiarity: Raptorans treat the footbow as martial weapons, rather than exotic weapons.
* +2 racial bonus on Climb and Spot checks.

~~~~~

Appearance:
Of average build for a Raptoran, Swift is taller and slightly thinner than the average human. His scalp and wings are covered in snowy white feathers. His clothing is simple and utilitarian, designed to keep his spell components and such from tumbling out while in flight.

Personality:
Swift is cool and imperious even for a Raptoran.

Background:
Despite the lilting name, the Cliffs of Vilanuue are a turly forbidding sight. A sheer drop of over a thousand feet to the pounding surf below, the the black shale cliffs are shrouded in a perpetual haze of fog and salt spray. Only the the white forms of the constantly wheeling sea birds and the occassional patch of moss or shamrock disturb the great black swath of its 30 mile long face. These cliffs have been the home of the Tuilvilanuue for as long history has been recorded. Making their living from the sea, the Raptorans of Vilanuue chisel their homes into the bare rock face, with rope ladders and carved ledges for their young and infirm. They fish the seas, gather eggs, hunt the woods above, and, in accordance with their ancient pact, train their young to fight the wars of the Wind Lords.

Like his father, and his father before him, Swift's strength lay not in the muscles of his arm, but in his ability to bend the very weave of reality to his will. Trained as an arcanist from a young age, Swift proved himself more than able, therby earning himself the right to forgo the martial training to which his age-mates were subjected. The primal forces which shaped the reality of his clan's daily life - the forces of wind and water - shaped his studies, deepening his feeling of kinship with the power and the thrill of the storm.

The Raptoran clans of Vilanuue expect that the most gifted among them will spend some time in their youth serving abroad as mercenaries as they work to develop their martial skills in accordance with their pact. It is in this capacity that Swift first entered the service of Prince Taala.

Sources:
CA = Complete Arcane
PL = Planar Handbook
RW = Races of the Wild
UA = Unearthed Arcana
 
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Fenris

Adventurer
Alright here is my shot. I don't have any of those others books, so I made due with what I have.

Right now I haven't changed much of the sample format character, so focus on the background for the moment. I left the foramting in to make sure I get it right later.

Gilead
Male Sylvan Elf, Half Satyr Swift Hunter Druid 7
[Race Isida ;) , class UA pg 58]
Medium Humanoid
Alignment: Neutral
Height: 5' 6'
Weight: 150lbs
Hair: Chestnut Red
Eyes: Brown
Age: 50

Str: 14 (+2) [4 points +2 racial]
Dex: 18 (+4) [10 points, +2 racial]
Con: 12 (+1) [4 points, -2 racial]
Int: 10 (+0) [2 points, -2 racial]
Wis: 20 (+5) [10 points, +2 level +2 enhancement]
Cha: 10 (+0) [2 points]

Class and Racial Abilities:
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision
Elven Weapon Proficiency
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Half-Satyrs have a +2 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
+2 natural armor bonus.
Natural Weapons: Head butt (1d4).
Animal Companion
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure
Druid Weapons Prof
Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC)
Fast movement (as monk)
Favored enemy (as ranger)
Track feat (as ranger).

Hit Dice: 7d8 +7
HP: 51
AC: 22
ACP: 0
Init: +4
Speed: 50ft

Saves:
Fortitude +6 [+5 base, +1 Con]
Reflex +6 [+2 base, +4 Dex]
Will +10 [+5 base, +5 Wis]

BAB: +6/+1
Melee Atk: +1 (1d4-1/19-20/x2/S, dagger)
Ranged Atk: +3 (1d6/x2/60 ft./eldritch blast)

Skills:
Hide +0 [0 ranks, +4 Dex, +2 racial]
Knowledge (Nature) +0 [0 rank, +0 Int]
Listen +1 [0 ranks, +5 Wis +4 racial]
Move Silently +0 [0 ranks, +4 Dex, +2 racial]
Perform +0 [0 ranks, +0 Cha, +2 racial]
Search +0 [0 ranks, +0 Int, +2 racial]
Spot +0 [0 ranks, +5 Wis, +4 racial]
Survival +0 [0 ranks, +5 Wis]

Feats:
Track (1st level Class Bonus) [PHB]
Point Blank Shot (1st Level) [PHB]
Rapid Shot (3rd Level) [PHB]
XXXXXXX (6th Level)

Languages: Common, Elvish

Spells


Equipment:
Heart-wood, +2 Mighty(+2) Composite Longbow – 8,600gp.
Defender of GandrolakCold-iron +1 Longsword – 4,630gp This beauiful sword is engraved with many elemental symbols, inlcuding the house of Talaas himself. It was forged deep within the earth by earth elementals at Talaas' request. Many of the Fey in Gandrolak have taken to calling it Winter of the Heart since it's bite is reputely so cold.
Owl's EyePeriapt of Wisdom +2 4,000 gpThis beautiful gem bears a striking remeblance to the eye of an Owl and is has been handed down in Gilead's family for many generations.
Efficient Quiver 1,800 gp
Backpack - 2gp
Bedroll 5sp
Waterskin 1gp
50 ft. silk rope 10gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp
Tent – 10gp
Flint and steel – 1gp
3 bottles of fine wine – 30gp
Tankard – 2cp
Traveler’s outfit (Free)



Money
7,970 gp

~~~~~

Appearance: Gilead is a young man who looks mostly elven. But his father's ancestry is apparent. His head is covered in thick, curly chestut red hair and his legs abound in hair.. His toes are fused together with thic black nails and he had small black horns that peek out of his hair. Between his two parents Gilead ended up with more proncounced pointing on his ears, which sweep up the sides of his head farther than any elf. He carries a bow and quiver across his back, at his side a deadly sowrd. He wears no armor and his chest is bear, as is the custom among his father's peole.

