[D&D3.5] Paths of Legend: The Azgundi Tournaments (OOC)


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Yeah, I read that.

I'm thinking that this honoring of heritage from dragons mitigates that. Gold dragons are, after all, good creatures. On the other hand, I'm sure her father and mother have had to do things they're not proud of in order to 'blend in.'

As such, I'd put them more as Lawful Neutral.

Shayuri is, at present, Neutral Good (with a leaning towards lawfulness).
 

update thus far:
character Renaldo D'Arguissi

how about he is not recruited yet by the shadow knight organization...he has been a 'person of intrest amoung the guard element of the house, especially the lady as "Lady Nineveh d'Anovia is a very forward thinking individual" and bears watching for what ever other plots and plans of intrigue may happen.

rp ing it out will be more fun anuway!


Renaldo D'Argaussi

[sblock=Personal Info]

Swashbuckler 2. Human, Azgundian
Age. 16. . . Weight. 140lb. . . . .Height. 5' 6"
Skin. Olive. Hair. black wavey. . Eyes. Green
Languages:. Commen, Azgund


Str. . .10. ( 2 pts). +0. Level:. 2. Exp:. 1000
Dex. .16. (10 pts). +3. hp:.17
Con. .12. ( 4 pts). +1. BAB:. +2. Grap:. +2
Int. . 14. ( 6 pts). +2. Ac:. 16
Wis. ..14. ( 6 pts). +2. touch:.13
Chr. ..12 ( 4 pts) +2. flatfooted:.13


[/sblock]

Combat
Code:
[b]armor:              max     arcane[/b]
Studded      [b]adj mag dex acp failure type wt  mv[/b]
Leather, Mwk. +3  --  +5   0     15%    Lt  2lb  30

Base AC: 16 (dex +3, armor +3)

touch ac: 13  

flat foot ac:  13

[b]Attack[/b]

[b]weapons:    att  dam   crit    rng type[/b]
Rapier, Mwk  +6    1d6  18-20/X2  n/a   P
Dagger       +5    1d4  19-20/X2   10   P/S

[b]Two weapon fighting (Full round attack):[/b]

[b]weapons:    att  dam   crit    rng type[/b]
Rapier, Mwk  +4    1d6  18-20/X2  n/a   P
Dagger       +3    1d4  19-20/X2   10   P/S

Weapon Adjust ments:

Dex: +3; bab +2; rapier Mwk +1; 2 wpn fight -2

[b]Saves:   base abil mods  total[/b]
Fort:       +3    +1   --    +4
Reflex:     +0    +3   +1    +4
Will:       +0    +2   --    +2

Save Modifications: Reflex: +1 (Grace)

[sblock=special attacks]

FEINT
As a standard action, you can try to mislead an opponent in melee combat so that he can’t dodge your next attack effectively. To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Bluff check result exceeds your target’s Sense Motive check result, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn. Feinting in this way against a nonhumanoid is difficult because it’s harder to read a strange creature’s body language; you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a nonintelligent creature, it’s impossible. Feinting in combat does not provoke attacks of opportunity. Feinting as a Move Action: With the Improved Feint feat, you can attempt a feint as a move action instead of as a standard action.

DISARM
As a melee attack, you may attempt to disarm your opponent. If you do so with a weapon, you knock the opponent’s weapon out of his hands and to the ground. If you attempt the disarm while unarmed, you end up with the weapon in your hand. If you’re attempting to disarm a melee weapon, follow the steps outlined here. If the item you are attempting to disarm isn’t a melee weapon (for instance, a bow or a wand), the defender may still oppose you with an attack roll, but takes a penalty and can’t attempt to disarm you in return if your attempt fails.
Step 1: Attack of Opportunity
Step 2: Opposed Rolls.
Step Three: Consequences
See phb pp 155 for further details
Grabbing Items
You can use a disarm action to snatch an item worn by the target (such as a necklace or a pair of goggles). If you want to have the item in your hand, the disarm must be made as an unarmed attack. If the item is poorly secured or otherwise easy to snatch or cut away (such as a loose cloak or a brooch pinned to the front of a tunic), the attacker gets a +4 bonus. Unlike on a normal disarm attempt, failing the attempt doesn’t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm attempt, as noted above. You can’t snatch an item that is well secured, such as a ring or bracelet, unless you have pinned the wearer (see Grapple). Even then, the defender gains a +4 bonus on his roll to resist the attempt.


