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[Players Chosen] Do You Have What It Takes To Join The Nameless Legion?

Thanee

First Post
Harvey said:
FYI: I can't believe how vague some of the info is on crafting and metamagic feats. There should be something on all of this in Complete Arcane (or at least the errata).

LOL, yeah, small wonder there is so much confusion about crafting in particular. ;)

Bye
Thanee
 

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Bront

The man with the probe
I quite enjoyed the fact that you can create an item that can give you perpetual true-strike for a simple 2000 gold. (Actualy, that's the base, it's less to craft it.) Of course, you have to activate it with a move action I believe, but still...
 

Dakkareth

First Post
Faceless

It is said, assassins bow before the altar of efficiency. Discipline, Control, Efficiency – the pantheon of the killer is a cold one. Yes, it is true. That is the only thing common to all of us. Notions of good or evil do not move us. Categories of lawfulness and rebellion are meaningless. The methods used to solve problems, to cause death, to simplify things – unimportant. In the end it isn’t even the higher cause we work for, that matters most. Discipline, Control, Efficiency. Cold masters to match our cold hearts. I wonder, is indifference in the end the greatest evil of all? But a weapon cannot employ itself. It must find a worthy person to wield it. Thus ...

Appearance:
Faceless doesn’t bear his name for nothing. There are few, who can say they’ve seen him without his cloak or his gloves, have caught sight of his grey skin. Whether by paranoia or by custom Faceless keeps his own form thoroughly obscured, never taking off the grey, featureless mask, that gave him his name – only his eyes are visible to tiny slits. But there’s more: The mask not only hides his face, it also possesses powers of illusion. Most of the time the glamer is that of a nondescript (living) man in modest clothes, but during missions or when the mood strikes him Faceless can also assume the likeness of others. Coupled with the preternatural silence with which the master of disguise moves and the way shadows seem to cling to him, Faceless leaves a mildly disturbing impression.

Background:
Among those, who have chosen the death of others as profession, there are different motivations. Some kill for money – these are barely more than mere thugs, a sad and repugnant group of people. Another kind kills for pleasure. Possessing neither control of themselves nor any understanding of morals these have sunk the lowest. Both types of assassins are failures. The true assassin kills not for money and not for pleasure. He has a higher cause, he has a duty, he follows one who it worthy. Only in the devotion to an ideal, to a religion, to a great man lies the origin and strength of a true assassin. Labels like good and evil are too restrictive for such a man, the only thing of importance is, how true he stays to his course.

Faceless was such a man, in his life and undeath before the Legion, he is sure. Whether it was religious zeal that drove him or the duty to a worthy master, he had a cause. Now, among the Nameless Legion, Faceless is still struggling with the implications. The Paymasters are only in the business to make profit, they are no exemplars to follow. And becoming a hired killer is out of consideration entirely. But then, what truth can he find in the Legion? Twice Faceless was close to leaving all this behind, but he was held back by thoughts of his comrades. Maybe, he has come to understand, maybe the Legion in itself is something worthy of his devotion. Nevermind the truth of the Paymasters’ interests, there are great men and women among the legionnaires. There is honor among them, trust and camaraderie. And composed of soldiers the Nameless Legion has its own appreciation of efficiency. It may be the right place for him to be after all.

Personality:
Faceless keeps to himself a lot, only rarely truly opening himself to others. Not a man of many words he prefers to show his respect for his fellow legionnaires through deeds. Though he suspects, that he’d come to terms with his own undeath before the Conditioning, it has become a source of internal conflict for him again. His body mocks his very instincts and provides distractions of its own – a certain drive towards violence, bloodlust and worse. Higher Discipline, the merciless mastery of ones own mind, has contained that aspect of his nature so far, but Faceless fears the breaking down of control. In his struggling he has found like minds among the other undead of the Legion, in facing similar problems and discussing ways out he has found friends. Also, paradoxically, a psion and veteran of long years named Shackler has become a rather close comrade. Though their predicaments differ, they share the inner fight and Faceless’ immunity to mental influences makes him one of the few, who can speak with the mentalist on truly equal footing. It’s Shackler’s admiration of the Legion’s inner nobility, that have influenced Faceless, have convinced him to stay and see it for himself.


