This is the character generation thread for the [Broken Mandala] campaign. Here's what you need to know to get started.
Starting ECL: 3 Ability score generation: 32 point buy. If you're unsure as to how this works, PM me or Photon and we'll give you the skinny. Starting wealth: 4500 gold. Every character is allowed one minor magic item to begin with. This can include a weapon or piece of armor with a +1 enhancement, a wand, or some other bauble, but no ability score increasing items (i.e. gloves of Dexterity and such).
Here's a sample character sheet to use:
Character name: Class/level: Experience: Current / Next level Money: Age: Race: Height: Weight: Eyes: Hair: Skin tone:
STR: score +/- bonus DEX: CON: INT: WIS: CHA:
AC: Total / touch / flat-footed BAB: Initiative: Grapple: Speed:
Armor: Name +enhancement (+X AC, -X Armor check penalty, type)
Inventory:
Skills: Skill +X
Feats:
Special abilities: Spell-like abilities and class features go here for reference
Spell/power/maneuver/stance/soulmeld list: Organize this however you want. Be sure to include spells per day/power points/etc somewhere around here, too.
Bio: Give as much detail as you'd like, but try to keep things open for character development. Also, a distinct ethnic identity would be really appreciated, but isn't really necessary.
Hope that was clear enough. If I forgot anything, or if you have any questions, lemme know via PM and I'll get to them as soon as I can.
Fort:+6 (+1+3+2) Reflex:+8 (+1+5+2) Will:+5 (3+2)(additional +3 for enchant effects and a further +4 for mind affecting effects)
AC: +20 / touch +16 / flat-footed +15 Special defense: Damage Reduction 3/Cold Iron Hit Points: 24 BAB: +2 Initiative: +5 Grapple: Warlocks don't grapple! (+2) Speed: 30
Weapons:
Eldrich Blast (+7 to hit, 2d6 damage, x2 crit)
Dagger (+2 to hit, 1d4 damage, x2 crit)
Armor:
Mithiral Chain Shirt +1
Vest or resistance +1
Cloak of resistance +1
Inventory:
Backpack
Bedroll
Feather Quill
Vial of Ink
Journal
Waterskin
Rations
Flint & Steel
Soap
Musical Instrument - lute
Spare strings
Potions of Cure light wounds (4)
Everburning Torch
Skills:
Bluff +10 (6+4)
Concentration +9 (6+3)
Use Magic Device +10 (6+4)
Knowledge (arcana) +9 (6+3)
Perform (stringed instruments)+7 (3+4)
Appraise +3
Balance +5
Diplomacy +4
Gather Information +4
Intimidate +4
Knowledge (nature) +3
Listen +0
Ride +5
Search +3
Sense Motive +0
Swim +0
Tumble +5
Feats:
Fey Heritage - +3 bonus on Will saves against enchantment effects.
Fey Skin - Damage Reduction 2/Cold Iron
Special abilities:
Eldrich Blast - 2d6
Detect Magic - at will
Damage Reduction - 1/Cold Iron
Low-Light Vision (Ex): A feytouched can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Saving Throw Bonuses: A feytouched has a +4 racial bonus on saving throws against mind-affecting effects.
Fey Type: Feytouched are fey. Thus, they are vulnerable to spells and effects that work on creatures of the fey type but immune to effects that target other types. For example, a feytouched would be subject to the extra damage from a fey bane sword but immune to hold person, since that spell affects only humanoids.
Invocations:
Summon Swarm
Euphoric Blast
Clothing:
Violet tunic, long and sleeveless. The neckline is embroidered with a band of black, violet and greyish lavender. A similar band edges the bottom hymn of the tunic
greyish lavender long sleeve shirt, worn under his tunic, and over his armor
dark grey pants
Soft black leather boots
Soft black leather belt with a slender dagger on the right side
Violet Cloak with a simple silver clasp housing a purple crystal
Bio: Llywr is fairly normal, for a Fey/Human Warlock
He has this bizzare sense of duality about him. On one side, he craves the simple pleasures of life. There's nothing he loves more then enchanting music, fine drink, good food and interesting company. On the other hand, he has an almost instinctive hunger for personal power and the touch of a mischevious heart.
In another life, Llywr would have been a bard. He's spent much of his free time learning how to sing and play the lute, and enjoys playing music with others. It doesn't matter if he is playing to a grand chamber (which is thrilling), serenating a lovely lass (which is enchanting) or playing with companions around a secluded campfire (which is endearing). He simply plays for the joy of melody and that which moves his heart.
But then there is the other side of Llwyr. He craves personal power through the manipulations of Eldrich energies and his mastery of invocations. These are not tools, but rather a measure of personal power to be harnesed, collected, and added to. To Llwyr, it's not a matter of demonstrating his abilities and lording them over others, but simply owning them. Possessing them. His desire for power is further enabled by his inherent ability as a warlock to use any and all manner of enchanted items. He seeks to break down the limitations of his craft through the manipulation and deception of arcane items, and even artifacts if possible. Anything to add to his ever growing store of personal power.
