The Theocracy (recruitment closed to those posted)

Autumn, I just read through Arast and I really like him! I like his background and capabilities. Well done! I'm excited to get this show on the road with this group we've got.
 

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Caul Vanchar

[sblock=Caul Vanchar, Human Psion 5, Thrallherd 5]CAUL VANCHAR[ECL 10] 45,251/55,000xp
Human Psion (Telepath) 5, Thrallherd 5
Lawful Good

Init +0; Senses Listen +3, Spot +3
Languages Common, Draconic, Dwarven, Elven, Undercommon.
AC 12, Touch 11, FF 12 (+1 Deflection, +1 Natural).
HP 9d4+47
Fort +5, Ref +2, Will +11
Spd 30ft
Melee MW Quarterstaff (+4 atk, 1d6 dmg, crit 20/x2)
Ranged Ranged Touch Attack (+4 atk, dmg varies; crit 20/x2)
Space 5ft; Reach 5ft
Base Attack +4; Grapple +4
Power Points/Day: 99
Manifester Level: 9th
Powers Known:
1 – Charm (psionic) (Thrallherd Bonus Power), Conceal Thoughts, Detect Psionics, Empathy, Mind Thrust, Mindlink, Telempathic Projection. Base SDC 17/19.
2 – Cloud Mind, Detect Hostile Intent, Read Thoughts, Suggestion (psionic), Thought Shield. Base SDC 18/20.
3 – Dispel Psionics, Mind Trap. Base SDC 19/21.
4 – Detect Remote Viewing, Dominate (psionic) (Thrallherd Bonus Power), Mindwipe, Modify Memory (psionic), Schism. Base SDC 20/22.
5 – Catapsi, Psychic Crush. Base SDC 21/23.
Ability Scores Str 10, Dex 10, Con 16, Int 22, Wis 16, Cha 18
SQ Psionic Charm (1/day - PP Cost reduced by 5, min 1), Psionic Dominate (1/day - PP Cost reduced by 5, min 1), Thrallherd (Score 19: Thrallherd Lvl 9; 40 x 1st, 4 x 2nd, 2 x 3rd, 1 x 4th, 1 x 5th).
Feats Greater Psionic Endowment [Psi], Inquisitor [Psi], Psionic Body[Psi], Psionic Endowment [Psi], Psionic Meditation [Psi], Psicrystal Affinity [Psi], Psicrystal Containment [Psi]
Skills Autohypnosis (4) +9, Bluff (13) +19, Concentration (13) +16, Diplomacy (13) +25, Gather Info (5) +9, Intimidate (0) +8, Knowledge (Nobility & Royalty) (5) +11, Knowledge (Psionics) (10) +18, Knowledge (Religion) (5) +11, Psicraft (10) +18, Sense Motive (13) +21.

Gear:
Amulet of Anau'his (Throat slot; includes +2 to Con, Word Twisting (MIC), and Natural Armor +1; 15,000gp)
Dorje of Force Screen (50 charges; 750gp)
Dorje of Inertial Armor (50 charges; 750gp)
Dorje of Inflict Pain (50 charges; 4,500gp)
Headband of Intellect +4 (Head slot; 16,000gp)
Ring of Mind Shielding (Ring 1 slot; 8,000gp)
Ring of Protection +1 (Ring 2 slot; 2,000gp)
Power Stones: Body Purification (x2) (375gp), Share Pain, Forced (x2) (375gp).
Psicrystal (Personality - Sympathetic: +3 to Sense Motive)

Wealth: 1,250gp

Concept: Former member of the aristocracy who has emerged as a leader of the resistance against the theocracy.
Appearance: Girded in fineries befitting a member of the landed aristocracy: deep greens, vibrant purples, and bright whites. Wears a fine robe, a glimmering overcoat, and fine jewelry. 6’1”, 190lbs, green eyes, and light brown hair.

Background in Brief: Long a devout member of the landed aristocracy, Caul Vanchar slowly began to believe that his role was a farce, as was the theocracy itself. As he began to investigate the true theocracy, Caul learned many of its horrible secrets. Though Caul was able to conceal his psionic powers, others weren’t so lucky, and Caul was unfortunate enough to witness several of his close friends die at the hands of church torturers. When Caul learned of the burgeoning resistance to the theocracy, he immediately joined and began to use his significant resources and contacts to aid in the fight against the ultimate evil. As Caul’s power and influence within the resistance grew, agents of the church came closer and closer to discovering Caul’s treachery. Caul’s cousin, Nathira, who had been close to Caul for many years, recently came to Caul to join the resistance. Caul’s activities with the resistance have been discovered, and he has been forced to abdicate his place in the aristocracy and flee to the wilderness, where he will now be a full-time leader of the resistance.[/sblock]

