The Last Gods RG - The Sword and Scale Trading Company

D20Dazza

Explorer
Ok then! Members of The Sword and Scale Trading Company should post their PCs here.

I'll do all the rolling but please post relevant stats in an OOC note or sblock. If using sblocks can you please address them? I don't want to mistake a sblocked sig for an OOC note (or vice versa).

I'll post any relevant game notes here and let you know if something changes in the OOC thread.

The Last Gods - The Sword and Scale Trading Company OOC
The Last Gods - Un Game - The Sword and Scale Trading Company

Code:
[COLOR=Red][FONT=Franklin Gothic Medium][SIZE=6][CENTER]The Last Gods[/CENTER][/SIZE][/FONT][/COLOR]

The night air is chilly, but the crackling fire you've started warms your bones comfortably. Crickets chirp, and you smile up at the stars, glad for the quiet evening.

There is a loud roar, and you are blinded momentarily as the campfire suddenly surges up into the air. The flames split down the middle, revealing an abyss that leaches the warmth from your soul. Out of this hellish place stumbles a black-cloaked figure clutching a sythe. Quickly you reach for your weapons.

The strange apparition staggers for a moment. Then, gathering its strength, it pulls back the hood on its cloak. Beneath is a blackened skull with stars for eyes.

[COLOR=SlateGray]"I am Azrael, Lord of the Undead"[/COLOR] it hisses. [COLOR=SlateGray]"Or rather, I will be Azrael, after time itself has died." [/COLOR]

Even as Azrael speaks, decay begins to eat away at its body, and the god shudders. Holding one arm up to watch as tiny fissures form in its bones, the deity sighs, [COLOR=SlateGray]"Ah, sweet Entropy, come to claim me at last."[/COLOR]

Its gaze sweeps back to you. [COLOR=SlateGray]"But no, not just yet. First, I must set events in motion."[/COLOR]

Weakness begins to overcome Azrael, and it sinks to one knee. [COLOR=SlateGray]"Long ago, I became the most powerful of all the gods, in spite of my enemies' efforts to stop me. Delirious with power, I destroyed the other gods and eventually fell to feasting upon the souls of their worshippers. After devouring every living creature, I consumed the planets and, eventually, the stars themselves, until I was left alone, in darkness."[/COLOR]

The god struggles to finish its message as its bones turn to dust and blow away, [COLOR=SlateGray]"Unexpectantly, I felt remorse for what I had done. I grieved for the universe I had destroyed, but I lacked the power to recreate it. So, I have come to you, to beg you to do what I cannot."[/COLOR]

Azrael reaches into his cloak and produces a leather sack. [COLOR=SlateGray]"Take these items and use them."[/COLOR]

As Azrael dissolves, it gasps out, [COLOR=SlateGray]"Kill me tonight, or tomorrow will never dawn."[/COLOR]

All that remains is a pile of dust and a leather bag.

[sblock=PC Creation]
D20Dazza said:
I think we'll go 6 PCs of 10th level. Roll your own stats or (4d6 discard the lowest and roll three sets, choose the best), if you prefer, use a 35 point buy. Gold will be as level from DMG (49,000) . HPs will be half at even levels and half +2 at odd.

I'll be picking PCs based on coolnes factor, reliability of the poster, and keeness. There will be room for at least 2 newbies so don't despair if you don't have a posting track record first 12 completed, submitted PCs are in.

The adventure advises that the party should be well-rounded, preferably including a rogue, a fighter-type, a divine spellcaster, and at least one arcane caster.

Keep in mind this is a 3.0 adventure so the game will likely end up being a mix of both systems.

So post up PCs, no hurry, I know a lot of people are still recovering from the crash. I'll give it a week and see how submissions are going. I'll point out that 10th level PCs are required for Servants of the Blood Moon as well so, if things go alright with the experience, I'll look at DMing any PCs that don't get chosen through that at a later stage.

I think that's it. Any questions?

Cheers

Daz

P.S. And thank you to those kind folk that I have had fun PbPing with in the past that have checked into the thread most enthusiastically, and that even includes Lord Raven :p Love your work guys.
[/sblock]
Code:
[COLOR=Teal][SIZE=3]Members of the Sword and Scale Trading Company[/SIZE][/COLOR]

Kafkodian - Human Defiant 10 (Orin Strictest)

Question - Star elf (white dragon spawn) Sorcerer 5/Elemental Savant 4 (Fhilereane)

Legildur - Lizardfolk Dragon Shaman 7 (Skleroc)

Rhun - Human Rogue 5/Fighter 2/Shadowdancer 2/Dervish 1 (Aram Al Tarik, the Unseen)

Erekose 13 - Synad Ardent 10 (Kageri Yume)

Byterynn - Human Rog3/Ftr3/Mnk4 (Halidon, The Blade)

Cheers

Daz
 
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Legildur

First Post
[SBLOCK=Skleroc, Lizardfolk Dragon Shaman 7]
Code:
[B]Name:[/B] Skleroc
[B]Class:[/B] Dragon Shaman 7
[B]Race:[/B] Lizardfolk (LA +1, CL 9, ECL 10)
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Totem Dragon:[/B] Bronze

[B]Str:[/B] 24 +6       [B]Level:[/B] 10       [B]XP:[/B] 45,000
[B]Dex:[/B] 14 +2       [B]BAB:[/B] +6/+1      [B]HP:[/B] 100 (2d8+7d10+45)
[B]Con:[/B] 18 +4       [B]Grapple:[/B] +13    [B]Dmg Red:[/B] -/-
[B]Int:[/B]  7 -2       [B]Speed:[/B] 30ft     [B]Spell Res:[/B] -
[B]Wis:[/B] 10 +0       [B]Init:[/B] +2        [B]Poison/Spell Save:[/B]
[B]Cha:[/B] 14 +2       [B]ACP:[/B] -1         [B]Spell Fail:[/B] -

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +8    +5    +2    +0    +6    +0    31
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 28

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +4    +2   +11
[B]Ref:[/B]                       5    +1    +2    +8
[B]Will:[/B]                      5    +0    +2    +7
immunity paralysis, sleep effects, and dragons’ frightful presence

[B]Weapon                  Attack   Damage     Critical[/B]

Melee:
+2 morningstar        +15/+10    1d8+9      20x2
Natural Weapons:
   2 Claw                 +13    1d4+7      20x2
   Bite                    +8    1d4+3      20x2

Ranged:
sling                      +8    1d4+7      20x2

[B]Languages:[/B] Common, Draconic.

