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<blockquote data-quote="Ryfte" data-source="post: 3209157" data-attributes="member: 24385"><p><strong>Grendle</strong></p><p></p><p><strong><u><span style="color: olive"><span style="font-size: 15px">Grendle</span></span></u></strong></p><p>Chaotic Neutral, Female, Unseelie Fey Shadow Xvart, Bowyer 10</p><p>Fey(xvart)</p><p>Experience: 50,040 (55,000 - 3,000 xp spent on buying off dark template level adjustment - 1,960xp Gouger)</p><p></p><p><img src="http://www.truedark.com/characters/images/Grendle02.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>[sblock=Mechanics]</p><p><strong><u>Attributes</u></strong></p><p><span style="font-family: 'Courier New'">Str: 16/+3 (17-2race+1lvl+2armOfNyr-2unseelieFey)</span></p><p><span style="font-family: 'Courier New'">Dex: 30/+10 (19+2race+4gloves+2armOfNyr+1lvl8+2unseelieFey)</span></p><p><span style="font-family: 'Courier New'">Con: 15/+2 (17-2race-2unseelieFey+2amulet)</span></p><p><span style="font-family: 'Courier New'">Int: 18/+4 (18)</span></p><p><span style="font-family: 'Courier New'">Wis: 15/+2 (15) </span></p><p><span style="font-family: 'Courier New'">Cha: 16/+3 (14+2unseelieFey)</span></p><p></p><p><strong><u>Secondary Stats</u></strong></p><p>HP: 10d8+20con-12trait = (maxd8--> 8) + (avg+.5 of d8--> 5 * 9 --> 45) + 20 con - 12 trait = 61hp</p><p>Normal AC: 25 (+10dex,+2armor,+1size,+2armOfNyr(deflection))</p><p>Touch AC: 23 (+10dex,+1size,+2armOfNyr(deflection))</p><p>Flatfooted AC: 15 (+2armor,+1size,+2armOfNyr(deflection))</p><p>Init: +12 (+10dex,+2quickReconnoiter)</p><p>BaB/Grapple: +10 Ranged BaB, +5 Melee BaB, +1 Grapple (-4 size modifier)</p><p>Move: 50', fly 80' (good) (base 30'+10trait+10darkTemplate, fly 60'+10trait+10darkTemplate (average+1gradeImprovedManeuverability), light armor, light load)</p><p>Saves: +6 Fort[3](+2con+1vest), +18 Refx[7](+10dex+1vest), +6 Will[3](+2wis+1vest)</p><p>Languages: Common, Goblin, Draconic, Elven, Sylvan, Terran, Dwarven, Gnome, Halfling, Orc, Giant, Sign - Battle, Sign - Full</p><p></p><p><strong><u>Combat Stats</u></strong></p><p>• Attack: Melee BaB +6, Ranged BaB +12, Dex +10 (ranged), Strength +3 (melee), Bow Enchantment +1 , size +1, Weapon Focus(greatbow) +1</p><p>• Damage: +1 Bow Enchantment, +3 Strength (works for the bow as well; mighty +3)</p><p>• Conditional: Point Blank Shot +1/+1, Manyshot, Rapid Shot, Merciful +1d6 (all damage becomes subdual damage), Paralyzing (Will DC17 when struck or Held for 10 rounds; a save is allowed every round)</p><p>• Greatbow Range: Base 130' + 30' (bowyer) = 160'</p><p></p><p>+25, ranged, Gouger, 1d8+1d6(exitWound)+4, 20/x4, 160'ri (standard)</p><p>+25/+20, ranged, Gouger, 1d8+1d6(exitWound)+4, 20/x4, 160'ri (full attack)</p><p>+26, ranged, Gouger, 1d8+1d6(exitWound)+5, 20/x4, <40' (point blank shot; standard)</p><p>+26/+21, ranged, Gouger, 1d8+1d6(exitWound)+5, 20/x4, <40' (point blank shot; full attack)</p><p>+22, ranged, Gouger, 1d8+1d6(exitWound)+5/1d8+1d6(exitWound)+4, 20/x4, <40' (manyshot (always pbs too); standard)</p><p>+24/+24/+19, ranged, Gouger, 1d8+1d6(exitWound)+4, 20/x4, 160'ri (rapidshot; full attack)</p><p>+25/+25/+20, ranged, Gouger, 1d8+1d6(exitWound)+5, 20/x4, <40' (rapidshot + point blank shot; full attack)</p><p></p><p><strong><u>Skills</u></strong> - 130pts</p><p>+04 Appraise [0](+4int)</p><p>+15 Balance [3](+10dex+2tumble)</p><p>+05 Climb [2](+3str)</p><p>+19 Craft(bowyer) [13](+4int+2MWTools)</p><p>+21 Disable Device [13](+4int+2MWTools)</p><p>+10 Escape Artist [0](+10dex)</p><p>+03 Gather Information [0](+3cha)</p><p>+35 Hide [13](+10dex+4small+8darkTemplate)</p><p>+07 Intimidate [0](+3cha+4unseelieFeyTemplate)</p><p>+10 Jump [5](+3str+2tumble)</p><p>+14 Knowledge(geography) [10](+4int)</p><p>+31 Move Silently [13](+10dex+2race+6darkTemplate)</p><p>+10 Open Lock [0](+10dex)</p><p>+03 Perform(any) [0](+3cha)</p><p>+16 Profession(hunter) [13](+3wis)</p><p>+10 Ride [0](+10dex)</p><p>+08 Search [0](+4int+4deaf)</p><p>+03 Sense Motive [0](+3wis)</p><p>N/A Speak Language [7]</p><p>+20 Spot [13](+3wis+4deaf)</p><p>+16 Survival [13](+3wis)</p><p>+09 Swim [6](+3str)</p><p>+17 Tumble [5](+10dex+2jump)</p><p>+10 Use Rope [0](+10dex)</p><p></p><p><strong><u>Feats</u></strong></p><p>• Point Blank Shot (lvl 1)</p><p>• Precise Shot (bonus bowyer feat - lvl 1)</p><p>• Improved Maneuverability (flaw balance feat)</p><p>• Exotic Weapon Proficiency(greatbow) (learned feat - class ability)</p><p>• Weapon Focus(greatbow) (flaw balance feat - lvl 1)</p><p>• Rapid Shot (bonus bowyer feat - lvl 2)</p><p>• Quick Reconnoiter (lvl 3): you get a spot and listen check as free action each round</p><p>• Bowyers Defense (bonus bowyer feat - lvl 4)</p><p>• Bonded Bowyer* (lvl 6)</p><p>• Manyshot (bonus bowyer feat - lvl 6)</p><p>• Woodland Archer** (bonus bowyer feat - lvl 8)</p><p>• Darkstalker*** (lvl 9)</p><p>• Shot on the Run (bonus bowyer feat - lvl 10)</p><p></p><p>*Bonded Bowyer - As kensai signature weapon ability for a chosen bow with starting level starting at 6th and progressing from there.</p><p>**Woodland Archer [Races of the Wild]: 3 Tactical Options</p><p>• Adjust for Range - If you miss a foe with a projectile weapon you gain a +4 bonus on all other attacks in the same round to hit the same foe.</p><p>• Pierce the Foilage - If you hit a foe with a Miss Chance due to Concealment with a ranged attack you can ignore the Miss Chance against the same for in the following round if they don't take a move action before then.</p><p>• Moving Sniper - If you succeed in a Sniping Attack (i.e. hit your foe and make a Hide check to remain hidden), the following round you can make a normal standard attack and a move action as well as a Hide check to remain hidden). As long as you remain undetected by any targeting sense you can continue to make Sniping Attacks.</p><p>***Darkstalker [Lords of Madness]: When you hide, creatures with blind-sense, blindsight, scent or tremorsense must make a Listen or Spot check (whichever DC is higher) to notice you, just as sighted creatures would make spot checks to detect you. In addition, you can flank creatures that have the all-around vision special quality.</p><p></p><p>Flaws</p><p>• <a href="http://boards1.wizards.com/showthread.php?t=187647" target="_blank">Small Frame</a>: You are small and slender for your race. Effect: You are treated as one size smaller for the purposes of carrying capacity, grappling, bull rushing, tripping, and overrunning.</p><p>• Noncombatant: You are relatively inept at melee combat. Effect: You take a -2 penalty on all melee attack rolls. </p><p></p><p>Traits</p><p>• Deaf: You are deaf but have other senses sharpened. Benefit: You gain +20 competence bonus on all checks to read from lips, and gain +4 competence bonus on search and spot checks and have a more highly developed sense of smell (you may take the scent feat). Drawback: You are deaf, which means that you automatically fail all Listen checks and suffer 20% chance of losing spell with verbal component. Special: Since you are deaf from birth, spells like regeneration don't recover your hearing capability (spells don't remove birth defects).</p><p>• Quick: You are fast but less sturdy than typical members of your race; +10 move and -1hp/hd</p><p></p><p><u><strong>Xvart</strong></u> [Crystalkeep Race PDF]</p><p>• -2 Strength, +2 Dexterity, -2 Constitution</p><p>• Small</p><p>• Move 30'</p><p>• Darkvision 60'</p><p>• +2 racial bonus on Move Silently checks</p><p>• Humanoid(xvart)</p><p>• Favored Class: fighter</p><p>• Speak with Animals (rats and bats only) 1/day (works with normal and dire versions of the animals)</p><p>• Level adjustment: -2</p><p></p><p><strong><u>Unseelie Fey [Dragon Compendium pg 222-223 originally printed in Dragon 304 (Feb 2003)]</u></strong></p><p>• Type is changed to Fey.