[/sblock]
Skills and Feats

[sblock=Skills and Feats]
Feats:
Class: weapon Finesse (level 1)
H : Combat Expertise
CL1: Improved Feint
CL 3: ***improved Disarm***
CL 6:
CL 9:

Skills: 35 ranks
name
Balence: 5 ranks + 3 (dex) = +8
Bluff: 5 ranks+ 1 (cha) = +6
Climb: 3 ranks+ 0 (str) = +3
Craft: Wood Carving: 4 ranks+ 2 (int) = +6
Diplomacy: 2 ranks+ 1 (cha) +4 (Syn) = +7
Jump: 3 ranks+ 0 (str)+2 (syn) = +5
Profession:Guardsman: 4 ranks+ 2 (wis) = +6
Sense Motive: 5 ranks+ 2 (wis) = +7
Swim: 1 ranks+ 0 (str) = +1
Tumble: 5 ranks+ 3 (wis) = +8

synergies:
Tumble: +2 on Jump
Bluff: +2 on diplomacy, disguise, Intmidate and
slight of hand
Sense Motive: +2 on diplomacy
[/sblock]

item purchase notes
Code:
Studded Leather, mwk  175.00 gp   20.00 Lb   
Rapier, Mwk           320.00 gp    2.00 lb
Dagger x3               6.00 gp    3.00 lb
Guard's Uniform 
(courtesen's outfit)   30.00 gp    ---
Back Pack               2.00 gp    2.00 lb
flint/steel             1.00 gp    ---
Mirror, sm steel       10.00 gp    0.50 lb
Belt pouch X 2          2.00 gp    1.00 lb
Water Skins X 1         1.00 gp    4.00 lb
Sunrods X2              4.00 gp    2.00 lb
Tinder twigs X10       10.00 gp     --- 
Traveler's outfit       1.00 gp    5.00 lb
Potions of Healing    100.00 gp     ---
artisen's tools  5 gp  5 lb

   Totals:            667.00     44.5 lb

special items : 157 gp
 total: 819


Left over:  
  pp  50 gp  9 sp  10 cp

 Weight of: 7 lb on his person 


pouch 1: 25 gp, 9 sp, 10 cp
pouch 2:  25 gp

wearing: x.x lb



Special Items

[sblock]

entry fee into tournaments: 50 gp paid

Inside Pocket (Comp Scound) 2 each cost 2 gp

Flash Pellet (comp Adven) 1 each - disguised as pocket
button on his left side of his uniform cost 50 gp

Hollow boot heel, right boot (comp scoun) cost 50 gp

potions:
healing 2 X 50 gp ea 00

Things left in quarters (emergency grab and go)
leather armor 10 gp
rapier 20 gp
Artisan’s outfit (first clothing)
Back Pack
flint/steel
Mirror, sm steel
Belt pouch X 1 (W/ 25 gp)
Water Skins X 1
Sunrods X1
Tinder twigs X5
Traveler's outfit
Potions of Healing X1


[/sblock]

General discription

[sblock]
handsome, courtous and never shies at giving a pretty lady a smile from his very white teeth, this young lad is dressed in very well made attire of the colors of his lord's elite guard. His uniform is made with the same care as the lowest of courtesans, though his seems to be maticulousy kept. the hair on his head wouold seem tasseled but for the plumed hat that is worn. his hair is sholder length and cleaned daily. His mustache is thin, dark and still coming in so it looks as two short lengths at the corners of his mouth

[/sblock]

[sblock=history]
Renaldo's family are wood carvers, and not of small skill. It was the contact with some of the uppercrust of azgund that sparked the fires of youthful imagination. Even though he was always playing 'swords and daggers' (read cops and robbers) he still spent time applieing himself to the family trade, sometimes on intricately carved wooden swords. He now spends his off time carving small figurines and gives them to the orphans on the street, the best ones as payment for information sometimes, it is not unusuall for him to spend a week on one figure. his favorite carvings are those of elite guards men in conquring poses.
[/sblock]

[sblock=guard recruitment]

If there were the things Renaldo learned from his father, it was this:
1) you never bully children, visitors from other nations and Women

2) Street thugs were the worst bullies

3) defend those being bullied

so naturally, with those character traits in the young impressionable mind of a swordsman wannabe like our intrepid Renaldo, he was destined to find someone in distress.

