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OOC - Shadows Descending

One Pixie Ninja... background, miscellaneous equipment, etc, still to come.

Bendith Caerphilly
CG Male Pixie Rog3/Nnj3
[sblock]
Code:
[b]Str  [/b]16 -4       = [b]12[/b] [+1]
[b]Dex  [/b]15 +8 +1 +2 = [b]26[/b] [+8]
[b]Con  [/b]14 +0       = [b]14[/b] [+2]
[b]Int  [/b]14 +6       = [b]20[/b] [+5]
[b]Wis  [/b]10 +4    +2 = [b]16[/b] [+3]
[b]Cha  [/b] 8 +6       = [b]14[/b] [+2]

[b]HP   [/b] 72 [i](6 + 5d6 + 4d8 + 20)[/i]  
[b]AC   [/b] 25 [i](10 +1 [size] +1 [natural] +2 [armor] +8 [Dex] +3 [Wis])[/i]
[b]BAB  [/b]+ 4 
[b]Fort [/b]+ 7 [i](+2 [base] +2 [Con] +3 [resistance])[/i]
[b]Refl [/b]+17 [i](+6 [base] +8 [Dex] +3 [resistance])[/i]
[b]Will [/b]+10 [i](+2 [base] +3 [Wis] +3 [resistance] +2 [ki])[/i]
[b]Init [/b]+ 8 [i](+8 [Dex]) [/i]
[b]Spd  [/b] 20 ft., fly 60 ft. (good) 

-----
[b]Feats[/b]

Point Blank Shot
Precise Shot
Rapid Shot
Dodge

-----
[b]Skills            Ranks      Total[/b]

Speak Common
Speak Sylvan
Speak Elven
Speak Gnome
Speak Halfling
Tumble              9 +8    = [b]+17[/b]
Move Silently       9 +8    = [b]+17[/b]
Hide                9 +8 +4 = [b]+21[/b]
Spot                9 +3 +2 = [b]+14[/b]
Listen              9 +3 +2 = [b]+14[/b]
Search              9 +5 +2 = [b]+16[/b]
Disable Device      9 +5    = [b]+14[/b]
Open Lock           9 +8    = [b]+17[/b]
Sleight of Hand     9 +8    = [b]+17[/b]
Use Magic Device    9 +2    = [b]+11[/b]
Craft (Alchemy)     9 +5    = [b]+14[/b]
Knowledge (Local)   6 +5    = [b]+11[/b]
Perform (Dance)     3 +2    = [b]+ 5[/b]
Appraise            3 +5    = [b]+ 8[/b]

-----
[b]Class / Racial Abilities[/b]

1/day Spell-like Abilities (CL 8):
    lesser confusion (DC 13)
    dancing lights
    detect chaos
    detect good
    detect evil
    detect law
    detect thoughts (DC 14)
    dispel magic
    entangle (DC 13)
    permanent image (DC 18; visual and auditory elements only)
    polymorph (self only)
Greater Invisibility
DR 10/Cold Iron
SR 21

AC Bonus
Ki Power 3/day
Sudden Strike +2d6
Poison Use
Trapfinding
Ghost Step

Sneak Attack +2d6
Trap Sense +1
Evasion                                                                                                                                                                                                                                                  

-----
[b]Equipment[/b]

Gravestrike*                                       16200
+1 Small Nunchaku                                   2302 
Efficient Quiver                                    1800
Handy Haversack                                     2000
+2 Periapt of Wisdom                                4000
+2 Gloves of Dexterity                              4000
+2 Bracers of Armor                                 4000
+3 Cloak of Resistance                              9000
60 Masterwork Arrows                                 363
50 Masterwork Shuriken                               310
                                                   -----
                                                   43975

[size=1]* +1 Undead-Bane Small Composite Longbow (Str 12)
    Alg CN
    Int 14
    Wis 14
    Cha 10
    Bless 3/day
    Deathwatch Continually Active
    Speaks Common, Draconic, Giant
    120 ft. vision and hearing[/size]


Triple Alchemical Weapon Capsule Retainer for nunchaku
6 Ghostblight capsules 
6 Quickspark capsules
6 Quickflame capsules
4 Quicksilver capsules
4 doses catstink
12 flash pellets
6 doses lockslip grease
12 thunderstones
10 smokesticks
5 tanglefoot bags
100 tindertwigs
20 sunrods

5 small daggers
[/sblock]

Personality and Background

Bendith Caerphilly originally entered training as a ninja as a joke - he intended to show the vaunted 'masters of the arts of invisibility' what invisibility really meant.