</p><p>• -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma</p><p>• Flight 2 x move speed (average) : Insect wings</p><p>• Season's Power (Summer Caress (Su)): Surrounded by warm verdant air of summer at all times. The unseelie fey is protected by a <em>magic circle of nature</em>. This ability functions much like a <em>magic circle against evil</em> except that it protects against attacks from all creatures of any alignment except for those of the animal, beast, fey or magical beast creature types. This continuous ability has a caster level equal to the unseelie fey's hit dice for all purposes.</p><p>• DR 10/cold iron (improves to 15/cold iron at 12th hd/level)</p><p>• Iron Vulnerability (Ex): The mere touch of iron (and steel) is painful to the unseelie fey dealing 1pt of damage. Weapons made of iron (or steel) deal an additional +1d6 damage. The fey's DR does protect it from this damage unless of course the weapon is a cold iron weapon in which case their DR is bypassed and an additional +1d6 damage is taken.</p><p>• Low light vision</p><p>• +4 racial bonus on intimidate checks</p><p>• Level Adjustment: +2</p><p></p><p><strong><u>Dark Creature [Tome of Magic pg 161]</u></strong></p><p>• Type and size are unchanged; if not on the plane of shadow they have the extraplanar subtype.</p><p>• Speed: As base creature +10' to all modes of movement.</p><p>• Darkvision 60'</p><p>• Hide in Plain Sight (Ex): Use the Hide skill even while being observed except in direct natural daylight, the area of a <em>daylight</em> spell or a similar effect.</p><p>• Resistance to cold 10.</p><p>• Superior low-light vision</p><p>• +8 racial bonus on Hide checks and a +6 racial bonus on Move Silently checks</p><p>• Level Adjustment: +1</p><p></p><p><strong><u><a href="http://www.truedark.com/homebrew/classes/base/bowyer.php" target="_blank">Bowyer</a> [lvl 1-12]</u></strong></p><p>• 10d8 HD</p><p>• +10 Ranged BaB, +5 Melee BaB, +3 Fort, +7 Ref, +3 Will</p><p>• Class Skills: Balance, Climb, Concentration, Craft(bowyer), Hide, Jump, Knowledge(geography), Listen, Move Silently, Profession, Ride, Spot, Survival, Swim, and Tumble</p><p>• Custom Class Skills chosen: Disable Device and Speak Language</p><p>• Skill points = 6+int mod/ level (x4 at 1st level)</p><p>• Improved Range +40'</p><p>• Increased Effect Range +10'</p><p>• Improved Projectile Critical +1</p><p>• Bonus Feats (lvl1, 2, 4, 6, 8, 10, 12)</p><p>[/sblock]</p><p>[sblock=Personal Information]</p><p><u>Description</u></p><p>Grendle has few physical traits typically associated with the xvart race. The one feature definitely inhereted from her xvart past is the blue tone to her skin but its primary color is a varying gray. She has a full head of long jet black hair which is pulled back into a tight ponytail or braid usually. Her eyes are unusual being a dark grey with a tinge of violet and she has a catlike pupil (quite unlike a typical xvart who has a solid colored eye with no apparent pupil). Her face is quite angular with a small rounded nose, petite mouth, and pointed chin. Her ears are very long and are completely decorative having no open ear canal at all. She wears numerous tiny mithril loop earrings in each ear for decorative purpose.</p><p></p><p>Her right arm (her drawing arm) appears to be made of the exquisite craftsmanship from mithril although it has a dull grey cast on it just as her skin does. She is lithe and moves with a haunting grace resembling nothing so much as flowing water. A pair of irridescent double insect wings protrude from her shoulderblades which are almost constantly in motion. She wears a supple leatherlike grey snakeskin armor with patterned dark blue and purple blended patterns. Her clothing is well made of light cotton for the most part and is predominantly grey with purples, blues and silver contrasting colors. She wears a purple vest and matching silver-purple bracers on her arms. A double mithril chained lamp shaped locket is held tight to the top of her sternum on top of her vest by a mithril chain around her neck and and waist. With a small slim low riding custom pack snugly strapped just below her wings and a dull jet black bow in hand she looks quite ready to set out on the road.</p><p></p><p><strong><u>Background</u></strong></p><p></p><p><u>23rd year, Spring, Porthaven, The Previous Night</u></p><p>The dream woke her again, business had been poor and the debtors had been by again. Absentmindedly rubbing her “good” hand across the gleaming metal of her right arm and restlessly fanning her wings, <em>It had to be done... but sometimes it's still strange... Time enough to worry about the debtors in another hour…</em> moonlight reflected off the silver framed maps hanging askew on the walls, <em>… in the mo…</em>. The room was silent once again, filled only by the light sound of a sleepers deep breaths.</p><p></p><p><u>0th year, Winter, Illithid Experimental Thrall Facility</u></p><p>She gazed up through the darkness clearly into the tentacled face above her and wailed without understanding. Had she understood yet the face would have obviously been one of disdain, disgust, fascination and curiousity, in the passage of mere moments. Lifted into the air the face came closer, large bulbous eyes and writhing tentacles became even more pronounced even more now that it was closer. The violet angular eyes gazed into hers without feeling, only curiousity, as though she was merely a bug being studied carefully. Her stomach ached with emptiness and she let out another cry. Large pale hands brought a warm skin towards her and she quickly grasped it and fed quietly examining the creature holding her as she dozed off. </p><p></p><p><u>5th year, Summer, Outskirts of the Drow Tunnels</u></p><p>The shoes had worn thin again and the sharp crystals in the pandemonic silver tunnel jutted up against her tough feet innefectually as always. <em>Agmara would absolutely die if she knew these didn't hurt at all… she gets so frustrated that her beatings bother me so little...</em> the recent set of bruises all across her right side and torso still throbbed with the memory of her beating from three days past, this time she'd used a strange metallic staff ... and it had really hurt this time! <em>It had been worth it though… it is hidden away now…</em> she smiled behind her hand as she shuffled down the corridor past the goblins into the area only she could work in. They nodded to her as she passed and the slightly bluish one, Snargath’s hands flew in rapid shapes. She nodded and just as quickly responded, she was a flawed creature, unable to hear anything at all, but she still had her uses and the foresight of Agmara keeping her alive soon paid her off well both in terms of coin and prestige.</p><p></p><p><u>7th year, Winter, Pandemic Silver Tunnel</u></p><p>The wind picked up in the small tunnel and the silver stood out starkly against the stone in her darkvision. She worked diligently filling the three boxes with the silver metal that evidently screamed in the winds, a screaming that she couldn’t hear at all. Pausing a moment and glancing behind to make sure no one had ventured down the small tunnel she hurried further down the corridor to work on widening the back of the crevase. She’d discovered a few scattered leaves from real plants she’d read about that only grew on the surface world. <em>This must reach up to the dayside… and it will be my freedom…</em> She’d carefully hidden her budding wings from the drow, goblins, kobolds, xvart and others but knew that if she didn't get out soon it would be revealed.