Character Thread

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Mr_Praetorian
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Character Thread

Postby Mr_Praetorian » Mon Apr 28, 2008 9:57 pm

Post either your characters, or the links to them.

Important: If you are using any feats, items, or spells from alternative sources, you must list the page and the source where you found it.
Example:
Spell Name (Sourcebook, Page #)
You! Your character's build displeases me! Come to the boards for nerfing!

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Sajuuk
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Re: Character Thread

Postby Sajuuk » Tue Apr 29, 2008 5:51 pm

[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
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Re: Character Thread

Postby Zanaikin » Sat May 03, 2008 10:28 pm

Image
Name: Rindou, Faina
Race: Half-Elf
Class: Druid 3/Wizard 3/Arcane Hierophant 3
Roles: Scout, Utility Mage, Blaster-Mage/Spellsniper (Secondary), Support-Mage/Healer (Secondary)
will be updated every so interval.

Log:
5/5 - Updated character.
5/6 - Updated character history.
5/14 - Finished character joint history portions with Tannhauser.
5/16 - Update character resources expenditure after Meet #1.

To Get List:
Collar of Healing [MIC]
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Squall255
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Re: Character Thread

Postby Squall255 » Sun May 04, 2008 12:28 am

Alexius Dieter (Helpful Warrior of the People) 5’10” 180 lb.
Psion 5 Anarchic Initiate 5
XP: 36050
4AP

Str 10 +0
Dex 18 +4
Con 18 +4
Int 22 +6
Wis 13 +1
Cha 10 +0

HP: 81 =4+4d4+5d6+40
AC: 21=10+4(Armor)+4(Dex)+2(Deflection)+1(NA)
+5 BAB

Fort: +7: 2+4+1
Ref: +7: 2+4+1
Will: +9=10: 8+1+1

Skills (68 points)
+ 11 Autohypnosis(8)(2 Synergy)
+ 8 Balance(4 CC)
+17 Concentration (13)
+12 Know (Arcana) (6)
+14 Know (History) (6)(2 Feat)
+ 10 Know (Local) (4)
+ 10 Know (Nobility and Royalty) (2)(2 Feat)
+14 Know (Planes) (8)
+16 Know (psionics) (8)(2 Synergy)
+21 Psicraft (13)(2 Synergy)

Feats:
HD1: Academy Graduate (Know Arcane, Local, History
HD3: Talented
HD6: Improved Elan Resilience
HD9: Privileged Energy Electricity
Ps1: Overchannel
Ps5: Psionic Meditation

Anarchic Initiate:
Clarity of Confusion (+2 to saves vs. compulsions)
Wild Surge +1, Enervation
Anarchic Grace (1/day natural 20% miss chance for 4 rounds)
Chaotic Surge (Everytime boosted, 25%chance each: Maximize, Empower, Regular, Half)

Powers:
PP: 120
1: Inertial Armor, Call to Mind, Energy Ray, Mind Thrust, Vigor
2: Energy Missle, Swarm of Crystals, Body Equilibrium, Energy Push, Control Air
3: Body Adjustment, Body Purification, Energy Bolt, Energy Retort
4: Energy Ball, Energy Adaptation, Dimension Door, Control Body
5:True Seeing,______, _______

Items:
+2 Dex (Fingerless Gloves)
+2 Con (Vest)
+4 Int (Headband)
2 Cognizance Crystals 3PP
2 Cognizance Crystal 5PP
1 Cognizance Crystal 7PP
Healing Belt
+2 Ring of Protection
+1 Ammy of Natural Armor
+1 Cloak of Resistance
4490 gp

Languages: Common, Draconic, Abyssal, Auran, Elven
Skin of Chaos:
When activated, this Psychoactive skin seems to bend light around the wearer, creating a chaotic rainbow effect that obscures vision of him. When activated (a standard action), the user gains the following benefits:
20% miss chance
An effective +1 bonus to ML when surging
5 Bonus power points.
The skin may be activated 3/day, and the effects last for 1 minute per activation.

Plot Bonus: Antagonism towards Authority
+4 circumstance bonus vs. compulsion spell/power effects, and spells with the law descriptor.

