Ties that Bind - Citadel Adbar (Rogues Gallery)

gabrion

First Post
This the Rogues Gallery for the characters in the Ties that Bind game that will be starting in Citadel Adbar. I won't force one particular format on you for posting your characters, but try to keep in in a neat and flowing format.

Note: After you have posted here and you think all of your character details are done (even if they have been for some time), please post in the OOC (previously the recruiting thread) to let me know.
 

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Bruggin Stonehammer, edited for duty, sah!

Bruggin Darkforge
Male Dwarf
(Fighter 6 / Mighty Contender of Clangeddin 6) (Cleric 8 / Spellfire Channeler 4)
Alignment: Chaotic Good
Deity: Clangeddin
Character's Weight: 314 lbs
Character Height: 4 ft 2 in
Character Age: 127 years


Str 22 (+6) (16 +1 levels +4 Gauntlets +1 MCoC)
Dex 16 (+3) (16)
Con 20 (+5) (14 +2 racial +4 Belt)
Int 12 (+1) (12)
Wis 22 (+6) (16 +2 levels +4 Circlet)
Cha 8 (-1) (10 -2 racial)


Hit Points: 165
AC: 29 (10 Base +12 Armor +2 Deflection +2 Natural +3 Dex)
Touch: 15 (10 Base +2 Deflection +3 Dex)
Flatfooted: 26 (10 Base +12 Armor +2 Natural +2 Deflection)
Initiative: +3
BAB: +10, Grapple: +16
Speed: 20 feet

Saves
  • Fort: +16 (8 Base +5 Con +3 Cloak)
  • Ref: +10 (4 Base +3 Dex +3 Cloak)
  • Will: +17 (8 Base +6 Wis +3 Cloak)

Attacks
  • +18/+13 melee, +2 Maul, 1d10+8, x3
  • +18/+13 melee, +2 Waraxe, 1d10+8, x3
  • +16/+16/+11 full melee, +2 Maul/+2Waraxe/+2 Maul, Off Hand 1d10 +5, x3
  • +17/+12 melee, +1 Battleaxe, 1d8+7, x3
  • +15/+15/+10 full melee, +1 Battleaxes, Off Hand 1d8+4, x3
  • +15/+15 ranged, +1 Battleaxes, 1d8+7 (off +4), x3, 10' range
  • +14/+12 ranged touch, Spellfire, 1d6 /level released, 400' range

Skills
  • Spellcraft +15 (14 ranks, +1 ability)
  • Concentration +19 (14 ranks, +5 ability)
  • Knowledge (Religion) +10 (9 ranks, +1 ability)
  • Knowledge (Arcana) +3 (2 ranks, +1 ability)
  • Heal +12 (6 ranks, +6 ability)
  • Listen +6 (0 ranks, +6 wis)
  • Spot +6 (0 ranks, +6 wis)
  • Speaks Common, Dwarven, Terran
  • Armor Check Penalty: -3 (-3 Armor)

Feats
  • Spellfire Wielder (Level 1 - Race)
  • Endurance (Level 1 - Fighter)
  • Power Attack (Level 2 - Fighter)
  • Two Weapon Fighting (Level 3 - Character)
  • Cleave (Level 4 - Fighter)
  • Weapon Proficiency (Maul) (Level 6 - Character)
  • Throw Anything (Level 6 - Fighter)
  • Great Cleave (Level 9 - Character)
  • Improved Toughness (Level 12 - Character)
  • Weapon Focus (Spellfire) (Level 12 – Spellfire Channeler)

Racial Traits
  • Medium
  • +2 Con, -2 Cha
  • Base Speed 20 ft
  • Darkvision 60 ft, Stability, Stonecunning
  • Favored Class: Fighter

Special Abilities
  • Turn Undead 2/day (Cleric 8)
  • Surge of Strength 4/day (MCoC)
  • Spellfire Use (Character/Spellfire Channeler)
  • Drain Charged Item (Spellfire Channeler)
  • Rapid Blast 2 (Spellfire Channeler)
  • Mighty Endurance (MCoC)
  • Increased Storage 3 (Spellfire Channeler)
  • Improved Healing (1d4+1) (Spellfire Channeler)

Caster Levels:
  • Caster Level 11th Cleric, Spell DC 16 + Level

Cleric Spells Prepared (Spells per Day: 6/7/6/5/4/3/2)
  • Orisons:: Light x2, Purify Food and Drink x3, Read Magic
  • 1st Level:: Divine Favor x2, Sanctuary, Command x2, Bless x2 (Enlarge Person)
  • 2nd Level:: Spiritual Weapon x2, Silence, Resist Energy x2, Shatter (Aid)
  • 3rd Level:: Bladebane x2, Protection From Energy x2, Dispel Magic (Magic Vestment)
  • 4th Level:: Recitation x2, Divine Power x2 (Holy Smite)
  • 5th Level:: Greater Command, Righteous Might, Divine Power (Righteous Might)
  • 6th Level:: Heal, Antilife Shell (Blade Barrier)