[B]Abilities:[/B] Draconic Aura +2 (Su), Water Breathing (Ex), Breath Weapon (Su),
Draconic Resolve (Ex), Touch of Vitality (Su), Natural Armor +1 (Ex), Hold Breath (Ex).

[B]Feats:[/B] Power Attack, Improved Bull Rush, Improved Toughness, Close Quarter
Fighting, Skill Focus (survival).

[B]Skill Points:[/B] 12       [B]Max Ranks:[/B] 12/6
[B]Skills              Ranks  Mod  Misc  Total[/B]
Balance               2    +1    +3     +6
Climb                 2    +7    -1     +8            
Jump                  3    +7    +3    +13
Knowledge (nature)    2    +0           +2
Survival              3    +0    +3     +6
Swim                  0    +7    +3    +10

[B]Equipment:               Cost  Weight[/B]
+2 Morningstar         8308gp    6lb
Sling                     0gp    0lb
Sling bullets (10)        1sp    5lb
Dagger                    2gp    1lb

+3 Mithral Breastplate   13,200gp   15lb
+3 Mithral Heavy steel shield 10,020gp   10lb

Belt of Giant Strength +4 16,000gp    1lb
Vest of Resistance +2    4000gp
Ring of Feather Falling   2200gp
Potion Cure Light Wounds (4)  200gp

Bedroll                   1sp    5lb
Belt pouch                1gp  0.5lb
100ft silk rope          20gp   10lb
Waterskin                 1gp    4lb
Whetstone                 2cp    1lb
Rations, trail (7)      3.5gp    7lb
Explorer's outfit         0gp    0lb
Sunrod (10)              20gp   10lb
Tindertwig (10)          10gp

[B]Total Weight:[/B] Light      [B]Money:[/B] 9gp 2sp 8cp

                  [B]Lgt   Med   Hvy  Lift   Push[/B]
[B]Max Weight:[/B]       233   466   700   700   3500

- Hold Breath: hold breath for 72 rounds before risking drowning.
- +4 racial bonus on Balance, Jump and Swim checks.
- +5 natural armor bonus.
- natural weapons (2 claws and bite)
- Draconic Aura (Su): project an aura (as swift action), affecting all
  allies within 30ft.  Auras known:
  - Energy Shield – 4 points electricity damage to foes striking self or
    allies with natural or non-reach melee weapons;
  - Power – +2 bonus to melee damage rolls;
  - Resistance – Electricity Resistance 10;
  - Senses – +2 bonus to Listen, Spot, and Initiative checks (default aura);
  - Toughness – DR 2/magic
  - Vigor – Fast Healing 2 if you or allies at or below one-half their full
    normal hit points;
- Water Breathing (Ex): breathe underwater indefinitely (always active).
- Breath Weapon (Su): 3d6 electricity damage, 30ft line, Reflex for half DC 17,
  must wait 1d4 rounds to use again.
- Draconic Resolve (Ex): immunity to paralysis, sleep effects, dragons
  frightful presence.
- Touch of Vitality (Su): heal 28 hit points per day (standard action, no
  effect on undead).
- Natural Armor (Ex): natural armor improves by +1.

[B]Age:[/B] 30
[B]Height:[/B] 6'10"
[B]Weight:[/B] 270lb
[B]Eyes:[/B] amber
[B]Hair:[/B] none
[B]Scales:[/B] green
Appearance: Tall and heavy set, Skleroc is large, even by Lizardfolk standards. His bulk fails to hide his muscular nature. With a mottled green skin and amber eyes, Skleroc's appearance is striking even before his primitive reptilian looks and thick tail are taken into account. Unusually for a Lizardfolk, Skleroc wears a suit of mithral breastplate, modified to suit the tail. This was a gift from the bronze dragon to reflect his status as the tribe's shaman.

Background: Skleroc was a renowned shaman warrior for a lizardfolk tribe that worshipped a nearby mature bronze dragon. Some of his responsibilities included ceremonial duties and animal sacrifices for when the dragon visited on rare occasions. However, not being the brightest or wisest in his tribe, he was outmaneuvered by a more ambitious junior shaman who saw him disgraced and exiled. Now wandering the lands, Skleroc spends his time trying to find a new life, whilst still clinging to ideals of the old.[/SBLOCK]
 
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ByteRynn

First Post
Halidon, The Blade
[sblock]Male human Rog3/Ftr3/Mnk4
LG Medium Humanoid
Init +3; Senses Listen +3, Spot +3
Languages Common, Celestial
________________________________________________
AC 21, touch 18, flat-footed 18
Hp 71 (10 HD)
Fort +10, Ref +11, Will +9
Special +2 vs. enchantment, +2 will during combat focus,
evasion, trap sense +1
___________________________________________________
Speed 40 ft. (8 squares); Slow fall 20 ft.
Melee Haldion +15/+10 (1d8+6/19-20) or
Melee Haldion +13/+13/+8 (1d8+6/19-20) flurry of blows or
Melee unarmed strike +14/+9 (1d10+5) or
Melee unarmed strike +12/+12/+7 (1d10+5) flurry of blows
Base Atk +8; Grp +13 (Combat Focus: Resist Grapple +17)
Special Attacks Adaptable flanker (may select a space you
threaten to also flank from), Combat Focus (activated by first
successful attack on an opponent; lasts 11 rounds; +2 will saves, +4 to
resist bull rush, disarm, grapple, overrun, and trip attempts), Combat
Reflexes, Einhander (+2 dodge when fighting defensively/total defense,
+2 on tumble to avoid AOOs after you’ve struck an opponent with your
sword, or full attack action and hit at least twice-next round make a
feint as free action using sleight of hand-may only try once/opponent),
Flurry of Blows, Sneak attack +2d6, Stunning Fist (6/day, DC 18),
Vexing Flanker (+4 when flanking)
Combat Gear potion of barkskin x3, potion of cure moderate x3
wounds, potion of cure light wounds x3

