[Recruitment] ECL 9 (Demunched)FR Underdogs Campaign


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DM_Matt: Just a quick question before class starts. How does Silvanus view the Earth Mother/Tiamat? I'm guessing he's not too thrilled with her conception of balance but I want your opinion/ruling so I know how Alcar would react to the recent events.
 

Question.

Just a general question DM_Matt, I have read of two people dropping from the game. Would you like me to post a character concept now?

Djordje
 

Fenrir: I just read up on your character background - THAT is one depressing backstory! makes me sad....
Ouch. :(

BTW: what are you all making your stat-blocks with?
I always have a real hard time with them....
(If it's CharGen, that software I can't understand how to install, please help...? TIA.


Ubaar Sauropat, male half-orc Bbn1, Clr5, Mighty Contender of Uthgar3
HP 73 (1d12+5d8+3d10+9)
Init +0 ; Spd 40 ft
AC 14 (+4 Chain Shirt)
Atks +12/+7 melee, +6/+1 ranged
AL CG
SV Fort +9, Ref +2, Will +5.

Str 22, Dex 10, Con 12, Int 10, Wis 15, Cha 8.

Skills: Concentration +8, Intimidate +3 (if CHA-based), Knowledge: Religion +9, Ride +4, Wilderness Lore +7.

Feats: Power Attack, Improved Unarmed Strike, Improved Grapple, Craft Wondrous Item.

'Normal' Equipment:
Chain Shirt Armor (100 gp)
MW Greatsword (made from Hizaagkuur metal) (1,850 gp)
Greatclub (symbol of Thunderbeast carved in)
MW Mighty Composite Longbow +4 (900 gp)
30 MW arrows
30 normal arrows
3 Flasks Alchemist's Fire
5 applications of Suregrip (100 gp)
5 doses Mule Pollen
Handdrum
Standard Adventurer's Gear (detailed if desired)

Magical Equipment
Wand of Cure Light Wounds 750
Heward's Handy Haversack (crafted) 1,000
Headband of Ferocity (crafted) 1,000
Boots of Speed (crafted) 2,075
Pearl of Power 1st level (crafted) 500
Necklace of Prayer Beads (karma) (crafted) 2,500
Gauntlets of Rage (crafted : 3rd level DotF spell, 3 times per day when struck together, made with Izra's help (see backstory) only for half-orc Contenders of Uthgar) 6,300
Periapt of Wisdom +2 (crafted) 2,000
Ioun Stone (vibrant purple) (crafted only for half-orcs) 4,200
3 Scrolls of CLW & Obscuring Mist & Magic Weapon 150


SA: Rage (Ex)–1/day, Ubaar Sauropat can fly into a screaming blood frenzy for 6 rounds. Ubaar Sauropat gains +4 Str, +4 Con, and a +2 morale bonus vs. fear, but suffers -2 to AC. After the rage, Ubaar Sauropat is winded. Turn Undead (Su)– 2/day, Ubaar Sauropat can attempt to turn undead creatures. He can turn undead with no more than (1d20+7)/3 HD. Each attempt, he turns 2d6+5 total HD. Undead with 3 or fewer HD are destroyed instead.

SQ: Half-Orc Traits (Ex)–60 foot darkvision, orc blood.

Cleric Spells Prepared (5/4+1/4+1/3+1):
0 - Stomp, Create Water, Detect Magic, Virtue, Resistance
1 - Thunderstomp (domain), Divine Favor x2, Endure Elements, Smite
2 - Barkskin (domain), Bull's Strength x 2, Endurance, Aid
3 - Tail of the Beast (domain), Spiritual Vestment, Greater Magic Weapon, Dispel Magic
_________________________________________________
Occupation
Ubaar is a Champion of half-orcs, and a force for Good.

Personality and Long-Term Goals
Ubaar respects Strength.
Not just physical Strength, but Inner Strength.
Of will, of conviction, of passion, of dedication, of intellect, etc.
He has experienced first-hand the way that the world pre-judges half-orcs. Most people let their prejudices blind them. While he understands people's trepidation in dealing with half-orcs, he is bound and deremined to show the world that half-orcs can be Great, just like those Champions they respect.
He will do this by performing great things. Great feats of Strength that dwarf what normal men can do, and Great feats of Good that finally show all that an orc-kin can do more than destroy.
Further, Ubaar doesn't want to just integrate himself into society, trying not to make waves, by just fitting in with 'civilization' (he doesn't think that 'civilization' is all that civil - just a veneer of political BS and niceties that masks the same base cruelty and primitiveness that is in the Wild).
He wants to MAKE 'civil' society make way for him, and re-create their attitudes re: half-orcs.... force them to realize their narrow-minded and prejudiced ways.