[sblock=Nathira Vanchar, Human Paladin 4, Monk 4, Fist of Raziel 1 (Cohort)]
NATHIRA VANCHAR [ECL 9]
Human Paladin 4, Monk 4, Fist of Raziel 1 [Cohort]
Lawful Good

Init +3; Senses Listen +7, Spot +7
Languages Common.
AC 26, Touch 25, FF 23 (+1 Deflection, +7 Exalted, +4 Wisdom, +3 Dex, +1 Natural).
HP 4d10+15 & 4d8+4
Fort +17, Ref +13, Will +14
Spd 40ft
Melee Unarmed Strike (+13 atk, 1d10+2 dmg, crit 20/x2) or Flurry of Blows (+12/+12 atk, 1d10+2 dmg, crit 20/x2).
Space 5ft; Reach 5ft
Base Attack +8; Grapple +9
Atk Options Flurry of Blows, Power Attack
Ability Scores Str 13, Dex 16, Con 13, Int 10, Wis 18, Cha 18
SQ Aura of Courage (Immune to Fear; +4 to saves vs fear for allies within 10'), Aura of Good (5), Detect Evil at will, Divine Grace (added above), Divine Health (Immune to Disease), Divine Spellcasting (Caster Level 2; 1x1st), Endure Elements, Exalted Strike +1, Evasion, Fast Movement (40ft), Flurry of Blows, Ki Strike (Magic), Lay on Hands (20hp/day), Magic Circle against Evil, Mind Shielding, Slow Fall (20ft), Smite Evil (4/day; +3 to attack, +10 damage; all good-aligned to overcome DR), Still Mind (+2 Saves vs Enchantment), Sustenance, Turn Undead (6/day, as Cleric 1), Unarmed Strike 1d10.
Feats Ascetic Knight, Extra Smiting, Fiery Fist (PHB2), Gift of Grace (BoED), Hands of a Healer (BoED), Improved Unarmed Strike, Intuitive Strike (BoED), Power Attack, Sacred Vow (BoED), Servant of the Heavens (BoED), Stunning Fist (6/day; FSDC 18), Vow of Poverty (BoED).
Skills Balance (1) +4, Concentration (3) +5, Diplomacy (5) +13, Heal (3) +7, Hide (3) +6, Jump (0) +8, Knowledge (Nobility & Royalty) (2) +2, Knowledge (Religion) (5) +5, Listen (3) +7, Move Silently (3) +6, Sense Motive (9) +13, Spot (3) +7, Tumble (5) +8.

Gear:
Sackcloth robe, wooden holy symbol,

Wealth: None

Concept: Member of a once-prominent sect of monastic holy warriors in service of the One.
Appearance: Dressed in nothing but a plain, beige, sackcloth robe, and with a crude wooden talisman displaying her allegiance to Sumnter, Nathira is hardly the picture of a valiant warrior and implacable foe of Evil in all its forms. Though beautiful and magnetic, Nathira can be at the same time unassuming and solemn, and she is undoubtedly recognizable as a true servant of Sumter, the patron of beggars, the forlorn, and the left behind. Nathira stands 5’6”, weighs 98 lbs, and has very short black hair, worn in a knot particular to the Ascetic Knights of Sumnter, and has green eyes. Nathira has a number of burns on her wrists and forearms from her initiate trials.

Background in Brief: Nathira Vanchar’s parents died in a bout with the plague, and Nathira was sent to live with her uncle, Tadir. Tadir’s son, Caul, was about the same age as Nathira, and the two became very close. It was to Nathira that Caul first revealed his psionic abilities, and the two have remained in close contact ever since those early days. Nathira always felt detached from her wealthy upbringing, ever longing to help the less fortunate. In those days, members of the aristocracy (of which Nathira was just barely) did not even associate with cripples and beggars, much less aid them in any way.

At the age of 16, Nathira fled her noble household for the outskirts of the known world, seeking out a truth she hoped to find. Instead of any kind of divine revelation, Nathira was nearly killed by undead when she neared too close to an ancient tomb. Only the intervention of a group of Ascetic Knights of Sumnter saved Nathira from certain death at the hands of the undead creatures. The knights nursed Nathira back to health at the nearby monastery, where Nathira began to feel a strange kinship to those who cared for her. Nathira studied along with other initiates, until one day she was asked if she wanted to become a knight herself. Nathira agreed, and began the long process of supplicating herself before the temple masters and going through initiation.