History
Come one and come all, and I’ll tell you a tale. Of how a young noble was born with a gift, but was traded away and made it became his curse. Alexius Dieter was but a young lad, he had no real worries, and he had no real cares. Then one day, he stumbled upon, a strange unique secret, locked away in his mind. During a rainstorm, all soaked wet and weary, a lightning bolt struck at a nearby tree. And he wondered to himself, could that come from me? And as he was focusing the lightning, his horse found something more frightening. It bucked and it neighed as it’s rider conveyed shock and surprise. For when he looked down, before his own eyes, what he did see, was something quite new. All of the hairs on that poor horses head were stood up like wheat stalks, all tall and on end. And right where his hand had been resting, and was now gently caressing, was a scorch mark as if a large spark had been sparked. When his father discovered his son’s secret power, he sent him to the Academy. But this still made him weary, for his son was not a mage, but something different. So he found a strange magus, and condemned his son an experiment, but one that is remembered throughout the ages. Ithagal was the name of the mage, and toying with Chaos seemed to be his game. His experiments were intense, and he did not repent, though Alexius was in extreme pain. Experiment after experiment, Alexius’s mind was tried again and again. Dark secrets were unlocked, and Ithagal found what he sought. Unfortunately for Ithagal, Alexius did not enjoy it. For in his rage and hate and pain, Alexius managed quite a feat. A breach in reality was what he did make. Through swirling winds, cacophonous bursts, and myriads of colors Alexius did craft his revenge. Fire and lighting did erupt in the facility, and through the Chaos he did wade. Again his powers cursed him, for the stuff of chaos attached itself to him and his mutated body, surrounding him and covering his skin in an ever shifting and unpredictable myriad of random colors. Upon escaping, Alexius was a grown man. He discovered that, try as he might, he could not remove the colourful chaos that suffused his skin, and realized that the experiments had robbed him of his human form. He was now something beyond human. He learned to tap into his chaos infused body to control not only the world around him, but to gather a control on his body down to a cellular level. By giving into his emotions, he learned to boost his powers, but each boost was risky. If done incorrectly, it left him dazed and drained him mentally. He did know that the forces of Chaos had chosen him, and that he was to be an instrument against lawful structures like the one that had changed him so. He also realized that he couldn’t stay where he was. And so Alexius did flee. His way with chaos did not make him very subtle, but he got by by signing on with various mercenary groups as well as a few monster den raids for some cities. He eventually made it to Scuttlecove and soon found himself in league with a group of Pirates named the Crimson Fleet. After a month of sailing with them, he learned that their targets were chosen simply for bloodsport and that there was no purpose behind their pillaging. He also learned that the next target was his own hometown. While he detested his father for what his father did, he still had childhood friends who might be there, and he couldn’t let them be hurt. He volunteered for the probing strike, where he met his childhood friends again. He knew he couldn’t turn on them, so he took the only choice he had. (Being a creature of chaos, only having one choice further increased his anger towards the Crimson Fleet) He turned on the Pirates, and with a loud roar, and a large burst of fire he attacked his former ship. He was able to rupture another ships hull with Lightning before the Shadow Leader released the power from a magic item he had heard little of, but knew to be dangerous. The Shadow Pearl decimated most of those in the battle, and Alexius was forced to flee with his friends, who were returning to their hometown in order to warn them of the impending attack. On the way, he told his friends of what had happened to him after his father sold him off. He explained that underneath his shifting skin, it really was him, and that as they had seen, his powers had really developed. And this my friends, is where we are today.

AC: 22
Resist Fire 20
72/72 HP
PP Used:
88
1 3PP Cognizance crystal
3 Psychoactive skin activation.

