Fall of the Broken - OOC

I'd have to know who would be willing to allow a bodyguard into their story. I think it would be fun to play a rather reluctant bodyguard to a Shifter Noble. Make the bodyguard kind of a rude character, but have him know when to shut up. He would never do anything to jeopardize the life of the one he was to protect. He enjoys toying with people as much as he feels he can (although he doesn't always stop in time.) He could be half-orc or human, and I will actually let whoever "hires" the bodyguard decide it. I have more I could add, but I would prefer to wait until one of the others say who would like to hire me or have me assigned to them. I figure a half-orc would make a more intimidating bodyguard, but I will play whatever is more comfortable to the boss.
 

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There's always the possibility of being a Deneith Blademark or a Tharask hunter?

But, if you want to be someone's bodyguard that's between you and them, really.
- Voda Vosa seems to be open to the idea, anyway.
- Scribbler might be as well.

So far, six people have expressed interest. I'm looking for 5, so almost all of you can be sure of a spot (assuming the status quo remains as such).
 

Frundor the warlock: Hp rolls http://invisiblecastle.com/find.py?id=1320909

Code:
 Name: Frundor Termen
Class: Warlock
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic Neutral


Str: 13 +1 (XXp.)     Level: 3        XP: 0
Dex: 18 +4 (XXp.)     BAB: +2         HP: 27 (3d6+9)
Con: 16 +3 (XXp.)     Grapple: +3     Dmg Red: 1/cold
Int: 14 +2 (XXp.)     Speed: 30'      Spell Res: 
Wis: 10 +0 (XXp.)     Init: +3        Spell Save: 
Cha: 15 +2 (XXp.)     ACP: -X         Spell Fail: 0%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:               10    +5    +0    +4    +0    +0    +0    19
Touch: 14              Flatfooted: 15

                           Base   Mod  Misc  Total
Fort:                      1     +3          +2
Ref:                       1     +4          +3
Will:                      3     +0          +2

Weapon                Attack   Damage     Critical
Quarterstaff              +3     1d6/1d6     20x2
Eldrich blast             +5     2d6 +1

Languages: Common, Elf, Infernal.

Abilities: Endrich blast  (2d6)
	
Feats(Class): Damage reduccion 1/cold, Detect magic

Feats: Weapon focus (Ranged spell-like abilities), Combat expertice, Ability focus (Eldrich blast)

Skill Points: 16+5+5       Max Ranks: 6/3
Skills                   Ranks  Mod  Misc  Total
Use Magic Device             5    +2          +7
Intimidate                   6    +2          +8
Knowledge(arcana)            5    +2          +7
Concentration                5    +3          +8
Bluff                        5    +2          +7

Equipment:               Cost  Weight
quarterstaff                  
+1 Chain shirt           1100 
clothings   
Backpack
Potion of cure light wounds x5 250
Potion of Mage armor x5       250
Potion of Invisibility x2    600 
Potion of cure moderate wounds  300          
        Money: ?


Spell DC:  2 (Cha) + 2(feat) + Spell Level

 [B]Invocations:
               Least:[/B] Earthen grasp, Sickening Blast
               

Age: 34
Height: 1.8 meters
Weight: 60 kg
Eyes: red
Hair: black
Skin: withe
Appearance:

Frundor is somehow tall, and skinny , with penetrating red eyes. His hands are thin and fast. He is very thoughtfull and

speculative, and never take others ideas lightly without questioning.The reason for this its "Frundor way" as he referes to

'energy saving ways' that are the usual strategy with which Frundor deals his problems: thinking a lot, doing a little. His

eldrich blasts are used very usually, agains enemies, against stubborn objects which seems not to be in the correct place,

and anything that Frundor think must be "fixed" .His chaotic behaviour is strong, making him a dreadfull rival, though it is

hidden beneath his friendly face and his big smile. Bluffing and lieing are usual when he interact with other persons.

Background:
Frundor is a cunning warlock, descendant from a long tradition magic user family, that was cast out because a deal with

deamons they had in an early past. The Tremen family swere vengance upon thouse wizards that have cast them away, and ever

since, what was a prominent wizard breeding family, became a warlocks and wild mages 'factory'. Frundor is one of the

offsprings of the now feared Termen family, but he didnt take that to siriously, he preferes to find the easiest way to

became wealthy and powerfull. Ever since he left his home, Frundor wanders around, looking for something easy and productive

to do.
 
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If Vossa will allow me to be his bodyguard, I will go with a half-orc fighter. Here he is, except for some equipment. I didn't want to assume how much gold he would get to start with for equipment. Please check over Olot, as I made him from memory and a srd. Thanks!

