Web of Deceit and Ruin (Characters)

wildchicken

First Post
So blah, I have decided since I am going to be posting a story hour for my campaign, that my players should get an area to show off whatever creations of madness that they are proud of.

Enjoy(you can laugh at them if you like)
 

log in or register to remove this ad

Here's my wonderful creation. Fear him!!

Tazzenkaf "Taz" Auvryndar

Male Drow, Wizard(Abjurer) 5/ Alienist 8; medium sized humanoid(Drow); HD 5d4+15+8d4+24+6 (Insane Certainty); hp 78; Init +5 (+5 Dex); Speed 30ft; AC 21 (Mithril Shirt +2, Dex +5); Attack: BAB: +6/+1; +9/+4 (Bloody Jack) Dmg: 1d8+4 (19-20/x2); SQ: Drow traits, Summon Familiar, SR 24, Alienist traits; SV Fort +10, Ref +12, Will +16; Alignment: Chaotic Good; Str 14, Dex 20, Con 16, Int 23 (27), Wis 14, Cha 18.

Languages: Drow Elven, Drow Sign Language, Undercommon, Elven, Common, Dwarven, Draconic, Celestial, Infernal, Abyssal, Ignan, Auran, Aquan, Terran, Netherese

Skills: Appraise +9, Concentration +19, Craft(Alchemy) +15, Gather Information +10, Handle Animal +5, Knowledge(Arcana) +24, Knowledge(Planes) +24, Knowledge(Geography) +13, Knowledge(History) +13, Listen +16, Profession(Herbalism) +4, Ride +6, Spellcraft +24, Spot +15, Scry +18

Feats: Scribe Scroll, Alertness, Craft Contingent Spell, Spellcasting Prodigy(Wizard), Maximize Spell, Quicken Spell, Spell Penetration, Spell Focus: Evocation, Energy Substitution: Sonic, Craft Wonderous Item

Special Abilities: Immune to Sleep effects, +2 vs charms, low-light vision, 120ft Darkvision, +2 on saves vs spells and spell-like effects, SR 11+character level, Darkness, Dancing lights, Faerie Fire, Levitate, Know Alignment, and Detect Magic 1/day each.

Summon Alien: When Taz casts any summon monster spell he can choose to apply the pseudonatural template from Tomb and Blood.

Extra Summoning: Once per day, Taz can cast an extra summon monster
spell of the highest spell level he can cast.

Insane Certainty (Insects): Taz suffers from a -6 penalty to saving throws, attacks, and charisma-based skill and ability checks which involve insects or creatures with insect-like features. Such creatures gain a +6 morale modifier to AC and saving throws against Taz.

Alien Blessing: Taz receives a +1 insight bonus on all saving throws.

Pseudonatural Familiar: Any Familiar that Taz summons automatically gains the pseudonatural template.


Spells: 4/11/6/6/6/5/3/2 per day. Specialty: Abjuration (+1 spell/level/day). Extra Summoning = 1 x Summon Monster VII. Prohibited: Enchantment

Spell Book

O Level: All PHB Cantrips.

1st Level: Protection from Vermin, Identify, Magic Missile, Feather Fall, Lesser Acid Orb, Unseen Servant, Know Protections, Comprehend Language, Shield, Protection from Evil, Message.

2nd Level: See Invisibility, Aganazzer's Scorcher, Daylight, Invisibility, Arcane Lock.

3rd Level: Clairvoyance, Nondetection, Lightning Bolt, Protection from Elements, Fly, Dispel Magic, Water Breathing.

4th level: Scrying, Dimension Door, Dimesional Anchor, Detect Scrying, Remove Curse.

5th Level: Contact Other Plane, Rary's Telepathic Bond, Wall of Force, Sending, Teleport, Dimesional Lock, Permanency, Ghost Form, Mordenkainen's Private Sanctum, Summon Monster V, Lesser Planar Binding, Dismissal.

6th Level: Analyze Dweomer, Summon Monster VI, Disintegrate, Chain Lightning, Greater Dispelling, Planar Binding.

7th Level: Vision, MordenKainen's Magnificent Mansion, Summon Monster VII, Planeshift, Wave of Unbinding.

Magic Items

Taz's Piwifwi
House Auvryndar Insignia
"Bloody Jack." +1 Silvered, Serrated, Sure-Striking Long Sword.
Portable Hole
Taz's Signet Ring (Acts as a Ring of Mind-Shielding and a Ring of Wizardry I)
Headband of Intellect +4
Belt of Resistance +3
Mithril Shirt +2
Wand of Magic Missiles(7th lvl) Charges: 25
16 Potions of Cure Light Wounds
17 Potions of Cure Moderate Wounds
Taz's Piller of Mental Fortitude (An Amulet with a Permanent "Protection from Vermin" Dweomer cast upon it.)
Arcane Library

Physical Appearance: Taz stands at 5'1", with short cooper hair and scarlet eyes. He is somewhat handsome, nothing extreme. He is of slim build, yet muscular. Has a constant nervous twitch...