_______________________________________________________________________
Abilities Str 18, Dex 16, Con 14, Int 11, Wis 16, Cha 10
SQ trapfinding
Feats Adaptable Flanker, Combat Focus, Combat Reflexes, Combat
Stability, Einhander, Improved Unarmed Strike(b), Stunning Fist(b),
Vexing Flanker, Weapon Focus (longsword)(b), Whirling Steel Strike(b)
Skills Balance +11, Bluff +7, Diplomacy +11, Disguise +7 (+9
acting), Handle Animal +5, Intimidate +9, Jump +22, Ride +5, Sense
Motive +10, Sleight of Hand +18, Tumble +17
Possessions Combat gear plus Halidon, +1 ki focus adamantine
longsword, monk’s belt, bracers of armor +3, ring of protection +1, gloves
of dexterity +2, periapt of wisdom +2, shirt of strength +2, dusty rose prism ioun stone
,
backpack, belt pouch, bedroll, flint and steel, 50 ft. hemp rope, sunrods
x2, trail rations (10 days), waterskin, 20 gp.[/sblock]

Background: [sblock] When I was a boy I ran in the streets of [insert big
city here]. I was found by a street king, a broker of young thieves and
tramps, only me and a single blade. The street king named me for the
single word inscribed on the blade-Halidon. In the streets of the city I
learned many things. I learned that this world is hard, and that the only
one truly trustworthy is yourself and your skill. I learned when to fight,
when to flee, and when to attack another day. Late at night I would
sneak into the armory, for I heard a strange voice, and that voice taught
me how to find the peace at the center of war, and how to meditate
upon that peace. One day the voice revealed itself to me-it was the
blade, Halidon. I took up the blade from my master, the street king, and
set out into the world.

When I walked the paths of the world I was lead to a monastery far into
the mountains. There I was taken in by the warrior monks, and there, I
left the world for a time. The monks taught me how to forge myself into
an extension of my blade, and in that time, Halidon the Weapon, and
Halidon the Man, became merely Haldion, The Blade. With great learning
and power I set off into the world, this time to learn not from street
thieves and not from sequestered monks, but from experience, relying on
the weapon I had become, and the skills I had learned to survive.
[/sblock]
 

Erekose13

Explorer
Kageri Yume/Aram Al Tarik

Aram Al Tarik, the Unseen
Neutral Human Rogue 5/Fighter 2/Shadowdancer 2/Dervish 1

Age: 30
Gender: Male
Height: 5 ft. 8 in.
Weight: 165 lb.
Eyes: Black
Hair: Black
Skin: Dusky

STR: 12 [+1]
DEX: 22 [+6] (+2 level increase, + 2 gloves)
CON: 16 [+3]
INT: 14 [+2]
WIS: 10 [+0]
CHA: 11 [+0]

For D20Dazza's Game (4d6.takeHighest(3)=11, 4d6.takeHighest(3)=12, 4d6.takeHighest(3)=10, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=18, 4d6.takeHighest(3)=16)

HP: 77 (6 + 41 + 30 con)
Armor Class: 26 (10 base + 6 dex + 7 mithral shirt + 1 ring + 1 amulet +1 Dervish AC bonus)
Initiative: +6
BAB: +7/+2
Attack: +15 Scimitar +1 keen (1d6+2, 15-20/x2)
Full Attack: +15/+10 Scimitar +1 keen (1d6+2, 15-20/x2) OR +13/+8 Scimitar +1 keen (1d6+2, 15-20/x2) AND +13 Scimitar +1 (1d6+2, 18-20/x2)

Speed: 40’ (30' base + 10 boots)

FORT: +9 (4 base + 3 con + 2 resistance)
REFL: +18 (10 base + 6 dex + 2 resistance)
WILL: +6 (4 base + 0 wis +2 resistance)

Abilities:
- Human Bonus Feat
- Human Bonus Skill Points
- Sneak Attack +3d6
- Trapfinding
- Evasion
- Trap Sense +1
- Uncanny Dodge
- Fighter Bonus Feats
- Hide In Plain Sight
- Improved Uncanny Dodge
- Darkvision
- Dervish Dance 1/day
- Movement Mastery
- Slashing Blades

Feats:
1st Level
- Combat Reflexes
- Dodge
3rd Level
- Mobility
6th Level
- Weapon Finesse
6th Level (fighter bonus)
- Weapon Focus (Scimitar)
7th Level (fighter bonus)
- Combat Expertise
9th Level
- Two weapon fighting

