Demon with a Glass Hand 2.0 [OOC]


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Eeeexcellent. I'll work on that, meanwhile I edited one extra question into my last post while you were replying (:(), regarding whether using a small item from the MIC would preclude possibly getting Master Thrower if I ever leveled to 16.
 


Alright, I've posted my stuff to the RG, ready to go whenever you want :).

As an Elocater I've got cheap access to Psionic Teleport (5pp per use), so I can show up in game whenever you feel like.
 

Okay, here is my character. Creamsteak, do you have any information about the deity Gustave? I'd like to use that to flesh out my background which I can post tomorrow.

Korgan
Medium Human
Cleric (of Gustave)7/Warpriest 7
Hit Dice: 7d8+7d10+28 (95 hp)
Initiative: -1 (-1 Dex)
Speed: 40 ft. (+10 Boots)
Armor Class: 20 (-1 Dex, +11 Armor), Touch 9
Base Attack/Grapple: +12/+14
Attack: Grimnur (+3 thundering greatsword) +20/+15/+10, 2d6+7/18-20/x2 (+1d8 points sonic damage on crit), +2 Dagger +18/+13/+8, 1d4+6/19-20/x2,
Space/Reach: 5 ft./5 ft.
Saves: Fort +12, Ref +3, Will +13
Abilities: Str 19, Dex 8, Con 14, Int 12, Wis 22, Cha 14
Skills: Climb +5(1), Concentration +10(8), Diplomacy +10(8), Heal +9(3), Intimidate +5(3), Jump +9(0), Knowledge (History) +2(1), Knowledge (Relgion) +5(4), Listen +7(1), Sense Motive +13(7), Spellcraft +2(1), Spot +7(1), Survival +7(1)
Feats: Combat Casting, Diehard, Domain Spontaneity (War), Endurance, Improved Critical (Greatsword), Iron Will, Weapon Focus (Greatsword)

Alignment: Lawful Neutral

Languages: Common

Bonus Domain: At 1st level, a warpriest gains the Glory domain (if he turns undead).

Fear Aura (Su): Once per day starting at 5th level, a warpriest can emanate a fear aura in a 20-foot radius for 1 round per level. Foes must make a Will save (DC 10 + warpriest’s class level + warpriest’s Cha modifier) or be affected as if by a fear spell.

Haste (Sp): At 7th level, a warpriest gains the ability to use haste three times per day as a spell-like ability.

Inflame (Ex): As a full-round action, the warpriest can inflame the passions of his allies. All who can hear the warpriest gain a moral bonus on saving throws against any charm or fear effect. The bonus begins at +2 for a 2nd-level warpriest and increases by +2 at each even-numbered level thereafter. This effect lasts for 5 minutes after the speech ends, plus 1 minute per level of the warpriest. The war priest also gains the bonus.

Mass Cure Light Wounds (Sp): Starting at 3rd level, a warpriest can use mass cure light wounds once per day as a spell-like ability. Treat the warpriest’s caster level for this effect as equal to his highest divine caster level.

Rally (Ex): A warpriest not suffering from a fear effect can use this ability as a standard action. Allies within 50 feet who are suffering from any fear effect and who can hear the warpriest are allowed another saving throw against the fear effect, with a +1 morale bonus per warpriest level.

Turn Undead (Su): 4/day as a 7th-level cleric. Gain a +2 bonus on turning check and +1d6 on the turning damage roll (Glory domain).

Turn Water Creatures (Su): 4/day as a 7th level cleric.

Possessions: +3 thundering greatsword (Grimnur), +3 plate mail of command, periapt of wisdom +4, bag of holding (type II), belt of giant’s strength, boots of springing and striding, cloak of charisma +2, ring of sustenance, +2 dagger, bedroll, flint and steel, 3 torches, 2-100’ silk rope, cleric’s vestments, 3 sets traveler’s outfits, silver holy symbol, waterskin, flask, whetstone, small steel mirror, 28,558 gp

Spells: As 10th level cleric. Domains: Fire, Glory, War
6/6+1/6+1/4+1/4+1/3+1 (DC = 16+spell level)

Spells Prepared: 0-Create Water, Detect Magicx2, Lightx2, Read Magic;1-Cause Fear, Detect Evilx2, Divine Favor, Endure Elements, Obscuring Mist, d-Burning Hands;2-Bull's Strength, Curse of Ill Fortune, Deific Vengeance, Hold Person, Lesser Restoration, Zone of Truth, d-Bless Weapon;3-Dispel Magicx2, Magic Circle Against Evil, Protection from Energy, d-Magic Vestment;4- Divine Power, Lesser Planar Ally, Restoration, Tongues, d-Holy Smite;5- Flame Strike, Righteous Might, Summon Monster V, d-Flame Strike

History: Most people eventually resign themselves to their humble lot in life, content with their pathetic existence and a fate that seems cruel and fickle. Korgan is not. He has in fact developed a mountain of rage that he struggles to channel in a healthy manner. Sargoth, Korgan’s father, was a blacksmith’s apprentice, who never managed to become a full smith or even get regular work due to laziness and drink. Sargoth’s wife, Thyssa, began working in a brothel in order to buy food and provide a roof for Korgan and his six younger siblings. Sargoth regularly beat his children and his wife in his drunken stupors which was nearly every night. As Korgan grew older, he found out what his mother did and even went to the brothel she worked at and saw her selling herself. The rage began to build inside the youth.