The Merovingian, Taz's Familiar

Diminutive Pseudonatural Magical Beast (Toad); HD 13, hps 39; Init +1 (Dex +1); Speed 5ft; AC 22 (+7 natural, +1 Dex, +4 Size); SV Fort +3, Ref +4, Will +12; AL CG; Str 1, Dex 12, Con 11, Int 12, Wis 14, Cha 4

Skills: Hide +21, Listen +5, Spot +5

Special Abilities: Alertness on Master, Improved Evasion, Share Spells, empathic link, Touch, Speak with Master, Speak with Anphibians, Scry on Familiar

Pseudonatural Qualities: True Strike 1/day; Electricity and Acid Resistance 20; DR 10/+3; Spell Resistance 25; Alternate Form

Apearance: The Merovingian appears as a malformed toad of a bluish-greyish color. He possesses a fifth leg on his right side, and a third eye rests just above the left eye.
 
Last edited:

Jheth

Male Drow, Sorcerer 8/ Spell Addict 5; medium sized humanoid(Drow); HD 8d4+24+5d2+24; hp 84; Init +5(+8) (+5(+8) Dex); Speed 30ft; AC 42 (Mithril Shirt +2, Dex +5(+8), Amulet of Natural Armor +5, Ring of Protection +5, Bracers of Armor +8); Attack: BAB: +6/+1; +14/+9 (When he uses any of his three Short Swords) Dmg: 1d6+8 (19-20/x2) +17/+12 (when he uses any of his three Ranged Weapons); SQ: Drow traits, Summon Familiar, SR 24, Spell Addict Traits; SV Fort +6, Ref +11, Will +10; Alignment: Subtle Chaotic Neutral; Str 15(21), Dex 20(26), Con 16, Int 19, Wis 18, Cha 22(28).

Languages: Common, Elven, Drow hand Sign, Draconic, undercommon, Abyssal

Skills: Concentration +20, Knowledge(Arcana) +13, Listen +13, Spellcraft +15, Spot +13, Search +13, Use magik Device +15, Diplomacy +21

Feats: Energy Substitution: Sonic, Skill Focus(spellcraft), Skill Focus(Knowledge(Arcana), Skill Focus (Concentration), Darkspell, Spell Penetration.

Special Abilities: Immune to Sleep effects, +2 vs charms, 120ft Darkvision, +2 on saves vs spells and spell-like effects, SR 11+character level, Darkness, Dancing lights, Faerie Fire, 1/day each, Engorged Spell: Whenever the Spell Addict casts a spell, he may make it more difficult to dispel by sacrificing any arcane spell or spell slot of a higher level. Level checks to dispel the spell suffer a -2 penalty per spell level above that of original spell. Wild Casting, Crippling Casting, Power Casting.


Spells: 6/9/8/8/8/8/8/7/4 per day.
Spells Known

O. Level: Prestidigitation, Resistance, detect magik, Read Magik, Open/Close, Mending, Ray of Frost, Acid Splash, Mage hand.

1st Level: Mage Armor, Magik Missile, Feather Fall, Shadow Weapon, Identify

2nd Level: Protection From Arrows, Scorching Ray, Command Undead, Web, Levitate

3rd Level: Fireball, Lighting Bolt, Ice Burst, Fly.

4th level: Polymorph Self, Sonic Orb, Improve Invisibility. Polymorph other

5th Level: Cone of Cold, Teleport, Animate Dead, Permanency.

6th Level: Tensers Transformation, Chain Lighting, Mass Haste

7th Level: Delayed Blast Fireball, Mass Invisibility, Energy Immunity

8th Level: Summon Underdark Slave VIII

Magic Items
Ioun stone: Vibrant Purple Prism
Bracers of Armor +8
Hat of disguise
Bow of True Arrows and Sure Strike
Slippers of Spider Climbing,
Ring of the Ram
Scarab Bane (Flesh Golem)
+2 Ghost Touch Mithril Shirt
+3 Brilliant energy Chaotic Outsider Bane Blackknife
+3 dancing Shock Unholy Thundering Short Sword
+3 Mighty Composite Longbow of Speed
+3 Dancing Ghosttouch Flameing Short Sword
+3 Hand Xbow of Skewering
+3 Prismatic Hand Xbow
+3 Spellstoreing Short Sword
Amulet of Natural Armor +5
Gloves of Dexterity +6
Belt of Giant Strength +6
Bags of Holding Type 2 and Type 4
Ring of Protection +5
Cloak of Charisma +6
Wand of Fireball: 50 Charges
Wand of Lighting: 50 Charges
Ring of Air elemental Command
Ring of Water Elemental Command
Ring of Earth Elemental Command
Ring of Fire Elemental Command
2 Bowls of water elemental Command, Brazier of Fire Elemental Command, Censer of Air Elemental Command, Stone of earth Elemental Command.
Parts of a Tarrasque... mostly body organs and some parts of the carapace and horns.

