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Avoraciopoctules
Overlord
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DatD Character Sheets

Post by Avoraciopoctules »

Please post your character sheets for Tome Desire and the Dead ( http://www.tgdmb.com/viewtopic.php?t=50763 ) here. I'd appreciate both a link and the exported text if you have a Mythweavers sheet.
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Kaelik
ArchDemon of Rage
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Post by Kaelik »

Aasimar Totemist 3
1 Product of Infernal Dalliance
3 Ability Focus (Call Totems)

Soulmelds
Ankeg +Resist Cold
Corrolax +enhance Dex
Blood Hawks +SR
Mephit +enhance Con
Harpoon +Natural Armor
Stirge +Resist Acid
Rust Monster +Resist Fire

Currently Showing:
Corrolax
BloodHawks
Mephit
Items
+Cha
Chitin Carapace
Resistance to saves
Bunch of nets.

Wishlist:
stuff that makes me hear better/hide better

Race and Type: Medium Outsider (human)
Class: Totemist 3
Speaks: Common, Celestial, Infernal, Terran, Abyssal
Allegiances: None

Stats
12
14
16
16
12
19

Skills: Listen, Search, Survival, UMD, Hide, MS, Handle Animal, Climb

BAB/Grapple: +2/+3 (3 bab, 8 size, 5 str)
AC: 17, 15 flatfooted, 12 touch (10 base, 5 armor, 2 Dex)
Speed: 30ft
Initiative:+5
Hit Points: 31/31
Saves: Fort +5(1 base, 3 con, 1 resist), Ref +4(1 base, 2 dex, 1 resist), Will +5(3 base, 1 wis, 1 resist)

Other Stuff:
Arcane Sight
Immunity to Fire and Poison
Acid and Cold Resist 10
See in Darkness
Telepathy
Wild Empathy
Last edited by Kaelik on Mon Jan 18, 2010 4:22 am, edited 1 time in total.
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
The U.S. isn't a democracy and if you think it is, you are a rube.

That's libertarians for you - anarchists who want police protection from their slaves.
ubernoob
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Post by ubernoob »

Lord Peter, Knight of the Order of the Skull

Picture
Background
Lord Peter was born with a Big Mouth, figuratively and literally. Son of a knight of the skull and his mistress, Peter is well aware of his noble lineage and destiny. Like his father before him, he was to be a knight of the skull. Obviously, Lord Peter's blood runs just a little more blue than his father's, but that probably has to due with his Big Mouth. Some people just have more to say. When Lord Peter was 12 he managed to bullshit his way into the service of a squadron of knights of the skull and begin his training. Somehow, his Big Mouth has aided him in learning Big Words not unlike those used in spells to aid his combat abilities.

Peter has a Big Mouth, and he knows how to use it.


Serious description
Yeah, he's level three, trained by the Knights of the Skull, and there isn't much to note (again, level 3). Son of a mistress, doesn't know his father. As far as personality goes, he's very firm on getting his way- stubborn to a fault and willing to go directly through any obstacles instead of around them.

Not the smartest fellow, but he'll do right?
Race and Type: Large humanoid (human)
Class: Soulborn 3
Speaks: Common, Drow Sign Language
Allegiances: The Order of the Skull (primary)
Background: Experimental Stock (bite attack, -3 to saves vs poison)

Str: 20 (+5) (16 base, 2 Mechanus Armor, 2 size)
Dex: 10 (+0) (12 base, -2 size)
Con: 14 (+2) (16 base, -2 bloodsteel)
Int: 12 (+1) (12 base)
Wis: 10 (+0) (10 base)
Cha: 19 (+4) (18 base, 1 enhancement)

Vital Statistics

BAB/Grapple: +3/+16 (3 bab, 8 size, 5 str)
AC: 26, 26 flatfooted, 10 touch (10 base, -1 size, 15 armor, 1 deflection, 1 natural) 20% concealment
Speed: 20ft (30 base, 2/3 for armor with ACP more than BAB, cannot run for ACP >=4 more than BAB)
Initiative:+0
Hit Points: 36/36
Saves: Fort +10(3 base, 2 con, 4 cha, 1 resist), Ref +6(1 base, 4 charisma, 1 resist), Will +8(3 base, 4 cha, 1 resist)
Attack(melee): Soulblades +8(3 bab, 5 str, 1 magic, -1 size) melee 2d8+6 (large bastard sword, 5 str, 1 magic) force 18-20/2 or bite +7 melee 1d8+7
Full Attack(melee): Soulblades +8(3 bab, 5 str, 1 magic, -1 size) melee 2d8+6 (large bastard sword, 5 str, 1 magic) force 18-20/2 and bite +2 melee 1d8+2
Ranged attacks(TWF):
---Barbed Bolas +3 each 1d6+5 piercing each, 10' range, free trip check on a hit
---Javelins +3 each 1d8+5 piercing each, 30' range
Ranged attacks(THF):
---Composite (+5 str) Greatbow +3 for 2d8+5 piercing 20/3, 160' range
Attack options: Power Attack, Expertise, Smite (burn swift action for +cha to hit and +level to damage on all attacks; cannot use for 10 rounds), lift, overrun, trip, Cerebral Assassin

Class Features
Weapon and Armor Proficiency: Soulborn are proficient with all Simple and Martial Weapons, as well as with Light, Medium, and Heavy Armor. Also with Shields (but not Tower Shields).

Soulblade (Su): With a Swift Action, a Soulborn can call into existence a weapon of blue soul fire. The soulblade generally looks like a culturally appropriate bastard sword, but it may appear otherwise in the hands of Soulborn characters from other cultures or with different combat styles. The Soulblade is a light weapon that does a d10 damage and has a threat range of 18-20. It has an enhancement bonus equal to one third of the character's level (round up). While out, the soulblade sheds light like a torch, and it vanishes the moment that it leaves the Soulborn's hand (though it can be recalled at a later time with a Swift Action). This weapon does Force damage and therefore ignores Hardness and is Super Effective against Incorporeal opponents.

Soulmelds (Su): A Soulborn has the ability to call upon a number of special blue glowing intangible wardrobe accessories that cause them to glow blue and gain additional powers. Each Soulmeld is unique, and should have its own name (check the Soulmeld chart below in order to name it). Each Soulmeld has a Basic bonus and a Special bonus. A Soulborn can only use a fraction of the Soulmelds they have at a time. At first level, the Soulborn "knows" 2 Soulmelds and learns an additional Soulmeld every time they gain a Soulborn level. Whenever they gain a level, they may trade one of the Soulmelds they know for a different Soulmeld. The number of Soulmelds that can actually be used at one time is the character's number of Chakras, which is 1 at first level, rising to 2 at 3rd, 3 at 6th, 4 at 9th, 5 at 12th, 6 at 15th, 7 at 17th, and finally 8 at 20th. It takes 1 minute of meditation to change which Soulmelds are available (up to the character's number of Chakras), but only a Swift Action to activate any or all of them. This activation can be combined with the action to activate a Soulblade if desired. Soulmelds shed light as a torch.

If a Soulmeld provides the ability to use an effect a lmited number of times per day, the amount is reset only by having the sun rise or set, not by simply rearranging one's soulmelds. If a Soulmeld allows the casting of a spell, this spell is used as a Supernatural Ability and the caster level is the Soulborn's Level.

Basic Bonuses: Every Soulmeld (even Advanced or Giant-Size Soulmelds) has exactly one Basic Bonus, which is defined when the Soulmld is learned:
  • Deflection bonus to AC (1/3 level, rounded up)
  • Resistance Bonus to Saving Throws (1/3 level, rounded up)
  • Enhancement Bonus to an attribute (1/3 level, rounded up)
  • Enhancement Bonus to a Skill other than Use Magic Device (Level + 2)
  • Enhancement Bonus to Natural Armor Bonus (1/3 Level, rounded up)
  • Spell Resistance (8 + Level)
  • Energy Resistance to one Energy type (3 points per level)
Special Bonuses: Each Soulmeld has a Special Bonus. At higher levels, a Soulborn can select their Special Bonuses from the Better list, the Advanced List, or even the Giant-Size list. But at first, they have to make do with this list:
  • Nimbus of Light: Sheds light as a Sunrod, once per day per 4 levels (rounded up), the Soulborn can use flashburst (SpC) targeted on themselves. They are immune to the blinding effects.
  • Displacement: The character has a 20% Concealment Miss Chance.
  • Levitation: The character can hover in the air as per the effects of the spell levitate.
  • Counterspelling: The Soulborn can, as an immediate action attempt to counter a spell they can see by making a Dispel check using their level as the caster level.
  • Wall Walking: The Soulborn can be attracted to any surface as if to the ground, allowing them to walk or run on walls and ceilings.
  • Enlargement: The Soulborn grows as if having been struck with enlarge person.
  • Shrinking: The Soulborn shrinks as if affected with reduce person.
  • Darkvision: The Soulborn gains Darkvision 120'.
  • Animal Summoning: Once per day per Charisma modifier, the Soulborn can summon an animal with a CR half their own or less as a Standard Action. The summoned creature lasts 10 rounds.
  • Bolt of Agony: As a standard action, the Soulborn can shoot bolts of soulfire at things within 60'. It's a ranged touch attack that inflicts a d10 of Force damage and forces the target to make a Fortitude Save (DC 8 + 1/2 level + Charisma Modifier) or be dazed for 1 round.
  • Silence: The Soulborn can cast silence on themselves at will. Each silence effect lasts until they dismiss it or the Soulmeld is swapped out, but they may only have one silence effect active at one time.
Resilient Soul: A Soulborn of 2nd Level or higher adds their Charisma modifier to all their Saves. If they are for whatever reason already doing that, they get +1 to all saves instead.

Soul Smite (Su): A Soulborn of 2nd Level or higher can declare themselves to be Soul Smiting as a Swift Action. For the rest of the turn, th Soulborn adds their Charisma modifier to their attack rolls and their Soulborn level to their damage rolls on all attacks. When a Soul Smit is declared, it can't be declared again for 10 rounds.

Arcane Sight (Su): At 3rd level, a Soulborn benefits at all times from Arcane Sight.

Pressing Assault (Ex):From 3rd level on, when opponents use a 5' step within the threatened area of the Soulborn this provokes an Attack of Opportunity from them.
Skills

Bluff +12 (6 ranks, 4 charisma, 2 mwk tool)
Diplomacy +14 (4 ranks, 4 synergy, 4 charisma, 2 mwk tool)
Disguise +9 (1 rank, 2 synergy, 4 charisma, 2 mwk tool)
Intimidate +14* (6 ranks, 2 synergy, 4 charisma, 2 mwk tool) *Treated as huge, so +8 vs medium creatures
Knowledge(Architecture & Engineering) +7 (4 ranks, 1 int, 2 mwk tool)
Knowledge(Nobility & Royalty) +8 (5 ranks, 1 int, 2 mwk tool)
Sense Motive +4 (1 rank, 1 wisdom, 2 mwk tool)
Spellcraft +6 (3 ranks, 1 int, 2 mwk tool)
Use Magic Device +12 (6 ranks. 4 cha, 2 mwk tool)

Feats


Juggernaut [Combat]
You are an unstoppable Juggernaut.
Benefits: You may be considered one size category larger for the purposes of any size dependant roll you make (such as a Bull Rush, Overrun, or Lift action).
+1: You do not provoke an attack of opportunity for entering an opponent's square.
+6: You gain a +4 bonus to attack and damage rolls to destroy objects. You may shatter a Force Effect by inflicting 30 damage on it.
+11: When you successfully bullrush or overrun an opponent, you automatically Trample them, inflicting damage equal to a natural slam attack for a creature of your size.
+16: You gain the Rock Throwing ability of any standard Giant with a strength equal to or less than yourself.



Two Weapon Fighting [Combat]
When armed with two weapons, you fight with two weapons rather than picking and choosing and fighting with only one. Kind of obvious in retrospect.
Benefits: You suffer no penalty for doing things with your off-hand. When you make an attack or full-attack action, you may make a number of attacks with your off-hand weapon equal to the number of attacks you are afforded with your primary weapon.
+1: While armed with two weapons, you gain an extra Attack of Opportunity each round for each attack you would be allowed for your BAB, these extra attacks of opportunity must be made with your off-hand.
+6: You gain a +2 Shield Bonus to your armor class when fighting with two weapons and not flat footed.
+11: You may Feint as a Swift action while fighting with two weapons.
+16: While fighting with two weapons and not flat footed you may add the enhancement bonus of either your primary or your off-hand weapon to your Shield Bonus to AC.