It started one sunny day, his recently aquired birthday present from his father, a rapier. nothing specia about it. it wasn't even new ... used by another who had a specile one made for himself and sold his old one. Must be a lucky blade as the former owner still lives. well, our over ambitios 14 yearold Renaldo was walking with a couple of his childhood buddies when they happened uppon some street thugs in the process of mugging a lady and her enterouge, which included her son of about 8 years. That just was't going to fly for him. He broke from his friends and challenged openly the three thugs ... all three of them. The leader directed on of his lackeys to take care of the 'young whelp' and teach hi a lesson. a quick bluff by the thug and Renaldo was out cold.

All was not lost. his loud boisterous challenge alerted some guards who came to the scen as renaldo was collapsing to the ground. the gurads captured the thugs with out further incident, the lady was so intrigued by the brave youngster and had he and his buddies brought to the manner where ther were fend and renaldo was brought back to concesiousness. (Read: sapped for non lethel damage) This bold brave youngster could have good potential in the elite guards of the house. and thus his training started....
[/sblock]
 
Last edited:


Okay, reposting so you don't have to track back a page. Here's Shayuri, with description, background and stats for Familiar:

Name: Shayuri
Race: Human
Class/Level: Sorceror 2
Gender: Female
Exp: 1000/3000

Desc
Tall and willowy, with brown skin and strange silver-irised eyes, Shayuri is a walking exemplar of 'exotic' in appearance. Her hair is long and black and glossy, usually tied into a long tail or done up to keep it out of the way. She is a creature of exquisite beauty, with all the physical perfection of a statue made by a master's hand...yet there is an otherness to her that can be offputting. Shayuri is fond of long garments that flow in the wind, skirts and scarves and long coats or loose blouses. She is also fond of gold jewelry, though cannot afford much at present.

[sblock=Stats]Strength (STR) 8
Dexterity (DEX) 14
Constitution (CON) 14
Intelligence (INT) 14
Wisdom (WIS) 12
Charisma (CHA) 16

Alignment: Neutral Good
AC: 12 (+2 Dex)
Buffed AC: 16 (+4 Shield)
Hit Points: 10/10
Movement: 30

Init: +2
Base Attack Bonus: +1
Melee Attack: +0
Ranged Attack: +3
Fort: +2
Reflex: +2
Will: +4

Race Abilities
Bonus Skill Points
Bonus feat

Class Abilities:
Spellcasting
Familiar (snake)

Skills: 20+5
Bluff +11 (5 ranks + 3 Cha +3 familiar)
Concentration +7 (5 ranks + 2 Con)
Craft Alchemy +5 (3 ranks + 2 Int)
Diplomacy +7 (2cc ranks + 3 Cha + 2 synergy)
Knowledge: Arcana +7 (5 ranks +2 Con)
Spellcraft +7 (3 ranks +2 Con +2 synergy)

Feats
1 Draconic Heritage (Gold - Heal is class skill, +2 vs sleep/paralysis/fire)
1 Draconic Breath (30' cone of fire, 2d6/lvl, DC 13+1/lvl Ref 1/2, Su)

Languages - Common, Azgundi, Emirate, Draconic

Spellcasting (Sorceror CL 2, DC 13+lvl)
Slots: 0 - 6/6, 1st - 5/5
0 Detect Magic, Acid Splash, Prestidigitation, Mage Hand, Message
1 Shield, Magic Weapon

Money - 26gp

Weapons -
Masterwork Light Crossbow, +4 atk, 1d8dmg, 19-20x2 crit, 80' rng, 335gp, 4lbs

Armour -
Traveler Garb

Gear - 29gp
Backpack, 2gp, 2lbs
Bedroll, 1sp, 5lbs
2 Belt Pouches, 2gp, 1lb
16 scroll cases, 16gp, 8lbs
Inkpen, 1sp
1oz Ink, 8gp
2 pages paper, 8sp
Everburning Torch, 110gp, 1lb

Magic -

Scrolls: 300gp
- 2x Ironguts, 50gp
- 4x Master's Touch, 100gp
- 2x Fists of Stone, 50gp
- 2x Mage Armor, 50gp
- 2x Guiding Light, 50gp