Even after several years of training, he doesn't treat his adopted profession with the gravity normally associated with the role. But even Bendith will admit that he's learned a few tricks from his mentors in the clan. Pixies have long been familiar with the use of special arrows... but these rely on magic, rather than the assassin's concoctions.

While Bendith is capable of pursuing serious goals, he is always alert to the humour in any situation.

In recent years, his natural enthusiasm has been restrained a little by his acquisition of Gravestrike, a longbow once possessed by a gnomish Hunter of the Dead. The bow is undeniably handy - particularly when one faces its undead nemeses - but as its name might suggest, it has a thoroughly serious and even depressing outlook. It also has a tendency to get rather whiney if it doesn't get its own way... a habit that often sets Bendith's teeth on edge.

Bendith has little regard for dragons, but it is at Gravestrike's urging that he finds himself in Mokmael. Rumours of a Great Shadow have been spreading, and Gravestrike wants to find out if its a Great Shadow that can be sent to a final resting place. To this end, Bendith has been frequenting taverns and shrines, trying to find out what's going on in town...
 
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AmorFati said:
Nice, the first "normal" character so far!

If you want I can change that. ;)

My original submitted character was not going to be normal. I wanted to do a Tiefling Rogue/Assassin, but you have to be evil and I didn't want to do that. (Unless you allow assassins to be neutral in your campaign..like some DM's I know do).

Either way, the human cleric is the one submitted. Time to start updating his information.
 

AmorFati said:
OK, lots of great consepts here, but I am going to make a ruling; you can only submitt 1 character to the game, so choose wisely. Also, depending on the characters submitted and the level of interest, I might make 2 parties.

Would advise against that... seen too many DMs try this and been overwhelmed.:)
 

Right, character stats finished, background to come tomorrow or Friday...

AmorFati said:
Nice, the first "normal" character so far!
What, you mean to say psionic halflings aren't normal? ;)

- Dark Sun DM Jarval
 
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Jarval said:
What, you mean to say psionic halflings aren't normal? ;)

What he is saying is that you are a unique individual.... and that only I can be normal. That is why they call it roleplaying, I get to roleplay being normal. This might be tough for me, but I will try. :)
 

Cool, I'll have a go at statting out the blink dog ranger, should be fun to play and definitely the mosy unusual PC I've ever submitted. I'll try and get something done this evening. Thanks for all the useful suggestions y'all.
 

Shenystari

Shenystari
Neutral Kalashtar Psion 5/Quori Nightmare 5

Age: 45
Gender: Female
Height: 6’2”
Weight: 125
Eyes: Emerald green
Hair: Brunette
Skin: Fair

STR: 10 [--] (0 points)
DEX: 12 [+1] (4 points)
CON: 12 [+1] (4 points)
INT: 24 [+7] (16 points, +2 level, +4 enhancement)
WIS: 10 [--] (2 points)
CHA: 16 [+3] (6 points, +2 enhancement)

Hit Dice: 5d4 + 5d8 + 10
HP: 56
Armor Class: 11 (10 base + 1 Dex)
Initiative: +1
BAB: +5
- Melee: +5
- Ranged: +6

Speed: 30’

FORT: +4 (2 Base + 1 Con + 1 Res)
REFL: +4 (2 Base + 1 Dex + 1 Res)
WILL: +9 (8 Base + 0 Wis + 1 Res)

Abilities:
- +2 racial bonus on saving throws against mind-affecting spells and abilities
- +2 racial bonus on Bluff, Diplomacy and Intimidate checks
- +2 racial bonus on Disguise checks made to impersonate humans
- Immunity to Dream and Nightmare spells
- Naturally Psionic: 1 pp per character level
- Psi-Like Abilities: Mindlink (1/day)
- Telepathy Discipline
- Psion Bonus Feats
- Disturbing Touch (1d6+5 dmg, Will save DC 20)
- Nightmare Shroud (5 minutes, +5 bonus to Intimidate checks, +5 deflection bonus to AC)
- Nightmare Touch (Will save DC 18)
- Terror (1/day, Phantasmal Killer, DC 18)
- Embodiment of Nightmares (1/day, strike dead with disturbing touch)