Equipment
  • +2 Maul (20 lbs) (8,315 gp)
  • +2 Dwarven Waraxe (8 lbs) (8,330 gp)
  • +1 Battleaxe x2 (12 lbs) (4,620 gp)
  • +4 Mithral Full Plate (25 lbs) (26,650 gp)
  • Ring of Protection +2 (8,000 gp)
  • Amulet of Natural Armor +2 (8,000 gp)
  • Gauntlets of Strength +4 (16,000 gp)
  • Belt of Constitution +4 (16,000 gp)
  • Circlet of Wisdom +4 (16,000 gp)
  • Golembane Scarab (2,500 gp)
  • Cloak of Resistance +3 (9,000 gp)
  • Traveler’s Clothes (5 lbs) (Free)

Backpack (2 lb) (10 gp)[sblock]
  • Sunrod x4 (4 lb) (8 gp)
  • Bedroll and Blanket (8 lb) (6 sp)
  • Silk Rope (100 ft) (10 lb) (20 gp)
  • Wand of Cure Light Wounds x4 (3,000 gp)
  • Grappling Hook (4 lb) (1 gp)
  • Travel Rations x4 (4 lb) (2 gp)
[/sblock]

Belt Pouch x2 (1 lb) (2 gp)[sblock]
  • Inkpen x2 (2 sp)
  • Ink Vial x5 (40 gp)
  • Tindertwig x30 (30 gp)
  • Flint and Steel (1 gp)
  • Small Steel Mirror (1/2 lb) (10 gp)
  • Signal Whistle (8 sp)
[/sblock]

Map Case (1/2 lb) (1 gp)[sblock]
  • Parchment (Sheet) x20 (2 gp)
[/sblock]
466 Gold Pieces, 4 Silver Pieces, 0 Copper Pieces
Currently Carrying: 113.4 lbs (Light Load)

[sblock]
Appearance: Bruggin is thick bodied and broad shouldered. His beard, when unbraided, is easily long enough to reach his knees, ebon locks thicker than the hair on most humanoids' heads, which cascade over an ample (though not obese) stomach. His barrel chest sort of rolls upward into his mountainous shoulders, which are the base for a thickly muscled neck. His muscular arms are corded and heavy, and his hands end in stubby, powerful fingers. His mustache flows into his beard, and is crested with a short, broad nose. Above this are his eyes, two points of twinkling amber amidst his tanned skin. In typical Dwarf fashion, his legs are also thick and stump-like, overall giving Bruggin the appearance of a lump of rock. There are no glowing words to describe the hair on his head, however; Bruggin is bald.

He typically dresses in simple, durable garments fashioned from cotton and leather. His garb of choice is a black leather vest, often left open to expose his barrel chest, and obviously exposing his arms, which he takes great pride in for their strength. In the morning, part of his prayer to Clanggedin is his braiding of his beard. During the day, he wears two thick, tightly woven braids on either side of the main flow of his beard, which, when his side braids are in place, only reaches to just below his sternum. His trousers are gray, tightly woven cotton affairs which are cut slightly long that he might tuck them into his black, leather boots and let them hang over slightly. His belt is broad, and made of cured, black leather with a simple silver buckle.

Hanging from leather thongs at his belt are his weapons; his maul (which he treasures), his waraxe (which he inherited), and his “throwing” axes, which are enchanted that he might use them again should he throw them. He will often carry at the least his maul openly, keeping his other weapons stowed, though he often stubbornly holds that when his maul is bared, it's companion (his axe) so should be too.

In the tradition of his forefathers, Bruggin disdains shields. His armor is relatively unadorned, crafted entirely of mithral and made for battle and utility. From heavy shoulder plates to thick greaves, the armor gleams in the light. His helm he prizes most of all, for it was his father's. The helm is what we would call a spartan styled helm, save that in place of a plume or horsehair crest is a mithral one about six inches tall at it's apex. Portions of the helm's crest have been alchemically darkened to decorate it with Dwarven runes, and the same specially wrought runes are found elsewhere on the armor itself, with two especially large runes, one on each shoulder plate, prominently displayed. The one on his right is the Dwarven rune for "Strength.", whilst on his left is the Dwarven rune for "Warrior.". On his back is a single massive runic tribute to Clangeddin, so that the foes he leaves crumpled in his wake will always see who's champion so mightily ruined them.

On his axe he bears in runes the name of his clan, since he nowadays goes by his nickname instead; his proper name is Torunn. Since he is the last Torunn in Citadel Adbar, his clan name is only seen on the side of his waraxe's head. On the other side is the symbol of Moradin, Father of the Dwarves. On his maul's head on either side is the symbol of Clangeddin, the crossed battleaxes, and on his “throwing” axes the mark of Clangeddin can again be found.[/sblock]

[sblock]Biography: The only son of Thane Gorrum Torunn and his wife Orligard, the year Bruggin was born was a good year for the Dwarves of Citadel Adbar. Despite it being an obvious coincidence, the Dwarves viewed it as a sign that the other Dwarf children born that year would have great success and fortune.

While Bruggin's mother, a cleric of Dumathoin, was skilled in many crafts, she humbly stepped aside before her far more martial husband's wishes. Thus was Bruggin focused far more on feats of weaponry than the skills of an artisan. In the evenings as he grew up, whilst his mighty patriarch (for that is indeed who Gorrum was; patriach of the Clan) rested from his exertions that day with ale and food, Orligard instructed the Dwarfling repeatedly about the Dwarven gods, focusing on the patron of the Clan, Moradin, and continuing from there. And so it went for the first forty years of Bruggin's life. As he grew, he slowly came into his own as a cleric, though his training and knowledge made him generalize; he prefered to call out to all the goodly Dwarven gods, since they all played a powerful part in the guardianship of Citadel Adbar's defenses.