Cerebral Assassin[Skill]
You out-think your foes, aiming to win before battle starts, and fooling your foes into walking into your expertly laid traps.
Bluff ranks:
0: As a Swift action, you may call an opponent's attention towards you. This brief distraction grants all allies a +1 bonus to strike them until your next turn, and +1d6 damage.
4: Anyone who misses you in melee provokes an attack of opportunity from you. This attack of opportunity may only be used to trip or disarm. You may use your ranks in bluff instead of your BAB on this maneuver.
9: The bonuses improve to +2 and +2d6 respectively. Additionally, if you make a trap, the DC to spot and disarm is equal to the Craft (Trap) check result. Yeah, it's that hard. The trap deals extra damage (if a damage-dealing trap) equal to your Int modifier.
14: Game won't last that long
19: Game won't last that long

Soulmelds

Big and Scary
Enlargement + enhancement to natural armor

There is no Sword
Displacement + deflection bonus

Spider Walks Like This
Wall Walking + spot bonus

Hidden by Shadow
Silence + hide bonus

Equipment
Minor Slotted (3 cap)
Cloak of Charisma
Grants +1 enhancement bonus to charisma.

Vest of Resistance
Grants +1 resistance bonus to saves.

+1 Bloodsteel Mechanus Gear(Knowledge:Engineering)
15 AC (14 base, 1 magic), 0 max dex, -7 ACP, -8 ASP -2 to con score of wearer
4 ranks: +2 bonus to strength.
Other
Wand of lesser vigor
Wand of summon monster 1
Scrolls of Comprehend Languages, Jump, Endure Elements, Disguise Self, Protection from Evil
Some potions of expeditious retreat. Don't ask how many. This is the 'run like hell' button.
Masterwork Barbed Bolas
Masterwork Javelins
Masterwork Composite (+5) Greatbow (with quiver)
Masterwork tool for anything I have ranks in
Backpack with cheap things (rope, rations, etc) in it.
Order
Knights of the Skull

Be afraid. Be very afraid. No, more afraid than that.

Fighting is scary. Battles are scary. Heck, just about anything in a war is scary, and there's a good reason for that. It's called self-preservation. However, fear can be overhyped, causing you to lose a battle before it even starts. By letting your fear control you, you lose the ability and confidence to fight, or, in some cases, put up any resistance at all. This is the true art of the Knights of the Skull - to make their enemies lose the battle before it even begins.

A Knight of the Skull knows that, first and foremost, that bravery is not an absence of fear - that is called stupidity. Fear exists to be conquered, or to conquer, and to a Knight of the Skull, losing to your own fears represents defeat by your own weapon, which is seen as a failure of the highest order. To this end, Knights of the Skull seek to conquer their fears, moreso than other knights, and Knights-Errant of this order regularly have their minds violated by telepathy, and are exposed to sights that would unhinge lesser men beyond all hope. Unsurprisingly, many of them are driven insane by these experiences, but this is of no consequence to this order; those who cannot conquer their fears and retain their sanity are not fit to become knights. Those that survive this are taught how to use the fear of others against them to defeat them without even drawing a blade. By the time they are recommended for the Test, Knights-Errant of the Skull can unsettle whole companies of men and terrify many opponents out of their wits.

To facilitate their intimidation abilities, Knights of the Skull often wear the bones of their enemies, as well as elaborate whole-face helmets made from skulls, from which the order derives its name. Each knight seeks to create his own brand of terror, and thus, their appearance can vary widely. However, one thing is consistent - none of these knights even remotely resembles anything like a humanoid being by the time they reach the rank of Knight. They also seek to terrify those that they fight, sapping their resolve and causing them to lose a battle before it even begins. However, a Knight of the Skull does not need these tricks to win, as they are just as capable with weapons of all sorts as their colleagues.

Perhaps unsurprisingly, many Knights of the Skull develop, or begin with, abilities relating to telepathy and mental manipulation. Those that possess such abilities often reach Mastery, and are said to be almost impossible to be around, even for those that they mean no harm, due to the palpable aura of fear and revulsion that pervades them. It is also said that the Grand Masters of this order are never seen by anyone they do not intend to kill, for it is said that their mere presence can terrify men to death.
Last edited by ubernoob on Tue Jan 19, 2010 5:13 am, edited 3 times in total.
User avatar
Nicklance
Master
Posts: 176
Joined: Mon Jan 11, 2010 2:30 am
Location: Somewhere Good

Post by Nicklance »

Green Warden Dana Misasha

Character Image
Image

Background
"Bite me! Oh better yet, let me bite you!"

Dana does not talk about her past, or herself much. But as far as public knowledge goes, she was a veteran in many wars, particularly those that happen around or threaten her beloved woods and greens. As a Green Warden of the Knights of the Jungle, she is a valuable ally to have in a fight, and an even more essential partner in her beloved environment.
Statistics
Race and Type: Medium humanoid (human)
Class: Shifter 3
Speaks: Common, Sylvan, Celestial
Allegiances: Nature and animals, love of fine women, Knights of the Jungle
Background: Veteran of the War
Ability Scores
Str: 16 (+3)
Dex: 16 (+3)
Con: 16 (+3)
Int: 14 (+2)
Wis: 16 (+3)
Cha: 14 (+2)
Vital Statistics
BAB: +2
AC: 22, 22 flatfooted (uncanny dodge), 14 touch (10 +8 armor, +3 dex, +1 deflection)
Speed: 30ft
Initiative: +6
Fast Healing: 1
Hit Points: 39/39
Saves: Fort +7, Ref +7, Will +5
Attack: +6/+6/+1 full attack (claws 1d4 +4, bite 1d6 +2), +6/+6 claws (1d4 +4), +6 bite (1d6 +6)
Class Features
Shifter
HD: D10
Proficiencies: Light armor and simple weapons.
BAB: Medium
Saves: Good fort, good ref, poor will
Skill points: 4+int

Shifting(Ex)
As a swift action, you can turn into something. Flavor it however the fuck you like. You can stay that way as long as you feel like. You can end the shift at any point as a free action. No, you can't be understood by your allies unless they do something clever like cast comprehend languages.

Size: You stay your size.
Equipment: You retain use of all of your equipment, but it can totally be sundered off of you.
Abilities: You retain your abilities in addition to those granted by Shifting based on your tier. You gain 2 shifting abilities, but can always trade down for more lower level shifting abilities.
Attacks: At first level, you may only have a single bite attack or a single claw attack. If you spent a character feat on Two Weapon Fighting, you may instead have two claw attacks. These attacks deal damage appropriate to your size and natural attack type. Your natural attacks always have an enhancement bonus of 1/3 your character level (round up).
Armor Class: You gain a armor bonus equal to 4+level so long as you wear light or no armor. Yes, this is an armor bonus. Your enhancement bonus from any magical armor or clothing does apply to it.

Tier 1:
-Double your land speed
-Trip: As the trip special ability-only works on bite attacks
-Grow spines out of your back. Shoot 1 spine/3 levels as a standard action (minimum 1). Make an ranged attack roll for each spine (range increment 30' maximum of 5 increments as per thrown weapons). Each spine that hits deals damage appropriate for a thrown dagger and imposes a cumulative -1 penalty to AC and saves on the target until they receive at least 1 point of healing. Once used, cannot be used for 1d4 rounds.
-Little Critter: Reduce Person effect
-Poison: On a successful hit with a melee natural attack, the target must make a DC 10+Wis mod+1/2 level fort save or be sickened for the duration of the encounter. Success grants immunity to this poison for 24 hours.
-Swim Speed equal to land speed
-Great Eyes: You gain darkvision 60' and low light vision.
-Competence bonus to hide, spot, move silently, or listen due to animal senses equal to character level.

Tier 2:
-Spitting snake technique: You spit acid into the target's eyes. Ranged touch attack with a 30' range. If you hit, the target takes 1d6 acid damage and gets a DC 10+wis mod+1/2 level reflex save versus blindness for the duration of the encounter. Success means the target knows to watch out for this technique and is immune to it for 24 hours. Immunity to acid damage grants immunity to this, as does the lack of eyes.
-Bigger Critter: +4 bullshit bonus to strength and gain the powerful build trait.
-Form of the cat: Gain a competence bonus to jump equal to your character level. If you charge a target and jump mid charge, you deal an extra d6/2 levels on the first hit. In addition, you only take 1d6 damage for falling no matter what the height.
-Improved grab: As the improved grab ability-only works on claw attacks
-Scent: You gain scent out to 30'
-Voltron level 2: Pick twice off of the tier 1 list

The Spirit of the forest talks to me (Su): Some sort of level appropriate divination. Meditate for half an hour (up to wis mod times per day) and the DM gives you a hint. If he's really nice, he'll even make it in sonnet form.

Tooth and Claw(Ex): At third level, you gain both the bite and claw attack offered by shifting.
Skills
Balance +9 (6)
Climb +9 (6)
Diplomacy +8 (6)
Escape Artist +9 (6)
Hide +9 (6)
Knowledge (Nature) +8 (6)
Knowledge (Religion) +4 (2)
Listen +9 (6)
Move Silently +9 (6)
Perform (dance, song, acting, rhetoric, mimicry, ventriloquism) +8 (6)
Sense Motive +9 (6)
Spot +9 (6)
Survival +9 (6)
Tumble +9 (6)


Feats
Blitz [Combat]
You go all out and try to achieve goals in a proactive manner.
+0: While charging, you may opt to lose your Dexterity Bonus to AC for one round, but inflicting an extra d6 of damage if you hit.
+1: You may go all out when attacking, adding your Base Attack Bonus to your damage, but provoking an Attack of Opportunity.

Two Weapon Fighting [Combat]
When armed with two weapons, you fight with two weapons rather than picking and choosing and fighting with only one. Kind of obvious in retrospect.
+0: You suffer no penalty for doing things with your off-hand. When you make an attack or full-attack action, you may make a number of attacks with your off-hand weapon equal to the number of attacks you are afforded with your primary weapon.
+1: While armed with two weapons, you gain an extra Attack of Opportunity each round for each attack you would be allowed for your BAB, these extra attacks of opportunity must be made with your offhand.

Danger Sense [Combat]
Maybe Spiders tell you what’s up. You certainly react to danger with uncanny effectiveness.
+0: You get a +3 bonus on Initiative checks.
+1: For the purpose of Search, Spot, and Listen, you are always considered to be “actively searching”.
You also get Uncanny Dodge.


Equipment
+1 Ring of Resistance, +1 Ring of Protection, +1 Masterwork Darkleaf (ACP -0), masterwork survival knife, bandoleer of 6 CLW oils, everburning torch, misc adventurer gear.


Common Tactics and Behavior
Constantly searching, looking and listening (Danger Sense)

Senses mode:
Scent
Great Sight: 60ft Darkvision & Low-light
Animal Senses: +3 competence bonus to spot or listen, depending on circumstances.

Travel mode:
Form of the Cat
Double Land Speed
Swim Speed

Ranged Combat mode:
Spitting Snake Technique - Attempt at least 1 spit per opponent
-Other option: Spines - Shoot it at anyone
Little Critter
Double Land Speed

Melee Combat mode:
Bigger Critter
-Other option: Improved Grab
Poison
Trip
Last edited by Nicklance on Wed Jan 20, 2010 1:20 am, edited 2 times in total.
There ain't no rest for the wicked.
befriend (v.): to use mecha-class beam weaponry to inflict grievous bodily harm on a target in the process of proving the validity of your belief system.
koz
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Posts: 1585
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Location: Oz

Post by koz »

Lady Alice, Knight of the Order of the Crimson Rose

Picture (spoilered for people with shitternets)
Image
Background (spoilered for easy navigation)
Some say the nobility have it easy, but in truth, it simply a different set of jobs and responsibilities. For the males of any noble line, there is much work to do in terms of hunting, horseriding and the arts of war, but for females of that line, the focus is far elsewhere. Alice, with her two younger brothers Damian and Josh, was not particularly pleased with the idea of being raised to become a bride to some noble idiot. Possessed of a keen mind and a desire to learn more, she would, even as a child, spend hours reading books in her father's library, and rapidly learned of faraway lands and unusual beasts with unusual capacity. She would also regularly go riding and sparring with her younger brothers, learning the craft of the sword and the lance. Their training partner, a distant cousin named James, was their constant companion, and Alice quickly learned to fight in unusual ways, learning how to fight better than the drills would teach them. As they learned to fight, they also heard many stories from their training masters, of knights and their orders. She was especially taken with the stories of the Knights of the Crimson Rose, their unusual and difficult mental situation mirroring her own in surprising ways.