Feats:
1st Level
- Psionic Endowment
- Greater Psionic Endowment
3rd Level
- Psicrystal Affinity
5th Level
- Psionic Meditation
6th Level
- Ability Focus: Disturbing Touch
9th Level
- Empower Power


Skills:
Concentration +14 (13 ranks, +1 Con)
Intimidate +16 (4cc+7 ranks, +3 Cha, +2 race)
Diplomacy +19 (13 ranks, +3 Cha, +2 race, +1 circ)
Sense Motive +13 (13 ranks, +0 Wis)
Knowledge: Psionics +20 (13 ranks, +7 Int)
Psicraft +20 (13 ranks, +7 Int)


Languages:
- Common, Quor, Draconic, x, x, x


Powers:
Manifester Level: 9
Save DC: 10 + 7 Int + Level
Powers Known – Power Points: 72 + 10 + 31 = 113pp
1st level – Vigor, Crystal Shard, Inertial Armor, Mind Thrust, Demoralize, Astral Construct, Detect Psionics
2nd level – Identify, Aversion, Brain Lock, Energy Stun
3rd level – Dispel Psionics, Touchsight, Energy Burst, Hostile Empathic Transfer
4th level – Telekinetic Maneuver, Energy Adaptation, Dominate, Schism
5th level – True Seeing, Shatter Mindblank


Equipment:
Melee weapons
-+1 Deep Crystal Shortspear +6 (1d6+1, 20/x2) This length of dark purple crystal glimmers when struck by light, one end is pointed and looks sharp enough to be used in combat, while the other ends in a smooth sphere approximately large enough to be held comfortably in a hand. (3001gp, 3lb)

Ranged weapons
-Deep Crystal Heavy Crossbow +8 (1d10, 19-20/x2, 120 ft.) This heavy stock crossbow is reinforced with dark purple crystal, the bow is made of the same crystal. Perhaps her fathers, it remains often times over her mantle. (1050gp, 8lb)

Miscellaneous Magical or Psionic Items
-Psychic Chirurgery: Astral Construct (6530gp)
-Psychic Chirurgery: Detect Psionics (6530gp)
-Psionatrix of Telepathy (8000gp)
-Tiara of Intellect +4 (16000gp)
-Glamerweave Dress of Charisma +2 and Constant Prestidigitation (5100gp)
-Arcane Signet Ring of Resistance +1 (1150gp)

Wands, Staffs or Dorjes
-Dorje of Body Adjustment (10/50chg) (900gp, 1oz)
-Dorje of Force Screen (25/50chg) (375gp, 1oz)
-Dorje of Grease (25/50chg) (375gp, 1oz)

Mundane equipment
-Explorer’s Outfit (-gp, -lb)
-Dagger (2gp, 1lb)
-Everburning Amulet (110gp, -lb)
-Charm of Mending (1/day, 200gp, -lb)
-Bolts, 20 (2gp, 2lb)

Weight Carried: 4 to 14lb
Remain money: 775gp


Description
Shenystari is merely stunning. A fine silver torc embedded with a bright emerald glistening with a serene light accentuates her charmingly long neck, the glistening mahogany dress she wears is cut to accentuate her natural curves and height. She wears a single ring of platinum adorned with a flat, oval amethyst on her left middle finger. Obscured by her brunette bangs, a simple tiara of platinum etched with golden runes rests on her head, the rest of her hair reaches to her shoulders.

Personality
Shenystari is a charming force of personality few can resist, although few realize the disturbing horrors she has seen, that is until she shows them. Although others worry about the balance of Light and Dark, she does her best to not trouble herself with such things.

More coming

Background
 
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Grymsnarl Blink Dog Rogue

Hi there,

Here's his background and an idea of what he is looking for in life. [edit]I'm working on the mechanics side of things now and will hopefully have them posted soon[/edit] I've finished the mechanics (I think) and he is posted below in the spoiler block. I decided to change tact a little and went with the rogue (a street smart, scout, hunter sort of role). My reasoning was the small amount of damage that his bite would do compared to what others in the party would be dishing out and the possibility for enhanced damage potential through dimension door flanking and sneak attacking. I took some liberties with the magic items, let me know if there are any problems. I also haven't worked out a way for him to speak, although he does understand common and celestial.