Code:
[color=orange]Olotumeal[/color] (known as Olot to most people who know him)
[center][color=orange]Alignment:[/color] Neutral
[color=orange]Height:[/color] 6'8''
[color=orange]Weight:[/color] 180lbs
[color=orange]Appearance:[/color]
 Olot looks more orc than human. His nose is short and pushed up, his ears 
pointed, his eyes an odd color of orange. He is missing half of one ear due 
to an incident with a wild dog. He has many scars over his body, as he was
 a slow learner in the art of avoiding attacks. 
[/center]

[color=orange]Attributes:[/color]
Str: 18  (16 + 2 racial)   +4 mod
Dex: 10                       +0
Con: 18                       +4
Int: 12 (14 - 2 racial)    +1
Wis: 15                       +2
Cha: 10 (12 - 2 racial)   +0

[color=orange]HP:[/color] 42 (10 base + 12 con mod + 20 2d10)

[color=orange]Languages:[/color]
Common
Orc
Abyssal

[color=orange]AC:[/color] 18
Touch AC: 10
Flat-footed AC: 18

[color=orange]Base Attack Bonus:[/color] +3

[color=orange]Base Speed:[/color] 20ft

[color=orange]Initiative Mod:[/color] +0

[color=orange]Saving Throws:[/color]

Fortitude: +7 (3 base save + 4 con mod)
Reflex:     +1 (1 base save + O dex mod)
Will:         +3 (1 base save + 2 wis mod)

[color=orange]Skills:[/color](only those with ranks)
(2+int mod)x4 = 12 + 3 +3 = 18 skill points
Craft (armorsmithing):    6 (6 ranks +0 ability mod)
Intimidate:                   9 (6 ranks + 0 ability mod +3 skill focus)
Spot:   cc skill              5 (3 ranks + 2 ability mod)

[color=orange]Feats:[/color]
Power Attack
Cleave
Weapon Focus (greataxe)
Skill Focus 

[color=orange]Equipment:[/color]

Masterwork Greataxe, Masterwork Warhammer, Light Crossbow,
Bolts (20), Spiked Fullplate, Waterskin, Backpack, Belt Pouch, 
Whetstone, Potion of Cure Light Wounds (5), Potion of Mage Armor(5)

[color=orange]Attacking:[/color]
Grapple= 7 (3 base attack bonus + 4 str mod)

Greataxe:   Attack bonus +9 (3 base+1 weapon focus+1 masterwork+4 str mod)
                Damage: 1d12+4    Critical: x3  (slashing)

Warhammer:  Attack bonus +8 (3 base+1 masterwork+4 str mod)
                   Damage: 1d8+4    Critical: x3  (bludgeoning)

Light Crossbow:  Attack bonus +3 (3 base +0 dex mod)
                       Damage: 1d8  Critical: 19-20x2  Range: 80ft (piercing)

[color=orange]Money:[/color]
10gp

[color=orange]Weight:[/color]
95lbs

Max Carrying Capacity:
Light load: up to 100lbs
Med  load: up to 200lbs
Heavy load: up to 300lbs
 
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Luros The Host Cleric

Fast draft of a Lvl 3 Cleric.
Original from Sharn and of the House of Deneith Luros has been loyal to his house and followed his friends to many missions in the city of towers. He has saved more then one life and whit the blessing of the Host he will save many more.
He was allways taken good care of of his friends and in the taverns he visited as he was allways willing to return favour when commons were sick or ill.
A letter came to him, and why not... a new horizon was arising.

Disclaimer: This is first time i try to play a Cleric so bare with me if my character is not the best you seen, but i like what ive done so far, a little flavour he got too :)
If you see a huge error or have any suggestions please do, im aware I maybe must change some things as i go.

[sblock]Luros


Male Human Cleric 3
Lawful Neutral
Representing Drowned Hero

Strength 14 (+2)
Dexterity 13 (+1)
Constitution 16 (+3)
Intelligence 15 (+2)
Wisdom 18 (+4)
Charisma 10 (+0)

Size: Medium
Height: 6' 2"
Weight: 210 lb
Skin: Tan
Eyes: Dark Brown
Hair: White; Wavy; Thick Beard / Hirsute

Domains: Healing War

Energy: Positive [Healing / Turns Undead]

Total Hit Points: 30

Speed: 20 feet [armor]

Armor Class: 21 = 10 +8 [full plate] +2 [heavy steel] +1 [dexterity]

Touch AC: 11
Flat-footed: 20

Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +6 = 3 [base] +3 [constitution]
Reflex save: +2 = 1 [base] +1 [dexterity]
Will save: +7 = 3 [base] +4 [wisdom]
Attack (handheld): +4 = 2 [base] +2 [strength]
Attack (unarmed): +4 = 2 [base] +2 [strength]
Attack (missile): +3 = 2 [base] +1 [dexterity]
Grapple check: +4 = 2 [base] +2 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Region of Origin: Breland

Dragonmarked House: Deneith [Mark of Sentinel]

Languages: Common Draconic Infernal

Morningstar [1d8, crit x2, 6 lb, one-handed, bludgeoning]

Spear [1d8, crit x3, range incr 20 ft., 6 lb., two-handed, piercing]

Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]

Full plate armor [heavy; +8 AC; max dex +1; check penalty -6; 50 lb.]