Skills: (123=88+10+18+7)
Balance +16 (8 ranks, +6 dex, +2 syn)
Bluff +5 (5 ranks, +0 cha)
Climb +6 (5 ranks, +1 str)
Diplomacy +7 (5 ranks, +0 cha, +2 syn)
Disable Device +9 (5 ranks, +2 int, +2 circumstance)
Disguise +14 (2 ranks, +0 cha, +2 syn, +10 hat)
Escape Artist +11 (5 ranks, +6 dex)
Hide +23 (12 ranks, +6 dex, +5 competence)
Intimidate +4 (2 ranks, +2 syn)
Jump +13 (5 ranks, +1 str, +2 synergy, +5 competence)
Listen +7 (7 ranks, +0 wis)
Move Silently +18 (12 ranks, +6 dex)
Open Lock +16 (8 ranks, +6 dex, +2 circumstance)
Perform (dance) +5 (5 ranks, +0 cha)
Search +9 (7 ranks, +2 int)
Sense Motive +2 (2 ranks, +0 wis)
Sleight of Hand +11 (3 ranks, +6 dex, +2 syn)
Spot +5 (5 ranks, +0 wis)
Swim +4 (3 ranks, +1 str)
Tumble +21 (13 ranks, +6 dex, +2 syn)
Use Magic Device +2 (2 ranks, +0 cha)


Languages:
- Common, Goblin, Draconic

Equipment:
Armor & Shield
-Mithral Shirt +3 (9250gp, 10lb)

Melee weapons
-Scimitar+1 keen +15/+10 (1d6+2, 15-20/x2) (8315gp, 4lb)
-Scimitar+1 +15/+10 (1d6+2, 18-20/x2) (2315gp, 4lb)
-6 daggers +13/+8 (1d4+1, 19-20/x2) (12gp, 6lb)

Ranged weapons
-Masterwork Comp (+1 str) Longbow +13/+8 (1d8+1, 20/x3, 110ft.) (500gp, 3lb)
-20 arrows (cold iron, 2gp, 3lb)
-20 arrows (silver, 41gp, 3lb)
-5 arrows (adamantine, 300 gp, 1lb)

Miscellaneous Magical or Psionic Items
-Ring of Protection +1 (2000gp, -lb)
-Amulet of Natural Armor +1 (2000gp, -lb)
-Ring of Sustenance (2500 gp, -lb)
-Gloves of Dexterity +2 (4000 gp, -lb)
-Cloak of Elvenkind (2500 gp, 1lb)
-Vest of Resistance +2 (4000gp, 1lb)
-Handy Haversack (2000 gp, 5lb)
-Boots of Striding & Springing (5500 gp, 1lb)
-Hat of Diguise (1800 gp, -lb)
-Rope of Climbing (3000 gp, 5 lb)

Potions
- 4 Cure Moderate Wounds (1200gp, -lb)
- 1 Neutralize Poison (750gp, -lb)
- 1 Blur (300gp, -lb)
- 1 Invisibility (300gp, -lb)

Mundane equipment
-Explorer’s Outfit (10gp, -lb)
-Whetstone (2cp, 1lb)
-Bedroll (1sp, 5lb)
-Thieves' Tools, masterwork (100gp, 2lb)
-2 flasks, Alchemist's Fire (40gp, 2lb)
-12 Tindertwigs (12gp, -lb)
-Everburning torch (110 gp, 1 lb)
-Flint & steel (1gp, -lb)
-Chalk, 3 pieces (3cp, -lb)
-Crowbar (2gp, 5lb)
-4 sacks (4sp, 2lb)



Weight Carried: Light load, 34 lb (rest is in Haversack
Remaining money: 139 gp

Description
Aram is a short, slender man, standing 5’ 8” in height, and weighing about 165 lbs. While slender, he has an athletic build, a result of his training and active lifestyle. Aram wears his black hair cropped short, and has eyes the color of jet. He keeps his dusky skin soft with the judicious use of expensive lotions and oils, and takes excessive pride in his appearance. He is always well groomed and well dressed, and although possessed of good looks, his condescending attitude and lack of personal magnetism leave much to be desired.

Personality
Aram is not what one would consider a nice man. He is selfish, greedy and always looking out for himself first. He has a haughty, arrogant attitude. While not an evil person, Aram generally does only what benefits him. If he is seen doing something that would be considered generous or benfitting the greater good, it is only because he has an ulterior motive in mind. Despite all this, he does place some value on life, and prefers methods other than violence to get what he desires.

Background
Aram’s father was a goat herder on the edge of the great southern desert, and sought to teach his trade to his son. These humble beginnings were not in line with the boy’s dreams, however, and Aram decided that he would do whatever it took to become rich, respected and powerful.

Despite the harsh penalties his people visited upon those caught stealing, Aram realized that it would take money to reach his goals, and that thievery was an easy way to get started. When he was caught stealing by a half-blind man in his village by the name of Najm, he thought that his very life would be forfeit. Impressed with the youth’s abilities, Najm revealed to Aram that he was a former sneak and thief, and took it upon himself to train the boy.

Aram was a talented and dedicated pupil, and learned the trade quickly. Soon his skills had outgrown the small village in which he lived, and Aram decided that he needed to travel the world, and seek out large cities in which his talents could be more fully used. He left, taking the local Sheikh’s daughter and several of his camels with him when he did. Although pursued, Aram managed to make good coin selling the camels, and left the girl in the first city he arrived in.

Aram fell in with a band of brigands, and learned their style of fighting while he lived among them. His skill was such that many thought he would take over as the band's leader when the time came, but Aram's wanderlust got the best of him, and he moved on after several years.

He has had to dodge the blades of Sheikh Haidar’s men on several occasions, but has so far managed to stay one step ahead of them. Over the years he has made other enemies with his exploits as well, and has come to realize that staying in the shadows is the easiest way to avoid reprisals.