Personality: Gilead is a young and somewhat intense elf. He always had an insight into things that gave him an aloof air as he observed things, but because of his satyr blood, he loves to have fun. He always knows where the berries that are over-ripea nd have fermented on the vine are. Having been charged early on with duties from Taala has given him a more serious cast than many of his bretheren, and he can be so fixated on his prey that he is blind to all else. But when he can he seems to shed this serious cloak and dance and sing and carouse with his satyr cousins. Likewise he has been seen studing with learned elven sages, asking about ancient trees and spells.

Background:
The Forest of Gandrolak was an enormous expanse of trees the stretched from the icy Sea of Vorgot in the north to the southern deserts where the Fire elementals dwelt. Within this forest lived many of the fey of the Kingdom. For it was a beautiful forest. The trees were so tall that clouds were often below the branches. Parts were so dark you could not see within them, even in the day. Yet the forest contained meadows and saplings, and creek and stream in it's vast canopy. All life that was foul and fair lived in the forest, which was how Talaas wanted it.

Gilead was the product of the forest. His father was the noted and famous satyr bard Mandroclese, his mother, Laina, a well respected shaman of the forest. But though he was born unto an elf, a sylvan elf at that, he never felt at ease around the other elves. And why would he, he had horns, his toes were black, if that is, you could call the two huge, calloused things at the end of his foot, toes. He often walked on the balls of his feet. He had far to much hair for any elf. But his mother did not care, she loved him as he was. She had not fallen under any spell of Mandroclese, she laughed when he tried, which made Mandroclese want her even more. Rather, Laina fell in love with him over his long pursuit of her. So Laina did not resent Gilead, but taught him to embrace the two halves of the forest he represented.

Satyr’s being what they are, Mandroclese left the care of his offspring to Laina and she raised him to love, and respect nature. Mandroclese did take a hand in raising his son, and taught him the ways of the forest from a hunter’s eye. So Gilead grew through the years in the Great Forest of Gandrolak. Few of the elves or the fey ever saw their master, King Talaas. He was present of course, but chose to not be involved too directly.

So Gilead grew into a swift and deadly hunter. He knew nearly every leaf and stone in the Great forest of Gandrolak. He knew the names of the animals and plants, he knew the twists and turns of every game trail. His father taught him to shoot a bow, his mother to channel the mystic power of the forest itself. For here all elements were held in balance by their Master, King Talaas, and within that balance only life could blossom, bloom and thrive. This balance needed to be preserved, for the Elements were beings too. And they could be greedy, selfish and petty. Should the balance be removed the forest would die, flooded by water, burned by fire, blown away by air or withered and choked out by earth.

Fortunately their Master, King Talaas maintained much of the balance for them and only the stray, rogue elemental or para-elemental who sought mischief had to be dealt with. But the forest was by no means idyllic. Evil walked there as any where. And death walked anywhere life did, it had to. The Great Forest of Gandrolak, had beautiful sunny meadow and deep, dark places that few dared go and little was know of them, for even in the day, light did not penetrate to the ground. There were caves and pits as well. The fey had their own secret places within the forest to hide, play and work within.

Many of the evil fey used these places to hide from elven hunters, others to merely have some peace. But Gilead discovered something unusual one day as he was pursing a deer. The deer dove straight at a tree and disappeared! Cautiously Gilead approached and found that the tree gave way under his hand. He passed into the tree to find a small hall, decorated with nature, a fire in the corner and three small figures smoking pipes. A fourth was telling the others how he had just eluded some clumsy elf and who was probably bonking his head on the tree outside right now. The next sound they heard was the small creak of a bow being bent. They were horrified to finds that their clumsy elf stood within their fastness. They begged for mercy and said it was only a small joke and should he spare them, they would show him how to find fey-homes. Gilead smiled, for he hadn’t intended to shoot them, only scare them. But thus it was that Gilead found a boon from his father, his fey blood allowed him to pass the wards set out by the fey to hide their homes and keep non-fey out.

Word spread among the forest that a new hunter was afoot, one who ran as swift as the deer, was a silent as the fox, had the eyes of the eagle and the ears of a rabbit, whose bow was silent death and yet had mastery over the lore of the forest and wielded deadly magic as well. Neither animal nor fey could hide from him, he found them all.

King Talaas heard about this hunter in his walks within the forest, for he liked to wander and mediated within the great forest. He summoned Gilead to him and changed him to be the new warden of the forest, to keep the peace and maintain the balance within it. Gilead gladly accepted the honor, for who would refuse Talaas. To aid him, Talaas gave Gilead a sword of iron, made to help defeat the fey, for at that time many fey were causing problems.

Gilead knew exactly where to start. Where the great River of Benuth ran through the forest, it had carved in one part a mighty canyon, the Canyon of Endless Echoes. Deep, wide and wild, the canyon was a favorite spot of many fey. But years ago a dryad who inhabited the largest sycamore in the canyon, turned evil. This tree was so mighty it was called the Queen of the Canyon, its’ branches crested the tops of the canyon walls, no means feat. And within her lived a dryad called Kanhye. Whether the tree become rotten and so rotted Kanhye’s soul, or Kanhye’s evil rotted the tree, no one knew. But for the last several years she had been harassing and attacking the nymph who lived in the river at the base of the falls. Now his cousins the satyrs had told Gilead of Kanhye, for they often went to visit the nymphs of the Canyon. Though the canyon was fey-warded Gilead could have entered but lacked the might to fight Kanhye. Now at last he has a weapon that would serve, this new cold-iron sword from Talaas. For 3 weeks Gilead tracked down Kanhye, for though the sycamore was her home she traveled through all the trees of the canyon to harass other fey. Finally he trapped her inside the sycamore using powerful spells learned from his mother. Once there he called out her crimes and in the name of King Talaas drove his sword deep into the tree. There was a tremendous shrieking as Kanhye died, a scream that still lives within the echoes of the Canyon and can be heard by the careful ear. The great sycamore broke open, there within the heartwood stood a great bow, carefully crafted, enlaided with intricate patterns of leaves and roots. This was a gift from the sycamore, from the Forest, for restoring the balance.

