Heroes of the Day [Dawnforge] (Ended)

Two things, scranford, and then you should be good to post your character in the Rogue's Gallery. You get to choose one more spell known from Arcane Mastery and you get a couple of bonus spells per day based on your Int. Everything else is good.
 

log in or register to remove this ad

Starman:

[sblock]-I calculate that you should have 48 skill points to spend. You have spent 34. Taken care of.
-Your AC should be 12. You get a +1 size bonus. Taken care of.
-Your total bonus to Listen should be +11, not +13 Listen +13 (2 ranks +7 Wis +2 feat +2 race)
-When you gain Divine Mastery, you have to choose the level of spell slot at that time. So, you can't get 3 bonus 3rd level spell slots. When you take it at 1st level, you can gain a 0 or 1st level slot. At 3rd level, you can choose up to 2nd level. And at 5th, you can choose up to a 3rd level slot. Taken care of.

It looks like you need to pick an animal companion and gear in addition to the above. You know all spells on the Druid list, so you don't need to pick spells known. Taken care of.[/sblock]
 

I was trying to be very carefull will Kellix. In the process I really screwed things up. I am going to have to go back and create him step by step again. Sorry about that. Give me a little time.

WM
 

Thanks, Tailspinner. I forgot about the feat, so you are correct on the skill. You are free to post the new version in the Rogue's Gallery.

It looks like we are making progress with the group background. That's great. Don't forget the group name and goal(s).
 

Updated Kellix

[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 MW Rapier +9 (1d6+2/18-20/x2) or Whip +8 (1d3+1/x2) [special] or Tail or -2/-2 Two Handed or Weapon/-5 Tail or Hand Crossbow +8 (1d4/19-20x2)
Space/Reach: 5 ft./5 ft.
Saves: Fort +1, Ref +9, Will +2
Abilities: Str 12 (Racial -2), Dex 21 (Racial +2, +1 Level, +1 Legendary), Con 10 (-2 racial, +2 special), Int 15 (+2 racial, +2 special), Wis 12, Cha 14 (+2 racial)
Skills: Balance + 9(0), Bluff +10(6), Diplomacy + 6(0), Disable Device +9(7)*, Disguise +8(4), Hide +13(8), Intimidate +15(8), Listen +5(4), Move Silent +13(8), Open Lock +9(7)*, Search +6(4), Sleight of Hand +11(4), Spot +6(5), Tumble +13(8)
* +2 MW Thieves Tools
Class Abilities: Sneak Attack +3d6, Uncanny Dodge, Trap Sense +1, Evasion, Trap finding,
Feats: Combat Expertise, Two Weapon Fighting, Weapon Finesse
Racial Talent: Combat Maneuver (Improved Trip), Prophetic Instinct, Combat Maneuver (Improved Feint)
Racial Transformation: Tail (x2)

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

Alignment: Chaotic Neutral

Languages: Common, Valhedrin, 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, MW Short Sword, Whip, Hand Crossbow, 20 bolts, Mithiral Shirt +1, Handy Haversack, Hat of Disguise, MW Thieves’ Tools, 3 Potions of Cure Light Wounds, Bedroll, Caltrops x2, Belt Pouches x2, Flint & Steel, Grappling Hook, Silk Rope, Waterskin x2, Whetstone (30 lbs Carried)

Gold: 100 gp, 8 sp, 8 cp

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]
 
Last edited:





Either way it works! :cool:

I was thinking about the group background a little. What if it was changed a little.

Instead of the Orc Leader escaping, what if the leader was actually a wizard. He/She was responsible for the orc slavers and capturing the Prince's son. We defeated the orc tribe and rescued the prince. But in the process the wizard disappeared. Last we heard he/she was in Ebernath.

Goals: Bring our enemy to Justice.


Any other ideas or suggestions are apperciated.
 

Remove ads

Top