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<blockquote data-quote="Emperor Valerian" data-source="post: 1675053" data-attributes="member: 15043"><p>MAIN CHARACTER </p><p><strong>Drakkon Cuspis</strong></p><p>Brb3/Clr6/BndBlade3</p><p>Human</p><p>Alignment: CG</p><p>Height: 6’2”</p><p>Age: 34</p><p>Weight: 191 pounds</p><p>Hair: Platinum Blonde</p><p>Eyes: Sky Blue</p><p>Skin: Tanned</p><p></p><p></p><p>STR: 14 [6 points]</p><p>DEX: 10 [2 points]</p><p>CON: 14 [6 points]</p><p>INT: 12 [4 points]</p><p>WIS: 18 [10 points, +2 magic]</p><p>CHA: 12 [4 points]</p><p></p><p>Class and Racial Abilities: Domains –Chaos and Strength, Aura of Good and Chaos, Spells, Turn Undead, Rage 1/day, Fast Movement, Uncanny Dodge, Trap Sense, Awaken the Blade I, Always Yours, Awaken the Blade II, It’s a Kind of Magic I, Weapon Specialization, Brother’s In Arms, Soul of Steel</p><p></p><p>Hit Dice: 3d12+6d6+3d10+24</p><p>HP: 100</p><p>AC: 24 (+0 Dex, +8 <em>+3 glammered breastplate</em>, +4 <em>+3 light wooden shield</em>, +2 <em>Ring of Protection</em>)</p><p>Ini: +0</p><p>Speed: 40 ft.</p><p></p><p>SAVES:</p><p>Fort +13 [+11 base, +2 Con]</p><p>Ref +4 [+4 base )</p><p>Will +11 {+7 base, +4 Wis]</p><p></p><p>BAB: +10/+5</p><p>Melee Attack: Dartbane <em>+3 Defender Keen Spellsword (Magic Missile) Longsword </em> +14/+9 (1d8+7 15-20/x2)</p><p>Ranged Attack: Thunder of Kord <em>Sonic Thundering Mighty Composite Longbow (+3 Str)</em> +10/+5 (1d8+1d6 sonic+3 /x3)</p><p></p><p>SKILLS: (54 skill points)</p><p>Bluff +3 [4 ranks, +1 Cha]</p><p>Climbing +13 [0 ranks, +3 Str,+10 magic]</p><p>Concentration +6 [4 ranks, +2 Con]</p><p>Craft (Weaponsmithing)+7 [6 ranks, +1 Int]</p><p>Diplomacy +5 [4 ranks, +1 Cha]</p><p>Heal +5 [4 ranks, +1 Int]</p><p>Intimidate +7 [6 ranks, +1 Cha]</p><p>Jump +5 [2 ranks, +3 Str]</p><p>Knowledge (arcane) +3 [2 ranks, +1 Int]</p><p>Knowledge (religion) +7 [6 ranks, +1 Int]</p><p>Listen +8 [4 ranks, +4 Wis]</p><p>Sense Motive +5 [2 ranks, +4 Wis]</p><p>Spot +8 [4 ranks, +4 Wis]</p><p>Swim +5 [2 ranks, +3 Str]</p><p>Spellcraft +7 [6 ranks, +1 Int]</p><p></p><p>FEATS</p><p>Improved Critical (longsword)</p><p>Weapon Focus(longsword)</p><p>Alertness</p><p>Quick Draw</p><p></p><p>LANGUAGES: </p><p>Common, Celestial</p><p></p><p>SPELLS:</p><p>5, 3+1, 3+1, 2+1</p><p></p><p>Domain Spells:</p><p><strong>Strength</strong> - 1st <em>Enlarge Person</em>, 2nd <em>Bull's Strength</em>, 3rd <em>Magic Vestment</em></p><p><strong>Chaos</strong> – 1st <em>Protection from Law</em>, 2nd <em>Shatter</em>, 3rd <em>Magic Circle Against Law</em></p><p></p><p>Spells Prepared:</p><p>0th – <em>Detect Poison, Detect Magic, Entropic Shield, Guidance</em></p><p>1st – <em>Bless, Divine Favor, Remove Fear, Detect Evil</em></p><p>2nd – <em>Cure Moderate Wounds,Bull’s Strength, Bear’s Endurance</em></p><p>3rd- <em>Cure Serious Wounds, Searing Light, Magic Circle against Evil</em></p><p></p><p></p><p></p><p>Possessions:</p><p><em>Dartbane – Ironwood +1 Keen Spellsword Longsword</em></p><p></p><p><em>Thunder of Kord – Sonic Thundering Mighty Composite Longbow (+3 Str)</em> – 8400 gp</p><p></p><p><em>+3 glammered breastplate</em> – 16,200 gp</p><p></p><p><em>+3 light wooden shield</em> – 9,003 gp</p><p></p><p><em>Ring of Protection +2</em> – 8,000 gp</p><p></p><p>Kord Holy Symbol (<em>Periapt of Wisdom +2</em>) –4,000 gp</p><p></p><p>Helm of Kord’s Messenger (<em>Helm of Comprehend