However, it was not to last, and as Alice grew into a beautiful and intelligent young woman, discussions at home turned to marriage. However, none of the prospective suitors interested Alice at all - they were all stupid compared to her, interested only in money, fancy clothes or even more banal subjects. Likewise, very few of them took her at all seriously, whether in the library or on the training mat, and thus, noble after noble was spurned by her. She also had fewer and fewer opportunities to see her brothers and their sparring partner, as she was expected to learn to be ladylike, with less time given to things that would not help in attracting a husband.

When James, who she secretly had strong feelings for, was engaged to be married, she finally decided that she could not lead the kind of life everyone else wanted her to. That very night, she told her parents that she was going to join the Knights of the Crimson Rose, whether they wanted her to or not.

Naturally, this did not lead to anything positive from either of her parents, who considered her delusional at best. It was only with the help of an uncle, himself a Knight of the Crimson Rose, that she was able to even visit the Order, and only her mind and persistent nature convinced the Master Knight who she was introduced to that she was worth accepting into training. Upon learning of this, her family disowned her, leaving her without a last name, and without any goals or purpose in life other than her future knighthood. She passed the Trial with remarkable ease, and became a Knight-Errant. Her speed of learning and willingness and ability to train impressed everyone, as well as her new-found love toward painting, which she practiced daily along with all her other training duties. She took her love of learning and reading with her to the Order, spending many hours poring over books about monsters and magic, learning as much as she could. She studied the exotic fighting styles of the monstrous races, and sought to adapt them into her own training. It was perhaps this that gave her an advantage over other Knights-Errant, who mostly saw her as a pretty face to be pursued. Alice was never pleased with this, and would regularly seek to spar or even outright fight with anyone who tried to court her in this fashion. However, she was not without heart, and had several relationships during this time, though all of them ended after several months, as she found that even the smarter ones among them were not interesting enough to keep her occupied for long.

It took her only about five years to become a full knight, which was unusually fast for the Order. Having been made a Knight, Alice declared her desire to spread the message of the order, becoming a wandering knight. She was granted this dispensation, with the Order's blessing, and has wandered ever since, searching for her next goal in life.
Race and Type: Medium humanoid (human)
Class: Soldier 3
Speaks: Common, Elven, Goblin, Orc, Sylvan
Allegiances: The Order of the Crimson Rose (primary), Master Knight Sir Valanar Tyberian, The Thrice-Born
Background: Royalty of a fallen nation (well, sorta)

Str: 12 (+1)
Dex: 13 (+1)
Con: 16 (+3)
Int: 16 (+3)
Wis: 10 (+0)
Cha: 14 (+2)

Vital Statistics

BAB: +2
AC: 23, touch 13, flat-footed 20
Speed: 20ft (in armour)
Initiative: +1
Hit Points: 33/33
Saves: Fort +8, Ref +5, Will +4
Attack: Sword of Stars +7 melee (1d8+2 piercing) or Large masterwork greatbow +7 ranged (2d8+4 piercing)

Class Features

Weapon and Armour Proficiencies: Alice is proficient with all simple and martial weapons, any orc, goblin or human exotic weapons and the elven thinblade. She is proficient with all types of armour, and all shields (including great shields).

Soldier Manoeuvres: Alice's manoeuvres take a standard action and are extraordinary abilities unless otherwise noted.

Secrets of Battle: Alice adds her Intelligence modifier to her attack rolls, up to a maximum of +3.

Stances: If Alice is not flat-footed, she may engage a stance at the cost of one swift action per round.

Hardened Survivor (Ex): Alice has been through a lot in her training, and thus adds her Constitution modifier to her Survival checks instead of her Wisdom modifier. She also increases her death margin by her ranks in Survival.

Wearing Shoes (Ex): Alice has read enough to understand how practically anyone thinks. As a result, she gains a bonus on Disguise checks equal to her ranks in Disguise, and suffers no penalty for disguising herself as a different race.

Lucky (Ex): Getting to where Alice got requires no small amount of luck, and Alice has plenty of that. She gains a luck bonus to her saves equal to Constitution modifier, to a maximum of +3. She also never has to make saves against massive damage.

Skills

Climb +1 (6 ranks, +1 Str, -4 ACP)
Craft +9 (6 ranks, +3 Int)
Diplomacy +8 (6 ranks, +2 Cha)
Disguise +14 (6 ranks, +2 Cha, +6 wearing shoes)
Handle Animal +8 (6 ranks, +2 Cha)
Jump +3 (6 ranks, +1 Str, -4 ACP)
Knowledge (arcana) +9 (6 ranks, +3 Int)
Knowledge (dungeoneering) +9 (6 ranks, +3 Int)
Knowledge (history) +9 (6 ranks, +3 Int)
Knowledge (local) +9 (6 ranks, +3 Int)
Knowledge (nature) +9 (6 ranks, +3 Int)
Knowledge (nobility and royalty) +9 (6 ranks, +3 Int)
Knowledge (religion) +9 (6 ranks, +3 Int)
Knowledge (the planes) +9 (6 ranks, +3 Int)
Perform +8 (6 ranks, +2 Cha)
Ride +9 (6 ranks, +1 Dexterity, +2 synergy)
Survival +9 (6 ranks, +3 Con)
Swim -1 (6 ranks, +1 Str, -8 ACP)
Tumble +3 (6 ranks, +1 Dex, -4 ACP)

Feats

Duelist [Combat]

You stab people in the face with nothing but a sword and some shiny pants.

+0: When you are wielding a light or one-handed weapon in your main hand and nothing in your off-hand, you may add your Int mod to your AC instead of your Dex mod.
+1: You have Edge against any opponent with an Intelligence score lower than you while you wield a light or one-handed weapon in your main hand and nothing in your off-hand, regardless of BAB.

Mounted Combat [Skill]

You fight best while sitting on an ally.

Ride 0 ranks: Once per turn, you can attempt to negate an attack that hits your mount by making a Ride check with a DC equal to the AC the attack hit. Attacks that do not require an attack roll cannot be negated this way. Using this ability is a free action.
Ride 4 ranks: While mounted, you may make a charge attack at any point along your mount's movement, as long as your mount is moving in a straight line up to the point of your attack.

Scholar [Skill]

Knowledge is power.

Knowledge (any) 0 ranks: If a Knowledge check to identify an opponent gives a result of at least 15 + the opponent's CR, you have Edge against that opponent until its CR increases.
Knowledge (any) 4 ranks: You may take 10 on Knowledge checks, even if stress and distractions prevent you from doing so.

Stances

Dark Way

When in this stance, Alice adds her Intelligence modifier to any Strength-or-Dexterity-based skill checks. Additionally, she can use any armour or weapon without penalty, and is not subject to ACP or ASPs.

Underhanded Tactic

When in this stance, Alice adds her Intelligence modifier to AC. Additionally, she can redirect any attacks made against her mount to herself, and may choose to have her mount discounted from any area of effect if she is still within it.

Wrathful Style

When in this stance, Alice adds her Intelligence modifier to her weapon damage. Additionally, she is considered proficient with all kinds of weapons and armour, and does not take any ACP or ASP.

Manoeuvres

Brutal Strike

Alice hits her opponent extremely hard with a single melee attack, dealing an additional 2d6 damage.

Blinding Blow

Alice hits her opponent's eyes, making a single melee attack. If it hits, the target must make a DC 14 Fort save or become blinded.

Equipment

Armour of the Rose

This armour is worn by many of the knights of the Order of the Crimson Rose. Manufactured to a precise standard, this armour is slightly better at keeping the wearer going than normal, and is more flexible than you would expect.

+10 AC, +4 Max Dex, -4 ACP, -2 ASP

+1 BAB: You are encased in steel and negate the first 5 points of physical damage dealt to you.

Belt of Endurance

This belt, taken by Alice off a bandit king she beat at wrestling, makes one endure more than you would expect. It's also rather stylish.

Gives a +1 enhancement bonus to the wearer's Constitution score.

Large masterwork greatbow (Str minimum 12)La

Sword of Stars

These weapons are made in large numbers by the more urbane elves that inhabit larger cities. Fine in workmanship, these cut though enemies remarkably well, while still being able to finely slice fruit.

1d8 piercing damage, +1 enhancement bonus on attack and damage rolls, 18-20/x2 critical

Barronar, Moonlight Guardian
Image
Barronar was born to a herd of unicorns living in the Grove of Moonlight Sorrows, planted by elven druids in remembrance of a massacre committed by orcs at that very spot, leading to over five hundred elven deaths. Barronar was always serious as a foal, given to wandering the grove in pensive, reflective moods. When he grew up, Barronar was often sent by the guardian of the grove (a druid named Aeshtarr) to deal with the various forest creatures that inhabited the grove, as he proved quite intelligent and capable.

One such mission, however, led him to meet Alice, who was wandering through the grove in search of a rare plant that would cure her persistent injury she got earlier that week, practicing orc fighting techniques against actual orcs. As Barronar helped her search for it, he found her interesting, intelligent company, and when she finally found what she sought, he eagerly undertook going with her.

Race and Type: Large magical beast
Speaks: Common and Sylvan
Allegiances: Natural life (primary), Alice, The Order of the Crimson Rose

Str: 20 (+5)
Dex: 17 (+3)
Con: 21 (+5)
Int: 10 (+0)
Wis: 21 (+5)
Cha: 24 (+7)

Vital Statistics

BAB: +4
AC: 25, touch 12, flat-footed 22
Speed: 70ft
Initiative: +6
Hit Points: 60/60
Saves: Fort +9, Ref +7, Will +6
Attack: Horn +11 melee (1d8+8 piercing) and 2 hooves +3 melee (1d4+2)

Monster Features

Senses: Barronar possesses darkvision 60ft and low-light vision. A unicorn also has scent.

Immunities: Barronar is immune to poison, charm and compulsion.

Magic Circle Against Lower Plane Allegiance (Su): This ability constantly duplicates the effect of the spell. Barronar cannot suppress this ability.

Spell-Like Abilities (Sp): At-will: detect allegiance (usable as a free action); 3/day: cure light wounds (CL 5); 1/day: cure moderate wounds (CL 5), neutralize poison (CL 8, DC 21); greater teleport (only anywhere within its home)

Wild Empathy (Ex): As a druid, except that Barronar has a +6 racial bonus on the check.

Skills: Barronar receives a +4 racial bonus on Move Silently checks. He also has a +3 racial bonus on Survival checks in the boundaries of his forest.

Skills

Jump +21 (4 ranks, +5 Str, +16 high-speed bonus, -4 ACP)
Listen +11 (6 ranks +5 Wis)
Move Silently +7 (2 ranks, +3 Dex, +4 racial, -2 ASP)
Spot +14 (6 ranks, +5 Wis, +3 competence)

Feats

Danger Sense [Combat]

You react to danger with uncanny effectiveness.

+0: You receive a +3 enhancement bonus to initiative rolls.
+1: For the purpose of Listen, Search and Spot checks, you are always considered to be actively searching. You also gain uncanny dodge (see the rogue ability of the same name).

Sharp-Eyed [Skill]

Nothing escapes you.

Spot 0 ranks: You gain a +3 competence bonus on Spot checks.
Spot 4 ranks: You can make a Spot check once per round as a free action. You don't take penalties on Spot checks due to distraction.

Equipment

Barding of the Scaled

Made from the hide of a red dragon, this barding was taken by Alice and Barronar in their first victory together, against a Hell Knight mounted on a fiendish... something.

+10 AC, +4 Max Dex, -4 ACP, -2 ASP

+1 BAB: You gain fire resistance equal to your BAB.

Horseshoes of the Zephyr

Standard issue for the steeds of high-ranking Crimson Rose knights, these are not normally given out to anyone of below Master rank. When pressed about how she got Barronar shod in these, Alice blushes and changes the subject.

+10ft movement speed.

Now I have to explain my allegiances a little bit. First, a little code of conduct for the Crimson Rose. Note that both Alice AND Barronar must follow it.

- A Knight of the Crimson Rose must always appear immaculate, even in the heat of battle, to the extent that it does not endanger her own life. Slightly out-of-place hair, a broken nail or creased clothes are acceptable, but anything more severe must be remedied as soon as possible.

- A Knight of the Crimson Rose may never use curse or swear words, in any languages, whether she knows them or not. While provisions are made for accidental swearing (as it is a popular prank among those who know obscure languages and this practice), even this is to be avoided whenever possible.

- A Knight of the Crimson Rose must always wear a prominent piece of clothing coloured red. The piece must be at least six inches square, and cannot be covered by anything.

- A Knight of the Crimson Rose never accepts undue assistance. She must refuse Aid Another actions.

