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Avoraciopoctules
Overlord


Joined: 21 Oct 2008
Posts: 8491
Location: Oakland, CA

PostPosted: Sun Jan 17, 2010 4:15 am    Post subject: DatD Character Sheets Reply with quote Add User to Ignore List

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


Joined: 07 Mar 2008
Posts: 12105

PostPosted: Sun Jan 17, 2010 4:35 am    Post subject: Reply with quote Add User to Ignore List

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

Soulmelds
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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
_________________
"DSMatticus" wrote:
Kaelik gonna kaelik. Whatcha gonna do?
That's libertarians for you - anarchists who want police protection from their slaves.
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Last edited by Kaelik on Mon Jan 18, 2010 4:22 am; edited 1 time in total
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ubernoob
Duke


Joined: 17 May 2008
Posts: 2443

PostPosted: Sun Jan 17, 2010 4:55 am    Post subject: Reply with quote Add User to Ignore List

Lord Peter, Knight of the Order of the Skull


Picture
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Background
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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
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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)
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Other
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Order
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Last edited by ubernoob on Tue Jan 19, 2010 5:13 am; edited 3 times in total
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Nicklance
Master


Joined: 11 Jan 2010
Posts: 176
Location: Somewhere Good

PostPosted: Sun Jan 17, 2010 5:54 am    Post subject: Reply with quote Add User to Ignore List

Green Warden Dana Misasha


Character Image
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Background
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Statistics
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Ability Scores
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Vital Statistics
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Class Features
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Skills
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Feats
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Equipment
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Common Tactics and Behavior
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_________________
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.


Last edited by Nicklance on Wed Jan 20, 2010 1:20 am; edited 2 times in total
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koz
Duke


Joined: 02 Jun 2008
Posts: 1584
Location: Oz

PostPosted: Sun Jan 17, 2010 9:42 am    Post subject: Reply with quote Add User to Ignore List

Lady Alice, Knight of the Order of the Crimson Rose


Picture (spoilered for people with shitternets)
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Background (spoilered for easy navigation)

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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


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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.

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_________________
Everything I learned about DnD, I learned from Frank Trollman.

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Last edited by koz on Tue Feb 02, 2010 8:13 pm; edited 1 time in total
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Judging__Eagle
Prince


Joined: 07 Mar 2008
Posts: 4626
Location: Lake Ontario is in my backyard; Canada

PostPosted: Sun Jan 17, 2010 5:51 pm    Post subject: Reply with quote Add User to Ignore List

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
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Items:

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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. >_>
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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


Joined: 18 Jun 2009
Posts: 1812

PostPosted: Mon Jan 18, 2010 3:35 am    Post subject: Reply with quote Add User to Ignore List

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):
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Background:
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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)
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Last edited by Mask_De_H on Wed Jan 20, 2010 4:59 pm; edited 2 times in total
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Prak
Serious Badass


Joined: 07 Mar 2008
Posts: 16186

PostPosted: Tue Jan 19, 2010 2:40 am    Post subject: Reply with quote Add User to Ignore List

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.
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Akula
Knight-Baron


Joined: 22 Oct 2008
Posts: 959
Location: Oakland CA

PostPosted: Tue Jan 19, 2010 4:58 am    Post subject: Reply with quote Add User to Ignore List

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/Psuedoelemental_Being_%283.5e_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/Elemental_Spheres_%283.5e_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
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Quantumboost
Knight-Baron


Joined: 07 Mar 2008
Posts: 968

PostPosted: Sat Feb 06, 2010 7:47 am    Post subject: Reply with quote Add User to Ignore List

Zevras, Bastion of the Lost Monastery


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

Background:
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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


Joined: 22 Aug 2009
Posts: 686

PostPosted: Sun Feb 07, 2010 12:22 am    Post subject: Reply with quote Add User to Ignore List

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
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Last edited by God_of_Awesome on Fri Feb 12, 2010 4:30 am; edited 20 times in total
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Jilocasin
Knight


Joined: 02 Nov 2009
Posts: 389

PostPosted: Thu Feb 11, 2010 10:08 am    Post subject: Reply with quote Add User to Ignore List

Bakir ibn Tufail, Dervish of the Order of Ijazah


Portrait
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Background (spoilered for easy navigation)

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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 inflicts 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
Click here to see the hidden message (It might contain spoilers)


Last edited by Jilocasin on Fri Feb 12, 2010 10:05 am; edited 3 times in total
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