Languages and Read Magic</em>) – 5,200 gp</p><p></p><p>Ring of Challenges <em>Ring of Climbing</em> – 2,500 gp</p><p></p><p><em>Bag of Holding Type I</em> – 2,500 gp</p><p></p><p>4 <em>Cure Moderate Wounds</em> – 1,200 gp</p><p>Wand of <em>Cure Light Wounds</em> – 750 gp</p><p>4 potions <em>Remove Fear</em> – 200 gp</p><p>2 <em>Elixirs of Swimming</em> – 500 gp</p><p>4 Sunrods – 8 gp</p><p>Heavy Horse (Heaven’s Might) 200 gp</p><p>Riding Saddle – 20 gp</p><p>Bit and Bridle, Saddlebags – 10 gp</p><p>Chain (10 ft.) – 30 gp</p><p>50 ft. Silk Rope – 10 gp</p><p>1 flagon of ale – 2 sp</p><p>traveler’s outfit – 1 gp</p><p>various supplies</p><p>approx. 139 gp, 8 sp</p><p></p><p><strong>Appearance</strong></p><p></p><p>Drakkon, on first look, appears to be something out of a heroic poem. Tall, with strong features and a powerful body, his long blonde hair (hanging to his shoulders, and just starting to change to a light gray) could inspire some to compare him to ancient figures of old. He would look the part of perfection, save the "marks of Kord" he carries with him. </p><p></p><p>When one has served the God of Strength as long as Drakkon, one invariably earns marks of his blessing. In Drakkon's case, this involves a large scar running the length of his left cheek... a final gift from a cleric of Vecna. Across his chest and belly are several other long scars, remnants of the marks brigands gave him in his youth. Other marks, ranging from burns to chain scars to arrow marks, dot his back and legs. In his own words, Drakkon's body is a testament to Kord's Strength.</p><p></p><p>Drakkon usually travels about in a breastplate given to him by a grateful lord he and the Hex helped some time ago. Strapped to his side is his faithful companion for the past 20 years, his sword <em>Dartbane</em>, and upon his back one finds his other friend, the <em>Thunderer of Kord</em>. Drakkon usually also has a wooden shield, something he has carried since his first sally in Kord's name.</p><p></p><p><strong>Background</strong></p><p></p><p>Drakkon Cuspis has a rather odd background… nearly as odd as his name.</p><p></p><p>The boy was left an orphan at the age of 4 by a disease outbreak amongst his village. He was raised and brought to health by an uncle of his, who also happened to be a follower of the teachings of Kord, a deity that known by many, but not widely followed… many amongst the commoners find their faith placed not in the promises of salvation that others promised, but the visible feats of strength they could see. </p><p></p><p>Kord teaches the way of Strength, and that his how young Drak’s uncle raised him… to be stronger than the other boys. By age seven the boy had taken to sleeping on the bare floor, citing that the bed made him too soft. By age nine, he could swing a quarterstaff stronger than many adults. Soon he also had a reputation for being able to rescue other villagers caught in raging rivers, outswimming currents that would wear down many an adult.</p><p></p><p>This young brute rather quickly attracted the attention of the few worshipers of Kord in his village, and by age 12, he was brought into the local temple to Kord for training (the temple was merely the back of the village blacksmithy). </p><p></p><p>When Drakkon was 15, a group of bandits rode into his village. After the local mayor refused their demands for cash, the band of warriors took several villagers hostage. One of the hostages was Drakkon’s uncle.