Llwyr's appearance is slightly exotic. He has a beautifuly youthfull face. His soft features and fair skin set a serene field for his striking and bold violet eyes. These, along with his softly pointed ears, mark his Fey Heritage. His unruly hair is black and wavey, with a hint of curl, and is cut in a medium length, almost always playing at the edges of his dark, arched eyebrows. A bizzare juxtopositon of innocence played against mischief.
Appearance Tamor is fairly slim, wears his almost shoulder-length white hair combed back away from his face, and is usually seen with a grin on his face. Phyron Crest: Harp formed from a curved fang Signet Ring-Phyron Crest
Traveler's Outfit 5 lbs-boots, grey wool breeches, belt, brown shirt w/ vest, grey cloak
Entertainer's Outfit 4 lbs-Scarlet and Deep Green with white frills and the Phyron Crest embroidered on the chest
Bio: Tamor was abandoned as a child, left to die in the wilderness. His white hair, combined with the earthquake which occurred only a few days after his birth, was seen as a bad omen. A wandering bard was passing through, found him and raised him like a son. Tamor seems almost stuffy when one meets him, until he starts playing his lute or singing. He doesn't drink and isn't given to excess. Tamor is heavy on chivalry, especially when it comes to the ladies. Unfortunately, he also tends to underestimate them. Tamor doesn't know which region he was born in, his features don't seem to come from any of the places he's ever visited. His adopted father never told Tamor where he was found.
I'm asuming we get max hp at first level. I'll go ahead and roll my other two hit dice
Dice Roller2 D6s rolled
5
5
Edit: Yay mediocrity!
Actually, before you set anything in stone, I would check with Josh. Ten to one, he'll be using our own house rule for HP, in which you take a high average- max HP on first level and every odd level, then you take the average on every even level. Results in high HP totals, but the same applies for NPCs and enemies, too. He may not, though, I just know that is something we almost universally do in our campaigns, and it wouldn't surprise me if he did it that way this time around.
Also, I do know he is using Mamelon's version of point buy at 32 points. It's a bit different than the standard point buy. Does anyone need it explained to them?
Our House (Mamelon Style) Point Buy:
You get X points (32 in this case). Each stat starts at 10. From 10 to 16, you can increase your ability scores on a 1 for 1 basis (1 point gets you an 11, 3 gets you a 13, 6 gets you a 16, etc...). For every value past that, you need to spend 2 points, so for a 17 you need to spend 8 points, and 10 points buys you a base 18.
It's pretty high powered, but again, with everything using it, it balances out, and it makes combat oriented campaigns pretty damn explosive.
Duh, I ALWAYS forget to mention HP progression. It's like Photon says: full-half-full-half, and so on. So if you're a d6 hit die your HP would be 6 on level 1, then 3, then 6, on like that. Don't forget to add your CON bonus to HP =)
Our point buy is more liberal, since we go for higher-power campaigns. It's one point up to 16, then two points for 17 and 18.
I understand going for higher-power campaigns. In our group, we use a system that is a little convoluted, but leads the PC's into the heroic category easier. We roll 4d6, reroll 1s and 2s and keep the highest three results. This keeps the scores high, but still adds a touch of randomness.
Spell/power/maneuver/stance/soulmeld list: 5 Known Manuevers (3 readied daily), 1 Known Stance, Maximum Manuever Level 2
Manuevers
Level 1
Blade Sings the Air (Steel Wind)- Make an attack that can strike multiple foes with a single cut.
Falling SwallowSong (Sapphire Nightmare Blade)- Attack fueled by mental clarity.
Heart Tacet (Moment of Perfect Mind)- Inner focus allows one to substitute discipline and self control for willpower.
Blood Poetry (Steely Strike)- Ultra aggressive attack that leaves you open to assault.
Level 2
Preservation (Wall of Blades)- Use a reflexive slashing motion to deflect incoming attacks within a certain probability.
Stances
Level 1
Wounding Warsong (Punishing Stance)- A stance that compromises defense for a bonus to damage.
Bio:A thoughtful young woman who is equal parts tranquil artist and savage beast. She thrives for the heat of battle and the din of steel on steel, but secretly wishes to be shown something of true, inherent beauty.
Fatime was born in the rugged peninsulas to the north of the continent of Shura. She was born and raised in a fishing village, but was sold by her parents to a wealthy land-owner to the north at the age of 14. She was taken to the man's home to live as a servant, but before long Fatime had won over her master with her fair looks and her insightful nature. By the age of 16, she was added to her master's harem, where she was taught the art of poetry and music by the older girls. During this time, she found the inconveniences of serving her master and attending to his needs to be a minor pain compared to the education she was receiving. She had always been one to have her breath taken by the sights of nature, and to be trained to express such beauty was a skill she would readily adopt.