I'd like to work some of the other PCs into his background and have deliberately left his time in the city vague so that we can work something out if anyone is interested in developing backgrounds furrther. Better wait and see whether we get in before going to far though. He needs some contacts in town, particularly a wizardy type that can help with his magic items so if we can get some common NPCs going that would also be cool.

Cheers

Daz

Background:Grymsnarl padded silently through the dense undergrowth sniffing at the air as he moved. There it was again, that faint smell of something not right, something tainted, something that had upset the natural balance. He stopped and listened, his ears perking up and twitching left and right ready to detect the slightest sound before again sliding quietly through the brush and continuing the hunt.

He and his pack had been on the trail of whatever abomination was stalking the forest for almost a week now and slowly but surely the enemy had got the upper hand. As each day had passed another of the pack had succumbed to the wiles of the predator, another of his family had died a gruesome, painful death. It was always the same; the pack made 'camp' together and then, during the evening one of the number would disappear. The disappearance would shortly be followed by a howl of pain and then, the inevitable; the remaining pack members would find the body, or what remained. Each body had been completely skinned. It was almost as if someone had turned his pack mates inside out - not a hair was found and the process was completed less than a minute after the howl had broken the evenings silence.

Grymsnarl was the only one of his pack remaining, and he was ashamed to admit that he was scared. His adversary was getting closer to human lands and that meant trouble. He knew that if he didn't soon close with the enemy that his task would become so much more difficult. If he had to enter a human city it would become almost impossible - but he would not rest, he would have his vengeance.

"OWWWWWWWWWW", he had been distracted, deep in thought when the trap snapped shut around his right leg. The blades of the wicked device crushed his leg, almost severing it. Grymsnarl dropped to the ground howling in pain, his lifeblood slowly seeping into the ground. Darkness engulfed his senses.

\m/o0o\m/

The sharp tang of pinesap awoke him from a dream. He blinked his eyes and yawned. He was lying in the grass beneath a great pine, it's boughs spreading peacefully overhead, the bright sun shining through the leaves and dappling his dark fur with shadows. Beside him was a freshly slaughtered rabbit, a small hole had been dug amongst the tree roots and filled with sweet smelling water. He stood slowly and shook his head "What had happened" he wondered, "where was the pack?" and then he slumped back to the ground as the memories came crashing back upon him.

For days he lost the will to live, he never saw who had tended his wound, which was completely healed with only a ring of furless skin showing where the teeth of the vicious trap had torn his leg apart. But soon the fire for vengeance had been reignited and Grymsnarl once again took up the hunt. Which, unfortunately, led him straight to the great free city of the humans.

\m/o0o\m/

The city confused Grymsnarl; it was a cacophony of sound and smells that constantly assailed his senses. He quickly lost track of the enemies trail, which had become quite tough to follow after the time he had spent convalescing in any event.

He fell into the habit of patrolling the streets of Mokmael looking for any sign of his enemy. He circled the city once every couple of days sniffing for any trace, the scent of his opponent indelibly etched into his mind forever. It was lucky for Grymsnarl that the city was home to many a stray hound and he was able to blend in easily, adapting and learning to live on the streets.

For two years now Grymsnarl has roamed the streets of Mokmael, searching for any sign of the enemy. Occasionally he will get a lead but it has all proven to no avail. But, he will not give up, he will persevere, he will continue to learn the ways of the city and he will have his vengeance.

Grymsnarl has befriended several people in Mokmael, it is these few that know of his special heritage, most people believing him a simple wardog of above average intelligence. Generally he stays with Windwhistle, a bard that owns an above average inn in a below par section of one of the slum areas. The Whistling Gale is a tidy, well maintained inn whose clientelle are more often adventurers down on their luck rather than the usual petty criminal, thugs and vagabonds that frequent some of the seedier taverns of the district.

It was at the Whistling Gale that Grymsnarl met Weldin Ghar of the Crimson Sun, a mage of some repute (at least in his mind). A tight friendship grew between Weldin and the hound, a friendship that grew until Weldin had become part of Grymsnarl's pack. Weldin has been a great boon to Grymsnarl, he has crafted special magical tools that the hound is able to use to compliment his own natural talents.

Note: He has at least three mysteries that he wrestles with.

1. Who is the enemy?
2. What did the enemy do with his family's pelts?
3. Who saved him in the forest (and why?) - he owes a debt of gratitude.