[sblock=Kageri Yume]Kageri Yume - 陰り夢
Chaotic Good Synad Ardent 10

Age: 304
Gender: Male
Height: 6 ft. 3 in.
Weight: 145 lb.
Eyes: dark purple
Hair: black
Skin: pale

STR: 6 [-2] (-2 points)
DEX: 18 [+4] (15 base [8 points], +1 level, +2 cloak)
CON: 12 [+1] (12 base [4 points])
INT: 14 [+2] (14 base [6 points])
WIS: 22 [+6] (17 base [13 points], +1 level, +4 item)
CHA: 14 [+2] (14 base [6 points])

HP: 56 (6 + 40 + 10 con)
Armor Class: 22 (10 base + 4 dex + 5 mithral shirt + 1 ioun stone + 2 natural)
Initiative: +4
BAB: +7/+2
Attack: +5 masterwork dagger (1d4-2, 19-20/x2)
Ranged Attack: +13 masterwork dagger (1d4-2, 19-20/x2)

Speed: 30’

FORT: +4 (3 base + 1 con)
REFL: +7 (3 base + 4 dex)
WILL: +15 (7 base + 6 wis +2 racial)

Abilities:
- Aberration
- Darkvision 60'
- 3 bonus power points
- Threefold Mind (SU: +2 Will saves)
- Oracle (SU: 1/day, +2 insight bonus to one init, atk roll, save)
- Collective (SU: free action, 1pp, +2 to one knowledge or spellcraft check)
- Multitask (SU: 1/day, 1 pp, swift action, extra mental action (incl. manifesting a power, but only if he hasn't manifested a power in the same round)
- Proficiencies: simple weapons, light, medium, heavy armor, shields
- Manifest Powers: Wis based powers; save DC: 15+power level.
- Mantles: select 2 primary mantles and 3 secondary mantles. Each mantle has a granted power similar to domain powers. Powers can only be selected from those mantles. # of powers in secondary mantles cannot be greater than the number in any primary mantle. Mantles represent a psionic distillation of a universal concept or philosophical idea that the ardents believe transcends the multiverse. These concepts exist beyond deities or any creation of a creature, whether mortal or immortal.
- Primary Mantle: Freedom: +10' base movement while psionically focused; expend focus to add lvl to resist grapple or to escape from one.
- Primary Mantle: Energy: expend focus to grant all allies with resistance 10 to one energy type for 3+wis rds.
- Secondary Mantle: Force: +1 deflection bonus to AC while psionically focused
- Secondary Mantle: Life: expend focus to add +1 manifester level to a power in this mantle.
- Secondary Mantle: Fate: 1/day expend focus to add +level to any one roll


Feats:
1st Level
- Synad Multitasking, enhanced (use Synad Multitasking an additional time per day)
3rd Level
- Empower Power
6th Level
- Metapower (Empower Power, Energy Bolt) (one specific metapsionic feat costs 2 less power points when applied to one specific power).
9th Level
- Psionic Meditation


Skills: (56)
Autohypnosis +15 (9 ranks, +6 wis)
Concentration +14 (13 ranks, +1 con)
Heal +15 (9 ranks, +6 wis)
Knowledge (psionics) +10 (8 ranks, +2 int)
Psicraft +15 (13 ranks, +2 int)


Languages:
- Common, Synad, Elven, Infernal


Equipment:
Armor & Shield
-Ectoplasmic Mithral Shirt +1 (12,900gp, 10lb)

Melee weapons
-silvered cold iron dagger +12 ranged (1d4-2, 19-20/x2) (8gp, 2lb)

Miscellaneous Magical or Psionic Items
-Amulet of Natural Armor +2 (8000gp, -lb)
-Cloak of Dexterity +2 (4000 gp, -lb)
-Handy Haversack (2500 gp, 5lb)
-Periapt of Wisdom +4 (16000 gp, 1lb)
-Ioun Stone: Dusty Rose Prism (5000 gp, -lb)
-Dorje of Empathic Transfer (50 charges) (4500gp, -lb)

Potions
-Cure Moderate Wounds x 2 (600gp, -lb)
-Cure Light Wounds x 4 (200gp, -lb)

Mundane equipment
-Explorer’s Outfit (10gp, -lb)

Weight Carried: 18lb (Medium Load)
Remaining money: 282gp


Powers: PP 121 (88 base +30 wis +3 race)
1st: Dimension Hop, Energy Ray, Force Screen, Touch of Health
2nd: Hustle, Energy Push
3rd: Energy Bolt, Body Adjustment
4th: Fly
5th: Teleport, Psionic Revivify

Description Kageri is a tall skin individual. His thin wirey black hair falls past his shoulders. He has pale skin, largely untouched by the sun. He typically wears a long cloak over his shoulders, drawn tight against a cold that few feel. Were he to let his cloak fall they would see the stump of his left arm. Born without an arm, he has adapted. There is something beyond his dark purple eyes that most seem to find unnerving. At times when looking deep into his eyes, it almost feels like there is more than one person looking out from them. Indeed when in areas of 'shadowy illumination' or darker, pale purple after images of two other faces seem to hover nearby. The pale ioun stone orbiting his head tends to distract anyone trying to focus to intently on the after images.

Personality Kageri Yume, whose name means Dream of Gloom, tends to echo the truth behind his name. He has a depressing attitude, but has accepted his place in the world. When in situations of stress or difficulty he becomes deadly quiet (in voice if not so much in movement). He speaks with a level monotone voice and tends to use very short sentences. The speech patterns are actually a cultural reminent from his shattered past, not an affectation of his attitude.

Background Born on a distant plane tangentally related to the Plane of Shadow, Kageri grew up among his people, the Synad. A strange race of beings each of whom were actually comprised of three distinct minds in one body. The three minds within each Synad are typically known as the Overmind, the Collective, and the Oracle. The Overmind within each Synad is usually the one in control of the body at any given time, the other two forming pale after images to either side.

Kageri was happy in his own way, among his people. They lived in a pocket plane deep in the Plane of Shadow. The Gloomering was a hidden place, though sometimes the creatures of shadow were able to penetrate their existance and disrupt the life of their secluded plane. When Kageri had been nearing his 100th year, his year of maturity, an evil known as the Penumbral Paralax gained access to the Gloomering. Once inside the Paralax infiltrated the core of the Gloomering and began infecting the portals to and from the plane. All at once the barriers hidding the plane disintegrated and the forces of shadow descended upon the Gloomering, devouring what little light existed there.