Nathira proved herself worthy, one of only a handful of women ever to be admitted to the Ascetic Knights of Sumnter. Nathira served only briefly with the Knights, making incursions into the Theocracy. The Knights, although they ostensibly served at the pleasure of the Church of the One, harbored great resentment and distrust of the Church, and Nathira was taught to be wary of the Church’s priests and representatives.

It was just a year after being anointed an Ascetic Knight that Nathira began to hear Caul’s telepathic summons. Something powerful overcame her, and Nathira was compelled to leave the monastery to find her cousin. Nathira found Caul with the resistance, which she was tempted to immediately join. Nathira desperately wanted to help Caul, but had vowed to serve the order, and could not turn her back on the Ascetic Knights, as powerful as the draw to join the resistance had become.

Before Nathira could return, the Church sent a vast army to wipe out the Ascetic Knights. Nathira returned to the monastery to find it in ruins, her old friends dead or gone, nowhere to be found. Nathira now considers herself the last remaining Ascetic Knight of Sumnter, and vows to carry on the fight against the great Evil as part of the resistance against the Church of the One, serving at her cousin Caul’s side. [/sblock]
 
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OK, so apparently there's no numbers for those eternal wands yet . :(
What should I do with all this extra gold?

HMmm. Warlocklord, are there any 'magic shops' in your campaign setting? Or people we could go to for magical gear if needed in the future? (Just thinking I could keep some money handy.. Actually I may do that anyways, it's always nice to have some capital when you're on the run... Then again, If I have no wands, I'm letting that massive UMD check go to waste....)
 
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WarlockLord said:
I like the cohort, ethanandrew. Keep him.

Okay good, that pleases me! I redid some of Latham's gear, updated his stats and everything, so there's some new info in him. I've also got Dehg's background all done, all before the Noon Central Standard Time deadline!

[sblock=Latham Brack]
Latham Brack

Male Human Enchanter 3 | Master Specialist 7
Alignment: N

Abilities: (84)
STR – 8
DEX – 18
CON – 16
INT – 24 (18 + 2 LA + 4 Headband of Intellect = 24)
WIS – 10
CHA – 14

HP: 9d4 + 34
Speed: 30ft
Initiative: +4

AC: 14 (+10 Base + 4 Dex)

Saves:
Fort: 8
Reflex: 9
Will: 9

BAB/Grapple: Melee +4/Ranged +9/Grapple +4

Weapons:
None

Class Abilities:
Caster Level Increase +1 (11 total)
Minor and Moderate Esoteric:
-Targets of your charm spells do not gain a bonus to save due to be threatened or attacked by you or your allies. In addition, subjects of your compulsion spells do not gain a bonus on saves due to being forced to take an action against their nature.
-You can immediately reroll any failed Will save against an enchantment or mind-affecting spell or ability; you must take the second roll.

Feats granted by classes:
-Scribe Scroll
-Skill Focus (Spellcraft)
-Greater Spell Focus (Enchantment)

Racial Abilities:
+4 Skills at 1st Level
+1 Skill at each level
Extra Feat at 1st Level
Favored Class: Any

Skills:
Listen – 0 (0 Ranks + 0 Wis)
Spot – 0 (0 Ranks + 0 Wis)

Concentration – 16 (13 Ranks + 3 Con)
Decipher Script – 20 (13 Ranks + 7 Int)
Knowledge Arcana – 20 (13 Ranks + 7 Int)
Knowledge Planes – 20 (13 Ranks + 7 Int)
Knowledge Local – 20 (13 Ranks + 7 Int)
Knowledge Religion – 13 (6 Ranks + 7 Int)
Knowledge Nature – 13 (6 Ranks + 7 Int)
Knowledge Dungeoneering – 13 (6 Ranks + 7 Int)
Knowledge History – 13 (6 Ranks + 7 Int)
Spellcraft – 25 (13 Ranks + 7 Int + 2 Synergy + 3 Skillfocus)
Use Magic Device Scrolls – 7 (1 CC Ranks + 2 Cha + 4 Synergy)

Feats:
-Scribe Scroll
-Spell Focus (Enchantment)
-Greater Spell Focus (Enchantment)
-Skill Focus (Spellcraft)
-Alacritous Cogitation (Complete Mage)
-Metamagic Extend Spell
-Metamagic School Focus (Complete Mage)
-Leadership

Languages:
Common
Draconic
Undercommon
Infernal
Abyssal
Giant

Banned Schools:
Evocation
Necromancy

Base DC
0's - 17
1st - 18
2nd - 19
3rd - 20
4th - 21
5th - 22
Add 4 to the DC if spell is Enchantment

