doghead
thotd
Inactive Character
Tsu'koka, Hobgoblin Song Speaker of the Sabaku Sept in Uriel's Remnants of the Horde, a World of Warcraft game.
* ooc 1 [dnd] Remnants of the Horde: Back to Myrach
* ooc 2 [dnd] Remnants of the Horde: Mount Zuregath
* ic 1 [dnd] Remnants of the Horde: Back to Myrach
* ic 2 [dnd] Remnants of the Horde: Storming the Walls
* ic 3 [dnd] Remnants of the Horde: Mount Zuregath
Note: Tsu'koka is a Hobgoblin male Song Speaker (bard) 10. He entered this game near the end of the first ic thread. His was supposed to be *the healer*, but hell, Bards got healing spells. And he bought a bunch of wands. Unfortunately he hasn't had much need for them of late.
13 Nov 05: I really didn't want to give this game up. But it has been way to long to really hold out any hope that it will return.
Tsukoka, male Hobgoblin Bard 10[sblock]Tsukoka, Song Speaker of the Sabaku Sept
Male Hobgoblin Bard 10
Medium Humanoid (Goblinoid)
Height: 6'1"
Weight: 210 lb.
Eyes: Black
Hair: Grey
Skin: Burnt Orange.
Homeland: Lost.
Patron Deity: Unknown.
Hit dice: 10d6+20 (hp: 62)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
Armor Class: 26 (+10 Armour, +1 Shield, +2 Deflection, +3 Dex)
* Touch: 16
* Flat-footed 23.
Base Attack: +7/+2
Attack:
* melee +2 Gladius (+11/+7, 1d6+4, 15-20x2)
* range +1 Short Comp (+2 Str) Bow (+11, 1d6+3, x3, 70 ft.)
Full Attack: xxx
Space/Reach: 5 ft./5 ft.
Special Attacks: xxx
Special Qualities: DarkVision 60 ft., Bardic Knowledge, Bardic Music.
Saves: Fortitude: +8, Reflex +11, Will +9
Abilities: Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 16
Skills:
* Class: Bluff 5/+8 (Cha), Concentration 5/+7 (Con), Decipher Script 3/+4 (Int), Diplomacy 3/+6 (Cha), Gather Information 5/+8 (Cha), Hide 5/+8 (Dex), Knowledge (History) 5/+6 (Int), Listen 8/+10 (Wis), Move Silently 5/+12 (+4 Racial, Dex), Perform (Sing) 12/+15 (Cha), Perform (Oration) 4/+7 (Cha), Sense Motive 5/+7 (Wis), Sleight of Hand 3/+6 (Dex), Speak Language 4 (n/a), Spellcraft 5/+6 (Int).
* Cross Class: Intimidate 4/+7 (Cha), Ride 3/+6 (Dex).
Feats: Combat Casting, Mounted Combat, Power Attack, Point Blank Shot, Spell Focus (Enchantment).
Languages: Goblin, Common, Draconic, Dwarven, Giant, Infernal, Orc.
Spells Known
6 x 0th: Detect Magic, Flare, Light, Lullaby, Message, Read Magic.
4 x 1st: Alarm, Cause Fear, Cure Light Wounds, Remove Fear,
4 x 2nd: Blur, Cure Moderate Wounds, GlitterDust, Scare.
4 x 3rd: Cure Serious Wounds, Dispel Magic, Good Hope, Haste.
2 x 4th: Neutralise Poison, Summon Monster IV.
Spells per Day
3 x 0th, 3 x 1st, 3 x 2nd, 2 x 3rd, 0 x 4th.
Equipment:
* Worn/Carried: two +2 Keen Gladius, +1 Unholy Mace, +1 Short Comp (+2 Str) Bow, Efficient Quiver, two big daggars, +3 Mithril Chainshirt, + 3 Braces of Armour, +2 Ring of Protection, Darkwood Buckler, W: CMW (50 charges), W: CLW (20 charges), dark heavy cotton loose pants, loose jacket, +1 Cloak of Resistance, Battered Leather Bag, Scrollcase.
* In the Efficient Quiver: [60 small] 50 Arrows, 3 SmokeSticks; [18 medium] 8 Javlins, 4 ShortSpears; [6 large] 3 LongSpears, Short Comp Bow, Longsword)
* In the Small Bag: Fig of Wondrous Power (serpentine owl), 2x Feather Token (swan boat), two P: Bull's Strength, two P: CLW (1d8+1), P: Unknown (4 doses), Daggar (Unknown Enchantment), Smokestick, two Thunderstones, the usual crap that soldiers carry around (200gp's worth)
* In the Scroll Case: three S: Identify, two S: Unseen Servant.
