NiTessine's Miscellaneous Characters

NiTessine

Explorer
I have a few characters in my hard drive which haven't really been used for anything. So, I figure, if I post them here, maybe someone can pick them up and use them in their campaigns.

So, here is Elgosias Deventhe, my elven fighter/wizard, who was planning to be a spellsword one day. He was originally created for the Gnomes and Elves campaign at d20 Citadel.

Elgosias Deventhe, male elf Ftr3/Wiz2: CR 5; ECL 5; Medium-size Humanoid (elf); HD 3d10+2d4; hp 19; Init +4; Spd 30 ft; AC 19 (+4 Dex, +4 mithral shirt, +1 Dodge); Melee +1 elven thinblade +10 (1d8+2/18-20x3); Ranged mighty composite longbow +9 (1d8+2/x3); SQ elven traits; AL CN, SV Fort +3, Ref +5, Will +4; Str 13 (+1), Dex 18 (+4), Con 10 (0), Int 15 (+2), Wis 10 (0), Cha 9 (-1).
Skills: Concentration +4 (4), Handle Animal +3 (4), Knowledge (Arcana) +8 (6), Listen +5 (6), Ride +6 (2), Search +2 (0), Spellcraft +7 (5), Spot +5 (6)
Languages: Elven, Common, Gnome, Draconic
Feats: Dodge, Exotic Weapon Proficiency (elven thinblade), Scribe Scroll, Weapon Finesse (elven thinblade), Weapon Focus (elven thinblade)
Special Qualities: Elven Traits (Ex): Immunity to magic sleep spells, +2 racial saving throw bonus against Enchantment spells or effects, low-light vision, knack for finding secret doors.
Wizard Spells Prepared (4/3):
0 – ray of frost, 2xdetect magic, daze
1st – 2xlesser cold orb, magic missile
Equipment: +1 elven thinblade, mithral shirt, mighty composite longbow +2, 50 +1 arrows, 40 arrows, 2 potions of invisibility, 4 potions of cure moderate wounds, spellbook, 948 gold pieces
Spellbook:
0-level: All
1st-level: lesser cold orb, magic missile, shield, mage armour, sleep, true strike, summon monster I

Hawk Familiar:
Sielkor, CR 1/3; Tiny Magical Beast; HD 5d10; hp 9; Init +3; Spd 10 ft, fly 60 ft. (average); AC 18 (+2 size, +3 Dex, +3 natural); Melee claws +7 (1d4-2); SQ familiar; AL N; SV Fort +3, Ref +5, Will +4; Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6.
Skills: Listen +6, Spot +6
Feats: Weapon Finesse (claws)
Special Qualities: Familiar (Su): All standard familiar abilities, as described on page 51 of the Player's Handbook.

Description: Elgosias stands 5'1" tall, and weighs some 120 pounds. His shoulder-length hair is golden yellow, cascading down around his sharply pointed, long ears. Elgosias' eyes are emerald green. He has a proud bearing and a ready smile. He has a habit of drumming his fingers on the tabletop, or if one is not available, any flat surface.
Usually he is clad in a light green cape, under which his mithral chain shirt and the golden hilt of his thinblade can be seen glinting. In his back are a strong, elf-made longbow and a quiver filled with arrows. About half have green fletching and the other half are light bluish-grey.

Background: Elgosias, a young son of the minor noble family of Deventhe, was born 122 years ago, in the family manor in the capital city of the elven empire. From a young age, he displayed great dexterity, both physically and mentally. He was schooled in both magic and in swordplay, with the traditional elven thinblade. He displayed an uncanny aptitude for both, even though he had little patience otherwise, and was known for his temper.
Then, the orcish hordes came. He had just reached full adulthood, when he was placed on the battlefield with a small unit in his command, an ancestral blade in his hand, and orcs to kill. To make the long story short, he was the only one of his unit who returned from the battlefield that day. The orcs hadn't been troublesome. The demons had. He'd been nearly disembowelled by a fiend's claws, and would've died there were it not for the small scouting party, which bandaged him and brought him to the healers. There, he fought for his life for weeks, lingering in a fever straight from the Abyss. He survived, only to find the forests had been destroyed by the horde and most of his relatives and friends were dead.
Now, he yearns to return the elven lands to the glory that was once theirs, soaking it in the blood of whoever stands before him, be it gnome, orc or fiend.

