You must be logged in to post messages.
Please login or register

Hall of Wonders - Role Playing & Creative Writing
Moderated by ChowGuy, Ziggurat Mason

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Giant Trilogy – Character Thread
posted 12-20-05 08:30 AM EDT (US)   
Please post your upgraded characters here, this way we can get rid of the character sheets of the abandoned characters.

Kris Lighthawk
Creator of Lighthawk's mod
Replies:
posted 12-20-05 02:45 PM EDT (US)     1 / 13  
Samuel Montanage
Fighter (2) / Wizard(Abjurer) (4)

Race: Human
Alignment: lawful neutral
Languages: Common, Elven, Dwarven, Giant, Local

Appearance:
An average, though muscular human with short brown hair, blue eyes and a well maintained beard. He wears a travellers outfit and a sizeable backpack. He carries a bow and has some kind of rolled up chain dangling from his side where others would expect to see a sword. He could be mistaken for an unwary traveller if there wasn't something in the way he moves that would hint to a military training of some sort.
Height: 5' 6'' (=1,68 m)
Weight: 160 lb (=73 kg)

Str 16+2 (+4)
Dex 14 (+2)
Con 14 (+2)
Int 16 (+3)
Wis 10 (0)
Cha 9 (-1)

Initiative: +2
Base speed: 30 ft
HP: 43 (1x10+3x4+1x3+1x6+6x2) current HP: 43
AC: 20 (10 +5(armor)+1(deflection)+1(natural)+2(dex)+1(dodge))
(10% Arcane spell failure due to armor)

Active spells:


Base Attack: +4
+10 (magic spiked chain +2)
+7 (MW composite (+3str) longbow)

Damage:
2D4+8 (x2) (magic spiked chain +2)
1D8+3 (x3) (MW composite (+3str) longbow)

Chain, Spiked: A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.
When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn't a light weapon for you.


Saves
Fortitude: 6 (+1class, +3class, +2CON)
Reflex: 5 (+1class, +2DEX, +2Familiar (if within 1mile))
Willpower: 4 (+4class)

School: Abjuration. Prohibited School: Enchantment & Necromancy

Feats:
Simple&Martial weapon proficiency
Light,Medium&Heavy armor proficiency, Shield proficiency
Scribe Scroll (wizard bonus feat)
Summon Familiar (weasel named Gizmo) (wizard bonus feat)
Dodge (lvl1 feat)
Combat Expertise (Fighter bonus feat)
Mobility (Human bonus feat)
Exotic weapon (spiked chain) (lvl3 feat)
Spring attack (lvl6 feat)
Whirlwind attack (Fighter bonus feat)

Automatic class skills: Listen, Search, Spot
Skills:(30 fighter, 24 wizard.)

Climb____________10 (Rank7+ STR3)
Jump_____________7 (Rank4+ STR3)
Handle animal______4 (Rank5+ CHA-1)
Ride______________6 (Rank2+ DEX2+ Spec.2) (+2 Synergy Handle animal)
Swim_____________5 (Rank2+ STR3)
Listen_____________6 (Rank4+ WIS0+ Spec.2) (+2 with Familiar)
Search____________5 (Rank2+ INT3)
Spot______________6 (Rank4+ WIS0+ Spec.2) (+2 with Familiar)
Concentration______7 (Rank7+ WIS0)
Decipher script_____5 (Rank2+ INT3)
Knowledge (Arcana)_8 (Rank5+ INT3)
Knowledge (Nature)_8 (Rank5+ INT3) (gives +2 Synergy to survival checks)
Spellcraft_________10 (Rank5+ INT3+ Spec.2) (+2 Synergy Knowledge (Arcana))

(Level 6: +3 Climb, +3 Handle animal)

Spells per day:
lvl0: 4+1 (4+1Specialist)
lvl1: 4+1 (3+1Int+1Specialist)
lvl2: 3+1 (2+1Int+1Specialist)

Spells known:
Lvl0:all except Enchantment & Necromancy school
Lvl1:Burning hands, Endure elements, Enlarge person, Expeditious retreat, Feather fall, Mage armor, Magic missile, Protection from Alignment, Shield
Lvl2:Acid arrow, Alter self, Glitterdust, Mirror image, Protection from Arrows, Resist energy, Rope trick, Scorching ray

Spells prepared:
lvl0: Detect magic (1x), Mage hand (1x), Open/Close (1x), Prestidigitation (1x), Resistance (1x)
lvl1: Shield (0x), Expeditious retreat (1x), Mage armor (1x), Protection from evil (1x), Enlarge person (1x) (Pearl (0x))
lvl2: Protection from arrows (0x), Glitterdust (0x), Resist energy (1x), Rope trick (1x)

Equipment:

+1 magic mithral shirt
+2 magic spiked chain
masterwork heavy flail
Ring of Protection +1
Amulet of natural armor +1
Gauntlets of orc power (+2 str)
Pearl of Power (lvl1)
Masterwork composite (+3Str) longbow +40 arrows (in 2 quivers)
Wand of magic missile (lvl3) (24 charges)
5 potions of cure light wounds (lvl1)
2 potions of cure moderate wounds (heal 15 hp each)
1 potion of cure serious wounds
Scrolls: Comprehend languages (lvl1) (2), Mage armor (lvl1) (2), Fireball (lvl5) (1), Fly (lvl5) (1), Haste (lvl5) (1)
Pouch belt, Dagger, Small steel mirror, 2 Smokesticks, 5 Sunrods, 2 Thunderstones, Spell components pouch, Scroll case
Backpack, 1 Travellers outfit (extra), 0,5 lb Soap, Sack, Bedroll, Silk rope (50ft), Climbers kit, Spell book, 1Waterskin, 1 Waterskin with Ale, 5 trail rations.
about 57 gold in gold, silver and copper pieces


Background:Age: 27
Samuel was born as the third son of a struggling farmer family. He had a hard and work intensive childhood but not without joy and loving parents. The vicinity of his village to a dwarven settlement (and the frequent trade missions he had) allowed him to learn the language of the stout people, and even a bit of giant, which also uses the dwarven alphabet.
When he grew older, his parents sent him to the big city so that he could learn a profession to earn money with, once his older brothers are taking over the farm. Samuel loved the honor and pride of passing knights or the art of nimble duelists, and his strength and constitution allowed him to take a martial profession. Being a soldier is at times a lucrative buisness and such people are always needed, so it was concluded. His parents knew the constable of the village and he supported Samuel to join the city guards.
The training was stupid and tiresome and not at all what Samuel expected. Samuel found himself often half-hearted and not with his full concentration on the job, which more than once found the disapproval of his supervisors.
He retreated into his own world and started to read. He especially liked the stories about elves and the way they merge swordplay with arcane art, and wanted to know more about it. The sergeant scoffed about his questions and said magic is something for absent-minded bookworms in their ivory towers, before he assigned him to an extra shift night guard to clear his head. Unfortunately, this rather had the opposite effect.
In one lucky occasion he (and his patrol mates) managed to save an half-elven wizard from the ill-doing of some thugs that broke into his appartment. Impressed by the rather unusual (for a guard) curiosity and intelligence, they became friends. Samuel started to spend most of his spare time with Alvatar, the elven wizard, to learn more about elves in general and the art of magic in special. At one point he quit the city guard and became something like Alvatars scholar.
Some years ago Alvatar couldn't support him anymore, and he also said that his presence was needed elsewhere, where he needed to go alone, and that they must part ways for a while. That was, when Samuel started to rent his skills and knowledge to people willing to pay him and became an adventurer. As some kind of leaving present, Alvatar gave him, apart from some self-made scrolls, a pearl which, according to him, would increase his spellcasting potential.
He looks back to quite some events during his adventurous career, of which one of the highlights definetly was the exploration of an almost forgetten dungeon with some fellow adventurers. That was also where he got the magic spiked chain and learned how to use it.
A couple of days ago he went to visit his parent's (or rather now his brother's) farm to share some stories and leave some 'found' gold pieces to support his family. But the village was in riot. A tobacco farm not far from the village had been pillaged by huge creatures from the mountains. Smoke and blood and no survivors. The villagers were afraid that they would be next. Messengers had been sent to the city and the dwarven settlement but no news had arrived yet. Somebody had to investigate and find out what was behind it and if they were in acute danger. Of course Samuel volunteered to look into it and soon was on his way.

Gizmo, Weasel, Familiar lvl4
Tiny Magical Beast
Hit Dice:6 HD (21 hp)
Initiative:2
Speed:20 ft. (4 squares), climb 20 ft.
Armor Class:16 (+2 size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple:+4/-8
Attack:Bite +8 melee (1d3-4)
Full Attack:Bite +8 melee (1d3-4)
Space/Reach:2-1/2 ft./0 ft.
Special Attacks:Attach
Special Qualities:Low-light vision, scent
Saves:Fort +4, Ref +4, Will +5
Abilities:Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Skills:Balance +10, Climb +14, Hide +11 Jump +6, Move Silently +8, Listen +5, Spot +5, Search -1, Swim +4
Feats:Weapon Finesse, Improved evasion, Alertness (for master), Share spells, Empathic link, Deliver touch spells
Environment:Temperate hills
Organization:Solitary

These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
Combat
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 14. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.