Fatime became the premier girl in her master's harem, and she was often called out to entertain her master's guests with her recitations and her exceptional sketches (a popular parlor hobby amongst the wealthy during that time). On one such night, she was introduced to the great painter Hassan Mahktari, a former prince who left his birthright to become a world renowned painter. Fatime and Hassan shared an immediate connection, and before the night was over, Hassan had begun bartering with Fatime's master to purchase the girl's freedom. Hassan purchased Fatime, and took her to his home in the western deserts. Hassan trained Fatime to be his protege, and for 2 years they lived happily as student and teacher.
However, one night, Hassan was attacked by supporters of his younger brother Rahal, who was not satisfied with his brother's mere relinquishment of the throne- he could only be sure of his ascent to the throne if Hassan were dead. At the end of the night, everyone within Hassan's household lay dead by the swords of his brother's men- everyone but Fatime, who had hidden in an empty olive oil barrel and been spared.
Alone and in a strange country, Fatime had no choice but to turn to the streets. Only a mere 18 years of age, she lacked the experience and savvy to survive on her own, so she had no choice but to turn to the charities of a local cloister. Fatime was taken in as a scullery maid at the monastery of the school of the Stilled Ocean, a school for martial artists and monks devoted to the ideal of inner tranquility as a means to mastering the hardships of the mortal coil. During this time, Fatime became fascinated by the art of swordplay. Until then, she had never thought of it as anything more than terrible barbarism, a means to destroying life. However, her life in the monastery showed her that one could achieve a true distillation of form by honing oneself alongside the blade.
Before long, she had begun to practice the techniques the monks practiced on her own, using her own sketches of the various stances and movements to capture the graceful but rigorous training on paper.
By the age of 24, Fatime had effectively absorbed as much information as she could through her own limited technique, and bolstered by a sense of confidence set out on her own. She traveled from city to city, her life a whirlwind of swordplay, beautiful experiences, and conflict. She became something of a connoisseur of battle, and used her travels as an excuse to seek inspiration for her art and for her swordplay.
One year after leaving the school, she ended up back in Hassan's home city, and found that his brother had risen to the throne. Fatime became infatuated with the idea of commemorating Hassan's life through one perfect moment of poetic irony, a truly beautiful moment of vengeance and justice in which Hassan's treacherous brother would be brought down by the sword of his former student. Fatime spent the next 6 months of her life inflitrating the palace life, and once again found herself in the harem of a wealthy aristocrat- Rahal's vizier Ahmud. Fatime's fair skin and tempestuous spirit enchanted Ahmud, and Fatime found it very easy to have him grant her access to the palace whenever she needed it. She memorized the floor plans and the schedules of the palace officials and staff, familiarized herself with Rahal's routines, and set up her grand notion of revenge. One summer night, she crept into Rahal's room and awakened him, challenging him in a duel to the death. Rahal, while a cunning politician, was not a trained warrior, and Fatime quickly dispatched him.
As her fallen foe lay before her, Fatime did not feel vindicated. Instead, she saw only ugliness, a pitiable and tragic sight created by her own hands. She felt intense remorse because of this. Fatime was never discovered- Rahal's death was blamed on his younger brother Assir, and Fatime was never suspected. However, the sight of the hideous slaughter stayed fresh in her mind, and within days she had left the nation altogether, fully intending never again to allow herself to enjoy the splendours of the world.
Now nearly 26, Fatime spent the next year of her life traveling the pine wastes to the south of the desert. She lived in squallor, like an animal, seeing no one and eating only enough to survive. One night, she was taken upon by a monstrous scorpion and badly poisoned. As she lay dying amidst her toxic reverie, she was happened upon by wandering troupe of swordsmen from the Silvered Lynx school of swordsmanship. They took her back to their school, and she was treated for her injuries.
The next year was a turbulent one, as Fatime came to terms with her actions, and came to learn much from the masters of the Silvered Lynx school. She came to believe that true beauty was a lofty goal, a balance of form and function that can only be expressed when both the body, mind, and tool are aligned in such a way that they surpass the innate crudeness of the material. She learned that all things contain the potential for beauty, and the consequence of ugliness- Paints are created as the earth's flowers are crushed and pulped into a paste, poetry is born from hardship and pain, and even swordplay, with its violence and savagery, can be a tool to exhibit the beauty of a body in motion and the contest of two souls locked in combat.
She learned much from the school, creating her own fusion of fighting styles from the agile teachings of the Silvered Lynx, and the transcendental philosophies of the Stilled Ocean. At the age of 29, she left the school, and went out to explore to world- to find and experience all that is truly beautiful, and to hone and refine herself as an artist and a warrior, so that she might someday achieve the perfect balance she so strongly desired.
I have one question for the group. Do we want to have mounts? It usually is a little awkward for some of us to have a horse while others don't. I just want to get the group's opinion before I buy mine.
Yes, please do. I generally like to own a mount in games, but I hate it when I'm the only one to have one. It's not a big deal if we don't take them. Just as a person who has done a lot of hiking with a heavy pack, I tend to sympathize with my poor little 10 str character. Hehe
He says he wasn't really planning on a lot of situations for which it would be appropriate. If a lot of people want them, he can work it that way, but in general he says it won't be that important.