Wealth
341gp, 2 x black pearl (@500gpv), 2 x pearl (@100gpv)
Mount: Blood (Dire wolf) + Military Saddle and bags.
-- CHARACTER NOTES --
Song Speakers
Song Speakers begin life riding with the troops, inspiring courage and motivating the flagging with their chants and music, and their lash. During the nights they prowl the camps reciting the stories of the great warriors and rooting out weakness. Gather Info, Intimidate, Move Silently, Listen and Perform skills are most valued amoung the young Song Speakers, as are healing and psycological spells.
Song Speakers who survive long enough usually find themselve the war lords' messenger, negotiator and spy. Bluff, Diplomacy, Sense Motive as well as the sneaking and info gathering skills all become important.
Song Speakers are usually a little more pragmatic than most, seeing the laws and codes as tools rather than restrictions.
Background
Life has not been good to Tsu'koka recently. His lord's army is in tatters, his own unit has been scattered and the stinking elves are breathing down all of their throats. Just as it looked as if he stood to take his place amoung his lord's retinue.
And now he prowls with his mount through the darkened forests, looking for someway to escape. Once more he carefully checks the shadows, listens intently to the noises of the forest. Bloody elves can hide up a rats arse. Unable to see or hear anything, they move out of the shadows and carefully continue on their way.
As he slunk through the forest, his nerves gangling and frayed, another part of his mind remembered. He remembered his first battle, being overwhelmed by the elves, the Song Speaker being cut down, the surge of panic that ran through the unit, the shuddering halt as it lost momentum and courage, the wild madness that made him snatch up the dead Song Speaker's drum and begin to pound away at it madly infecting the others with his fury, a fury that drove them forward again. It was not magic, that time. Just madness. But they made him a Song Speaker nevertheless.
He remembered his journey to present himself before three other Song Speakers, his pride at the acceptance of two of them, his fury at the rejection of the third, the smell of the old Song Speaker as he slept moments before Tsu'koka slit his throat. Afterwards, he had stood over the body and wondered how many warriors would now have die to pay the price of his ambition.
He remembered the years spent relentlessly, furiously the units around him, the boiling seething cold rage that wanted to smash and distroy all that came before them before they could do the same to his fighters, his riders, his archers. How many had he saved? It was enough. More than enough to have paid any debt!
Why was he remembering this? Why did it all seem so ... unimportant? NO! He was everything he had desired to be. He was a Song Speaker. The Song Speaker of the Sabaku Sept. A great Song Speaker. Units fought amoung themselves to have him ride with them. He was ... but he could think of nothing.
A snarl twisted his lips and with a grunt he jams his heels into his mount. The giant Wolf leaps forward and together they crash through the forest. The stars are beautiful tonight. When was the last time I noticed? It is a beautiful night to die. Come on you bastards! Dance with me! Dance with me and we shall have a celebration of blood and pain and death!
Tsu'koka drags his great mount to a halt. He's panting as much as the wolf. And shaking. Shaken even. What is happening to me? Is it fear? I know fear. Only the stupid do not know it. And the walking dead. I am not afraid. IT WAS NOT FEAR! Tsu'koka snarls and shakes his head. "I will not die here. I will not die now."
---- Heat washes over him in waves. Heat so fierce that it dries the breath in your throat. And then cold. That so fierce as to freeze the very same air as you struggles to breath it. The land stretches around him, broken and scarred. Blasted by sun and broken by ice. Terrible. Harsh. Beautiful. A terrible beauty that burns the weakness from all who live there ---
Tsu'koka knows that land, though he has never lived there. Once, his teacher took him there in his dreams. But he wasn't dreaming. It was real and he knew it as if he had been born there. He had been born to live there. His clan had been born to live there. Till they had been driven out.
Tsu'koka knows now. He looks around regaining his grip on his surroundings. His breathing is deep and steady.
"I will not die. I will not die til I have gathered the remnants of the Blasted Land Tribes and brought them back to the Land that Burns."
Dire Wolf
Large Animal; Hit Dice: 9d8+45 (95 hp); Initiative: +4; Speed: 50 ft. (10 squares); Armor Class: 18 (–1 size, +5 Dex, +4 natural), touch 14, flat-footed 13; Base Attack/Grapple: +4/+15 Attack: Bite +16 melee (1d8+12) Full Attack: Bite +16 melee (1d8+12) Space/Reach: 10 ft./5 ft.; Special Attacks: Trip; Special Qualities: Low-light vision, scent; Saves: Fort +10, Ref +79 Will +7; Abilities: Str 29, Dex 19, Con 20, Int 2, Wis 14, Cha 8; Skills: Hide +2, Listen +9, Move Silently +6, Spot +9, Survival +4*; Feats: Alertness, Run, TrackB, Weapon Focus (bite); Alignment: Neutral
Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.[/sblock]
Tsu'koka, Hobgoblin Song Speaker of the Sabaku Sept in Uriel's Remnants of the Horde, a World of Warcraft game.