At the age of 57, when researching the tenets of Dumathoin, Bruggin stumbled across an odd scroll. It was in the wrong place; the scroll contained knowledges of the arcane sort, and it was in this manner that the now curious young warrior cleric discovered his talent with the magical power called "spellfire". His joy was such that he continued to explore his talent with it, though he was limited to simply healing small wounds, and was far better at simply releasing it as destructive power.

When Bruggin was 59 years of age, his parents both passed away battling orcs who attacked their caravan. Bruggin watched, helpless and dismayed before a scrying pool as his father, Gorrum the Mighty Hearted finally fell under the bite of crude spears and clubs. His mother, rushing to his side to see if she could aid him, gave in to a brief moment of dismay to find Gorrum already dead... Bruggin dismissed the magic of the scrying before he witnessed the death of his other parent.

Upon their return, the caravan reported that the death of the patriarch and matriarch had not been the only blows to fall on Clan Torunn; all but three of the remaining Clan members, save for Bruggin, had been slain in the defense of the precious supplies that Citadel Adbar could not produce itself. All the slain were recovered, and when asked what he wished done with his parents and family, he declared that he wanted them given warrior pyres on the mountainside, and that he would lay claim to his father's helm and axe, that he might take up his father's path in his stead. His wish granted, the last of the Torunn's tended to his dead clanfolk and took to the foothills around Citadel Adbar.

For many decades, Bruggin fought in the name of Citadel Adbar and King Harbromm, slaying orcs and other fell creatures in defense of his home. Never once in his life did he raise hammer to steel in a forge; ever was his hammer wielded against a foe. After a time, he took up the mantle of a cleric of Clanggedin, god of strength and battle. His chanting rolled over the din of battles raised to the heavens in Clanggedin's name, and soon the mighty warrior priest made a distinction for himself as an errant warrior, a loner who's fervent might made a powerful ally in battle... if one could convince Bruggin to lend his strength to group efforts.

After more time and expirimentation, Bruggin discovered how to expand his utility of spellfire, improving his healing abilities immensely and learning how to absorb more magical energy than before. So elated was he when he learned the secret to releasing multiple blasts that he immediately sought out a hill giant. For some reason, the giant wasn't nearly as impressed as the young arcanist who was studying and recording Bruggin's skill with spellfire was, but Bruggin was later noted to have said, "Ah well. The ugly bastard made a nice fire."

Bruggin caught wind that something had happened in Silverymoon about the time that grumblings began to rise saying that he had no place in Citadel Adbar for his wild, carefree nature. Also disliked was his cavalier attitude toward battle, as well as the almost unharnessable energy of the Dwarf. Feeling a need to go out and test himself in a world full of challenges that were different from his mountain home, Bruggin packed up for a long journey, tagging along with Harbromm's guard after seeing to it that affairs were set aright in Citadel Adbar. [/sblock]
 
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Code:
Name: Jares Athuo
Age:    47
Height: 5'6"
Weight: 123lb
Eyes:   Blue
Hair:   Black
Skin:   Pale
Classes: Ranger2/Fighter4/Tempest5/Exotic weapons master 1 -- Domain wizard 12 (Transmutation domain)
Race: Half-elf
Size: Medium
Gender: Male
Alignment: Lawful Neutral
Deity: Helm

Level: 12        XP: 70411

Str: 22 +6 (18 base, +4 enhancement)
Dex: 23 +6 (16 base, +3 level advancement, +4 enhancement)
Con: 14 +2 (14 base)
Int: 22 +6 (18 base, +4 enhancement)
Wis: 10 +0 (10 base)
Cha:  8 +0 ( 8 base)

BAB:  +12+7+2    HP: 113 (2d8+10d10+24)
Grapple: +18     Dmg Red: -/-
Speed: 30'       Spell Res: -
Init:  +6        Spell Save: -
ACP:   +0        Spell Fail: 0%

                Base  Armor  Shld    Dex  Size   Nat  Misc  Total
Armor:           10  +0/+6* +0/+4**   +6    0    +2    +2   20/26*/30** (+3 when wielding double sword, +1 Dodge)
Touch: 18        Flatfooted: 14
*If Greater mage armor active
**If Shield spell active

                         Base  Ability  Magic  Total
Fort:                      8    +2       +2    +12
Ref:                       6    +6       +2    +14
Will:                      8    +0       +2    +10 (+2 against enchantment spells and effects)


Weapon                   Attack        Damage       Critical   Range

+2/+2 adamantine double 
sword of spell storing:*
Single attack:           +21           1d8+13       19-20/x2
Primary attack, TWF      +19+19+14+9   1d8+10       19-20/x2    
Secondary attack, TWF    +19+14+9      1d8+7        19-20/x2

MW melee, Dagger         +19+14+9      1d4+6        19-20/x2
MW Thrown Dagger         +17           1d4+6        19-20/x2    10 ft
Ranged Touch Attack      +16

(* +12 BAB, +6 Str, +1 Weapon focus, +2 enhancement. Greater two weapon fighting with Ambidexterity class ability from Tempest gives three off-hand attacks at no penalty; 
Flurry of strikes from Exotic weapons master gives one extra attack with any end at a -2 penalty to all attacks)

