Lamentation of Lolth is seeking a replacement! **One slot available**

Both sound good guys. Lotta good concepts all around. This will be an incredibly hard decision. If everyone interested in joining could send me a private e-mail at timoan (AT) comcast (DOT) net, I'd like to speak with you all one-on-one to ask some questions about your characters and possibly some potential hooks to get your character into the game.
 

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Moruld Fern grew up as an orphan in <insert small town>. The only thing he had to remember his parents from was a wooden piece the shape of a Hand, or maybe a Gauntlet. It was hard to tell, it was worn down and the gilding had all fallen off with time. At the age of twelve he was recruited into one of the local thieving bands. He was under the tutelage of one Marrick the Golden, so named for his fingers "made for gold", as he used to say. It was not long however, before Moruld knew this was not his calling, and he left the band. Marrick did not like this, and a game of cat-and-mouse was started. For several days Moruld was able to avoid Marrick, but his luck would soon end. He found himself in a alley, a dead end, with Marrick slowly advancing, dagger drawn and ready for striking. Moruld was dead - he was certain off it. And so he would be, had it not been for a pair of noble knights that had seen the rogue sneak after the young boy. Just as Marrick was about to throw the knife, he was strikken down by a mighty blow. A knight in shining armor had come to Morulds rescue.

The two knights, paladins of Torm, had seen the wooden piece around the boys neck, and knew that this kid needed help. They took him in, and made him their squire. For several years Moruld traveled with Romald and Korril. A fated night their travels ended. They had made camp and had sent Moruld to the close-by stream for water. He was just about to turn back, burdened down with water and soaked to the bone from the hard climb up the bank, when he heard the battle. He threw down the buckets and ran as fast as he could towards the camp. Luck must have been on his side again, as the drow headed for the opposite direction after slaughtering the two paladins. A raiding band of drows, here, at this hour? Moruld knelt in the camp, between his two dead tutors, and swore an oath, to rid all the world of the Drow, if it was the last thing he did....

This young human will have 2 levels of rogue, and 4 levels of paladin, aiming for the Shadowbane Inquisitor class from Complete Adventurer.
 

Nurik Highhammer

Here is Nurik Highhammer, my candidate for the campaign. I will drop you an email soon after posting this. Hopefully I can get the spoiler block working on my first attempt.

[sblock]Nurik Highhammer
Male Gold Dwarf
Cleric 3/Fighter 3
XP: 15,000
Lawful Good

Str 16 (+3) 10 points
Dex 10 (+0) 4 points Racial -2
Con 17 (+3) 8 points Racial +2
Int 12 (+1) 4 points
Wis 12 (+1) 4 points
Cha 14 (+2) 5 points Stat Gain

Size: Medium (4'5", 178 lbs)
HP: 9+3d8, 9+3d10
BAB: +5
Init: +0
Move: 20'

AC: 20 (10 +8 armor + 2 shield )

Fortitude: +9
Reflex: +4 (Lightning Reflexes)
Will: +7 (Ironwill)

Attacks:
War Hammer (+9, 1d8+3 20/x3)
Battle Axe (+8, 1d8+3 20/x3)
Throwing Axe (+5, 1d6+3 20/x2 10ft increment)

Feats:
Ironwill
Lightning Reflexes
Power Attack (Fighter Bonus Feat)
Cleave (Fighter Bonus Feat)
Weapon Focus (Warhammer) (Fighter Bonus Feat)

Skills (bonus/ranks):27
Climb (-3/2)
Concentration (+7/3)
Craft (Armor Making) (+7/6)
Diplomacy (+5/3)
Heal (+4/3)
Intimidate (+4/2)
Jump (-3/2)
Knowledge (Religion) (+4/3)
Listen (+1/0)
Search (+1/0)
Spellcraft (+4/3)
Spot (+1/0)


Languages Known:
Common
Dwarven
Chondathan
Home Region

Class Features:
Turn or Rebuke Undead

Racial Traits:
+2 Con, -2 Dex
+1 racial bonus on attack rolls against Aberrations
Medium size, base land speed 20 feet regardless of load
Darkvision up to 60 feet
Stonecunning: +2 racial bonus on search checks to notice unusual stonework. Within 10 feet of unusual stonework get a search check.
Weapon Familiarity with dwarven waraxes and dwarven urgroshes
+4 bonus to resist bull rushes and tripped when standing on ground
+2 racial bonus vs. poison, spells, and spell-like effects
+4 dodge bonus to AC against monsters of the giant type
+2 racial bonus on appraise checks related to stone or metal
+2 racial bonus on craft checks related to stone or metal
Favored class: Fighter

