Heroes of the Day [Dawnforge] (Ended)

Scranford

Legendary Paths allow more than the ability score. You can once a day take a +20 legendary bonus on a Dexterity Check or relevant skill check. You can apply that bonus for +20 rounds.

Also you can select any one of the following skils:l Climb, Intimidate, Jump, Perform, Swim. The one you choose now uses Dexterity instead of its normal ability for skill checks and such.
 

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scranford said:
- the plus one bonus spell per day is from the Arcane Mastery Racial Talent.

Since you are a spontaneous caster, you get a bonus spell known. It's not a floating bonus, so you have to choose a spell known from any level of spell you are able to cast. And then, don't forget to add your bonus spells cast per day due to your Int. It should be one 1st level spell and one 2nd level spell.
 

Here is the beginnings of my character:

[sblock]Ellawyn

Small Gnome (Humanoid)
Shaman 5
Hit Dice: 5d8 (32 hp)
Initiative: +5
Speed: 20 ft.
Armor Class: 11 (+1 Dex), touch 11, flat 10
Base Attack/Grapple: +3/-3
Attack: unarmed strike +2 melee (1d2-2/x2)
Full Attack: unarmed strike +2 melee (1d2-2/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, do not need to eat or drink, +1 attack bonus with bludgeoning weapons, wild empathy: 1d20+15(13), animal companion, nature sense, craft spell fetish, rituals of power I, companion sight, medium elemental form 1/day, Talents: divine mastery, divine mastery, divine mastery; Transformations: ghosting, fading.
Saves: Fort +4, Ref +2, Will +11
Abilities: Str 6, Dex 12, Con 10, Int 14, Wis 24, Cha 16
Skills: Diplomacy +5(2), Handle Animal +7(2), Heal +15(8), Knowledge (nature) +12(8), Listen +13(2), Spot +11(2), Survival +17(8)
Feats: Song of the Season, Improved Initiative, Alertness
Legendary Points: 1
Legendary Paths: 1st Circle Path of the Wise

Alignment: Neutral Good

Languages: Common, Gnome, Elven, Sylvan

Spells: 5/5/4/6 per day; save DC 17+spell level

Spells known:

0-level:

1st-level:

2nd-level:

3rd-level:

Possessions:

Background:[/sblock]
 


Kellix

Tiefling Rogue 5

[sblock]
Kellix

Medium Tiefling (Humanoid)
5 Level Rogue
Hit Dice: 5d6 (26 hp)
Initiative: +5 (+5 Dex)
Speed: 30 ft.
Armor Class: 20 (+5 Dex, +5 Armor), Touch 15
Base Attack/Grapple: +3/+4
Attack: Rapier +1 +9 melee (1d6+2/18-20/x2) or Whip +8 (1d3+1/x2) [special] or Hand Crossbow +8 (1d4/19-20x2)
Space/Reach: 5 ft./5 ft.
Saves: Fort +2, Ref +9, Will +2
Abilities: Str 12, Dex 20, Con 10, Int 14, Wis 12, Cha 16
Skills: Balance +14 (5), Bluff +10(5), Climb +5 (0), Diplomacy +7 (0), Disable Device +8(6), Disguise +7(4), Hide +13(8), Intimidate +11(6), Listen +7(6), Move Silent +13(8), Open Lock +11(6), Search +7(5), Sleight of Hand +11 (4), Spot +7(6), Tumble +13(8)
Class Abilities: Sneak Attack +3d6, Uncanny Dodge, Trap Sense +1, Evasion, Trap finding,
Feats: Combat Expertise, Weapon Focus (Rapier), Weapon Finesse
Racial Talent: Dodge, Whip Fighting, Trip & Stab
Racial Transformation: Tail (x2)

Legendary Path: 1st Circle Path of Swift (Climb)

Alignment: Chaotic Neutral

Languages: Common, Valhedrin, King’s Tongue, Anderlander

Lowlight Vision: can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Tail: When this racial transformation is selected, the tiefling grows a tail similar to that possessed by many of his infernal patrons. This grants the tiefling an additional ring item slot, and the added balance provided by the tail grants him a +2 transformation bonus on Balance checks.
Special: If this racial transformation is selected twice, the tiefling’s tail becomes prehensile and grants the tiefling the ability to make a single grapple, disarm, or trip attack with the tail at his highest base attack bonus. When using the full attack action, the tiefling may use other weapons and still make the tail attack, in which case the tail attack suffers a –5 penalty on the attack roll.