In Alice's case, the red thing is her boots. In Barronar's case, his barding.

Secondly, an explanation of what I mean by 'natural life'. Essentially, Barronar is all about sustainable use of nature, without anything that would get people who agree with the Kyoto Protocol worked up.

Thirdly, 'Master Knight Sir Valanar Tyberian' is the uncle to which Alice owes so much.

Lastly, the Thrice-Born. I would like to, before posting this, reinforce that Alice is in absolutely no way a Thrice-Born Believer.
The Thrice-Born

Origins: The Thrice-Born have been worshipped for an incredibly long time, predating all other forms of worship on Arthuria. First revealed by the Prophet Issa, it has since become the predominant religion of Arthuria, with limited success elsewhere. Although Issa lived a very short life on Arthuria (having chosen to leave it and travel to 'worlds elsewhere'), his teachings were the beginnings of the kingdom of Cristia, which continues to be a stronghold for the Thrice-Born Believers, the strongest and largest faction within the followers of the Thrice-Born.

Beliefs: Those who follow the Thrice-Born are known to disagree on many things. However, the points of agreement are as follows: the greatest divinities of all are the Thrice-Born, represented as Father, Mother and Son (although some factions also claim a Daughter, although this is considered heterodox at best), who are 'as one, but in thrice'. Some claim that this means that they are one being with three different forms, or three beings which act in unison. The former interpretation (the Monoformants) is the one that is taken by the Thrice-Born Believers, although the latter interpretation (the Triunitarians) is slowly becoming more popular. Additionally, all hold the Contract of Issa as the key guiding principles of their faith, although interpretations vary considerably, and the status of Issa is always at least that of a prophet (if not a divine being, or the Son himself). Lastly, all those who follow the Thrice-Born are expected to spread their faith and convince others to believe as they do. To what extent this is taken varies, but some factions have seen this as justification for holy war and worse crimes.

The Contract of Issa

Believed to have been formulated by Prophet Issa himself, as revealed to him by the Thrice-Born, the Contract of Issa is the key founding document of all Thrice-Born followers. However, as the document was written down only in poetic form, interpreting it precisely has become an endless complexity between the different factions of the Thrice-Born faithful, with the recent Collegiate Revolution and its discoveries not helping one bit.

The Contract contains nine clauses (or Edicts), which are listed below.

Honour the greatness of the Thrice-Born, for none are above their power. Those who would be gods are but as men before them.

This passage, known as the Totalitarian (or First) Edict, has been largely interpreted to mean that the Thrice-Born are the only deity worthy of the title. The Thrice-Born Believers in particular assert this claim, insisting that even other deities are not as powerful as the Thrice-Born, thus making them lesser (if still divine) beings. As a result, those who belong to the Thrice-Born Believers must venerate the Thrice-Born above and beyond all other deities, and single-choice veneration is seen as the best approach to worship.

However, the Collegiate Revolution has shed further light on this. Specifically, the power of a deity is both theoretically infinite, but largely unattainable. Resultantly, claiming that one deity is more powerful than another is essentially akin to claiming one beach is better than another because it has more grains of sand – a rather pointless claim even if it could be substantiated. This discovery has forced the Thrice-Born Believers to amend their doctrine to its present form (whereas in the past, they simply claimed that other deities were not deities).

Largely due to this research, the second sentence of the Totalitarian Edict has been interpreted by several factions as not referring to deity-level beings at all, but simply claiming it as a reinforcement of the idea that no non-deity-level being is deserving of worship, making the Thrice-Born as simply another deity, with no claim of superiority, but having a strict prohibition against the veneration of any individual 'of this world or any other'. These factions venerate the Thrice-Born along with other deities, something which the Thrice-Born Believers look upon with scorn.

Depict not the Thrice-Born, nor my form in any matter of this world but your minds and hearts, for those who would create such things would attempt to form the formless, and limit the limitless.

This passage, titled the Non-imagic (or Second) Edict, is fairly uncontested, and almost all factions do not depict the Thrice-Born in any way aside from their symbol (which never claims itself as a depiction anyway).

The difficulty arises from the statement that 'my' form also cannot be depicted. Although most claim that Issa had been speaking from the first person while saying this, essentially insisting that he could not be depicted either, this is not a reading recognised by any but the Thrice-Born Believers. All other factions claim that the justification given cannot possibly fit Issa, as he had both form and limit (although less than can be expected). The Believers justify their interpretation by claiming that Issa was in fact the Son in mortal form, and therefore, had only the illusion of form or limit, but this is no longer looked upon as credible, as no provable Collegiate theory exists that could indicate that a deity could take mortal form. However, the Believers insist that until such a theory exists and is proven, their interpretation cannot be discounted.

Other factions interpret 'my' as referring to themselves, which means that they do not allow their picture to be painted or sculptures made in their form (a doctrine termed Non-imagism). This is considered extremist by many, and thus, these factions tend to be the minority. Most claim that Issa cannot be depicted, but not because of the justification given, but simply for reasons that are perhaps left unsaid.

Speak as you wish to be spoken to. Sully not your tongues with the words that harm, the words that injure, and speak only the truth of the Thrice-Born.

The Polity (or Third) Edict is one of the most disputed in existence. The Believers claim that it prohibits curse words of any kind, as well as speaking in any way that would hurt another. However, they claim that when an accusation is true, it can be spoken irrespective of how impolite or hurtful it is. This has caused accusations of hypocrisy by many, who claim that this merely allows the Believers to reprimand those that would criticise them, but allows them to criticise others on bases they consider 'truthful'.

Other factions claim that 'words that harm and injure' are words that incite others to harm or injure, which prohibits actions such as giving orders to hurt or kill someone (or even carry such an intepretive possibility). The 'truth of the Thrice-Born' is also interpreted by some (extremely extremist) factions as referring to only the teachings of the Thrice-Born, which prohibits them from saying anything not directly related to the faith. Others instead insist that this prohibits lying in any form. Most ordinary faithful simply claim that this is an injunction for politeness, civility and honesty.

The Fiveday is a day for holy work and holy thoughts. Keep it always.

The Fiveday (or Fourth) Edict is often seen as an insistence on prayer, divine contemplation and learning every Fiveday. How strict this regulation is varies from faction to faction, with the Thrice-Born Believers insisting that all attend a service on that day, and that missing such a service for anything short of life-threatening reasons is a great spiritual failing. However, other factions disagree with such a strict reading, claiming that 'holy work' and 'holy thoughts' can mean many different things, and many claim that simply ensuring that one follows the Contract thoroughly on Fivedays is sufficient. Activities which are not considered appropriate for Fivedays vary widely; the Believers insist on including sex into this category (and are about the only faction that does), while others claim that everything from eating meat to gambling to use of intoxicants to physical exercise (and many more besides) are not considered 'holy'.

The hierarchy is a sacred thing. Father comes before Son, Mother before Daughter, king before subject, and Thrice-Born before all things.

This clause, termed the Hierarchical (or Fifth) Edict, is interpreted in three ways. Firstly, it is claimed as an indication that the Thrice-Born indeed have a hierarchy of their own. However, at the same time, this interpretation hails that the unity of the Thrice-Born must come before such hierarchies, indicating that within an organization, all lessers and greaters become greater than they are. This interpretation is popular within the Believers, who also add that, as it involves 'kings and subjects', it must mean that all things in life also have such a hierarchy, which is of equal sacredness. These hierarchies are constituted in many different forms, concerning all ways of life, and deference to them is seen as a spiritual thing.

The second interpretation is more literal, claiming that this does not refer to the Thrice-Born at all; instead, it discusses the structure of the family, and that fathers should look after their sons, and in turn, be respected by their sons, and likewise for mothers and daughters. Kings and subjects are seen in the same way. However, in all other things, it claims that hierarchies are not divine or sacred things, but simply created for whatever purpose, good or bad, that their non-divine creators insisted upon. This is probably closest to what many lay believers practice in their lives as far as this Edict is concerned.

The last, perhaps most unusual, interpretation of this is the fact that in fact, the Thrice-Born are not three, but four, with the Daughter being a hierarchically inferior, but present, being. Very few factions consider this interpretation valid, however.

Kill not those who believe, for they are equal in greatness to yourselves. Only the Thrice-Born can decide who is to live and who is to die.

Due to the gravity of its implications, the Terminal (or Sixth) Edict is a matter of hot interpretive debate. The most common divergences result from differing interpretations of 'those who believe'. The Thrice-Born Believers claim that this refers only to other Believers, and thus, claim that violence against those who are not Believers (even if they are heterodox followers of the Thrice-Born) is acceptable. This is not something shared by almost any other factions, who largely interpret 'those who believe' as referring to the faithful of any deity, or those who believe in the Thrice-Born (including those who venerate other deities in addition). Some factions also claim that if the Thrice-Born (through some mortal agent) declare an enemy, they can be killed without concern. Who has the right to make such a decision is frequently a matter of dispute, although the Thrice-Born Believers insist that the Hierarch has this right (although it has rarely been invoked, and always for a limited span of time).

The marriage contract is akin to that of Issa – those that violate it are unworthy in the eyes of the Thrice-Born.

The Marital (or Seventh) Edict is usually read as requiring those who are married to abstain from sexual relations with any other person, as well as requiring those that are married to not marry anyone else as long as their spouse lives. Divorce (that is, the breaking of an already-established marriage contract) is rare among those who believe in the Thrice-Born, though some factions claim that the breaking of a marriage contract does not constitute its violation. The Thrice-Born Believers also claim that sexual relations outside marriage regardless of whether one is married or not are a violation of the marriage contract, though in this case, explicitly that which you would sign in the future. Such a 'chronological' interpretation is not seen as valid by any other faction within those who believe in the Thrice-Born. Lastly, monogamous marriage is rejected by several factions of those who believe in the Thrice-Born (which collectively term themselves as the Polygamists), although most claim the ability to marry multiple women is restricted to men only. Endless denunciations over the interpretations of this Edict abound.

That which another owns is theirs to give and theirs alone. None but the Thrice-Born can decide who is to own what, and none beneath them can make that choice for another.

This Edict, dubbed the Mercantilist (or Eighth), is basically non-controversial. Its basic implication (that property and possession transfers are only valid with the consent of the one that owns them) is not disputed (except by the few factions who argue that figures senior enough to be qualified to speak for the Thrice-Born can make decisions redistributing property or possessions without the consent of their owners), but the extent to which it applies varies. The Thrice-Born Believers read it as strictly forbidding theft, whether by strength or guile, but insist that the Hierarch, who speaks for the Thrice-Born, may make decisions regarding the redistribution of anyone's property. As this power has yet to be used by the Hierarch, its implications regarding non-believers (and, indeed, non-Believers) have not yet been considered.

Envy not what others may have, for it demeans both you and them. Be like the Thrice-Born, content with all, but owning none.

The Ninth (or Luxurious) Edict is the subject of some controversy among the different factions. The most common interpretation of this Edict is that none should envy others simply because they have something that they do not, is complicated by the various implications. Some factions argue that only physical objects should not be envied, and that the envy of intangibles (such as intellect or talent) is acceptable. Others (including the Believers) claim that it is the emotion of envy, rather than some specific expression of it, that is being criticized within the Edict, and thus, claim that the envy of anything for any reason is wrong.

The second sentence is also widely disputed. Many argue it to simply be an injunction toward tolerance, benevolence and acceptance, but other, more literalist traditions claim this is an injunction toward a monastic existence for all those who believe in the Thrice-Born. Generally, factions tend to fall in-between these positions, allowing for a monastic tradition for those who desire it, but not requiring it of all faithful. The Thrice-Born Believers state that monasticism is an ideal state to aspire to, but accepts the fact that not all are willing or able to undertake such a step, making allowances for both monastic and non-monastic adherence.
Last edited by koz on Tue Feb 02, 2010 8:13 pm, edited 1 time in total.
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Judging__Eagle
Prince
Posts: 4671
Joined: Fri Mar 07, 2008 7:54 pm
Location: Lake Ontario is in my backyard; Canada

Post by Judging__Eagle »

Needleteeth
"I wouldn't hurt him if I were you, but please do so."