Lisa, Horse, Light
Large Animal
Hit Dice:3d8+6 (30 hp)
Initiative:1
Speed:60 ft. (12 squares)
Armor Class:13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple:2/8
Attack:Hoof -2 melee (1d4+1*)
Full Attack:2 hooves -2 melee (1d4+1*)
Space/Reach:10 ft./5 ft.
Special Attacks:-
Special Qualities:Low-light vision, scent
Saves:Fort +5, Ref +4, Will +2
Abilities:Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills:Listen +4, Spot +4
Feats:Endurance, Run
Environment:Temperate plains
Organization:Domesticated or herd (6-30)
Challenge Rating:1
The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.
Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds.

With Rider, saddle and equipment she carries about 275 pounds and so carries a medium load.

Chaos is ever-present, unavoidable, even necessary. Chaos is the way of time, the way of nature, the way of unthinking animals. Chaos will happen. But sentient, thinking beings do not need to help it along. Law is the effort of the civilized to slow chaos, to keep destruction at bay long enough so that thinking, dreaming, hoping, and loving can occur.

[This message has been edited by greywind (edited 09-24-2008 @ 03:38 PM).]

posted 12-20-05 03:51 PM EDT (US)     2 / 13  
Editing problems. Ignore this post.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by that one elf (edited 12-21-2005 @ 01:23 PM).]

posted 12-21-05 01:24 PM EDT (US)     3 / 13  
Eros Estot
Race: Wood Elf
Class: level 5 arcane archer / level 1 cleric
Character level 6
Characters languages: Elven, Orcish, Giant, Undercommon, Gnome, Common, Dwarven, Halfling, and Goblin
Alignment: Chaotic Good
Deity: Corellon Larethian

Abilities:
Strength: 12 (+1)
Dexterity: 20 (+5)
Wisdom: 13 (+1)
Intelligence: 12 (+1)
Constitution: 10 (+0)
Charisma: 12 (+1)

HP 42 (8x3 class + 8x1 class + 5x2 class)
AC 21 (10 + 5 armor + 5 dexterity + 1 deflection)
AC 23 (10 + 5 armor + 5 dexterity + 2 shield + 1 deflection) with heavy steel shield

Saves:
Reflex: +10 (4 class + 5 dexterity + 1 resistance)
Fortitude: +7 (4 class + 2 class + 0 Constitution + 1 resistance)
Will: +5 (1 class + 2 class + 1 Wisdom + 1 resistance)

Feats:
Weapon Focus: Longbow
Weapon Specialization: Longbow
Point Blank Shot

Equipment:
+1 Mithral Chain Shirt, +2 Composite Longbow (+1 str), Quiver of 50 arrows, +2 Runed Morningstar, heavy steel shield, 15 bloodstones (worth 50 gp each), 1 black pearl (worth 500 gp), 1 scroll of cure light wounds, cloak of resistance +1, ring of protection +1, lesser crystal of electricity assault.
Arrows remaining: 50
Potions: Shield of faith, 3 x cure moderate wounds, bull’s strength

Gold: 258 gp (plus 1250 gp in gems) (1508 total)

Attack bonus
+2 Composite (+1) Longbow: +16 (5 base + 5 dexterity + 2 magic + 1 feat + 3 special ability)
+2 Runed Morningstar: +8 (5 base + 1 strength + 2 magic)

Damage:
+2 Composite (+1) Longbow: 1d8+8 + 1d6 electricity (2 magic + 2 feat + 3 special ability + 1 str + crystal)
+2 Morningstar: 1d8+3 (2 magic + 1 strength)

Skills:
Concentration (d20+2) [2 skill points + 0 constitution]
Diplomacy (d20+6) [5 skill pts + 1 cha]
Heal (d20+2) [1 skill points + 1 wisdom]
Hide (d20+8) (+6 with shield) [3 skill points + 5 dexterity [-2 armor check with shield])
Move Silently (d20+10) (+8 w/ shield) [5 skill points + 5 dexterity (-2 armor check with shield)]
Spellcraft (d20+6) [5 skill points + 1 intelligence]
Spot (d20+10) [7 skill points + 1 wisdom + 2 race bonus]
Search (d20+3) [2 race bonus + 1 wisdom]
Listen (d20+8) [5 skill points + 1 wisdom + 2 race bonus]
Survival (d20+5) [4 skill points + 1 wisdom]

Speed:
Base speed (move action) 30 feet
Double move (full round action) 60 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 60 feet
Run (move action, move in straight line only, no dex bonus to AC) 60 feet
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet

Special Abilities:

Race:
Immunity to sleep
+2 saving throw bonus against enchantment spells or effects
Low-light vision

Class (arcane archer):
Imbue arrow (can place an area spell upon an arrow)
Enhance arrow +3 (all normal arrows become +3)
Seeker Arrow (1/day, normal attack roll around corners, standard action)

Class (Cleric):
Turn Undead 4/day (1d20+1 turning check, 2d6+2 turning damage)

Spells per day: (spells must be prepared when resting)
Level 0: 3
Level 1: 2

Known spells:
All level 0 and 1 spells- (Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue)
(Level 1: Bane, Bless, Bless Water M, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water M, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I).

Sorcerer/Wizard Spells: Daze (cantrip), Shield (1st), True Strike (1st), and Message (cantrip).

Save to Resist: DC 11 + spell level

Prepared Spells:
0- Message, Light, Purify Food and Drink
1- Detect Undead, Shield

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by that one Elf (edited 02-08-2010 @ 06:48 PM).]

posted 12-29-05 01:31 PM EDT (US)     4 / 13  
Ayuth

Race: Red Dragon (Ayuth is obviously not a normal red dragon though)
Class: level 2 Dragon / level 2 sorcerer / level 2 fighter
Character level 6
Characters languages: Draconian, Common, Dwarven
Alignment: Neutral

Abilities:
Strength: 18 (+4)
Dexterity: 13 (+1)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 9 (-1)
Charisma: 18 (+4)

HP: 50 (12 x 2 (dragon) + 4 x 2 (sorcerer) + 6 x 2 (fighter) + 6x1 (con))
AC: 19 (10 + 7 natural + 1 dexterity + 1 deflection (ring))

Saves:
Reflex: 4 (3 (dragon) + 1 dex)
Fortitude: 7 (3 (dragon) + 3 (fighter) + 1 con)
Will: 5 (3 (dragon) + 3 (sorcerer) - 1 wis)

Feats:
Ability Focus: Fire Breath
Multiattack
Hover
Improved Multiattack
Improved natural Attack (bite)

Equipment:
Steel, Dark Red Jeweled Necklace (focus of spell-casting power; without it, Ayuth cannot cast spells), Ring of protection +1, Ring of wizardry I, Wyrmfang bracers, Headband of charisma (+2 cha), Belt of health (+2 con) with: 4x Potion of cure light wounds, 3x potion of cure moderate wounds, scroll of shield, scroll of mirror image, Gold: 49 gp

Attack bonus: (base attack/graple +5/+9)
Bite (main attack): +9 (5 base + 4 strength)
2 x Claws (secondary attacks): +9 (5 base + 4 strength)
2 x Wings (secondary attacks): +9 (5 base + 4 strength)
Ranged touch attack: +6 (5 base + 1 dexterity)

Damage:
Bite: 2d6+4
Claws: 1D6+2
Wings: 1d4+2

Special abilities:

Race:
Fire breath: 3D10 damage, cone shaped, 30 feet long. Works like a spell with a DC (difficult class) of 16
Immune to fire, paralysis and sleep
Vulnerability to cold
Blindsense 60 feet
Keen senses
Darkvision 120 feet
Natural armor bonus +7

Class:
Familiar

Spells per day:
Level 0: 6
Level 1: 9

Known spells:
Level 0: Read Magic, Flare, Detect Magic, Message, Arcane Mark
Level 1: True Strike, Mage Armor

Skills: (47 skill points)
Diplomacy: +5 [1 rank +4 Cha]
Spellcraft: +9 (6 rank +1 Int +2 synergy from Knowledge (Arcana))
Concentration: +4 (5 rank -1 Wis)
Spot: +11 (8 rank -1 Wis +4 race)
Knowledge (Arcana) : +8 (7 rank +1 Int)
Listen: +11 (8 rank -1 Wis +4 race)
Sense Motive: +3 (4 rank -1 Wis)
Intimidate: +9 (5 rank +4 Cha)
Search: +8 (3 rank +1 Int +4 race)

Speed:
Base speed (move action) 40 feet, 150 feet when flying
Double move (full round action) 80 feet, 300 feet when flying
Charge (full round action, ends with an attack, move in straight line only,+2 attack, -2 AC) 80 feet, 300 feet when flying
Run (move action, move in straight line only, no dex bonus to AC) 80 feet, 300 feet when flying
Run (full round action, move in straight line only, no dex bonus to AC) 160 feet, 600 feet when flying