01-25: Normal
26-50: half
51-75: Empowered
76-00: Maximized
Last edited by Squall255 on Sun Jul 20, 2008 4:51 pm, edited 9 times in total.
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Look! He's a brainless, life-sucking god of death. At sunrise he'll vanish like a bad dream. ~Jigo (Princess Mononoke)

<Tal> Our chem teacher said it didn't really matter how we titled the graphs and tables in our semester prac
<Tal> but i still lost marks for having a Table of +2 Undead Slaying and Graph of Destiny :(

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Laharl
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Re: Character Thread

Postby Laharl » Mon May 05, 2008 7:50 pm

Sir Anton de Chauve
Male Human Crusader of Zuoken 4/Psychic Warrior 1/Warmind 5
Neutral Good

Strength 16+2enh=+18
Dexterity 12 10
Constitution 17+2enh=19
Intelligence 10
Wisdom 13+1levels=14
Charisma 15+1levels=16

Action Points: 8/9

HD: 8d10+10+10Con-4leg+1d8
HP: 108
PP: 31/31
AC: 10+1Dex+9armor+1nat+1defl+3shield=25
FF: 24
Touch: 13
Touch FF: 11
Init: +1Dex=+1
Speed: 20 (base 30)
BAB/Grp: +9/+13

Fort: 9base+4Con+2resist-1leg=+14
Ref: 2base+1Dex+2resist=+4
Will: 2base+3Cha+2Wis+2resist=+9

Attacks:
1)
Faithful Avenger
Attack Bonus: +4Str+9BAB+2enh+3DS-1legacy+1leg=+18/+13
Damage: 2d4+2enh+6Str+1d6divine=2d4+8+1d6, 15-20/x2

Skill Points: Sader: 40, Psywar 3, Warmind: 12
Knowledge[psionics] 11ranks=+11
Knowledge[history] 2ranks=+2
Diplomacy 10ranks+3Cha=+13
Knowledge[religion] 8ranks=+8
Concentration 11ranks+4Con+2syn=+17
Autohypnosis 5ranks+2Wis=+7
Swim ranks+4Str-12ACP=-7

Feats:
Bonus: Least Legacy [Faithful Avenger]
Bonus: Lesser Legacy [Faithful Avenger]
Human: Extra Granted Maneuver
1HD: Stone Power (ToB 32)
3HD: Psionic Weapon
PW1: Psionic Meditation
6HD: Deep Impact
9HD: Improved Critical [falchion]

Maneuvers (IL 8, 7K/5R(3G)/2S):
Known:
Devoted Spirit:
Crusader's Strike
Revitalizing Strike
Vanguard Strike

White Raven:
Battle Leader's Charge
Leading the Attack

Stone Dragon:
Mountain Hammer

Readied:
Revitalizing Strike
Battle Leader's Charge
Mountain Hammer
Leading the Attack
Vanguard Strike

Stances Known:
Martial Spirit (normal)
Leading the Charge

Psionics (ML5):
Expansion
Body Adjustment
Vigor

ML1:
Skate

Class Features:
Chain of Personal Superiority +2
Chain of Defensive Posture +2
Furious Counterstrike +2
Enduring Body 1/-
Steely Resolve 10
Indomitable Soul
Zealous Surge
Sweeping Strike

Faithful Avenger Abilities/Penalties:
+2 manifester cold iron falchion
+1d6 damage
Faithful Strike +1/+1d6
Blessing of Faith +2
-1AT, -4HP, -1Fort

Equipment:
Faithful Avenger, 4lbs
+1 animated heavy steel shield, 9157GP, 20lbs
+2 Full Plate, 5500GP, 50lbs
Ring of Arming and Sustenance, 75000GP
+2 Cloak of Resistance, 4000GP
Healing Belt x2, 1500GP
Ring of Protection +1, 2000GP
Amulet of Natural Armor +1, 2000GP
Float Bladder (Storm 108), 10GP
Gauntlets of Ogre Power, 4000GP
333GP