* ooc 1 [dnd] Remnants of the Horde: Back to Myrach
* ooc 2 [dnd] Remnants of the Horde: Mount Zuregath
* ic 1 [dnd] Remnants of the Horde: Back to Myrach
* ic 2 [dnd] Remnants of the Horde: Storming the Walls
* ic 3 [dnd] Remnants of the Horde: Mount Zuregath
Note: Tsu'koka is a Hobgoblin male Song Speaker (bard) 10. He entered this game near the end of the first ic thread. His was supposed to be *the healer*, but hell, Bards got healing spells. And he bought a bunch of wands. Unfortunately he hasn't had much need for them of late.
13 Nov 05: I really didn't want to give this game up. But it has been way to long to really hold out any hope that it will return.
____________________
Tsukoka, male Hobgoblin Bard 10[sblock]Tsukoka, Song Speaker of the Sabaku Sept
Male Hobgoblin Bard 10
Medium Humanoid (Goblinoid)
Height: 6'1"
Weight: 210 lb.
Eyes: Black
Hair: Grey
Skin: Burnt Orange.
Homeland: Lost.
Patron Deity: Unknown.
Hit dice: 10d6+20 (hp: 62)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
Armor Class: 26 (+10 Armour, +1 Shield, +2 Deflection, +3 Dex)
* Touch: 16
* Flat-footed 23.
Base Attack: +7/+2
Attack:
* melee +2 Gladius (+11/+7, 1d6+4, 15-20x2)
* range +1 Short Comp (+2 Str) Bow (+11, 1d6+3, x3, 70 ft.)
Full Attack: xxx
Space/Reach: 5 ft./5 ft.
Special Attacks: xxx
Special Qualities: DarkVision 60 ft., Bardic Knowledge, Bardic Music.
Saves: Fortitude: +8, Reflex +11, Will +9
Abilities: Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 16
Skills:
* Class: Bluff 5/+8 (Cha), Concentration 5/+7 (Con), Decipher Script 3/+4 (Int), Diplomacy 3/+6 (Cha), Gather Information 5/+8 (Cha), Hide 5/+8 (Dex), Knowledge (History) 5/+6 (Int), Listen 8/+10 (Wis), Move Silently 5/+12 (+4 Racial, Dex), Perform (Sing) 12/+15 (Cha), Perform (Oration) 4/+7 (Cha), Sense Motive 5/+7 (Wis), Sleight of Hand 3/+6 (Dex), Speak Language 4 (n/a), Spellcraft 5/+6 (Int).
* Cross Class: Intimidate 4/+7 (Cha), Ride 3/+6 (Dex).
Feats: Combat Casting, Mounted Combat, Power Attack, Point Blank Shot, Spell Focus (Enchantment).
Languages: Goblin, Common, Draconic, Dwarven, Giant, Infernal, Orc.
Spells Known
6 x 0th: Detect Magic, Flare, Light, Lullaby, Message, Read Magic.
4 x 1st: Alarm, Cause Fear, Cure Light Wounds, Remove Fear,
4 x 2nd: Blur, Cure Moderate Wounds, GlitterDust, Scare.
4 x 3rd: Cure Serious Wounds, Dispel Magic, Good Hope, Haste.
2 x 4th: Neutralise Poison, Summon Monster IV.
Spells per Day
3 x 0th, 3 x 1st, 3 x 2nd, 2 x 3rd, 0 x 4th.
Equipment:
* Worn/Carried: two +2 Keen Gladius, +1 Unholy Mace, +1 Short Comp (+2 Str) Bow, Efficient Quiver, two big daggars, +3 Mithril Chainshirt, + 3 Braces of Armour, +2 Ring of Protection, Darkwood Buckler, W: CMW (50 charges), W: CLW (20 charges), dark heavy cotton loose pants, loose jacket, +1 Cloak of Resistance, Battered Leather Bag, Scrollcase.
* In the Efficient Quiver: [60 small] 50 Arrows, 3 SmokeSticks; [18 medium] 8 Javlins, 4 ShortSpears; [6 large] 3 LongSpears, Short Comp Bow, Longsword)
* In the Small Bag: Fig of Wondrous Power (serpentine owl), 2x Feather Token (swan boat), two P: Bull's Strength, two P: CLW (1d8+1), P: Unknown (4 doses), Daggar (Unknown Enchantment), Smokestick, two Thunderstones, the usual crap that soldiers carry around (200gp's worth)
* In the Scroll Case: three S: Identify, two S: Unseen Servant.
Wealth
341gp, 2 x black pearl (@500gpv), 2 x pearl (@100gpv)
Mount: Blood (Dire wolf) + Military Saddle and bags.