Over the years Giled fought many enemies of the forest, those within and without. His service, his aim, his bow become par of the lore of the forest and anyone breaking Talaas’ law knew that they would hear those strange feet thudding down the path after them soon enough. His long service to Talaas was almost ended when a stray fire elemental got lost and nearly burned down the forest. Gilead risked his life casting spells to put out the fires and preserve the forest as he drove the creature into a lake. He was burned badly, but Talaas was so impressed by his dedication he had Gilead healed. The forest was in balance. And now Talaas had another task for him. Gilead was summoned to the palace where he found that he was to join the crew of one of the new isle-ships.
 
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sans

First Post
Pfft the Octopus

Concept
Pfft is an awakened transmuter-domain wizard octopus who is carried around inside his water elemental familiar.


Background:
It is said that the great salt currents flowing through the Sea of Fire and Ice originate from Alkaline Sea. And it is in Alkaline sea, off the shores of a tiny atoll, where Pfft hatched from a rubbery, translucent egg and wiggled his eight tentacles for the first time.

The tiny atoll was home to the small human village of New Coconut. It's inhabitants fished the nearby coral reef where Pfft lived. Through some fluke of learned behavior, Pfft became the protector of that reef. Whenever the villagers started to over-fish, or when their divers took to many shellfish, or trapped too many lobsters, competition for the remaining food resources became fierce among the reefs natural inhabitants.

During these times, for food, Pfft would start to eat the bait off hooks, tear nets to get at some of the contents, and bust open lobster traps to do the same. When desperate, he would even attack some of the shellfish divers. The end result being that Pfft helped insure a minimum level of sea-life diversity which ultimately guaranteed the continued survival of the coral reef.

All this was studied with great wonder and appreciation by an aquatic-elf druid.

Seasons passed and the druid returned frequently to watch with a smile as Pfft continued to inadvertently preserved the balance of life on the reef. After a while, the druid noticed Pfft was growing very old. The life-span of an octopus was very short. This saddened the druid greatly. So much so that he decided to awaken Pfft as a sort of reward for dedicating his entire life (all ten months of it) to the defense of nature.

The awakening went very well, and Pfft suddenly possessed an intelligence greater than most humanoids. Needless to say, this was very disorienting for old Pfft. But like a child, he yearned to for experiences. He wanted to learn everything there was to learn about everything in general (and everything in specific as well). The druid, whose name Pfft learned was Sy-nilo, was glad to hear Pfft's curiosity so he took Pfft with him on many adventures. Joining them was Sy-nilo's shark companion as well as a beautiful young mermaid name Innitha, who happened to be a wizard. Pfft was fascinated by Innitha's magic and much to everyone's surprise, Pfft proved to be a quick learner of the arcane arts.

The group traveled together for several years. Under the tutelage of Innitha, Pfft become an accomplished wizard. One day, Sy-nilo realized that Pfft was far older than any octopus on record, but such was the power, magic and wonder of nature. They all celebrated.

The third year after his awakening, Pfft took leave of his companions and journeyed back to the coral reef which he defended. To his shock and sadness, he found the reef had been destroyed. The village was long abandoned and the coral, once awash in color and teeming with creatures, was now bone white and lifeless. Turning a dull shade of brown, Pfft swam slowly away, never to return again.
 

Wrahn

First Post
Rhaveon

Race: African Elephant Animorph (Large Male Monstrous Humanoid)
Class: 3 Monstrous Humanoid/3 Paladin of Freedom/2 Level Adjust
Height: 10' 3"
Weight: 4000lbs
Hair: None
Eyes: Green
Age: 16
Alignment: Chaotic Good

Str 30 (15 Base, +12 Race, +1 level, +2 Enhancement)
Dex 16 (14 Base, +2 Race)
Con 22 (14 Base, +6 Race, +2 Enhancement)
Int 14 (14 Base)
Wis 12 (8 Base, +4 Race)
Cha 14 (14 Base)

Abilities:

African Elephant Animorph: (Savage Species pg 214)
-Monstrous Humanoid: 3HD
-Natural Armor +7
-Natural Attacks: Gore 1d10 + Str x 1.5,
-Full Attack: Slam 1d8 + str and Gore 1d10 + Str x 1.5
-Darkvision 60ft
-Ability Adjust: +12 Str, +2 Dex, +6 Con, +4 Wis
-Class Skills: Spot and Listen

Paladin of Freedom: (Unearthed Arcana pg )
-Aura of Good:
-Detect Evil at Will
-Smite Evil: +cha to hit, + paladin level to damage 1/day
-Lay On Hands: Heal 6 hp per day
-Divine Grace: +Cha Mod to saves
-Aura of Resolve: Immune to Compulsion, +4 to saves versus compulsion to allies within 10 feet
-Divine Health: Immune to all disease

Saves:
Fort +14 (4 Base +6 Fort +2 Cha +2 Resistance)
Ref +11 (4 Base +3 Dex +2 Cha +2 Resistance)
Will +9 (4 Base +1 Wis +2 Cha +2 Resistance)

BAB +6
Attack: +16/+12 (+6 BAB, +10 Str, +1 Enhancement, -1 Size)
Damage: 3d6 + 16 (+15 Str +1 Enhancement) 18-20/x2

Hit Dice (3d8 + 3d10 + 36)
Hit Points: 78

AC 28 (10 Base, +9 Armor, +3 Dex, +7 Natural Armor, -1 Size)