History:
Anton de Chauve was born to a minor noble family sixteen years before the Scarlet Brotherhood threw out the Sea Princes. As a child, he was a serious sort, much given to study, both of religion and history. That said, he was no bookworm, and was considered quite skilled with the blade for his age. He manifested mental powers at a young age, but was judged sufficiently lacking that he was not trained in them. His elder brothers, Georg and Jules, went into their 'expected' vocations, the family trading business and the army, but Anton stayed in school longer than his brothers, since no vocation presented itself to him. This was a minor scandal in his family, especially when he actually graduated. Now educated, he found himself with nothing to do. Anton decided to see if his 'psionic' abilities had improved any, as he certainly knew a fair bit about their theory, if not the practice. He went to down to the Champions district and had an audience with a priest of Zuoken, who told him he was strong enough mentally and physically to be enrolled as an initiate in a martial order, the Cogitative Cataphracts.
Anton accepted and spent the next five years learning and training. At this point, Anton was a fully ordained member of the order. He continued studying and training, until, at twenty-three years of age, he was among the best of the Cataphracts. At this point, seeing how quickly he had risen, the leader of his chapter, one Tekhar Temir, took him to an elite order, the Cerebral Cohort. Once there, Anton was sent on a mission for the order to defeat a mind flayer that had enslaved a nearby village. As he dealt the evil creature the final blow, he noticed a falchion with a dull steel blade nearby. He picked it up and was astonished at its lightness, deciding it would fit his style better than the longsword he had been using. When he returned to the temple, Tekhar gasped at the sight of the blade, saying it was a long-lost artifact of Zuoken: the Mental Blade. Anton was allowed to keep it and, after a stories of the deeds that had been done with it, was sent to meditate over it.
Anton had several more adventures defeating psionically powered enemies with the Blade before getting a nagging feeling that he should be doing something bigger with his life. He left the temple and returned to Sasserine, where he met the rest of the party. In between adventures with them, he worked as a member of the Noble Watch, as they were keen on having a psionically talented detective, despite his general lack of detective skills. Recently, he was promoted to Captain of the Watch. When not on the job or on an adventure, he was often found paying court to one of the ladies of the city, one Lavinia Vanderboren, heir to her family's estate and accounts.
The two had met at a dinner party not long after Anton's return and hit it off, he attracted to her wit and intelligence, and she to his unaristocratic practicality and handsome physique. Unfortunately, Lavinia's brother, Vanthus, and Anton took an instant dislike to each other, especially as Vanthus was rumored to have made...inappropriate advances towards his sister. Vanthus had an odd, slightly otherworldly look to him that put Anton in mind of accounts he'd read of the Lower Planes. After a year or two of this, Vanthus crossed the line of what Lavinia would allow and she threw him out of the house. A week later, at her insistence, Anton moved in with Lavinia, despite the scandal this brought. Six months later, when Anton was in the city on work, Vanthus snuck back to the family estates and tried to kidnap Lavinia. Anton, upon hearing word of this from a desperate footman, made haste to the estates, and managed to catch up with Vanthus before he could get very far.
Vanthus had brought several hired toughs, so Anton appealed to his honor with a challenge: single combat to first blood, if Vanthus wins, Anton's life is forfeit, if Anton, Vanthus returns Lavinia. Smirking, Vanthus accepted. The duel began, as the two hacked at each other. It was clear before long that Vanthus had the upper hand, but Anton managed to reverse things through a trick he learned in the Cohort. The Mental Blade at his throat, Vanthus surrendered. He ran off, swearing to kill both Lavinia and Anton. She had been frightened, not only of what Vanthus planned to do to her, but of a power he had told her of in a distant land that could not only make them immortal, but would allow them to conquer Sasserine and its surrounding areas. The two returned to their home and rested until Anton was healed, at which point he informed the party of these events.


Once upon a midnight dreary, while I pron surfed, weak and weary,
Over many a strange and spurious site of ' hot xxx galore',
While I clicked my fav'rite bookmark, suddenly there came a warning, and my heart was filled with mourning, mourning for my dear amour,
"'Tis not possible!", I muttered, "Give me back my free hardcore!
...quoth the server, 404.-Bash.org

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TheDude51
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Re: Character Thread

Postby TheDude51 » Tue May 13, 2008 6:31 pm

Devlan Sasser
Human Cleric 5 / Malconvoker 5
Deity: Boccob
AL: Chaotic Good

HP: 57
AC: 23 (+7armor, +3dex, +3shield)
Init: +5 (3dex, 2comp)

Str: 10
Dex: 16 (15base, 1level)
Con: 13 (13base)
Int: 12
Wis: 20 (17base, 1level, 2enhance)
Cha: 18 (16base, 2enhance)

Saves:
Fort: +6 (5base, 1abil)
Ref: +5 (2base, 3abil)
Will: +13 (8base, 5abil)