He speaks primitive Common, not because he's not intelligent, but because he hasn't been around civilized speakers to get all the grammar good.
His words are usually careful and slow but it is more to keep people at ease than because he is unintelligent. His actions are the opposite, however and he normally prefers to act quickly than to ponder. Overall he can be considered to be a powerful ally or foe and a loyal companion.

General Appearance and Distinguishing Features and Habits
Height 6'6"; Weight 280.
Hair: Coarse black, with a single, white lock.
Eyes: Crystal clear blue.
Notable Features: There is a tattoo of a large slime-green brontosaurus body on his chest. He has some visible scars on his leathery skin .
Ubaar is an imposing presence due to his size, but strangely something about him makes people more at ease with him than most half-orcs.
His hair erupts from his head like an explosion of dreadlocks, all of which are jet-black save one forelock forever painted white by the gods. The hair itself feels more like coarse wool or yarn to the touch than human hair.

Tastes and Preferences
Ubaar is a simple soul, loyal in his friendships, and furious in his displeasure. He likes the simple things in life; food, drink, drumming, revelry, women, and besting others in combat. He likes fighting, and doesn't consider it an adverserial thing - tribesman wrestle and fight each other to test each other's prowess and stay fit, to better survive the Wild.
He likes to drum, and dance. He has enganged in religious discussions with men of many different faiths in his travels.

Residence:
Ubaar hasn't had a domicile since growing up with his mom, dad, and tribe.

Background History Summary (full story in sig link)-
Ubaar is the son of a brawling, laborer orc named Herk and a rugged, survivor human named Leta. He grew up in The North, near Morgur's Mound, with both human and orc influences. He liked the animals of the wild area his tribe lived around, including the legendary dinosaurs in the region, especially the fabled Thunderbeast.

When Ubaar was but a wee orc, he was trying to walk around the grounds by his home. A sizeable rock was an obstacle in his way. Ubaar (all of 2 years old) braced himself, and with great child-like effort, summoned the strength to move the stone which was almost as large as he was. His mother, upon seeing this, related something to him that to this day echoes in Ubaar’s mind as one of his first memories:

"Oh, my little Ubaar, one day you will grow up to be the strongest in the land! Izra may have been right when he told me that story about you...(Ubaar later learned that Izra was a crazy old orc that lived deep in the Hills). I guess it's not as crazy as it sounded back then, when he told me you'd become a great champion!"

He believes he can bring respect to his people and honor his mother by performing heroic deeds and feats of strength in the more "civilized" lands.

He knows from his father’s imposing strength that there are more physically endowed creatures around, but not that many that can interact with society in a useful way. His true strength comes from his mother and from his dedication to Uthgar. He knows the Thunderbeast's power will follow him into the political areas of Faerun.

He has learned much in his life from fighting and living. His exploits with his companions in the Non-Iconic Adventure to the Dungeon of the Fire Opal are sung whenever he pays a bard to do so. His goal is to make enough of a name for himself that he can be an example to other humanoids and others that even half-orcs can become heroes. His savage strength can work wonders and create legends.

He has learned from his experiences that magic can enhance one's own inner Strength.
To this end, he learned the ways to craft items which would allow him to do even Greater Things. The item closest to him, though, are his Gauntlets of Rage. These were created with the help of Izra, the reclusive (some say crazy) old orc that foresaw Ubaar's greatness before he was born.
_____________________________________________
Any questions/clarifications/explanations gladly entertained.
 
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I make my stat block with my own two hands- its basically the way I've been writing characters for years, so I just keep doing it.

Glad you liked the backstory ;-)
 

Backstory:

Khelben, although he insists being called Everett by everyone but his mother, was born in the city of Waterdeep in 1358 at the height of the Time of Troubles. While gods walked the earth, Cariana and Hufo Greycastle were sitting in their humble apartment above Hufo’s printing shop, struggling through a difficult birth. Despite the presence of a priestess of Lathander, the birthing process was exceptionally difficult, leading the priestess to believe that without her intervention, the baby would have been born dead. As a mark of good luck, Cariana chose to name her newborn son Khelben, hoping that the name of the local icon and hero would have a positive influence on his fortunes. Hating the fact that he was named for one of the single most famous men in the North, the young boy took to using his middle name; Everett.

Early in his life Everett discovered his two-fold talents. First, he found he was a very good singer, with a voice that rivaled the children in the Choir of Selune that practiced as the sun set. His other talent was for manipulation. Everett was a conniving youth, often spinning yards to his family and friends alike to get what he wanted. His father always saw through the lies, being a merchant of no small reputation and who could spot a con in progress, but his mother refused to believe that her little angel could be capable of such ill deeds. She would often end up in arguments with Hufo over Everett’s latest tale, as she simply would not accept that her son was anything less than benevolent to the levels of divinity.

