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Character Challenge

#1 User is offline   RedSlayer 

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Posted 16 December 2005 - 01:27 AM

Character Challenge

Who can create the most intersting character? I know with all the intelligent and creative people on the board, we can create some truly original and awsome characters. Come up with something undoubtably cool, and you win. Who knows, someone might take it and use it in their campagin as an NPC, or even villian! (for those of you who swing that way) :P Remeber concept is as important as substance. Your average "burn" sorcerer wont beat something like a walking version of death (raven, i think thats up your alley.) Anyhwo, good luck to all contestants!

RULES:

Limit on Entries: Only one entry is allowed per member per contest.

Character Entries: An entry must be an original character. Anything conspicuously close to an existing character from any published source will be disqualified. (i.e. Drizzit, Eliminster, etc.)

Hit Dice/Class Level Limit: 40. While the limit is 40, remember that high levels do not make a character interesting.

GP limit: total Wealth cannot excede the standard GP by Character level. NO artifacts, NOTHING that cannot be measured in wealth.

Level Adjustment: Level Adjustment COUNTS towards the level 40 cap.

Material Availible: Official D&D WOTC material is acceptable. NO outside sources. NO EXCEPTIONS. (includes publishers such as Green Ronin, as well as homebrew classes, races, etc.)

Entry Requirements:
An entry must consist of
........a full statistics block
........a Combat section that includes
................combat tactics
................descriptions of all special attacks and qualities
........a physical description (what he looks like)
........a description of personality (whats his mental state, what does he like? dislike?)
........a personal history (i.e. where he/she/it? came from)
........a section on anything unique to the character (i.e. special items that he made)
........and at least one adventure hook

Judging: Upon recieving 5 entries, the five entries will be placed in a poll on this site to be voted upon by the members.
Judging should be based on personal preferance, depth of description, originality, and usibility.

Contest Prizes: Prizes will be awarded depending on the number of votes received. The person with the most votes takes the first place prize, the person with the second most prizes will receive the second place prize, and so on.

First Place: First place winners will receive 10,000 gp.
Second Place: Second place winners will receive 5000 gp.
Third Place: Third place winners will receive 3000 gp.
Fourth Place: Fourth place winners will receive 2000 gp.
Fifth Place: Fifth place winners will receive 1000 gp.

Special Mentions: Special mentions will be awarded by myself based on interest, usability, and quality. Only those chosen by myself will receive a Special Mention.

New Challenges: After five entries have been submitted, a new challenge will begin. Any submissions posted after the end of the previous contest will be entered in the new challenge in the order of their postings.
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#2 User is offline   Dthclaw 

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Posted 16 December 2005 - 02:50 AM

All right, let's get the party started (actually, I'll probably take chars posted here as NPCs... cuz yeah...).

Chand Duceus - Medium Aberration Clr5/Sor1/FlshWrptr10
Race: Human
Hit Dice: 5d8+1d4+10d6+80 (158 hp)
Initiative: +6
Speed: 35 ft, fly 60 (good), swim 60, climb 35, burrow 20
Armor Class: 27 (+2 Dex, +9 Nat, +4 Armor, +2 Enh)
BAB/Grapple: +8/+11
Attack: Dagger +12 melee (1d4+4 19-20/x2) and Dagger +13 melee (1d4+5 17-20/x2)
Full Attack: Dagger +13/+8 melee (1d4+5 17-20/x2) and Dagger +12 melee (1d4+4 19-20/x2) and 2 tentacles +9 (1d4+1)
Space/Reach: 5ft by 5ft / 15 ft.
Special Attacks: Spells, sleep ray 3/day (Will 14 negates), cure mod 3/day (CL 14)
Special Qualities: Secret (Umber Hulk, choker, ettercap, and gibbering mouther), darkvision 60, graft mastery (yuan-ti, fiendish*, beholder, technological**), cold resistance 10, fast healing 2
Saves: Fort +16 / Reflex +7 / Will +13
Abilities: Str 12 (+1), Dex 14 (+2), Con 20 (+5), Int 12 (+1), Wis 18 (+4), Cha 12 (+1)
Alignment: Neutral Good
Skills: Craft (Flesh) +20, Heal +23, Knowledge(Arcana) +11, Knowledge(Religion) +11, Spellcraft +24, Balance +7, Jump +11
Feats: Aberration Blood, Waterspawn, Graft Flesh (Silithar), Bestial Hide, Inhuman Reach, Deepspawn, Starspawn
Equipment: +3 dagger, +4 keen dagger, +2 chain shirt, 12 healer's kits, lab, grafts (feathered wings, eyestalk - sleep, eyestalk - reversed inflict moderate, silithar blood, jump pistons**, mutation**, burrowing claws)

*-Instead of fiendish grafts, Chand creates celestial versions of fiendish grafts.
**-Modified form of the cybernetics listed in d20 Cyberscape

Cleric Spells Prepared (6/6/6/6/5/4/3/2; DC 14+Spell level) 0- guidance, mending, create water, detect magic, virtue (2) 1- shield of faith (2), entropic shield, sanctuary (3) 2- endurance, make whole, gentle repose (4) 3- meld into stone, locate object (5) 4- freedom of movement, neutralize poison, restoration (4) 5- raise dead, ethereal jaunt, summon monster V, wall of stone 6- word of recall, blade barrier, heal 7- greater restoration, resurrection
Domains: Healing, Water

Sorcerer Spells Known (5/4; DC 12 + Spell level) 0- open/close, flare, prestidigitation, ray of frost 1- expeditious retreat, shield

Familiar - Deeka: Tiny Aberration (Augmented Raven), hp 76, fly 40 (Good), Claws +6 (1d4-1) or tentacle +6 (1d1; 5ft reach); fast healing 1, regeneration 1, water breathing; immune to critical hits and sneak attacks, improved wings (+2 on reflex saves), tentacle, scales (Nat armor +4, +2 bonus to Fort saves)

[All of Chand's feats are from Lords of Madness]

This... thing is vaguely humanoid at first glance, but then you notice that it can't possibly be human. The creature's head is just a little too wide, it's skin is an odd pale blue-white, and it has a pair of silvery wings. It also has an extra pair of arms and a pair of tentacles coming from both shoulders, and a long, finned tail drifts lazily behind it. Lastly, the creature has an extra pair of eyes growing from stalks on its bald, frilled head.