+1 Light Crossbow
AB: +9
Dmg: 1d8+1


Feats:
Human: Spell Focus (Conjuration)
HD1: Augment Summoning
HD3: Rapid Spell (CDiv84)
HD6: Metamagic School Focus (Conjuration)(CMage45)
Malconvoker3: Skill Focus (Bluff)
HD9: Twin Spell

Domains: Trickery, Magic
Spells Memorized:
1(6+1): Summon Monster I (2x), Shield of Faith, Sign(3x) [Disguise Self]
2(4+1): Close Wounds (4x), [Invisibility]
3(4+1): Summon Monster III (3x); Water Breathing [Invisibility]
4(3+1): Rapid Summon Monster IV [MSF]; Summon Monster IV (2x); [Imbue With Spell Ability*]
5(2+1): Rapid Summon Monster V (2x)[MSF]; [Invisibility]

*this slot is empty, as Imbue With Spell Ability is generally active on another party member

Skills:
Concentration: +14 [13ranks][1con]
Bluff: +24 [13ranks][3cha][3feat][5comp]
Spellcraft: +11 [10ranks][1int]
Knowledge (The Planes): +12 [11ranks][1int]
Speak Language (4 ranks)

Languages:
Common
Celestial
Infernal
Abyssal

Class Abilities:
Turn Undead (6/6)
Deceptive Summons: Evil summons get double duration, +2 damage, +2hp/HD on a successful bluff check. If the check fails, creatures break free and attack
Unrestricted Conjuration: Can summon evil creatures freely
Planar Binding: Add Planar Binding (Lesser, Normal, Greater) to spells known as 5th, 6th, and 8th level spells, respectively.
Fiendish Legion: Summon one extra monster with each [evil] Summon Monster spell

Equipment:
+3 Mithril Chain Shirt (10,250) (12.5lbs)
+1 Large Darkwood Shield (1,257) (5lbs)
Ring of Mighty Summons (CMage127)(14,000)
Headband or Wisdom +2 (4,000)
Lesser Pendant of Glibness (2,500)
Rod of Lesser Metamagic, Rapid (3,000)
Healing Belt of Battle (MIC110 & 73)(12,750)
Ring of Sustenance (2,500)
Cloak of Charisma +2 (4,000)
Pearl of the Sirenes (15,300)
Sir Tharyniac's Amulet (Not Worn)
40 crossbow bolts
200gp Diamond Dust
1,545 gp

History:
The House of Sasser was a minor, although ancient noble house whose only claim to fame was a somewhat dubious blood connection to the esteemed and eponymous founder of Sasserine. For centuries the House languished in obscurity, steadily losing wealth and influence as a series of dissipate lords squandered their position and connections, leaving them with almost nothing. However, this all changed with the ascent of Alair Sasser under the reign of the Sea Princes. With charisma and cunning, he built the house's fortunes up from nothing, accumulating massive wealth and prestige, along with a large amount of influence under the Sea Princes' iron rule. Alair took control of several large and profitable plantations outside the city, and maintained his position by staying clear of the city's politics, using his wealth and private army of House Sasser enforcers to maintain a powerful position. Despite the wealth that they had brought him, Alair was also one of the leaders of the revolt against the Sea Princes, and the Sasser Home Guard were instrumental in the defeat of the tyrants. Since then, Alair has remained on his estate with his latest wife, counting his money and growing old while his many sons wait for him to die. To date, Alair is 95 years old and has 38 children by 7 different wives, the latest of whom is only 17.

Devlan Sasser is the third son of Alair's fifth wife, leaving him with almost no chance of inheriting the estate, which passes to the oldest son of the first wife. The Sasser house is full of vicious politicking between sons fighting for influence with the most likely heirs, trying to secure their portion of the Sasser fortune. Devlan wanted no part of this, and left early on to join the church, deliberately outraging the family by joining the congegation of Boccob rather than following Wee Jas as was traditional in the family. Leaving the city, he engrossed himself in his studies, taking a particular interest in the lore of the Outer Planes. As his knowledge of the cosmic struggles raging daily throughout the multiverse grew, he grew more and more restless in his reclusive academic life. Devlan felt that he needed to take an active role in attacking the forces of evil that were daily pushing into the Material Plane. His superiors in the hierarchy understood, and, in typical Boccobian fashion unceremoniously ejected him from the temple, leaving him with the clothes on his back and a single name, which they said was all he would need.