</p><p></p><p><u>8th year, Spring, The Crevase</u></p><p>Looking up the chute she gathered her meager belongings, stolen from wherever she could scavenge them. Planting the thick staff firmly into the side of the crevase she pulled herself up and onto the next rough edge she could perch on. <em>The beating was definitely worth it...</em> she rubbed the stock of wood which had made it possible to scale the crevase. <em>I wonder why Agmara was so upset about this...</em>, pulling the staff up she felt the ring rub against her finger again <em>… feels strange …</em> and her other hand fingered the odd locket strapped about her chest that filled the crevase with bright light. <em>I wonder who it was… what kind of creature were they…</em> her mind wandered back to the small skeleton she had found lying at the bottom of the crevase a ways beneath where she lay resting on the outcrop. <em>I wish I could have brought some of Agmara’s books…</em> she slept on the rough earth briefly.</p><p></p><p><u>8th year, Spring, Daylight</u></p><p>Her fingers grabbed the edge of the next ledge and she winced at the increasing light. The soil in her fingers was soft and there was… grass. She’d read a story with grass in it once… but this was different than what she’d imagined, laying next to the edge of the small crevase she’d finally climbed out of and feeling it on her back pressing against her wings. <em>It’s odd… I’ve barely slept at all in the past two days… and … well… hmmm… I haven’t gotten hungry at all…</em> Gazing at the surface world in the moonlight was amazing to her. Everything was new and she took it all in as she stretched her wings in freedom.</p><p></p><p><u>8th year, Spring, Light Forest, Owlbear Lunch</u></p><p>She’d wanted to take shelter from the warmth and the cave had appeared ideal, briefly. That was until the large beaked bear thing decided it didn't want to share it's space... and that she'd make a great mid-day snack. Moving faster than she knew she could she was out of the cave in a heartbeat with the creature in pusuit. Leaping over fallen branches and twisting lithely through tangled branches all the while trying to hold onto her meager possessions she lifted herself into the air. Laughing at the stupd beast below her she found herself tangled and trapped in a net which suddenly surrounded her.</p><p></p><p><u>10th year, Winter, Deep Forest, Completion of the Way of the Bow</u></p><p>It was strange standing in the place of honor for the ceremony with her tall elven family surrounding her. There were still eyes which held lingering doubts but Grendle quickly passed over these. <em>They are my family and yet it's so hard to believe...</em> Her mind wandered back to hanging in the net two years past, her grudging acceptance granted only by the intervention of Eranara, the Boughmaster of the Woodguard. She smiled, remembering how awkward she thought bows were and then how quickly and naturally she took to one of her own. The final part of her training had required a masters effort in crafting and she'd finally put that stock of <em>serren</em> that she'd stolen before her escape years ago. She held the greatbow in her hands with a familiarity only the crafter could have, the wood felt smooth beneath her hands and reassured her as she stood before them all. Uera signed, <em>relax</em>, she did so... <em>this is my family... they taught me well... some still doubt me but I have proven myself</em>.</p><p></p><p><u>11th-15th year, Fall, The Plainlands - Light Forest - Black Mouth City</u></p><p>She'd worked and trained and time had passed quickly. She'd realized early on that the gift her village had given her was the most important thing she owned, it appeared to be a simple hat, a snug, beret style hat, but it was much more, it allowed her to travel with the appearance of anyone she wanted. Commonly disguised as a halfling she worked many jobs, caravan guard, village watch, city guard, hunter, trapper, guide and anything else to make coin... without harming another. Archery tournaments were her "bread and butter" and she travelled to every one she could always taking first place. She gained a reputation as an archer and would be pointed out at these events.</p><p></p><p><u>15th year, Winter, Bracken Woods - An Arm is Gained an Arm is Lost</u></p><p>She'd signed on with a curio trader that dealt in unusual magical items. Tanras Ocipin, an aged and shrewd gnome, liked to travel light and had heard about her skill with a bow and speed, in particular her ability to fly. Grendle could use the shockingly high amount of coin offered and took the job without a second thought. The trip went almost without event if a bit surreal as Grendle sped along with the floating dias Tanras sat on with his goods effortlessly floating behind her. Mere miles from their intended destination where they'd made camp the night before a juvenile bulette erupted from the ground, snapped off Grendles' arm and dove back into the earth making off with it. Grendle collapsed to the ground unconscious with the torn flesh of her shoulder pumping out what little life remained in her small body. Tanras gleefully clapped his small pudgy hands and dug about in a small gilded chest on his platform. He lifted out a gleaming arm and placed it where Grendles' arm had been but a few moments before and waited. Drawing out a bundle of papers and pen he began taking notes as he observed the arm shift, change, size itself for Grendle and meld seemlessly into her shoulder. Grendles' bleeding stopped, her breathing had become normal, and she was now partly living mithril!</p><p></p><p><u>15th year, Winter, Welcome to Porthaven</u></p><p><em>Cursed gnome... strange arm...</em> Grendle rubbed her gleaming arm as she looked up at the walls before her. <em>Porthaven... I've meant to travel there for a while... at least the job paid well and Tanras had news of an archery competition here</em> Entering the town was a bit difficult and cost her most of her remaining coins but she did. </p><p></p><p><u><strong>Personality</strong></u></p><p>Grendle is a serious young woman who has seen some major trials in her life. She understands the need for play and frivolity but feels that there is a time and place for it. She smiles easily and enjoys the company of children and has a borderline obsessive interest in books. She's got a small library of her own and always keeps her eyes peeled for a new volume to add in. She's fascinated by her mithril arm and fosters the nicknames given to her, "Silver-Arm", "Arm of Silver", and "Arm of Glory" around Porthaven. Evidently it has had a more positive social and political effect on the populance.