Spells per day
3+1/1+1

Patron God: Moradin
Domains: Good, Law


Equipment:
TBD but at the least
Full Plate
Heavy Steel Shield
Warhammer
Battleaxe
Throwing Axes x2

Background

The Highhammer family was traditionally a long line of smiths, and Nurik’s father had some skill in particular. Nurik grew up learning the trade from his father, but when his father began providing more and more services to the local temple of Moradin, a few of the priest suggested that Nurik might make a good disciple of the All-Father. Nurik was hesitant to leave the family, clan, and surroundings he had know for a good many years.

But there is nothing more honorable in the eyes of a dwarf father that to see him follow in his footsteps, unless it is to become a priest of Moradin! With a heavy heart and a long kiss goodbye to the family and life he knew previously, Nurik began to make his way in the faith of the Soul Forger.

Nurik’s rise in the church had been slow and non-descript. Perhaps it was the lack of deeper understanding of the tenants of the teachings of Moradin? Perhaps it was the time the church asked him to tend to the armor and weapons of the clergy and guards? No matter the reason, Nurik’s eventual path lead him to follow the more militant arm of the church in recent years. He secretly harbors a hope that the Hammers of Moradin will take note of his skill with a hammer both as a smith and as a warrior. Nurik’s believes the joining of what he loves to do most and what the church asks of him in service of the Soul Forger would truly make him content.

His strength and endurance as a smith has allowed him to be more successful in this path as a warrior-priest. But growing up above and below the Icewind Dale region engenders these traits in many a dwarf. In the last number of years he has traveled further away from his home, ranging down to Waterdeep and the Sword Coast looking to spread the faith of Moradin and further enhance his skill as a warrior in the hopes of joining the Hammers in the future.

Personality

Nurik is an exceptionally cheerful dwarf. His loyalty to friends is never failing and he is more easy going and less gruff than most dwarves. This may have to do more with the way his life has meandered on paths that he would not necessarily have chosen for himself. He has had to remain flexible and hopeful in the face of personal challenges and the life of a traveling warrior-priest.

Nurik does tend to be less social when above ground however. He broods a bit, and speaks less when the sun shines upon him, and especially when the sky dumps water upon his arms and armor. Returning below ground or a small amount of work at the smithy quickly returns Nurik to his good nature.

He speaks often of his church and family, but less so about his faith. He is no proselytizer, but prefers to answers questions directed to him by the curious and interested. When talk turns to him personally, he often avoids talking about his hopes or dreams, preferring to keep those closer to him and secured under his armor. The Church, but not the All Father, has lead him down unexpected paths before, best to be prepared for it again.

Appearance

Nurik often appears as a walking fortress of arms and armor. He prides himself in its condition and maintenance. His beard is of medium length and unbraided, as he prefers to spend the time polishing his armor than tending to his own concerns. He is on the tall side for dwarves and weighs less than most, which can lead some to underestimate his strength and conditioning. Longer looks will show his lean frame possesses the less common long musculature of a smith that he has developed over time.

Nurik tends towards blues and browns, with a few of these colors showing up on his shield and clothing. His head, when not covered by a helm, is bald, with his beard starting just below his ears.[/sblock]
 
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As it has been noted that a drow bard in a party full of elves, one of whom hates drow with a passion is perhaps not the best idea.

I will go Human Rouge/Fighter/Wizard and aim to take the next level in Spellsword.

If that's okay
 

Alright, after much debate and discussion with my group we've narrowed it down a bit. Most are at a consesus that they would like a bard. Here's the run down of the situation:

Stonegod - Whereas I had an interest story-wise for your character, the members that I have talked to feel strongly that the warlock class is too overpowered. Would you be willing to swap over to your bard and flesh him out for me?

Wilphe - The main problem with your bard was that he was drow. Do you think you could give him a different race? If his personality needs to change with this, that's fine too.