Code:
[b]Name:[/b] Faceless
[b]Class/Level:[/b] Rogue5/Assassin6/Wight1

[b]Race:[/b] Human (undead)         [b]Age:[/b] --
[b]Size:[/b] Medium                 [b]Height:[/b] 5’8”
[b]Gender:[/b] Male                 [b]Weight:[/b] 110lb
[b]Region:[/b] n/a                  [b]Eyes:[/b] Red
[b]Alignment:[/b] N                 [b]Hair:[/b]  ?
[b]Deity:[/b] None                  [b]Skin:[/b] Grey
                             


[b]Str:[/b] 12 +1                              [b]Level:[/b] 11     [b]XP:[/b] 66,000/78,000
[b]Dex:[/b] 24 +7                              [b]BAB:[/b] +7/+2    [b]HP:[/b] 68 (1d12+11d6)
[b]Con:[/b] --                                 [b]Grapple:[/b] +8   [b]Dmg Red:[/b] n/a
[b]Int:[/b] 14 +2                              [b]Speed:[/b] 30'    [b]Spell Res:[/b] n/a
[b]Wis:[/b] 12 +1                              [b]Init:[/b] +11     [b]Spell Save:[/b] n/a
[b]Cha:[/b] 13 +1                              [b]ACP:[/b] -0       [b]Spell Fail:[/b] n/a

      [b]Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:[/b] 10    +7    +4    +7    +0    +0    +1   29
[b]Touch:[/b] 18              [b]Flatfooted:[/b] 29


                      [b]Base   Mod  Misc  Total
Fort:[/b]                 3     +0    +3      + 6
[b]Ref:[/b]                  9     +7    +3      +19
[b]Will:[/b]                 5     +1    +3      + 9

[b]Languages:[/b] Common, Elven

[b]Abilities:[/b] 
-undead traits
-darkvision
-evasion
-sneak attack +6d6
-trapfinding, trap sense +1
-improved uncanny dodge
-poison use
-death attack (DC 18)
-spells
-save against poison +3

[b]Feats:[/b]
Level 1: Improved Initiative
Level 3: Combat Expertise
Level 6: Improved Feint
Level 9: Weapon Finesse
Wight 1: Quickdraw 

[b]Skill Points:[/b] 122     [b]Max Ranks:[/b] 15/7
[b]Skills                      Ranks  Mod  Misc    Total[/b]
Bluff                        14    +1    +0      +15
Diplomacy                     1    +1    +6      + 8
Disable Device                3    +2    +0      + 5
Disguise                      9    +1    +10     +20 (+10 mask of disguise)
Escape Artist                 3    +7    +0      +10
Gather Information            4    +1    +0      + 5
Hide                         15    +7    +10     +32 (+10 armor of shadow)
Intimidate                    2    +1    +2      + 5
Jump                          4    +1    +0      + 5
Move Silently                15    +7    +13     +35 (+8 racial, +5 boots)
Open Lock                    15    +7    +0      +22
Search                        5    +2    +0      + 7
Sense Motive                  5    +1    +0      + 6
Sleight of Hand               3    +7    +0      +10
Spot                          9    +1    +0      +10
Tumble                        8    +7    +0      +15
Use Magic Device             15    +1    +0      +16


[b]Spells:[/b]

[U]Known:[/U]
1: featherfall, jump, obscuring mist, true strike
2: cat’s grace, darkness, invisibility, spider climb
3: deep slumber, deeper darkness, nondetection

[U]Memorized (DC 12+level):[/U]
1: [i]featherfall, obscuring mist(x2), true strike[/i]
2: [i]darkness, invisibility, spider climb(x2)[/i]
3: [i]deeper darkness[/i]

[b]Attacks:[/b]

[U]Weapon         Full attack        Damage         Critical    [/U]   
[i]Bleeder[/i]          +16/+11         1d6+3+1d6*      19-20/x2
Crossbow         +14                1d8          19-20/x2
 Humanbane bolt  +15             1d8+1(+2d6)**   
Dagger           +15/+10           1d4+1         19-20/x2

