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Dawnforge Campaign - The True Kings - Calling my Active Players!

Widowmaker, glad you have you and Sir Aravir!

doghead, can do, will be happy to help. Either of those ideas sound good, I particularly like the idea of the tiefling psychic warrior.

Starman, can you list explicitly your chosen racial talents and transformations? Other than that I think he looks good.

I also would like everyone to go by the character sheet format in the Rogue's Gallery (if you need to add anything, like specifics descriptions or spells though, feel free).
 
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Thanks,

I had some free time, so I drafted up an Orc Barbarian 5. Not really sure about the racial talent and transformations.

[sblock=Orc Barbarian 5]Orc Barbarian 5

Str [10]16+2 > 18 (+4)
Dex [10]16 > 16 (+3)
Con [06]14+2 > 16 (+3)
Int [06]14-2 > 12 (+1)
Wis [04]12+2 > 14 (+2)
Cha [04]12-2 > 10 (+0)

Skills (Barbarian)
* Climb +12 [8 ranks, +4 str]
* Intimidate +8 [8 ranks]
* Jump +12 [8 ranks, +4 str]
* Listen +10 [8 ranks, +2 wis]
* Survival +10 [8 ranks, +2 wis]

Class Abilities
* Fast Movement (Spd +10)
* Illiterate
* Rage 2/day
* Uncanny Dodge, Improved Uncanny Dodge
* Trap Sense +1
Racial Abilities
* L1 Racial Traits
* * Low-Light Vision
* * Cold Tolerance
* * +2 save vs. Fort
* L1 Racial Talent
* L2 Racial Transformation (Damage Reduction?)
* L3 Racial Talent
* L3 Racial Ability Increase 1 (+2 Con)
* L4 Racial Transformation
* L5 Racial Ability Increase 2 (+2 Wis)

+2 Studded Leather (4,000 gp), mw Bastard Sword (310 gp), +3 Mighty Composite Bow (700 gp), Cloak of Elvenkind (2,500 gp).

Generations ago a pact was made between the orcs of the tribe and the people of Kingsmarch; security in return for service. In times of peace, the tribe was a buffer on the cold northern borders. In times of war, the tribe's warriors served as raiders, skirmishers and shock troops. With their speed they were to run down a mounted warrior, or rapidly exploit a tactical advantage and, for a short period at least, sow chaos among the enemy formation. Since its creation both sides have largely respected the agreement and some small measure of respect and trust has earned by both sides.[/sblock]

I'll have a crack at a Tiefling Psychic Warrior. I like the idea. If widowmaker is on board, perhaps a dedicated front line fighter isn't need here.

thotd
 

Isida Kep'Tukari said:
Starman, can you list explicitly your chosen racial talents and transformations? Other than that I think he looks good.

Whoops. I thought I did.

Talents-
1st-Feat (Spell Focus/conjuration)
2nd-Skills (Knowledge/arcana +2, Spellcraft +3)
3rd-Feat (Empower Spell)

Transformations-
2nd-Feat (Iron Will)
4th-Elfsight
 

Here is the beginnings of a Teifling Psychic Warrior 5.

Give the racial adj to stats (-2 str, +2 dex) I decided to try a dex fighter (weapon finess) and use Animal Affinity (+4 dex) to increase accuracy, and things like Psionic Weapon and Dissolving Weapons to increase damage. It will probably mean a bit of mid combat minifesting and Conc checks to regain focus, which is a bit more clunky than I would like.

[sblock=Teifling Psychic Warrior 5]Tiefling Psychic Warrior 5

Str [06] 14-2 12 (+1)
Dex [10] 16+2 18 (+4)
Con [06] 14-2+2 14 (+2)
Int [04] 12+2+2 16 (+3)
Wis [10] 16 16 (+3)
Cha [00] 08+2 10 (+0)

BAB +3.
Saves
* Fort +4
* Refl +1
* Will +1

Skills 4*4=16/4*4=16/5 37
* Autohypnosis [8 ranks, +3 Wis]
* Concentration [8 ranks, +2 Con]
* Knowledge (Psionics) [8 ranks, +3 Int]
* Search [8 ranks, +3 Int]
* Ride [5 ranks, +2 dex]

Power Points 7+7
Max Power 2
Powers 5
* L1 Chameleon
* L1 Detect Psionics
* L1 Distract
* L2 Animal Affinity
* L2 Dissolving Weapon

Dodge, Weapon Finess.
Deep Impact, Psionic Meditation, Psionic Weapon, Narrow Mind.[/sblock]

Did I mention how hopeless I am at this sort of thing. What I really wanted was a bastard sword weilding bad ... well, teifling.