Chand is regarded as an abomination by many. Originally born in Grea, Chand often suffered from some stigma for his waterspawn heritage that left him very odd looking even by Grean standards. He quickly came to worship the ocean, seeing it as offering some method of salvation from his aberrant bloodline. Unfortunately, it only grew more pronounced, and before long Chand came to the study of the fleshwarper's secrets. There, he found that his bloodline became quite useful, and his extreme tolerance for pain, coupled with natural and self-inflicted 'improvements,' led him to quickly master the art of altering a creature's form. He even learned some of how to graft strange, non-magical devices into creatures from a mysterious stranger that knew surprising amounts about this "technology."

Chand has been a surgeon on the run for much of his life. He typically doesn't stay in an area long, as locals have a tendancy to form mobs to kill the "monster." His grafts are completely seamless, leaving no scars and often no visible sign of their presence, however, and thus he has occassionally earned the aid of his patients (in addition to being clean, he also operates at-cost). At heart, Chand is a complete coward, and despite the fact he could quickly disassemble a living being into so many bloody organs with his pair of "scalpels," he is afraid of almost everything other than his familiar, Deeka, and only true kindness can convince him to stick around.

Tactics: Unless cornered, Chand runs away and casts as many defensive spells as possible. If forced to fight, Chand uses his tentacles to grapple a foe and then slice them apart with his daggers while using his eye rays. He typically uses his other pair of hands to assist in the grapple.

(Lords of Madness material real quick summary)

Secret (Umber Hulk): +4 natural armor
Secret (Choker): Reach +5 ft.
Secret (Ettercap): Climb speed equal to base land speed
Secret (Gibbering Mouther): 25% chance to negate critical hit or sneak attack

Graft Mastery: Chand ignores the racial requirements for creating and grafting yuan-ti, fiendish*, beholder, and technological grafts.

Waterspawn: Breathe water as easily as air, cold resistance 5, swim 60.
Abberation Blood: +4 Balance check.
Bestial Hide: +5 Natural armor
Inhuman Reach: Reach +5 ft.
Deepspawn: 2 tentacle attacks, +2 grapple checks
Starspawn: Fly speed 35, immunity to altitude fatigue and sickness, cold resistance 5

Adventure Hook: "There's a monster living in the old stone villa by the lake! We must go and kill it!" And thus Chand must make another hasty getaway... possibly with help.
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#3 User is offline   Raven Bloodmoon 

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Posted 16 December 2005 - 04:55 AM

Well, looks good, Red. Familiar but good :P I'll match your prizes and also offer my own special mentions as follows:

Qualifying
I must take a special liking to it. This means it is unique, usable, and has a good chance of ending up in my campaign at some point. In other words, it is completely arbitrary.

I will offer awards for depth and detail as detailed in the Prizes section. These are all arbitrary, although a minimum of 250 words is required to win any of these awards. It is a prerequisite, not a promise.

One does not need to win any one particular award to win another. These are not Honorable Mentions, which are the domain of Red to distribute. These are independant of any judging, and merely my attempt to sweeten the pot. Have fun and good luck!

Prizes
Physical Description: 2,000 gp
Mental Description: 3,000 gp
Mannerisms: 1,500 gp
Likes & Dislikes: 1,500 gp
Paradoxes: 1,500 gp
Background: 2,500 gp

P.S. I'll be submitting a character a little later. Hope you all will like it. :D
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#4 User is offline   Vaskre 

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Posted 20 December 2005 - 11:14 AM

Walker Avaren

Level: 2
Classes: Bard 1, Jedi Guardian 1
Race: Human

Abilities
STR: 10
DEX: 10
CON: 10
INT: 10
WIS: 10
CHA: 8

HP: 11
Vitality Points: 11

Alignment: Chaotic Good

Saving Throws: +2/+4/+3

Skills:

Perform (Singing): 4 -1 = 3
Appraise: 4 +0 = 4
Spellcraft 4 +0 = 4
Swim 4 +0 = 4
Jump 4 +0 = 4
Diplomacy 4 +0 = 4
Bluff: 4 +0 = 4
Knowledge (The Force): 4 +0 = 4
Knowledge (History): 1 +0 = 1

Feats:
Skill Focus: Perform (Singing)
Weapon Focus: Lightsaber
Control

Melee Attacks: 1 + 0 = +1
Ranged Attacks: 1 + 0 = +1

Weapons:
Lightsaber (2d8, 19-20) (Energy, Medium, Exotic) (2 lb)

Attacks:
Lightsaber, +2, 2d8 (19-20, x2)

Armor Class = 10
Defense = 13

Reputation Bonus = +1

Carrying
Light Load: 33 lb or less
Med: 34 - 66
Heavy: 67 - 100

Proficiencies:
Weapon group (Blaster Pistols)
Weapon group (simple weapons)
Exotic Weapon Proficiency: Lightsaber

Class Features:
Force sensitive
Bardic Music
Bardic Knowledge
Countersong
Fascinate
Inspire Competence +1

Spells Per Day:
0 Level: 2

Spells Known:
0 Level: Mage Hand, Light, Flare, Resistance

Combat Tactics:

Walker will approach equal enemies by trying to fascinate them with song. Should this fail, he will engage them with his lightsaber in melee.