Character Sheet

Vitals:
HP: 24
Init: +3
Saves: F +1 R +3 W +1
AC: 13, T 13, FF 10
Ranged: +5
Melee: +2

Attack:
Mwk Dagger +3 (1d6, 19-20/x2)
Mwk Light xbow +6 (1d8, 19-20/x2)
Jade Stick +5 [Touch AC] (1d6 [Elemental])

Notable skills
(anything higher than just stat modifiers, some have skill ranks, some synergy boosted, others are item boosted):
Appraise: +5
Balance: +10
Bluff: +8
Decipher Script: +9, +11 with scrolls [go, go UMD]
Diplomacy: +5
Intimidate: +7
Profession (Interrogator, Master): (2 ranks)
Sense Motive: +3
Sleight of Hand: +6

Tumble: +10
UMD: +12; +14 with scrolls [go, go, decipher script synergy]
Use Rope: +6

Trapping:
Search: +12
Disable Device: +12

Stealth/Sensor:
Hide/Move Silently: +15
Spot/Listen: +10/+8

Knowleges:
Knowledge Arcana: +5
Knowledge The Planes: +5
Knowledge History: +5
Knowledge Nobility/Royalty: +5
Items:
Wraith's Cloak
"I hieds!"

+ level to hide checks

Cat's Tread
"You bitches can't hear me"

+level to move silently checks

Jade Stick
"He beat a man to death with a dildo once"

Attack action for 1d6 [element] (fire/acid/electricity/cold) damage
Move action to switch elements
It looks like a green jade phallus. Probably stolen from some temple somewhere.
Tactics:

Seriously, takes 10 to hide/move silently. Only creatures that can beat a 25 on each will notice Needleteeth.

Taking a level in Soldier for the Hobgoblin ability to not take penalties to move silently while moving is a good idea. >_>
Last edited by Judging__Eagle on Sun Jan 17, 2010 5:55 pm, edited 1 time in total.
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Mask_De_H
Duke
Posts: 1995
Joined: Thu Jun 18, 2009 7:17 pm

Post by Mask_De_H »

Bloody Thorn, He of the Crimson Canvas

Your psyches are my canvas, these hands my tools, and your screams my inspiration!

Character Picture (Fangirl's Interpretation):
Image
Background:
Forthcoming.
Theme Park Version: Highly passionate painter/gutter fop who bugged his demon mommie for the power to move people. She gave him Canvases of the Superego (Totems), with which his paintings could really reach out and touch the viewer. He failed as a kinght-errant for the Order of the Crimson Rose, but he doesn't know that yet. So he fights and kills warriors to get the Order to give him the validation he so desperately craves.
Race and Type: Human (medium tana'ri humanoid)
Class: Totemist 2/Soldier 1
Speaks: Common, Celestial, Abyssal, Elven, murder
Allegiance: Art (main), Indiscriminate Death, Order of the Crimson Rose
Background: Veteran of the War Stabbing People In The Face

Str: 12 (+1)
Dex: 14 (+2)
Con: 14 (+2)
Int: 16 (+3)
Wis: 10 (+0)
Cha: 18 (+4) (16 +1 level +1 item)

BAB: +1
Initiative: +2
Saves: Fort 4 Ref 2 Will 3
AC: 18
Proficiencies: BT is proficient with all simple and martial weapons, as well as the Trident, the Kukri, the shortsword, the gladius, the light and heavy pick, the shortbow, the longbow, the pincerstaff, the net, the guisarme, and three other Exotic Weapons. BT is proficient with Light, Medium, and Heavy Armors in addition to Shields and Tower Shields.
Attack Routine: Longbow (+0 min) +5 1d8+1 x3 (+2 Dex +1 BAB +1 SoB +1 magic) or Claw +3 1d6+1 x2 (+1 Str +1 BAB +1 SoB)
Full Attack Routine: Claw x 2 +3 1d6+1 x2
Feats:
H) Product of Infernal Dalliance
1) Menacing Demeanor
3) Blitz
Random Useful Shit:
Immunity to electricity and poison.
Resistance to acid 10, cold 10, and fire 10.
Summon (Sp):
Telepathy (100 ft)
Wild Empathy
Respect for the Dead
Woodland Stride
BT adds his Intelligence modifier to his attack rolls, up to +1
BT gets 7 Totems, 3 Chakas, 1 stance, 1 strike, and a partridge in a pear tree.
BT gets DR 5 against Crits and sneak attack/precision damage.
Items:
Magical Longbow
Mithril Shirt
Makeup of Bishounen Charisma (+Cha item)
Sketchpad, charcoal, oilpaints, fancy dress, blanket and pillow, odds and ends.

Skills:
UMD, Spot, Listen, Hide, Intimidate, Bluff at Max
5 in Balance
1s in 6 Knowledges

Stances:
Improvisation: Bloody Thorn uses anything around him for his "art", whether it be large or small or still attached to it's previous owner. The zen flow of his expression bolsters his resolve. (Int to Saves + Human)

Strikes:
Sampling: Imitation is the sincerest form of flattery. Plagiarism is the most fun. Bloody Thorn has been known to take what he wishes from others, usually through force. (Looting Strike).

Totems:
Passions Enflamed: BT paints in jagged strokes and blistering splashes upon his target, whirling like a dervish. The paints sizzle and burn the target to it's core, laying him low with the overflowing emotion within. (Enhancement to Dex + Flame Snake)

Awesome Glimpse: BT paints a glorious image of a sky no mortal has seen; the color and value giving it an almost immaculate warmth. Any touched by it is frozen in awe as BT grows stronger. (Save Bonus + Carrion Crawler)

Inhuman Attraction: This series of symbols flows in a strange and enticing pattern, the eye line going in a sensuous path to nowhere. The target is compelled to walk through the performance piece, drawn towards it's creator. The movement provides a measure of cover for BT, as the target's allies lose faith in their abilities to accurately target him. (Deflection to AC + Harpoon Spider)

Caustic Retort: Bloody Thorn makes a retort that burns in the target's mind like fire. His sneering remark is punctuated by spit that carries years of disdain. It sloughs off the target's skin as horribly as any acid. The mockery seems to make BT more attractive, in a masochistic way. (Enhancement to Cha + Ankheg)

Opium Miasma: BT unleashes the burnout after euphoria. It chokes out the sun, scratches at the mind, makes everything bleak and hazy unless they make their piece with the pipe. This effect grants BT resistance to harm, for the elements cannot do anything to him that he has not already done to himself. (Fire Resistance + Ash Rat)

Creative Void: Bloody Thorn releases the horrors of the uncreative upon his opponents, making them unable to see anything but their own boorishness. This effect wraps him like a cloak of nothing, making the weak and feeble "arts" of magic slide off his complex symbolism. (SR + Dark Mantle)

Howl of Genius: People fear what they don't understand, and no one understands true genius. BT is struck with inspiration and begins singing the wonders of his ideas at breakneck speed. This inspires fear and jealousy of the ubermensch in their midst, while knowledge flows from him like a sieve. (Enhancement to Int + Krenshar)
Last edited by Mask_De_H on Wed Jan 20, 2010 4:59 pm, edited 2 times in total.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
User avatar
Prak
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Posts: 17340
Joined: Fri Mar 07, 2008 7:54 pm

Post by Prak »

Akarchin Background Akarchin was born to a fiendish family, long muddled in Ba'atezu and Tanar'ri inter-marriage, in a much higher social circle and wealthier district of Sigil, but moved to lower circles and districts to make her own way in crime, the underground, and the secret policing that is sometimes indistinguishable from those things. Her fiendish abilities were great help in her investigations and rackets, and frequently helped her convince a mark to do things "the easy way" before they found out what the hard way was.

Race and Type Assimar (Medium Outsider (Native Human))
Class Conduit of the Lower Planes 3
Languages Common, Abyssal, Infernal, Celestial

Str: 14
Dex: 15
Con: 13
Int: 16
Wis: 13
Cha: 16
(before racial?)

Vital Stats
BAB +2
AC (10+2 dex)
Speed 30 ft.
Initiative +2
HP 21/21
Saves F+2, R+3, W+4
Attack Darkbolt +5 ranged touch, 1d8 1/2cold/1/2untyped
Attack Blade of Pain and Fear +5 melee touch, 1d6+3

Class Features

Weapon and Armor Proficiency: Akarchin is proficient with all simple and martial weapons, as well as the whip, the scourge, and the dire flail. She is proficient with light armor but not with shields of any kind.

Sphere: Akarchin has advanced access to the Violation Sphere (basic from feat, class sphere pick upgrades that to advanced) and basic access to the Seduction sphere. These spheres grant Telepathy (range 100ft) and +2 to bluff, diplomacy and sense motive respectively.

Petitioner Immunities: Akarchin gains her abilities by channeling the energies of Baator. As such she gains the side effect of fire immunity as it's hellish energies burn within her and temper her flesh.

Enhanced Sphere Access: Akarchin's connection to the lower plains grants her extra uses of sphere abilities over what her proficiency with them would. She gains a number of extra uses of any spell-like ability equal to half the number by which her character level exceeds the minimum character level to use the spell-like ability (rounded up). If she ever gains expert access to a sphere, she also gains an extra [Fiend] feat.

Skills
Diplomacy 6r +12
Spellcraft 6r +9
Kn. Arcana 6r +9
Kn. the Planes 6r +9
Intimidate 3r +7
Gather Info 3r +7
Bluff 3r +9
Disguise 2r +6
Hide 1r +3
Sense Motive 3r +6
Search 6r +9
Spot 3r +4
Listen 2r +3

Feats
Basic Access: Violation

Pyromantic Dabbler
A Fire Mage offered to set your soul on fire. For some reason, you accepted.
Benefit: You gain Spellcraft as a Class Skill if it wasn't already, and you can use Produce Flame as an at-will SLA. The rest of the benefits depend on your ranks in Spellcraft.
4: you can also cast Burning Hands, Melt, and Resist Energy (Fire) once per hour each.

Items
Darkbolt Bracer (left arm/hand)
-Command Word action: 1d8/2CL, half cold, rest is untyped
Bracer of Blade of Pain and Fear (Right arm)
-Command Word action: Summon a sword composed of disembodied gnashing teeth, does 1d6+1/2CL, melee touch attack
Black Bag
-Allows access to small torture implements, has 10 cubic feet of capacity with which to hold evil items (including items created with evil spells), non-evil items fall through.
Magic Clothing:
Your pants, your shirt, and your socks exude magic. Truth be told, it’s mostly your pants.
Diplomacy Ranks Benefit
4: You gain a +1 bonus on all Charisma-related checks.
Akula
Knight-Baron
Posts: 960
Joined: Wed Oct 22, 2008 7:06 am
Location: Oakland CA

Post by Akula »

Cartwell
Male Human Summoner, Level 3, Init +3, HP 24/24, Speed
AC 17, Touch 13, Flat-footed 14, Fort +4, Ref +7, Will +6, Base Attack Bonus 1
(+4 Armor, +3 Dex)
Abilities Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 17
Condition None

Augment Summoning[Metamagic]
You‘re good at summoning things. From places.
Augment Summoning is a Metamgic feat that scales with base caster level.

Benefit: Any creature you Summon gains +2 to all ability scores.
1: The casting time of your Conjuration(Summoning) spells is lowered one step. Your Summoned creatures gain an additional +2 to their ability scores.
6: All of your Conjuration(Summoning) spells are Empowered. Your Summoned creatures gain an additional +2 to their ability scores.
11: The natural weapons of your Summoned creatures are magic weapons with an enhancement bonus based on your HD. The Natural Armor of your summoned creatures has an enhancement bonus like a minor magic item based on your HD. Your Summoned creatures gain an additional +2 to their ability scores.
16: When you use a Conjuration(Summoning) spell you Summon 1d3 creatures where you would normally Summon 1, 1d4+1 creatures when you would normally Summon 1d3, and 1d6+2 creatures when you would normally Summon 1d4+1.

Tactical Mage [Metamagic]

You think better than other casters. Your spells do too.
This is a Metamagic feat that scales to the highest-level spell you can cast.

Benefit: You never seem to be in the wrong place at the wrong time. As an immediate action, a number times per day equal to your character level, you may teleport 10ft. in any direction. You must have line of sight and line of effect to the spot.
1: Sculpt Spell: By spending a swift action, you can alter any area spell by changing its area to either a cylinder (20ft radius, 30ft high), a 40ft cone, four 10ft cubes, a ball (40ft radius spread), or a 120ft line.
3: You can alter a spell that affects at least one opponent to have no immediate effect. In the next 24 hours, if you are dealt damage, you can choose to trigger the spell as an immediate action, but you must include whoever or whatever dealt you damage as one of the spell's targets. You can only have one spell of this sort active on you at any one time, and any spells stored in this way are considered to be the same as a contingency spell (thus, not allowing other contingencies to be active on the same person).
6: By spending a swift action, you can alter a single-target spell with a range greater than touch to arc to a number of additional targets beyond the first, to a maximum of your character level. All of the secondary targets must be within 30ft of the primary target, and the caster level of the spell is halved against any secondary targets that it affects.
Additionally, Sculpt Spell no longer requires an action to activate.
9: s a full round action, you may cast 2 spells with normal casting times of standard action or faster or cast a spell with a 1 round casting time as a standard action.