As he progressed into his teenage years, Everett began to realize just how much his lies were hurting people. He overheard an argument between his mother and father as he was sneaking out of the house for the sixth time that month (to meet his girlfriend behind the stables), where his mother absolutely insisted her son would not stoop so low as to sneak out, but would simply ask for permission to see his belle. His father, on the other hand, had found evidence, like straw on the soles of Everett’s boots and an undiscovered wooden bowl hidden under his pillow that he would have found if he actually went to bed. Their arguments would rage on for hours, with Everett listening from upstairs, too cowardly to just come forward and admit his manipulations.

When he was 18 years old Everett faced his first true tragedy in life with the death of his father. Everett stood at the funeral, thinking back on how many times he caused his parents to violently argue, and swore a silent oath that he would take care to hold his deceitful tongue in the future. This oath did not exactly hold him to the truth all of the time, but it certainly changed his outlook on life from a selfish boy to a kind-hearted man.

With his father gone, leaving his mother with quite a lot of money, Everett saw nothing holding him to Waterdeep. He instead purchased a mandolin and a blank book, and set out down the Sword Coast, towards Baldur’s Gate, to make his way as a traveling minstrel. He wished to see the world, and with his mother well taken care of, she gave him her blessing and he took to the road. It is on this road he’s been since, traveling as far as he can without running headlong into Storm’s hordes. He’s worked as a minstrel and a poet, a bodyguard and mercenary, a duelist and a romancier. He simply keeps wandering; writing his stories, hoping his legacy will be as dramatic and exciting as he’s writing it to be.


Gear is next to come. If I get chosen, I'll flesh all of that out. If not, then I had a wonderful time creating Everett.

- John
 

Core Stats of Darius

Darius, Male Half-Celestial (Human)
Sorcerer
AL NG
HP 45 (6d4+27)

(Stats have noted items)
Str 12 (+1)
Dex 15 + 2 = 17(+3)
Con 16 (+3)
Int 16 (+3)
Wis 16 (+3)
Cha 24 +2 = 26(+8)

Fort +5, Ref +5, Will +8;

Init +3, Speed 60 ft

AC 19 (+3 Dex, +5 Mithril Chain Shirt (+1), +1 Natural), 13 Touch, 16 Flat-footed

Melee: +4
Ranged: +4/+4 (+8/+8 within 30')

Weapons: Dagger (+4) 1d4+1
Mighty (+1) Composite Longbow + 1 (+8/+8) 1d8 + 2 + 1d6 Frost, 20/3

Skills and Feats: Martial Weapon Proficiency, Point Blank Shot, Rapid Shot, Craft Wondrous. Alchemy +5, Concentration +13, Diplomacy +10, Knowledge (Arcana) +12, Knowledge (Religion) +4, Scry +5, Sense Motive +6, Spellcraft +12, Spot +9.

SA–Light (at will), Protection from Evil (3/day), Bless, Aid, Detect Evil, Cure Serious Wounds, Neutralize Poison, Holy Smite, Remove Disease, Dispel Evil..

SQ–Celestial Qualities (Ex): Low-light vision, Immunity to Acid, Cold, Disease, and Electricity, +4 racial save vs. poison.

Items:
Eyes of the Eagle (crafted)
Mithril Chain Shirt +1
Explorer’s Outfit
Cloak of Charisma +2 (crafted)
Bracers of Archery (crafted)
Gloves of Dexterity +2 (crafted)
Boots of Striding and Springing (crafted)
Mighty +1 Str Composite Longbow +1 of Frost
Ring of Sustenance
Quiver of Elhonna (crafted)
Heward’s Hefty Haversack (crafted)
Wand of CLW (50 charges)
Wand of Magic Weapon (50 charges)
Rod of Lesser Energy Substitution (Sonic)
60 Arrows

Spells
6 0-Level (DC 18) – Arcane Mark, Dancing Lights, Detect Magic, Ghost Sounds, Launch Bolt, Prestidigitation, Read Magic
8 1st level (DC 19) – Magic Missile, Ray of Enfeeblement, Shield, True Strike
7 2nd level (DC 20) – Hypnotic Pattern, Mirror Image
5 3rd level (DC 21) – Forceblast.