Feats:
1. Power Attack
3. Exotic Weapon Proficiency: Jovar
6. Cleave

Skills:
Bluff: +8 (Rank 6 +2 Cha)
KS: Arcana +5 (Rank 3* +2 Int)
Listen: +7 (Rank 6 +1 Wis)
Sense Motive: +7 (Rank 6 +1 Wis)
Spot: +7 (Rank 6 +1 Wis)
Survival: +4 (Rank 3* +1 Wis)
*=Cross Class

Languages: Common, Draconic, and Sylvan


Equipment:
4,000 Gloves of Strength +2
4,000 Amulet of Health +2
4,000 Vest of Resistance +2 (Complete Arcane)
2,800 Jovar +1 (Planar Handbook)
13,000 +1 Mithral Sectional Armor (Planar Handbook)

Appearance:

Rhaveon looks like a very large (10 feet tall) broad man with thick gray skin and a head of an elephant. His trunk extends down to his waste, his tusk are white and sharp and extend to mid chest. His eyes are green and bright with intelligence. He usually wears silvery plate armor, but when he knows he is going into combat, he attaches several more pieces to it. He carries a massive odd looking two handed sword.

History:

He was born Prince Rahveon, son of the King of the Dor’Kalien, Lord of the Undella. He had grown strong and powerful, if somewhat imprudent. His pride had brought him near ruin more than once, though his exploits kept the Shendru, the lorekeepers and story tellers of the Dor’Kalien in business, both with his prowess and his blunders.

After catching his father laughing at one of the Shendru’s tales of his fishing expedition (it had seemed a reasonable course to vacate all the water from the hole by throwing the large rock into the pool so they could just pluck the fish from the ground. It turns out, it just got everyone very wet) Rhaveon decided it was time to go on his walkabout, a sort of traditional rite of passage where young Dor’Kalien would travel to lands around the great savannahs of the Undella and know more of the world.

Of course, since he had been humiliated in his father’s home, he would show everyone and travel farther than anyone else. He would not travel with a group (which was traditional) but go alone. He would be vindicated when he returned with the great stories of his exploits.

Personality:

Rhaveon is deeply committed to protecting the weak, defending the innocent, overthrowing tyranny and avenging those he couldn’t save. However he is also young, overconfident and prideful. Despite his personality failings, he tends to be likable and easy going.
 
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Bloodcookie

Explorer
Chief Kig’nagrodan’szaar III (Szaar)
Male Kobold Warlock 8
[Race: MM, class: ComArc]
Small Humanoid (Reptilian)
Alignment: Lawful Evil
Height: 2' 3''
Weight: 40lbs
Hair: --
Eyes: Red
Age: 31

Str: 10 (+0) [6 points, -4 racial]
Dex: 14 (+2) [4 points, +2 racial]
Con: 10 (+0) [4 points, -2 racial]
Int: 14 (+2) [6 points]
Wis: 10 (+0) [2 points]
Cha: 20 (+5) [10 points, +2 levels, +2 cloak]

Class and Racial Abilities:
Warlock: Save vs. a warlock's magic is 10 + equivalent spell level + charisma modifier; At level 8: Know 2 invocations of lesser or least level; Know 3 invocations of least level; Eldritch blast 4d6; Detect magic at will; Deceive item; Damage reduction 2/cold iron; Fiendish resilience 1.
Kobold: +2 dexterity, -2 strength, -2 constitution, -2 wisdom (already included); Darkvision (see 60 feet in pitch-dark); +1 natural armor bonus (already included); +2 on craft (trapmaking), +2 profession – miner, +2 on search; Dazzled in bright light.

Hit Dice: 8d6
HP: 41
AC: 20 (+1 natural, +2 Dex, +1 size, +6 armor)
ACP:
Init: +2 (+2 Dex)
Speed: 30ft

Saves:
Fortitude +4 [+2 base, +0 Con, +2 Great Fortitude]
Reflex +4 [+2 base, +2 Dex]
Will +6 [+6 base, +0 Wis]

BAB: +6/+1
Melee Atk: +8/+3 [+6 base, +1 size, +1 enhancement] (1d3+1/x3/piercing, punching dagger +1)
Ranged Atk: +10/+5 [+6 base, +2 Dex, +1 size, +1 Weapon Focus (ray)] (4d6+1d6(chasuble)/x2/60 ft., eldritch blast)

Skills:
Bluff +18 [11 ranks, +5 Cha, +2 Persuasive]
Concentration +5 [5 ranks, +0 Con]
Intimidate +18 [11 ranks, +5 Cha, +2 Persuasive]
Knowledge (arcana) +5 [3 ranks, +2 Int]
Sense Motive +11 [11 ranks, +0 Wis]
Spellcraft +5 [3 ranks, +2 Int]

Feats:
Great Fortitude (1st level)
Persuasive (3rd level)
Weapon Focus (ray) (6th level)

Languages: Common, Draconic, Undercommon

Invocations Known [ComArc]
Save DC +5
Least – Beguiling Influence, Frightful Blast, Summon Swarm
Lesser – Eldritch Chain, Fell Flight

Equipment:
Sack 1sp; 1/8 lb
Winter blanket 5sp; ¾ lb
Waterskin 1gp; 1 lb
Trail rations x8 4gp; 2 lbs
Flint and steel 1gp; -
Traveler’s outfit free; -
Royal outfit 200gp; 3 ¾ lbs
Punching dagger +1 2302gp; ¼ lb
Chain shirt +2 4250gp; 6 ¼ lbs
Chasuble of fell power (lesser) 8000gp [ComArc]
Lenses of darkness 7700gp [ComArc]
Cloak of charisma +2 4000gp