If his opponent is far beyond his skill, Walker will withdraw and flee, or attempt to regroup with allies.

Physical Description:
Walker stands at about six foot six, being very tall for a human. His eyes are a very deep jade green. His skin has a very light tan to it, and overall appears fairly healthy. His hair is dark black and falls well past his shoulders. He wears light jedi garb and his demeanor appears to be friendly.

Mental Description:
Walker is generally fun loving, but he is very serious when it comes to his jedi studies. He loves music and loves to sing, and does so whenever the opportunity shows, but he does not do such if it would disturb others near him. He enjoys being around others and is always friendly to strangers, unless they prove troublesome.

He is generally good hearted and will help out who he can, when he can.

History:
Walker grew up on Coruscant with a small family. Him, his mother and father, and a brother. His brother died in a speeder crash with his father early on in his life, but he learned to live on, despite his sorrow. Eventually, he was sent to an academy on Coruscant and there he learned the art of music, planning it to be his career.

Things there didn't turn out so well and he ended up running cargo for a company on Coruscant. He ended up running supplies to Yavin, where he met Luke Skywalker, and his life forever changed. It turned out that Walker was sensitive to the Force, as such, he quit his work as a cargo shipper and moved to Yavin to study under Master Skywalker.

He still resides there to this day, training and hoping to become a great Jedi like his mentor, Luke.

Special Adventure Hook:
Walker's mother dies while he is out on a mission for the Jedi, the players involved have to track him down and inform him of her death, assigned by some authority to do so. On their travels, they may discover that walker has been killed, or is heavily engaged with some force which can spin off other plot lines.
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#5 User is offline   Raven Bloodmoon 

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Posted 20 December 2005 - 10:55 PM

Jubaka-san
Medium Humanoid (Wookiee) 1st-level Samurai (Crab Clan)
Hit Dice: 1d10+2 (12 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 14 (+4 partial armor), touch 10, flat-footed 14
Attack/Grapple: +1/+5
Attack: Katana +7 melee (1d10+6/19-20) or wakizashi +6 melee (1d6+4/19-20)
Full Attack: Katana +7 melee (1d10+6/19-20) or wakizashi +6 melee (1d6+4/19-20)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: -
Special Qualities: Extraordinary recuperation, Wookiee rage
Saves: Fort: +4, Ref: +0, Will: +0
Abilities: Str 19, Dex 11, Con 15, Int 10, Wis 6, Cha 10
Skills: Balance +4, Climb +10, Intimidate +8, Sense Motive +2
Feats: Weapon Focus (katana)
Challenge Rating: 1
Alignment: Lawful Good
Advancement: By Class

A towering mass of metal and reed slats with tufts of matted brown fur sticking out through the joints in the armor suddenly bellows out a reverberating howl and draws a large, slightly curved blade. The enraged Wookiee makes a move toward you, his eyes black as night, his nose twitching as he bares his teeth. You know you did something wrong, but you are not sure exactly what. Maybe it was the way you cried out when you stubbed your toe on his stool. Maybe it was that you kicked his stool by accident. Maybe he just does not like you. Either way, this three hundred pound mass of fur and muscle has his hackles up and pointed at you.

Personality

Jubaka-san is a young, quick to anger Wookiee who is quite frustrated with the route his training has taken of late. As a result, he has become even shorter of temper. While almost anything can annoy him enough to evoke his anger, typically insults aimed against the Crab Clan, his family, or himself are the most common. He is particularly sensitive to being told to calm down.

While Jubaka-san dislikes the fact that he was sent from the daimyo as a punishment, he massively enjoys the freedom this has allotted him. He most enjoys being able to sit in a tree and watch as the vicious tree crabs of Kashyyyk scurry up and down the great trunks until they choose to confront each other in mortal combat. It is through this study of crab combat that Jubaka-san is slowly gaining a greater understanding of Crab tactics. Jubaka-san also has a fondness for the coatls that occasionally roost high in the canopies where he mostly dwells.

When approaching strangers, Jubaka-san is always polite and honorable, but he will take offense at almost anything. Typically, he can subdue his anger if he knows he must work with the person, but woe be to the wookie that does not serve an immediate purpose to Jubaka-san. These killings in fits of anger deeply trouble the wookiee who is struggling to get them under control. He does not want to be a homicidal maniac, but in the heat of the moment, he looses his senses. It is for this reason, he understands deep within, that he was sent from the daimyo, and he struggles every day to gain the wisdom and inner calm he will need if he is ever to return to his place of honor among the Crab Clan.

History

Jubaka-san was born to a family of noble wookiee politicians that were often off world on important matters of state. His parents, did, however, make certain that he was placed in one of the most prestigious daimyos in the Greater Canopies where he could learn the ways of the samurai and also about his heritage in the Crab Clan. Jubaka-san grew up tall and strong, and was one of the youngest wookiees to begin training as a samurai. Eventually, he rose to great prominence in his class until one day, as he was prone to do, he lost his temper with a classmate. He struck his fellow initiate so hard that the wookiee’s skull split. At this point, the daimyo master recognized Jubaka-san’s need to venture out into the world and learn to control and harness this rage rather than to allow it to control him. So it was that a year ago, Jubaka-san was sent into the canopies to learn more about the world and himself.

Jubaka-san has taken an interest in perfecting his iaijustu technique and can often be found in the regions of the forests where the coatls of Kashyyyk live, attempting to draw his katana and cut off smaller branches from the trees. He also spends time studying the movements of the tree crabs as they fight. He is trying to learn stability in movement from them, and in doing so, he is slowly gaining some stability in self as well.