Each end of the sword is charged with a Vampiric Touch spell (6d6 damage)

Languages: Common, Halfling, Dwarven, Elven, Gnome, Draconic

Abilities:
-Low light vision
-Immunity to Sleep effects, +2 racial bonus to enchantment spells and effects
-+1 bonus to Listen, search and spot checks
-+2 racial bonus on diplomacy and gather information checks.
-Elven blood
(Ranger)
-Favored enemy (elves)
-Wild empathy
-Combat Style (two weapon fighting)
(Fighter)
-Bonus feats
(Wizard)
-Call familiar
-Bonus feats
-Spells
-Domain spell
(Tempest) [complete adventurer]
-Tempest defense +3
-Two weapon versatility
-Ambidexterity (-0/-2)
-Two weapon spring attack
(Exotic weapons master) [complete warrior]
-Flurry of strikes

Flaws:

Shaky/Poor aim (-2 to all ranged attacks)

Feats:
Level 1-Track (bonus ranger), exotic weapon proficiency (double sword) (character level 1), scribe scroll (bonus wizard), dodge (flaw extra feat), Alertness if familiar near
Level 2-Two weapon fighting (Ranger combat style, only using light o no armor)
Level 3-Mobility (bonus fighter), Weapon focus (Double sword)(Character level 3)
Level 4-Spring attack (bonus fighter)
Level 5-Craft magic arms and armor (bonus wizard) 
Level 6-Improved two weapon fighting (character level 6), Weapon specialization (Double sword) (bonus fighter)
Level 9-Arcane Strike (Character level 9) [complete warrior]
Level 10-Extend spell (bonus wizard)
Level 12-Greater Two weapon fighting (character level 12)


Skill Points: (6 ranger +4 Int)x5=50, Other levels (2+ 4 Int)x10=60  Max Ranks: 15/7.5
Skills                   Ranks  Mod  Misc  Total
Survival                  5     +0          +5 
Spellcraft               15     +6    +2    +23
Concentration            15     +2          +17
Tumble                   14     +6          +20
Listen                    5     +0    +1    +6 (+2 if familiar is near)
Spot                      5     +0    +1    +6 (+2 if familiar is near, +3 in bright light)
Ride                      9     +6          +15
Knowledge (geography)    11     +6          +17
Knowledge (nature)       10     +6          +16
Knowledge (arcana)       10     +6          +16
Craft (weaponsmith)      11     +6          +17

Spells: Save DC 16+spell level
Spells per day: 4+1/6+1/6+1/5+1/4+1/4+1/3+1

Prepared spells:

Level 6: Greater Heroism, Mislead, Disintegrate*, Free slot.
Level 5: Extended Stoneskin, Greater blink, Mass fire shield, Teleport, Extended polymorph*.
Level 4: Extended Greater mage armor, Greater invisibility, Dimension door, Evard´s black tentacles, Polymorph*.
Level 3: Extended False life, Extended Wraithstrike, Fly, Protection from energy, Greater mage armor, Haste*.
Level 2: Mirror Image, See invisibility, Blades of fire, Bladeweave, Wraithstrike, Whirling blade, Extended expeditious retreat*.
Level 1: Shield x2, Ray of enfeeblement, Critical strike x2, Magic Missile, Expeditious retreat*.
Cantrips: Read magic, Detect magic, Light, Prestidigitation, Mage hand*.

Spellbook:

Level 6: Greater heroism, Greater dispelling, Analize Dweomer, Contingency, Mislead, Disintegrate*.
Level 5: Teleport, Mass fire shield [CAr], Greater blink [CAr], Waves of fatigue, Seeming, Mordenkainen´s private sanctum, Baleful polymorph*.
Level 4: Greater invisibility, Dimension door, Stoneskin, Evard´s black tentacles, Leomund´s secure shelter, Sending, Polymorph*.
Level 3: Fly, Displacement, Greater mage armor [CAr], Protection from energy, Vampiric touch, Phantom steed, Fireball, Haste*.
Level 2: Mirror Image, See Invisibility, Whirling blade, Blades of fire [CAr], False life, Bladeweave [CAd], Wraithstrike [CAd], Levitate*.
Level 1: Shield, Ray of enfeeblement, Magic missile, Protection from Chaos, True Strike, Shocking grasp, Critical strike [CAd], Expeditious retreat*, Alarm, Disguise Self, Silent image.
Level 0: All cantrips.

*Domain spells

CAd: Complete adventurer
CAr: Complete arcane

Contingency active with a Greater invisibility spell, triggered when Jares says the words: "I wish to teleport"

Equipment:                                  Cost
Ring of protection +2                        8k
Amulet of nat. armor +2                      8k
Belt of giant strenght +4                    16k 
Headband of intelect +4                      16k
Gloves of dexterity +4                       16k
+2/+2 spell storing adamantine double sword  21,1k and 1440 xp (self made)
Bag of holding II                            5k
Blessed book                                 12,5k
Ring of counterspells                        4k
  (with Greater Dispelling)
Cloak of protection +2                       4k
Silversheen x4                               1k
Oil of Align weapon (good) x4                1,2k
Wand of Summon Monster I (25 charges, caster level 2) 0,75k
Cold iron double sword                       0,2k
Spell component pouch
Stoneskin material component (x4)            1k
Greater mage armor MC x10                    0,25k


Scrolls of: Teleport, Fly, Alarm, Protection from energy, Sending, Mordenkainen´s private sanctum: 1,862k and 149 xp

Extra spells (bought at 50 x spell level cost): 2k

Money: 75 platinum coins and jewels worth 5750 gold coins.