Money
541gp 4sp

~~~~~

Background: Ah, the noble kobold – oft misunderstood, persecuted by gnomes, derided and massacred by so-called “adventurers;” few scholars are aware that most kobold communities function upon a hierarchical system of government as elaborate as that of any mammalian monarchy. So it was with the warren-mines of Kul’nivvagratz, and at the pinnacle of that hierarchy sat chief Kig’nagrodan’szaar III (just Szaar to his mother).

He was a good ruler, as kobolds go; governing his people via a combination of deceit, paranoia, and general terror, the mines were productive and the rapacious anthropoids were kept at bay. Until, that is, what would come to be known as the Great Pinkflesh Incursion. Chief Szaar’s troops were outmatched, dwarves and other hairy creatures overrunning the tunnels, and there simply weren’t enough traps to kill them all. It was at this darkest hour, as Szaar sat brooding upon the High Rock, that a strange voice called to him, seemingly from out of the miasma of his own despair. It promised him victory, if only he would swear his willingness to perform a terrible, yet unspecified, sacrifice. He silently agreed.

In an instant, Szaar felt himself suffused with unspeakable power. Rising from the Rock, he strode out into the tunnels, and began laying waste to the invaders with crackling bolts of tenebrous energy. His troops, too, seemed whipped into an ecstatic killing frenzy. And, within the hour, not a single unscaled being was left standing within the tunnels. Nor, however, were nearly three quarters of the kobold militia – Szaar’s benefactor had exacted its toll. This was not the end of the chief’s tribulations, however; in the aftermath, his brother Kig’ragstand’lok, covetous of the throne and backed by the priests of Kurtulmak, charged Szaar with treason and heresy. Forced to flee for his life, he escaped into the wilderness, determined that he would someday reclaim his kingdom.

In his search for allies in carrying out a counter-coup, Szaar was drawn to the Kingdom of Knowledge, seeing a like mind in Taala and his insistence upon governance by a superior caste. Hoping to secure the omnielemental prince's favor, Szaar offered his service in cooperation with the prince's elite, if eclectic, task force. The prince's subsequent undoing has only reaffirmed Szaar's conviction that bold, powerful leaders must be ever vigilant against their jealous subordinates.

Personality: Szaar is royalty, and he acts like it, at least as far as his exilic status allows. He considers most individuals to be beneath him as a matter of course, but realizes the efficacy of treating them with the respect necessary to get what he wants. Like most of his kind, he is distrustful of other races, insofar as they pose a threat to kobolds, though he is slowly overcoming this persecution complex. Naturally inclined to tyranny, he now must cope with the addition of an overtly malicious presence within his psyche that even he finds disturbing.

Appearance: An unremarkable kobold, standing just over two feet tall, with red eyes and mottled brown scales, Szaar likes to impress his status upon those around him, and so has taken to decking himself out in the accoutrements that mark one as wealthy or important among the unscaled races, but, somewhat incongruously, is loath to part with the simple sack and ragged blanket he carries - the only possessions he could claim in his harried escape. Naturally sensitive to bright light, he is rarely seen not wearing his lenses of darkness.
 
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Gli'jar

First Post
[sblock=Asa'Adis Twilight Fang Monk]Dire was the wailing among the army of the men at their sore defeat. They came before their gods, their hearts torn with anguish, their hands crossed upon their breasts, and in their arrogance they were humbled as slaves. And the gods were angry when they beheld them, and it was said-

"We marvel that you come before us; it beseeches us not to hold this war as ended, lest demons mock us with their tongues, and beset our kingdoms with their evil. Cursed be the spawn of the World Serpent, cursed be the ground upon which they crawl. I charge thee, deliver thy will of your gods. Claim the land in our name and cleanse the world of their ilk. Open not the door of peace, treat the serpent folk as nothing other than as an enemy."

And so it began. The Carnelian Throne, stood united with the Dwarven Stone Lords, and the Elven Glade on the Plains of Avanos, near the base of Mount Cavusin, then known as the Pythian Mount, in the lands of Militean. Now when the two armies met, many and fierce were the combats waged between them, and blows were given and received, and swords flashed and showers of arrows descended on all sides. Just as the army of men engaged in the most holy of crusades against the foul demons, the gods withdrew and rose up against the world serpent. A fierce battle ensued, but through the faith of man, the gods’ righteous might cast the demon serpent down into Tartarus, and his countenance was withheld from the land.

The blood of brave men was shed like unto the shedding of rain from a black cloud. And day by day were the spawn of the World Serpent weakened, for they were smitten with great slaughter, and the number of their dead was past the counting, the voice of their god absent. But the army of men rejoiced in their victory, and their hearts shouted within them when after many days, a great trembling of the land occurred, and the spawn of the World Serpent fled back into the mountains.

-Chronicled excerpt, Twilight of the World Serpent
as translated by Gittard Halresa, Royal scribe to the Carnelian Throne