</p><p></p><p>The young man immediately rode out after his uncle and those who took him hostage. In an epic chase over the next three weeks, Drakkon managed to hunt down the bandits, and even kill their leader armed with a quarterstaff. Unfortunately, his uncle had already been slain.</p><p></p><p>The boy then dedicated his life and his strength to the only other thing he had known and respected; the Church of Kord. Over the next 20 years, he roamed throughout the country, seeking to show others the ‘Strength of Kord’ through his deeds, and (eventually, after he learned some eloquence) in words. </p><p></p><p>Impressed with his combat ability, the few local followers of Kord banded together to find Drakkon a weapon worthy of his skills... a longsword, unusually made with a few citrines in its hilt.</p><p></p><p>More recently, Drakkon and his blade faced an unusual encounter... they fought several clerics of Vecna, one of which held a sword of powerful magical ability. When Drakkon's blade this sword crossed... something strange happened.</p><p></p><p>Drakkon felt power surge into his sword, and almost dropped the blade. A few short cuts later, and the fighting cleric had proven Kord's strength again by crushing the Vecna cleric. But his blade felt strange still... it still radiated with unusual power.</p><p></p><p>Soon after, Drakkon found images in his mind that weren't his... feelings of heat when his sword was near a fire, cold when his sword was exposed to winter's chill. Rather quickly, the cleric realized his blade was special... it was communicating with him.</p><p></p><p>Soon he began taking advantage of his new companion. His blade became more than a tool, but also a fellow comrade at arms. Drakkon's obsession with his sword has led to a few legends among those who worship Kord... and still troubles his assistant Ishkabar.</p><p></p><p>Finally, after 20 years of service, slaying monsters, breaking chains, and being the powerful man that Kord required, he has been asked by the Church of Kord based in Alban to perform one final service… one that will take the rest of his life.</p><p></p><p>To the north, uncharted, unknown lands are being explored… lands populated by people that have never heard of Kord’s Strength. To these people the church has sent Drakkon, along with an assistant. To these people, the Church hopes to find a base of worshipers, that will increase Kord’s name until all shall know of His Greatness and Power.</p><p></p><p><strong>Personality</strong></p><p>Drakkon has seen years of service, and so far has, with the exception of his youthful inability to rescue his uncle, he has not met with failure. Because of this, he has supreme confidence in his ability to engage and destroy those who would harm him, others, or challenge the Strength of Kord.</p><p></p><p>His assistant, Ishkabar, has frequently had to restrain Drakkon from issuing and/or accepting… “inappropriate” challenges to Kord’s Strength. Ishkabar comes from a new sect of the Church… one that says that Kord’s Strength requires one to apply strength carefully, as well as forcefully. Drakkon, of course, comes from the “old school” of Kordic thought, demanding forceful and immediate application of “the blessings of Kord” on anyone who would challenge said deity or those around.