Description
Ayuth has always been small. His egg was less than half the size of those of his siblings. Had Ayuth been growing by the normal speed of dragon hatchling, that would only have been a minor problem, but he didn’t. Ayuth’s grow was extremely slow, so after fifty years when his last siblings had left his mothers cave, he was still barely the size of his siblings when they hatched.
That was not the only unusual thing about Ayuth, despite being a red dragon he was not evil or chaotic. Being neutral was however something he shared with his mother and siblings. His mother had told them that they were different from other red dragons, and they should stay away from all other dragons. She also told them that they would get the whole story about their origin when they were ready to leave her cave. Because of his small size Ayuth stayed back when his siblings left, it would take hundred of years before he was the size where dragons could be expected to be able to defend themselves.
Ayuth’s mother had her cave quite close to an underground city of mountain dwarves, but she had an “agreement” with them, she would lave them alone and they would in return keep her location a secret. Because of his small size there were a lot of things Ayuth couldn’t really do with his siblings so out of boredom and curiosity he made contact some of the dwarves and soon managed to become friends with them. After some years he even became accepted into their community. As more and more of Ayuth’s siblings left his mother’s cave, he spend more and more time with the Dwarves. On day, some years after his last sibling had left the cave, a dwarven guard saw several large red dragons in the sky. When Ayuth heard about that, he got worried and rushed home, where he found his mother dead, obviously killed by the red dragons.
With his mother dead, the secret about whey Ayuth and his family was unusual, was gone with her. Ayuth stayed with the Dwarves for some years, but eventually he decided to leave in order to find out about whey he was so special. Not daring to seek out other dragons, Ayuth learned to live in the world of humans.
For a time he served as a familiar for a powerful wizard. In return for Atuth's service the wizard promised of find out what he could about Ayuth’s origin. The wizard was however not able to find out much, and after some years Ayuth left. Because he had been unable to help, the wizard paid for Ayuth’s service with a gift. The gift was an amulet that allows Ayuth to use his powers as a sorcerer, something he had been unable to do so far.
Ayuth was 73 years old when his mother was killed, and he is now 126 years old. Despite his age he is only about the size of a 5 year old red dragon wyrmling. He does however look much more like a miniature adult dragon than a wyrmling. Despite the fact that he has the age of an adult dragon his mental abilities are not more developed then those of a young dragon. The reason for that is probably his small brain size.

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 03-01-2010 @ 07:49 PM).]

posted 12-29-05 04:23 PM EDT (US)     5 / 13  
Lighthawk

Race: Elf
Class: level 3 druid / level 2 ranger / level 1 sorcerer
Character level 6
Characters languages: Elven, Sylvan, Halfling, Druidic and common
Alignment: Neutral Good

Abilities:
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 8 (-1)
Intelligence: 12 (+1)
Wisdom: 19 (+4)
Charisma: 14 (+2)

HP 32 (8x2 (druid) + (8 + 5) (ranger) + 4 (sorcerer) + 5 (druid)– 1x6 constitution)
AC 14 (10 + 3 dex + 1 ring)

Saves:
Reflex: 8 (3 (ranger) + 1 (druid) + 3 dex + 1 cloak)
Fortitude: 6 (3 (druid) + 3 (ranger) – 1 con + 1 cloak)
Will: 10 (3 (druid) + 2 (sorcerer) + 4 wis + 1 cloak)

Feats:
Brew potion
Spell Focus (conjuration)
Augment Summoning

Equipment:
+1 Magic composite(+1 str) longbow, 50 arrows, +1 frost halberd, +1 magic morningstar, dagger, Amulet of Wisdom +2, Pear of power (level 1), Least truedeath crystal (+1d6 damage to undead), Ring of protection +1, Arcanist’s gloves (2/day: +2 caster level on level 1 spell), cloak of protection +1, Wand of magic missiles (23 charges), Wand of cure light wounds (25 charges), 2 days of field rations, torch, 100 feet of silk rope, grappling hook, 2 flasks of acid, flask of Alchemist’s fire, 2 flasks of holy water, sunrod.
Potions:
potion of protection against evil
Scrolls:
scroll of entangle
2 scrolls of cure moderate wounds
scroll of burning hands (caster level 3)
scroll of expeditious retreat
scroll of glitterdust
3 bloodstones (50 gp eavh)
Gold: 49 gp

Attack bonus: (Base attack/graple +4/+5)
+1 composite(+1 str) longbow: +8 (4 base + 3 dex + 1 magic)
+1 frost halberd: +6 (4 base + 1 strength + 1 magic)
+1 magic morningstar: +6 (4 base + 1 str + 1 magic)
Dagger: +5 (4 base + 1 str)
Touch attack: +5 (4 base + 1 str)
Ray (ranged touch attack): +7 (4 base + 3 dex)

Full attack:
+1 composite(+1 str) longbow: +6/+6 (4 base + 3 dex + 1 magic - 2 rapid shot)

Damage:
+1 composite(+1 str) longbow: 1d8+2 (1 str + 1 magic), Critical: 20/x3
+1 frost halberd: 1D10+2+1d6(cold) (1 str + 1 magic), Critical: 20/x3
+1 magic morningstar: 1D8+2 (1 str + 1 magic), Critical: 20/x2
Dagger: 1D4+1, Critical: 19–20/x2
(+1d6 damage to undead with Least truedeath crystal)

Special Abilities:

Race:
Immunity to sleep
+2 saving throw bonus against enchantment spells or effects
Low-light vision
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Class (druid):
Animal companion
Nature sense (+2 bonus on Knowledge (nature) and Survival checks.)
Wild empathy +9 (3 (druid) + 2 (ranger) + 2 cha + 2 synergy)
Woodland stride
Trackless step

Spells per day: (spells must be prepared when resting)
Level 0: 4
Level 1: 3
Level 2: 2

Known spells:
All level 0, 1 and 2 spells

Class (ranger):
1st favored enemy: Humanoid (Orc)
Track
Wild empathy +9 (3 (druid) + 2 (ranger)+ 2 cha + 2 synergy)
Rapid Shot (combat style: Archery)

Class (sorcerer):
Familiar

Spells per day:
Level 0: 5
Level 1: 4

Known spells:
Level 0: Acid Splash, Ray of Frost, Disrupt Undead, Read Magic
Level 1: Mage Armor, Shield, Grease, Color Spray

Other:
Emphatic link with Fenris

Skills:

53 points
Concentration 1 + 4(wis) = +5
Climb 1 + 3(dex) = +4
Diplomacy 5 + 2(cha) = +7
Handle Animal 5 + 2(cha) = +7
Heal 3 + 4(wis) = +7
Hide 4 + 3(dex) = +7
Knowledge (nature) 6 + 1(int) + 2(druid) +2 (synergy: Survival) = +11
Knowledge (arcana) 1 + 1(int) = +2
Listen 4 + 4(wis) + 2(race) = +10
Move Silently 4 + 3(dex) = +7
Ride 1 + 3(dex) +2 (synergy: handle animal) = +6
Search 2 + 1(int) + 2(race) = +5
Spot 4 + 4(wis) + 2 (race) = +10
Survival 5 + 4(wis) + 2(druid) = +11 (+2 in aboveground natural environments (synergy: knowledge (nature)))
Swim 1 + 3(dex) = +4
Spellcraft 4 + 1(int) = +5
Tumble(CC) 1 + 3(dex) = +4


Speed:
Base speed (move action) 30 feet
Double move (full round action) 60 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack, -2 AC) 60 feet
Run (move action, move in straight line only, no dex bonus to AC) 60 feet
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet


Description:
Lighthawk's father was a wood elf and his mother was a noble sun elf (and a skilled sorceress) They both died in an accident when Lighthawk was young. After that he lived a few years with his mothers family, but he did not feel that he belonged there (they had never approved of his mothers marriage), so he left to find he's fathers people. After years of adventuring he did find his fathers people, and he studied for 8 years as a druid with his grand father. But he started to become more and more restless and and in the end he started adventuring again. He has now been adventuring for 35 years, with only a year or two of rest now and then with his fathers people. For and elf he has little patience, and he is often called "the restless elf" by his own people.
Lighthawk has inherited a high affinity for magic from his mother, but he has never had patience enough to become the great sorcerer, he could have been. On his many adventures he has picked up quite some low level spells though, so he knows more spells then the average low level sorcerer.
By his fathers people he has also learned some basic ranger skills, and he is quite good with his magic longbow.
He is a little above average height for an elf, he has light half-long hair and green eyes. He is somewhat lightly build and not very strong, but he is quite agile and dexterous (even for an elf) and can run for long distances without getting tired.
He prefer to not get into hand to hand fights, but If forced to do so, he can defend himself well enough using his (magic) druid staff or his shot elven blade.

For the last 9 years he have had an animal companion, a large wolf called Fenris. Fenris is quite intelligent and can carry out quite complicated orders. Over the years they have developed a quite strong empathic link, and when Lighthawk concentrate, he can "see what the wolf sees".


Fenris

Race/class: Wolf (animal companion)
Hit Dice: 4 (2 (wolf) + 2 from animal companion)

Abilities:
Strength: 15 (+2)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 4 (-3)
Wisdom: 12 (+1)
Charisma: 6 (-2)

Fenris is lager than an average wolf so he has +1 strength and +1 constitution. He is also quite intelligent for a wolf so he also has +2 intelligence.