-- CHARACTER NOTES --
Song Speakers
Song Speakers begin life riding with the troops, inspiring courage and motivating the flagging with their chants and music, and their lash. During the nights they prowl the camps reciting the stories of the great warriors and rooting out weakness. Gather Info, Intimidate, Move Silently, Listen and Perform skills are most valued amoung the young Song Speakers, as are healing and psycological spells.
Song Speakers who survive long enough usually find themselve the war lords' messenger, negotiator and spy. Bluff, Diplomacy, Sense Motive as well as the sneaking and info gathering skills all become important.
Song Speakers are usually a little more pragmatic than most, seeing the laws and codes as tools rather than restrictions.
Background
Life has not been good to Tsu'koka recently. His lord's army is in tatters, his own unit has been scattered and the stinking elves are breathing down all of their throats. Just as it looked as if he stood to take his place amoung his lord's retinue.
And now he prowls with his mount through the darkened forests, looking for someway to escape. Once more he carefully checks the shadows, listens intently to the noises of the forest. Bloody elves can hide up a rats arse. Unable to see or hear anything, they move out of the shadows and carefully continue on their way.
As he slunk through the forest, his nerves gangling and frayed, another part of his mind remembered. He remembered his first battle, being overwhelmed by the elves, the Song Speaker being cut down, the surge of panic that ran through the unit, the shuddering halt as it lost momentum and courage, the wild madness that made him snatch up the dead Song Speaker's drum and begin to pound away at it madly infecting the others with his fury, a fury that drove them forward again. It was not magic, that time. Just madness. But they made him a Song Speaker nevertheless.
He remembered his journey to present himself before three other Song Speakers, his pride at the acceptance of two of them, his fury at the rejection of the third, the smell of the old Song Speaker as he slept moments before Tsu'koka slit his throat. Afterwards, he had stood over the body and wondered how many warriors would now have die to pay the price of his ambition.
He remembered the years spent relentlessly, furiously the units around him, the boiling seething cold rage that wanted to smash and distroy all that came before them before they could do the same to his fighters, his riders, his archers. How many had he saved? It was enough. More than enough to have paid any debt!
Why was he remembering this? Why did it all seem so ... unimportant? NO! He was everything he had desired to be. He was a Song Speaker. The Song Speaker of the Sabaku Sept. A great Song Speaker. Units fought amoung themselves to have him ride with them. He was ... but he could think of nothing.
A snarl twisted his lips and with a grunt he jams his heels into his mount. The giant Wolf leaps forward and together they crash through the forest. The stars are beautiful tonight. When was the last time I noticed? It is a beautiful night to die. Come on you bastards! Dance with me! Dance with me and we shall have a celebration of blood and pain and death!
Tsu'koka drags his great mount to a halt. He's panting as much as the wolf. And shaking. Shaken even. What is happening to me? Is it fear? I know fear. Only the stupid do not know it. And the walking dead. I am not afraid. IT WAS NOT FEAR! Tsu'koka snarls and shakes his head. "I will not die here. I will not die now."
---- Heat washes over him in waves. Heat so fierce that it dries the breath in your throat. And then cold. That so fierce as to freeze the very same air as you struggles to breath it. The land stretches around him, broken and scarred. Blasted by sun and broken by ice. Terrible. Harsh. Beautiful. A terrible beauty that burns the weakness from all who live there ---
Tsu'koka knows that land, though he has never lived there. Once, his teacher took him there in his dreams. But he wasn't dreaming. It was real and he knew it as if he had been born there. He had been born to live there. His clan had been born to live there. Till they had been driven out.
Tsu'koka knows now. He looks around regaining his grip on his surroundings. His breathing is deep and steady.
"I will not die. I will not die til I have gathered the remnants of the Blasted Land Tribes and brought them back to the Land that Burns."
Dire Wolf
Large Animal; Hit Dice: 9d8+45 (95 hp); Initiative: +4; Speed: 50 ft. (10 squares); Armor Class: 18 (–1 size, +5 Dex, +4 natural), touch 14, flat-footed 13; Base Attack/Grapple: +4/+15 Attack: Bite +16 melee (1d8+12) Full Attack: Bite +16 melee (1d8+12) Space/Reach: 10 ft./5 ft.; Special Attacks: Trip; Special Qualities: Low-light vision, scent; Saves: Fort +10, Ref +79 Will +7; Abilities: Str 29, Dex 19, Con 20, Int 2, Wis 14, Cha 8; Skills: Hide +2, Listen +9, Move Silently +6, Spot +9, Survival +4*; Feats: Alertness, Run, TrackB, Weapon Focus (bite); Alignment: Neutral
Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.[/sblock]
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