</p><p></p><p>Drakkon’s chief interest is the mission he has been given by his Church… to find and convert followers to Kord through both words and feats of Strength. After enough followers have been established, Drakkon is to create a temple to the deity, to further spread the faith of Kord into the hinterlands, and eventually send forth missionaries of its own.</p><p></p><p><strong>BONDBLADE</strong></p><p><em>Dartbane</em> CG</p><p>INT 13</p><p>WIS 13</p><p>CHA 10</p><p></p><p><em>+1 for the purpose of passing DR</em></p><p><em>+3 defender</em></p><p><em>Empathic Connection with Drakkon</em></p><p><em>+3 compentence bonus versus being disarmed</em></p><p></p><p></p><p></p><p>COHORT</p><p></p><p><strong>Ishkabar Myrakis</strong></p><p>Clr9 (Kord) </p><p>Human</p><p>Alignment: CG</p><p>Height: 5’4”</p><p>Weight: 131 pounds</p><p>Hair: Coarse Black</p><p>Eyes: Dark Brown</p><p>Skin: Dark Brown</p><p>Age: 27</p><p></p><p></p><p>STR: 14</p><p>DEX: 9</p><p>CON: 11</p><p>INT: 14</p><p>WIS: 15</p><p>CHA: 12</p><p></p><p>Class and Racial Abilities: Domains – Luck and Strength, Aura of Good and Chaos, Spells, Turn Undead</p><p></p><p>Hit Dice: 9d8</p><p>HP: 46</p><p>AC: 18 (-1 Dex, +9 +2 half-plate armor)</p><p>Ini: -1</p><p>Speed: 20 ft.</p><p></p><p>SAVES:</p><p>Fort +6 [+6 base]</p><p>Ref +1 [+2 base, -1 Dex)</p><p>Will +7 {+6 base, +2 Wis]</p><p></p><p>BAB: +6/+1</p><p>Melee Attack: +1 Heavy Flail +9/+4 (1d8+3)</p><p>Ranged Attack: Heavy Crossbow +5/+0 (1d10)</p><p></p><p>SKILLS:</p><p>Bluff +3, </p><p>Concentration +6, </p><p>Diplomacy +9, </p><p>Heal +6, </p><p>Intimidate +3, </p><p>Knowledge (arcane) +6, </p><p>Knowledge (religion) +6, </p><p>Listen +4, </p><p>Sense Motive +3, </p><p>Spot +4, </p><p>Spellcraft +8</p><p></p><p>FEATS</p><p>Negotiator, </p><p>Power Attack, </p><p>Cleave</p><p></p><p>LANGUAGES: </p><p>Common, Dwarven</p><p></p><p>SPELLS:</p><p>6/4+1/4+1/3+1/2+1/1+1</p><p></p><p>Spells Prepared:</p><p>0th – <em>Detect Poison, Detect Magic, Purify Food and Drink, Guidance</em></p><p>1st – <em>Bless, Divine Favor, Magic Weapon, Shield of Faith</em></p><p>2nd – <em>Remove Paralysis, Spiritual Weapon, Zone of Truth</em></p><p>3rd- <em>Cure Serious Wounds, Daylight, Magic Circle against Evil</em></p><p>4th – <em>Death Ward, Neutralize Poison</em></p><p>5th – <em>Atonement, Hallow</em></p><p></p><p>Domain Spells:</p><p><strong>Luck</strong> - 1st <em>Entropic Shield</em>, 2nd <em>Aid</em>, 3rd <em>Protection from Evil</em>, 4th <em>Freedom of Movement</em>, 5th <em>Break ENchantment</em></p><p><strong>Strength</strong> - 1st <em>Enlarge Person</em>, 2nd <em>Bull's Strength</em>, 3rd <em>Magic Vestment</em>, 4th <em>Spell Immunity</em>, 5th <em>Righteous Might</em></p><p></p><p>Possessions:</p><p><em>Wand of Cure Moderate Wounds</em> (4,500 gp)</p><p><em>+1 Heavy Flai</em>l (2,015 gp)</p><p>Heavy Crossbow (50 gp)</p><p><em>+2 half-plate</em> (4,600 gp)</p><p>6 potions Cure Light Wounds (300 gp)</p><p>1 oil Bless Weapon (100 gp)</p><p>Heavy Horse (Thunderhammer) (200 gp)</p><p>Traveler’s Outfit (1gp)</p><p>Gold Holy Symbol of Kord (100 gp)</p><p>4 flasks Holy Water (100 gp)</p><p>Leftover cash goes to food, supplies</p><p></p><p>BACKGROUND</p><p>Originally born along the southern sea, Ishakabar is a younger member of Drakkon's former temple. In addition to his studies as a devotee of Kord, wrestling and engaging in matches of power, Ishakabar proved himself useful in matches of wit as well.