*  cold damage
** against humans

[b]Equipment:                           Cost   Weight[/b]

Mask of Disguise                   1800gp
Studded Leather +4 of Gr. Shadow  31020gp     10lb
Mithral buckler +3                10015gp    2.5lb
Tattoo of Amity                       0gp
Cloak of Resistance +3             9000gp
Gloves of Dexterity +4            16000gp
Boots of Elvenkind                 2500gp
Ring of Protection +1              2000gp
Handy Haversack                    2000gp      5lb
Wand of Inflict Moderate Wounds    4500gp

[i]Bleeder[/i],
  Frost shortsword +2             18010gp
5 silvered masterwork daggers      1610gp
Light Crossbow &                     35gp
5 human-bane bolts +1               800gp

7x Drow Poison (Injury DC 13)       525gp
3x Peeble with [i]Deeper Darkness[/i]


Bedroll                               1sp      5lb
Tent                                 10gp     20lb
Parchment, 5 sheets                   1gp       -
Pouch, belt x2                        2gp      1lb
Rope, silk                           10gp      5lb
Vial, ink                             1gp    0.1lb
Waterskin                             1gp      4lb
Traveller’s outfit                    5gp      6lb
Noble’s outfit                       75gp     10lb
Disguise kit                         50gp      6lb
Thieves’ tools, masterwork          100gp       -


[b]Total Weight:[/b] 20lb             [b]Money:[/b] 5gp left

                           [b]Lgt   Med    Hvy    Lift   Push
Max Weight:[/b]               43lb   86lb  130lb

---

Ok, Shackler will be my primary character and Faceless will be the secondary submission.
 
Last edited:

Rino

First Post
name: Thorin
race: Dwarf
AL: LN
Class: monk 7/reaping mauler5
speed: 40ft
AC: 27 (10 + 5 + 5 + 1 + 4 + 2)
HP: 128 (7d8 + 5d10 + 48)

str 18 +4 (6p. +4 enchantement )
dex 20 +5 (8p. +1 lvlbonus +4 enchantement )
con 16 +4 (6p. +2 racial )
int 12 +2 (4p. )
wis 20 +5 (6p. +2 lvlbonus +4 enchantement)
cha 8 -1 (2p. -2 racial )

bab/grapple: +10 / +14

unarmed attack +11/11 1d8+6

saves:

fort 16(11+5)
dex 16(11+5)
will 13(8+5)

Languages: dwarven, common, undercommon

class and racial features:
darvision 60ft
+2 vs poison
+2 vs spells and spelllike abilities
+4 ac vs giants
+2 sreach for unusual stone work
+4 vs trip attakc and bullrushes on the ground
+2 appraise (metal and stones)
+2 craft metal
flurry of blows
unarmed strike
evasion
still mind (+2 vs. enchantments)
ki strike (magic)
slowfall 30ft
purity of body (immunity to al non-magical diseases)
wholeness of body (can heal upto 14points of damage/day)
improved grapple (no AoO when grappling)
mobility (+4 to ac against AoO
adept wrestling +2 (+2 to grapple cheak when no armor or light armor is worn)
counter grapple (when grappled/pinned, a second change for escape artist or grapple check)
sleeper lock (pin opponent for 1 round, then fort save (dc 20) if failed 1d3 rounds unconscious)
devastating grapple (3 consecutive rounds opponent pinned then fort save dc20 or die)

feats:
m1: combat rexlexes
1: stunning fists
m2: clever wrestling
3: extra stunning
m6: fists of iron
6: weapon focus unarmed attack
8: dodge
12: earth's embrace

skills: points 65
escape artist +22/17
hide +15/10
Knowledge(local) +8/3
move silently +15/10
sense motive +12/7
tumble +23/18


equipment:
Tattoo of Amity
amulet of mighty fists +2
gloves of dex +4
belt of str +4
headband of wisdom +4
bracers of AC +4
ring of protection +2
monks outfit
backpack
- trail rations x7
- filled waterskin x2
- bedroll
potion of cure light wounds x8
potion of cure moderate wounds x5
potion of resist fire
potion of resist cold
potion of water breathing
(all labeled)

left with: 742 gp and 4 sp

background:

Thorin was sent by his parents who were both clerics of moradin to a monistary. this with the intention to prepare him for a future as servant of moradin, bot in his first year he was atracted by visiting monks from far away.Thorin was immediatelly keen on becomming just as dediceded to the martial arts as those monks were.

in the monestary he was in there was no training in martial arts, so he decided to leave and search for place where he train and meditate. at some point in his training he was sent into a forest to work on his training. a couple of days in he came face to face with a big brown bear. after a long fight thorin pinned him down with all his strenght. after a few seconds the strenght of the bear started to faint and the bear was killed. Thorin was pleased with his new ability and started training on it
to perfection.

personality:

devotee to his arts. never spents a day w/o meditating. the only time he doesn;t meditates is when he is on a mission or other personal search that he cant take his mind of. normaly he is a bit of a loner, always has been. he is the guy who sits in a bar in the corner looking and listening to what he can hear.
 
Last edited:



Dakkareth

First Post
Bront said:
The Wight feat you got is actualy a level feat for the wight racial HD. You don't simply get a bonus feat for becoming a wight (I don't think)

So the monster class level doesn't count like a 'normal' level when determining feats? Easy to miss and hard to understand, but if that's the case I'll have to change it of course ...
Code:
Level 	HitDice 
1st 	1d12 	+0 	+0 	+0 	+2 	4 + Int mod x 4 	Feat, slam 1d4
 

Brain

First Post
I think I'll make a Dark Elf Wizard 5/ War Weaver 5 because I like the tie in between spiderwebs and weaving.

in progress:
[sblock]
Code:
[B]Name:[/B] Skein
[B]Class:[/B] Wizard / War Weaver
[B]Race:[/B] Dark Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] Boccob

[B]Str:[/B] 10 +0 		[B]Level:[/B] 5/5 (ECL 12) [B]XP:[/B] XXXX
[B]Dex:[/B] 18 +4		[B]BAB:[/B] +4         [B]HP:[/B] 41 (4+27+10)
[B]Con:[/B] 14 +2		[B]Grapple:[/B] +4     [B]Dmg Red:[/B] 
[B]Int:[/B] 28 +9 		[B]Speed:[/B] 30'      [B]Spell Res:[/B] 21
[B]Wis:[/B] 10 +0		[B]Init:[/B] +4        [B]Spell Save:[/B] +2
[B]Cha:[/B] 10 +0 		[B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +X    +X    +4    +X    +X    +X    14
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  ResistTotal[/B]
[B]Fort:[/B]                      2    +2    +4    +5    +13
[B]Ref:[/B]                       2    +4            +5    +11
[B]Will:[/B]                      8    +0             +5    +13

[B]Weapon                  Attack   Damage     Critical[/B]
XXXX                      +X     XdXX+X     XX-XXxX
XXXX                      +X     XdXX+X     XX-XXxX
XXXX                      +X     XdXX+X     XX-XXxX
XXXX                      +X     XdXX+X     XX-XXxX

[B]Languages:[/B] Common, Elf, Undercommon, Draconic, Dark Elf Sign Language, Goblin, Aquan, Abyssal, Gnome, Celestial

[B]Abilities:[/B] 
Point Buy info:
[sblock] 
Point Buy of 32:
STR 10(2p)/DEX 14(6p)/CON 14(6p)/INT 18(16p)/WIS 10(2p)/CHA 8(0p)

After racial mods and adding to INT at 4th and 8th:
STR 10/DEX 16/CON 12/INT 22/WIS 10/CHA 10[/sblock]

Racial Traits:
[sblock] 
Dark Elf Traits (Ex): 
+2 Intelligence, +2 Charisma. +2 Dexterity, –2 Constitution.
Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
Spell resistance equal to 11 + class levels.
+2 racial bonus on Will saves against spells and spell-like abilities.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
+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.
Spell-Like Abilities: Dark elves can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the dark elf’s class levels.
Weapon Proficiency: A dark elf is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Dark Elf Sign Language, Gnome, Goblin. This trait replaces the high elf ’s automatic and bonus languages.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf ’s favored class.
Level adjustment +2.[/sblock]

Wizard:

Elf Wizard Racial Substitution level taken at 1st and 3rd levels
[sblock]
1st level ability:
A 1st level elf wizard begins play with one extra 1st level spell in his spellbook.  At each new wizard level, he gains one extra spell of 
any spell level that he can cast.  The elf wizard may also prepare one additional spell of his highest spell level each day.  

