EYES of the LICH QUEEN: Monstrous Mein (FULL)

NarlethDrider said:
SATYRS AS CHARACTERS
Satyr characters possess the following racial traits.
— +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
—Medium size.
—A satyr’s base land speed is 40 feet.
—Low-light vision.
—Racial Skills: Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
—Racial Feats: A satyr receives Alertness as a bonus feat.
— +4 natural armor bonus.
—Natural Weapons: Head butt (1d6).
—Special Attacks (see above): Pipes.
—Special Qualities (see above): Damage reduction 5/cold iron.
—Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome.
—Favored Class: Bard.
—Level adjustment +2.
Thanks for that I'm hoping to get my character finished today.
 

log in or register to remove this ad


Drerek said:
Would the draconic template from Draconomicon be allowed. Considering it for a kobold sorcerer.

I dont have the Draconomicon, you'll have to send me the inf0---the reptillian species are among the few I'd consider allowin draconic "taint" since dragons are a "big deal" in Eberron ;)
 


Below is a rough outline of my character submission. Regarding hit points are we supposed to roll them and only use it if it's at least half of the maximum?

[sblock=Ria'Aridethnis, Satyr Marshal 3]
Code:
Ria'Aridethnis [Ria' Ari- deth-nis] -Eternal Hunter of the Silver Dawn
Satyr Marshal 3 (ECL 5)

Alignment: Neutral Good
Size: Medium
Type: Fey
Base Speed: 40

[url=http://invisiblecastle.com/find.py?id=1104263][b]STATS[/b][/url]
Str: 15 (+2)  
Dex: 15 (+2)  +2 racial
Con: 15 (+2)  +2 racial
Int: 17 (+3)  +2 racial
Wis: 14 (+2)  +2 racial
Cha: 20 (+5)  +2 racial
Com: 13
HP: 23 (3d8 +6)

AC: 22 (10 base +3 Dex +4 nat +5 Arm)

Saves: 
For: +5  (3 Base +2 Con)
Ref: +3  (1 Base +2 Dex)
Wil: +5  (3 Base +2 Wis)

Init: +2

Base attack bonus: +2

Attacks: 
+5 Elvin Courtblade 1d10+2 18-20x2

Skills                 Total     Ranks   Stats    Misc
Appraise		 3        0.0      3        0
Balance			 2        0.0      2        0
Bluff			11(16)    6.0      5        0(+5 Motivate Charisma)
Climb			 2        0.0      2        0
Concentration		 2        0.0      2        0
Craft (untrained)	 3        0.0      3        0
Diplomacy		14(19)    6.0      5        3(+5 Motivate Charisma)
Disguise		 5(9)     0.0      5        0(+5 Motivate Charisma)
Escape Artist		 2        0.0      2        0
Forgery			 3        0.0      3        0
Gather Information	 5(10)    0.0      5        0(+5 Motivate Charisma)
Heal			 2(7)     0.0      2        0(+5 Motivate Wisdom)
Hide			 8        2.0      2        4
Intimidate		 8(13)    3.0      5        0(+5 Motivate Charisma)
Jump			 2        0.0      2        0
Listen			14(19)    6.0      2        6(+5 Motivate Wisdom)
Move Silently		 8        2.0      2        4
Perform			15(20)    6.0      5        4(+5 Motivate Charisma)
Search			 3        0.0      3        0
Sense Motive		 4(9)     2.0      2        0(+5 Motivate Wisdom)
Spot			14(19)    6.0      2        6(+5 Motivate Wisdom)
Survival		 4(9)     2.0      2        0(+5 Motivate Wisdom)
Swim			 2        0.0      2        0
Feats
1 - Alertness(bonus), Exotic Weapon Proficiency (Elvin Courtblade) - Races of Wild PG166
3 - Recklass Charge - Minatures PG27

Languages: Sylvan, Common, Elven.

Equipment
Head:
Eyes:
Neck:
Torso:
Body: +1 Mithral Chain shirt 2100gp
Belt:
Cloak:
Arms:
Hands:
Ring1: Ring of Sustenance 2500gp
Ring2:
Feet:

Other Items:
Explorers Outfit
(mk) Elvin Courtblade 450gp (1d10 18-20/x2 6lb) -Rac of Wild PG166
Large Wooden Shield
(mk)Shortbow (+2 Str)
Efficient Quiver 1800gp 2lb
(20) Arrows

Treasure: 0
Weight Carried: 0lbs
Carrying Capacity: Light(21lb), Medium(22-43lb), Heavy(44-65lb)

Satyr Abilities
Natural Armour: +4 natural armour
Natural Weapons: Headbutt 1d6
Damage Reduction: 5 / cold iron
Low-light vision
Pipes: Charm Person, Fear or Sleep DC 16 in a 60 foot spread.
Bonus Feat: Alertness
Skills: +4 racial bonus on Hide, Listen, Move Silently, Perform & Spot checks.
LA: +2