Heavy Steel Shield [+2 AC; check penalty -1; hardness 10; hp 20; 15 lb.]

Feats:

Least Dragonmark
Strong Mind
Combat Casting
Weapon Focus x1 Weapon(s):
Weapon Focus [war domain, sect weapon]

Traits:

Action Points: 6 (this level)

Code:
Skill Name

Appraise 	Int 	2 = 	+2		
Balance 	Dex* 	1 = 	+1		
Bluff 	        Cha 	0 = 	+0		
Climb        	Str* 	2 = 	+2		
Concentration 	Con 	9 = 	+3+6 	
Craft (?) 	Int 	2 = 	+2		
Diplomacy 	Cha 	0 = 	+0		
Disguise 	Cha 	0 = 	+0		
Escape Artist 	Dex* 	1 = 	+1		
Forgery 	Int 	2 = 	+2		
Gather Info 	Cha 	1 = 	+1		
Heal 	        Wis 	9 = 	+4+5 	
Hide 	        Dex* 	1 = 	+1		
Intimidate 	Cha 	0 = 	+0		
Jump     	Str*   -4 = 	+2-6 [speed 20]
Know (arcana) 	Int 	7 = 	+2+5 	
Know (geo) 	Int 	2 = 	+2 	
Know (nature) 	Int 	3 = 	+2+1 	
Know (relig) 	Int 	8 = 	+2+6 	
Listen 	        Wis 	4 = 	+4		
Move Silently 	Dex* 	1 = 	+1
Ride 	        Dex 	1 = 	+1		
Search 	        Int 	2 = 	+2		
Sense Motive 	Wis 	5 = 	+4+2 [mark of sentinel]
Spellcraft 	Int 	9 = 	+2+5+2 [Knowledge, arcane]
Spot 	        Wis 	4 = 	+4		
Survival 	Wis 	4 = 	+4		
Swim 	        Str** 	2 = 	+2		
Use Rope 	Dex 	1 = 	+1
		

* = check penalty for wearing armor

Know Religion >=5 ranks gives +2 on turn/rebuke the undead.

Zero-level Cleric spells: 4 per day

First-level Cleric spells: 3 (2+1) per day +1 from a domain:

Second-level Cleric spells: 2 (1+1) per day +1 from a domain:

Human

* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)

Cleric

* Alignment Aura

* Spontaneous Casting (heal)

* Turn Undead (3x/day)

* High wisdom gains bonus spells daily

* Domain choices give additional abilities

Class HP rolled
Level 1: Cleric 8
Level 2: Cleric 6
Level 3: Cleric 7


Luros's Equipment:


148 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x3
Backpack
Bedroll
Blanket, winter x1
Candle
Case (for map or scroll)
Flasks x10
Flint and steel
Ink vial
Ink pen
Lantern (hooded)
Mirror
Oil flasks x2
Paper sheets x2
Parchment sheets x2
Pouch x1
Rations (1 day) x4
Rope (50', hempen) x1
Sealing wax
Signal whistle
Signet ring
Torches x2
Vial (for ink or potions) x2
Waterskins x1
Whetstone
Healer kit
Holy symbol (silver)
Hourglass
Spell component pouch

Total

More about Luros:

[/sblock]
 
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Need_A_Life said:
Uh... this one seems interesting, indeed. Being an inhabitant of Sharn won't change much, and seeing as how you've put so much thought into it already I won't ask you to change it... though I hope you're not of the mind that the adventure has to stay in Sharn... because it quite likely won't.
It wasn't that much really. This is a character concept I've had in my head for a while, I just set the specifics to match the game and setting. The write-up is just for you, but I enjoy writing once I get going.

Changing it wouldn't be too hard. They live somewhere else and she's in Sharn to meet with Halharath, who does live there.

Need_A_Life said:
But, if you want to be someone's bodyguard that's between you and them, really.
- Scribbler might be as well.
Anyone who supports Meredith ignoring her parents probably wouldn't last much longer in their employ, but since it looks like we're going to be employed by someone else that might not matter.
Someone who left with her could still work, whether because they like and respect her or they don't ("You're going to get yourself killed doing this alone you idiot!" for example).


I should have a character sheet ready tonight.
 