Familiar:[sblock]Mouser the hawk; Tiny magical beast; Hit Dice: 1d8 (12 hit die to all effects) (57 hp)
Initiative: +3; Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 23 (+2 size, +3 Dex, +8 natural), touch 15, flat-footed 14 (This may be higher thanks to Share spells)
Base Attack/Grapple: +12/+2
Attack: Talons +17 melee (1d4-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, share spells, improved evasion, alertness, empathic link, deliver touch spells,
Speak with master, speak with birds, Spell resistance 17.
Saves: Fort +8, Ref +9, Will +10
Abilities: Str 6, Dex 17, Con 10, Int 11, Wis 14, Cha 6
Skills: Survival +7, Spellcraft +15, Concentration +15, Tumble +17, Listen +7, Spot +15*, Knowledge (geography) +11,
Knowledge (nature) +10, Knowlege (arcana) +10.
Feats: Weapon Finesse

*Skills: Hawks have a +8 racial bonus on Spot checks.[/sblock]

Description: [sblock]Jares is rather short and slim for a warrior, however to the trained eye he shows the scars and behaviour of those that spent many years training with weapons. The only consideration for external appearance he shows are the extreme cleanliness and pulchritude on his weapon and clothes; they are otherwise very common and even poor for a man of his reputation; the slightly curved double sword he carries, for example, looks very crude and simple, though he is evidently very proud of it. His face, long and angular, betrays a elven heritage he tries to hide behind long hair and a short and carefully trimmed black beard.[/sblock]

Background: [sblock] Jares´s last name is false: he really should be named Jares Firsthand, and is the grandson of Garath Firsthand of the purple knights, a terribly strict and stubborn man. Once, Garath got Filundan, a famous elven swordman, to teach swordplay to his sons (paying a great amount of money) so the elf spent some months in the noble´s castle. His interests then went from teaching to the beautiful Halin, Garath´s daughter, and they fell in love.

Garath soon discovered the affair and refused to hear any word of marriage between the two, and did what is was in his hand to separate the couple. Halin, not less stubborn than her father, threatened to flee with Filundan, and finally did so, disappearing thanks to the elf´s magical arts.

The first years in the forest with the elves were very happy for Halin, whose new husband treated her like a queen; was then when Jares was born. But the elders of the community didn´t approve the union either, foretelling that it would cause problems on the long run, but without the authority or desire to force Filundan nothing happened at first. The elf was really a champion of his community, a bladesinger wizard-warrior of great skill and fame. With the years, as his duties with the elven community grew, the time spent with Halin and her son diminished, and his love for her waned. What is a short time for an elf became half a life for the woman, and when she reached old age, her love still intact, the elf´s interest in her was a thing of the past. Filundan started to listen to the elders, and finally decided to cut with her.

Halin, her heart broken was forced to return to human lands with his child. Jares was astonished: the people he lived with all those years had rejected him and his mother like a stranger, his own father drove him from his own home like trash. The gold they were given by the elves lasted little, and they were forced to work. Using the skills learned with the elves, he found a job as scout, sometimes for the militia, others a s a caravan guard. When soon after his mother died, he already knew what he was going to do. Filundan needed a lesson, in his own terms. One day he would return, crush him in a duel and spit in the dancing idiot´s face as the life escapes from him. Or leave him crippled, maybe: he has not decided it yet.

Anyway, he spent every single gold coin he earned paying lessons with weapons masters and wizards, training very hard with his choosen weapon (the double sword) and neglecting others, specially ranged and missile weapons. With great power come greater wages, so as time passed he became elite soldier, adventurer, mercenary strike team member and generally served well whoever could pay his ever-growing fee. He even helped secretly (and with great pleasure) one or two hobgoblin and orc warbands attack elven villages. In his professional life, he´s met some elves; he can tolerate them, if only for business.

Jares feels prepared to confront Filundan, but has decided to wait. Better than just winning, it would be better to utterly crush his father, and demonstrate him ho pathetic he is. And there´s no hurry: elves live a long time. Meanwhile, he´s travelled to the north, towards Silverymoon, knowing well that in the north there will be many opportunities for getting a job, but certain rumors lead him to Citadel Adbar, where he´s currently.
[/sblock]
 
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Her life and her strength:[sblock]She grew up in the Halfling Guild of [Calimport?]. Pretty strange when you consider she's a changeling and the Guild only allows halflings as members. In fact her mother is a Halfling and a longtime guildmember. So little Yorlii was raised in the middle of a bunch of thieves, spys, informants, ... So of course she is quite good at those things.
Everything changed when she reached majority: She had been told that she would have to leave the guild once she could take care of herself, but that didn't help the fact that she felt like being thrown out. Because she couldn't really separate from all her friends from the guild just like that she stayed in [Calimport?] a good while longer, taking little jobs, mostly revolving around stealing and spying.
For halflings the ties to one's community are more important than anything else, she could not leave just like that. But one day an old friend and mentor visied her and told her she would have to leave the city. Rumors were spreading that the Halfling Guild had non-halfling members. On [Calimport?]'s streets such changes could mean great changes in the balance of power between the Guilds.
So she left, first to another city her mentor had advised her to go: Telflamm in Thesk (that's the city, right? I have to get the "Knowledge:local, Thesk = 2" from somewhere after all... :p )
She worked there for a few years, but coudn't feel at home in the local Thieves Guild as Humans don't have this clan-loyalty that she knew from her halfling friends. So before the situation could get out of hand she left the city.
So she started to wander from town to town earning money through the art she knew best... and one day crossed through the Citadel Adbar...