Unique Distinctions

Jubaka-san wears the greenish-brown colors of the Crab Clan at all times. His armor is coated in a greenish-brown lacquer that helps him blend in with the foliage of the high canopy, and his scabbards are painted black with the emblems of the Crab Clan along their lengths.

Jubaka-san was the most powerful initiate to the samurai order at his daimyo, and also the least stable. He defeated even full samurai in sparing matches, and was one of the only ones that ever landed a blow on their master.

Adventure Hook

Something is disturbing the coatls of Kashyyyk, and they are all trying to flee. Can Jubaka-san learn what is causing this and act swiftly enough to prevent the eradication of coatls from the forests of Kashyyyk?

Combat

Jubaka-san typically enters a rage before engaging in combat, as combat typically is the result of someone insulting his pelt. He then draws his katana and strikes down the offender with furious vengeance before settling down to continue his meal. In open combat, Jubaka-san charges his opponent and engages in melee combat. Should the opponent prove frustrating, he enters a rage and kills him.

In rare instances, Jubaka-san is clearheaded enough to remember some of his training in the Daimo in the Trees. He will actually employ tactics such as climbing well above his intended victim and then leaping down on the unsuspecting foe with his sword drawn. When this fails to end the fight, he will use his exceptional strength to try to knock his opponent backward and potentially out of the tree. When not in the forests of Kashyyyk, he will occasionally attempt to utilize this iaijutsu training. Unfortunately, the subtleties of this technique are mostly lost on the Wookiee and results in him becoming frustrated, entering a rage, and applying far more brute force than is typically required.

Wookie Rage (Ex): When necessary, Jubaka-san can fly into a rage equivalent to that of a 1st-level barbarian.

Extraordinary Recuperation (Ex): Jubaka-san regains hit points at twice the normal rate (2 per character level per day).


Sources
Oriental Adventures
Star Wars Core Rulebook

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#6 User is offline   Dthclaw 

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Posted 22 December 2005 - 06:14 AM

:blink:

Wow... I have now seen the most mind-bending character concept ever. Kudos to Raven for destroying my brain.

BTW... I know this allows all WotC material... but c'mon guys... I don't think SW:RPG is our primary here. ;)
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#7 User is offline   RedSlayer 

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Posted 22 December 2005 - 05:58 PM

I am more than slightly inclined to agree. Let's keep it D&D, huh folks? If you want to start your own everything-goes topic, go for it. The entries will stay in, but in the future, lets keep in the D&D realm. Sorry for not specifying.
I'm prepared to passionately argue this point until nothing makes sense anymore!- RM

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Who is to judge what is right and what is wrong? Great and powerful foes surround us; unknown miscreants gnaw at us from within. We are threatened with total annihilation. In days such as these we can afford no luxury of morality.
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#8 User is offline   Raven Bloodmoon 

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Posted 23 December 2005 - 10:51 PM

You have to admit that Jubaka-san is still an intriguing character concept! Vote for the angry wookiee samurai, and remember, other races don't pull your arms out of their sockets when they lose! :P
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#9 User is offline   Dthclaw 

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Posted 24 December 2005 - 04:06 AM

I never said it wasn't a good concept... just not quite fitting with the theme of the contest. Vote for Chand! He'll give you a discount ;)
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#10 User is offline   Lyinginbedmon 

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Post icon  Posted 04 January 2006 - 04:40 PM

Alvis Parker
Male Elf Monk1/Sorcerer14/Wizard19/Archmage5
LN Medium humanoid (elf)
Init +9; Senses ; Listen +31, Spot +18
Languages Common, Draconic, Elven, Gnome, Orc, Sylvan
--------------------------------------------
AC 19, touch 19, flat-footed 14;
HP 101 (39 HD)
Fort +22, Ref +28, Will +39
--------------------------------------------
Speed 60 (12 squares)
Melee Unarmed strike (1d6+2/20)
Space 5ft.; Reach 5ft.
Base Atk +28/+16; Grp +30
Atk Options Unarmed strike, flurry of blows (-2/-2)
Combat Gear -
Spell-Like Abilities:
2/day - Maximised time stop, 4/day - Silent Stilled teleport
--------------------------------------------
Abilities Str 15, Dex 20, Con 9, Int 19, Wis 18, Cha 19
SQ Arcane Fire, Elven traits, Mastery of Elements, Mastery of Shaping
Feats Enhance Spell, Epic Speed, Eschew Materials, Great Dexterity, Ignore Material Components, Improved Spell Capacity (3), Improved Initiative, Improved Unarmed Strike, Maximise Spell, Run, Scribe Scroll, Silent Spell, Skill Focus (spellcraft), Spell Focus (transmutation), Spell Focus (evocation), Still Spell, Stunning Fist
Skills Concentration +23, Diplomacy +8, Jump +15, Knowledge (arcana) +46, Knowledge (nature) +10, Listen +31, Move Silently +9, Sense Motive +12, Sleight of Hand +7, Spellcraft +51, Spot +18, Survival +14
Possessions Backpack, Monk's outfit, Pouch belt, Spelbook, 50 GP
--------------------------------------------
Hook "Time is not your domain, but mine"
--------------------------------------------
Spells/day:
Sorcerer: 6/7/7/7/7/6/6/6/5/4/0/1
Wizard: 4/5/5/5/5/4/3/4/3/2

Sorcerer Spells Known:
0-level - acid splash, dancing lights, detect magic, ghost sound, light, mage hand, mending, open/close, prestidigitation 1st level - expeditious retreat, feather fall, magic missile, shocking grasp, ventriloquism 2nd level - alter self, continual flame, darkvision, levitate, mirror image 3rd level - arcane sight, fly, illusory script, sepia snake sigil 4th level - dimension door, dimensional anchor, invisibility, greater, polymorph 5th level - magic jar, mirage arcana, telekinesis, wall of force 6th level - chain lightning, disintegrate, true seeing 7th level - control weather, delayed blast fireball, simulacrum 8th level - clone, temporal stasis, trap the soul 9th level - imprisonment, weird

Alvis appears as a white-haired, green eyed, elf in his mid-200s wearing flowing robes of the purest white. His long hair is tied back in a dense ponytail, and his face always holds an extremely stern appearance. He is always business, and he despises anyone who utilises the flow of time for ill deeds or otherwise. It is his self-appointed mission in life to seek out ALL who utilise time and remove them from the cosmic equation.