HP: 41 (8x3 (wolf) +5 (wolf) + 3x4 con)
AC 17 (10 + 4 natural armor + 3 dex)

Saves:
Reflex: 7 (4 (wolf) + 3 dex)
Fortitude: 7 (4 (wolf) + 3 con)
Will: 2 (1 (wolf) + 1 wis)

Feats:
Track (bonus feat)
Weapon Focus (bite)
Improved natural attack (bite)

Attack bonus
Bite: +6 (3 (wolf) + 1 feat + 2 str)

Damage:
Bite: 1d8+3 Critical: 20/x2

Special Abilities:
Trip (ex) (successful bite allows free trip attempt)
Low-light vision
Scent
Link
Share spells
Evasion

Skills:

Hide 5
Listen 9
Move Silently 6
Spot 3
Survival 2 (5 when tracking by scent)
(I have increased some skills for Fenris that I think was too low for a wolf)

Speed:
Base speed (move action) 50 feet
Double move (full round action) 100 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack, -2 AC) 100 feet
Run (move action, move in straight line only, no dex bonus to AC) 100 feet
Run (full round action, move in straight line only, no dex bonus to AC) 200 feet

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 01-20-2010 @ 08:19 AM).]

posted 01-15-06 01:32 AM EDT (US)     6 / 13  
Beren

Race: Adan (of the First House; treat as an Elf)
Class: Ranger (4)
Alignment: I leave this to the DM based on the fact that his exact alignment is not crucial to his character and there are reasons for not having alignment in the first place. Chaotic Good is a reasonable guess.

Str: 17 (+3)
Dex: 16 (+3)
Con: 16 (+3)
Int: 16 (+3)
Wis: 14 (+2)
Cha: 12 (+1)

AC: 22 (13 Touch, 19 Flat-footed)
HP: 44 (32 + 12)
Fort: +6 (+4 Class, +2 Con)
Ref: +7 (+4 Class, +3 Dex)
Will: +3 (+1 Class, +2 Wis)

Silver Longsword +10 (d8 + 5 [+d6 vs undead])
Holy Mace +9 (d8 + 5 [+2d6 vs evil creatures])
Flail +9 (d8 + 5)
Shortbow +7 (d6)
Dagger +8 (d4 + 4)
Bonebow +8 (d8 + 1)

Climb 3 (+6)*
Handle Animal 6 (+8)
Hide 7 (+10, -2 armor)
Listen 7 (+11)
Move Silently 7 (+10, -2 armor)
Profession (outlaw) 5 (+7)
Ride 2 (+5)
Search 7 (+12)
Spot 7 (+11)
Survival 7 (+10)
Swim 3 (+6)*


*I disagree on the concept that Swim and Climb should be Str-modified skills, much as I disagree that Concentration should be a Con-modified skill. I think that the makers of D&D are in error.

Track (class feat)
Weapon Focus: Longsword
Power Attack
Two-weapon Fighting (class feat)
Endurance (class feat)


Class abilities:
Favored Enemy (Orcs)
Animal Companion

Spells: 0,1
First level: Calm Animals

Racial abilities:
Resistance to Enchantments
Edain senses

Mundane Inventory:
shortbow, bonebow (masterwork composite longbow) 40 arrows, masterwork dagger, cloak, clothing, rations.
43 gp, 5 bloodstones

Magical Inventory:
Chain shirt +2
Dagger +1
Longsword +1
Flail +1
Darkwood Shield
+1 Heavy Darkwood Shield
Lesser Truedeath crystal
+2 Gauntlets of Strength
+2 Amulet of Health
The Ring of Baranhir - Allows Beren the use of any item, power, or league of friendship alloted to Barahir or his descendents or his house (Beren is Barahir's son). See below for its powers.
1 Potion of Cure Moderate Wounds (6)
1 Potion of Haste

Powers of The Ring of Barahir (Note that Beren is currently unaware that it has some of these powers):

Animal power (Works only for people of Beren’s bloodline):
The initial attitude of animals are improved with one step
+2 competence bonus to wild empathy as well as all skill and ability checks regarding animals
+2 competence bonus to caster level and DC of spells especially designed to use on animals (this include summon natures ally when an animal is summoned)
+2 competence bonus to DC of any enchantment spell used on animals
+2 enhancement bonus on str and con of summoned animals
All above powers works on magical beasts with an intelligence of 1 or 2, but the bonuses are reduced to +1
+2 to the effective druid level when calculating the power and abilities of an animal companion
+2 enhancement bonus on str and con of an animal companion
Any friendly animal can be made an animal companion by touching it with the ring
Emphatic link with animal companion*

*This means that the animal companion generally understands what Beren want it to do, and will willing do so, unless it goes too much against its natural instincts.
If the task is too complicated or goes against the animal companion’s natural instincts, Beren will have to “push” it with a DC 20 handle animal check (like druids, rangers get a +4 bonus when using handle animal on their animal companion)


Languages: Sindarin (native language), Adûnaic, Orkish, Common

Appearance: Beren generally looks Elvish enough - tall, slender, without facial hair and with other charistically Elven traits. He has dark hair and dark blue-grey eyes. Something about him, however, reminds one of humanity, though - though it is very difficult to say just what.

Background:

Beren is the last of his house, which were exiled from their tribal lands somewhere far away. His people were ambushed by Orcs who had been sent to their hideaway by the Devil-prince Thû. Beren returned to his home to find his family and friends slain. He took his father's ring, a gift from an Elf-lord for whom he had fought in previous days, and then set off for vengence. He killed the leader of the Orcs and made off with a few other family heirlooms, and has since been wandering.

It was his Destiny to meet Lúthien, but he met her well before Destiny ever intended. He has been travelling with her and is her trusted companion. He does not know why he has chosen to travel with her, exactly, or where he is going. Somewhere, deep within him, he knows that this fate that he is experiencing is not the same as what was meant for him. He desires vengence on Thû, and one day hopes to get the Elf-lord who gave his father his ring's aid against him.

Beren's cat:

Race/class: Cougar (Puma, Mountain Lion) (animal companion)
Hit Dice: 3

Abilities:
Strength: 19 (+4)*
Dexterity: 18 (+4)
Constitution: 17 (+3)*
Intelligence: 2 (-4)
Wisdom: 12 (+1)
Charisma: 6 (-2)
*+2 str and con from Beren’s ring (enhancement bonus)

HP: 32 (8x3 (Cougar) 3x3 con)
AC 16 (10 + 1 natural armor + 1 amulet + 4 dex)

Saves:
Reflex: 7 (3 (Cougar) + 4 dex)
Fortitude: 6 (3 (Cougar) + 3 con)
Will: 2 (1 (Cougar) + 1 wis)

Feats:
Alertness,
Multiattack

Attack:
Bite: +6

Full attack:
Bite/Claw/claw: +6/+4/+4

Damage:
Bite: 1d6+4 Critical: 20/x2
Claw: 1d3+2 Critical: 20/x2

Special Abilities:
Low-light vision
Scent
Improved Grab (Ex): To use this ability, a Cougar must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a Cougar charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +6 melee, damage 1d3+2.
Link
Share spells

Skills:
Balance +12 (8 race + 4 dex)
Climb: +12 (8 race + 4 str)
Hide: +8 (4 race + 4 dex)
Jump: +13 (1 rank + 8 race + 4 dex)
Listen: +9 (2 rank +4 race + 1 wis + 2 feat)
Move Silently: +9 (1 rank + 4 race + 4 dex)
Spot +9 (2 rank + 4 race + 1 wis + 2 feat)