Devlan tracked the name down, traveling back to Sasserine to find the man he sought. On his way, he found a thin tome labeled the Vital Pact lying abandoned on the bar of an inn that he stayed at, and began reading it. It addressed the very topics that he had been pondering, the endless battle between good and evil and the desperate shortage of forces of good in the multiverse. Reaching Sasserine, he made contact with the man named by the Church elders, and described his recent musings. The man revealed that he was a follower of Gwynharwyf, the Whirling Fury, and a member of a secret organization dedicated to rooting out demonic influences in the world. Devlan joined, and quickly made himself valuable with his sneakiness and his divine spellcasting. However, the remaining text of the Vital Pact had a great influence on him. The book suggested that the solution to the lack of Celestial forces in the multiverse was to trick or coerce evil forces into fighting each other. Intrigued, Devlan followed the instructions the book provided for summoning a minor fiend. Quickly gaining proficiency in summoning extraplanar creatures, both celestial and fiendish, to his aid, Devlan became even more valuable to the Church of the Whirling Fury, despite the suspicion that several members viewed his methods with.

Recently, Devlan was brought back into close contact with his family. Styrlyn Sasser, the heir apparent of the Sasser family, had been groomed from a young age to take control when Alair died. Now and old man of almost 60 himself, he had taken over much of the work involved in running a noble house that required mobility, while Alair stayed home and planned things out behind the scenes. Styrlyn was meeting with the influential Vanderboren family leaders on their ship, the Green Serpent, when it exploded, immediately killing all on board. The death of the heir threw the Sasser family into chaos, with every son trying to secure his position in the new hierarchy. For some reason, the leaders of the Church of the Whirling Fury suspected that there was more to the explosion than met the eye, and assigned Devlan to investigate it. It was during the course of these investigations that he met Anton De Chauve, a powerful adventurer involved with the Vanderboren family, and the group of adventurers that accompanied him. Since the Church leaders had not given him any clue as to the direction that his investigations should take, Devlan joined with them, and was soon rewarded with the confirmation of demonic activity in connection with the Crimson Fleet on the battle at Dagger Eye. Reporting his findings to the leaders of the Church, he was ordered to stay with the party and continue their investigations. The imminent invasion of Sasserine has presented the perfect chance to confront the corruption of the Crimson Fleet head on.

Common Summons:
V:
Bearded Devil
HD: 6d8 + 54 (81 / 102)
Speed: 40ft
AC: 17
BAB/Grapple: +6 / +12
Attack: Glaive +13 Melee (1d10+11 + infernal wound)
Full Attack: Glaive +13/+8 Melee (1d10+11 + infernal wound)
Space/Reach: 5ft / 10ft
Special Attacks: Infernal Wound, Battle Frenzy
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 17, telepathy 100 ft.
Saves: Fort +12, Ref +7, Will +7
Abilities: Str 23, Dex 15, Con 25, Int 6, Wis 10, Cha 10
Feats: Imp Init, Power Attack, Wpn Focus (Glaive)
Sense Motive: +9

Spell-Like Abil: Greater Teleport at will
Battle Frenzy: Always on

Fiendish Tiger
HD: 6d8 + 42 (69 / 90)
Speed: 40ft
AC: 14
BAB/Grapple: +4 / +16
Attack: Claw +11 Melee (1d8+10)
Full Attack:
Charge Attack: 2 Claws +13 (1d8+10), 2 Rakes +13 (1d8+6), Bite +8 (2d6+6)
Space/Reach: 10ft / 5ft
Special Attacks: Improved Grab, Pounce, Rake
Special Qualities: DR 5/magic, SR 11, Fire/Cold resist 5, Darkvision 60, Low-Light Vision, Scent
Saves: Fort +10, Ref +7, Will +3
Abil: Str 27, Dex 15, Con 21, Int 3, Wis 12, Cha 6
Feats: Alertness, Improved Natural Attack (bite, claw)
Sense Motive: +1