At first, the rage came out in small acts of rebellion – smarting off to his father (which just earned Korgan more beatings), disrespecting his mother, pushing his siblings around. Before long, though, it turned to more. He joined street gangs, got involved in petty theft, and found himself barely avoiding the law.

Two people outside his family changed Korgan’s life and set him on the path he walks today. One was Alise, a young girl who lived near Korgan. A chance meeting when they were both fifteen led to a whirlwind romance of the kind only teenagers can have. Both thought they were in love and perhaps they were, but it was not meant to be. Five months after they had met, Alise told Korgan, crying, that she was pregnant. Korgan promised to take care of her, but she was inconsolable. She said her father would never allow it. They were supposed to meet again two days later, but Alise did not show up. When Korgan went to her home, her father beat the boy near to death. He told Korgan that he would never see Alise again and that he would kill Korgan if he ever saw him again.

Korgan fell into a deep depression. Alise had been the one bright spot in his life, the one person that could calm the well of anger building inside him. Now she was gone and he was lost. The depression wore off, but turned to more fuel for his fiery anger. Korgan tried to find out what happened to Alise. The only thing he managed to discover was that she had been
sent out of the city, but as to where, no one that would talk to Korgan knew. The boy resolved to kill Alise’s father. With a dagger in hand, the troubled youth made his way to the father’s house one night. Someone saw him, though, and put a stop to Korgan’s quest.

Harkoan was a cleric in service to Gustave. A grizzled veteran, he saw potential in Korgan. Dissuading him from his current endeavor, Harkoan persuaded Korgan that a better path lay in service to Gustave and bringing order to the world. Something about the old man spoke to Korgan and he saw a way out of his putrid existence with the cleric. Without hesitation or remorse, he walked away from his family and joined the order dedicated to Gustave.

Korgan is 31 now. His rage is in somewhat better check than it used to be, but still often simmers just below the surface. He still has hopes of finding Alise, but it has begun to fade with the passage of time. Korgan has still not dealt with the issues he has with his father, even though Harkoan became more of a father to him than his blood father. He has served Gustave well and enjoys the path he has chosen. Gustave has given him the opportunity to channel his white-hot temper into something he feels is productive.
 
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Creamsteak, are you considering allowing flaws? I'm trying to cram one feat too many into my build (stupid Elocater requiring Spring Attack instead of Shot on the Run).
 


Gustave, the Flame General
Gustave has fiery red hair and wields two bastard words in combat. The first is a blade forged from the soul of a Pheonix, known as Firebrand. The second is a blade forged from incredibly rich adamantite. Gustave wields both blades simultaneously in combat. Gustave is a warrior and general, and his city state is dedicated to manufacturing weapons of war and soldiers to use them. Gustave’s engines of war never stop churning out more equipment, often to the duress of the people living under his law. Gustave’s God King Ability includes transformation into a living flame. This ability is one of the least subtle, but it’s effectiveness on the battlefield is doubtless. He can scatter all but the most hardened and tempered wills simply by revealing his flame-form.

Gustave believes firmly that might makes right, and eventually power will overcome good and evil alike. The armies of Gustave are very single-minded. Each battalion has a specialization that is unique to their unit. As such, the versatility of any unit individually might be worthy of some doubt. As a whole, however, the strict and elite training makes each unit the best they can be for their specific responsibilities.

Han Nova: Han Nova is built upon the ancient grounds of a kingdom ruled by Gustave’s ancestors. Gustave inherited a family bloodline that allows him to wield the Firebrand without incurring damage from the flame backlash of the Pheonix. It is this sword that gives him the in-born right to this land, and the land allows itself to be shaped by his hand. Han Nova is the home of thousands of blacksmiths, and tens of thousands of men at arms. The city is dedicated to war, and as such everyone from the beggars in the streets to the generals of the army has a place in battle. Hahn Nova has a constant smoke above its walls, and many would say it looks very-much like an alien sort of factory city.

attachment.php

A thematic sort of picture for the city. Not exactly how I imagine it, but close enough.
 

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