Fenris - You're character looks interesting as well. I haven't received an e-mail from you yet but would like to talk more about your character in depth as well.

Everyone else, I apologize, but based on the parties wants and needs at the moment this is how things have fallen. Neg, disregard the last e-mail I sent to you if you like. That was sent prematurely.

If you'd like to converse here on the boards, feel free, if not, I'm still always free by e-mail.
 

Majin said:
Stonegod - Whereas I had an interest story-wise for your character, the members that I have talked to feel strongly that the warlock class is too overpowered. Would you be willing to swap over to your bard and flesh him out for me.

While I respectively disagree regarding the balance a warlock, this is not the place to discuss it and I of course will follow the position of the group. I will investigate a bard; mostly have something tomorrow (less likely---late tonight). I may go with a story similar to Vardrin's in order to faciltate similar story usage.
 

Here is the bardified Vardrin:
[SBLOCK=Vardrin Theese, CN Human Bard 5/Acolyte of Skin 1]Vardrin Theese
Male Human Bard/Acolyte of Skin 5th/1st lvl
Chaotic Good
Str 11 +0 (3 pts)
Dex 18 +3 (10 pts, +2 from Acolyte of the Skin)
Con 10 +0 (2 pts)
Int 16 +3 (10 pts)
Wis 8 -1 (0 pts)
Cha 17 +3 (10 pts, +1 at 4th)

Hit Points 24
AC 20, Touch 14, Flat 16
Init +4
BAB +3, Grap +3
Speed 30 (base 30, load 20/38, light armor)
Fort +2, Ref +8, Will +7

Attacks
+8 Melee, cold iron rapier +1, 1d6, 18-20/x2
+7 Ranged Touch, wand of melf's acid arrow, 2d4 acid for 2 rounds, CL 3

Description
Medium, 5'11" tall, 180 wt, 25 yrs old
Red hair, green eyes, pale skin

Speaks Abyssal, Common, Damaran, Infernal, Undercommon

Skills
+7 Bluff (4)
+9 Concentration (8 + 1)
+11 Diplomacy (8)
+11 Gather Information (8)
+12 Intimidate (8 + 1)
+12 Knowledge: arcana (8 + 1)
+12 Knowledge: the planes (8 + 1)
+11 Perform: oratory (8 + 1cc)
+12 Spellcraft (8 + 1)
+3 Sense Motive (4)
+11 Use Magic Device (8)
-1 Listen (0)
-1 Spot (0)

Feats
-Iron Will
-Spell Focus: Enchantment
-Greater Spell Focus: Enchantment
-Weapon Finesse

Human Traits
-Extra skills: +4 skill points at 1st, +1 skill point thereafter
-Extra feat: Bonus feat an first level
-Bonus Languages: Any
-Favored Class: Any

Bard Abilities
-Bardic Music, 5/day
-Inspire Courage: +1 morale bonus to saves vs. charm/fear, +1 attack/damage
-Fascinate: Fascinate up to 2 people in 90', Will save, fascinated for up to 5 rounds
-Countersong: 10 rounds, perform check replaces DC on sonic/language-dependent effects, 30'
-Inspire Competence: One ally, 30', +2 competence bonus to skill, up to 2 min.
-Bardic Knowledge: +8

Acolyte of the Skin Abilities

-Poison: 1/day, as the spell, DC 17 Fort, +7 ranged touch
-+2 Dex
-+1 natural armor
-dDarkvision

Spells Per Day 4/4/1, CL 5
0th- daze (DC 15), detect magic, flare (DC 13), message, message, read magic, resistance
1st- cause fear (DC 14), comprehend languages, hypnotism (DC 16), Tasha's Hideous Laughter (DC 16)
2nd- shatter (DC 15), summon monster II, tongues

Background

The Theese family is an ancient family from Phlan, probably present at its founding over a thousand years ago. The Theese family possessed some minor nobility, allying itself with Valjevo, but they had a secret: they were demon worshipers.

The Theese family grew powerful from these links, but it came a cost. This cost was usually bared by some innocent, but during the second destruction of Phlan by the fiend Tyranthraxus, it was borne on the Theese family itself. By this time, they had been neglecting their duties, and their benefactors believed a they sought treasonous joining with the draconic-like fiend. Thus, the Theese family was cursed, stripped of their power and place, and hounded by evil.

