[OOC] Planescape: Divided We Stand

Hella_Tellah

Explorer
Even though Eberron's not part of the Great Wheel cosmology, technically.

ALL WORLDS SHALL BEND TO THE MIGHT OF THE GREAT WHEEL. ALL WORLDS SHALL BE BROUGHT TO HEEL!

:eek:

Oh, and sappire, the character sheets at Myth-Weavers don't generate characters for you, but they do take care of a lot of the boring math for you. They fill in size modifiers, armor check penalties, ability modifiers, etc. It's what I tend to use, given a choice in the matter.
 

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sappire07

First Post
k thanks for the link but i found another one im gonna try out



im thinking of a former deep gnome miner who lost his hands to a drow patrol. after he lost his hands gnomish priests and metal smiths fashioned a pick and hammer to serve as his hands so he can continue mining.



i probably didnt do the greatest job explaning above.

basicicly im thinking of a deep gnome fighter with a pickaxe and a hammer serving as his hands
 

ethandrew

First Post
Nice ideas! One question: where are you getting the base stats for a small chimpanzee? I've only found references for tiny monkeys, medium baboons, and large apes. I don't think there's any problem with the character, mind you, I'm just curious.

Actually the only thing I took was the tiny monkey climb/balance bonuses, and then made him small sized. No bonuses to Abilities or Natural Armor. Just sort of took a little liberty while trying to not make it overpowered.
 





Voda Vosa

First Post
Stats and background for Feleghost: Rolls

Code:
 Name: Feleghost
Class: Rouge
Race: dwarf
Size: Medium
Gender: Male
Alignment: Neutral 


Str: 14 +2 (  )     Level: 1        XP: 0
Dex: 16 +3 (  )     BAB: +0         HP: 9 (1d6+3)
Con: 17 +3 (+2)     Grapple: +2     Dmg Red: 0
Int: 14 +2 (  )     Speed: 20'      Spell Res: 0
Wis: 12 +1 (  )     Init: +3      Spell Save: +1
Cha: 03 -4 (-2)     ACP: 0         Spell Fail: 5%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +3    +0    +3    +0    +0    +0    16
Touch: 13              Flatfooted: 15

                           Base   Mod  Misc  Total
Fort:                      0     +3          +3
Ref:                       2     +3          +5
Will:                      0     +1          +1

Weapon                Attack   Damage     Critical
Short sword 		+2     1d6+2      19-20x2
Shortbow                +3     1d6           20x3

Languages: Common, dwarven

Abilities: 
Rouge: Trapfinding, Sneak attack +1d6, Armor proficiencey (Light and 

Medium), weapon proficiencey (simple, )
Dwarf: Darkvision, +2 apprise checks related to stones and metal, 

Stonecunning(+2 search for stonework), Weapon familiarity, Stability, 

+2 saving throws against poison and spells, +1 attack against orcs an 

goblinoids, +2 cratf related to stone, +4 dodge AC bonus vs giants


Feats: Dodge

Skill Points: 36       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Open locks                4    +3          +7
Sleith of hand            4    +3          +7
Tumble                    4    +3          +7
Hide                      4    +3          +7
Move silently             4    +3          +7
Spot                      4    +1          +5
Listen                    4    +1          +5
Craft (Blacksmiting)      4    +1          +5
Disable Devices           4    +1          +5

Equipment:               Cost  Weight
Short sword               10gp   3lb
Shortbow                  30gp  2lb
Flint and steel            1gp    -
Backpack                   2gp   2lb 
Sack x4                    4sp   2lb          
Arrows (40)                2gp   6lb  
Travelers Outfit             
Thieves Tools             30gp   1lb           
Average lock              40gp   1lb
Studded leather armor     25gp    20lb 
                 
Money: ? gp 
                         Weith: 37lb



Age: 97
Height: 1.20 mts
Weight: 90 kg
Eyes: black
Hair: -
Skin: white


Backstory:

"Grandpa, tell us the story of Feleghost again." say the eldest brother, with the younger peeking from behind. The grandpa, an old dwarf, sitting on a small stool; brooms his big white bread with one hand, while taking the pip he was smoking with the other.
"Again? Won't ye children ever get tired of hearin' di same story over 'n over 'gain? Allright, gather up den..." As the young take their place around the elder dwarf, he leans against the wall, making the stool creak.

"Well, this is the story of Feleghost. His actual name was Feledin, but hi earned the nickname, The ghost, in the course of his adventures. He once was like you, a young boy full of curiosity. But the gods had something prepeared for the young lad. Since he was born, somehow the mortals ignored him. Sometimes it was good, like when his mother abandoned him. No wild animals tried to eat the small creature. They didn't even notice the silent baby curled in a dirty piece of cloth. But also, no brave adventurer heard or saw him, until a really perceptive fellow, Forn the Sharp, spotted him from two miles away, from his mount, as he galloped full speed to the north. The man adopted the dwarf, and took him to his home in the north, and raised him as his own son, along with 23 other children he had had with several women and others that he found in his errands. Feledin never stood out of the crow that were his brothers. He either was too shy or too aphatic to really make his abilities shine. But there is something true 'bout dwarves. We live more than you humans. Feledin saw as his step father grew old, his brothers turned into men. Eventually, his father died of age, having fullfiled his dreams. Feledin also saw as his brothers were claimed by the dangerous adventures in which they embarqued, following the steps of their dead father. Feledin also took part in his brothers adventures, but somehow he managed to come along unhurt. Eventually his brothers also grew old and died. Poor Feledin was alone, with more than three thirds of his life to live, and no one to do it with. He didn't really need nothing. He inherited his father's castle after the death of his last brother, along with the lands that bordered it. Why bother would you say? He had everything! But he needed something, you know what it was?"

"Adventure!" screamed all the childs at the same time

"Yes adventure. Although he didn't share blood with his stepfather, adventure was imprinted in him since his first years with the human adventurer. That day, the adventures of Feleghost began...."
 

Baronsquee

First Post
Meet Vorrin Dartigan, Githzerai belief-mercenary!

Psychic :: (Read-Only) - Myth-Weavers (now with description, personality and so on)

Background:
Originally from Limbo, Vorinn Dartigan was discovered to have developed psychic ability at a young age and was sent to one of the monasteries maintained by the Anarch’s Guild. Whilst displaying some practical talent in this area, Vorinn became fascinated with the power of belief over matter, not just in Limbo (where it was most evident) but in the multiverse at large. He heard of planar layers slipping into other planes, gate towns vanishing from the Outlands into the Great Ring, and other planar anomalies caused by the power of belief alone.
Leaving the Anarch’s Guild, Vorinn ventured onto the planes to try his hand at using the power of his own mind to influence the multiverse around him. Over time, through discipline and focus, he became able to adopt different belief structures almost at will, while never really losing the old ones. His personal philosophy became one of “Everything is true”.
Despite this inward development, life as a believer in everything is not really profitable, and Vorinn often had to beg to make a living. Ending up, as all travellers do, in Sigil, it was in the Market Ward that he met The Effervescent Etrigan, a man with big ideas. He reasoned that Vorinn’s method had merit but would be increasingly effective as one added more believers to the job. An unlikely alliance was formed, and the two went into business.
Vorinn is not so stupid as to be unaware of Etrigan’s trickery of their clients, but it is of little import to him, as he believes the con himself. Now, he travels the planes spreading whichever belief the pair are paid to espouse, letting Etrigan handle the monetary side of things.
Recently, the money has dried up. Vorinn is considering returning to Limbo for a while, in order to return to Chaos Shaping to clear his mind and re-focus on his purpose.
 


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