He began life as a simple child, running about the Elven capital like any other child. When he reached 120 years old he left his training ground for 40 years and went out into the world. On his travels he discovered he had a talent for magic, an trait not commonly accepted in his homeland, and he was taken advantage of many times by people who would appear as if from nowhere and steal with being neither seen nor heard. Then one cold evening, he was beset by a group of wolves. He fought valiantly against them, but in the end wound up beaten, bruised, and bloody. Then it was that he was bathed in a powerful white light. A heavenly voice spake unto him, and told him that he must stop those that cause disarray in the timeline. Then he was overcome by great darkness, and awoke facedown on the dirt path, his wounds and clothing miraculously healed. He would dedicate his life to this task.

In combat, he relies on taking the enemy by surprise with time stop and invisibility, greater combined with delayed blast fireball. When combat is not necessary or not possible, he uses spells with a flare for the dramatic to make the criminal believe that reality is testing or taunting them, he then casts dimensional anchor on them and lets his attacks fly, as long as they have not renounced their crimes. When no other possibility is available, he imprisons them or places them apart from history with temporal stasis. At all times, he makes sure that they cannot interfere with time ever again, and commonly disintegrates the body and strews the remains to the winds.

Adventure Hook: A large number of mages from a local wizard's guild have gone inexplicably missing. Additionally, the grounds of the guild headquarters used to have a beautiful garden, which recently has started to die of unknown causes, and the halls are becoming to appear as if they haven't been cleaned for weeks or even months. The PCs are hired to investigate.
Bury deep, Pile on the stones,

Yet I will, dig up the bones

Remember - A Burlewan webcomic
The Sovices

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#11 User is offline   Dthclaw 

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Posted 04 January 2006 - 11:04 PM

Yeeeouch.

Well, here's another one for your displeasure.

Rainwing
Medium Aberration ** – Rog 15, CR 17
Hit Dice: 15d6 (90 hp)
Initiative: +11
Speed: 35 ft. (6 squares), fly 85 ft. (perfect), climb 35 ft.
Armor Class: 35 (+8 Enh., +11 Dex, +2 natural, +4 Defl), touch 25, flat-footed 24
Base Attack/Grapple: +11/+16

Attack: Thunderwind +25/25 melee (1d6+6+1d6 Elec 15-20/x2) and Icicle +21/21 melee (1d6+3+1d6 Cold 15-20/x2) and Flameribbon +21/21 melee (1d6+3+1d6 Fire 15-20/x2) and Gemslash +21/21 melee (1d6+3+1d6 Acid 15-20/x2); or 4 daggers +23 ranged (1d4+3 19-20/x2)

Full Attack: Thunderwind +25/25/20/15 melee (1d6+6+1d6 Elec 15-20/x2) and Icicle +21/21/16 melee (1d6+3+1d6 Cold 15-20/x2) and Flameribbon +21/21/16 melee (1d6+3+1d6 Fire 15-20/x2) and Gemslash +21/21/16 melee (1d6+3+1d6 Acid 15-20/x2); or 4 daggers +23 ranged (1d4+3 19-20/x2)

Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +8d6
Special Qualities: Low-light vision, darkvision 60ft., tremorsense 60ft., wide vision (+4 spot, unflankable), improved evasion, uncanny dodge (Dex bonus, unflankable, +2 vs. traps), sleep immunity, +2 saves vs. enchantments, skill mastery (Move Silently, Tumble, Sleight of Hand, Open Lock, Hide, Use Magic Device, Disguise, Disable Device), automatic secret search
Saves: Fort +5 / Ref +20 / Will +7
Abilities: Str 13 (+1), Dex 32 (+11), Con 10 (0), Int 20 (+5), Wis 14 (+2), Cha 16 (+3) AL CN
Skills: Appraise +14, Balance +17, Bluff +21, Climb +7, Decipher Script +14, Disable Device +29, Disguise +21, Escape Artist +29, Forgery +11, Gather Information +9, Hide +59, Listen +10, Move Silent +59, Open Lock +29, Sleight of Hand +20, Search +13, Sense Motive +11, Spot +23, Tumble +20, Use Magic Device +21
Feats: Multiweapon Fighting, Multitasking, Fleet of Foot, Improved Multiweapon Fighting, Tactile Trapsmith, Improved Critical (rapier), Weapon Finesse*
Equipment: +5 shocking speed rapier (Thunderwind), +2 frost speed rapier (Icicle), +2 fiery speed rapier (Flameribbon), +2 acidic speed rapier (Gemslash), 10 +2 distance returning daggers, Rainwing’s Suit (+8 armor bonus, +30 Hide and Move Silent bonus), bag of holding IV (100,000 gp, Excalibur’s Hilt, maps to the Imperial Treasury, maps to every major thieving target in Teras-Ska, Union, Cadarheigh, and Balamda), ring of protection +4, ring of freedom, masterwork thieves tools, longspoon thieves tools, 8 potions of cure critical wounds, staff of life (14 charges), wand of expeditious retreat (22 charges), staff of the planes (18 charges), wand of barkskin (20 charges)
Languages: Common, Elven, Auran, Draconic, Sylvan, Gnome

*Rainwing used a wish spell to gain the use of Weapon Finesse
**Rainwing has both the insectile and winged templates

This might have been an elf. If elves had wings and insectile carapaces, and four arms seeming to behave independently of each other. He gives you a grin, rustling a quartet of sheathed rapiers and a sash of odd daggers. "What seems to be the problem?" he asks with an appraising smile.