Base speed: 40 feet


Wearing Beren's Amulet of Natural Armor +1


~~~~~~~

Lúthien

Race: Elf
Class: Secret Bard (4)
Alignment: As with Beren, alignment is up to the DM. Chaotic Good is again a reasonable guess, but considering Lûthien's Druidic affiliation, Neutral Good might be a better choice.

Str: 10 (-)
Dex: 20 (+5)
Con: 10 (-)*
Int: 18 (+4)
Wis: 14 (+2)
Cha: 19 (+4)

AC 24 (16 touch, 18 flat-footed)
HP: 24
Fort: +1 (see special note below)*
Ref: +9 (+4 class, +5 dex)
Will: +6 (+4 class, +2 wis)

Recurved Bow +8 (d8)
Enchanted Longbow +10 (d8 +2 +d6 electricity)
Rapier +3 (d6)
Throwing daggers +8 (d4)

*While she is phsyically flimsy and not able to take much physical abuse, she is very healthy, as evinced by her excellent physical coordination and grace. This is another error on the part of TSR - the ability scores do not allow for such a character, even such people exist and in fact are common. As a result, I would be inclined to use her Dex modifier rather than her Con for matters of stamina and resistance to illness, although resistance to poisons and injuries (more common types of Fort saves) still use Con.


Heal 5 (+7)
Hide 3 (+8, +13 with cloak)
Knowledge (arcana) 7 (+11)
Knowledge (nature) 7 (+11)
Knowledge (religion) 7 (+11)
Knowledge (war) 2 (+6)
Listen 7 (+13)
Move Silently 3 (+8)
Perform 7 (+11)
Profession (Elven Artist) 7 (+9)
Spot 7 (+13)
Swim 2.0 (+7)*
Wild Empathy 2 (+6)

*See for Beren above

Alertness
Endurance

Class abilities:
Bardic Knowledge 4 (+8)

Spellcasting: 1,3,3 (DC 14 + spell level)
Cantrips: Cure Minor Wounds, Dancing Lights, Detect Magic, Light, Prestiditation, Read Magic
1st-level: Charm Person, Cure Light Wounds, Sleep
2nd-level: Cat's Grace, Mesmorizing Glare (see OOC thread, post 1180)

Special attributes:

Lúthien is a spellcaster such as one pictures for Arda, and as such Bard is probably the most appropriate class for her, since her spells all have to do with song and dance. However, she is not a Bard in the conventional D&D sense. Among the differences are the following:

-Lúthien is a Divine spellcaster, not an Arcane spellcaster. This does not alter her spell-list, nor does it change the relevant ability modifier for her spells. However, magical spells and items treat Lúthien as a Divine spellcaster, not an Arcane spellcaster.

-Lúthien is considered by Druids to be a member of the Druidic Order. She comes from a part of the world very far away where the Druids are very different in their scope and hirearchy, but nonetheless she carries the symbols and knows the pass-words to signify that she is a Druid.

-Lúthien does not possess the Bardic Music abilities as those in the PHB. Instead, she possesses supernatural and spell-like abilities that are described below. These abilities (usually) require perform checks to determine their effectiveness, and she has what abilities she does based on her Knowledge skills (particularly Knowledge [nature]), and will get more as her Knowledge skills increase. Moreover, not all of these abilities are songs; some of them are dances (and thus should be treated as somatic, not verbal, abilities). Lúthien is limited to a number of Bardic Arts powers per day equal to her level.

Lúthien's Bardic Arts powers:

Basic Break Spellbinder (sp) - The bard can, by singing clearly to her cause, attempt to break the power of other supernatural or magic-using creatures who strive against her cause. She must target a particular type of creature with her song (and each creature has a different song to break it). All such creatures who hear her must make a Will save (DC as determined below) or be irritated and distracted (the DM may impose Concentration checks to their actions, if applicable, at his or her discression), unable to get the bard's song out of their minds. In addition to causing them to act less coherently, this imposes a penalty to attacks, AC, and to the DC of saving throws of special abilities of said creatures. This power affects all creatures of the appropriate type who hear the bard singing. The duration of the effect depends on the value of the check:

Check result - Save DC - Duration - Penalty
10.............10........5 rounds.........-1
20.............15........10 rounds........-2
30.............20........25 rounds........-3
40.............25........1 day............-4
50.............25........permanant*.......-5

Requirements: Bardic Knowledge DC 15 for any given creature.

*This effect can be removed with a Remove Curse.

Alter Physique (su); Requirements: Knowledge (nature), 3 Ranks - the bard can, by a graceful movement of her body, change her attributes by her physical form. She can perform various changes to herself and potentially to others based on the result of her Perform check. These abilities represent alterations to the bard's body, including not only her physical characteristics but her genes as well. As a result, all of these changes are of instantaneous duration; they are permanant until reversed by another use of this same power. Because the power is itself supernatural, Lúthien cannot activate it while in an Anti-magic field, but once she has activated it, the effect remains even if she does subsequently enter such a field.

DC 0 - Lúthien can change inconsequential cosmetic features of herself. In particular, she can change the color of her hair and the color of her eyes. The effect does not apply to general features of her face or body; she cannot fool anybody who personally knows her with such a disguise (to a friend, it is as though she has dyed her hair and is wearing contact lenses). The state of appearance that Lúthien imposes with this power has no effect on her other abilities to use this power.

DC 10 - Lúthien can undo the effects of any and all uses of this power invoked by check results higher than 10. This returns her to her original physical and genetic state. She can, however, change her pigmentation as with the DC 0 version of this power at the same time she undoes more powerful effects.

DC 20 - Lúthien can alter her form to a sufficient extent that she is no longer easily recognizable (this can be considered a +20 to her Disguise checks). She cannot alter her race or her sex with this power. In addition, she can give herself a -2 penalty in one of her physical ability scores (Str, Dex, Con) and exchange it for a +2 bonus in a different ability score. She cannot adjust ability scores outside of her racial limits this way, and multiple uses of this power are not cumulative.

Lúthien can increase the versatility of the DC 20 power. Each adjustment she makes to the power increases the Perform DC needed by 5. The adjustments she can make are:
-Alter body chemistry such that Int, Wis, and Cha can be swapped as well as Str, Dex, and Con
-Swap an ability bonus for one of the following feats: Ambidexterity, Acrobatic, Agile, Alertness, Athletic, Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Persuasive, Run, and Toughness. She can also remove such a feat that the target already has instead of causing an ability penalty.
-Target somebody other than Lúthien* (if willing, the subject must dance with Lúthien and the power is transferred to this partner).
-Target somebody who is unwilling*; the target is entitled a Will save at a DC of Lúthien's Perform DC -20. This power has a range of 5 feet times the Will Save DC.
-Target somebody who is not an Elf*
-Target somebody who is not female*

*These are cumulative with all other asterisked modifications.

Love of Animals (su) - Lúthien can sing for one turn (10 rounds) to any animal (not necessarily "creature type animal", but potentially anything composed of animal flesh) living in its natural habitat. If her check succeeds, that creature will then become her ally against any unnatural forces that she encounters in that creature's natural habitat. This animal is not an animal companion like that of a normal Druid or Ranger; it will not follow Lúthien outside of its normal habitat, nor will it immediately seek to rejoin her should she re-enter its habitat (although it will be favorably disposed to her should it ever encounter her again). Lúthien must have the animal's interest in her heart. It will follow her into danger and risk its life for the cause of defending nature, but her power will automatically fail if she intends to eat the animal, use it to bait a trap, or the like, but she can count on it coming to her aid if unnatural forces threaten Lúthien's life. The DC of the Perform check needed to sing to the creature depends upon the creature type and the creature's hit dice. This is a mind-affecting ability.

Perform DC = Creature modifier + Hit Dice + Sentience modifier
Will Save DC = Perform result - Hostility modifier - 10.

Creature Modifiers:
Abberation (assuming it's natural): 30
Animal: 10
Beast: 20
Dragon: 25
Elemental (summoned by natural magic): 35
Fey: 30
Giant (assuming it's natural): 20
Humanoid (assuming it's natural): 15
Magical Beast: 25
Monstrous Humanoid: 25
Outsider (assuming it's natural): 35

Sentience modifier: If a creature is capable of speaking language, add 10 to the DC.

Hostility modifiers:
Helpful: -5
Friendly: 0
Neutral: 10
Unaware (of Lúthien): 15
Unfriendly: 20
Hostile: 30

Natural habitat for Humans is considered to be tropical grassland. Natural habitat for (non-aquatic) Elves is temperate woodland or forest. Natural habitat for Dwarves is mouintains (including underground). Natural habitat for Orcs is desert. Natural habitat for Lizardmen is subtropical swamps. Sentient creatures are only applicable subjects of this power if they are living in harmony with nature or attempting to do so. While this is normally the case for Elves and occasionally the case for Dwarves, it is otherwise very rarely true for civilized members of other races (and those that are are usually useless targets as they are either already Druids or allied to the Druids. Of course, this power can be used to try and unite potentially hostile Druids against a common enemy...).