Sources: Player's Handbook, Dungeon Master's Guide, Tome and Blood, Dragon 275
 

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Here's another. Polo Foxburrow was created as practice. He is also hoarded in the archives of d20 Citadel

Polo Foxburrow, male halfling Sor5: CR 5; ECL 5; Small Humanoid (halfling); HD 5d4+10; hp 20; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft; AC 14 (+3 Dex, +1 size); Melee masterwork morningstar +2 (1d8-2/x2); Ranged sling +7 (1d4-1/x2); SQ halfling racial traits; AL NG, SV Fort +4, Ref +9, Will +6; Str 7 (-2), Dex 16 (+3), Con 14 (+2), Int 10 (0), Wis 12 (+1), Cha 15 (+2)
Skills: Concentration +8, Diplomacy +4, Hide +7, Move Silently +5, Listen +5, Search +1, Spot +3
Languages: Common, Halfling
Feats: Improved Initiative, Lightning Reflexes
Special Qualities: Halfling Racial Traits (Ex): +2 morale bonus on saving throws against fear.
Equipment: +1 sling, masterwork morningstar
Spellcasting: (6/7/5)
0-level: resistance, disrupt undead, daze, ghost sound, mending, mage hand
1st-level: mage armor, expeditious retreat, magic missile, comprehend languages
2nd-level: arcane lock, knock

Weasel Familiar: CR 1/4; Tiny Magical Beast; HD 5d8; hp 10; Init +2 (Dex); Spd 20 ft, climb 20 ft.; AC 17 (+2 size, +2 Dex, +3 natural); Melee +6 bite (1d3-4); SA Attach; SQ Scent; AL N, SV Fort +2, Ref +4, Will +5; Str 3, Dex 15, Con 10, Int 8, Wis 12, Con 10
Skills and Feats: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4; Weapon Finesse (bite)
Special Attacks: Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached weasel has an AC of 15.
Special Qualities: Scent (Ex): As described in Monster Manual, page 10; Familiar Special Qualities (Su): As described in Player's Handbook, page 51

Polo Foxburrow is a halfling of the wealthy Foxburrow merchant family, from Elmshire. His birth was not heralded by any strange incidents or omens, apart from his grandfather falling down the stairs for the second time that week. In all, he was a perfectly normal lightfoot halfling. And then, one day, when he was some seven years of age, in the middle of playing with his siblings in the woods, they stumbled upon a zombie halfling. Poor Polo was terrified as the unnatural creature turned its rotting visage on him, balefires in its eyes. As the halfling children screamed and ran, Polo tripped on a root, and in moments, the creature was upon him. Reflexively, Polo pounded it with his little fists, as the black teeth came ever closer to his face.

A few minutes later the rescue party came, with Polo's worried parents and a few children to show the way. They found Polo lying on the ground, with the zombie beside him, the latter having a large smoking hole in its chest. Polo's parents were overjoyed, and took him to the healers and then home. One of the few wizards in Elmshire, a member of the town watch, came to visit the Foxburrows the next day. He'd examined the zombie, and determined that Polo was either a psionic wild talent, or had a spontaneous arcane talent. Fortunately, the family's record books went a long way back, and it was found out that some five hundred years ago, there had been a Foxburrow adventurer who'd ranged far and wide, even to the planes, it was said. He returned home a broken and grim man, but with a strange, golden haired halfling baby along with him. The adventurer died soon after, and the baby grew up with his aunt, under the Foxburrow name, and, after living an extraordinarily long time for a halfling, passed on into just a gravestone in the graveyard and a marking in the family tree. And now, his legacy had surfaced. The watch mage believed the boy had possessed celestial blood, and now the potent magic had resurfaced this way.

The wizard taught Polo to control his talent, so another uncontrolled outburst of magical energy would not hurt anybody. When Polo came to age, however, wanderlust overtook him, and he went south, into the great city of Greyhawk. His talents attracted the notice of the local thieves' guild, and he has worked with them for some time now.
 

And this fellow here is Gornuk Spinningsteel, yet another character archived in d20 Citadel. I seem to spend a lot of time there...