</p><p></p><p>Long ago did the temples of Kord realize that persons were needed with brains as well as brawn... if only to run the temple accounts and ensure that the neccessary funds for the spring Chainbreaking and Wrestling celebrations were available. Quickly, Ishakabar's sharp mind found him moved from a position of a mere acolyte into a post as an assistant to the temple's treasurer.</p><p></p><p>Now that the Church of the Mighty has commissioned Lord Drakkon to go forth and found a temple of his own in these wild lands, the temple has found fit to send this promising young man to not only be Drakkon's assistant and confidant, but to manage the funds of the new temple as well. Ishakabar, like most following Kord's blessing, finds this new adventure most exciting. While he has a head for numbers on his shoulders, Ishakabar also dreams of proving Kord's strength to the wild ones of this new realm as much as Drakkon proved it to others long ago.</p></blockquote><p></p>
[QUOTE="Emperor Valerian, post: 1675053, member: 15043"] MAIN CHARACTER [b]Drakkon Cuspis[/b] Brb3/Clr6/BndBlade3 Human Alignment: CG Height: 6’2” Age: 34 Weight: 191 pounds Hair: Platinum Blonde Eyes: Sky Blue Skin: Tanned STR: 14 [6 points] DEX: 10 [2 points] CON: 14 [6 points] INT: 12 [4 points] WIS: 18 [10 points, +2 magic] CHA: 12 [4 points] Class and Racial Abilities: Domains –Chaos and Strength, Aura of Good and Chaos, Spells, Turn Undead, Rage 1/day, Fast Movement, Uncanny Dodge, Trap Sense, Awaken the Blade I, Always Yours, Awaken the Blade II, It’s a Kind of Magic I, Weapon Specialization, Brother’s In Arms, Soul of Steel Hit Dice: 3d12+6d6+3d10+24 HP: 100 AC: 24 (+0 Dex, +8 [I]+3 glammered breastplate[/I], +4 [I]+3 light wooden shield[/I], +2 [I]Ring of Protection[/I]) Ini: +0 Speed: 40 ft. SAVES: Fort +13 [+11 base, +2 Con] Ref +4 [+4 base ) Will +11 {+7 base, +4 Wis] BAB: +10/+5 Melee Attack: Dartbane [I]+3 Defender Keen Spellsword (Magic Missile) Longsword [/I] +14/+9 (1d8+7 15-20/x2) Ranged Attack: Thunder of Kord [I]Sonic Thundering Mighty Composite Longbow (+3 Str)[/i] +10/+5 (1d8+1d6 sonic+3 /x3) SKILLS: (54 skill points) Bluff +3 [4 ranks, +1 Cha] Climbing +13 [0 ranks, +3 Str,+10 magic] Concentration +6 [4 ranks, +2 Con] Craft (Weaponsmithing)+7 [6 ranks, +1 Int] Diplomacy +5 [4 ranks, +1 Cha] Heal +5 [4 ranks, +1 Int] Intimidate +7 [6 ranks, +1 Cha] Jump +5 [2 ranks, +3 Str] Knowledge (arcane) +3 [2 ranks, +1 Int] Knowledge (religion) +7 [6 ranks, +1 Int] Listen +8 [4 ranks, +4 Wis] Sense Motive +5 [2 ranks, +4 Wis] Spot +8 [4 ranks, +4 Wis] Swim +5 [2 ranks, +3 Str] Spellcraft +7 [6 ranks, +1 Int] FEATS Improved Critical (longsword) Weapon Focus(longsword) Alertness Quick Draw LANGUAGES: Common, Celestial SPELLS: 5, 3+1, 3+1, 2+1 Domain Spells: [b]Strength[/b] - 1st [i]Enlarge Person[/i], 2nd [i]Bull's Strength[/i], 3rd [i]Magic Vestment[/i] [b]Chaos[/b] – 1st [I]Protection from Law[/I], 2nd [I]Shatter[/I], 3rd [I]Magic Circle Against Law[/I] Spells Prepared: 0th – [I]Detect Poison, Detect Magic, Entropic Shield, Guidance[/I] 1st – [I]Bless, Divine Favor, Remove Fear, Detect Evil[/I] 2nd – [I]Cure Moderate Wounds,Bull’s Strength, Bear’s Endurance[/I] 3rd- [I]Cure Serious Wounds, Searing Light, Magic Circle against Evil[/I] Possessions: [I]Dartbane – Ironwood +1 Keen Spellsword Longsword[/I] [I]Thunder of Kord – Sonic Thundering Mighty Composite Longbow (+3 Str)[/I] – 8400 gp [I]+3 glammered breastplate[/I] – 16,200 gp [I]+3 light wooden shield[/I] – 9,003 gp [I]Ring of Protection +2[/I] – 8,000 gp Kord Holy Symbol ([I]Periapt of Wisdom +2[/I]) –4,000 gp Helm of Kord’s Messenger ([I]Helm of Comprehend Languages and Read Magic[/I]) – 5,200 gp Ring of Challenges [I]Ring of Climbing[/I] – 2,500 gp [I]Bag of Holding Type I[/I] – 2,500 gp 4 [I]Cure Moderate Wounds[/I] – 1,200 gp Wand of [I]Cure Light Wounds[/I] – 750 gp 4 potions [I]Remove Fear[/I] – 200 gp 2 [I]Elixirs of Swimming[/I] – 500 gp 4 Sunrods – 8 gp Heavy Horse (Heaven’s Might) 200 gp Riding Saddle – 20 gp Bit and Bridle, Saddlebags – 10 gp Chain (10 ft.) – 30 gp 50 ft. Silk Rope – 10 gp 1 flagon of ale – 2 sp traveler’s outfit – 1 gp various supplies approx. 139 gp, 8 sp [b]Appearance[/b] Drakkon, on first look, appears to be something out of a heroic poem. Tall, with strong features and a powerful body, his long blonde hair (hanging to his shoulders, and just starting to change to a light gray) could inspire some to compare him to ancient figures of old. He would look the part of perfection, save the "marks of Kord" he carries with him. When one has served the God of Strength as long as Drakkon, one invariably earns marks of his blessing. In Drakkon's case, this involves a large scar running the length of his left cheek... a final gift from a cleric of Vecna. Across his chest and belly are several other long scars, remnants of the marks brigands gave him in his youth. Other marks, ranging from burns to chain scars to arrow marks, dot his back and legs. In his own words, Drakkon's body is a testament to Kord's Strength. Drakkon usually travels about in a breastplate given to him by a grateful lord he and the Hex helped some time ago. Strapped to his side is his faithful companion for the past 20 years, his sword [i]Dartbane[/i], and upon his back one finds his other friend, the [i]Thunderer of Kord[/i]. Drakkon usually also has a wooden shield, something he has carried since his first sally in Kord's name. [b]Background[/b] Drakkon Cuspis has a rather odd background… nearly as odd as his name. The boy was left an orphan at the age of 4 by a disease outbreak amongst his village. He was raised and brought to health by an uncle of his, who also happened to be a follower of the teachings of Kord, a deity that known by many, but not widely followed… many amongst the commoners find their faith placed not in the promises of salvation that others promised, but the visible feats of strength they could see. Kord teaches the way of Strength, and that his how young Drak’s uncle raised him… to be stronger than the other boys. By age seven the boy had taken to sleeping on the bare floor, citing that the bed made him too soft. By age nine, he could swing a quarterstaff stronger than many adults. Soon he also had a reputation for being able to rescue other villagers caught in raging rivers, outswimming currents that would wear down many an adult. This young brute rather quickly attracted the attention of the few worshipers of Kord in his village, and by age 12, he was brought into the local temple to Kord for training (the temple was merely the back of the village blacksmithy). When Drakkon was 15, a group of bandits rode into his village. After the local mayor refused their demands for cash, the band of warriors took several villagers hostage. One of the hostages was Drakkon’s uncle. The