</p><p></p><p>[/sblock]</p><p>[sblock=Gear]</p><p>Dark grey (almost black) extended silk hood (worn, head, ---gp/---wt)</p><p>Small mithril heart shaped amulet on a silver chain (Amulet of Health +2, worn, neck, 4000gp/-wt)</p><p>Complete right arm is composed of living mithral starting at the shoulder (Arm of Nyr, magical graft, 12500gp/-wt)</p><p>Dark purple dyed velvet vest with dark gray embroidery and pale gray stitching (Darkweave Vest of Resistance +1, worn, torso - over mithral shirt, 1100gp/0.5wt)</p><p>Silvery mithril bound soft gray leather open fingered gloves with small purple azure stones set across the knuckles which slightly overlap her bracers (Gloves of Dexterity +4, worn, hands/wrists, 16000gp/0.5wt)</p><p>Fine leather dull black soft high boots with dark purple trim (worn, feet, ---gp/---wt)</p><p></p><p>Ring of Sustenance (worn, right hand, index finger, 2500gp/-wt)</p><p>Ring of Feather Fall (worn, left hand, index finger, 2200gp/-wt)</p><p></p><p>Sleek pliant black, grey and dark purple snakeskin very snug armor worn beneath clothing (Nightscale Armor, worn, 1000gp/1.5wt)</p><p>Grendle's Gouger (worn, left shoulder, back, 11117gp/1.5wt)</p><p>Dark grey with a dark, almost black purlpe pattern, supple snakeskin quiver with thin matching double shoulder straps and a cross torso strap across the bottom of her ribcage (Quiver of Endless Arrows, worn, right shoulder, back, 900gp/1wt)</p><p></p><p>Lantern shaped silver locket with four double hinged flaps on it attached to a crossed black leather clasped thong (Everbright Silvered Lamp Locket, worn, upper chest, torso, 212gp/-wt)</p><p>Hewards Handy Haversack (worn, center of back, 2000gp/1wt)</p><p>• Arrows, Blunt (40) (carried, haversack, 0.33gp/-wt)</p><p>• Arrows, Pungent (40) (carried, haversack, 3.33gp/-wt)</p><p>• Arrows, Serpentstongue (40) (carried, haversack, 2gp/-wt)</p><p>• Arrows, Singing Hardwood (10 - hide/stay, 10 - retreat/run, 10 - advance/attack, 10 - help) (carried, haversack, 20gp/-wt)</p><p>• Arrow, Star (20) (carried, haversack, 10gp/-wt)</p><p>• Arrow, Swiftwing (40) (carried, haversack, 13.33gp/-wt)</p><p>• Tent (carried, haversack, 10gp/-wt)</p><p>• Winter Blanket (carried, haversack, 0.75gp/-wt)</p><p>• Flint and Steel (carried, haversack, 1gp/-wt)</p><p>• Bedroll (carried, haversack, 0.1gp/-wt)</p><p>• Waterskin (carried, haversack, 1gp/-wt)</p><p>• Block of Hearthfire (12) (carried, haversack, 10gp/-wt)</p><p>• Sunrod (10) (, 20gp/-wt)</p><p>• MW Tools - Bowyer (55gp)</p><p>• MW Tools - Disable Device (55gp)</p><p>• 129g, 1sp, 6cp</p><p></p><p>Total Weight Carried: 9.56 lbs.</p><p></p><p>Carrying Capacity: ???/???/???</p><p>[sblock=Gear Details]</p><p>Everbright Silvered Amulet (slotless)</p><p>• Sheds light (as the everbright lantern plus modded, CK), 60' cone of bright light and 120' cone of shadowy light or 60' radius of bright light and 120' radius of shadowy light depending on the clasps opened in the amulet. The light given off is white as opposed to the usual yellow (this has no rule effects).</p><p></p><p>Darkweave Vest of Resistance +1</p><p>• Darkweave grants a +1 circumstance bonus on Hide checks.</p><p>• +1 on all saves</p><p></p><p>Nightscale Armor</p><p>• Made from dark grey snakeskin with a dark blue and purple pattern which is alchemically treated through numerous processes it is very similar to leather armor. It is thinner, more supple, and very form fitting however. Many sorcerers and wizards favor this exotic armor.</p><p>• +2 Armor Class, +10 Max Dexterity Modifier, +5% Arcane Spell Failure, Don in 10 rounds (5 hastily), 1000gp, 3 lbs. for a medium sized suit (1.5 lbs for small and 6 lbs for large)</p><p>• This thin supple armor works as though it also had Forestwarden Shrouds applied to it naturally (negates the modifiers for Move Silently and Tumble checks when moving through undergrowth and heavy undergrowth (DMG 87))</p><p></p><p><a href="http://www.andycollins.net/Features/stuff_that_holds_stuff.htm" target="_blank">Quiver of Endless Arrows</a></p><p>• Unlimited masterwork arrows.</p><p></p><p>Grendle's Gouger</p><p>An intricately crafted dead black composite greatbow with inlaid mithril sweeping lines.</p><p>• Composite Greatbow(small) (+67gp, 1d8,20/x3,130',3 lbs.)</p><p>• Mighty +3 (+200gp) - crafted</p><p>• Serren Wood (+4000gp) - As an extraordinary ability adds the ghost touch ability to all arrows fired from it (i.e. it is not a magical enhancement)</p><p>• Masterwork (+100gp) - crafted</p><p>Signature Weapon Abilities (total modifiers +7):</p><p>• Signature Trait: Shadowy (no associated cost) - Weapon is dead black and appears to absorb the light which hits it.</p><p>• +1 Enchanted (+1 modifier) - +1 to hit and damage</p><p>• Exit Wound [Complete Warrior] (+2 modifier) - Weapons with the exit wound ability propel their ammunition entirely through living targets they hit. This effect deals an extra 1d6 points of damage. The projectile continues in a straight line beyond the original target. Targets in that path are attacked using the same attack roll as the original target; these additional targets gain a +4 bonus to their AC for each previous target in the path. When an exit wound projectile hits an object which it doesn't destroy (i.e. if it deals enough damage to destroy the object), it stops otherwise it continues and the object counts as a target struck successfully (i.e. the next target in it's path has a +4 bonus to it's AC).</p><p>• Paralyzing [BoED] (+2 modifier) On a hit, opponent is Held (WillNeg DC17). The opponent gets a new save each round & the effect automatically ends after 10 rounds.</p><p>• Merciful [DMG] (+1 modifier) - On command the weapon deals +1d6 damage and all damage dealt is subdual.</p><p></p><p>[/sblock][/sblock]</p><p>[sblock=Integrated Backgrounds]</p><p>Irthos + (cohort) + ???</p><p>Irthos: It was at this precise instant that a noise came echoing down the tunnels, the sound of metal scraping against metal. Irthos leapt to his feet, silently commanding his horde to hide temslves within the walls and follow him. He padded softly down the tunnel, listening intently. There were… voices... but he had taken care of all of them... hadn't he?</p><p></p><p>He advanced cautiously. A light booming voice called out, “Sorry Grendle... yeah... okay. It’s not right down here. Be careful." After a long pause, "Es whatever killed all these goblins might still be here ... a threat... and look at these bodies. There’s not a scratch on them. What could do that?” a reply this time... "I don't know mother." Another brief pause and then the same voice yet again, "What do you mean there's one of your kind left up ahead? Alone? Really... well..." Irthos’s eyes widened in surprise- he had made no noise at all... and seen no one. These were different foes than his fallen enemies about him, perhaps he could turn this around to be useful. He decided to do this the easy way. Besides, his minions were still in the walls- there wasn’t much they could do to him if they were to try anything.</p><p>So he straightened up, and walked right through the tunnel and straight towards them without attempting to conceal himself at all.</p><p></p><p>That happened to be one of the best decisions he had ever made in his life. The group turned out to be a team of adventurers, who, coincidently, weren't travelling with a priest. Irthos played himself off as the lone survivor of some horrible incident, and, partially because of his skill with divine magic, they allowed him to join their little band, on the condition that he allow them to loot the bodies of the fallen goblins, they were evidently looking for something in particular in fact. One of them was oddly specific about it, the one called Grendle, and seemed to know directly where she was going.</p><p></p><p>Time and time again he proved his worth to them, landing the final blow on some horrible mastermind, or resurrecting them after they had fallen in battle. He gradually grew accustomed to them, and they took him in, uncaring of his blue skin or his orange eyes he thought. It was during this time that he learned the truth about Grendle, the fact that she was a zvart as well, and that was why they had accepted him so readily. Grendle had kept the fact hidden until both she and Mem had truly come to know more about Irthos. Realizing that he had little to worry about in regards to being accepted he in turn explained his unusual connection to the spirit world, and yet, they did not persecute him for it. Had either of them been very religious perhaps they would have responded differently but they in fact praised him for it and he began to use such abilities in battle without concern when they were in need of help. They out-right defended him when they came to towns, where normally the innkeepers took a little convincing to let a goblin into their taverns. He was one of them now, a part of the team… he was an adventurer.