In fights, she makes a lot of use of her mobility and pounce ability: spring attack with capricious step or the different teleporting powers/abilities she has. Whenever she can, she will do flanking attacks (and use her shapeshifting to help with this). Whenever she is not using some kind of touch attack with deep touch, she will use her psi weapon feat to increase her damage. With her decent hitpoint she can survive a few hits and flee when in danger. Her decent saving throws help as well.

Her primary weapons are a scimitar with a kukri.
She uses throwing daggers for range or summons other weapons depending on the enemy to fight (to trip or disarm, for immunities and such) and as she can wield all simple and martial weapons she has quite some choice. From her str and dex alone she gets +5 to BAB and Dmg and from her dex and armor she has an AC of 19. She can boost those even more with her powers. She keeps her dex bonus when flat-footed and criticals don't work against her.

When in a town or city she usually takes the shape of a handsome but well-trained woman unless she needs to take some shape for a specific mission/task. In dungeons she usually looks like some battlehardened and strong woman. The race is usually that of her travelmates or that of the predominant race in the area.[/sblock]
Char sheet:
Code:
Changeling (mostly female human or halfling)
		|	Str	20 (+5)
true neutral	|	Dex	20 (+5)
		|	Con	16 (+3)
MV	40	|	Int	14 (+2)
HP	110	|	Wis	15 (+2)
SP	134	|	Cha	10 (+0)

- Rogue 4, Variant Ranger 1, Warshaper 3, Shadowlord 4
- Psi Warrior 5, Elocater 7

Fort	10	|	+2 vs all (item)
Will	9	|	+2 vs sleep/charm
Refl	13	|

PP	37	|	Spells	: 3 x lvl1  |  2 x lvl2
ML	10	|	CL	4

Languages : Common, Halfling, Elven

Ini	+5

Keen Psibrust Scimitar +1
AB 1H	(+15/+10) = (+14/+9) +1weapon
AB 2H	(+13/+8) = (+12/+7) +1weapon
Crit	(15-20x2) keen
Dmg	1d6+1d4+6
	+2d6 psifocus feat
	+4 if foe has been damaged this round
	+2d6 sneak on flank
	+1d6 psibrust on crit

Psi Kukri +1
AB 2H	(+13) = (+12) +1weapon
Crit	(18-20x2) keen
Dmg	2d4+4
	+2d6 psifocus feat
	+4 if foe has been damaged this round
	+2d6 sneak on flank
	
Touch powers to use with deep impact:
- chill touch(1d6 to 4 targets), dissipating touch(1d6 per PP spent)
- emp. transfer (hostile)(50+ dmg leech), rusting grasp

Throwing Daggers (Bracers)
AB 1H	(+14/+9)
AB 2H	(+12/+12/+7)
RI	10ft
Crit	(19-20x2)
Dmg	1d4+5

unbuffed AC	17
buffed AC	19+
touch AC	15
	+1 dodge(feat/dodge)
	+4 mobility (feat/dodge)
Specials/Feats/...:[sblock]
Immunities
----------
Criticals & Stuns (Warshaper ability)
normal & magical Darkness (Shadowlord ability)
Death Effect(opd) (Padded Armor ability)

Racials: Changeling
-------------------
Medium creature
+2 ST vs sleep/charm
+2 to Bluff, Intimidate, Sense Motive
+10 to Disguise - Disguise Self (transmutation, at will)
Natural Linguist
Automatic: Common
Additional&Chosen: Halfling, Elven

Class
----------
Evasion - Rogue
Uncanny Dodge- Rogue

Simple+Martial Weapons - Psi Warrior
All Armor - Psi Warrior
All non-tower Shields - Psi Warrior

Track - Variant Ranger
Fast Movement - Variant Ranger
Wild Empathy - Variant Ranger
Favored Enemy (Humans) - Variant Ranger

Morphic Immunities (crit, stun) - Warshaper
Morphic Body (+4str,+4con) - Warshaper
Morphic Reach(+5feet) - Warshaper

Scorn Earth - Elocater
Sidestep Charge - Elocater
Dimension Step - Elocater
Flanker - Elocater
Transporter - Elocater
Capricious Step - Elocater
Opportune Strike +4 - Elocater

Shadowsight - Shadowlord
Shadow Jump - Shadowlord
Shadow Blur - Shadowlord
Shadow Walk - Shadowlord
Shadow Pounce - Shadowlord

Feats: 8+1
----------
Dodge
Mobility (bonus)
Blindfight (bonus)
2-handed fighting
Spring Attack (bonus)
Psi Meditation
Psi Weapon
Deep Impact

Elusive Target (Tactical - Complete Warrior)
=> Negate PowerAttack (Dodge target: PA looses dmg bonus)
=> Diverting Defense (Dodge target: Target entangles his buddy, ie. attacks him)
=> Cause Overreach (Provoke AoO: Free trip attempt w/o counter)

Flaw: 1
-------
Light Sensitivity (Dragon_#328)
Accustomed only to the darker places in the world, your eyes open much
wider than normal, making it difficult for you to see in bright light.
Prerequisite: Darkvision.
Benefit: You become dazzled in bright sunlight or within the radius of
a daylight spell. A dazzled creature takes a -1 penalty on attack rolls,
Search checks, and Spot checks.