3rd level ability:
Familiar's granted bonus doubles.
[/sblock]

Familiar: Rat - gives +4 on Fortitude saves.

War Weaver:
Eldritch Tapestry
Quiescent Weaving 4
Enlarged Tapestry

Spells:
[sblock]
Wizard Caster Level 9

Spellbook
0-level
Resistance
Acid Splash
Detect Ghost
Detect Magic
Detect Poison
Read Magic
Daze
Dancing Lights
Flare
Light
Ray of Frost
Ghost Sound
Unnerving Gaze
Disrupt Ectoplasm
Disrupt Undead
Preserve Organ
Touch of Fatigue
Mage Hand
Mending
Message
No Light
Open/Close
Preserve Ectoplasm
Repair Minor Damage
Slash Tongue
Arcane Mark
Prestidigitation

1st level
Ectoplasmic Armor
Endure Elements
Resist Planar Alignment
Shield
Benign Transposition
Mage Armor
Mount
Orb of Acid, Lesser
Orb of Cold, Lesser
Orb of Electricity, Lesser
Orb of Fire, Lesser
Orb of Sound, Lesser
Comprehend Languages
True Strike
Distract Assailant
Burning Hands
Magic Missile
Shocking Grasp
Color Spray
Disguise Self
Nystul's Magic Aura
Backbiter
Cause Fear
Chill Touch
Ray of Enfeeblement
Accelerated Movement
Enlarge Person
Expeditious Retreat
Feather Fall
18 extra pages

2nd level
Protection from Arrows
Resist Energy
Baleful Transposition
Glitterdust
Melf's Acid Arrow
Web
Listening Lorecall
See Invisibility
Scorching Ray
Bladeweave
Invisibility
Mirror Image
Misdirection
False Life
Alter Self
Bull's Strength
Cat's Grace
Knock
Rope Trick
Scent
Undeniable Gravity
Familiar Pocket
32 extra pages

3rd level
Dispel Magic
Mage Armor, Greater
Sleet Storm
Heroism
Fireball
Lightning Bolt
Displacement
Attune Form
Fly
Haste
Magic Weapon, Greater
Slow
Water Breathing
21 extra pages

4th level
Anticipate Teleportation
Dimensional Anchor
Stoneskin
Dimension Door
Evard's Black Tentacles
Assay Resistance
Unluck
Charm Monster
Confusion
Fire Shield
Ice Storm
Invisibility, Greater
Enervation
Polymorph
32 extra pages

5th level
Reciprocal Gyre
Arc of Lightning
Cloudkill
Teleport
Wall of Stone
Rary's Telepathic Bond
Dominate Person
Cone of Cold
False Vision
Flight of the Dragon
Passwall
40 extra pages

93+50=143 extra levels of spells =7150gp

Spells per day: (base)
0  1  2  3  4  5  6  7  8  9
----------------------------
4  4  4  3  2  1  —  —  —  —

Spells per day: (bonus)
0  1  2  3  4  5  6  7  8  9
----------------------------
-  3  2  2  2  2  1  1  1  1
	

+1 additional of highest level from Elf Wizard Substitution Level

Spells per day: (total)
0  1  2  3  4  5  6  7  8  9
----------------------------
4  7  6  5  4  4  —  —  —  —
[/sblock]

[B]Feats:[/B]
Wizard 1 Bonus: Scribe Scroll
Level 1: Extend Spell
Level 3: Silent Spell
Wizard 5 Bonus: Enlarge Spell
Level 6: Spell Penetration 
Level 9: Greater Spell Penetration