Rainwing is more or less unaware - or unconcerned - with his origins. He was not born naturally, that much is all but certain, but from the day he was born he has set his sights on the most valuable, best guarded things around. He's gotten good at stealing them, too. Roughly 133 years old, Rainwing is reckless for an elf, but so stealthy that he has yet to be caught by the authorities. Indeed, most targets are baffled as to how anything was stolen - no footprints and only one opened window are typical marks of Rainwing's jobs.

Not surprisingly, most of Rainwing's equipment is stolen or paid for with stolen goods. The only piece of equipment that is truly his is ring of freedom, which he has no idea where or how he got it - he's had it for as long as he can remember.

To Rainwing, everyone else falls in one of three categories: marks, obstacles, or convenient bystanders. He generally doesn't kill marks, or even obstacles if he can help it. He considers bloodshed a failure to be stealthy enough, but he is perfectly capable of bringing incredible harm to someone - 13 rapier hits generally downs even the strongest fighters... especially if the fighter is distracted for even a few moments. The recent events in Helios-Amn has clued Rainwing into the existence of other worlds, and his plans have just widened in scope...

Tactics: Rainwing, if pressed into combat, has fairly simple tactics. He uses his Hide and Move Silent skill to sneak up on the strongest (or at least most dangerous) combatant and likely kills them in one full-attack action, especially if he gets his sneak attack damage. After this, Rainwing pulls back and uses his throwing daggers. Thanks to his Multitasking, he will use both throwing daggers and rapiers, usually throwing the daggers at known or suspected spellcasters and fending off melee fighters with his rapiers. He does not pull back to use potions or magic devices he may have on him, instead relying again on his Multitasking to both attack and use items.

-Multitasking: A feat found in 3.0 Sword and Fist, this feat allows Rainwing to use each arm to perform distinct, separate standard actions. Each arm can be used to perform a standard action independently of each other. Rainwing, for example, can use one arm to attack with Thunderwind, another to drink a potion, the third to use a magic item (via Use Magic Device) and the fourth the throw a dagger. Requires 3+ arms, Multidexterity (changed to Multiweapon Fighting).

Unique Items: Rainwing's Suit- Rainwing had this strange suit constructed specially for him. The material is unknown, but seems to be something fairly close to leather. It does not reflect light well, but at certain angles glistens like an oil slick. It is riddled with pouchs that stretch but whose lips pucker shut when objects are within.
Excalibur's Hilt- Rainwing has heard tales and clues pointing to the location of a long-forgotten, potentially artifact-level weapon known only as 'Excalibur.' Rainwing managed to liberate its hilt from the Gleaners in Union, and is searching for the other pieces of this apparantly not-so-mythic weapon.
Maps to the Imperial Treasury- Rainwing somehow managed to get copies of the layout of the Imperial Treasury, and might have been connected to the recent heist that saw the theft of the artifacts once used by Bysiras.

Hook: "Blast! This is the third time this week that the museum has been robbed! Although I am loathe to hire... wanderers such as yourselves, we need any help we can get. This thief seems to be working its way further into the museum every night, and I fear that our arti- special collection will be next. Please, you must catch this burglar!"
Level 5 Nebraskan

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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.

Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
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#12 User is offline   Raven Bloodmoon 

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Posted 04 January 2006 - 11:56 PM

Here's #2 for the challenge, and guess what! It's not a wookiee!

Haborym the Jackal-headed
Medium Hound Archon 1st-level Ranger / 8th-level Mortal Hunter
Hit Dice: 7d8+21 plus 8d10+24 (119 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
AC: 30 (+3 Dex, +9 natural, +3 deflection, +2 monk’s belt), touch 18, flat-footed 19
Attack/Grapple: +15/+19
Attack: Bite +19 melee (1d10+4) or great falchion +21 (1d12+7 /15-20 plus 1d6 fire/15-20/+1d10 fire)
Full Attack: Bite +19 melee (1d10+4) and slam +14 melee (1d6+2); or great falchion +21/+16/+11 melee (1d12+7/15-20 plus 1d6 fire/15-20/+1d10 fire) and bite +14 melee (1d10+2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Favored enemy (humans), mortalbane shout, smite mortals, spell-like abilities
Special Qualities: Aura of menace, change shape, claws of the overfiend, damage reduction 10/evil, darkvision 60 ft., detect mortals, immunity to electricity and petrification, magic circle against evil, mortal hunting, mortal skin, scent, spell resistance 16, spells, spurn mortal magic, teleport, tongues
Saves: Fort: +16, Ref: +11, Will: +8
Abilities: Str +19, Dex 16 , Con 16, Int 10, Wis 13, Cha 14
Skills: Concentration +20, Hide +14, Listen +18, Move Silently +14, Search +17, Sense Motive +12, Spot +18, Survival +15
Feats: Alertness, Boost Spell-Like Ability, Exotic Weapon Proficiency (great falchion), Improved Critical (great falchion), Improved Initiative, Mortalbane, Quicken Spell-Like Ability, Track
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: No coins, no goods,
Alignment: Chaotic Evil
Advancement: By class.
Effective Class Level: 20

There is a flash and with fearful suddenness, a 7 foot tall man with the head of a jackal appears before you gripping a giant curved sword wreathed in heavenly flames. It opens its fearful maw and barks so loudly, you find yourself stunned as he raises his sword above his head and bears his fangs. Everything goes black.