Spells
------
Darkness
Shadow Mask
Chill Touch

Impr. Invis.
Haste

Powers
------
Inertial Armor
Call Weaponry
Metaphysical Weapon
Dissipating Touch

Animal Affinity
Hustle

Ubiquitous Vision
Dimension Slide
Emp. Transfer (Hostile)
Teleport - from Elocater ability
Plane Shift - from Elocater ability

Steadfast Perception[/sblock]
Skills (short):[sblock]
Code:
Skill		Total		Skill		Total
Appraise	2		Autohypnosis	12
Balance		12		Bluff		10
Climb		5		Concentration	11
Craft		2		Decipher Script	-
Diplomacy	4		Disable Device	12
Disguise	12		Escape Artist	5
Forgery		2		Gather Info	0
Handle Animal	2		Heal		2
Hide		15		Intimidate	4
Jump		7		KL (local)	4
KL (Psionics)	5		KL (dungeon)	3
KL (geography)	3		KL (nature)	3
Listen		12		Move Silently	15
Open Lock	15		Perform		2
Ride		5		Search		12
Sense Motive	12		Sleight Of Hand	8
Spot		12		Survival	8
Swim		5		Tumble		15
Use Mag Device	1		Use Psi Device	1
Use Rope	5
+2 Open Locks & Disarm Traps - Master Tools
+5 Search & Survival (tracks) - Lens of detection
+5 Move Silent - Boots of Elvenkind
+6 Spot & Search - Steadfast Perception - 10mpl
+4 Spot & Search - Ubiquitous Vision - 10mpl
+2 Any - Animal Affinity - 1mpl[/sblock]
Items (this list is almost done):[sblock]
Code:
All items without source can be found in SRD.
Spell Component Pouch  	5
Thieves Tools (Master) 	100
Handy Haversack		2k
Lens of Detection	3.5k
Lesser Prayer Beads	9.6k
-------
15,200

Circlet of Compr.&Read  5.2k (Head)		(Circlet~Helm of Comprehend Languages and Read Magic)
-			- (Eyes)
Hand of the Mage	900 (Neck)
Boots of Elvenkind	2.5k (Feet)
Belt of Hidden Pouches 	5k (Waist)		 Races of the wild (p. 173)
Gauntlet of Rust	11.5k (Hands)
Bracers of Dagger Summ. 2.8k (Arms)		(allowed custom item)
Ring of Sustenance	2.5k (Finger 1)
-			- (Finger 2)
Cape of Alteration	30k (Back)		(allowed custom item)
Vest of Resistance +2	4k (Shirt)		Complete Arcane (p. 150)
Thistledown Padded	4,405 (Robe)(+2-1death ward)
						Thistledown: Races of the Wild (p. 168)
-------						Death Ward: Complete Arcane (p. 142)
68,805

Kukri		  308 +8k (+2-1psi)		Psychokinetic&Burst: XPH (p. 166)
Scimitar	  315 +32k (+4-1keen+2psiburst)
-------
40,000

Chalk (3)	0.03
Bedroll		0.1
Soap		0.5
Brush		0.5
Flint&Steel	1
Water Skin	1
Winter blanket	5
Cold w. outfit	8
Explorer outfit	10
Tent		10
-------
36.13

53.87 left
[/sblock]
Breakdown
=========
Level progression:[sblock]
Code:
Level	Class A		Class B		Feats + Bonus Feats	HP		SP
1	Rogue		Psi Warrior	'Dodge, 'Mobility	8 = 1d8 P	4x(8 R + 2int)
2	Rogue		Psi Warrior	'Blindfight		6 = 1d8 P	8 R + 2int
3	Rogue		Psi Warrior	2-handed fighting	6 = 1d8 P	8 R + 2int
4	Rogue		Psi Warrior				6 = 1d8 P	8 R + 2int
5	Variant Ranger	Psi Warrior	'Spring Attack		6 = 1d8 P	6 R + 2int
6	Warshaper	Elocater	Psi Meditation		6 = 1d8 W	6 E + 2int
7	Warshaper	Elocater				6 = 1d8 W	6 E + 2int
8	Warshaper	Elocater				6 = 1d8 W	6 E + 2int
9	Shadowlord	Elocater	Psi Weapon		6 = 1d8 S	6 E + 2int
10	Shadowlord	Elocater				6 = 1d8 S	6 E + 2int
11	Shadowlord	Elocater				6 = 1d8 S	6 E + 2int
12	Shadowlord	Elocater	Deep Impact		6 = 1d8 S	6 E + 2int
--
13	Warshaper	Psi Warrior
14-15	Variant Ranger	Psi Warrior	15: Grtr. Psi Weapon, EK(Thieving Mindlink)
16-20	Variant Ranger	Psi Warrior	18: ?, ?
The 3rd level Elocater ability Dimension Step should fullfill the Dim. Door
requirement for the Shadowlord.
===>Feats marked with ' are class-prereq's.
PHB: Rogue
XPH: Psi Warrior, Elocater
Unapproachable East: Telflammar Shadowlord
Complete Warrior: Warshaper
Unearthed Arcana: Variant Ranger (Wild, p.58)[/sblock]
Char numbers:[sblock]
Code:
Str	20 = 16 +4 (WS)
Dex	20 = 18 +2 (lvl)
Con	16 = 12 +4 (WS)
Int	14
Wis	15 = 14 +1 (lvl)
Cha	10