It's not a big deal if we don't take them. Just as a person who has done a lot of hiking with a heavy pack, I tend to sympathize with my poor little 10 str character. Hehe
Well, you have a lot of Charisma. That's technically beautiful, so I bet you could convince Fatime to give you a hand.
Yes, please do. I generally like to own a mount in games, but I hate it when I'm the only one to have one. It's not a big deal if we don't take them. Just as a person who has done a lot of hiking with a heavy pack, I tend to sympathize with my poor little 10 str character. Hehe
Seeing as I'll be playing a character with powerful build, I think it would be too awkward for my character to use a mount.
Sorry for the delay guys, my character will be up on Friday or Saturday.
Seeing as I'll be playing a character with powerful build, I think it would be too awkward for my character to use a mount.
I don't see how. Powerful build doesn't make you any bigger, it just lets you use weapons of one size category higher as if they were your own size. A mount would have no real consequence either way for you.
Private Mod Note
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[16:23] Alacar Leoricar: maybe if you do it'll make the porn more meaningful
I don't see how. Powerful build doesn't make you any bigger, it just lets you use weapons of one size category higher as if they were your own size. A mount would have no real consequence either way for you.
I always picture poweful build as half-way betwenn medium, and large. For example, a half-ginat can be 8 feet tall, and weigh 400 lbs. I can't think of a human of that size.
With a character of my size, and because he's still medium, wouldn't I be restricted to a large mount? I'm just getting an odd picture of the whole thing.
Plus, I'd have to read on playing with mounts. Not a big deal at all, it just means more research.
I always picture poweful build as half-way betwenn medium, and large. For example, a half-ginat can be 8 feet tall, and weigh 400 lbs. I can't think of a human of that size.
With a character of my size, and because he's still medium, wouldn't I be restricted to a large mount? I'm just getting an odd picture of the whole thing.
Plus, I'd have to read on playing with mounts. Not a big deal at all, it just means more research.
Well, we aren't doing it, apparently, so it's not a big deal.
However, if we were, it still wouldn't be a big deal. When you get a mount, you get a mount that is an appropriate size for you- so, even though a medium human and a medium half giant (which is very much still considered medium size) would probably need different mounts (a human could probably use a normal horse, whereas a half giant would probably need a draft horse), you get them at the same price without any weird restrictions. After all, all medium armor fits anyone of any size, because it is assumed that you purchase armor that has been properly fitted for you. Considering actual size would just be a hassle, so it isn't done in d20.
You would use a large mount, in the sense that a horse is a large animal. You wouldn't, however, use a mount sized for a large character. Your mount is of the size large, but it isn't sized for a large rider- just another fun example of term pollution in the D20 System.
Also, powerful build isn't anything other than a racial feature. It doesn't really impact size in any way.
For example, a half-ginat can be 8 feet tall, and weigh 400 lbs. I can't think of a human of that size.
That is the extreme example, though. Also, a human could be 400 lbs, and be 8 foot tall. Half giants are big for medium creatures, but they are still medium- medium doesn't mean "human sized", it means that the general size of the creature falls somewhere between small and large- and that can be a pretty broad variety of heights and shapes.
Inventory: Heart Ripper, Treasure, 8 cure light wounds potions, ring of protection +1, trail rations, bedroll, tent, waterskin, 2000 gold coins, clothing (see below)
Attire:
she wears a large, black cloak around her body, with a hood that she keeps covered over her head to avoid too much suspicion. The cloak is clasped with the sigil of her teacher
wrapped around her mouth, under the cloak, is a silk scarf that is blue in color. It covers her fangs mostly, but it is special to her otherwise
underneath the cloak, she has a loose fitting top that is black in color, of no special cloth, that covers her armor.
around her waist is a belt of brown leather, her handaxe, Treasure, hangs from it on her left side
her battleaxe, Heart Ripper, hangs from her belt on her right side
on her arms she wears two steel bracers, each one decorated with a stylized tiger paw
she wears brown colored travel pants, loose fitting and comfortable, with boots that look like they need to be replaced.
Special abilities: Cold, electricity and fire resistance, 5 each, darkness as the spell once per day, caster level equal to class levels (2nd)
Spell/power/maneuver/stance/soulmeld list:
Stances Known: Call for Bravery (Bolstering Voice) allies gain a +2 morale bonus to will saves, and +4 against fear saves
Maneuvers known: Screaming Blade (wolf fang strike) attack with two weapons, Enter the Fray (Sudden leap) jump as a swift action, Brutal Rush (Minotaur Charge) bull rush with extra damage, Twin Deaths(steel wind), attack two foes at once
Maneuvers readied: 3
Bio: Ialida does not remember her parents, nor does she remember her early life. The earliest memory she had was clinging to the blue scarf that now covers her mouth, which is why the item is so special to her.
She was persecuted as a young orphan, forced to live on her own. Her penchant for violence raised quite a stir amongst the townsfolk of her home city. She would brutally beat anyone who touched her, for any reason at all.