Kageri and his guardians fled from the Paralax and the shadow forces deep into the plane of shadow. Eventually they discovered a pool of deep purple colour. Taking it as a sign they dove in and arrived on the Prime Material Plane. Hiding themselves for over a 100 years always fearing that the Paralax would find them again, the Yume's tought Kageri the knowledge of his people and the ancient spirits that they drew power from. Buy connecting to those concepts that gave him meaning, Energy (sound), and Freedom, Kageri began developing the skills of an Ardent.

Another 100 years have passed and Kageri has decided to strike out on his own. He seeks the power to return to the plane of shadow and destroy the Penumbral Paralax. He does not believe that anything is left of the Gloomering, but revenge marks him now. Only the Oracle within him urges him to seek something more positive, to fight against the agents of Shadow where ever they might try to infect his new home.

Class Components[sblock=Ardent]Quick overview:
HD: d6
Bab: Cleric
Saves: Will good
Abilities: Assume psionic mantles (1,1,2,5,10,15)
Power Points: as psion; wis based bonus points
Powers: 2 @ 1st, 1/level. Max power level = max power points manifested at each level. Wis based saves.
Skills: 2+int (Autohypnosis, Concentration, Craft, Diplomacy, Heal, Knowledge, Profession, Psicraft).
Mantles: select 2 primary mantles and 3 secondary mantles. Each mantle has a granted power similar to domain powers. Powers can only be selected from those mantles. # of powers in secondary mantles cannot be greater than the number in any primary mantle. Mantles represent a psionic distillation of a universal concept or philosophical idea that the ardents believe transcends the multiverse. These concepts exist beyond deities or any creation of a creature, whether mortal or immortal.
- Primary Mantle: Freedom: +10' base movement while psionically focused; expend focus to add lvl to resist grapple or to escape from one.
- Primary Mantle: Energy: expend focus to grant all allies with resistance 10 to one energy type for 3+wis rds.
- Secondary Mantle: Force: +1 deflection bonus to AC while psionically focused
- Secondary Mantle: Fate: 1/day expend focus to add +level to any one roll
- Secondary Mantle: Life: expend focus to add +1 manifester level to a power in this mantle.

Concept: tap into cosmic philosophies that transcend divine beings. Focus on two primary mantles, but drawing from several more mantles over the course of their career.

Playing an Ardent: avoid religion, natural travellers and adventurers. Combat tactics are determined by choice of mantles (in my case ranged bombardment, clairsentience, and mobility).[/sblock]

Racial Components[sblock=Synad]Image

Quick Overview:
Aberration
speed 30', medium size
Darkvision 60'
3 bonus power points
Threefold Mind (SU: +2 Will saves)
Oracle (SU: 1/day, +2 insight bonus to one init, atk roll, save)
Collective (SU: free action, 1pp, +2 to one knowledge or spellcraft check)
Multitask (SU: 1/day, 1 pp, swift action, extra mental action (incl. manifesting a power, but only if he hasn't manifested a power in the same round)
Auto languages: Common, Synad
Bonus languages: any
Favored Class: 1st taken

Personality: varies
Physical Description: tall, slim human. Dim light has after images (only if he has no pp left). 6'+ tall, 170lbs, typically hairless, pale skin, large eyes, expressive fingers.
Relations: mix fine
Alignment: any
Synad Lands: hail from a world accessible only though the Plane of Shadow.
Religion: typically Fharlanghn or other traveller deities.
Language: unique
Name: vary
Adventurers: because of daring and ambition[/sblock][/sblock]
 
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Rhun

First Post
Aram Al Tarik, the Unseen
Neutral Human Rogue 5/Fighter 2/Shadowdancer 2/Dervish 1

Age: 30
Gender: Male
Height: 5 ft. 8 in.
Weight: 165 lb.
Eyes: Black
Hair: Black
Skin: Dusky

STR: 12 [+1]
DEX: 22 [+6] (+2 level increase, + 2 gloves)
CON: 16 [+3]
INT: 14 [+2]
WIS: 10 [+0]
CHA: 11 [+0]

For D20Dazza's Game (4d6.takeHighest(3)=11, 4d6.takeHighest(3)=12, 4d6.takeHighest(3)=10, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=18, 4d6.takeHighest(3)=16)

HP: 77 (6 + 41 + 30 con)
Armor Class: 26 (10 base + 6 dex + 7 mithral shirt + 1 ring + 1 amulet +1 Dervish AC bonus)
Initiative: +6
BAB: +7/+2
Attack: +15 Scimitar +1 keen (1d6+2, 15-20/x2)
Full Attack: +15/+10 Scimitar +1 keen (1d6+2, 15-20/x2) OR +13/+8 Scimitar +1 keen (1d6+2, 15-20/x2) AND +13 Scimitar +1 (1d6+2, 18-20/x2)

Speed: 40’ (30' base + 10 boots)

FORT: +9 (4 base + 3 con + 2 resistance)
REFL: +18 (10 base + 6 dex + 2 resistance)
WILL: +6 (4 base + 0 wis +2 resistance)

Abilities:
- Human Bonus Feat
- Human Bonus Skill Points
- Sneak Attack +3d6
- Trapfinding
- Evasion
- Trap Sense +1
- Uncanny Dodge
- Fighter Bonus Feats
- Hide In Plain Sight
- Improved Uncanny Dodge
- Darkvision
- Dervish Dance 1/day
- Movement Mastery
- Slashing Blades


Feats:
1st Level
- Combat Reflexes
- Dodge
3rd Level
- Mobility
6th Level
- Weapon Finesse
6th Level (fighter bonus)
- Weapon Focus (Scimitar)
7th Level (fighter bonus)
- Combat Expertise
9th Level
- Two weapon fighting