History:
Darius' beginning memories are of a helpful family of farmers who cared for him as he was raised. The other children of the farmers took joy in telling him that he wasn't one of the family, but instantly regretted it because of the hurt that was shown on Darius' face. He was treated as part of the family thereafter. He assisted in the fields, and helped the neighbors repel goblinoids who were stealing food. He frequently explored some of the talents he had while alone (not wanting others to think him odd). He was discovered by a traveling hedge wizard who noted the potential he possessed and sought to harness it. Darius went along with the wizard for a while learning what he could, but realized that he was different from the wizard. The wizard assisted Darius in crafting many items to help him in his travels on the road.

1. Occupation:
Wanderer looking for his place in the world.

Any suggestions would be appreciated
 

Some responses to your very good questions about the cosmology.

The Tiamat of this campaign is based on the Bablyonisn Tiamat and on other mythologies involving the earth-mother motif, such as Greco-Roman and Mesopotamian mythology.

In this mythological motif, the earth mother represents the old, sinister, primal order of gods, and she is eventually supplanted by a new order, usually by a male storm god such as Zeus or Marduk, and their accompanying pantheons.

In some versions, such as the Greco-Roman one, the earthmother (Gaia in this case), is not slain, but contained, and at times attempts to overthrow the new order. (EX: Gaia and the titans VS Zeus , the hecatonchires, and some powerful human heroes such as Heracles).

Some in academia consider this a clear-cut men dominating women myth, where it provides justification for that domination and equates it with civilization as well; but I am not sure if thats just the kind of far-left quasi-propoganda that universities like to teach or the actual meaning.

Thus, Gaia is not really nature, nor are the nature spirits...they represent some of the negative parts that they are bound to, however. It remains to be seen what would happen if they were slain, but likely, not much will, as the current nature gods would keep things just about how they are now.

Silvanus would probably hate the Earth Mother more than anyone. Silvanus, being an old and powerful god, would have been one of the original spirits. Having actively fought against the Earth Mother, instituting a new natural order that accommodates the newcomers, Silvanus has more of a stake in defeating the earth Mother than anyone, being that he has more-or-less replaced her functions.

Solonor is not as old or powerful, but like all nature deities with connections to elves and other humanoids, she too would be against the earth Mother, as the weaker nature deities would be the first ones that the Earth Mother would kill off.

Reaper: As I said, Shar was killed young by Tiamat and replaced by an aspect thereof. Why? Well, I decided that Tiamat would work through some other canon villain power, and I picked Shar 'cuz she's my favorite.

And yes, in the end, Tiamat will want to kill of the goblinoids, too. She uses them and (played a part in their creation), becuase they are a twisted mockery of the purer humanoid races. However, as is stated in the intro, Ogre Magi are her own creation. They are the leaders of the goblinoids. Using the legend and body of Storm ,the great populist ogre-mage leader, she has managed to tear down tribal and even racial lines, disciplining and demagoging the goblinoids into loyalty. The ogre mages lead them (some are feindish or half fiendish imports from the lower planes, while others are imp[orted from the eartern realms), as do actual feinds (particularly Ghour demons) and other fiendish and half-feindish beings. There leaders are guarunteed a happy planer afterlife after all life is purged from the earth, and thus still support the Earth Mother's plan. Sooner this happens, the sooner they leave the prime, which they are not too fond of, and join their god.

These leaders, in turn, promise a good afterlife to the goblinoids as well, for their loyalty. The promise of an afterlife is a potent motivator common in real-world religions. Besides the obvious (if slightly exaggerated) link between Islamist suicide attacks, one should remember that a good afterlife brought on by armageddon is a central (how central depends on what denomination) tenet of Christianity as well.

The Uthgardt have indEed suffered greatly at the hands of Storm's hordes, but they have banded together somewhat fopr mutual defense, and thus are being isolated, but not destroyed. Storm knows that many bastions are difficult to destroy, and chose Silverymoon because is was the most important. However, after the losses that his forces sustained there, it will be some time before he tries to wipe out the Uthgardt, Turlang, Evereska, etc.

The leader of the Uthgardt is now a legendary Raven shaman named Hermod the Grey (B1/C17, retired PC). He is one of the only (depending on the veracity of various reports as to who survived the defense of Silverymoon and who was slain, perhaps the only) living beings to have both seen the chosen child and battled a spirit. (More on him later, perhaps)
 
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djrdjmsqrd: Post a character, but please do so very soon if you wish to be considered. Also, note the classes of the other applicants and what you consider their chances of being accepted in order to determine what kinds of character you are best off making.
 

That last post on the cosmology really helps picture the state of things. Ah and to my previous unanswered question about the goggles of night, no need to worry. I had forgotten about the existence of dark vision potions, so with that I might as well fill my equipment in, that'll be done momentarily.
 

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