</p><p></p><p>--------------------------</p><p>In extreme brevity:</p><p>Iejir, Irthos's cohort, was similarily exiled for his odd abilities (Blood Magic, in his case), and he returned for revenge as well. Upon finding his job already done, he set off trying to find the one who had done it, and, after a long time searching, found Irthos. Each was quite shocked at seeing a member of thier own race after so long, and, at length, became friends and began travelling together.</p><p></p><p></p><p>I'm not sure how that would be integrated into the adaptation... of course, Iejir could meet up with the group after Irthos meets Grendle and Mem (and Endeca, I assume)</p><p></p><p>==========================================</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Ryfte, post: 3209157, member: 24385"] [b]Grendle[/b] [b][u][COLOR=olive][SIZE=4]Grendle[/SIZE][/COLOR][/u][/b] Chaotic Neutral, Female, Unseelie Fey Shadow Xvart, Bowyer 10 Fey(xvart) Experience: 50,040 (55,000 - 3,000 xp spent on buying off dark template level adjustment - 1,960xp Gouger) [img]http://www.truedark.com/characters/images/Grendle02.jpg[/img] [sblock=Mechanics] [b][u]Attributes[/u][/b] [FONT=Courier New]Str: 16/+3 (17-2race+1lvl+2armOfNyr-2unseelieFey) Dex: 30/+10 (19+2race+4gloves+2armOfNyr+1lvl8+2unseelieFey) Con: 15/+2 (17-2race-2unseelieFey+2amulet) Int: 18/+4 (18) Wis: 15/+2 (15) Cha: 16/+3 (14+2unseelieFey)[/FONT] [b][u]Secondary Stats[/u][/b] HP: 10d8+20con-12trait = (maxd8--> 8) + (avg+.5 of d8--> 5 * 9 --> 45) + 20 con - 12 trait = 61hp Normal AC: 25 (+10dex,+2armor,+1size,+2armOfNyr(deflection)) Touch AC: 23 (+10dex,+1size,+2armOfNyr(deflection)) Flatfooted AC: 15 (+2armor,+1size,+2armOfNyr(deflection)) Init: +12 (+10dex,+2quickReconnoiter) BaB/Grapple: +10 Ranged BaB, +5 Melee BaB, +1 Grapple (-4 size modifier) Move: 50', fly 80' (good) (base 30'+10trait+10darkTemplate, fly 60'+10trait+10darkTemplate (average+1gradeImprovedManeuverability), light armor, light load) Saves: +6 Fort[3](+2con+1vest), +18 Refx[7](+10dex+1vest), +6 Will[3](+2wis+1vest) Languages: Common, Goblin, Draconic, Elven, Sylvan, Terran, Dwarven, Gnome, Halfling, Orc, Giant, Sign - Battle, Sign - Full [b][u]Combat Stats[/u][/b] • Attack: Melee BaB +6, Ranged BaB +12, Dex +10 (ranged), Strength +3 (melee), Bow Enchantment +1 , size +1, Weapon Focus(greatbow) +1 • Damage: +1 Bow Enchantment, +3 Strength (works for the bow as well; mighty +3) • Conditional: Point Blank Shot +1/+1, Manyshot, Rapid Shot, Merciful +1d6 (all damage becomes subdual damage), Paralyzing (Will DC17 when struck or Held for 10 rounds; a save is allowed every round) • Greatbow Range: Base 130' + 30' (bowyer) = 160' +25, ranged, Gouger, 1d8+1d6(exitWound)+4, 20/x4, 160'ri (standard) +25/+20, ranged, Gouger, 1d8+1d6(exitWound)+4, 20/x4, 160'ri (full attack) +26, ranged, Gouger, 1d8+1d6(exitWound)+5, 20/x4, <40' (point blank shot; standard) +26/+21, ranged, Gouger, 1d8+1d6(exitWound)+5, 20/x4, <40' (point blank shot; full attack) +22, ranged, Gouger, 1d8+1d6(exitWound)+5/1d8+1d6(exitWound)+4, 20/x4, <40' (manyshot (always pbs too); standard) +24/+24/+19, ranged, Gouger, 1d8+1d6(exitWound)+4, 20/x4, 160'ri (rapidshot; full attack) +25/+25/+20, ranged, Gouger, 1d8+1d6(exitWound)+5, 20/x4, <40' (rapidshot + point blank shot; full attack) [b][u]Skills[/u][/b] - 130pts +04 Appraise [0](+4int) +15 Balance [3](+10dex+2tumble) +05 Climb [2](+3str) +19 Craft(bowyer) [13](+4int+2MWTools) +21 Disable Device [13](+4int+2MWTools) +10 Escape Artist [0](+10dex) +03 Gather Information [0](+3cha) +35 Hide [13](+10dex+4small+8darkTemplate) +07 Intimidate [0](+3cha+4unseelieFeyTemplate) +10 Jump [5](+3str+2tumble) +14 Knowledge(geography) [10](+4int) +31 Move Silently [13](+10dex+2race+6darkTemplate) +10 Open Lock [0](+10dex) +03 Perform(any) [0](+3cha) +16 Profession(hunter) [13](+3wis) +10 Ride [0](+10dex) +08 Search [0](+4int+4deaf) +03 Sense Motive [0](+3wis) N/A Speak Language [7] +20 Spot [13](+3wis+4deaf) +16 Survival [13](+3wis) +09 Swim [6](+3str) +17 Tumble [5](+10dex+2jump) +10 Use Rope [0](+10dex) [b][u]Feats[/u][/b] • Point Blank Shot (lvl 1) • Precise Shot (bonus bowyer feat - lvl 1) • Improved Maneuverability (flaw balance feat) • Exotic Weapon Proficiency(greatbow) (learned feat - class ability) • Weapon Focus(greatbow) (flaw balance feat - lvl 1) • Rapid Shot (bonus bowyer feat - lvl 2) • Quick Reconnoiter (lvl 3): you get a spot and listen check as free action each round • Bowyers Defense (bonus bowyer feat - lvl 4) • Bonded Bowyer* (lvl 6) • Manyshot (bonus bowyer feat - lvl 6) • Woodland Archer** (bonus bowyer feat - lvl 8) • Darkstalker*** (lvl 9) • Shot on the Run (bonus bowyer feat - lvl 10) *Bonded Bowyer - As kensai signature weapon ability for a chosen bow with starting level starting at 6th and progressing from there. **Woodland Archer [Races of the Wild]: 3 Tactical Options • Adjust for Range - If you miss a foe with a projectile weapon you gain a +4 bonus on all other attacks in the same round to hit the same foe. • Pierce the Foilage - If you hit a foe with a Miss Chance due to Concealment with a ranged attack you can ignore the Miss Chance against the same for in the following round if they don't take a move action before then. • Moving Sniper - If you succeed in a Sniping Attack (i.e. hit your foe and make a Hide check to remain hidden), the following round you can make a normal standard attack and a move action as well as a Hide check to remain hidden). As long as you remain undetected by any targeting sense you can continue to make Sniping Attacks. ***Darkstalker [Lords of Madness]: When you hide, creatures with blind-sense, blindsight, scent or tremorsense must make a Listen or Spot check (whichever DC is higher) to notice you, just as sighted creatures would make spot checks to detect you. In addition, you can flank creatures that have the all-around vision special quality. Flaws • [url=http://boards1.wizards.com/showthread.php?t=187647]Small Frame[/url]: You are small and slender for your race. Effect: You are treated as one size smaller for the purposes of carrying capacity, grappling, bull rushing, tripping, and overrunning. • Noncombatant: You are relatively inept at melee combat. Effect: You take a -2 penalty on all melee attack rolls. Traits • Deaf: You are deaf but have other senses sharpened. Benefit: You gain +20 competence bonus on all checks to read from lips, and gain +4 competence bonus on search and spot checks and have a more highly developed sense of smell (you may take the scent feat). Drawback: You are deaf, which means that you automatically fail all Listen checks and suffer 20% chance of losing spell with verbal component. Special: Since you are deaf from birth, spells like regeneration don't recover your hearing capability (spells don't remove birth defects). • Quick: You are fast but less sturdy than typical members of your race; +10 move and -1hp/hd [u][b]Xvart[/b][/u] [Crystalkeep Race PDF] • -2 Strength, +2 Dexterity, -2 Constitution • Small • Move 30' • Darkvision 60' • +2 racial bonus on Move Silently checks • Humanoid(xvart) • Favored Class: fighter • Speak with Animals (rats and bats only) 1/day (works with normal and dire versions of the animals) • Level adjustment: -2 [b][u]Unseelie Fey [Dragon Compendium pg 222-223 originally printed in Dragon 304 (Feb 2003)][/u][/b] • Type is changed to Fey. • -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma • Flight 2 x move speed (average) : Insect wings • Season's Power (Summer Caress (Su)): Surrounded by warm verdant air of summer at all times. The unseelie fey is protected by a [i]magic circle of nature[/i]. This ability functions much like a [i]magic circle against evil[/i] except that it protects against attacks from all creatures of any alignment except for those of the animal, beast, fey or magical beast creature types. This continuous ability has a caster level equal to the unseelie fey's hit dice for all purposes. • DR 10/cold iron (improves to 15/cold iron at 12th hd/level) • Iron Vulnerability (Ex): The mere touch of iron (and steel) is painful to the unseelie fey dealing 1pt of damage. Weapons made of iron (or steel) deal an additional +1d6 damage. The fey's DR does protect it from this damage unless of course the weapon is a cold iron weapon in which case their DR is bypassed and an additional +1d6 damage is taken. • Low light vision • +4 racial bonus on intimidate checks • Level Adjustment: +2 [b][u]Dark Creature [Tome of Magic pg 161][/u][/b] • Type and size are unchanged; if not on the plane of shadow they have the extraplanar subtype. • Speed: As base creature +10' to all modes of movement. • Darkvision 60' • Hide in Plain Sight (Ex): Use the Hide skill even while being observed except in direct natural daylight, the area of a [i]daylight[/i] spell or a similar effect. • Resistance to cold 10. • Superior low-light vision • +8 racial bonus on Hide checks and a +6 racial bonus on Move Silently checks • Level Adjustment: +1 [b][u][url=http://www.truedark.com/homebrew/classes/base/bowyer.php]Bowyer[/url] [lvl 1-12][/u][/b][u][/u] • 10d8 HD • +10 Ranged BaB, +5 Melee BaB, +3 Fort, +7 Ref, +3 Will • Class Skills: Balance, Climb, Concentration, Craft(bowyer), Hide, Jump, Knowledge(geography), Listen, Move Silently, Profession, Ride, Spot, Survival, Swim, and Tumble • Custom Class Skills chosen: Disable Device and Speak Language • Skill points = 6+int mod/ level (x4 at 1st level) • Improved Range +40' • Increased Effect Range +10' • Improved Projectile Critical +1 • Bonus Feats (lvl1, 2, 4, 6, 8, 10, 12) [/sblock] [sblock=Personal Information] [u]Description[/u] Grendle has few physical traits typically associated with the xvart race. The one feature definitely inhereted from her xvart past is the blue tone to her skin but its primary color is a varying gray. She has a full head of long jet black hair which is pulled back into a tight ponytail or braid usually. Her eyes are unusual being a dark grey with a tinge of violet and she has a catlike pupil (quite unlike a typical xvart who has a solid colored eye with no apparent pupil). Her face is quite angular with a small rounded nose, petite mouth, and pointed chin. Her ears are very long and are completely decorative having no open ear canal at all. She wears numerous tiny mithril loop earrings in each ear for decorative purpose. Her right arm (her drawing arm) appears to be made of the exquisite craftsmanship from mithril although it has a dull grey cast on it just as her skin does. She is lithe and moves with a haunting grace resembling nothing so much as flowing water. A pair of irridescent double insect wings protrude from her shoulderblades which are almost constantly in motion. She wears a supple leatherlike grey snakeskin armor with patterned dark blue and purple blended patterns. Her clothing is well made of light cotton for the most part and is predominantly grey with purples, blues and silver contrasting colors. She wears a purple vest and matching silver-purple bracers on her arms. A double mithril chained lamp shaped locket is held tight to the top of her sternum on top of her vest by a mithril chain around her neck and and waist. With a small slim low riding custom pack snugly strapped just below her wings and a dull jet black bow in hand she looks quite ready to set out on the road. [b][u]Background[/u][/b] [u]23rd year, Spring, Porthaven, The Previous Night[/u] The dream woke her again, business had been poor and the debtors had been by again. Absentmindedly rubbing her “good” hand across the gleaming metal of her right arm and restlessly fanning her wings, [i]It had to be done... but sometimes it's still strange... Time enough to worry about the debtors in another hour…[/i] moonlight reflected off the silver framed maps hanging askew on the walls, [i]… in the mo…[/i]. The room was silent once again, filled only by the light sound of a sleepers deep breaths. [u]0th year, Winter, Illithid Experimental Thrall Facility[/u] She gazed up through the darkness clearly into the tentacled face above her and wailed without understanding. Had she understood yet the face would have obviously been one of disdain, disgust, fascination and curiousity, in the passage of mere moments. Lifted into the air the face came closer, large bulbous eyes and writhing tentacles became even more pronounced even more now that it was closer. The violet angular eyes gazed into hers without feeling, only curiousity, as though she was merely a bug being studied carefully. Her stomach ached with emptiness and she let out another cry. Large pale hands brought a warm skin towards her and she quickly grasped it and fed quietly examining the creature holding her as she dozed off. [u]5th year, Summer, Outskirts of the Drow Tunnels[/u] The shoes had worn thin again and the sharp crystals in the pandemonic silver tunnel jutted up against her tough feet innefectually as always. [i]Agmara would absolutely die if she knew these didn't hurt at all… she gets so frustrated that her beatings bother me so little...[/i] the recent set of bruises all across her right side and torso still throbbed with the memory of her beating from three days past, this time she'd used a strange metallic staff ... and it had really hurt this time! [i]It had been worth it though… it is hidden away now…[/i] she smiled behind her hand as she shuffled down the corridor past the goblins into the area only she could work in. They nodded to her as she passed and the slightly bluish one, Snargath’s hands flew in rapid shapes. She nodded and just as quickly responded, she was a flawed creature, unable to hear anything at all, but she still had her uses and the foresight of Agmara keeping her alive soon paid her off well both in terms of coin and prestige. [u]7th year, Winter, Pandemic Silver Tunnel[/u] The wind picked up in the small tunnel and the silver stood out starkly against the stone in her darkvision. She worked diligently filling the three boxes with the silver metal that evidently screamed in the winds, a screaming that she couldn’t hear at all. Pausing a moment and glancing behind to make sure no one had ventured down the small tunnel she hurried further down the corridor to work on widening the back of the crevase. She’d discovered a few scattered leaves from real plants she’d read about that only grew on the surface world. [i]This must reach up to the dayside… and it will be my freedom…[/i] She’d carefully hidden her budding wings from the drow, goblins, kobolds, xvart and others but knew that if she didn't get out soon it would be revealed. [u]8th year, Spring, The Crevase[/u] Looking up the chute she gathered her meager belongings, stolen from wherever she could scavenge them. Planting the thick staff firmly into the side of the crevase she pulled herself up and onto the next rough edge she could perch on. [i]The beating was definitely worth it...