Appearance: Grymsnarl has a shaggy, unkempt look about him, with fur stripped brown, tan and black, except for a patch of white on his chest. His gold pupils stare from large, watery eyes, giving him a sad, about to cry look. His tail is long and heavily furred and his ears stand upright, and taper to a point. His right leg has a ring of skin where the fur won’t grow.

He wears a black leather harness that has steel rings at the joins. The front of the harness has a leather plate that a pouch has been attached to. Around his throat he wears a wide silver collar studded with dark blue crystal. Upon his front legs are tied tight black leather sleeves that have been embossed with runes. His right paw sports a small plain gold ring.

Personality: Grymsnarl thinks of his friends as his pack and will do anything he can to aid them. He hates evil with a passion. He is not as intense and focussed with regard the loss of his first pack as he was when he first arrived in the city, having lost some of his bitterness when he found his new pack, but he still misses them dearly and wants vengeance. He is energetic and quick and always keen to go for a run or play.

[sblock]
Grymsnarl
Rogue 4
Blink Dog Medium Magical Beast (LA2 + 4HD)
Alignment: Lawful Good
Deity: ??
Sex: Male
Height: 2’8” at the shoulder
Weight: 50 lbs

Fur: Brindle
Eyes: Yellow
Age: 7

Str: 8 (-1) [0 points]
Dex: 22 (+6) [16 points]
Con: 12 (+1) [4 points]
Int: 12 (+1) [4 points]
Wis: 14 (+2) [6 points]
Cha: 10 (+0) [2 points]
Level: 2xDex

Racial Abilities
Magical beast 10-sided HD
Blink (at will – caster level 8; end or evoke as a free action)
Darkvision 60’
Dimension Door (caster level 8; once a round as a free action and can act immediately after teleporting)
Low-light vision
Scent
+3 Natural Armour

Class Abilities
Sneak attack +2d6
Trapfinding
Evasion
Trap Sense +1

Hit Dice: 4d10 (monstrous); 4d6 (class); + 2d8 (LA)
HP: 11(1st) + 27 + 20 + 14 = 72
AC: 25 (+6 Dex; +3 Natural; +4 Armour; +2 Deflection) – Touch - 18, Flat-footed – 19
ACP: 0
Init: +8 (+6 Dex; +2 Feat)
Speed: 40’

Saves:
Fortitude 6 [+5 base, +1 Con]
Reflex 14 [+8 base, +6 Dex]
Will 6 [+4 base (+2 Iron Will), + 2 Wis]

BAB/Grapple: +7/+2 /+7
Melee Atk: + 15/+10 Bite (+7/+2 BAB; +6 Dex; +2 Magic)(1d8+1d6 (electricity);x2)

Class Skills:
Blink Dog (2+Int) x 4 + (2+Int) x3 = 21; Rogue 8+Int x 4 = 36
Hide 15 (9 ranks; + 6 Dex)
Listen 8 (7 ranks; + 1 Wis)
Move Silently 15 (9 ranks; + 6 Dex)
Search 12 (10 ranks; + 2 Int)
Sense Motive 5 (4 ranks; + 1 Wis)
Spot 11 (10 ranks; + 1Wis)
Survival 9 {11} (8 ranks; + 1 Wis; {+2 when following tracks})

Feats:
Track (Bonus Feat)
Iron Will
Weapon Finesse (Bite)
Improved Natural Attack (increase natural attack die type) - MM
Quick Reconnoiter (Spot and Listen as free actions; +2 Init) - CAdv

Languages: Blink Dog; Common; Celestial
Equipment

Wearing
+4 Harness of Armour – 16000gp (5lbs) (leather harness with steel rings at the joins)
Sleeves of Dexterity +2 – 4000gp (leather sleeves that are tied to the front legs)
Ring of Protection +2 – 8000gp
Collar of Natural Weapons +2 Shock – 18600gp
Bag of Holding – 2500gp (15lb) (strapped to his chest)

In or on containers
Bag of Holding Type 1 (250lbs)
3 Potions Cure Moderate Wounds – 900gp

Total weight carried – 25 + whatever is pulled from the Bag of Holding lbs, light load.

Money
0
[/sblock]
 
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Im working on an aging gallent (2bard/8ftr) no PrC. He is spurred on by an intelligent family heirloom, that is far more concerned with religion and blance than he is. He has an outlyling manor house, which he has left in the hands of his wife and staff, coming to the city to find out what is going on.
 

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