Gornuk Spinningsteel, male gold dwarf Psw6/Slayer3: CR 9; ECL 9; Medium-Size Humanoid (dwarf); HD 6d8+3d10+35; hp 59; Init +0; Spd 15 ft; AC 19 (+5 scale mail, +3 shield, +1 Dodge); Melee heavy flail +11 (1d10+4/19-20x2); SQ Dwarven qualities, class qualities; AL LG, SV Fort +11, Ref +3, Will +5; Str 15 (+2), Dex 11 (0), Con 21 (+5), Int 11 (0), Wis 12 (+1), Cha 9 (-1)
Skills: Autohypnosis +7 (6), Concentration +7 (2), Knowledge (mind flayer lore) +4 (6), Listen +2 (1), Psicraft +6 (6), Spot +2 (1), Stabilize Self +7 (2), Wilderness Lore +5 (8)
Languages: Chondathan, Dwarven, Shaaran, Undercommon
Feats: Dodge, Iron Will, Power Attack, Psionic Weapon, Psychic Bastion, Rapid Metabolism, Track, Weapon Specialization (heavy flail), Weapon Focus (heavy flail)
Special Qualities: Darkvision 60 ft; stonecunning; +2 racial saving throw against poison; +1 racial bonus to attack rolls against aberrations; +2 racial saving throw bonus against spells and spell-like effects; +4 dodge bonus against giants; +2 to Appraise checks related to rare or exotic items; +2 to Craft checks related to stone or metal
Favoured Enemy (illithidkin) (Ex): Due to his extensive study of her foes and training with the proper techniques for combating them, a slayer gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against illithids. Likewise, he gets the same bonus on weapon damage rolls against illithids.
Illithid Sense (Su): The slayer senses the presence of illithids within 60 feet of himself, even if hidden by darkness or walls, but not their exact location. This ability is active as long as the slayer's power point reserve is 3 or above.
Brain Nausea (Su): Any creature that attempts to eat the slayer's brain must succeed at a Will save (DC 17) or become disinclined to do so. Illithids in particular are free to take any action except extracting the slayer's brain (but do not realize they are being so affected). This ability is active as long as the slayer's power point reserve is 1 or more.
Equipment: +2 flayer flail, 3rd-level crawling tattoo (greater concussion), masterwork scale mail, masterwork spiked large steel shield, backpack, masterwork bandoleer, 6 potions of cure light wounds, everburning torch, power stone (1 astral construct II), 28gp (2,015gp more in a vault in his home)
Deity: Clangeddin
Home Region: Shaar
Power Points: 21
Combat Modes: Mental Barrier, Intellect Fortress, Id Insinuation
Powers Known:
0-level: detect psionics, distract, far punch
1st-level: bite of the wolf, combat precognition, lesser metaphysical weapon
2nd-level: animal affinity, body equilibrium, combat prescience
3rd-level: danger sense

Description: Gornuk has a dark skin, and a long, jet-black beard. His eyes are solid yellow, with no visible pupils or whites. His armour and weapons are dwarf-crafted.
By his nature, he is rather typical for a dwarf. He is gruff, patient, and remembers both grudges and friends. Chief among those grudges are mind flayers, and he will take any chance to kill one of the hated illithid.

Background: Gornuk Spinningsteel was born in the northern end of the Great Rift, to a family with long-established traditions as warriors and illithid-hunters. From a young age, he was taught how to fight, to know the mind flayers and their many servitors, and how to survive in the Underdark. He was a promising warrior, and showed extraordinary stamina. He once fell thirty feet from a ledge, and walked away with only bruises.
Gornuk was once on a routine patrol in the Underdark tunnels north of the Rift, when the patrol scout came running to the rest of the troupe, informing them of a small group of hobgoblins marching their way. The dwarves quickly hid and prepared an ambush.
When the hobgoblins showed up, the patrol struck. Few hobgoblins were felled in the initial assault, but they were prepared, and fought back hard. When it was becoming all too obvious the hobgoblins were losing, though, a shape floated down from the ceiling. A humanoid shape. An illithid shape.
The creature unleashed its mind blasts into the battle, and soon only Gornuk was left standing. The monster pummelled him with psionic energy, until he was half-dead, and then came to the young dwarf, intending to eat his brain. As the tentacles crawled under his face, Gornuk grasped his hand on the hilt of a dagger in his boot, and struck at his opponent's tentacles, severing all but one. Wounded, the monster fled into the tunnels.
Soon afterwards, Gornuk discovered that his own psionic potential had been unlocked in the fight. He sought out a caradhraker, a dwarven illithid hunter, or 'flayer slayer' as they were known in the community. The caradhraker teached him to use his mind as a weapon, a shield, and a dozen things more.
Gornuk and his mentor adventured the wilds of Underdark for a long time, with a party of other dwarven adventurers, including a priest of Clangeddin and a young dwarven wizard. Among other things, they stopped an invasion by a group of Dambrathan half-drow and their water genasi ally.
It was one fateful night, however, in the Underdark tunnels near Hardcastle, that they were ambushed by a group of duergar, goblins, and svirfneblin acting together. Gornuk's mentor immediately realized they were under thrall, and informed the others of it. As the tide of battle was turning against their attackers, an all too familiar scene played out. Like five years before, an illithid floated down from the tunnel ceiling, the torchlight illuminating its maimed face and its single tentacle.
As the rest of the group fought against the thralls, Gornuk and the caradhraker attacked the illithid. The battle was furious, and they both suffered injuries to body and mind, but in the end, a mighty swing of Gornuk's flail tore its head off.
Not long afterwards, Gornuk entered the caradhrakers, now wielding his magical flail adorned with the head of his slain adversary.
After Gornuk joined the caradhrakers, the adventuring group continued its exploits, now directed more than ever against the hated illithids. During the next two years, the group slew five illithids, two nyraala golems, and even an illithid vampire, along with more mundane opponents. They explored tunnels to the far north, reaching the southern shores of the Sea of Fallen Stars at one point, and had a memorable battle against sahuagin in a coastal village.

Sources: Player's Handbook, Dungeon Master's Guide, Psionics Handbook, Forgotten Realms Campaign Setting, Book of Eldritch Might, Monte Cook's website
 

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