Skills: (123=88+10+18+7)
Balance +16 (8 ranks, +6 dex, +2 syn)
Bluff +5 (5 ranks, +0 cha)
Climb +6 (5 ranks, +1 str)
Diplomacy +7 (5 ranks, +0 cha, +2 syn)
Disable Device +9 (5 ranks, +2 int, +2 circumstance)
Disguise +14 (2 ranks, +0 cha, +2 syn, +10 hat)
Escape Artist +11 (5 ranks, +6 dex)
Hide +23 (12 ranks, +6 dex, +5 competence)
Intimidate +4 (2 ranks, +2 syn)
Jump +13 (5 ranks, +1 str, +2 synergy, +5 competence)
Listen +7 (7 ranks, +0 wis)
Move Silently +18 (12 ranks, +6 dex)
Open Lock +16 (8 ranks, +6 dex, +2 circumstance)
Perform (dance) +5 (5 ranks, +0 cha)
Search +9 (7 ranks, +2 int)
Sense Motive +2 (2 ranks, +0 wis)
Sleight of Hand +11 (3 ranks, +6 dex, +2 syn)
Spot +5 (5 ranks, +0 wis)
Swim +4 (3 ranks, +1 str)
Tumble +21 (13 ranks, +6 dex, +2 syn)
Use Magic Device +2 (2 ranks, +0 cha)


Languages:
- Common, Goblin, Draconic


Equipment:
Armor & Shield
-Mithral Shirt +3 (9250gp, 10lb)

Melee weapons
-Scimitar+1 keen +15/+10 (1d6+2, 15-20/x2) (8315gp, 4lb)
-Scimitar+1 +15/+10 (1d6+2, 18-20/x2) (2315gp, 4lb)
-6 daggers +13/+8 (1d4+1, 19-20/x2) (12gp, 6lb)

Ranged weapons
-Masterwork Comp (+1 str) Longbow +13/+8 (1d8+1, 20/x3, 110ft.) (500gp, 3lb)
-20 arrows (cold iron, 2gp, 3lb)
-20 arrows (silver, 41gp, 3lb)
-5 arrows (adamantine, 300 gp, 1lb)

Miscellaneous Magical or Psionic Items
-Ring of Protection +1 (2000gp, -lb)
-Amulet of Natural Armor +1 (2000gp, -lb)
-Ring of Sustenance (2500 gp, -lb)
-Gloves of Dexterity +2 (4000 gp, -lb)
-Cloak of Elvenkind (2500 gp, 1lb)
-Vest of Resistance +2 (4000gp, 1lb)
-Handy Haversack (2000 gp, 5lb)
-Boots of Striding & Springing (5500 gp, 1lb)
-Hat of Diguise (1800 gp, -lb)
-Rope of Climbing (3000 gp, 5 lb)

Potions
- 4 Cure Moderate Wounds (1200gp, -lb)
- 1 Neutralize Poison (750gp, -lb)
- 1 Blur (300gp, -lb)
- 1 Invisibility (300gp, -lb)

Mundane equipment
-Explorer’s Outfit (10gp, -lb)
-Whetstone (2cp, 1lb)
-Bedroll (1sp, 5lb)
-Thieves' Tools, masterwork (100gp, 2lb)
-2 flasks, Alchemist's Fire (40gp, 2lb)
-12 Tindertwigs (12gp, -lb)
-Everburning torch (110 gp, 1 lb)
-Flint & steel (1gp, -lb)
-Chalk, 3 pieces (3cp, -lb)
-Crowbar (2gp, 5lb)
-4 sacks (4sp, 2lb)



Weight Carried: Light load, 34 lb (rest is in Haversack
Remaining money: 139 gp


Description
Aram is a short, slender man, standing 5’ 8” in height, and weighing about 165 lbs. While slender, he has an athletic build, a result of his training and active lifestyle. Aram wears his black hair cropped short, and has eyes the color of jet. He keeps his dusky skin soft with the judicious use of expensive lotions and oils, and takes excessive pride in his appearance. He is always well groomed and well dressed, and although possessed of good looks, his condescending attitude and lack of personal magnetism leave much to be desired.

Personality
Aram is not what one would consider a nice man. He is selfish, greedy and always looking out for himself first. He has a haughty, arrogant attitude. While not an evil person, Aram generally does only what benefits him. If he is seen doing something that would be considered generous or benfitting the greater good, it is only because he has an ulterior motive in mind. Despite all this, he does place some value on life, and prefers methods other than violence to get what he desires.

Background
Aram’s father was a goat herder on the edge of the great southern desert, and sought to teach his trade to his son. These humble beginnings were not in line with the boy’s dreams, however, and Aram decided that he would do whatever it took to become rich, respected and powerful.

Despite the harsh penalties his people visited upon those caught stealing, Aram realized that it would take money to reach his goals, and that thievery was an easy way to get started. When he was caught stealing by a half-blind man in his village by the name of Najm, he thought that his very life would be forfeit. Impressed with the youth’s abilities, Najm revealed to Aram that he was a former sneak and thief, and took it upon himself to train the boy.

Aram was a talented and dedicated pupil, and learned the trade quickly. Soon his skills had outgrown the small village in which he lived, and Aram decided that he needed to travel the world, and seek out large cities in which his talents could be more fully used. He left, taking the local Sheikh’s daughter and several of his camels with him when he did. Although pursued, Aram managed to make good coin selling the camels, and left the girl in the first city he arrived in.

Aram fell in with a band of brigands, and learned their style of fighting while he lived among them. His skill was such that many thought he would take over as the band's leader when the time came, but Aram's wanderlust got the best of him, and he moved on after several years.

He has had to dodge the blades of Sheikh Haidar’s men on several occasions, but has so far managed to stay one step ahead of them. Over the years he has made other enemies with his exploits as well, and has come to realize that staying in the shadows is the easiest way to avoid reprisals.
 