Asa'Adis Twilight Fang
Male Anthropomorphic snake, constrictor Denying Stance Monk Variant
[Race MM/SS, Class UA]
Alignment: Lawful Neutral

Height: 8', length 23'
Weight: 1800lbs
Hair: Hairless
Eyes: pale yellow, black slit pupil
Age: Indeterminate, Speaks of 18 cycles in this world.

Str: 21 (+5) [6 points, +6 racial, +1 level]
Dex: 22 (+6) [6 points, +8 racial]
Con: 12 (+1) [6 points, -2 racial]
Int: 14 (+2) [6 points, +0 racial]
Wis: 20 (+5) [6 points, +4 racial, +2 Ability mod]
Cha: 10 (+0) [2 points, -4 racial, +4 Ability mod]

Class and Racial Abilities:
Racial
-snake, constrictor Anthropomorphic (Savage Species p214-217)
-Monstrous Humanoid 3HD, LA +1
-Statistic Modifiers: Racial +6 Str, +8 Dex, -2 Con, +4 Wis, -4 Cha (p217 table)
-Statistic Modifiers: Ability Mod +2 Wis, +4 Cha (p215 text)
-Natural Attack bite (1d6+7)
-Full Attack bite (1d6+7)
-Natural Armor +4
-Darkvision 60ft
-Improved Grab, Large or smaller
-Constrict on a successful grapple 1d6+7
-Scent
-Size: Large
-Class Skills Balance, Climb, Hide, Listen, Spot, Swim
-+8 Racial to Climb and Swim Checks. Can always choose to take 10

Monk
-Level 4
-Ac Bonus +1
-Flurry of Blows -2
-Evasion
-Fast Movement +10
-Still Mind
-Ki Strike Magic
-Slow fall, 20'

Denying Stance Variant additional class features
-1st-Level Skill Bonus: Tumble
-1st-Level Feat: Improved Grapple
-2nd-Level Feat: Combat Reflexes

Hit Dice: 7d8+7
HP: 63
AC: 24 (+10 Base, +0 armor, +6 Dex, +5 Wis, +0 Monk AC Bonus, +4 Natural, -1 size)
ACP: -

Init: +6 (+6 Dex)
Speed: 30ft, Swim 30ft, climb 30ft

Saves:
Fortitude +6 [+4 Class base, +1 Race, +1 Con]
Reflex +13 [+4 Class base, +3 Race, +6 Dex]
Will +12 [+4 Class base, +3 Race, +5 Wis]

BAB: +6/+1 [+3 Race, +3 Class]
Grapple: +19 [+5 str, +4 size, +6 BAB, +4 Imp Grapple]
Melee Atk: +10 [+5 Str, +6 BAB, -1 Size]
Melee Dmg: (3d6+1d6flaming+5/20/x2/unarmed) (1d6+7/20/x2/bite+Constrict (1d6+7)
Full Atk: +10/+5 (3d6+1d6flaming+5/20/x2/unarmed) and +10 (1d6+7/20/x2/bite+Constrict (1d6+7)
Ranged Atk: +11 (....)

Skills:
Balance +11 [5 ranks, +6 dex]
Climb +15 [2 ranks, +5 Str, +8 Racial]
Concentration +3 [2 ranks, +1 Con]
Craft +0
Diplomacy +0
Escape Artist +8 [2 ranks, +6 Dex]
Hide +9 [4 ranks, +6 Dex, -1 size]
Jump +5 [+5 Str]
Knowledge (arcana) +4 [2 ranks, +2 Int]
Knowledge (religion) +4 [2 ranks, +2 Int]
Listen +10 [5 Ranks, +5 Wis]
Move Silently +8 [2 Ranks, +6 Dex]
Perform +0
Profession +0
Sense Motive +11 [6 Ranks, +5 Wis]
Spot +10 [5 Ranks, +5 Wis]
Swim +15 [2 Ranks, +5 Str, +8 Racial]
Tumble +17 [9 ranks, +6 Dex, +2 monk skill bonus]

Feats:
1st Multigrab [SS, p37]
3rd Greater Multigrab (1st level) [SS, page 35]
(1st Monk Bonus) Improved Grapple [PHB]
(2nd Monk Bonus)Combat reflexes [PHB]
6th Improved Natural Attack (unarmed) [MM, page 304]

Languages: Common, Draconic, Giant

Potential Equipment: 18400 gld
Longtooth (+1 Flaming Necklace of Natural Weapons) 8600 gp (SS p. )
(Unarmed are treated as +1 flaming weapons)
Ring of Protection+2
Gauntlets of Ogre Power

Appearance:
Asa'Adis appears as a huge serpent with humanlike arms. Strongly keeled, elongate pointed bright yellow scales cover his head, slowly changing to a deep yellow around his neck and shoulders, transitioning to orange on his upper arms and torso. The color change continues along his long lithe form turning from orange to a bright red, eventually deepening and turning black towards the end of his tail and his clawlike fingers. Typically, he holds his body aloft approximately 8 feet high and the rest of his long slender muscular form either trails his body or coils in rough loops at his base. A cluster of ornate elongated rear facing spine like scales cover each of the pale yellow, lidless eyes and the thin silted black pupils seem to give the effect of being under constant watch.

Personality:
Asa'Adis sees life as but a struggle. One is either predator or prey and one's standing can change at a moments notice. He understands the importance of working towards a common goal and that through strength in numbers one can overcome obstacles.

Background:
“They came. Hordes of the hairless ones, wielding blood soaked weapons, casting down fire, ice and lightning from the heavens. Now there was fought a battle such as men has not seen the like. The earth was covered with steel, arrows fell from the clouds like hail, the ground was torn, magic fractured the landscape with mystical energies and blood flowed like water upon the plains. The dead lay around in masses, and the feet of the great war beasts could not stir because of them. We had bested them and the hordes of the hairless ones fled.

There is no occasion for our rejoicing at a foe's death, because our own life will also not last forever we soon learned. They returned and fought with swords and with arrows, with maces, and with fists. Fell magics and unholy might were called down upon us shattering the plains. Sore was the struggle, and a victory leaned unto neither side. They strove thus from the time of dawn until the sun had lengthened the shadows. It is said that at this point their gods appeared in the sky, watching with mirth as the Great Creator Serpent weakened. Their gods caught the Great Creator Serpent in a weakened state defending his people and together flung him upon the ground, that their torment would be avenged. It was in that time that the Great Creator Serpent was voiceless, his presence lost to us.