Race abilities:
Hardiness to enchantments
Sleep immunity
Elven senses
Immunity to aging

Nonmagical inventory:
Rapier, recurved bow (treat as composite lonbow), 40 arrows, 6 throwing daggers
1217 gp

Magical inventory:
Cloak of Elvenkind The cloak in question has an emblem of a Ginko leaf on the back (the symbol of her nation).
Longbow +2
+1 Mithril Buckler
+2 Mithril Chain Shirt
Ring of Protection +1
Lesser Electricity Crystal
+1 Light Mace
Dagger Amulet (produces +3 daggers at will, casts Blade Barrier once per day)
1 Scroll of Cure Serious Wounds (5)
3 Scrolls of Cure Moderate Wounds (3)
2 Potions Cure Moderate Wounds (6)

Languages: Sindarin, Quenya, Drudic, Common, Draconic

Appearance: By the standards of at least her culture, Lúthien is strikingly beautiful, with a perfect, slender, figure, long, straight hair, a flawless white face, and, most importantly, perfect athletic physical grace. She likes to wear a light blue gown under her cloak. Lúthien can alter her hair and eye color. She appears to prefer dark hair and blue-grey eyes, but she has been golden-haired with sky-blue eyes. It is not as though she has no 'natural form' - rather, she can alter what her natural form is.

Background: Lúthien is the daugher of an individual said to have been the founder of the Druids, long ago. That individual is also supposed to be an Angel of a sort, although her means of concieving Lúthien was in 'cloathing' herself in an Elven body, so Lúthien is a full-blooded Elf despite that she has a celestial mother.

Lúthien is widely regarded as somebody who has tremendous promise and talent, although nobody is sure exactly how far she will be able to get. She has set out to learn about herself, her powers, and the world she is part of, in the hopes of developing her abilities and appreciating what she stands for all the more. She has fallen in, almost by accident, with a group of adventurers intending to hunt the evil giants of the north. Lúthien, however, is more keen on Beren at the moment, having met him and realized that this meeting was her destiny, yet her intuition tells her that this destiny was not supposed to come until considerably later in her life. She is also very interested in Ayuth, since she has heard little more than rumors about the good Dragons, the Dragons that defied their (now evil) creator, and wishes to understand them and their story better than she does.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 04-20-2010 @ 11:06 PM).]

posted 01-16-06 01:45 PM EDT (US)     7 / 13  
edit

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 02-09-2010 @ 09:15 AM).]

posted 01-23-06 10:31 PM EDT (US)     8 / 13  
ZANDALLAIR BEARCLAW

Race: Human
Class: level 4 Fighter/2 Cleric
Character level 6
Characters languages: local,Common,Dwarven,Orc,Giant
Deity:SHAUNDAKUL, Domains= TRAVEL, LIBERATION

Abilities:
Strength: 18 (+4)
Dexterity: 12 (+1)
Constitution: 18 (16 + 2 magic) (+4)
Intelligence: 13 (+1)
Wisdom: 12 (+1)
Charisma: 8 (-1)

HP 74 (10x4 class + 5x2 class + 6x4 Constitution)
AC 23 (10 + 9 armor, +1 dex bonus, +1 dodge magic boots + 1 feat, +1 ring)

Saves:
Fortitude: +13/15 (4 class +3 class +4 Con. +2 magic)(+2 against poison,Amazon)
Reflex:.....+4 (1 class +1 Dexterity +2 magic)
Will:........+9/11 (1 class, +3 class ,+1 wis.,+2 feat +2 magic)(+2 morale bonus on saving throws against enchantment spells effects)


Feats: Character level=6(3 feats),(+3 fighter bonus feats,+1 human bonus feat)
Turn undead(Cleric)
1)Blind-fight (Reroll miss chance for concealment)
2)Power Attack (trade attack bonus for damage=to bace attack)
3)Cleave (extra melee attack after dropping target)
4)Weapons Focus (great sword +1 attack)
5)Weapons Specialization (great sword +2 damage)
6)Iron will (+2 on will saves)
7)Heavy Armor Optimization (+1 to AC and -1 to armor penalty in heavy armor)

Initiative roll..+3(+2 magical boots,+1 dex.)

Skills:32 points
swim..........+11 (rank 7 +4st..)
jump..........+6 (+2Amazon+4st.)
climb.........+13(rank 7+2Amazon+4st.)
ride..........+2 (rank 1 +1 dex.)
intimidate....+5 (rank 6-1Charisma)
listen(cc).....+3 (+2Amazon +1 wis.)
spot(bonus).+10 (rank 7 +2Amazon +1 wis.)
hide(cc).......+3 (+2Amazon +1dex.)
M.silently(cc)+3 (+2Amazon +1dex.)
survival.......+4 (rank 3+1 wis.)
concentration..+3 (+3 con.)
heal...........+1 (+1 wis.)
diplomacy......-1 (-1 cha.)
sense motive(bonus) +1 (+1 wis.)
knowledge(rel.)+1 (+1 int.)
knowledge(arcane)(bonus) +1 (+1 int.)
Spellcraft.....+2 (rank 1+1 int.)

Speed: (with magic studded leather boots)
Base speed (move action) 40 feet, 30 feet in armor
Double move (full round action) 80 feet, 60 feet in armor
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 80 feet, 60 feet in armor
Run (move action, move in straight line only, no dex bonus to AC) 90 feet, 45 feet in armor
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet, 90 feet in armor



Equipment:
+1 magic full plate,
+2 Claymore of stunning (target gets no attack on its next turn when stunned and gets a -2 to AC for next combat round),
MW Composite Mighty (+4 Str) Longbow
a +1 heavy mace
a MW dagger.
+2 Amulet of Health
Lesser crystal of Fire assault
+2 Vest of resistance
+1 ring of protection
Boots of Quickness
2 scrolls of shield of faith
2 scrolls of magic weapon
Scroll of cure serious wounds
Scroll of cure moderate wounds
Potion of cure moderate wounds (Cl 6)
1 potion of haste
114 gp

"unclaimed stuff"
+1 Cloak of resistance
+1 magic greatsword
+1 magic breastplate
+1 studded leather
Bag with coins worth 1124 gp



Attack bonus:
+3 Lesser Sword of Shadows: +13 (5 base + 4 strength + 3 magic +1 weapons focus)
......Damage - 2d8+11 + 1d6-cold + (1d6-fire)(+6 strength,+3 magic,+2 weapons specialization, plus fire crystal)

Long sword:+9 (5 base + 4str.)
......Damage - 1d8 + 4 ( + 4str.)

Masterwork Mighty Longbow: +7 (5 base + 1 dexterity,+1 Masterwork)
......Damage: 1d8 +4 strength

+1 Mace: +10 (5 base + 4 str + 1 magic)
......Damage: 1d8 + 5 (+4 str. + 1 magic)

MW Dagger : +10 (5 base +4 str. +1 MW)
......Damage: 1d4 + 4str.


Special Abilities for Human:
1)One extra feat
2)four extra skill points at 1st.lvl/1 extra at each additional lvl

AMAZON:Special Abilities;
climb+2......move silently+2.....+2 against poison attack
jump +2......hide +2

1)"Mothers milk"=Diehard feat
2)Alertness feat

Known Spells:
all level 0 and 1 Cleric spells

Spells per day:
level 0: 3
level 1: 3 + 1 domain

Travel. Domain
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.

Travel Domain Spells
1 Longstrider: Increases your speed.
2 Locate Object: Senses direction toward object (specific or type).

LIBERATION DOMAIN
Granted Power: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.

Liberation Domain Spells
1 Remove fear
2 Remove paralysis
3 Remove curse
4 Freedom of movement
5 Break enchantment
6 Greater dispelling
7 Refuge
8 Mind blank
9 Unbinding


BACKGROUND:
Zandallair's father lived with his parents about 2 days journey into the hills not far from Howthen. They were traders and farmers(growing tobacco)their crop was greatly sought after because of its quality.When his father was old enough he traveled to the nearby kingdoms military and became a highly skilled cavalier, fighting and protecting the border lands and hill country from bandits and any evil beings that would come down out of the mountains.His father was more tolerant and had different ideals than his fellow officers did and this soon caused tension between them.
The Kingdom wanted to push deeper into the hill country to claim it for their own which caused the cavaliers to encounter many new and exotic creatures to defeat. Zandallairs father was fascinated by some of the creatures and would refuse to take part in exterminating them. There were two occasions at which he flat would not watch the destruction of the creatures. One was when they came upon minatours hunting,where he saved the life of one by argument, which they were going to take back,however it later got free(no one knew how exactly it got free). the other was when they happened upon a tribe of amazon woman(human females).Beautiful,rare,and fierce fighters they were,and when the fighting was over, with dead on both sides, the men wanted to have their way with the surviving woman.His father wounded a fellow cavalier protecting one woman who he helped escape.He was then stripped of his ranks and was punished on their return to the kingdom then kicked out of his unit and told not to return.
He returned to his home and took up adventuring with friends he had made.On one occasion they crossed paths with slave traders who had slaves and infants to sell on the far side of the mountain ranges.One slave was the amazon woman he had saved from the cavaliers,and against his friends wishes he broke her out of the cage they had her in and freed her, but she refused to leave if she could not take two infants she had in her arms with her,they were not hers but she had saved them from being killed,he agreed.One was a girl the other was a boy who she latter told him they were going to sacrifice to their deity but were attacked and captured by the slavers before they could start the ceremony.The baby boy is Zandallair, an amazon woman birthed him but she was killed in the slavers attack on them.