She felt the harsh sting of being ostracized, incapable of fitting in, she grew more violent and more depressed.
One day, Zahn Irandir found her, sitting in an alley, crying against the violence that consumed her. To his surprise, she leaped at him, unarmed, and tried to kill him.
As a master warrior, Zahn was not threatened by her in the least. Still, her ferocity and natural grace shocked him. Her relentless pursuit of his life was cut short when he calmly knocked her unconcious.
When she awoke, she found herself tied down with strong ropes. Her attempts at escape were in vain, so she screamed.
Zahn offered a simple proposition, he would offer to teach her the arts of battle. He said her anger was an issue, but he would teach her discipline. She agreed.
She found out, then, why she was different. When she discovered that some ancestor of hers was a fiend, she was at first angry. Then she decided that she was not like her kin, and would strive to be different, even against her demonic rage.
Despite 3 years of training, Ialida's rage has not subsided. She has as much control over it now as she ever will. With her master's blessing, she has taken a small token of him, the handaxe she has named Treasure, and has set on her own to finally bring peace to her life.
However, if we were, it still wouldn't be a big deal. When you get a mount, you get a mount that is an appropriate size for you- so, even though a medium human and a medium half giant (which is very much still considered medium size) would probably need different mounts (a human could probably use a normal horse, whereas a half giant would probably need a draft horse), you get them at the same price without any weird restrictions. After all, all medium armor fits anyone of any size, because it is assumed that you purchase armor that has been properly fitted for you. Considering actual size would just be a hassle, so it isn't done in d20.
Oh abso-freakin-lutely.
On mounts: Mobility wins wars (and games of war), and a powerful melee character is so dangerous on horseback. In one of our d20 games, my orc warrior rides a massive warg (think dire wolf), and on an open battlefield, he's nearly unstoppable. With the right feats and class skills, you can use your mounts movement to reach all over the battlefield while making passing strikes and charges that don't put you in any real disadvantage. The only real negative of this, is that you're not so much a tank at this point, but rather a roving weapon of mass destruction. But you can always dismount and go into tank mode, and hell, wargs need to eat occasionally.
But also regarding mounts (and on topic for this game): It just dawned me on how much of a nightmare they would be in a text based rpg like here on the forums. It's already difficult to imagine the battlefield correctly without a visual grid system, and to add the mobility of a mount into the mix is just asking for trouble.
@Ether, I think I've decided just to save my gold so that I can buy a Chasuble of fell power (from the complete arcane). A lesser one costs 8,000 gold, so I'm guessing it's probably too far above the mark for my free lesser magic item. But I figure I can save up and eventually buy one if it's cool with you.
Feel free to save your money, sure. But do remember that I like giving out character-specific treaure
@Mounts: Naw. If the need ever arises for mounts, I'll either give you guys a chance to purchase some or just thrust them at you when the time is right. Also, a Half-Giant wouldn't need anything more than a strong horse; they're heavier and a little taller than humans, but not by much.
Also, feel free to add any details to your character sheet such as appearance, distinguishing features, etc.
Feats: Two weapon fighting, Desert Fire, Shadow Blade
Spell/power/maneuver/stance/soulmeld list:
Stances Known: Skirmish Stride (Child of Shadow) gain 20% concealment after moving 10ft, Skirmish Step (Island of Blades) you and allies flank any opponent that you both are adjacent to.
Maneuvers known: Scorpion pincers (wolf fang strike) attack with two weapons, Sand Fury Slash (burning blade) 1d6+3 fire, Blinding strike (Clinging shadow strike) , Foolfinder (sapphire nightmare blade) concentration check vs AC to treat foe flat footed and add 1d6 dmg, Fool Fumbler(counter charge) make a strength or dex check that if successful allows charging opponent to be moved 10ft in any direction, Kagekaze(shadow blade technique)attack with 2d20: if you choose lower result add 1d6 cold dmg, Resiliance Strike(stone bones) successfull attack give DR 5/adamantine for 1 round.
Maneuvers readied: 5
" Even now the stars align, the celestial spheres moving into the prophesied positions of the great astral conjunction..." [Aurter Burtabby][Blood of Gods][Aether]
Feel free to save your money, sure. But do remember that I like giving out character-specific treaure
Hehe, awesome. With that in mind, I'll purchase a few minor resistance items with my remaining gold to round out Llwyr.
If anyone is curious, Llwyr is pronounced "Clu-r", with a quick, clipped "Clu" at the start then rolling off into the "r" very briefly, with a hint of an "e" sound before the r. It's really just one syllable though, with a very fleeting feel to the sound. It's an old celtic name that I've always liked. I'm still thinking of a last name, but it will also be Llwyr's father's name, as tradition for his culture.
Other then my background story, I'm finished, so long as eveything meets your approval.
Edit:
@Photon - I just realized our characters kindof match due to their clothing. Our party is going to have a very sleek look to it from the sound of things. I'm excited about this game.