[B]Skill Points:[/B] XX       [B]Max Ranks:[/B] X/X
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration                       13    +X          +X
Craft (Weaving)                      13    +X          +X
Craft (Alchemy)		13
Knowledge (Arcana)                      13    +X          +X
Knowledge (The Planes)                      8    +X          +X
Knowledge (Dungeoneering)                      8    +X          +X
K (Local: Oerth)                      8    +X          +X
Speak Language		2 spent (learned Celestial)
Spellcraft                      13    +X          +X

War Weaver Skills: 2+int / level
Concentration
Craft
Knowledge (Arcana)
Profession
Spellcraft

[B]Equipment:               	Cost  		Weight[/B]
Headband of Intellect +6	36,000 gp 	XXlb
Tatoo of Amity					XXlb
Amulet of Health +2		4,000  gp
Gloves of Dexterity +2		4,000  gp
Cloak of Arachnida		16,000 gp
Vest of Resistance +5		25,000 gp
Ring of Protection +1		2,000  gp
Lesser Metamagic Rod of Extend  3,000  gp
Boccob's Blessed Book	150 gp
Spells Purchased 		7150 gp
97.3k spent


XXXX                     XXgp   XXlb
XXXX                     XXgp   XXlb
[B]Total Weight:[/B]XXlb      [B]Money:[/B] XXgp XXsp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               XXX   XXX   XXX   XXX   XXX

[B]Age:[/B] 130
[B]Height:[/B] 5'7"
[B]Weight:[/B] 160 lb
[B]Eyes:[/B] Dark Purple
[B]Hair:[/B] White, in mass of braids
[B]Skin:[/B] Black, slightly ashen
Appearance: Skein is a Dark Elf with slightly ashen black skin and white hair in a long, intricately woven mass of braids that spills down his back. He spurns the traditional wizards garb of robes, opting rather for stylish, comfortable, and useful clothing of silk.

Background: Skein was captured long ago by the Nameless Legion during a skirmish in the Underdark of Oerth. There are few who know the details of his capture that survive today. He is an odd dark elf, somewhat dispassionate and stoic. His worship of the Uncaring Eye (Boccob) and his general attitude towards pragmatism led to a smooth transition. As a "Lance efficiency specialist", Skein uses his specialized War Weaver training to protect and enhance the entire group at a moments notice. His fame is not personal, but the Lances that he works with have a very good track record for some reason. ;)
[/sblock]
 
Last edited:

Elocin

Lurker (sort of)
And here is my Goliath Barbarian that I think would be a lot of fun to play. I can use either character as my main or I can play both of them in the different "Lances". It would make no difference to me as I would be able to have enough time in the day to make posts for each character.

Code:
Name: "Krull"
Class: Fighter 1/Barbarian 5/Frenzied Berserker 5
Race: Goliath - Monstrous Humanoid
Size: Medium
Gender: Male
Alignment: N
Deity: Kavaki, The Ram-Lord


Str: 25 +7        Level: 12       XP: 66000/78000
Dex: 14 +2        BAB: +11/+6/+1  HP: 144 (1d10+5d12+5d12+48)
Con: 18 +4        Grapple: +22    Dmg Red: 
Int: 14 +2        Speed: 50'      Spell Res: 
Wis: 10 +0        Init: +1        Spell Save:
Cha:  8 -1        ACP:            Spell Fail: 

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +9    +0    +2    +0    +2    +2    25
Touch: 14              Flatfooted: 25

              Base   Mod  Misc  Total
Fort:          10    +4    +3    +17
Ref:            2    +2    +3    +7
Will:           2    +0    +3    +5

Weapon                    Attack     Damage  Critical   Size
Falchion +1, Wounding  +19/+14/+9    2d6+11   15-20x2     L
MW Goliath Greathammer +19/+14/+9    3d6+10      20x4     L

[sblock]When Raged and Frenzied – Duration 14 Rounds
HP: 199
STR: 35 +12
Con: 28 +9
         Base  Armor Rage   Dex  Size   Nat  Misc  Total
Armor:    10    +9    -6    +1    +0    +2    +2    18
Touch: 7              Flatfooted: 18