Jheth also owns two keeps and has a High steady income.


Physical Appearance: Jheth stands at 4'10" tall with white hair and amber eyes. He dresses in the colors of a Menzoberanzan Battle Mage and took part in the assault on Mithril Hall (and escaped and ran away too)

Ig and Ook (Ig looks like an Angel, Ook looks like a Devil and he is not sure what they are or how they actually help him, but they are his.), Jheth's Familiar(s)





P.S. You may see some items that stack but are not supposed to be stacked but they where allowed in the game to stack that way. And sorry for any mispelled words
 



Callendiral Claddath

Xenther Xenther Xenther, learn some manners, posting someone in another persons thread without asking. Heh be glad you haven't been playing in any of my campaigns of late, Black Kaioshin will likely inform you of the high mortality rate of characters since I stopped being a wuss of a DM. Though hey, if all the nastiness happens and I return to Juneau you just might find yourself in my campaign, MWA HAHAHAHA.

Ah well, here's my character Wild Chicken.

Calendiral Claddath
Monk 8 Elemental Fist 5
Neutral Good Drow (it was decided that in a Chaotic Evil society neutral good was about as lawful as one could get and thus became a compatable monk alignment for the circumstances.)
STR: 16 (+3)
DEX: 25 (+7)
CON: 12 (+1)
INT: 16 (+3)
WIS: 22 (+6)
CHA: 13 (+1)
HP: 13d8+13 (90) AC: 33 Dex +7, Bracers of Armor +4, Monk Bonnus +2, Amulet of natural armor +2, Ring of Protection +2, Wisdom Bonus +6
Initiative: +11 (dex +7 improved initiative +4)
Fortitude: +13 (base 10, con bonus +1, magic modifier +2)
Reflex: +19 (Base 10, dex +7, magic modifier +2)
Will: +20 (base 10, wisdom +6, magic modifier +2, Iron Will +2)
Base attack: +9 Spell Resistance: 24
Grapple: +13

Unarmed: +15 +15 +15 +10 Dmg: 2d6+5 Critical on 20

Feats:
Expertise
Iron Will
Improved Initiative
Skill Focus: Jump
Improved Grapple (monk)
Deflect Arrows (monk)
Improved Disarm (monk)
Weapon Finesse
Weapon Focus: Staff (weapon master: free weapon focus feat but may never use an alternate weapon)

Abilities:
Evasion, Darkvision 120ft, Slowfall 40ft, Immunity to Disease, Wholeness of Body (+26hp), Levitate 1/day, Know Alignment 1/day, Dancing Lights 1/day, Faerie Fire 1/day, Detect Magic 1/day, Darkness 1/day

Legendary Forms: No Shadow Kick 600xp, Clever Cranes Wing 800xp, Mad Devil Staff 600xp, Breaking Point 300xp

Elemental Fist Abilities:

Stone Oni Stance: 2/day +2 Str, +2 AC 6 rounds/day

Leaves Swirling through the Reeds: Blink 1/day

Winds Frace: +10 Jump can take 10 when normally not allowed

Phoenix Spreads it's Wings: additional +10 to jump, 2/day arms enveloped in flames for 7 rounds dealing an additional 1d4+5 flame damage each attack.

Koi in the Pond: +10 to Swim, breath underwater for 4xCon in rounds (48)

Immortal Breaks the Blade: Rusting Grasp 1/day

Dragon Strikes the Waves: 7/day resolve all unarmed attacks as touch attacks.

Languages: Undercommon, Drow + Drow Hand Language, Duergar, Common

Skills:
Balance: 18
Climb: 8
Concentration: 16
Escape Artist: 9
Hide: 22
Jump: 41
Knowledge Arcana: 18
Listen: 16
Move Silently: 27
Search: 5
Spot: 15
Swim: 23
Tumble: 18

Bracers of the Wind: +4 Armor Bonus, Blossom Cutter +2
Staff of Benevolence: Holy Chi Staff
Ring of Defence: +2 Enhancement Bonus to AC, +2 to saving throws
Slippers of the Lizard: +10 Move Silently, +2 Dex, Haste 10 rounds/day
Wisdom of the Stone: +2 natural armor bonus, +2 wisdom bonus
 
Last edited:


Hey Ren, you NEVER killed me in any of your games no matter how much you tried... Especially when you tried to take out my DeepGnome. It was Kaio who has been able to kill my charecters and that was only because of a fumble!!
 

Xenther, I can attest to Renfileds claim first hand. He's improved when it comes to making games challenging. Besides, all the blind luck you have will only get you so far...
 


Remove ads

Top