young man immediately rode out after his uncle and those who took him hostage. In an epic chase over the next three weeks, Drakkon managed to hunt down the bandits, and even kill their leader armed with a quarterstaff. Unfortunately, his uncle had already been slain. The boy then dedicated his life and his strength to the only other thing he had known and respected; the Church of Kord. Over the next 20 years, he roamed throughout the country, seeking to show others the ‘Strength of Kord’ through his deeds, and (eventually, after he learned some eloquence) in words. Impressed with his combat ability, the few local followers of Kord banded together to find Drakkon a weapon worthy of his skills... a longsword, unusually made with a few citrines in its hilt. More recently, Drakkon and his blade faced an unusual encounter... they fought several clerics of Vecna, one of which held a sword of powerful magical ability. When Drakkon's blade this sword crossed... something strange happened. Drakkon felt power surge into his sword, and almost dropped the blade. A few short cuts later, and the fighting cleric had proven Kord's strength again by crushing the Vecna cleric. But his blade felt strange still... it still radiated with unusual power. Soon after, Drakkon found images in his mind that weren't his... feelings of heat when his sword was near a fire, cold when his sword was exposed to winter's chill. Rather quickly, the cleric realized his blade was special... it was communicating with him. Soon he began taking advantage of his new companion. His blade became more than a tool, but also a fellow comrade at arms. Drakkon's obsession with his sword has led to a few legends among those who worship Kord... and still troubles his assistant Ishkabar. Finally, after 20 years of service, slaying monsters, breaking chains, and being the powerful man that Kord required, he has been asked by the Church of Kord based in Alban to perform one final service… one that will take the rest of his life. To the north, uncharted, unknown lands are being explored… lands populated by people that have never heard of Kord’s Strength. To these people the church has sent Drakkon, along with an assistant. To these people, the Church hopes to find a base of worshipers, that will increase Kord’s name until all shall know of His Greatness and Power. [b]Personality[/b] Drakkon has seen years of service, and so far has, with the exception of his youthful inability to rescue his uncle, he has not met with failure. Because of this, he has supreme confidence in his ability to engage and destroy those who would harm him, others, or challenge the Strength of Kord. His assistant, Ishkabar, has frequently had to restrain Drakkon from issuing and/or accepting… “inappropriate” challenges to Kord’s Strength. Ishkabar comes from a new sect of the Church… one that says that Kord’s Strength requires one to apply strength carefully, as well as forcefully. Drakkon, of course, comes from the “old school” of Kordic thought, demanding forceful and immediate application of “the blessings of Kord” on anyone who would challenge said deity or those around. Drakkon’s chief interest is the mission he has been given by his Church… to find and convert followers to Kord through both words and feats of Strength. After enough followers have been established, Drakkon is to create a temple to the deity, to further spread the