              Base   Mod  Misc  Total
Fort:          10    +4    +3    +17
Ref:            2    +1    +3    +6
Will:           2    +0    +5    +7

Weapons:                  Attack     Damage  Critical
Falchion +1, Wounding  +24/+19/+14   2d6+19   15-20x2
MW Goliath Greathammer +24/+19/+14   3d6+18      20x4[/sblock]

Languages: Common, Gol-Kaa, Dwarven, Giant

Abilities: 
Prof. All armor and shields
Prof. All simple and martial weapons including Goliath Greathammer
Fast Movement - +10’
Rage
Uncanny Dodge – Retain Dex Bonus to AC
Improved Uncanny Dodge – Can no longer be flanked
Trap Sense - +1 ref save & AC vs. traps
Frenzy
Diehard
Supreme Cleave – 5’ step between cleave attacks
Deathless Frenzy
Improved Power Attack - +3 melee damage per -1 melee attack if wielding 2-handed weapon.
Tattoo of Amity - +2 Morale bonus to Diplomacy and Intimidate

Feats:
Improved Critical (Falchion)
Power Attack
Cleave
Destructive Rage
Intimidating Rage

Skill Points: 60         Max Ranks: 15/7.5
Skills                   Ranks  Mod  Misc  Total
Appraise		   0	+2	     +2
Balance			   0	+2    +2     +4
Bluff			   0	-1	     -1
Climb			  14	+7	    +21
Concentration		   0    +4           +4
Diplomacy		   0	-1           -1
Disguise		   0	-1           -1
Escape Artist		   0	+1	     +1
Forgery			   0    +2           +2
Gather Information	   0	-1           -1
Handle Animal              5    -1           +4
Heal			   0     0     0      0
Hide			   0    +2     0     +2
Intimidate		  14	-1          +13
Jump			   0	+7   +10    +17
Listen			   0     0     0      0
Move Silently		   0	+2	     +2
Ride			   0	+2    +2     +4
Search			   0	+2	     +2
Sense Motive		   0	+0	     +0
Spot			   0    +0           +0
Survival		   7    +0           +7
Swim			   0    +7           +7
Tumble			   7	+1           +8
Use Magic Device           5    -1           +4
Use Rope		   0	+2	     +2

Equipment:           	     		Cost  Weight
Tattoo of Amity
Mithril Chain Shirt +5	     		26100   12.5
Falchion +1, Wounding	      		18375   16
Goliath Greathammer			   30   60 
Vest of Resistance +3   		 9000    1
Ring of Protection +2			 8000
Amulet of Natural Armor +2		 8000    
Belt of Giant Strength +4		16000    1
Gloves of Dexterity +2                   4000
Bracers of Quick Strike                  1200
Cloak of Elemental Protection            1000
Boots of Striding and Springing		 5500    1
Everlasting Rations                       350

Hewards Handy Haversack		         2000    5
-Bedroll
-2 Waterskins
-4 Sunrods
-Winter Blanket
-Case, Map or Scroll
-2 Flask
-Flint and steel
-Mirror, small steel
-Silk Rope 100’
Total Weight: 96.5lb      Money: 145gp 5sp 7cp

                 Lt    Med   Hvy  Lift  Push
Max Weight:     266    533   800  1600  4000

Age: 18
Height: 7'7"
Weight: 300lb
Eyes: Green
Hair: None
Skin: Grey

Appearance: A towering figure of muscle that seems to be made entirely of rock stands before you, wearing a chain shirt with nothing under it and simple leather pants and comfortable shin high boots. The skin is a dark grey with bands of dark patches here and there about his person. The skin is definitely not smooth as there are pockmarks of hard bony growths strewn about his arms and torso. The only other decoration is the Tattoo that is placed on everyone who is in the Nameless Legions. A face that you think has a permanent scowl etched into his stony appearance. Krull only talks when he deems it necessary and even then with as few words as possible. You get the sense that he is almost ready to explode into action at even the slightest provocation.