Marshal Abilities
Bonus Feat: Skill Focus(Diplomacy)
Auras(ex): The marshal exert an effect on allies in his vicinity. He can learn to produce different effects or auras, over the course of his career. The marshal may project one minor aura and one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura continually, thus an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn. Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies and the terrain, then gives allies the direction that they can use to do their best. Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralysed, or otherwise unable to be heard or understood by his allies. All bonuses granted by a marshal's auras are circumstances bonuses that do not stack with each other.
  • Minor Aura
    • Motivate Charisma: Add Charisma mod to Charisma checks and Charisma-based skill checks
    • Motivate Wisdom: Add Charisma mod to Wisdom checks and Wisdom-based skill checks
  • Major Aura
    • Motivate Attack: +1 bonus on attack rolls

Height: 5'8"
Weight: 165lb
Eyes: Emerald
Hair: Chestnut Brown
Skin: Tanned

Appearance:
Above average height for a faun Ria' Aridethnis (Ria) has chestnut brown hair, sparkling emerald eyes and is handsome in a roguish sort of way. Ria possesses a well defined muscular body that is deeply tanned by the elements, as such it's obvious that he has lived a vigorous physical lifestyle. Ria's finely chiselled features, disarming smile and forked goatee have smitten many a fair maiden.

Background:
Born in Valenar Ria was readily accepted into a prestigious warclan and at an early age showed a finesse for leadership. Ria received extensive training both in warfare and in leadership and tactics in which he excelled.

Ria has travelled throughout Khorvaire leading a small band of highly trained Valenar Elves that were hired out for various causes. It was during one such encounter when he was charged with tracking down a murderous cell dedicated to the Blood of Vol, that he engaged for the first time with a powerful priestess of Vol, who thru trickery and guile poisoned Ria and his men before making her escape.

The Warchief of his clan was disgusted with Ria for the lose of these men (one of whom was the Warchief's cousin) and formerly discharged Ria from the clan, on grounds of cowardice and incompetence. Devastated by the death of his men and being dishonoured among his clan, Ria fled Valenar vowing to tracking down this priestess to avenge his men and hopefully restore his honour.

Since that day Ria has acted a sword for hire and guide specialising in the recovery of ancient items and lore. All the while Ria continues to follow any leads which may lead him to the Blood of Vol, hoping one day to fulfill his vow by destroying the priestess.

Plot Hooks
  • Vowed to hunt down and destroy a Priestess of Vol.
  • Worked to help recover ancient items and lore throughout Khorvaire.
  • Hopes to prove himself and restore his honour and position in his former Warclan.
  • The Warchief secretly holds a grudge against Ria, and wants to avenge the death of his cousin.
[/sblock]
 

NarlethDrider said:
I dont have the Draconomicon, you'll have to send me the inf0---the reptillian species are among the few I'd consider allowin draconic "taint" since dragons are a "big deal" in Eberron ;)

Draconic Creature
Size/Type: Unchanged (Animals become Magical Beasts)
AC: +1 Natural Armor
Damage: 2 Claw Attacks (1d2 for small creatures)
SQ: Darkvision 60', Low-Light Vision
Saves: +4 racial bonus vs. magic sleep and paralysis effects
Abilities: +2 STR, +2 CON, +2 CHA
Skills: +2 racial bonus to Intimidate and Spot
LA: +1
 

Drerek said:
Draconic Creature
Size/Type: Unchanged (Animals become Magical Beasts)
AC: +1 Natural Armor
Damage: 2 Claw Attacks (1d2 for small creatures)
SQ: Darkvision 60', Low-Light Vision
Saves: +4 racial bonus vs. magic sleep and paralysis effects
Abilities: +2 STR, +2 CON, +2 CHA
Skills: +2 racial bonus to Intimidate and Spot
LA: +1

ok for Kobold
 

NarlethDrider said:
the Rapts will probably be from...I gotta think on it :D

tHe Raptorans can be found in numbers in Xendrik, often workin with tribes of drow (there are rumours of drow/raptoran cross breeds---even some rumours of the x-breed havin strange/different wings) :D

There is one tribe of Raptorans in the Eldeen reaches---whether their earthbound companions are with them is unknown :)
 

Cast of Characters:
Lord Raven88: Satyr marshal
Unkabear: Lizard man (poison dusk?) druid
Necro Kinder: Raptoran
Voadam: Bugbear (psionic---does this make him blue?) barbarian/soulknife

Drerek: Draconic Kobold
Hanuman47: Aranea
Azaar: Drow warlock or swashbuckler



if Drerek joins, we will take one more & start either friday or Monday (I dont have internet access durin the weekend:()
 
Last edited:

NarlethDrider said:
[Possible intrest:
Drerek: Draconic Kobold

if Drerek joins, we will take one more & start either friday or Monday (I dont have internet access durin the weekend:()

Creating character now. Decided to go with Draconic Kobold Dragon Shaman.
 

Remove ads

Top