Such was the history of Vardrin's family. He thought he had escaped it; he grew up reasonably safe with is mother elsewhere in the Moonsea and was ready to start a new life. But then the fiends came, slaughtered his family and the other villagers. Cruelly, they left Vardrin alive, the lone witness to the destruction.

After the "incident", Vardrin burned with a new purpose---to destroy the fiends who ruined his family and to avenge similar "crimes" elsewhere. He studied the ways of fiends, excavating obscure lore in eclectic places. He came to know of their tales of evil, and used them to find out everything he could about them. The tales could fascinate or harrow, but they lead him on the path towards his fateful decision.

After discovering some lost reference to the Ritual of Bonding through his summoning of fiends and his research---all aided by a secret patron in Twilight Hollow---he came to a decision he would later regret: He would fight evil with evil. He would turn the power of the fiends against them by binding them to his flesh and soul.

The painful ritual awoke in him some otherness. The otherness gave him insight into the fiends and access to power he had not imaged. But it was corrupting; the taint of it was strong and threatened to swallow him. This price was not made clear to him until after the ritual was done and it was too late. After a dark time, he came to control himself again, and a new goal was added: He now seeks to punished his family's tormentors in addition to his false "patron."

Personality
Vardrin has a very intense personality---he is prone to acting impulsively and quickly, as if time was precious. He speaks forcefully and passionately, and his voice is strangely enthralling. However, he has a secretive side as well as indicated by the way his hides his abilities under simple and sometime glamered clothes. The otherness of his past is something his avoids discussing, though he will discuss the proclivities of fiends and the best way to combat abominations from the outer planes with a fervor and knowledgeable mind. This vast knowledge can be used to grant strength to his allies or to enrapt crowds at the lonely dinner table.

Vardrin sees his path as using the tools of evil against evil. Thus, he is interested in obscure lore, especially outer planar lore. He will take up the banner for causes against tyranny and evil, especially if magical or planar interference is suspected. His decision to use these tools comes at a cost, and his is occasionally tempted by the same power he fight. He is a stalwart friend and implacable foe.

Appearance
At first glance, Vardirn appears to be an common traveler armed with a rapier and dressed in a well worn dark cloak, pale linen shirt with a somewhat worn black vest, dark breeches, and sturdy boots. At second glance, the power which touches Vardrin is apparent in his pale skin which contrasts his ample red hair and goatee, the strange intensity of his gaze. In addition, his rapier is not of normal metal, but of a darker iron that draws the eye.

Equipment
Glamered chain shrit +1 (worn, 25 lbs, 3700 gp), appears as well-worn vest
Traveler's outfit (worn, 0 lbs)

Medium cold iron rapier +1 (belt front left, 2 lbs, 4040 gp)
Beltpouch (equipped, belt front right, 0.5 lb)
Wand of Melf's acid arrows (50 charges, wand sheathe in left-sleeve)
Wand of cure light wounds (50 charges, wand sheathe in right-sleeve)
Bedroll (equipped, belt rear, 5 lbs)
Scrollcase (equipped, belt rear left, 0.5 lbs)
Waterskin- water (equipped, belt rear right, 4 lbs)

Coins- 6 gp (pouch)[/SBLOCK]
This Vardrin actually works a bit better than the first for RP; he still uses evil to fight evil, but only made that choice recently and has come to regret it after a dark time where he lost control of himself. He still fills the face role, with backup healing, arcane damage, buffing, and rapier combatant possibilities. His spell selection focuses on enchantment and necromancy (enthrall and fear), reflecting his "evil to fight evil" mantra, but has some "help me find secret lore" spells and the massively useful message.
 

Oh, and in case it wasn't clear, Vardrin's bardic abilities come from his extensive research into all things fiendish. That is the source of his bardic knowledge (he also picked up other info during his research), and his performance abilities (he orates on tales of fiendish/evil terror and the heroes which fight them).
 

Wilphe - The main problem with your bard was that he was drow. Do you think you could give him a different race? If his personality needs to change with this, that's fine too.

---------------------------------------------------------------------------------

Ahh...

I'll get on it
 

Wilphe, if you play a drow, I know someone IC that will not allow you to join up. I think Calenthang would be the kind of attack first and don't bother with question later when he meet a drow :p
 

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