Fort	10 = 7,3 (8/2+2+4/3) +3(con)
Will	9 = 7,16 (7/2+2+5/3) +2(wis)
Refl	13 = 8 (12/2+2+0/3) +5(dex)

MV	40 = 30(race)+10(variant ranger)
HP	110 = 74(1x8 + 11x6) + 36(12lvl x 3con)
SP	134 = 7x(8+2) 8x(6+2)
Feats	9 = 8 from levelup + 1 from flaw
Flaw	1

PP	37 = 27(ML 10) +10(wis)
ML	10 = 5(Psiwarrior) + 5(7-2Elocater)

Spells	: Lvl1 = 3	=2(class)+1(int)
	  Lvl2 = 2	=1(class)+1(int)
CL	4 = 4 Shadowlord

Languages : Common, Halfling, Elven (1 racial + 2 int)
[/sblock]
Fighting numbers:[sblock]
Code:
Ini	+5(dex)

BAB (+9/+4)
-----------
single	(+14/+9) = BAB +5(str/dex)
dual	(+12/+7 ; +12) = BAB +5(str/dex) -2(dual-penalty)
other boni :	+4(Opportune Strike < Elocater)

Damage
------
Keen Psibrust Scimitar +1
	- (15-20x2) keen
	1d6 scimitar dmg
	+1 magic weapon
	+5 str
	+1d4 psibrust
	+2d6 psifocus feat
	+4 opportune strike < Elocater
	+2d6 sneak on flank
	+1d6 psibrust on crit (additional)

Psi Kukri +1
	- (18-20x2)
	1d4 kukri dmg
	+1 magic weapon
	+2.5 str w/ offhand
	+1d4 psi
	+2d6 psifocus feat
	+4 opportune strike < Elocater
	+2d6 sneak on flank

Throwing Daggers (Bracers)
	- (19-20x2)
	1d4 dagger dmg
	+5(str)
	
AC (source/type)
----------------
normal & flatfooted (uncanny dodge = retain dex)
	unbuffed	17  = 10 +2(padded/armor) +5(dex/dodge)
	buffed		19+ = 10 +4(power/armor) +5(dex/dodge)
touch
			15 = 10 +5(dex/dodge)
[/sblock]
Skill calculations:[sblock]134 Points to distrubute, trained-only marked with '*'
==> +skill on "OtherM" is synergy bonus
Rogue - r
PsiWarrior - p
Elocater - e
Variant Ranger - v
Warshaper - s
ShadowLord - l
All - a
Code:
Skill		Class	Rank	AttrM	OtherM
Appraise	rl		+2i	+craft
Autohypnosis	pe	8	+2w*	+concentration
Balance		rewl	5	+5d	+tumble
Bluff		rl	8	+cha	+2race
Climb		a		+5s	+use rope
Concentration	vpew	8	+3c
Craft		a		+2i
Decipher Script	r		+2i*
Diplomacy	r		+cha	+bluff,sense motive,handle animal
Disable Device	re	10	+2i*
Disguise	rwl		+cha	+10race,bluff
Escape Artist	rewl		+5d	+use rope
Forgery		r		+2i
Gather Info	re		+cha	+local
Handle Animal	v	2	+cha*
Heal		v		+2w
Hide		rvel	10	+5d
Intimidate	r		+cha	+2race, +bluff
Jump		a		+5s	+tumble
KL (local)	re	2	+2i*
KL (Psionics)	pe	1	+2i*	+autohypnosis
KL (Arcana)			+2i*
KL (archi/engi)			+2i*
KL (dungeon)	v	1	+2i*
KL (geography)	v	1	+2i*
KL (nature)	v	1	+2i*	+survival
Listen		rvel	10	+2w
Move Silently	rvel	10	+5d
Open Lock	rel	10	+5d*
Perform		re	2	+cha
Ride		vp		+5d	+handle animal
Search		rvpel	10	+2i	+survival(traps),KL(archi/engi)
Sense Motive	re	8	+2w	+2race
Sleight Of Hand	rel	1	+5d*	+bluff
Speak Language	*		*
Spellcraft			+2i*	+KL(arcana)
Psicraft	e		+2i*	+KL(psi)
Spot		rvel	10	+2w
Survival	v	4	+2w	+KL(geography,nature),search(tracks)
Swim		rvpew		+5s
Tumble		rel	10	+5d*	+jump
Use Mag Device	rl	1	+cha*
Use Psi Device	e	1	+cha*
Use Rope	rvel		+5d	+escape artist
[/sblock]
 
Last edited:

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