Character name: Cyrus Class/level: Psion (3) Experience: 3250/6000 Money: 4500 Age: 54 Race: Xeph Height: 5'6" Weight: 120 lbs Eyes: Black Hair: Black (shaved-head) Skin tone: Dark brown
Feats:
Maximize power - Expend Psionic focus to get max rolls on all damage die.
Psionic Body - Get 2 HP for each psionic feat.
Psionic Meditation - Get psionically focused as a move action
Special abilities: Spell-like abilities and class features go here for reference
Spell/power/maneuver/stance/soulmeld list:
Power points per day: 18
Control Object
Powerpoints: 1. 130 ft range. Concentration up to 3 rounds. You bring to life an object under 100 lbs. Object moved 20 feet per round. Can use object to attack for 1d6+Int modifier. Add Int bonus to attack roll.
Control Flames
Power Points: 1. Control the intensity, and movement of a flame. Concentration. Standard action. 130 ft range. Can affect nothing bigger than a torch fire at current level. Can spend 2 powerpoints to increase, or decrease intensity of flames.
Vigor
Powerpoints: 1. Gain 5 temp hit pints for 3 minutes. Can augment with one powerpoint to gain an additional 5 temporary hit points.
Matter Agitation
Powerpoints: 1. Concentration, up to three minutes. Standard Action. 30 ft range. 1st round: skin reddens, and readily flammable materials ignite. 1 damage. 2nd round: Wood smolders and smokes, metal is hot to the touch. Sking blisters, water boils, paint shrivels, hair smolders, 1d4 points of damage to target. 3rd round: Wood ignites, metal scorches (1d4 damage), skin burns, and hair ignites(1d6 damage/round), lead melts.
Crystal Shard
Power Points: 1. Propel a razor sharp crystal shard at single enemy. Instantaneous. Standard Action. Ranged Touch Attack. 1d6 piercing damage. May spend a powerpoint to add 1d6 to damage roll.
Entangling Ectoplasm
powerpoints: 1. 30 ft range. Entangle a foe in a sticky goo. Lasts five rounds. Can only affect medium, or smaller creatures. Can augment with 2 pp to affect a creature one size larger.
Energy Missile
Powerpoints: 3. Instantaneous. Standard Action. 130 ft range. Target up to five opponents withing 15 ft. of each other. Choose elemental type, and hit each target with a missile of that type that deals 3d6 points of damage. May spend a powerpoint to add 1d6 to damage roll.
Bio: Cyrus was born into a loving family. He had everything a young Xeph could ask for, and more. Money, status, and more potentials than anyone in his sleepy little village could imagine. Unfortunately, it was not meant to be. His village stood in a dense forest, far removed from any other society. After a terribly long drought, Cyrus's home became parched to the point that the ground cracked, and the leaves browned. Then, on a particularly humid evening, an ominous wall of rolling thunder struck the woods. It wasn't long before the once tranquil sanctuary was set ablaze with towering flames. Awakened, roughly, from his sleep, Cyrus was carried out of his house by his father, and was whisked away from the flames as fast as they could travel. After what seemed like an eternity, Cyrus was placed in a small spring, and was instructed to wait in a cave until his dad returned. With that, his father bolted back toward the distant village, intent on saving his wife.
Cyrus waited in that little cave; and he waited and he waited and he waited. Finally, he worked up the courage to venture back to the cave's entrance. What greeted him is a site that still burns his third eye. Before him was what was once a beautiful forest, now reduced to hills of ask, and smoking stumps. Frantic, Cyrus ran and ran and ran toward his home. Tears streamed down his face as he stumbled over the last ash pile to the clearing in which the village stood. At least, where it once stood. Instead, only a few crisped walls remained. Although stunned, Cyrus looked through the rubble, and worked up the nerve to search his own house. Inside, he found his father's remains trapped under a beam, and what must have been his mother's body not far from it. He couldn't tell, though, because the skeleton was charred past the point of recognition. Midst all the pain, and all the despair, Cyrus broke down. Tears flowed freely from his eyes as he hurt for his fallen family. But, as he cried, areas that barely smoked began to heat into embers...
Ten years later, at the age of sixteen, Cyrus could be found working another odd job in a farming town. This time, he was fixing one of the gates to a wheat field. As he replaced the planks, the farmer's daughter came out to greet him with a soothing glass of water. They
began to talk, and sparks started flying instantly. They were soon an item, and Cyrus had finally found someone to love. One evening, while Cyrus was walking his girl home, they were attacked by a group of bandits. Cyrus, never being much of a fighter, was quickly overwhelmed. Soon, though swollen, bloodied eyes, Cyrus was forced to watch as the bandit's leader struck his love. Enraged beyond belief, Cyrus screamed at the assailant, and stretched his hand out as if to choke him. Instead of suffocating the man, a thin crystal appeared out of thin air, and flew through the left eye of the bandit. Screaming in pain, the man released the girl, and ran for his life, and was quickly followed by his comrades. Cyrus just stared at his hand in disbelief, and turned to his love, only to find a visage of terror staring back at him. "Elaine," he coughed. She screamed, and took her turn in bolting away. Tired, beaten, and heartbroken, Cyrus found a familiar feeling. Loneliness. But, what did he do? Where did that crystal come from? These were only the first in a multitude of questions Cyrus intended to answer. Therefore, he picked himself up, brushed off the dust, and started on his journey.