Thats as far as I have got tonight. My brain is fried, so I am going to sit on it for a while.

thotd
 

Going with the Wood Elf Rogue. I'll have the character's Appearance, Personality & Background added soon.

[sblock]Jillian
Female Wood Elf Rogue 5
Medium Humanoid
Alignment: Chaotic Good
Patron Spirits: None
Region: Sildanyr

Height: 4' 6''
Weight: 82lbs
Skin: Light Brown
Hair: Dirt Brown
Eyes: Leaf Green
Age: 120

Str: 10 (+0) [2 points, -2 racial, +2 3rd level]
Dex: 24 (+7) [16 points, +2 racial, +1 4th level, +2 5th level, +1 Legendary]
Con: 10 (+0) [2 points]
Int: 14 (+2) [6 point]
Wis: 16 (+3) [10 points]
Cha: 8 (-1) [0 points]

Racial Abilities:
+2 Dex, -2 Str, improved low light vision, forest senses. Racial talents – Aim is True (Ex), Talent Skills: Listen +3, Spot +2, Talent Skills: Hide +3, Move Silently +2. Racial transformations – Ears of a Fox (Ex), Eyes of a Hawk (Ex).

Class Abilities: Proficient in light armor, but not with shields. Proficient in all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. Sneak attack +3d6, evasion, trap sense +1, uncanny dodge.

Legendary: 1st Circle of the Path of the Swift

Hit Dice: 5d6
HP: 26
AC: 20 [+7 Dex, +1 Amulet, +1 Bracers, +1 Ring]
Armor Check Penalty: +0
Init: +7 (+7 Dex)
Speed: 30ft

Saves
Fortitude +2 [+1 base, +0 Con, +1 Cloak]
Reflex +12 [+4 base, +7 Dex, +1 Cloak]
Will +5 [+1 base, +3 Wis, +1 Cloak]

BAB: +3
Melee Atk: +4 (1d6/19-20:x2/P, mw short sword)
or
+4 (1d4/19-20:x2/P, mw dagger)
Ranged Atk: +11 (1d6/x3/60 ft./P, mw shortbow)
or
+3 (1d6/x2/30 ft./P, javelin)

Skills
Balance +15 [8 ranks, +7 Dex]
Climb +8 [8 ranks, +0 Str]
Disable Device +10 [8 ranks, +2 Int]
Hide +18 [8 ranks, +7 Dex, +3 Talent]
Listen +21 [8 ranks, +3 Wis, +4 Race, +3 Trans, +3 Talent]
Move Silently +17 [8 ranks, +7 Dex, +2 Talent]
Open Lock +15 [8 ranks, +7 Dex]
Search +14 [8 ranks, +2 Int, +4 Race]
Sleight of Hand +15 [8 ranks, +7 Dex]
Spot +20 [8 ranks, +3 Wis, +4 Race, +3 Trans, +2 Talent]

Feats:
Point Blank Shot (1st level)
Precise Shot (3rd level)

Languages: Elven, Sylvan, Night Elven, Common

Equipment:
Traveler’s Outfit - free
Amulet of Natural Armor +1 – 2,000gp
Bracers of Armor +1 – 1,000gp
Cloak of Resistance +1 – 1,000gp
Ring of Protection +1 – 2,000gp
Efficient Quiver – 1,800gp
MW Short Sword – 310gp
MW Dagger – 302gp
MW Shortbow – 330gp
Shortbow – 30gp
60 Arrows – 3gp
18 Javelins - 18gp
Backpack – 2gp
MW Thieves’ Tools – 100gp
Bedroll - 5sp
Waterskin - 1gp
Trail rations (4 days worth) - 2gp
2 Potions of CLW – 100gp