[/i] she rubbed the stock of wood which had made it possible to scale the crevase. [i]I wonder why Agmara was so upset about this...[/i], pulling the staff up she felt the ring rub against her finger again [i]… feels strange …[/i] and her other hand fingered the odd locket strapped about her chest that filled the crevase with bright light. [i]I wonder who it was… what kind of creature were they…[/i] her mind wandered back to the small skeleton she had found lying at the bottom of the crevase a ways beneath where she lay resting on the outcrop. [i]I wish I could have brought some of Agmara’s books…[/i] she slept on the rough earth briefly. [u]8th year, Spring, Daylight[/u] Her fingers grabbed the edge of the next ledge and she winced at the increasing light. The soil in her fingers was soft and there was… grass. She’d read a story with grass in it once… but this was different than what she’d imagined, laying next to the edge of the small crevase she’d finally climbed out of and feeling it on her back pressing against her wings. [i]It’s odd… I’ve barely slept at all in the past two days… and … well… hmmm… I haven’t gotten hungry at all…[/i] Gazing at the surface world in the moonlight was amazing to her. Everything was new and she took it all in as she stretched her wings in freedom. [u]8th year, Spring, Light Forest, Owlbear Lunch[/u] She’d wanted to take shelter from the warmth and the cave had appeared ideal, briefly. That was until the large beaked bear thing decided it didn't want to share it's space... and that she'd make a great mid-day snack. Moving faster than she knew she could she was out of the cave in a heartbeat with the creature in pusuit. Leaping over fallen branches and twisting lithely through tangled branches all the while trying to hold onto her meager possessions she lifted herself into the air. Laughing at the stupd beast below her she found herself tangled and trapped in a net which suddenly surrounded her. [u]10th year, Winter, Deep Forest, Completion of the Way of the Bow[/u] It was strange standing in the place of honor for the ceremony with her tall elven family surrounding her. There were still eyes which held lingering doubts but Grendle quickly passed over these. [i]They are my family and yet it's so hard to believe...[/i] Her mind wandered back to hanging in the net two years past, her grudging acceptance granted only by the intervention of Eranara, the Boughmaster of the Woodguard. She smiled, remembering how awkward she thought bows were and then how quickly and naturally she took to one of her own. The final part of her training had required a masters effort in crafting and she'd finally put that stock of [i]serren[/i] that she'd stolen before her escape years ago. She held the greatbow in her hands with a familiarity only the crafter could have, the wood felt smooth beneath her hands and reassured her as she stood before them all. Uera signed, [i]relax[/i], she did so... [i]this is my family... they taught me well... some still doubt me but I have proven myself[/i]. [u]11th-15th year, Fall, The Plainlands - Light Forest - Black Mouth City[/u] She'd worked and trained and time had passed quickly. She'd realized early on that the gift her village had given her was the most important thing she owned, it appeared to be a simple hat, a snug, beret style hat, but it was much more, it allowed her to travel with the appearance of anyone she wanted. Commonly disguised as a halfling she worked many jobs, caravan guard, village watch, city guard, hunter, trapper, guide and anything else to make coin... without harming another. Archery tournaments were her "bread and butter" and she travelled to every one she could always taking first place. She gained a reputation as an archer and would be pointed out at these events. [u]15th year, Winter, Bracken Woods - An Arm is Gained an Arm is Lost[/u] She'd signed on with a curio trader that dealt in unusual magical items. Tanras Ocipin, an aged and shrewd gnome, liked to travel light and had heard about her skill with a bow and speed, in particular her ability to fly. Grendle could use the shockingly high amount of coin offered and took the job without a second thought. The trip went almost without event if a bit surreal as Grendle sped along with the floating dias Tanras sat on with his goods effortlessly floating behind her. Mere miles from their intended destination where they'd made camp the night before a juvenile bulette erupted from the ground, snapped off Grendles' arm and dove back into the earth making off with it. Grendle collapsed to the ground unconscious with the torn flesh of her shoulder pumping out what little life remained in her small body. Tanras gleefully clapped his small pudgy hands and dug about in a small gilded chest on his platform. He lifted out a gleaming arm and placed it where Grendles' arm had been but a few moments before and waited. Drawing out a bundle of papers and pen he began taking notes as he observed the arm shift, change, size itself for Grendle and meld seemlessly into her shoulder. Grendles' bleeding stopped, her breathing had become normal, and she was now partly living mithril! [u]15th year, Winter, Welcome to Porthaven[/u] [i]Cursed gnome... strange arm...[/i] Grendle rubbed her gleaming arm as she looked up at the walls before her. [i]Porthaven... I've meant to travel there for a while... at least the job paid well and Tanras had news of an archery competition here[/i] Entering the town was a bit difficult and cost her most of her remaining coins but she did. [u][b]Personality[/b][/u] Grendle is a serious young woman who has seen some major trials in her life. She understands the need for play and frivolity but feels that there is a time and place for it. She smiles easily and enjoys the company of children and has a borderline obsessive interest in books. She's got a small library of her own and always keeps her eyes peeled for a new volume to add in. She's fascinated by her mithril arm and fosters the nicknames given to her, "Silver-Arm", "Arm of Silver", and "Arm of Glory" around Porthaven. Evidently it has had a more positive social and political effect on the populance. [/sblock] [sblock=Gear] Dark grey (almost black) extended silk hood (worn, head, ---gp/---wt) Small mithril heart shaped amulet on a silver chain (Amulet of Health +2, worn, neck, 4000gp/-wt) Complete right arm is composed of living mithral starting at the shoulder (Arm of Nyr, magical graft, 12500gp/-wt) Dark purple dyed velvet vest with dark gray embroidery and pale gray stitching (Darkweave Vest of Resistance +1, worn, torso - over mithral shirt, 1100gp/0.5wt) Silvery mithril bound soft gray leather open fingered gloves with small purple azure stones set across the knuckles which slightly overlap her bracers (Gloves of Dexterity +4, worn, hands/wrists, 16000gp/0.5wt) Fine leather dull black soft high boots with dark purple trim (worn, feet, ---gp/---wt) Ring of Sustenance (worn, right hand, index finger, 2500gp/-wt) Ring of Feather Fall (worn, left hand, index finger, 2200gp/-wt) Sleek pliant black, grey and dark purple snakeskin very snug armor worn beneath clothing (Nightscale Armor, worn, 1000gp/1.5wt) Grendle's Gouger (worn, left shoulder, back, 11117gp/1.5wt) Dark grey with a dark, almost black purlpe pattern, supple snakeskin quiver with thin matching double shoulder straps and a cross torso strap across the bottom of her ribcage (Quiver of Endless Arrows, worn, right shoulder, back, 900gp/1wt) Lantern shaped silver locket with four double hinged flaps on it attached to a crossed black leather clasped thong (Everbright Silvered Lamp Locket, worn, upper chest, torso, 212gp/-wt) Hewards Handy Haversack (worn, center of back, 2000gp/1wt) • Arrows, Blunt (40) (carried, haversack, 0.33gp/-wt) • Arrows, Pungent (40) (carried, haversack, 3.33gp/-wt) • Arrows, Serpentstongue (40) (carried, haversack, 2gp/-wt) • Arrows, Singing Hardwood (10 - hide/stay, 10 - retreat/run, 10 - advance/attack, 10 - help) (carried, haversack, 20gp/-wt) • Arrow, Star (20) (carried, haversack, 10gp/-wt) • Arrow, Swiftwing (40) (carried, haversack, 13.33gp/-wt) • Tent (carried, haversack, 10gp/-wt) • Winter Blanket (carried, haversack, 0.75gp/-wt) • Flint and Steel (carried, haversack, 1gp/-wt) • Bedroll (carried, haversack, 0.1gp/-wt) • Waterskin (carried, haversack, 1gp/-wt) • Block of Hearthfire (12) (carried, haversack, 10gp/-wt) • Sunrod (10) (, 20gp/-wt) • MW Tools - Bowyer (55gp) • MW Tools - Disable Device (55gp) • 129g, 1sp, 6cp Total Weight Carried: 9.56 lbs. Carrying Capacity: ???