Zandallairs father went back and built the settlement where he lives today making a strong alliance with the Dwarves in the area who helped him build it,not far from where his parents use to live but are now gone. He took up rangering and grows the much sought after tobacco.His "mother" makes for him the secret mixture called "Mothers milk" which increases his stamina and staying power in battle.Zandallair grew up and They lived in peace until the giants came and destroyed and killed all they could,and took back slaves with them.

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 04-03-2010 @ 10:02 AM).]

posted 01-25-06 10:05 AM EDT (US)     9 / 13  
Sul

Race: Elf
Class: level 6 cleric
Character level 6
Characters languages: Elven and common

Abilities:
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 12 (+1)
Wisdom: 21 (+5)
Charisma: 12 (+1)

HP 42 (8x4 class + 10 class)
AC 24 (10 + 3 dex + 7 armor + 3 shield + 1 amulet)
Damage reduction 3/- (max 30/day)

Saves:
Reflex: +6 (2 class + 3 dex +1 cloak)
Fortitude: +6 (5 class +1 cloak)
Will: +11 (5 class + 5 Wis +1 cloak)(+2 against enchantment spells or effects)

Feats:
Improved turning
Scripe Scroll
Extra Turning

Equipment:
+3 Short Sword of Soniia, +2 magic breast plate, +1 darkwood shield, Amulet of natural armor +1, Masterwork composite (+1 str) longbow, 40 arrows, 50 gp worth of scroll writing materials, Wand of cure light wounds (40 charges), Gauntlets of Ogre Power (+2 str), Cloak of resistance +1, Iron ward Diamond, Pearl of power (level 1), Helm of wisdom +2
Scrolls: Bless, 2 x Cure light wounds, protection from evil, silence, 2 x protection against law, prayer, 2 x dispel magic, 2 x remove curse, scroll of restoration, remove blindness/deafness, remove disease, neutralise poison, break enchantment
Gems: 1 black pearl (500 gp)
36 gold pieces.

Attack bonus
+3 Short Sword of Soniia: +9 (4 class + 1 str + 3 magic + 1 domain power: weapon focus short sword)
+3 Short Sword of Soniia against undead: +11 (4 class + 1 str + 5 magic + 1 domain power: weapon focus short sword)
MW composite (+1 str) Longbow: +8 (4 class + 3 dex +1 MW)
Touch attack: +4 (4 class)
Ray (ranged touch attack): +7 (4 class + 3 dex)

Damage:
+3 Short Sword of Soniia: 1D6+4
+3 Short Sword of Soniia against undead: 1D6+6 + special (Successful Strike against undead target, requires the victim to make a DC 16 fort save or be destroyed (undead with more than 3HD takes 3d10 damage instead) If the save is successful the undead takes 3d4 damage.
MW composite (+1 str) Longbow: 1D8+1

Skills:
27 points
Concentration 9 + 5 wis = 14
Diplomacy 4 + 1 cha = 5
Heal 6 + 5 wis = 11
Spellcraft 4 + 1 int = 5
Tumble(cc) 1 + 3 dex - 3 armor = 1
Knowledge (religion) 2 + 1 int = 3
Untrained:
Spot: 0 + 5 wis + 2 race = 7
Listen: 0 + 5 wis + 2 race = 7
Search: 0 + 1 int + 2 race = 3

Special Abilities:

Race:
Immunity to sleep
+2 saving throw bonus against enchantment spells or effects
Low-light vision
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Class:
Turn undead (8/day)

Domains:

Glory Domain.
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

Level---Bonus Spell
1---Disrupt undead
2---Bless weapon
3---Searing light
4---Holy smite
5---Holy sword
6---Bolt of glory
7---Sunbeam
8---Crown of glory
9---Gate

War Domain
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.

Level---Bonus Spell
1---Magic Weapon: Weapon gains +1 bonus.
2---Spiritual Weapon: Magical weapon attacks on its own.
3---Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4---Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5---Flame Strike: Smite foes with divine fire (1d6/level damage).
6---Blade Barrier: Wall of blades deals 1d6/level damage.
7---Power Word Blind: Blinds creature with 200 hp or less.
8---Power Word Stun: Stuns creature with 150 hp or less.
9---Power Word Kill: Kills creature with 100 hp or less.

Spells per day: (spells must be prepared when resting)
Level 0: 5
Level 1: 4 + 1 domain spell
Level 2: 4 + 1 domain spell
Level 3: 3 + 1 domain spell

Known spells:
All level 0, 1, 2 and 3 cleric spells

Speed:
Base speed (move action) 20 feet
Double move (full round action) 40 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 40 feet
Run (move action, move in straight line only, no dex bonus to AC) 40 feet
Run (full round action, move in straight line only, no dex bonus to AC) 80 feet

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 02-18-2010 @ 09:52 AM).]

posted 04-10-06 08:02 PM EDT (US)     10 / 13  
Bump!

Kris Lighthawk
Creator of Lighthawk's mod
posted 12-14-06 08:50 AM EDT (US)     11 / 13  
Myroj'Hizlk
Qu'el'velguk (House Assassin)

Race: Drow (+1 level adjustment)
Class: level 3 Assassin/1 Rogue
Character level 5
Alignment: Neutral Evil
Characters languages: Common, Dark-Elf, Orc, Abyssal, Undercommon, Drow Sign Language.

Abilities:
Strength: 19 (+4)
Dexterity: 20 (+5)
Wisdom: 10 (+0)
Intelligence: 14 (+1)
Constitution: 12 (+1)
Charisma: 8 (-1)

HP: 28 (4x6 class) +4 con
AC: 19 (10 + 4 armor + 5 dexterity)

Speed:
Base speed (move action) 30 feet
Double move (full round action) 60 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 60 feet
Run (move action, move in straight line only, no dex bonus to AC) 60 feet
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet

Saves:
Reflex: 10 (3 class + 2 class + 5 dex)
Fortitude: 2 (1 class, 1 con)
Will: 1 (1 class)(+2 on saves against enchantments, +2 against spells and spell like effects)

Feats:
Two-weapon Fighting
Weapon focus Short Sword

Equipment:
+2 Poisoned Dagger (Paralytic Poison)
Short Sword of Mirakuss'Phing (+4 Sword)
Snakes Leather (Leather coated in Snake Scales, Poison Immunity)
Spider Design Brooch Special:
First property: Ability to commune with his Matron Mother via a mind-link; Will not operate in an anti-magic field.
Second property: Spider Summon - Use is restricted to once a week and attempts to summon a Huge Monstrous Spider (HD: 8d8+16 (52 hp)) (Iniative: +3) (Speed: 30 ft. (6 squares), climb 20 ft.) (AC: 16 (–2 size, +3 Dex, +5 natural), touch 11, flat-footed 13) (Base Attack/Grapple: +6/+18) (Attack: Bite +9 melee (2d6+6 plus poison)) (Space/Reach: 15 ft./10 ft.) (Spec. Atacks: Poison, web) (Saves: Fort +8, Ref +5, Will +2) within a mile of Myroj's current location. (the summon requires a small prayer offered to Lloth, which may be whispered) The Spider will remain faithful and obedient to Myroj for 5 full rounds, with each round beginning the 6th it may make a Will save to break free of the enchantment[DC = 13 (14 -1 Cha)], and if successful, Myroj loses control of the Spider, at which point it will either attack Myroj and/or a party member. If the enchantment that Myroj has over the Spider is somehow dispelled, this will also cause the Spider to turn on Myroj. Whilst under his control, Myroj may dismiss the Spider at any point, and it will simply return to where it originated.
Regardless of whether his summon attempt is successful or not, this ability cannot be attempted again for 7 full days.
Whether the spider type summoned is a Hunter or Web-spinner is also determined by DM's discretion.
The Summon will NOT summon lesser spider types (eg: large) even if they are the only type available in the area.
+1 Studded Leather of Shadow (+4 AC, +5 to hide skill)(currently equipped)
Pouch of Preserved Elven Ears
155 Gold Pieces

Attack bonus:
Mirakuss'Phing: +11 (2 base + 4 strength + 1 feat + 4 magic)
+2 Poisoned Dagger: +8 (2 base + 4 strength + 2 magic)
Attacking with both weapons in one round with Mirakuss'Phing in main hand: Main hand +9 off hand +6

Damage:
Mirakuss'Phing: 1D6+8 (4 magic + 4 strength). Critical: 19-20/x2
+2 Poisoned Dagger: 1D4+6 (2 magic + 4 strength). Critical: 19-20/x2
+2 Poisoned Dagger used in off hand: 1D4+4 (2 magic + 2 strength). Critical: 19-20/x2
(DC 13 Poison Fort Save: - Failure, if warm blooded, paralyzed for one round)

Special Abilities:

Race:
Spell resistance 15
Darkvision - 120ft
Spell-Like Abilities: once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
Light Blindness: -1 attack bonus in bright sunlight.

Skills: (30 + 6 = 36 points)+10 Rogue = 46
Balance(5) +5(Dex) +2(synergy tumble) = 12
Bluff(3) -1(Cha) = 2
Climb(3) +5(dex) = 8
Forgery(1) +2(Int) = 3
Hide(7) +5(Dex) = 12 (17 with Studded Leather of Shadow)
Move Silently(7) +5(Dex) = 12
Disguise(3) -1(Cha) = 2
Jump(5) +5(dex) +2(synergy tumble) = 12
Sleight of Hand(2)+5(Dex) = 7
Swim(2) +5(Dex) = 7
Tumble(5) +5(Dex) +2(synergy jump) = 12
Use Rope(1) +5(Dex) = 6
Search (2) +2(Int) +2(race) = 6
Untrained:
Spot(0) +2(race) = 2
Listen(0) +2(race) = 2

Class:
Trapfinding
Sneak attack +3d6
Death attack
Poison use
+1 save against poison,
Uncanny dodge
Assassin spells per day: (Spell casting works like Sorcerer/Bard)
level 1: 3
level 2: 1

Known Spells:
True Strike, Jump, Disguise Self
Spider Climb, Invisibilty

Background:

Myroj has revealed precious little about himself to the party, except that he is devoted to his House, his Matron Mother and the Spider Queen Lloth.
His personality reflects that of a confident loner, with the occassional crude joke or open spite towards those of "good" alignment. His clothing is all a dyed midnight black, except his Snakes Leather, which sparkles anywhere from a radiant red to a dull green. When the need for stealth is imperative, Myroj will simply draw his cloak about himself to hide the flickering, though he boasts the fact that no poisoned weapon passing through his Snakes Leather will have the desired effect, makes the ever-present light worthwhile.
He has admitted openly that he is an Assassin in the employ of his House, but never speaks anything more on the matter, and when pressed, Myroj is prone to become moody and insulting. The mysterious brooch that keeps his cloak clasped about his neck, in the design of a spider, is forever a dull gray-black. Myroj is prone to stroking the device without thought, and he will answer no questions directed towards it.