Starting ECL: 3
Ability score generation: 32 point buy. If you're unsure as to how this works, PM me or Photon and we'll give you the skinny.
Starting wealth: 4500 gold. Every character is allowed one minor magic item to begin with. This can include a weapon or piece of armor with a +1 enhancement, a wand, or some other bauble, but no ability score increasing items (i.e. gloves of Dexterity and such).
Here's a sample character sheet to use:
Character name:
Class/level:
Experience: Current / Next level
Money:
Age:
Race:
Height:
Weight:
Eyes:
Hair:
Skin tone:
STR: score +/- bonus
DEX:
CON:
INT:
WIS:
CHA:
AC: Total / touch / flat-footed
BAB:
Initiative:
Grapple:
Speed:
Fort: Total (base+mod+misc)
Ref:
Will:
Weapon: Name +enhancement (+X attack, XdX +X damage, critical range/multiplyer, damage type)
Armor: Name +enhancement (+X AC, -X Armor check penalty, type)
Inventory:
Skills: Skill +X
Feats:
Special abilities: Spell-like abilities and class features go here for reference
Spell/power/maneuver/stance/soulmeld list: Organize this however you want. Be sure to include spells per day/power points/etc somewhere around here, too.
Bio: Give as much detail as you'd like, but try to keep things open for character development. Also, a distinct ethnic identity would be really appreciated, but isn't really necessary.
Hope that was clear enough. If I forgot anything, or if you have any questions, lemme know via PM and I'll get to them as soon as I can.
Class/level: Warlock/3
Experience: 3250/6000
Money: 1125 gold
Age: 18
Race: Feytouched
Height: 4'11''
Weight: 93 pounds
Eyes: Violet
Hair: Black with a little natural curl
Skin tone: Fair
Gender: Male
STR: 10 +0
DEX: 20 +5
CON: 16 +3
INT: 16 +3
WIS: 10 +0
CHA: 18 +4
Fort: +6 (+1+3+2)
Reflex: +8 (+1+5+2)
Will: +5 (3+2)(additional +3 for enchant effects and a further +4 for mind affecting effects)
AC: +20 / touch +16 / flat-footed +15
Special defense: Damage Reduction 3/Cold Iron
Hit Points: 24
BAB: +2
Initiative: +5
Grapple: Warlocks don't grapple! (+2)
Speed: 30
Weapons:
He has this bizzare sense of duality about him. On one side, he craves the simple pleasures of life. There's nothing he loves more then enchanting music, fine drink, good food and interesting company. On the other hand, he has an almost instinctive hunger for personal power and the touch of a mischevious heart.
In another life, Llywr would have been a bard. He's spent much of his free time learning how to sing and play the lute, and enjoys playing music with others. It doesn't matter if he is playing to a grand chamber (which is thrilling), serenating a lovely lass (which is enchanting) or playing with companions around a secluded campfire (which is endearing). He simply plays for the joy of melody and that which moves his heart.
But then there is the other side of Llwyr. He craves personal power through the manipulations of Eldrich energies and his mastery of invocations. These are not tools, but rather a measure of personal power to be harnesed, collected, and added to. To Llwyr, it's not a matter of demonstrating his abilities and lording them over others, but simply owning them. Possessing them. His desire for power is further enabled by his inherent ability as a warlock to use any and all manner of enchanted items. He seeks to break down the limitations of his craft through the manipulation and deception of arcane items, and even artifacts if possible. Anything to add to his ever growing store of personal power.
Llwyr's appearance is slightly exotic. He has a beautifuly youthfull face. His soft features and fair skin set a serene field for his striking and bold violet eyes. These, along with his softly pointed ears, mark his Fey Heritage. His unruly hair is black and wavey, with a hint of curl, and is cut in a medium length, almost always playing at the edges of his dark, arched eyebrows. A bizzare juxtopositon of innocence played against mischief.