Kafkonia

First Post
Orin Strictest, Human Defiant 10

Code:
[B]STR:[/B] 16 (including +2 from Gauntlets)  [B]HP:[/B] 72  [B]Alignment:[/B] Neutral
[B]DEX:[/B] 14  [B]Init:[/B] +6 (+2 Dex, +4 Improved Initiative)
[B]CON:[/B] 14  [B]BAB:[/B] +7/+2  [B]AC:[/B] 28 (10 + 1 Dex + 9 Armor + 4 Shield + 2 Natural Armor + 1 Deflection + 1 Insight)
[B]INT: [/B] 11  [B]FORT:[/B] 9  [B]REF:[/B] 5  [B]WILL:[/B] 8
[B]WIS:[/B] 12
[B]CHA:[/B] 18 (including +2 level bonus)

[I][B]Feats [/B] [/I] 
1st Level (Human): WF: Light Mace
1st Level: Blind Fight
3rd Level: Improved Initiative
6th Level: Mage Slayer
9th Level: Pierce Magical Concealment

[B][U]Skills[/U][/B]
Knowledge: The Planes (4 ranks); Knowledge: Religion (8 ranks); Spellcraft (5 ranks); Knowledge: Arcana (5 ranks); Heal (6 ranks); Intimidate (2 ranks)

[U][B]Abilities [/B] [/U] 
[I]Divine Disavowal[/I] -- Spell Resistance of 25 (15 + class level) against all divine spells.
[I]Divine Resistance[/I] -- Adds Charisma modifier (+4 in this case) to all saves vs. divine
spells
[I]Divine Damage Immunity[/I] -- Immunity to damage from divine power, such as that dealt
 by a flame strike spell.
[I]Divine Cancellation [/I] -- Can ready an action to counterspell any divine spell without
identifying it. Equivalent of using dispel magic at caster level 15 (5 + class level). Can be
used 5 times (1 + Cha mod) per day.
[I]Aligned Strike [/I] -- with a touch, Orin can align a weapon or natural weapon for purposes
of overcoming damage reduction, even if that alignment opposes his own. Cannot be used on
already-aligned weapons. 2 uses per day, 10 minutes (class level) per day.
[I]Divine Prevention[/I] -- Once per day, can bestow temporary spell resistance 25 (15 +
class level) upon a single target for next spell target at the subject, even beneficial ones. 
This lasts for 24 hours or until use. If target is unwilling, Orin must make a successful touch 
attack, and target can then make a Will saving throw vs. 24 (10 + class level + Cha mod) to 
avoid gaining the SR.
[I]Nondetection [/I] -- The continuous benefit of a nondetection spell as though cast by a 
10th level (class level) cleric. DC 25 (15 + class level.) Can suppress/resume as a free 
action.
[I]Divine Retribution[/I] -- If Orin successfully counterspells a divine spell, he may cause the 
spell to rebound at the original caster. This only affects spells that target Orin, not areas or 
those affecting another creature.
[I]Divine Interference [/I] -- Any spellcaster within 30 feet of Orin must make a Concentration
check against (DC 15 + class level + spell's level) to cast a divine spell. If the check fails,
the spell fails and is lost. This cannot be supprsesed.
[I]Healing[/I] -- Orin can heal his own wounds as a supernatural ability, up to 40 (CHA mod x
class level) points per day spread over several uses.
[I]Ability Increase [/I] -- Orin can imbue himself with a +4 to Strength, Constitution, Wisdom,
or Charisma for 10 minutes (class level) three times per day as a supernatural ability.
[I]Speaking in Tongues[/I] -- Once per day, Orin can grant himself to speak and understand 
the language of any intelligent creature, as per the tongues spell, for 1 hour.

History
Orin Strictest was a cleric of St. Cuthbert until his family died. His god was of no use in fending off the demons that claimed them and left him for dead, and if a good-hearted Athar had not found him he might very well have succumbed to the darkness that threatened his soul.

At last seeing the truth -- that the so-called gods are nothing more than beings like you or me, with more power than they have any right to wield -- he turned his back on his church and on his faith. He travels the lands now, spreading his unpopuar creed if he can, and seeking to lose himself in adventure whenever possible. The thought of slaying a god -- even at the behest of that same being -- intrigues him, and he will do anything in his power to stop the creature that will become Azrael from reaching that point. The power it will absorb comes from the Great Unknown; no mere mortal should possess even a fraction of it, let alone the entirety.

And gods, Orin will show, are very mortal indeed.

Gear

Magebane Light Mace +1 (+3 vs. creatures with arcane spells prepared, arcane spell slots available, or arcane spell-like abilities.) 8305 GP, 4 lbs. +12 to hit, d6+4 (d6+6) damage.

Invulnerable Full Plate +1 (DR 5/Magic) 17 650 GP, 50 lbs. AC 9, Max Dex Bonus +1, Armor Check penalty -5.

Heavy Metal Shield +2 4170 GP, 15 lbs. AC 4, Armor Check Penalty -1.

Amulet of Natural Armor +2 8000 GP.

Ring of Protection +1 2000 GP.

Gauntlets of Ogre Power 4000 GP.

Potion of Darkvision x5 1500 GP

Bag of Tricks, Rust 3000 GP

Standard Adventurer's Kit 15 GP (Backpack, Belt Pouch, Bedroll, Flint & Steel, Hempen Rope, 2 Sunrods, 10 Days' Trail Rations, Waterskin)

Masterwork Light Crossbow 335 GP, 4 lbs. +10 to hit, d8, 19-20/x2, Range of 80 ft.
-50 bolts. 5 GP, 5 lbs.

Ioun Stone, Dusty Rose Prism 5000 GP. +1 Insight bonus to AC.

20 GP.
 
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