His favoured Short Sword, Mirakuss'Phing, he will only reveal was a gift. From who and for what reason, he will not say, but it seems a painful subject to him and usually Myroj will meet questions, or stares on his blade with open animosity and hostility.
Though usually dour and quiet, Myroj will openly jest about a small black pouch of preserved Elven ears he carries with him. This side of him is rarely seen, and usually takes a good amount of wine to induce it, though that is as close to openess Myroj ever gets.
His cold eyes are forever searching and watchful, and he has made it clear without words he trusts no one completely.
A competent killer, Myroj knows nothing else. It is obvious he was trained to kill without remorse or hesitation, yet he does not partake in needless violence unless it is against those of Elven kind, and when asked on the matter of the party members, Myroj simply will smile and say that those who can aid him in fulfilling his ultimate goal, are still useful to him.


=LASFS Operative #2=
-/X\(++)/X\-L.E.D. War Leader-/X\(++)/X\-

[This message has been edited by ShadowKin (edited 12-19-2006 @ 06:24 PM).]

posted 10-10-07 01:57 AM EDT (US)     12 / 13  
Deleted because no longer relevant.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 11-15-2009 @ 09:49 PM).]

posted 04-12-08 09:51 PM EDT (US)     13 / 13  
Name: Theodore “Theo” Equois
Race: Human
Class: 6th level Truenamer
Languages: Common, Dwarven, Elven, Draconic, Celestial, Abyssal
Alignment/Deity: Chaotic Neutral/ None

Abilities:
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution:15 (+2)
Intelligence: 18 (+4)
Wisdom:10 (+0)
Charisma: 12 (+1)

Base Speed: 30ft.

HP: 44 (d6+2)
AC: 19 (10base +3dex.+ 5armor +1defl.)
Flatfoot AC: 15
Touch AC: 13

DC: 14 (10+ *.5 level +1cha.)


Saves:
Fortitude: +5 (2 class +2con.+1cloak)
Reflex: +6 (2 class +3dex.+1cloak)
Will: +6 (5 class +0wis.+1cloak)

Attacks:
-Rapier +7 (+4 base + 3dex. +1magic)
-True Speak +21
(must over come DC of 15 +(2*CR level or Hit Die of target))
-Light Crossbow +4 (4base)

Damage:
-Rapier 1d6 +1magic
-Light Crossbow 1d8

Utterances:
-Evolving Mind (6): Moderate Word of Nurturing(3), Strike of Might(2), Speed of the Zephyr (2), Temporal Twist(2), Knight’s Puissance(1), Universal Aptitude(1)

-Crafted Tool (1): Keen Weapon

Feats:
-Martial Weapon Proficiency [Rapier]
-Weapon Finesse
-Skill Focus (True speak)
-Extend Utterance (twice as long w/+5 to DC of utterance)

Class Features (Truenamer):
-Known Personal Truename (+4 on saying your personal truename)
-Knowledge Focus: Arcane
-True Name Research (+2 on finding a person’s Truename)

Skills:
-True Speak +21(9pts. +4int. +3feat +5amulet)
-Concentration +11 (9pts. +2con.)
-Perform: Oratory +9(6pts. +1cha.)
-Knowledge:Arcane +13(6pts. +4int.+3feat)
History +9 (5pts. +4int.)
Religion +9 (5pts. +4int.)
The Planes +8 (4pts. +4int.)
Nature +8 (4pts. +4int.)
-Use Magic Device +10(9pts. +1cha.)
-Gather Information +4 (6pts.cc +1cha.)

Money: 162gp/9sp
Equipment: [55/86lbs. Carried. Med. load]
-Amulet of the Sliver Tongue (+5 to Truespeak)
-Chain shirt +1 (25lbs.)
-Head Band of Intellect +2
-Ring of Deflection +1
-Rapier +1(2 lbs.)
-Light Crossbow/w 20 bolts ( 6lbs.)
-Backpack (2lbs.)
-3 Sunrods (3lbs.)
-Gloves of Dexterity +2
-Waterskin (1lb.)
-Bedroll (5lbs.)
-Cloak of Resistance +1(1lb.)
-2 Potion of CMW
-4Potions of CLW
-Traveler’s Clothes (5lbs.)
-Personal Book w/true name research (3lbs.)

Appearance:
Theo stands at 5’ 11’ and around 145lbs., he is lean but still physically fit. He has dark black hair with a gray streak that starts at the top of his right eye and goes the entire length back. Theo has vibrant blue eyes and is partially blind in the right one, and has to wear glasses which are crescent shaped and have been made especially for reading, but he wears them regardless. He is average looking and if it wasn’t for the grey streak in his hair most would not notice him. Over his armor he wears a long decorated maroon robe with black and gold trim, that covers up most of his body except his sword‘s sheath, and hands.

The Past Few Months
If you asked Theo where he would be today 15 years ago, probably the last thing he’d say would be, “Captured by slave trader to save a town of people he barely met.” However, that is exactly what had happened to him, and he prayed that the towns folk were safe. Only a few weeks earlier, Theo had happened across small village around the Howthen, which he decided to rest for the night and possibly replenish his supplies. While he was there Theo befriending a man named Aaron Solios and his family, which insisted Theo stay longer than he had initially planed and in the Solios home he found an interesting book which detailed the mechanics and pronunciation of one of the most advanced utterances for the Lexicon of the Perfected map, highest lexicon for Truenamers. At first, Theo thought it was a joke, he couldn’t believe that something so powerful could be in a backwater town like this, and immediately asked Aaron and his family about it. After a week of research Theo confirmed it was real, but to his dismay, it could only be used once before the book consumed itself in a blaze, and had been enchanted so that he couldn’t commit it to memory. During that week, Theo had become friends with many of the villagers and decided to stay for a bit longer while he perfected his research on this peculiar tome.
After a couple of days had past, Theo realized that he would need help, and after paying the Solios’ for room, board, and some extra gold for the tome, he started to head out, but the gods work in mysterious way, and they had something else planned for him. Just as Theo had gotten past the last house, a caravan came out of no where and nearly ran him over. It seemed this caravan was used to ship slaves across the continent, and they had decided to pillage this small town next. Before he knew it, slavers were rushing past him destroying everything that stood in their way. Theo tried his hardest and managed to take down a few of the brutes, while gathering together some of the able bodied men to strike back, but they were unsuccessful. When everything seemed hopeless, Theo remembered the tome and quickly pulled it out and spoke the utterance. Suddenly, the ground started to shake violently as parts of the earth shifted to make crevasses, and mountains flew up from no where, the slavers were so shocked at what had happened that the ones that weren’t wounded ran off cursing Theo, and vowing to return. Theo still couldn’t believe what had happened, the tome only gave a brief description of what the word would do, he never imagined that it would be so powerful, he turned to look were he dropped the tome, and true to the curse, there was a scorch mark were it landed. Some of the villagers came out to thank him for driving out the slavers, but it was short lived as he explained the details of what had just happened. The village was split, some wanted to flee, others wanted to stay and fight, in the end it was Aaron and Theo who decided on what to do, Theo would sacrifice himself to save the villagers. As the villagers got the wounded and as many items as they could carry, Theo tried to make a copy of the tome. They said their goodbyes and parted to the closest city, as Theo would try to buy as much time as possible for them. Two days passed and Theo wondered if the slavers would ever comeback, or if they had caught wind of the plan. However, on the night of the third day the slavers arrived, and Theo met them at the front of the village. After a few minutes and five dead slavers later Theo convinced them to take him and leave the villagers alone. They bound and gagged him, and placed him in the caravan. Theo has lost track of time and his location, so he has no idea how long he has been with the slavers.

Background:
Theodore wasn’t always inclined to help those in trouble, in his youth Theodore spent most of his time causing trouble for his parents and the local merchants. His parents, not wanting to spoil their reputation sent Theo to live with his uncle, who was a scholar at Mulmaster. At first Theo spent much of his time the same way he always had, until he found out the hard way, that his uncle was a True Namer, and already knew his. Theo started to listen to his uncle who started to teach him the basics of true naming, all of the subtleties and complexities. As Theo learned more and more about the language of the universe, he began to start delving into other area of knowledge soaking up anything that he found relevant and interesting. However, this happiness was to be short lived, and was the first event in Theo’s life where happiness was turned to fear. Late one night the university was attacked by a group of Berefts, warriors who can remove a person from existence with a single word. These people considered Theo’s uncle a threat to their group and decided to destroy him, however they found Theo first and decided to take him out first. Luckily for him his uncle showed up right at the last moment, to kill off everyone of them, but was fatally wounded himself, on his uncle’s deathbed Theo promised that he would become a great scholar and unlock some of the great mysteries of True naming.

Jace Orvan in The Planeswalkers.
Theodore Savant, and the DM in the Fallout Campaign

[This message has been edited by sirus_maxwell (edited 04-14-2008 @ 01:21 PM).]

Age of Wonders 2 Heaven » Forums » Hall of Wonders - Role Playing & Creative Writing » Giant Trilogy – Character Thread
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Wonders 2 Heaven | HeavenGames