/???/??? [sblock=Gear Details] Everbright Silvered Amulet (slotless) • Sheds light (as the everbright lantern plus modded, CK), 60' cone of bright light and 120' cone of shadowy light or 60' radius of bright light and 120' radius of shadowy light depending on the clasps opened in the amulet. The light given off is white as opposed to the usual yellow (this has no rule effects). Darkweave Vest of Resistance +1 • Darkweave grants a +1 circumstance bonus on Hide checks. • +1 on all saves Nightscale Armor • Made from dark grey snakeskin with a dark blue and purple pattern which is alchemically treated through numerous processes it is very similar to leather armor. It is thinner, more supple, and very form fitting however. Many sorcerers and wizards favor this exotic armor. • +2 Armor Class, +10 Max Dexterity Modifier, +5% Arcane Spell Failure, Don in 10 rounds (5 hastily), 1000gp, 3 lbs. for a medium sized suit (1.5 lbs for small and 6 lbs for large) • This thin supple armor works as though it also had Forestwarden Shrouds applied to it naturally (negates the modifiers for Move Silently and Tumble checks when moving through undergrowth and heavy undergrowth (DMG 87)) [url=http://www.andycollins.net/Features/stuff_that_holds_stuff.htm]Quiver of Endless Arrows[/url] • Unlimited masterwork arrows. Grendle's Gouger An intricately crafted dead black composite greatbow with inlaid mithril sweeping lines. • Composite Greatbow(small) (+67gp, 1d8,20/x3,130',3 lbs.) • Mighty +3 (+200gp) - crafted • Serren Wood (+4000gp) - As an extraordinary ability adds the ghost touch ability to all arrows fired from it (i.e. it is not a magical enhancement) • Masterwork (+100gp) - crafted Signature Weapon Abilities (total modifiers +7): • Signature Trait: Shadowy (no associated cost) - Weapon is dead black and appears to absorb the light which hits it. • +1 Enchanted (+1 modifier) - +1 to hit and damage • Exit Wound [Complete Warrior] (+2 modifier) - Weapons with the exit wound ability propel their ammunition entirely through living targets they hit. This effect deals an extra 1d6 points of damage. The projectile continues in a straight line beyond the original target. Targets in that path are attacked using the same attack roll as the original target; these additional targets gain a +4 bonus to their AC for each previous target in the path. When an exit wound projectile hits an object which it doesn't destroy (i.e. if it deals enough damage to destroy the object), it stops otherwise it continues and the object counts as a target struck successfully (i.e. the next target in it's path has a +4 bonus to it's AC). • Paralyzing [BoED] (+2 modifier) On a hit, opponent is Held (WillNeg DC17). The opponent gets a new save each round & the effect automatically ends after 10 rounds. • Merciful [DMG] (+1 modifier) - On command the weapon deals +1d6 damage and all damage dealt is subdual. [/sblock][/sblock] [sblock=Integrated Backgrounds] Irthos + (cohort) + ??? Irthos: It was at this precise instant that a noise came echoing down the tunnels, the sound of metal scraping against metal. Irthos leapt to his feet, silently commanding his horde to hide temslves within the walls and follow him. He padded softly down the tunnel, listening intently. There were… voices... but he had taken care of all of them... hadn't he? He advanced cautiously. A light booming voice called out, “Sorry Grendle... yeah... okay. It’s not right down here. Be careful." After a long pause, "Es whatever killed all these goblins might still be here ... a threat... and look at these bodies. There’s not a scratch on them. What could do that?” a reply this time... "I don't know mother." Another brief pause and then the same voice yet again, "What do you mean there's one of your kind left up ahead? Alone? Really... well..." Irthos’s eyes widened in surprise- he had made no noise at all... and seen no one. These were different foes than his fallen enemies about him, perhaps he could turn this around to be useful. He decided to do this the easy way. Besides, his minions were still in the walls- there wasn’t much they could do to him if they were to try anything. So he straightened up, and walked right through the tunnel and straight towards them without attempting to conceal himself at all. That happened to be one of the best decisions he had ever made in his life. The group turned out to be a team of adventurers, who, coincidently, weren't travelling with a priest. Irthos played himself off as the lone survivor of some horrible incident, and, partially because of his skill with divine magic, they allowed him to join their little band, on the condition that he allow them to loot the bodies of the fallen goblins, they were evidently looking for something in particular in fact. One of them was oddly specific about it, the one called Grendle, and seemed to know directly where she was going. Time and time again he proved his worth to them, landing the final blow on some horrible mastermind, or resurrecting them after they had fallen in battle. He gradually grew accustomed to them, and they took him in, uncaring of his blue skin or his orange eyes he thought. It was during this time that he learned the truth about Grendle, the fact that she was a zvart as well, and that was why they had accepted him so readily. Grendle had kept the fact hidden until both she and Mem had truly come to know more about Irthos. Realizing that he had little to worry about in regards to being accepted he in turn explained his unusual connection to the spirit world, and yet, they did not persecute him for it. Had either of them been very religious perhaps they would have responded differently but they in fact praised him for it and he began to use such abilities in battle without concern when they were in need of help. They out-right defended him when they came to towns, where normally the innkeepers took a little convincing to let a goblin into their taverns. He was one of them now, a part of the team… he was an adventurer. -------------------------- In extreme brevity: Iejir, Irthos's cohort, was similarily exiled for his odd abilities (Blood Magic, in his case), and he returned for revenge as well. Upon finding his job already done, he set off trying to find the one who had done it, and, after a long time searching, found Irthos. Each was quite shocked at seeing a member of thier own race after so long, and, at length, became friends and began travelling together. I'm not sure how that would be integrated into the adaptation... of course, Iejir could meet up with the group after Irthos meets Grendle and Mem (and Endeca, I assume) ========================================== [/sblock] [/QUOTE]
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