Current load: 24 lbs, light load

Carrying Capacity light – 33 lbs or less, medium 34 – 66 lbs, heavy 67 – 100 lbs. Lift 100 lbs, Lift and Stagger 200 lbs, Push/Drag 500 lbs

Money
1gp, 5 sp

Appearance:

Personality:

Background:[/sblock]
 
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Sir Aravir
[sblock] Medium Trueborn (Humanoid)
5 Level Fighter
Hit Dice: 5d10 + 10 (48 hp)
Initiative: +4 (+1 Dex, +3 Feat)
Speed: 30 ft.
Armor Class: 24 (+1 Dex, +8 Armor, +4 Shield, +1 Deflection), Touch 12
Base Attack/Grapple: +5/+8
Attack: MW Bastard Sword +10 melee (1d10+5/19-20/x2) or lance +8 (1d8+3/x3) (Double Damage when mounted) or short sword +8 (1d6+3/19-20/x2) or dagger +8 (1d4+3/19-20/x2) or dragnet (special) or Heavy Crossbow +6 (1d10/19-20x2)
Space/Reach: 5 ft./5 ft.
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 17, Dex 12, Con 14, Int 12, Wis 12, Cha 19
Skills: Diplomacy +11(7), Handle Animal +5(1)*, Intimidate +12(8), Knowledge (Nobility) +2(1), Knowledge (War) +3(2), Ride +12(8)*^
*+2 Ride and Handle Animal w/horses
^ +2 Ride when staying in saddle.
Feats: Improved Initiative, Ride-by-Attack, Innate Talent (Diplomacy, Knowledge War), Weapon Focus (Bastard Sword), Weapon Specialization, Shield Specialization
Racial Talent: Talent Feat (Trample), Talent Feat [Exotic Weapon Proficiency (Bastard Sword)], Talent Feat (Mounted Combat)
Racial Transformation: Darkvision, Divine Heritage

Legendary Points: 1
Legendary Path: 1st Circle of the Persuasive (Ride)

Alignment: Lawful Neutral

Languages: Common, King’s Tongue, Valhedrin

Darkvision: Aravir gains the ability darkvision to a range of 60 feet.

Divine Heritage: Aravir possesses a bloodline that is up to one-quarter celestial. Aravir skin takes on a slightly metallic sheen, and has no difficulties passing blood purity tests. He gains a +4 transformation bonus on all Charisma-based skill checks against other trueborn, but suffers a –2 to all Disguise checks to hide his celestial nature.

Possessions: MW Bastard Sword (Soulforge), Short Sword, Dagger, Lance, Dragnet, Heavy Crossbow, MW Full Plate Mail w/spikes (Armor of the Black Knight), Heavy Steel Shield +1, Chain Shirt, Ring of Protection +1, Heward’s Handy Haversack, Potion of Cure Light Wounds x 3, Waterskin x2, 50’ silk rope, grappling hook, flint and steel, whetstone, Bedroll, Noble Outfit, Signet Ring, Heavy Warhorse, Chain Barding, MW Military Saddle (CA), Bit and Bridle, Light Riding Horse, Pack Saddle, 251 gold, 8 silver, 8 copper

Shade
Heavy Warhorse – Large Animal (CR 2)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 50 ft.
Armor Class: 14/19 (-1 Size, +1 Dex, +4 Natural, +5 Armor)
Base Attack/Grapple: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.

History
Aravir was born into the royal family of Deluin. As distant cousin to the King, Aravir’s father held no land and was dependent on the King. As often that was needed politics came first. An alliance between Deluin and Andlemere was created. Aravir’s father was required to marry a cursed family member of Andlemere.

Less than a year into the marriage Araheil was killed in battle. Deemed to be cursed Tanta forced to live in Ardaven as an ambassador to Andlemere. While there Aravir was taught the skills of diplomacy. Just as any other noble of Delune, Aravir was trained in the art of war. At a young age Aravir was noted for his physical prowess and skill with a sword as well as diplomacy.