Greenbound Summoning [Metamagic]
You get plant badgers instead of angel badgers, It works out pretty nice for you. This is a Metamagic feat which scales based on caster level, up to a maximum of your HD.
0: Add the following to your spell list Entangle, Speak with Plants, Plant Growth, Wall of Thorns. If they are already on your list you get a +1 bonus to caster level with those spells.
1: Your summoned creatures can be http://dungeons.wikia.com/wiki/Psuedoel ... 5e_Feat%29 wood creatures at your option.
6: Wood creatures you summon have basic access to the Plant sphere from http://dungeons.wikia.com/wiki/Elementa ... e_Other%29.
11: You can summon creature with the Greenbound template. That shit be broken yo.
16: Placeholder

Razorvine Armor
This is like darkleaf armor except you probably cut yourself while making it. It scales based on ranks in Know: Nature.
4: You are covered in sharp foliage, whenever you are in a grapple your opponent takes an extra 1d6/4 levels+Enhancement bonus. Creatures that strike you with a natural weapon also take this damage.
8: You are covered in living vines, anyone smaller than you grappling you is automatically entangled.
13: You no longer have to eat or drink, as your armor will do that for you.
18: No Idea.
Last edited by Akula on Wed Jan 20, 2010 3:48 am, edited 2 times in total.
Quantumboost
Knight-Baron
Posts: 968
Joined: Fri Mar 07, 2008 7:54 pm

Post by Quantumboost »

Zevras, Bastion of the Lost Monastery

Patience. Discipline. If you have nothing else, have these.

Background:
Zevras was one of the unfortunate victims of a collapsed Githzerai Monastery, which split apart after an assault by a few Death Slaad – killing many of the stronger anarchs and leaving its structure unstable and defenseless against the chaos of Limbo. He fell through a portal into Sigil, and when he recovered found that he was alone there. After determining his location, Zevras determined that the best course of action was to begin training his mind and body to more effectively protect the Githzerai people, since his own home was now most likely dissolved completely into the chaos-matter. He still had his armor, shield, and karach blade with him, and started to take up street-fighting in order to hone his will and fighting prowess.
Race and Type: Githzerai (medium humanoid)
Class: Soulborn 3
Speaks: Githzerai, Common, Slaad
Allegiance: The Way of Zerthimon (main), Striving for Perfection, Killing Illithids
Background: Refugee from The War

Str: 10 (+0)
Dex: 18 (+4) (16 + 2 racial)
Con: 14 (+2)
Int: 12 (+1)
Wis: 16 (+3) (14 +2 racial)
Cha: 17 (+3) (16 +1 item)

Hit Points: 36
BAB: +3
Initiative: +4
Saves: Fort 8 Ref 8 Will 12
AC: 23 (+4 Dex, +7 armor, +2 shield), touch 14, flat-footed 19
Proficiencies: Zevras is proficient with all simple and martial weapons, and his Soul Blade (a bastard sword). He is proficient with Light, Medium, and Heavy Armors in addition to Shields.
Attack Routine: Soulblade +8 melee 1d10+1 force 18-20/x2 (+4 Dex +3 BAB +1 magic) or Bolts of Agony +7 ranged touch 1d10 and Fort DC 12 or dazed x2 (+4 Dex +3 BAB, requires SGA Soulmeld)
Full Attack Routine: Same as attack routine.

Feats:
1) Iron Will
3) Weapon Finesse

Speshul Powarz:
Arcane sight always on
Psionics: Mage hand at will
Spell Resistance 4
Darkvision 60 ft.
Slippery Mind
+2 to saves versus Mind-Affecting abilities
Soul Smite: +Cha to attacks, +level to damage on all attacks (swift action). 10-round cooldown.
Pressing Assault: Taking a 5-foot step within Zevras’ threatened area provokes an attack of opportunity.
Zevras has the Edge against anyone with a lower Dexterity than his.
Zevras gets 4 Totems and 2 Chakras.

Items:
Cloak of Charisma (+1 enhancement to Charisma)
Magic Mithril Suit (+1 enhancement to Armor bonus)
Dampening Sandals (+3 to Move Silently)
Mithril Shield
A coin pouch.
Ragged clothing.

Skills:
Concentration +4 (+2 Con, +2 racial)
Hide +9 (6 ranks, +4 Dex, -1 ASP)
Knowledge (the planes) +7 (6 ranks, +1 Int)
Move Silently +12 (6 ranks, +4 Dex, +3 Competence, -1 ASP)
Sense Motive +9 (6 ranks, +3 Wis)
Spot +11 (6 ranks, +3 Wis, +2 racial)

Soulmelds:
Navy Secret Mantle: Zevras’s psychic will distorts the form of space around him, creating a field which warps light and alters trajectories. He gains a Deflection bonus to AC (+1 at current level) and a 20% miss chance due to Concealment.

Dimming Midnight Gauntlets: These gauntlets are formed to disrupt magic, and upgrade Zevras’ spell resistance to 9 + level. By projecting their power outward, he can also counterspell as an immediate action by making a Dispel check (caster level equal to level).

Steel Grasping Boots: Zevras’ psychic powers, when channeled through the boots of his soul, are able to overcome and redirect the bonds of gravity. While “wearing” them, he can walk or even run on walls or ceilings, and gains an Enhancement bonus to Dexterity (currently +1).

Amulet of Sapphire Magic: This soul amulet channels telekinetic force, and allows Zevras to shoot the Bolts of Agony formed from his own despair. It also shields him from further harm, by way of a Resistance bonus to Saving Throws (currently +1).

Zevras uses the Necrocarnum option, so his stuff doesn’t glow and is instead dim and spooky.
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God_of_Awesome
Knight-Baron
Posts: 686
Joined: Sat Aug 22, 2009 7:19 am

Post by God_of_Awesome »

Baldraxe Garl'gezmond

Statistics
~
Race/Type: Medium Humanoid (Drow)
Class: Samurai 3
Speaks: Common, Elvish
Allegiances: Redemption (Primary), Vengeance, Exitus
Background: Travelled Abroad


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


Vital Statistics
~
BAB: +3
AC: 14 (Flatfooted: 14)
Speed: 20'
Initiative: +0
DR: None
Hit Points: 24
Saves: Fort 4 (3+1), Ref 1, Will 6 (3+3)


Class / Race Features
~
Samurai
Hit Dice: d8
Class Skills: The Samurai's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Swim (Str), and Tumble (Dex).
Skills/Level: 4 + Intelligence Bonus

All of the following are Class Features of the Samurai class:
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons, as well as a single Exotic weapon appropriate to the Samurai's tradition. Samurai are proficient with Light and Medium Armor, but not with shields of any kind.

Ancestral Weaponry: Every culture with a Samurai tradition has a signature weapon that Samurai from that culture use. Whether it is the Spiked Chain of the Hobgoblin Khanate of Khadun or the Katana of the Human Empire of Rokugan, the weapon serves as a symbol of the office and prowess of the Samurai.
A samurai can only have one weapon designated as his Ancestral Weapon at a time, and this weapon must be a masterwork weapon exalted by the Samurai's warrior culture. He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon. This ritual costs 100 gp in incense and offerings, and once performed grants the following abilities:
-Counts as his Ancestral Weapon for all Samurai abilities.
-Has a minimum enhancement bonus to attack and damage equal to his level divided by three (maximum of +5 for a samurai of 20th level or lower).
-The Ancestral weapon has double HPs and +10 Hardness, and has the Ghost Touch special
property.

Pledge of Loyalty:
Samurai pledge their loyalty to a Lord, a figure of temporal power and head of a noble family or clan. To retain this Lord, they must follow this Lord's orders and uphold any Code of Conduct the Lord obeys. As long as a Samurai does these two things, he cannot be forced to act against his Lord or Lord's family by mind-affecting effects.

Samurai who have broken their vows to their lord are called ronin, while samurai who have never been pledged to a lord or are unwilling to do so are weaponmasters called kensai, sword saints, or simply "master swordsman" or other descriptive title. Regardless of their name, Samurai without a Lord receive a +4 bonus against mind-affecting effects.

Horde Breaker: A Samurai gains Horde Breaker as a bonus feat at 2nd level. If the Samurai already has this feat, he may choose a [Combat] Feat instead, but only if he meets the prerequisites of that feat.

Kiai! (Ex): At 3rd level, a Samurai may convert a successful strike into a confirmed critical hit. He may use this ability a number of times per day equal to his half his Samurai level +2. This ability is a free action that is declared after the strike is rolled and confirmed as a hit, but before damage is rolled. This ability cannot be used on Attacks of Opportunity.

Drow

All of the following are Race Features of the Drow race:
  • Medium Size
  • 30' movement.
  • Humanoid Type (Elf subtype)
  • Darkvision 120'
  • +2 Dexterity, -2 Constitution
  • Daylight Sensitivity: While in brightly lit surroundings (such as a daylight spell), a Drow suffers a -2 penalty to attack rolls and precision-based skill checks.
  • Drow with a Charisma of at least 10 may cast deeper darkness (duration 4 hours), and fairie fire as spell-like abilities with a caster level equal to their character level once per day each.
  • +2 bonus to saving throws against spells and spell-like abilities.
  • +2 bonus to Spot, and Listen checks.
  • Drow never sleep and are immune to sleep effects. Drow must still perform their 4 hour daily trance to stay coherent and rested.
  • Drow live an exceedingly interesting life and every Drow has proficiency with the rapier and an exotic ranged weapon of their choice.
  • Favored Classes: Cleric and Wizard
  • Automatic Languages: Elvish
  • Bonus Languages: Abyssal, Beholder, Common, Draconic, Drow Sign Language, Dwarvish, Gnome, Kuo-Toa, Terran, Undercommon.

Skills
~
Skills Points: 36
Skill Rank (Points+Bonus+Misc)

*Diplomacy 5 (3+2)
Gather Information 5 (6/2+2)
Intimidate 5 (6/2+2)
*Hide 2 (5+1-4) (6 w/o armor)
*Knowledge (Local) 6 (4+2)
*Move Silently 2 (5+1-4) (6 w/o armor)
Ride 2 (2/2+1)
*Sense Motive 6 (3+3)
*Swim 0 (1+3-4) (4 w/o armor)
*Tumble -2 (1+1-4) (1 w/o armor)

Appraise 1 (0+2)
*Balance -3 (0+1-4) (1 w/o armor)
Bluff 2 (0+2)
*Climb -1 (0+3-4) (3 w/o armor)
*Concentration 3 (0+3)
*Craft 1 (0+2)
Decipher Script 2 (0+2)
Disable Device 2 (0+2)
Disquise 2 (0+2)
*Escape Artist -3 (0+1-4) (1 w/o armor)
Forgery 2 (0+2)
Handle Animal 2 (0+2)
Heal 3 (0+3)
*Jump -1 (0+3-4)
*Knowledge (Arcana) 2 (0+2)
*Knowledge (Architecture) 2 (0+2)
*Knowledge (Dungeoneering) 2 (0+2)
*Knowledge (Georgraphy) 2 (0+2)
*Knowledge (History) 2 (0+2)
*Knowledge (Nature) 2 (0+2)
*Knowledge (Nobility) 2 (0+2)
*Knowledge (Religion) 2 (0+2)
*Knowledge (Planes) 2 (0+2)
*Listen 5 (0+3+2)
*Perform 2 (0+2)
*Profession 3 (0+3)
Search 2 (0+2)
Sleight of Hand -3 (0+1-4) (0 w/o armor)
Speak Language 1 (0+1)
Spellcraft 2 (0+2)
Spot 3 (0+3)
Survival 3 (0+3)
Use Magic Device 2 (0+2)
Use Rope 1 (0+1)

*Class Skills


Feats
~
Natural Empath [Skill]
You read people like books.
Sense Motive 0 ranks: You gain a +3 competence bonus to Sense Motive checks.
Sense Motive 4 rank: You can quickly size up potential opponents. If you succeed on a Sense Motive check, opposed by your opponent's Bluff check, as a free action, you can tell if your opponent is an equal (CR = your character level), an easy challenge (CR < your character level by 1-3 points), irrelevant (CR < your character level by 4 or more points), stronger (CR > your character level by 1-3 points) or overwhelmingly powerful (CR > your character level by 4 or more points). You can use this ability once on a particular creature every 24 hours.
Sense Motive 9 ranks: If you succeed on a Sense Motive check, opposed by your opponent's Bluff check, you learn their allegiances. If you beat their result by 20 points or more, you can read their surface thoughts, as if by the third round of detect thoughts.