I've actually got several possible concepts kicking around in my head- some of them are rather close to ideas that others have tossed in (in fact, rather unfortunately, some of my stronger ideas are in the same niches, though there are some differences). As such, I'm going to post my best ideas in concept form all in one post- if any of them look strong enough, I'll focus on those for my final pitch. The ideas are listed here, in rough order as far as my development has gone:

1. Amellia ir'Vessin, now known as Meli of Westbridge: The runaway daughter of a (very ) minor Aundairian noble family, she received the very best education her family could get for her- and has proceeded to squander every gold piece worth of it. Interested in magic from an early age, and apparently talented, she was taught by the best in hopes that she would become a great wizard and increase her family's faltering status. Unfortunately, she couldn't master even the simplest cantrips, and while she was incredibly intelligent, that was not enough. Desperate to prove herself, she made a bad bargain- and now that she has realized just what that arrangement might mean, she ran away from home, discarding her old identity like a ragged suit. Perhaps within the great city of Sharn she can begin to piece together a new life- and maybe one day she will be able to return to her family in triumph. Until then, Amellia ir'Vessin must vanish, and Meli of Westbridge must travel in her stead. Human female rogue 2/warlock 1; uses the "feat rogue" variant from UA, further adavancement mostly as warlock, with another level of rogue at some point for social skills.
Mostly a social/knowledge skill type, support level arcane skills/damage ability

2. "Ironshod Vic": Originally 'Victory regiment, company 9, squad 4, unit 3" or Vic 9-4-3 for short; An exeperimental warforged soldier, lightly built of the finest materials and powered by Khyber dragonshards- he saw little enough action during the last year of the war, but his unit was one of the unlucky few sent in to scout the Mournland once the war was over (they were, after all, disposable now with large-scale hostilities concluded). Vic's unit saw some terrible things there in the ruins of Cyre- they encountered creatures and phenomena that had never been seen before, and were all but incomprehensible. Some of those things infected the Khyber shards that fueled Vic and his fellow troops- or inhabited them. Some of the unlucky hosts simply exploded, the energy too much for the binding shards to contain, while others went mad, or destroyed themselves. Vic was lucky- whatever had found itself bound within his Khyber-shard "heart" was too weak to destroy him, or even to control him. In time, and in the crudest fashion, he was able to exert his own will- whatever had become part of him began to grow, like a new set of muscles, and Vic began to realize that he was different now. With his unit officially disbanded, he was free to forge a new life of his own- and to explore the limits of what he had become... Warforged male Fighter 2/Warlock 1; uses the Warforged fighter racial substitution levels from RoE- further advancement mostly as warlock; melee and ranged combat (using warlock invocations to boost his combat abilities), some arcane knowledge skills/abilities.

3. Kirren Foxblood: When the western portion of Aundair split off to become the independent Eldeen Reaches, many people were cast adrift from the homes they had known and wandered in search new lives. Several shifter clans were among these refugees, and they settled in Fairhaven, forsaking the wilderness for the trappings of civilization. As the years passed,the shifters adapted- but the 'old blood' did not die out; some of them were still closely tied to their former forest homeland. Kirren Foxblood was one such child- even from an early age, she was interested in the outdoors- though in the poorer parts of a big city like Fairhaven there wasn't much real wilderness. Kirren was extremely bright and charismatic, and she learned everything she could- even as an adolescent she knew that the path of her life would take her far from home. By the time she reached adulthood, she set out on the road, and she has been traveling ever since, seeking something that she cannot name, cannot even describe- but it sings within her soul. Only recently, she has begun to discover a hidden talent for the arcane, and she has leapt wholeheartedly in pursuit of this "gift". Shifter (Wild Hunt) female rogue 2/warlock 1; uses the UA 'feat rogue' variant; further advancement mostly as warlock headed for the Enlightened Spirit PrC; mixed social/arcane abilities- similar to concept 1, except in flavor and approach.

4. Kevrin Longclaw: The product of Breland's other city, Kevrin has had a checkered and bloody past- he grew up on the streets, and learned both how to fight and how to survive early on. He did okay for a few years, but his old friends from the neighborhood kept getting killed off or imprisoned, and his enemies kept getting more numerous. Finally he decided to leave, nominally in search of adventure. Rejected by the Guild, he has chosen to operate on his own for a while- only time will tell whether that was a good decision. He usually acts dumb and uncivilized, but he is actually quite clever and perceptive- more than aware of how most people view burly half-orcs. In terms of personality, think something very like Jayne Cobb from Firefly- rather cheerfully vulgar and violent, but with agood heart underneath. Half-orc male, melee combat specialist (somewhere between subtlety and power); rogue 2/fighter 1 (using the UA 'feat rogue' variant again); further advancement evenly split- skill points in mobility and social areas, though he prefers to 'play dumb'.
 

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