When old enough Aravir was sent to Elladyian Keep. Elladyian Keep is located on the border with Emerlyn, battles and skirmishes are common. After a year at Elladyian, the tieflings invaded the Kingsmarch. Aravir was among the Delune on the field of battle fighting all the way until the Battle of Dor Erlon. At the battle of Dor Erlon, Aravir was amongst those that Valia Perenor rallied. During the retreat the tiefling commander was located on a nearby hill, Aravir noticed and rallied the nearby troops to charge the position. The tiefling commander was rode down and trampled. This action led Aravir to be a minor hero at the battle. Among the loot captured from the Battle of Dor Erlon was the suit of plate mail the tiefling commander wore, Aravir claimed the armor.

Not long afterwards Tanta died. Aravir had experienced much death on the field of battle, he had never experienced the loss of family member. Aravir grieved for the loss of his mother, in a fit of drunkenness and anger he killed a fellow soldier. Before he could be caught he fled to the countryside.

Destiny works in strange ways, Aravir stopped at Lake Alharra. Upon the shores of the lake, Aravir had a vision. He saw dark clouds growing to the south upon the plains of Emerlyn, Valhedar, and the Azran Desert. Slowly but surely the clouds moved north towards the Kingsmarch. Upon reaching the Kingsmarch the dark clouds materialized into an army of humans, yuan-ti, demons, tieflings, and other monsters. On the other side of the field sat a golden light shining down upon an army of dwarves, elves, minotaurs, and humans. Beneath a banner stood a united Kingsmarch. Leading the army was Aravir. When Aravir awake he saw a fading female figure walking out into the lake. Aravir knew he was granted a vision by Alharra.

A few hours later Aravir was captured and imprisoned. While in prison he told many of his vision. He was labeled a lunatic, a drunk, and others said he was making excuses for killing another man in cold blood. Finally before a closed audience Aravir told his vision to King Enir. The King was not impressed and was about to pass judgement on Aravir, when a disciple of Alharra stepped forward. She said that Alharra had spoken and chosen Aravir. Many wondered why Alharra had chosen Aravir, he was anything but faithful or worthy. The disciple explained Aravir could be the Kingsmarch greatest hero or its greatest enemy. But the fate of the Kingsmarch was to be made by the King of Deluin. With reluctance King Enir granted Aravir his freedom. After the meeting the disciple gave Aravir, a bastard sword named Soulforge, the disciple said the sword was touched by Alharra.

Sir Aravir has a hatred of Tieflings, due to his history of fighting them. Sir Aravir would like to restore his families name, but he knows he will have to do something great to do that.

Appereance
Have a mix of Trueborn blood, Aravir stands over six feet tall. He has the Deluin trait of a well built frame and is quite muscular. He has bright green eyes and platnium blond hair. There is liitle doubt though that he heirs from a celestrial line. He skin has a slight metallic sheen to it.

When dressed for battle he wears a suit of full plate mail that is made of a black metal. The armor has spike and gives quite a fearsome appearance. He likes to see the fear in the enemies eyes as he rides them down. He carries a long bastard sword in one hand and a shield in the other. [/sblock]

Isida after you look Sir Aravir over I will post him in the Rogue's Gallery.
 


Any preference between my three concepts above (and maybe the renegade tiefling if two in the party + one NPC isn't too crazy). As I said before, I will unfortunately need until Tuesday to get back to my DF books, but I can still build the rest of the character before then pretty easily assuming I don't play a Shaman, Shaper, etc.
 

Heya Isida, on recommendation from Rystil, I'm thinking about tossing my hat in.

Maybe a psion, with a very straight-faced and practical sort of view on things. A craftsman who discovered an ability to alter matter, although looking through the powers list I'm having a hard time pointing out powers that would fit the concept well. He'd be a human lowlander most likely.
 

On second look, I've found exactly four non-discipline powers which fit the concept, one of them is Far Hand (which for a 1st level power is a pathetic choice), and it doesn't look like the concept I had in mind is going to work. I'll figure something else out.
 

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