Horde Breaker[Combat]
You kill really large numbers of people.
Benefits: You gain a number of extra attacks of opportunity each round equal to your Dexterity Bonus (if positive).
+1: Whenever you drop an opponent with a melee attack, you are entitled to a bonus "cleave" attack against another opponent you threaten. You may not take a 5' step or otherwise move before taking this bonus attack. This Cleave attack is considered an attack of opportunity.

Dreadful Demeanor [Skill]
People know you're a badass motherfucker when you enter the room.
Intimidate Ranks:
0: You gain +3 to your Intimidate checks.
4: You can demoralize an opponent as a move action.


Equipment
~
+1 Leather Plate Armor (Mechanically similiar to scale mail)

Gauntlets of Healing

Greataxe of Flaming (Ancestral Weapon)

Talking Katana of Terror (EVIL)

Background
~
Baldraxe hails from a Prime Material World called Yaodune, on the continent of Iropa in the Empire of Iron and the City of Grimholme. He was the son of Herza, Godmother of the Drowish Mafia. His father had been a half-elf of the sylvan variety Paladin-Samurai of a goodly god and not a willing participant in his conception.

He was a quarter human, with a barbarian grandmother (His elven grandfather, also a Samurai, has also not been all that willing in his father's conception. Baldraxe came from a long like of rapelicious men). When he began to show the early signs of an aggression that could develop into a Barbaric Rage, he was put to work immediatley as Herza's muscle enforcer.

He did despicable things during his early life, things he is not proud of. Things he cannot take back. His younger sister Setta lead him to the temples for spiritual help. He tried to find solace in religion and it was there he met his half-aunt from his father's mother's side. Her name was Fireface, so named for her bright red hair that included the most wicked set of sideburns ever to be witnessed on the face of a woman. She was Barbarian too and offered to Herza to teach Baldraxe how to be a Barbarian too. Herza accepted.

In secret though, she taught him the art of the Samurai, foreswearing him to the god Exitus, Lord of Vengeance, for she too was a servant of that god. Here he found his solace, his redemption. He could not take vengeance for the crime he commited, but he could take vengeance on others.

With the help of Fireface and several of his own siblings, Baldraxe orchestrated a rebellion against Herza, killing her as she gave birth to his youngest brother. He set Hel'n upon the crime throne of the drow and she betrayed them, forcing them to flee. His elder brother took the newborn babe while Baldraxe fled with Fireface and Setta to the north. Iropa, being a souther continent, was colder in the south and that's where barbarian's like Fireface came. In the north was the Forest Orient, the origin place of samurai art.

In the Forest Orient, the people worshipped the sun god, Perol, known as Pelor in the south, seeing their Sun Emperor as his mortal avatar. Setta came to the worship of Perol for she could look upon the sun without hurt and enjoyed its blessings. Baldraxe learned more of the ways of the samurai until Fireface was slain by an evil shogun. But the shogun was set-up. While Fireface did not plan for her death, she was bait in a plan to indiscriminatley prove to the samurai of Perol that the shogun was evil. He got so many smites up his ass it stopped being funny right up until it started being funny again.

They also looted his palace but Baldraxe was kindly given 'dibs' on the stuff on and near the shogun. The armor was fine but a sword hung on a pedestal turn out to be trapped. When Baldraxe lifted it, he was teleported randomly into the planes, landing in Limbo. From there he was able to travel to Ysgard and took refuge in the lair of Exitus.

And then summarily kicked out of Exitus's house because he doesn't take freeloaders. He's already got enough with his petitioners and so Baldraxe ended up in the Sigil.

Appearance
~
Armor
Linked for hotlink block. Last image on the page. Minus the mask, of course. All black.

Mask
Linked for size, last panel. Mask is red with horns attached.

General Appearance
Like a great deal many elves, Baldraxe grow his hair long but he keeps it tied in a bun, traditional to the warriors of the Forest Orient. He also flaunts his human heritage when his mask is off, with a side burns so long they can be braided and a full goatee. Other then that, a typical drow.

Allegiance
Exitus, Lord of Vengeance
Long ago, in the depth of the Abyss, we had a balor called Exitus. Like any good Balor, he was chaotic and evil. But evil isn't one big happy family so the act of murdering other evil assholes was just as much on the agenda as killing good guys. Exitus just so happened to find murdering evil a more visceral activity.

However, you don't get alot of evil mortals in the Lower Planes, strange as it is. They usually only get here after they've died. The mortal that showed up were good-alligned trying to take the fight to the source of all evil for all that was worth. At the other end of the spectrum were evil mortal adventurers who took the fight to the source of all good for all the retardation that was worth.

So began Exitus's journey towards the Upper Planes, making it as far as Ysgard. An uneasy truce was established between him and the locals. He liked violence, they like violence, he liked commiting it on evil beings and so did they. Occasionaly they fought to but the local fought one another all the time. No active attempt to banish him back to the Abyss were really made.

And thus began Exitus's journey to becoming what he is today. The fact that his allegiance and temperment only coincided with that of the Ysgardian was a no-factor in the Outerplanes and an Outsider, so shaped as they were by belief. Exitus became Good-alligned simply because that was what he was believed to be. He became more like the Ysgardians too, his appearance becoming more goat-like and his favored weapon changing to a great-axe as opposed to a sword and whip combo.

That didn't, however, stop him from being power hungry. Now a good-alligned Balor, he found himself in unique position with a wide-variety. Exitus shot for god-hood. He found himself a niche to build a base of followers. Vengeance.

He suceeded, becoming a Lesser Deity with a dogma and a minor cult and everything. Followers are called Exicusians. They have little former heirarchy, with one cultist personally inducting another. Most of them are Samurai, so interpretations of dogma can usually be fixed with a quick call to the higher-up.

An Exicusian keeps a leather bound book entitled Grudges. Usually it also has one of the variations of Exitus's holy symbol, a flaming skulls, a flaming axe, an axe with a skull or an axe with a skull that is on fire. Subtle, Exitus is not. Even without those symbols, the book counts as a holy symbol for clerics.

Some common dogma:

Answer all transgression and write into the Book of Grudges all unanswered transgressions.

Unanswered transgressions, as described by Exitus, have made his followers a very personal bunch. Big bad evil guys who everyone knows is a dick generally don't enter into the equation, although offing them is also a bonus. It's more usually the ones who don't get caught or even get exalted. A world like Eberron, ie, where evil people can get away with calling themselves good would get bathed with blood if your dropped an Exicusian in it.

Exicusian are more personal. They seek out individual victims of tragedies, interview and investigate, a write down into the Book of Grudges all that they know. A smart Exicusian waits for solid evidence to present itself before moving in but by their nature will ignore that for following their gut.

This reflects Exitus himself. When he was Evil alligned, he did not participate in the Blood Wars, preferring personal glory with one-on-one fights. As a good-aligned god, the naivety of belief change his motive, not his focus.

Though you be a child of Chaos, you are first a servant of Good. Whenever you may, bring upon the wicked the Goodly children of Law so that your query may know despair on all sides.

This is obvious. If you can get the Lawful Good guys on someone's ass, do it. This is why investigation helps because proof is the basic way to sway people to your murderous indignant side. Nothing like proving to the LG Pallies that the King's mistress has been brainwashing and then murdering children so she can better enslave their spirits to get a Worf Barrage worth of Smite Evils so far up her ass it stop being funny right up until it does again.

The other reason Exitus did not participate in the Blood Wars is because he felt they were foolish. Before being turned good, he figured the resources of the Lower Planar Fiends would be better spent setting fire to the heavens. His 180* alignment turn did nothing to change his resource management ethics.

A common courtesy is it to present the head of a transgresser to the victim.

This is self-explanatory in its literal interpretation, which is the most correct one as it is. It gets messy when either A) their are no living victims and B) the transgresser for one reason or another has no head. For A), presenting it to their graves or any living relatives or anyone who might care is an acceptable substitute. As for B), well another body part will have to fill in for proxy if possible.

Before and after his 'ascencion,' Exitus was believer in the school of though that staking the heads of your enemies on your front lawn was as good a warning as any to potential foes.

Don't be stupid.

The most vague but often quoted dogma, the interpretations are more like wise advise passed down from generation to generation of Exicusians supplemented by direct commune with Exitus himself.

An Exitusianity, being a religion kept to each seperate individual, varies in how this is carried out. But it allows leeway in their duties. Going adventuring for the sake of gaining power could be interpreted as allowing you to further the agenda of the vengeance. Taking a vacation for the sake of taking a goddamn vacation could be interpreted as calming your nerves so they don't compromise your ability.

This was included by Exitus when his followers started dropping like may flies, charging head long into situations they were ill prepared to deal with or simply working themselves to death.

If you can prevent a transgression from ever needing to enter the pages of the Book of Grudges, do so.

This is what makes followers of Exitus do-gooders that simply specialize in righting wrongs then simply ones that do so exclusively. Protecting the innocent and all that jazz, if you can. Not to say you should go looking for innocents to protect, since that's someone else's territory. Like, every other good-aligned bunch ever.
Last edited by God_of_Awesome on Fri Feb 12, 2010 4:30 am, edited 20 times in total.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
Jilocasin
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Joined: Mon Nov 02, 2009 12:28 pm

Post by Jilocasin »

Bakir ibn Tufail, Dervish of the Order of Ijazah

Portrait
Image
Background (spoilered for easy navigation)
Bakir ibn Tufail was born on the prime, the product of a plane hopping wanderer fey and a human woman with just a smidgen of fiendish blood in her background. As you can imagine, neither he nor his mother had an easy time. Not only was Bakir bad-touched, he was bad-touched twice. His life consisted of moving from one place to another, never putting down roots and never really making any personal connections aside from his over-protective mother. Not that he found it easy to connect with people even when his mother decided to stay in one place for more than a few months. As he grew older his appearance became more and more uncanny, essentially human, with a swarthy complexion and dark, straight hair, but too perfect. Too symmetrical, too unblemished, too cold, people often told him it was like looking at a statue. It didn’t help that he wasn’t particularly good with people to begin with.

Bakir had quite a lot of time alone over the years to simply think, and he formulated a number of ideas that would shape his view of the world for the rest of his life. First and foremost was that true virtue could be had and ultimate truth be discovered through the systematic application of reasoned inquiry. The second was that the nature of divinity transcended the nature of the gods, and to become closer to the divine was wholly different from becoming closer to any single deity.

He would read voraciously, anything he had access to, and studied all manner of physical disciplines when he had the opportunity to as well. By the time he was twenty-two he had become something of a polymath, and that would serve him quite well in the months to come.

The country in which the small village that Bakir and his mother had recently made their home in was at war, and large numbers of able bodied young men were being conscripted from villages left and right. The night before the recruiter came to the village, Bakir’s father appeared in their home, handed a suit of armor to Bakir, and said this, “I would be disappointed if you were to die.”

The war, at least for Bakir, was a short affair. After only one month he was in a battle for a tactical position that in his mind had no actual value whatsoever. It was just as that thought was running through his mind that a spell struck him and after travelling through nothingness (at least, it felt like nothingness) he came to in an unfamiliar place, unwounded, but utterly alone. He wandered for a few days before finding a road, which he followed for a few more days before finding a fortress. It was the fortress of Ijazah, a place of learning, a place that matched his own philosophies so well he thought it must be kismet. It was the place where he spent the next five years training to become a full member of the Order.

His first mission after becoming a Dervish of the Order of Ijazah left him stranded in the Cage, and it was there that he determined he would improve the lives of the helpless by killing the cruel.
Race and Type: Feytouched (Medium Fey, Baatezu)
Class: Assassin 3
Speaks: Common, Sylvan, Goblin, Draconic, Auran
Allegiances: The Order of Ijazah (primary), Seeker Andala Tifilwit, Ridding the Multiverse of Harmful Individuals
Background: Veteran of the War

Str: 14 (+2)
Dex: 18 (+4)
Con: 14 (+2)
Int: 16 (+3)
Wis: 13 (+1)
Cha: 10 (+0)

Vital Statistics

BAB: +2
AC: 19, touch 14, flat-footed 19
Speed: 30ft (in armor)
Initiative: +4
Hit Points: 24/24
Saves: Fort +5, Ref +7, Will +2
Attack: Shadow Bow +7 ranged (1d8+3 piercing) or Small Masterwork Kukri +5 melee (1d6+2 18-20/x2 slashing)

Racial and other Goodies
  • Low-light Vision
  • See in Darkness: Can see normally in darkness and magical darkness
  • Immunity to [Compulsion] effects
  • Magic Affinity: Charm Person as a Spell-Like Ability 1/day (DC 11)
  • Fast Healing 1
  • Immune to Fire and Poison
  • Resist Acid 10 and Cold 10
  • Telepathy
Class Features

Weapon and Armor Proficiencies: Bakir is proficient with all Light Weapons, as well as simple weapons, repeating crossbows, and hand crossbows. He is also proficient with one Exotic Weapon. He is proficient with Light Armor but not with shields.