Background: What happened before Krull before joining the Legion is but a mystery but anyone coming in contact with Krull definitely remembers him. He is an extremely motivated person always attempting to do more than he did the previous day. Most people who have worked with him get slightly annoyed at any of the debriefings as he keeps a record of how many kills everyone has done thinking that he is trying to suck up to the higher ups, but anyone that knows him knows this is not true. The one focus in Krull's life is "Do Better". He strives to do everything he can to do more than he did the day before. You never really see him resting at all unless absolutely necessary, he is always training and bettering himself every day. You would think he was one of those they called "Warforge" but he is made of flesh, as the ones who have been in combat with him have seen him bleed. What amazes them is that no matter how wounded he is, he never stops. Some of the Warchiefs even contemplate that if you put a army before Krull, Krull would win as he would not stop attacking until every living thing around him is dead. This also somewhat worries them as sometimes it seems Krull does not even designate between friend or foe and just attacks, blinded by his drive to "Do Better". Needless to say Krull is usually the first one to fight and the last one to stop fighting. He is most definitely one of the fiercest warriors in the Nameless Legion and he smiled for the first time, that anyone noticed, when he was offered the position in one of the Elite quick-response teams.
 
Last edited:

Harvey

First Post
Jemal said:
room for more?

Of course, but final characters are due tomorrow :)

Bloodcookie said:
As for what the Modrons are, they were a race introduced in the Planescape campaign setting. They haven't been detailed in print for 3.5 yet, but the relevant info can be found in chapter 2 here: http://www.planewalker.com/products/released.php and in the web enhancement here: http://wizards.com/dnd/article.asp?x=dnd/we/we20010921a

Wow, they look freaky! Yet cool! Looks like I got to read up on them...

Dakkareth said:
Well, that's past alignment, before the Conditioning, or so was my line of reasoning. After all there seem to be members of 'Evil' races to be among the Legion in no small number ...The question of evil and how it relates to the profession of a killer was one I was going to address in the background anyway. I'll finish the character anyway and simply wait for a word from Harvey :).

This is a good point, and one I have been intentionally loose on, mainly because the original reference of the Nameless Legion was also vague on the subject. The Nameless Legion first appeared in Dragon #304, and in it, they make reference to a number of traditionally "evil" races as members of the Legion (hell, the Blood Feasters are all undead!), yet in the same article, they say that the Legion does not allow "Evil" characters. They do make reference to corralling up creatures that would serve their needs, and using the psychic surgery to affect their alignment.

So, I have been trying to play that balancing act. Not only that, but one of the big stresses of Eberron is the fact that alignment is not the end-all and be-all determinant of evil. With that in mind, I was going to address the issue of "evil" and "chaos" once I pick the final characters.

But I might as do it now... so here goes:
- Any race that is specified as "always evil" or "always chaotic" is not allowed. So far, the races we have are the Centaur ("usually neutral good"), the Gloura ("often neutral good"), the Lumi ("usually lawful good"), the Mondron (which I get to read today), and the Nycter (usually neutral). The other races are all traditional PC races, which the exception of the Chaos Gnome. I originally winced at this one, but after reading Races of Stone, noticed that it mentioned that they are "naturally inclined towards chaos", which allows for other alignments (which AmorFati did, making him Neutral).
- Characters must not have a Chaotic or Evil component of their alignment. I have not been checking this part of the character sheets, mainly because I didn't want to get bogged down in the nitty-gritty of each character yet. Plus, so far, this is the easiest to tweak.
- Classes with an alignment requirement of chaotic or evil will have to be subject to analysis. For instance, I'm sure the Nameless Legion would perform assassinations (hell, an example in the Dragon issue mentions Mind Flayers assassinating the head of an army!). So why would they not have an assassin (as the PrC?). I could see why they would not have a Blackguard, or a Chaos Mage. So, here is what I would rule: you can take a class like assassin, but your character must also not have an Evil alignment when starting the legion. So, you could have been an assassin, and was mindwiped. But, since you are no longer "Evil", you can no longer level up in that class. Classes that force you to lose abilities if you can no longer meet the requirements of the class (like Blackguards or Clerics worshipping evil/chaotic deitites) would never be approached/allowed into the Legion.
 

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