Findish Giant Crocodile
HD: 7d8 + 56 (87 / 112)
Speed: 20ft, swim 30ft
AC: 16
BAB/Grapple: +5 / +23
(Full) Attack: Bite +13 Melee (2d8+17) or Tail Slap +13 Melee (1d12+17)
Space/Reach: 15ft / 10ft
Special Attacks: Improved Grab
Special Qualities: Hold Breath, Low-Light Vision, DR 5/magic, SR 11, Fire/Cold resist 5, Darkvision 60
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 31, Dex 12, Con 23, Int 3, Wis 12, Cha 2
Feats: Alertness, Endurance, Skill Focus (Hide)
Sense Motive: +1

IV:
Howler (Large Outsider, Chaotic, Evil, Extraplanar)
HD: 6d8 + 36 (63 / 84)
Speed: 60 feet
AC: 17, touch 12, ff 14, touch/ff 9
BAB/Grap: +6 / +17
Attack: Bite +12 Melee (2d8+9)
Full Attack: Bite +12 Melee (2d8+9) and 1d4 quills +7 melee (1d6+3)
Space/Reach: 10ft/5ft
Special Attacks: Quills
Saves: Fort +9, Ref +8, Will +7
Abil: Str 25, Dex 17, Con 19, Int 6, Wis 14, Cha 8
Feats: Alertness, Combat Reflexes, Improved Initiative

Quills(Ex): Each quill hit imposes a cumulative -1 penalty on attacks, saves, and checks (Ref DC16 to negate). Heal DC20 to remove safely, otherwise deals 1d6 additional damage.

Fiendish Dire Wolf (Large Magical Beast, Evil, Extraplanar)
HD: 6d10 + 42 ( 75 / 102)
Speed: 50 feet
AC: 14, touch 11, flat-footed 12
BAB/Grapple: +6 / +19
(Full) Attack: Bite + 16 melee (1d8+15)
Space/Reach: 10ft / 5ft
Special Attacks: Trip
Special Qualities: Low-light Vision, Scent, DR 5/magic, SR 11, Cold/Fire Resistance 5, Darkvision 60
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 29, Dex 15, Con 21, Int 3, Wis 12, Cha 10
Feats: Alertness, Run, Track, Weapon Focus (Bite)

Trip: Automatically trips on a hit with bite, +13 modifier, cannot be tripped if the attempt fails

Celestial Lion (Large Magical Beast, Good, Extraplanar)
HD: 5d10 + 20 (47 / 70)
Speed: 40 feet
AC: 15, touch 12, flat-footed 12
BAB/Grapple: +5 / +16
Attack: Claw +12 Melee (1d4+7)
Full Attack: 2 Claws +12 Melee (1d4+7), Bite +7 Melee (1d8+3)
Charge Attack: 2 Claws +12 Melee (1d4+7), 2 Rakes +12 Melee (1d4+3), Bite +7 Melee (1d8+3)
Special Attacks: Pounce, Improved Grab, Rake
Special Qualities: Low-Light vision, Scent, Darkvision 60ft, Acid/Cold/Electric resistance 5, SR 10, DR 5/magic
Saves: Fort +8, Ref +7, Will +2
Abilities: Str 25, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Feats: Alertness, Run

Fiendish Giant Wasp (Large Magical Beast, Evil, Extraplanar)
HD: 5d10 + 30 (57 / 80)
Speed: 20 feet, fly 60 feet (good)
AC: 14, touch 10, flat-footed 13
BAB/Grapple: +5 / +15
(Full) Attack: Sting +12 Melee (1d3+11 plus poison)
Space / Reach: 10ft / 5ft
Special Attacks: Poison
Special Qualities: Darkvision 60ft, Cold/Fire resistance 5, DR 5/magic, SR 10
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 22, Dex 12, Con 18, Int 3, Wis 13, Cha 11
Feats: Weapon Focus (Sting), Ability Focus (Poison)