Per Day
Extra Bonus spells and Extra Enchantment Specialist spells are taken into account
0's - 4
1st - 7
2nd - 7
3rd - 6
4th - 5
5th - 4

Equipment: Cost Weight
Worn:
Headband of Intellect +4 16000gp
Vest of Resistance +2 (over Chain Shirt) 4000gp
Veil of Allure 14000gp

Back:
Backpack 2gp 2lb

Belt:
Spell Component Pouch 5 2lb

In/On Backpack:
Bedroll 1sp 5lb
Flint and Steel 1gp 0
Waterskin (Water) 1gp 4lb
Soap 5sp 1lb
Boccob’s Blessed Book 12000gp 3lb

[sblock=Looks]
25 Years of Age
5’4” Tall, 138 lbs
He is a small man; slender build, but sturdy. He has prematurely greying hair which he crops short around his head, pronouncing his bright green eyes. While not very strong, he has an inner strength that is evident. Has a small cord crossing his forehead, ending with a amethyst in the center, from this cord emanates a semi-transparent black veil that adheres very closely to Latham’s face, ending sharply along his jawline. This gives his face a look of darkness, punctuated by two glowing emeralds from behind.[/sblock]

[sblock=Background]
Latham was born into a wealthy merchant family dealing in rare antiquities. He was given all the niceties the realm had to offer. His mother and father were obedient followers of the ONE and routinely hosted regal events for the likewise rich. In his mid-teens, his father received one shipment from over the mountains in the south. It was a difficult shipment to get, as importing good was very dangerous. Once received, however, Latham was surprised to see that the majority of the shipment consisted mostly of old books. Confused why his father would go into great lengths to procure such items, Latham confiscated a large portion of these books and hid them from his father.

Work got around about this shipment, either from a leak or some of the ONE’s methods of discovery. Within the day a small militia came into the house and commandeered the shipment’s contents, as well as arrested his father and mother. The remaining books were rounded up and burned outside the estate. Latham pledged fealty to the ONE and, as a cruel, the militia let him go, but not before lighting the house on fire and heading back with his parents as prisoners.

He smashed through a window to get inside of his home, and battling flames and smoke alike, fought his way to his bedroom where he took his most precious belongings and the books he had nonchalantly placed among his others in a bookshelf. Then he fled the estate with what little he had.

Never been formally trained to do anything at all except speak and read a few obscure languages, Latham found it rough going at first. However, he finally had the opportunity to read through the books, which he was surprised to find out were tomes containing a language he had never seen before and symbols and pictures everywhere. Try as he might, however, he never could quite figure out how to read the material.

As luck would have it, one day he happened upon a translator’s building. He entered and asked for a job from the elderly man running the store. The man asked him a few brief questions in some languages and somewhat satisfied, offered Latham work. After some months of translating letters and books, Latham became confident enough to ask the man to take a look at some of his books. Obliging, the man was astounded to see these in Latham’s possession, for these were old spellbooks, and the man, trusting Latham, confided that he knew how to read these spells because he knew how to cast them.

Knowing Latham was quite intelligent and thirsting for more in his life, the old man offered him the opportunity to learn, and so the two began training Latham to cast these spells along with others. It took a few years, but after a while, the man informed Latham that now that he knew how to cast these spells, he must use them for the good of the people. Stop the oppression of the ONE and let everyone know that magic, not people, dictate the lives of men. And so Latham joined the resistance under the tutelage of his master.[/sblock]

[sblock=Personality]
Latham is very confident and some would say cocky. He knows his abilities are quite potent and revels in the fact. It is not a rare occurrence for him to put his foot in his mouth, as he sometimes becomes too overconfident. He is driven by power and does not like being controlled. It has been said that Latham is out to prove himself bigger than his body conveys.[/sblock]
[/sblock]

[sblock=Dehg]

Dehg

Ogre Giant 4 | Fighter 2
Alignment: CN

Abilities:
STR – 29 (18 + 10 Racial + 1 Stat Increase)
DEX – 10 (12 – 2 Racial)
CON – 22 (18 + 4 Racial)
INT – 10 (14 – 4 Racial)
WIS – 12
CHA – 6 (10 – 4 Racial)

HP: 4d8 + 2d10 + 36
Speed: 40ft (30ft)
Initiative: +0

AC: 22 (10 Base + 8 Armor + 0 Dex + 5 Natural Armor – 1 Size)