faith of Kord into the hinterlands, and eventually send forth missionaries of its own. [b]BONDBLADE[/b] [i]Dartbane[/i] CG INT 13 WIS 13 CHA 10 [i]+1 for the purpose of passing DR +3 defender Empathic Connection with Drakkon +3 compentence bonus versus being disarmed[/i] COHORT [b]Ishkabar Myrakis[/b] Clr9 (Kord) Human Alignment: CG Height: 5’4” Weight: 131 pounds Hair: Coarse Black Eyes: Dark Brown Skin: Dark Brown Age: 27 STR: 14 DEX: 9 CON: 11 INT: 14 WIS: 15 CHA: 12 Class and Racial Abilities: Domains – Luck and Strength, Aura of Good and Chaos, Spells, Turn Undead Hit Dice: 9d8 HP: 46 AC: 18 (-1 Dex, +9 +2 half-plate armor) Ini: -1 Speed: 20 ft. SAVES: Fort +6 [+6 base] Ref +1 [+2 base, -1 Dex) Will +7 {+6 base, +2 Wis] BAB: +6/+1 Melee Attack: +1 Heavy Flail +9/+4 (1d8+3) Ranged Attack: Heavy Crossbow +5/+0 (1d10) SKILLS: Bluff +3, Concentration +6, Diplomacy +9, Heal +6, Intimidate +3, Knowledge (arcane) +6, Knowledge (religion) +6, Listen +4, Sense Motive +3, Spot +4, Spellcraft +8 FEATS Negotiator, Power Attack, Cleave LANGUAGES: Common, Dwarven SPELLS: 6/4+1/4+1/3+1/2+1/1+1 Spells Prepared: 0th – [I]Detect Poison, Detect Magic, Purify Food and Drink, Guidance[/I] 1st – [I]Bless, Divine Favor, Magic Weapon, Shield of Faith[/I] 2nd – [I]Remove Paralysis, Spiritual Weapon, Zone of Truth[/I] 3rd- [I]Cure Serious Wounds, Daylight, Magic Circle against Evil[/I] 4th – [I]Death Ward, Neutralize Poison[/I] 5th – [I]Atonement, Hallow[/I] Domain Spells: [b]Luck[/b] - 1st [i]Entropic Shield[/i], 2nd [i]Aid[/i], 3rd [i]Protection from Evil[/i], 4th [i]Freedom of Movement[/i], 5th [i]Break ENchantment[/i] [b]Strength[/b] - 1st [i]Enlarge Person[/i], 2nd [i]Bull's Strength[/i], 3rd [i]Magic Vestment[/i], 4th [i]Spell Immunity[/i], 5th [i]Righteous Might[/i] Possessions: [I]Wand of Cure Moderate Wounds[/I] (4,500 gp) [I]+1 Heavy Flai[/I]l (2,015 gp) Heavy Crossbow (50 gp) [I]+2 half-plate[/I] (4,600 gp) 6 potions Cure Light Wounds (300 gp) 1 oil Bless Weapon (100 gp) Heavy Horse (Thunderhammer) (200 gp) Traveler’s Outfit (1gp) Gold Holy Symbol of Kord (100 gp) 4 flasks Holy Water (100 gp) Leftover cash goes to food, supplies BACKGROUND Originally born along the southern sea, Ishakabar is a younger member of Drakkon's former temple. In addition to his studies as a devotee of Kord, wrestling and engaging in matches of power, Ishakabar proved himself useful in matches of wit as well. Long ago did the temples of Kord realize that persons were needed with brains as well as brawn... if only to run the temple accounts and ensure that the neccessary funds for the spring Chainbreaking and Wrestling celebrations were available. Quickly, Ishakabar's sharp mind found him moved from a position of a mere acolyte into a post as an assistant to the temple's treasurer. Now that the Church of the Mighty has commissioned Lord Drakkon to go forth and found a temple of his own in these wild lands, the temple has found fit to send this promising young man to not only be Drakkon's assistant and confidant, but to manage the funds of the new temple as well. Ishakabar, like most following Kord's blessing, finds this new adventure most exciting. While he has a head for numbers on his shoulders, Ishakabar also dreams of proving Kord's strength to the wild ones of this new realm as much as Drakkon proved it to others long ago. [/QUOTE]
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