Possessions: Rapier +1, Whip, Hand Crossbow, Mithiral Shirt +1, Handy Haversack, Hat of Disguise, 3 Potions of Cure Light Wounds,

History: Kellix was born a slave. He was raised in as servant in Lord Arzoth’s family. Arzoth was not the most honest or reputable person. He had ties to criminal elements such as smugglers and criminals. One of his household members was an assassin and dueler, Mentri.

As Kellix grew it was recognized that he possessed many of the abilities needed as a household assassin. Kellix was tutored by Mentri in the ways stealth, evasion, dueling, and killing.

Lord Azroth was promoted to as a higher Lord on the Emerlyn Peninsula. He took his household and servants with him. In reality the promotion was a move to eliminate the Azroth by his enemies. Slowly Kellix realized that everything he did was not for the betterment of the Dominion, it was for the profit of Lord Azroth. Slowly Mentri and Kellix began to have differences of opinion. He was told that is the way of things.

Finally it was time for Azroth’s enemies to strike, they attacked and slaughter the entire household. The man that killed Lord Azroth was Mentri. Mentri tried to convert Kellix to his cause but Kellix refused. Kellix escaped but not before being badly wounded both mentally and physically. After living his entire life as a slave, Kellix decided to he had the opportunity to live his life the way he saw fit for the first time.

He made his way to the Seven Cities in Anderland. Once there he hired himself out as a mercenary, trying to make his way in the world the only way he knew. The one thing he learned was that he was not well liked. People hated him for his race, he soon grew to despise prejudice people.

Appearance: Standing only 5’ 5” and weighing in at 150 lbs, he is shorter and smaller than the average tiefling. He has a small set of horns on his head that are barely visible trough his jet black hair which is tied in a pony tail and halfway down his back. He has red lines that cross diagonally from the upper left side to the lower right side. At the age of 36, he has come to realize he doesn’t know enough of the world. He has a large brand on the back of his left hand that marks him as a slave.

Goals: Kill Mentri, Survive, & See the world. [/sblock]

I am still working on equipment, but he is mostly done.
 

Okay, I haven't heard from Yeti, so he's out and Tailspinner is in. I believe Mark Chance is out of town with no connection at the moment, so it looks like we are going to have to move forward without him for now.

I'll look over Tailspinner and Widowmaker's characters today and then individual characters should be good to go.

I still need a brief group background, name, and enemy. This doesn't have to be fancy, just enough for me to get some hooks to build off of. Part of it should include what you did to earn your legendary point.
 

It seems most of the party are exiles. That could be a common cause. We all found each other because we were the only people that accepted each other.

Another thing that Isida brought up in Targ's history was a village. Maybe somehow we all made our way to that village. We were the protectors of the village.

But an unnamed enemy was set on the destruction of that village. We out of the village one day, on that day the village was destroyed. We sought revenge and killed that enemy. Hence how we got our Legendary Point.
 

Widowmaker said:
It seems most of the party are exiles. That could be a common cause. We all found each other because we were the only people that accepted each other.

Another thing that Isida brought up in Targ's history was a village. Maybe somehow we all made our way to that village. We were the protectors of the village.

But an unnamed enemy was set on the destruction of that village. We out of the village one day, on that day the village was destroyed. We sought revenge and killed that enemy. Hence how we got our Legendary Point.

Although that doesn't account for an existing enemy. Perhaps the unnamed enemy was just part of an organization, and with his downfall, we dealt a crippling blow to them - but they're still alive, and with time, are able to reform and continue with their nefarious deeds! That's still not very specific, though.
 


Widowmaker said:
Its not very specific, but at least it is a start. We can work on it if we think it is worth while.

Maybe they're slavers. At least two members of the party are ex-slaves, and S'sebek, at least, is entirely dedicated to eliminating the practice. Or they could be cultists. Cultists make good bad guys.
 

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