Then army of the hairless ones gave thanks unto their gods, and fell upon us slaughtering all, they overran our forces, desecrating our most holy of sites. The bloodlust in the army was palpable, and when we beheld it, we set up a great shout, from our ranks, and there came the noise, an invocation to the Great Creator Serpent from the essence of our very being. The ground trembled and a long hiss rose from the field and those not of our blood fell upon the earth clutching themselves. He spoke to us, “Upon this field of slaughter, there will remain naught when vengeance is come save only the children of the Serpent. Disperse and let the memory of this day be burned into your being.”

That was eight cycles ago and I was but a juvenile serpent watching the horror. I felt the geas from our lord, commanding us to disperse and avenge the atrocities against our kind. We have scattered to the four winds, a people without a land, ever hunted, ever moving, ever vigilant.

When a ferocious beast has found meat he asks not whether it is of the boar of Dujjal or the dragon of Goremme. I have been hunted ever since as the rest of our kind has. Four occasions I have faced the beasts who would hunt us and four times I have prevailed. Adversity is a great teacher. In my travels before entering Taala’s kingdom, I sought refuge in a monastery. The monks taught me the forms in which I defend myself to this day. Through my past shared adventures, with this traveling circus you see before you, I have accomplished much. The omnielemental prince Taala has bestowed great honors among us and extended some measure of protection through service in his name. Now however, that small measure of protection is lacking and I am on the run again. New beasts have taken my scent, while the old lap at their heels. We have a shared plight, my companions and my race. We will continue to be hunted like the boar of Dujjal, until we have avenged our lord.[/sblock]

[sblock=Asa'Adis Twilight Fang Psionic Warrior]Dire was the wailing among the army of the men at their sore defeat. They came before their gods, their hearts torn with anguish, their hands crossed upon their breasts, and in their arrogance they were humbled as slaves. And the gods were angry when they beheld them, and it was said-

"We marvel that you come before us; it beseeches us not to hold this war as ended, lest demons mock us with their tongues, and beset our kingdoms with their evil. Cursed be the spawn of the World Serpent, cursed be the ground upon which they crawl. I charge thee, deliver thy will of your gods. Claim the land in our name and cleanse the world of their ilk. Open not the door of peace, treat the serpent folk as nothing other than as an enemy."

And so it began. The Carnelian Throne, stood united with the Dwarven Stone Lords, and the Elven Glade on the Plains of Avanos, near the base of Mount Cavusin, then known as the Pythian Mount, in the lands of Militean. Now when the two armies met, many and fierce were the combats waged between them, and blows were given and received, and swords flashed and showers of arrows descended on all sides. Just as the army of men engaged in the most holy of crusades against the foul demons, the gods withdrew and rose up against the world serpent. A fierce battle ensued, but through the faith of man, the gods’ righteous might cast the demon serpent down into Tartarus, and his countenance was withheld from the land.

The blood of brave men was shed like unto the shedding of rain from a black cloud. And day by day were the spawn of the World Serpent weakened, for they were smitten with great slaughter, and the number of their dead was past the counting, the voice of their god absent. But the army of men rejoiced in their victory, and their hearts shouted within them when after many days, a great trembling of the land occurred, and the spawn of the World Serpent fled back into the mountains.

-Chronicled excerpt, Twilight of the World Serpent
as translated by Gittard Halresa, Royal scribe to the Carnelian Throne


Asa'Adis Twilight Fang
Male Anthropomorphic snake, constrictor Denying Stance Monk Variant
[Race MM/SS, Class UA]
Alignment: Chaotic Good

Height: 8', length 23'
Weight: 1800lbs
Hair: Hairless
Eyes: pale yellow, black slit pupil
Age: Indeterminate, Speaks of 18 cycles in this world.

Str: 21 (+5) [6 points, +6 racial, +1 level]
Dex: 22 (+6) [6 points, +8 racial]
Con: 12 (+1) [6 points, -2 racial]
Int: 14 (+2) [6 points, +0 racial]
Wis: 20 (+5) [6 points, +4 racial, +2 Ability mod]
Cha: 10 (+0) [2 points, -4 racial, +4 Ability mod]

Class and Racial Abilities:
Racial
-snake, constrictor Anthropomorphic (Savage Species p214-217)
-Monstrous Humanoid 3HD, LA +1
-Statistic Modifiers: Racial +6 Str, +8 Dex, -2 Con, +4 Wis, -4 Cha (p217 table)
-Statistic Modifiers: Ability Mod +2 Wis, +4 Cha (p215 text)
-Natural Attack bite (1d6+7)
-Full Attack bite (1d6+7)
-Natural Armor +4
-Darkvision 60ft
-Improved Grab, Large or smaller
-Constrict on a successful grapple 1d6+7
-Scent
-Size: Large
-Class Skills Balance, Climb, Hide, Listen, Spot, Swim
-+8 Racial to Climb and Swim Checks. Can always choose to take 10

Psychic Warrior
-Level 4
-Bonus Feat Level 1 & 2
-Power Points per Day 15 (5 base + 10 Wisdom)
-4 powers Known
-Max Power Level Known 2

Hit Dice: 7d8+7
HP: 63
AC: 23 (+10 Base, +4 Armor, +6 Dex, +4 Natural, -1 size)
ACP: -

Init: +6 (+6 Dex)
Speed: 20ft, Swim 20ft, climb 20ft

Saves:
Fortitude +6 [+4 Class base, +1 Race, +1 Con]
Reflex +10 [+1 Class base, +3 Race, +6 Dex]
Will +9 [+1 Class base, +3 Race, +5 Wis]

BAB: +6/+1 [+3 Race, +3 Class]
Grapple: +15 [+5 str, +4 size, +6 BAB]
Grapple: +19 [+5 str, +4 size, +6 BAB, +4 Iron Grip]

Melee Atk: +10/+5 [+5 Str, +6 BAB, -1 Size]
Melee Dmg: +11 (2d6+1d6 flaming+8/20/x3/duom*) or +10 (1d6+7/20/x2/bite+Constrict (1d6+7)
Full Atk: +11/+6 (2d6+1d6 flaming+8/20/x3/duom*) and +10 (1d6+7/20/x2/bite+Constrict (1d6+7)