Haborym is a large, muscular hound archon who arms himself with a giant flaming scimitar he picked up in the deserts of the South named Heaven’s Wrath. With this fine executioner’s weapon, he marauds across the world, picking fitting victims and then smiting them in the name of Good. Unfortunately, after centuries of doing just this in order to guide humanity to the path of righteousness, he has grown embittered and disheartened. Worse still, he has come to enjoy his job.

About nine hundred hears ago, he became a renegade archon who began choosing his own victims rather than hunting only the ones Celestia assigned. Now, years later, he is the subject of countless horror stories told to young children to make them behave. He is the shadow waiting in the noble’s bedroom; he is the shadow in your window. And he has decided that you must pay the price for humanity’s debauchery.

Possessions
+1 flaming burst great falchion (Sandstorm)
+3 ring of protection
+6 gloves of dexterity
Flesh Ring of Scorn (Book Of Vile Darkness)
Monk’s belt

Adventure Hooks
A string of bloody murders has been following a local nobleman and no one knows why. The nobleman has grown extremely frightened of dogs for some inexplicable reason.

Combat
Haborym uses a frightfully efficient set of tactics that, either in one strike, or over the course of a few days, will kill his target while keeping him safe. He first teleports himself next to his intended victim, catching him completely by surprise. He then uses Heaven’s Wrath, which is already drawn, to land a heavy blow on the target. Afterward, he teleports himself out with a quickened teleport. Thus he appears, strikes, and leaves in a single round. Should he be prevented from leaving, he will use his Mortalbane Shout to stun all the humans in the area and throw himself into rabid combat against them until he can teleport to safety. He will repeat this strategy as long as is necessary to finally kill his chosen victim.

Aura of Menace (Su): A righteous aura surrounds Haborym when he fights or gets angry. Any hostile creature within a 20-foot radius of him must succeed a Will save (DC 18). Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit Haborym. A creature that has resisted or broken the effect cannot be affected again by Haborym’s aura for 24 hours.
Change Shape (Su): Haborym can assume any canine form of Small to Large size. While in canine form, he loses his bite, slam, and manufactured weapon attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.
Haborym prefers to assume the form of a jackal, or a dire jackal, if possible. Occasionally, he will assume the form of a wolf or dire wolf in order to blend in to the surrounding environment, but he prefers the exotic look and the fear evoked by his jackal forms.

Detect Mortals (Su): Haborym can use detect mortals at will. This ability duplicates the effect of detect undead cast by a 15th-level caster, except that mortals are detected.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds Haborym (caster level 14). The defensive benefits from the circle are not the statistics block above.

Mortal Hunting (Ex): Haborym gains a +3 bonus on attack and damage rolls against mortals and on Bluff, Listen, Sense Motive, Spot, and Survival checks made against mortals. The damage only applies to ranged weapons only against opponents within 30 feet. The bonus does not apply to damage against creatures that are immune to critical hits.

Mortal Skin (Su): By magically grafting bits of mortal flesh to his own body, Haborym gains the ability to transform (as the polymorph self spell) into any form other than that of a dragon. If the flesh is from the actual individual being imitated, the duration is permanent. If the flesh is from a being of the same type as the form adopted, the duration is 1 hour. If the flesh is not the same type as the form adopted, the duration is 10 minutes. In allcases, the mortal hunter can dismiss the ability as a standard action. Otherwise, this ability works as the polymorph self spell, and Haborym can call upon it once per day.

Mortalbane Shout (Su): Haborym can, once per day, give a shout that stuns for 1 round all mortals within 50 feet who fail a Fortitude save (DC 20).
Smite Mortals (Su): Once per day, Haborym may attempt to smite mortals with one normal melee attack. He adds his Wisdom modifier (if positive) to his attack roll (+21) and deals 2 extra points of damage per class level (+16). If Haborym accidentally smites a creature that is not a mortal, the smite has no effect but is still used for that day.

Spells: Haborym can cast the following spell levels per day: 3/2/1/1. He casts spells as an 8th-level sorcerer with save DCs based on his Charisma and knows the following spells:

First Level – Cause fear, charm person, detect good, heartache, protection from good, sleep, unnerving gaze.
Second Level – Detect thoughts, evil eye, hold person, magic circle against good, see invisibility, web, wither limb.
Third Level – Flesh ripper, mirror sending, nondetection, scrying, suggestion, vile lance, wrack.
Fourth Level – arcane eye, call dretch horde, locate creature, morality undone, phantasmal killer, resonating resistance.

Spell-Like Abilities: At will—aid, continual flame, detect evil, message. Caster level 6th.

Teleport (Su): Haborym can use greater teleport at will, as the spell (caster level 14th), except that he can transport only himself and up to 50 pounds of objects.

Tongues (Su): Haborym can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Favored Enemy (humans) (Ex): Haborym gains +2 bonus on all Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. He also gains a +2 bonus on attack rolls and weapon damage rolls against humans.

Wild Empathy (Ex): Haborym can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person. Haborym rolls 1d20+3. the typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Skills: While in canine form, Haborym gains a +4 circumstance bonus on Hide and Survival checks.

Feats: Haborym gains the Boost Spell-Like Ability feat and the Track feat as a bonus feats for free.
This technique of RPG playing has been passed down the Bloodmooon line for generations!

Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
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#13 User is offline   Dthclaw 

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Posted 05 January 2006 - 01:32 AM

Yeesh. Should have gone for the gold and made a mortal hunter solar. THAT would have been really scary. Oooh... heh heh heh...
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#14 User is offline   Raven Bloodmoon 

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Posted 05 January 2006 - 03:54 AM

I actually considered that, but the LA would have been far too high. Besides, Haborym is usable in most games. ;)
This technique of RPG playing has been passed down the Bloodmooon line for generations!