Spellcasting: Bakir casts spells as an Arcane Spellcaster with the same spells per day and spells known as a Bard, except he gains no more than three spell slots per level. Any spells from the Sorc/Wiz list that are Divination, Necromancy, or Illusion are fair game.

Poison Use (Ex): Bakir may prepare, apply, and use poison without any chance of poisoning himself.

Death Attack (Ex): Bakir may spend a full-round action to study an opponent who would be denied their Dexterity bonus if he instead attacked that target. If he does so, his next attack is a Death Attack if he makes it within 1 round. A Death Attack in&#64258;icts a number of extra dice of damage equal to his Assassin level plus two dice, but only if the target is denied its Dexterity Bonus to AC against that attack. Special attacks such as a coup de grace may be a Death Attack. Assassins are well trained in eliminating magical or distant opponents, and do not have to meet the stringent requirements of a sneak attack, though if a character has both sneak attack and death attack, they stack if the character meets the requirements of both. As long as the victim is denied their dexterity against attacks from the assassin during the study action and the attack itself, it counts as a death attack. An Assassin may load a crossbow simultaneously with his action to study his target if he has a Base Attack Bonus of +1 or more.

Personal Immunity (Ex): Bakir is immune to the following four poisons. Black-lotus Extract, drow poison, wyvern poison, carrion crawler brain juice. (Pretty much made useless by his Baatezu subtype)

Uncanny Dodge (Ex): Bakir retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. He does lose his bonus to AC if he is immobilized.

Hide in Plain Sight (Ex): Picking Bakir out of a crowd (even if you know what he looks like) is no easy task. He can hide in areas without cover or concealment without penalty. He can even hide while being observed. This does not remove the -10 penalty for moving at full speed or the -20 penalty for running or fighting.

Skills

Balance +10 (6 ranks, +4 Dex)
Climb +8 (6 ranks, +2 Str)
Concentration +8 (6 ranks, +2 Con)
Disable Device +9 (6 ranks, +3 Int)
Disguise +6 (+16 with disguise self) (6 ranks)
Hide +10 (6 ranks, +4 Dex)
Knowledge (nature) +9 (6 ranks, +3 Int)
Knowledge (religion) +9 (6 ranks, +3 Int)
Knowledge (the planes) +9 (6 ranks, +3 Int)
Listen +7 (6 ranks, +1 Wis)
Move Silently +13 (6 ranks, +4 Dex, +3 Slippers)
Sleight of Hand +10 (6 ranks, +4 Dex)
Spot +7 (6 ranks, +1 Wis)
Tumble +10 (6 ranks, +4 Dex)
Use Magic Device +6 (6 ranks)

Feats

Product of Infernal Dalliance
Baatezu subtype.

Sniper [Combat]
+0: Your range increments are 50% longer than they would ordinarily be. Any benefit of being within 30’ of an opponent is retained out to 60’.
+1: Precise Shot – You do not suffer a -4 penalty when firing a ranged weapon into melee and never hit an unintended target in close combats or grapples.


Spells
Spells Per Day: 3 level 0 and 2 level 1.
Spells Known: 0 – detect magic, silent portal, detect poison, ghost sound, disrupt undead, touch of fatigue; 1st – lesser shivering touch, disguise self, guided shot


Lesser Shivering Touch
Necromancy [Cold]
Verbal, Somatic
Casting Time: 1 standard
Range, Target: Touch, Creature Touched
Duration: 1 round/level
No Saving Throw
Spell Resistance: Yes

On a successful melee touch attack the target shivers uncontrollably and takes 1d6 points of Dexterity damage. Creatures with the cold subtype are immune to this effect.

Guided Shot
Divination
Verbal
Casting Time: 1 swift action
Range, Target: Personal, Me
Duration: 1 round

When using this spell Bakir does not take a penalty to ranged attacks due to distance. In addition, his ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and also ignore the miss chance granted to targets by anything less than total concealment.

Disguise Self
Illusion (Glamer)
Verbal, Somatic
Casting Time: 1 standard action
Range, Target: Personal, Me
Duration: 10 minutes/level (D)

I make myself look different in certain ways. Imagine that.


Equipment

Darkleaf Armor

This armor was gifted to Bakir by his father, just before Bakir was sent off to war. It is the only actual memory he has of his father, a plane hopping fey who seemed to have enough fondness for Bakir’s mother that he actually deigned to check in on his son.

+5 AC, +6 Max Dex, +0 ACP, +0 ASP (+1/3 level enhancement)

Knowledge (nature) 4: Your armor grows small roots into you and you gain fast healing 1.

Shadow Bow

This bow was stolen from the senior guard of Bakir’s first target when he consciously determined he had become an assassin.

Medium Composite Longbow (Str minimum 14)
1d8 piercing damage, +1 enhancement bonus on attack and damage rolls, x3 critical, 165’ range

Slippers of the Light Step

These are some simple slippers that Bakir finds quite comfortable. He bought them for a bit more than he thought they were worth, but they have aided him well in moving without making any noise.

+3 enhancement bonus to Move Silently

Assorted poisons – carrion crawler brain juice (contact DC 13, initial: paralysis, secondary: n/a) (4 doses), drow poison (injury DC 13, initial: unconsciousness, secondary: unconsciousness for 2d4 hours) (3 doses), blue whinnis (injury DC 14, initial: 1 con, secondary: unconsciousness) (1 dose)

Masterwork Kukri
Quiver with arrows
Thieves’ tools


Tactics
Bakir prefers to learn the location and typical habits of his targets before engaging in combat. He will scout out a location from which to target his prey (day or night, as he can see equally well at night time). He prefers to do so from quite a distance (as many range increments away as is feasible), he will then study his prey for 1 round and then swift cast guiding shot before firing an arrow covered in drow poison.

If he thinks it might be necessary to finish the job in person, he makes sure that his target is alone (ideally) and he is close enough to either fire upon his target again or coup de grace them if the poison worked.

Here I’ll discuss my allegiances in detail. Here’s some code of conduct for a Dervish of the Order of Ijazah.

- A Dervish of Ijazah must eschew material luxury and deific imagery. He may accept gifts, but all such transactions must be done with the knowledge that material wealth, imagery, and luxury are necessary for the masses to have decent lives. However, imagery and material wealth is a distraction from the truth and should be abandoned by those who have the capacity to reason that such things are distractions.

- A Dervish of Ijazah may never worship a deity. He is also forbidden from condemning those who do, mentally or verbally.

- A Dervish of Ijazah should use their mind and discover truth through intellectual reasoning, without preconceptions. He should also recognize that it is not possible to act in this manner at all times.

- A Dervish of Ijazah must obey their master in all things, each member of the order has only one master and they are beholden only to this one master.

Secondly, Seeker Andala Tifilwit is Bakir’s master within the Order. Should she ask anything of him he is required to do all in his power to fulfill that request.

Thirdly, ridding the multiverse of harmful individuals simply means that he views it as an act of cleansing to kill those who would prey on the weak or the helpless or the innocent. It is an act with cleanses the filth of the multiverse and by extension cleanses the filth of the soul so that one might become closer to the divine.


The Order of Ijazah
Image Symbol of the Order of Ijazah Origins of the Order
Beliefs and Practices of the Order

Sharpening of Intellect – It is through constant use of the mind that you sharpen the intellect. It is through reasoning and the application of the senses that the physical reality may be made known to us. You shall turn aside from blind faith and be wary of innate knowledge. The mind of the individual is tabula rasa, and it is our senses which imprint history and the evolution of our viewpoints. It is through our senses that we seek ultimate truth, which is universal, verifiable truth. When reasoning what is and what is not ultimate truth, you must keep in mind four criteria: truth can be definable, truth can be demonstrable, truth can be quantifiable, and truth can replicable. However, the truth seeker shall be wary of arrogance, truth may be found in unusual places and unusual minds. The inward journey in search of truth is equally important to the outward journey, and so we practice reflection through meditation in search of balance.

Reflection Through MeditationMeditation is the means through which all creatures watch over and maintain the spiritual heart, acquire knowledge of the spiritual heart, and become attuned to the divine presence of the spiritual heart.
The practice of reflection through meditation shall be as follows: You are to collect all your bodily senses in concentration, and to purge from your being all preoccupations and temporal notions that inflict themselves upon the heart. In this way you are led to turn full consciousness towards the spiritual divine, and as it courses through the heart you shall remain attentive to its meaning, which is ‘essence without likeness’. Through the act of meditation you shall remain aware of the spiritual heart, of the watchful essence of reason and ultimate truth, thereby experiencing the meaning of the saying: “The most favored achievement of reason is to know that the divine essence and ultimate truth is witness to your heart, wherever you may be.”

Martial Training
Structure of the Order

Basic Structure – Each member of the order has a single master and is beholden only to their master. An apprentice must follow his master’s word as though it were divine law, and he must do all in his power to achieve the goal set out by his master’s word. Though this relationship is strict a master who abuses this power and sets forth unreasonable demands is looked upon with great disdain (and even sometimes killed if their abuse of power is particularly egregious) by other masters. A master is almost always a Seeker, since a member of the order cannot take on an apprentice until their own master has passed away or the master has declared (with a particular ceremony) that the apprentice is worthy of mastery. It is meant to reduce any possibility of conflict of interest or abuse of the master-apprentice relationship. In this way a master cannot order their apprentice to order their apprentice.

Governance – Decision making, at least for major choices, is handled by the Seeker Council. This council is comprised of every Seeker in the order. However, not all choose to attend every meeting. Only those Seekers in attendance are given the right to discuss and vote on whatever issue is pressing. The day to day administrative duties are rotated between Seekers, and those Seekers delegate whatever they deem fit for delegation to the petitioners. They are actually surprisingly efficient, but that is probably due to the small size of the order and their concentration of relatively powerful individuals. Production of food, water, and other necessities is easily accomplished through magical means. Material luxury is considered little more than a distraction, so the order is essentially entirely self sustaining.
Ranking

Seeker – A Seeker is the highest rank that a member of the order can hope to attain. It represents the culmination of basic learning and means that that individual is finally ready to journey towards divinity and ultimate truth without the need for outside guidance. A true Seeker is fully capable of guiding themselves with grace and surety. Typically it is only the Seekers who become masters, and only those who have been Seekers for many years.

Dervish – After many years as a Petitioner, members of the order are finally allowed to take a more active role in the direction of their search for the divine. Under the guidance of their master they are encouraged to undertake various missions which are supposed to aid in the search of ultimate truth. These missions are for the dual purpose of learning how the masses perceive truth and for the cleansing of temporal and existential filth. Each Dervish is allowed to determine exactly what manner of actions best suit their route to the discovery of truth. These missions continue for many, many years, although some single missions last for years themselves.

Petitioner – Anyone who wishes to join the order must begin as a petitioner. They are placed under the tutelage of a master and are taught how to empty their minds of preconceptions and become vessels which can be filled with knowledge. They must master the beginner’s mind, a difficult concept for practically everyone to actually take to heart. Petitioners are also taught the rudimentary basics of ‘timelessness’ and ‘placelessness’. Not only are they taught these concepts, which take many years to truly master, they are also schooled in philosophy and literature, in the nature of divinity, and in numerous martial disciplines. After their master deems them worthy (this usually takes between five and ten years) they are awarded the title of Dervish.

The days of a petitioner are filled entirely with work, study, and reflection. They get almost no time to themselves and are constantly being ordered about by whoever is in charge of them at the time. Their time is strictly regimented. Four hours a day are spent in meditation, sitting in lotus position, another four hours are spent in study of a wide variety of subjects, four hours are spent in martial training, three hours are spent maintaining the fortress (cleaning, keeping the gardens up, raking leaves, preparing the meals, etc). Petitioners also have one hour of time to themselves each day before bed. Most petitioners do not succeed in the first stage of their training, they are free to leave whenever they wish and the order will provide a monetary gift depending on how long the petitioner has lived with the order. It varies slightly but one thousand gold for one year of service to the order is not unusual.
Last edited by Jilocasin on Fri Feb 12, 2010 10:05 am, edited 3 times in total.
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