Ranged Atk: +11/+6 (....)

Adjustments due to size change from Large to Huge when Expansion is in effect
AC: Ac –21 (-1size increase,-1 from dex)
Reflex Save +9
Grapple: +19 [+5 str, +6 BAB, +8 Size]
Grapple: +23 [+5 str, +6 BAB, +4 Iron Grip, +8 Size]
Melee Dmg: +11(3d6+1d6flaming+10/20/x3/duom*) or +10 (1d8+9/20/x2/bite+constrict (1d8+9)
Full Atk: +11/+6 (3d6+1d6flaming+10/20/x3/duom*) and +10 (1d8+9/20/x2/bite+constrict (1d8+9)
(*Duom DR 331 p24, Reach 20’ and threaten adjacent, polearm)

Skills:
Autohypnosis +8 [3 Ranks + 5 Wis]
Balance +11 [5 ranks, +6 dex]
Climb +15 [2 ranks, +5 Str, +8 Racial]
Concentration +4 [3 ranks, +1 Con]
Craft +0
Hide +9 [4 ranks, +6 Dex, -1 size]
Jump +5 [+5 Str]
Knowledge (psionics) +9 [7 ranks, +2 Int]
Listen +10 [5 Ranks, +5 Wis]
Profession +0
Ride +6 [+6 Dex]
Search +7 [2 Ranks + 5 Wis]
Spot +11 [6 Ranks, +5 Wis]
Swim +15 [2 Ranks, +5 Str, +8 Racial]

Feats:
1st Multigrab [SS, p37]
3rd Greater Multigrab (1st level) [SS, page 35]
(1st Psychic Warrior Bonus) Dodge
(2nd Psychic Warrior Bonus) Combat Reflexes
6th Standstill [SRD]

Powers Known:
1st: Expansion, Grip of Iron, Vigor
2nd Psionic Lion’s Charge

Languages: Common, Draconic, Giant

Potential Equipment: 18400 gld
“+2” Duom
Gauntlets of Ogre Power
Ring of Protection
Mithril chainshirt

Appearance:
Asa'Adis appears as a huge serpent with humanlike arms. Strongly keeled, elongate, pointed bright yellow scales cover his head, slowly changing to a deep yellow around his neck and shoulders, transitioning to orange on his upper arms and torso. The color change continues along his long lithe form turning from orange to a bright red, eventually deepening and turning black towards the end of his tail and his clawlike fingers. Typically, he holds his body aloft approximately 8 feet high and the rest of his long slender muscular form either trails his body or coils in rough loops at his base. A cluster of ornate elongated rear facing spine like scales cover each of the pale yellow, lidless eyes and the thin silted black pupils seem to give the effect of being under constant watch.

Personality:
Life is but a struggle. One is either predator or prey and one's standing can change at a moments notice. Work towards a common goal. Through strength in numbers one can overcome obstacles and defeat great adversaries. (Work in progress)

Background:
“They came. Hordes of the hairless ones, wielding blood soaked weapons, casting down fire, ice and lightning from the heavens. Now there was fought a battle such as men has not seen the like. The earth was covered with steel, arrows fell from the clouds like hail, the ground was torn, magic fractured the landscape with mystical energies and blood flowed like water upon the plains. The dead lay around in masses, and the feet of the great war beasts could not stir because of them. We had bested them and the hordes of the hairless ones fled.

There is no occasion for our rejoicing at a foe's death, because our own life will also not last forever we soon learned. The horde returned and fought with swords and with arrows, with maces, and with fists. Fell magics and unholy might were called down upon us shattering the plains. Sore was the struggle, and a victory leaned unto neither side. They strove thus from the time of dawn until the sun had lengthened the shadows. It is said that at this point their gods appeared in the sky, watching with mirth as the Great Creator Serpent weakened. Their gods caught the Great Creator Serpent in a weakened state defending his people and together flung him upon the ground, that their torment would be avenged. It was in that time that the Great Creator Serpent was voiceless, his presence lost to us.

Then army of the hairless ones gave thanks unto their gods, and fell upon us slaughtering all, they overran our forces, desecrating our most holy of sites. The bloodlust in the army was palpable, and when we beheld it, we set up a great shout, from our ranks, and there came the noise, an invocation to the Great Creator Serpent from the essence of our very being. The ground trembled and a long hiss rose from the field and those not of our blood fell upon the earth clutching themselves. He spoke to us, “Upon this field of slaughter, there will remain naught when vengeance is come save only the children of the Serpent. Disperse and let the memory of this day be burned into your being.”

That was eight cycles ago and I was but a juvenile serpent watching the horror. I felt the geas from our lord, commanding us to disperse and avenge the atrocities against our kind We have scattered to the four winds, a people without a land, ever hunted, ever moving, ever vigilant.

When a ferocious beast has found meat he asks not whether it is of the boar of Dujjal or the dragon of Goremme. I have been hunted ever since as the rest of our kind has. Four occasions I have faced the beasts who would hunt us and four times I have prevailed. Adversity is a great teacher. In my struggles, I have learned to harness an inner strength and use that strength to fuel my warrior spirit. Through my past shared adventures, with this traveling circus you see before you, I have accomplished much. The omnielemental prince Taala has bestowed great honors among us and extended some measure of protection through service in his name. Now however, that small measure of protection is lacking and I am on the run again. New beasts have taken my scent, while the old lap at their heels. We have a shared plight, my companions and my race. We will continue to be hunted like the boar of Dujjal, until we have avenged our lord.
[/sblock]
 
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