Saves:
F: 13
R: 2
W: 3

BAB/Ranged/Grapple: +13 / +4 / +18

Weapons:
+1 Undead Bane Greathammer
+13 4d6 + 14 Crit: x4 Size: Huge
- Against Undead
- +15 6d6 + 16 Crit: x4 Size: Huge

Racial Abilities:
Darkvision 60ft
Size Large
+5 NA
+10 STR, -2 DEX, +4 CON, -4 INT, -4 CHA
Speed 40ft

Skills:
Listen – 11 (7 Ranks + 1 Wis + 2 Alertness + 1 CC)
Spot – 11 (7 Ranks + 1 Wis + 2 Alertness + 1 CC)

Feats:
-Exotic Weapon Proficiency:
Goliath Greathammer (RoS)
-Monkey Grip (CW)
-Power Attack
-Cleave
-Great Cleave
-Weapon Focus (Greathammer)
-Alertness
(2 Giant Feats, 2 Fighter Feats, Feats at 1, 3, 6)

Language:
Giant
Common (Poorly)

[sblock=Looks]
Age: Unknown
10’9” Tall, 683lbs
Dehg is imposing, to say the least. His skin has a greenish-brown hue to it with stringy black hair falling down his flattened skull. He is a little less stooped than his racial brethren, given his actual training. Wearing heavy armor, fitting oddly against his oversized body, he carries with him a warhammer even too large for his body, weighing in at 120lbs.[/sblock]

[sblock=Background]
Dehg was in a raiding party of fellow ogres, descending from the mountains and attacking villages looking for anything good. Dehg himself was a little bigger than the others, and not to mention smarter. He led his men admirably and they loved him, for not only was he smart, but he was incredibly handsome. In fact, that’s where his name comes from, as Dehg is Giant for Handsome.

Sneaking from the mountains one evening, Dehg and his party met no sentries outside; they met no resistance on the insides. Instead, they found the inhabitants either dead or dead-like, so they rescued the precious valuables from suffering a dusting, time eroded fate. Out of nowhere, a hurried onslaught of undead appeared, catching the hunting group unaware. Quickly his men were overrun all of them killed for they had not the skill, intelligence, or beauty Dehg possessed. Dehg himself suffered numerous injuries, but he fought them off, every single one. He stalked the village step by step and smashed them all to bits. Whether they attacked him first or fled in terror, Dehg got all them nasties.

On his way back to the mountains, chance happened upon Dehg, presenting two lone figures traveling together, an old one and a small one. Confused as to how these two nasties got away from him, he charged. But somehow, he stopped. A pleasant voice in his head told him simply that these friends of his were so happy to see him. In fact, that voice told him that he was beautiful… for an ogre. It even called him Dehg. This voice told Dehg that if he wants to attack things, that these two friends can help him.

Dehg then felt a pleasant tingle in his brain, transcending down his entire body, tickling him and making small giggles to emanate from the giant. It was then Dehg knew what he must do, this small man was his friend, his leader; he looked smart enough, handsome enough, but not very big. He would follow this small man and in his mind, Dehg knew that this mission trusted to him would be accomplished; he could never let this small man down.[/sblock]

[sblock=Personality]
Surprisingly, Dehg smells pleasant. Latham (the small man’s name (Akem in Giant)) made sure he washed with soap daily, and even had some tingly magic that cleaned him as well. Dehg is a little naïve, but he is actually very sweet. His common is broken at best, but he understands while he might not be able to speak it well. While initially charmed and then Geas’d, Dehg now has formed an incredibly tight bond with Latham and is in awe of him. Latham gifted him with a pretty ring (sustenance) that makes him even more ah-Dehg (Handsomer), that way Dehg can watch over Akem while he sleeps.[/sblock]
[/sblock]
 


Stats are finished for my character. I am not sure if I am going to give him a name. Not because he doesn't have one, but because he doesn't remember it, same as his background. The reason, it deals with an encounter with those belonging to The ONE.
 

ethandrew said:
Autumn, I just read through Arast and I really like him! I like his background and capabilities. Well done! I'm excited to get this show on the road with this group we've got.

Thank you. :D Likewise, Lathan's looking great.

*is psyched*
 

Autumn said:
Thank you. :D Likewise, Lathan's looking great.

*is psyched*

Thanks! I really liked how everyone turned out, and honestly, that cohort of mine is slowly becoming a guilty pleasure with the way I plan on running him!

Mista Collins said:
Stats are finished for my character. I am not sure if I am going to give him a name. Not because he doesn't have one, but because he doesn't remember it, same as his background. The reason, it deals with an encounter with those belonging to The ONE.

So what you're saying, since his background is unknown and he's all by himself in the world is that he's.... The Lone Ranger? :heh:
 

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