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#15 User is offline   Kuma 

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Posted 29 January 2006 - 08:12 PM

Milo
CN Gnome Bard 8 Barbarian 8
Size: Small
Hit Dice: 8d6+24+8d12+24 (144Hp)
Initiative:+7
Speed: 20 feet(40 feet)
Armor Class: 23 (+1 size +3 dex + 6 armor + 3 deflection)
Base Attack/Grapple: +14/+14
Attack:Flaming Burst Light Mace +18 (1d4+3+1d6 fire) or Sling +19 (1d3+2+1d6 fire)
Full Attack: Melee: Flaming Burst Light Mace +14
Space/Reach: 5/5 feet
Special Qualities: Gnome traits, Bardic Music, Countersong, Fascinate, Suggestion, Inspire Courage+2, Inspire Competence, Rage 3/day, Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense+2, Damage Reduction 1/-
Saves: Fort:+10 Ref:+11 Will:+7
Abilities: Str:10 Dex:17 Con:16 Int:13 Wis:8 Cha:14
Skills: Balance+13, Climb+10, Hide+12, Jump+5, Listen+11, Move Silently+8, Perform[drums]+14, Ride+19, Sense Motive+3, Survival+19, Tumble+12,
Feats: Improved Initiative, Combat Casting, Two-weapon Fighting, Improved Two Weapon Fighting, Mounted Combat, Leadership
Bard Spells Known: Dancing Lights, Know Direction, Lullaby, Mending, Prestidigitation, Summon Instrument, Cause Fear, Cure Light Wounds, Expeditious Retreat, Grease, Darkness, Hold Person, Invisibility, Silence, Crushing Despair, Fear, Haste
Spells Per Day: 3/3+1/3+1/1+1
Equipment: Milo’s War Drum, Flaming Burst Light Mace+3, Icy Burst Light Mace+2, Bracers of Armor+6, Ring of Protection+3, Boots of Striding and Springing, Spiked Helmet+2, Sling+2, 20 Flaming Slingstones


Gork
CN Ogre Barbarian 9
Size: Large
Hit Dice 4d8+11+9d12+24 (143 hp)
Initiative: -1
Speed: 50ft
Armor Class: 20 (-1 size, -1 Dex, +5 natural,+4 armor, +3 Deflection)
Base Attack Grapple: +15/+12
Attack: Greatclub;+20(2d8+10)
Full Attack: Greatclub +20/+15/+10 (2d8+10/2d8+10/2d8+10)
Space/Reach:10ft/10ft
Special Qualities: Darkvision 60 ft, Low Light Vision, Fast Movement, Rage 3/day, Uncanny dodge, Trap Sense+4, Damage Reduction1/-,
Saves: Fort:+14 Ref:+4 Will:+5
Abilities: Str: 22 Dex: 8 Con:15 Int: 6 Wis: 10 Cha: 7
Skills:Climb+5, Listen+2, Spot+2, Intimidate+13, Jump+9, Survival+6
Feats: Toughness, Weapon Focus(Great Club), Power Attack, Improved Bull Rush, Iron Will
Equipment: Large Greatclub+4, Amulet of Armor+4, Nosering of Protection+3, Heward’s Handy Haversack


This massive creature looks much like an ogre, save for the giant hot pink and neon green striped mane running along it’s back, and the continuous rumbling that it emits from somewhere. As the thing closes you realize that the creature really IS and ogre, wearing a strange sort of scaffolding that runs along its back, standing upon this scaffolding, and beating upon a massive taiko drum is a small hot pink and neon green mohawked gnome, heavily tattooed and wearing nothing but a loincloth. As they near, you hear the ogre chanting wildly, “ROCK! ROCK! ROCK!”

The two look remarkably similar, if you shrunk Gork about nine feet and gave him a four foot tall multihue mohawk.
The infamous bandit duo, Milo and Gork, have stormed across the land, robbing cities as well as merchant caravans with little heed as to who they are up against, while neither are terribly bright, their unusual talents combine rather well, and they make a terrible force of destruction throughout the realm.
The two initially met while imprisoned in an orc camp, awaiting to be eaten, as Milo was tossed into the ogre’s cage and there was a brief, but violent encounter. Afterwards, the two get along famously, nobody yet is quite sure why, and neither of the two make enough sense for anybody to understand on the matter.

-Milo’s War drum- This large, round, metal drum has ornate runes painted across it. The item was magically enhanced to withstand the pounding of Milo’s maces, it grants him the following spells twice per day as a 12th level sorcerer; Mass Fear, and Mass Confusion.

Combat: Milo and Gork, while not brilliant have a sort of sneaky cunning they rely upon when raiding. When dealing with caravans, the two merely stop at a road, somewhere high. They then roll boulders upon the first cart to block the others from continuing.
After the cart has been crushed, the Milo begins by inspiring courage song, holding an action to use his countersong ability when an obvious spell caster is in the group, when possible, he makes use of lullaby, cause fear, and his drums to thin out any melee opponents Gork faces, he then uses Darkness, Silence, and Crushing despair to hamper spellcasting and ranged attackers. The two allow those who fail to get a good look at the two run, preferring to slaughter the rest.
Before Combat, Milor regularly casts Haste and invisibility on Gork, He saves a slot for expeditious retreat on the ogre, should things get too dicey.
In combat, though drowned out by the beating of his drums, Milo also screams at the top of his lungs, while incoherent, it sounds much akin to drawing nails across a chalkboard, and is sure to irritate someone.

Adventure Hook: Someone has been robbing the kingdoms caravans and outlying villages, those who survive tell of a massive creature whose very footsteps cause avalanches and reverberate throughout the air.
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