Poison: DC 18, initial and secondary damage 1d6 Dex

Large Fiendish Shark (Large Magical Beast, Evil, Extraplanar)
HD: 7d10 + 35 (73 / 105)
Speed: Swim 60 ft
AC: 15, touch 11, flat-footed 13
BAB/Grapple: +7 / +16
(Full) Attack: Bite +11 melee (1d8+9)
Space/Reach: 10ft / 5ft
Special Qualities: Blindsense, Keen Scent, DR 5/magic, Cold/Fire Resistance 5, SR 12
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 21, Dex 15, Con 17, Int 3, Wis 12, Cha 2
Feats: Alertness, Great Fortitude, Improved Initiative

III:
Fiendish Ape (Large Magical Beast, Extraplanar, Evil)
HD: 4d10 + 27 (49 / 67)
Speed: 30ft, Climb 20ft
AC: 14, touch 11, flat-footed 12
BAB/Grapple: +4 / +11
Attack: Claw +10 melee (1d6+9)
Full Attack: 2 Claws +10 melee (1d6+9) and Bite +5 Melee (1d6+3)
Special Qualities: Low-light vision, scent, Darkvision 60ft, DR 5/magic, SR 9, Cold/Fire Resistance 5
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 25, Dex 15, Con 18, Int 3, Wis 12, Cha 7
Feats: Alertness, Toughness
Last edited by TheDude51 on Sun Jul 13, 2008 6:24 pm, edited 4 times in total.
Would it not be easier
In that case for the government
To dissolve the people
And elect another?
-Bertolt Brecht

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littleangryman
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Re: Character Thread

Postby littleangryman » Fri Jul 11, 2008 6:37 am

Francis of Terrington, barbarian

http://profiler.druidsofthecoast.com/view.php?id=254

Francis is the unfortunate result of a merrow raid on the outlying fishing village of Terrington, some 22 years ago. Although the army was able to drive the sea ogres off, by the time they arrived the damage was done, and Francis was born months later. For 15 years, the boy was more or less tolerated by the villagers for the sake of his mother, who had miraculously survived his birth, but was permanently weakened by the effort. Finally, she succumbed to illness and died. With the only reason to stand for him gone, Francis was “asked” to leave the village, which he gladly did.
Having nowhere else to go, Francis eventually found his way to Sasserine, the largest city in the area. Here, he eventually gravitated toward the waterfront, hoping to find work in some capacity there. However, other paths were soon laid before him.
It didn’t take long for rumors of some sort of blue-skinned giant in town to come to the attention of the Church of the Whirling Fury, followers of the eladrin Gwnharwyf, and the church wasted no time in dispatching agents to the docks to determine the truth of the matter. They soon discovered that unlike many rumors to come from the docks (which mostly had their genesis at the bottom of a mug), this one was truthful. And in this they saw potential. Within a month of his arrival in Sasserine, Francis was approached by the church’s representatives and invited to join. With few others willing to tolerate, let alone hire, so strange and in some regards frightening a creature, Francis agreed.
The Church of the Whirling Fury changed Francis’ life. Before, all he knew apart from his mother was the fear and loathing of others; the villagers who hated him for the way he came into the world and the event he represented, the city dwellers who feared his great strength and strange appearance, the guards who seemed unduly vigilant whenever he was in eyesight. Now, he was among kindred spirits, in an environment that not only allowed but encouraged him to put the inner rage at those who rejected him to good use, in the service of a higher calling, a better calling. He became devoted. He became strong. He became a Champion.
Right about the time Francis finally achieved Champion status, seven years after he left Terrington, word reached the Church of a massive pirate fleet assembling to attack the city, and its warriors rose to the occasion. Francis was part of the detachment sent to defend the docks against the piratical onslaught…
"Nothing is foolproof to a sufficiently determined fool."-someone

"Man up or I'll beat you with my Peace Prize!" - Switzerland (Hetalia)

"ERROR!!!!!" -warforged barabrian

"Me, I'm dishonest. And a dishonest man you can always trust to be dishonest. Honestly." - Captain Jack Sparrow

"And now... let us step out into the night and pursue that flighty temptress, adventure." -Albus Dumbledore

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Iron Gods battle map: https://docs.google.com/spreadsheet/ccc ... sp=sharing


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