Familiar
Shivi (sheevee)
Viper - Tiny Magical Beast (Augmented Animal)
Hit Dice: 2 (5hp)
Init: +7
Speed: 15' Climb 15', Swim 15'
AC: 18 (+2 size, +3 dex + 3 natural)
BAB: +1
Attack: Bite +6 melee, 1dmg (Poison DC 10 1d6Con/1d6Con)
Special Attack: Poison
Special Qualities: Scent, Imp Evasion, Familiar Qualities, Share Spell, Empathic Link
Abilities: Str 4, Dex 17, Con 11, Int 6, Wis 12, Cha 2
Saves: Fort +2, Ref +5, Will +4
Skills: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5
Feats: Improved Init, Weapon Finesse[/sblock]

[sblock=Background]When the Fire Caste's brutal and oppressive regime fell, its nobility was forced to flee their former subjects or meet a violent fate. In this Shayuri's parents were no different from any of their peers. In most other respects, they were very different indeed. For one, they were members of a so-called 'cult' based on the geneaology of an ancient draconic bloodline dating back to the ages before djinn domination of the desert lands of the Emirates. This was kept secret to avoid persecution at the hands of a society based on veneration of djinnkind. For another, they walked a difficult and delicate line in their rule; trying to apply the lessons of the gold dragon to a culture where rulers were expected to be hard and ruthless and decadent.

They hoped to one day help fuel a transformation within the Fire Caste, emphasizing the positive aspects of fire. But when the Caste fell, they were forced to make the decision the rest were. This was complicated by the fact that Shayuri's mother, Yalinda, was pregnant with her at the time. As chaos reigned her father, Arkan, called on aid from the handful of other 'cultists' he knew and in disguise they were smuggled out of the city along with a small caravan of other refugees. Shayuri was born that night, in a tent under the stars in the desert, while Arkan watched a tower of smoke rise from the city that had been his.

They made their way to Azgund, claiming only to be fleeing the civil war. They were met with distrust by many, but also sympathy and curiosity. Arkan became a scribe for a local merchant...writing and reading agreements, and keeping numbers. Ironically though, as their lives stabilized and became more secure, Arkan found himself resenting his position. A proud man, he saw his wife growing older and his daughter growing up in a humble wooden house in a small town, dressed in rags (comparatively) and toiling at the behest of people less educated, less well-born... He felt he was failing them, and himself. He competed in the Tournament...but the skills he'd needed in the Emirates were not the same as the skills admired in Azgund.

Shayuri was his last, best hope. The blood was thick in her, and had kindled a spark of magic. This would have been incredible news in the Cult...but as far as Arkan knew, the Cults of the Dragon had been destroyed during the pogrom...and he had no way of reaching them anyway. Not to mention, there were more cults than just the Gold...in fact, their primary rival, a cult of red dragon worshippers, made special enmity for them. They would have targeted a sorceror most especially. Had Arkan known that the Red Dragon Cult hadn't been destroyed, and had in fact gained power from the nobility who embraced it when they had no where else to go, he might have chosen differently...but he did not. And he saw in her power, a chance to succeed where he had failed.

They trained for the next tournament. He drilled her on what events they'd had when he'd tried it. They combed hedge wizards and traveling sages for scrolls and spells and bits of magical training that would prove useful. As well he instilled in her the importance of it...that this was for the right, they were special, they deserved to be lords. His pursuit of this goal became almost obsessive, and Shayuri took up the challenge and set forth to learn and master her powers against the day that the tournament came.

It was on a visit to Thay that was destined to end in disaster that she realized how much magic she did not know. She saw the wizards in their school, and realized that the magical instruction she'd recieved until then had been good, but could have been better. Unfortunately, she didn't appreciate the distinction Thay drew between wizardry and sorcery until it was too late...and barely escaped with her life. After fleeing back to Azgund, she toyed with the idea of starting a magical school...but then heard that the Adventurer's Guild of Azgund was already starting one! And further, that it would opened, when completed, in the very city that the tournament was being held.

Now, as she comes to that city, Shayuri is torn between the tournament her father so desperately longs for her to win, and the promise of learning that the academy holds.[/sblock]
 


Shayuri (the player), Shayuri (the character) is stir fried awesome (tm). :D

All: We start in four days. I believe there's still one player (Lynx) out there that hasn't gotten a character in. If you're still interested, time is running low.
 


Scott DeWar, sounds perfect. :D


of course "Scott DeWar" sounds perfect ... it is permutation of Dewar's Scotch! What else would you ... oh, wait.

you were talking about the posted character. he he he. thanks...i am still spending mony with him, so i will have him ready with in the 4 next days.
 


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