Character name: Tamor Phyron
Class/level: Bard 3
Experience: 3000 / 6000
Money: 120 gp 56 sp 56 cp (50 coins=1 lb)
Age: 17
Race: Human
Height: 5’11”
Weight: 155 lbs
Eyes: Grey
Hair: White
Skin tone: Bronze
STR: 14 +2
DEX: 16 +3
CON: 12 +1
INT: 16 +3
WIS: 14 +2
CHA: 18 +4
HD: d6
HP: 18
FORT: 2 (1 basic + 1 CON)
REF: 6 (3 basic + 3 DEX)
WILL: 5(3 basic + 2 WIS)
AC: Total / touch / flat-footed (10 + 3 DEX + 4 Armor)
BAB: +2
Initiative: 3 (+3 DEX)
Grapple: 4 (2 BAB +2 STR)
Speed: 30 ft
Light Load: 0-58 lbs
Medium Load: 59-116 lbs
Heavy Load: 117-175 lbs
Weight:
Arms/Armor: 24 lbs
Gear: 12 lbs
Money: 4.5 lbs
Total: 36 lbs
Weapon:
Longsword +1 (+5 attack, 1d8+4 damage, 19-20/x2, Slashing) 4 lbs
Dagger (+4 attack, 1d4+2 damage, 19-20/x2, 10 ft, Piercing or Slashing) 1 lb
Heavy Crossbow (+5 attack, 1d10 damage, 19-20/x2, 120 ft, Piercing) 8 lbs
Crossbow Bolts (10) 1 lb
Armor: Mithral Shirt (+4 AC, +6 Dex, 0 check penalty, light) 10 lbs
Inventory:
Spell Component Pouch 2 lbs
Masterwork Lute (stringed instrument) 3 lbs
Signet Ring
Handy Haversack 5 lbs (71.4 or 72.4/120 lbs of equipment)
Sunrods (4) 4 lbs
Disguise Kit (10 uses) 8 lb
Climber’s Kit 5 lbs
Map/Scroll Cases (2) 1 lb
Grappling Hook 4 lbs
Ink (2 1oz vials)
Inkpens (2)
Lock (Amazing) 1 lb
Mirror, small steel .5 lb
Oil (3 1pint flasks) 3 lbs
Parchment (5 sheets)
Trail Rations (2 days) 2 lbs
Silk Rope (2 50ft lengths) 10 lbs
Sealing Wax 1 lb
Sewing Needles (2)
Soap 1 lb
Ink/Potion Vials (4) .4 lb
Waterskin 4 lbs
Crowbar 5 lbs
Flasks (3) 4.5 lbs
Hammer 2 lbs
Fishhooks (3)
Bell
Hourglass
Masterwork Manacles 2 lbs
Bedroll 5 lbs
Winter Blanket 3 lbs
Potions of Cure Light Wounds (4)
Potion of Jump
Outfit-5 lbs Traveler, 4 lbs Entertainer
Belt Pouch .5 lb
Tindertwigs (10)
Chalk (3 pieces)
Antitoxin (2 vials)
Belt Pouch .5 lb
Flint and Steel
Signal Whistles (3)
Whetstone 1 lb
Skills:
Balance 10 (5 ranks + 3 DEX + 2 Tumble Synergy)
Bluff 9 (5 ranks + 4 CHA)
Climb 2 (2 STR) (possible +2 Climb Kit)
Concentration 4 (3 ranks +1 CON)
Decipher Script
Diplomacy 8 (4 CHA + 2 Bluff Synergy + 2 Sense Motive Synergy)
Disguise 4 (4 CHA) (possible + 2 Bluff Synergy and +2 Disguise Kit)
Gather Information 4 (4 CHA)
Hide 3 (3 DEX)
Intimidate 6 (4 CHA + 2 Bluff Synergy)
Jump 9 (5 ranks + 2 STR + 2 Tumble Synergy)
Knowledge (Arcana) 9 (6 ranks + 3 INT)
Listen 2 (2 WIS)
Move Silently 3 (3 DEX)
Perform (String instruments) 13 (6 ranks + 4 CHA + 3 Skill Focus) (possible +2 MW Lute)
Sense Motive 7 (5 ranks + 2 WIS)
Sleight of Hand 11 (6 ranks + 3 DEX + 2 Bluff Synergy)
Speak Language 3 ranks (Halfling, Celestial, Goblin)
Spellcraft 10 (5 ranks + 3 INT + 2 Knowledge (Arcana) Synergy)
Spot 2 (2 WIS)
Swim 2 (2 STR)
Tumble 10 (5 ranks + 3 DEX + 2 Jump Synergy)
Feats:
Dodge
Mobility
Skill Focus (Perform (String instruments))
Proficient: simple weapons, longsword, rapier, sap, short sword, short bow, whip, light armor, shields
Special abilities:
Bardic Knowledge +6 (3 Bard + 3 INT)
Bardic Music
Countersong (30 ft, Perform Check for ST for sound or verbal, 10 rounds)
Fascinate (90 ft, 1 target, enchantment (compulsion), mind-affecting, 3 rounds)
Inspire Courage +1 (+1 ST for charm or fear, +1 attack and damage, singing +5 rounds)
Inspire Competence (30 ft, +2 skill check, 2 minutes, mind-affecting)
Spells Known
Level 0 (6): Detect Magic, Mage Hand, Message, Prestidigitation, Read Magic, Summon Instrument
Level 1 (3): Cure Light Wounds, Hideous Laughter, Identify
Spells per Day
Level 0: 3
Level 1: 2 (+1 Bonus Spell)
Spell DC (10 + 4 CHA + Spell Level)
Languages: Common, Draconic, Elven, Dwarven, Halfling, Celestial, Goblin
Appearance
Tamor is fairly slim, wears his almost shoulder-length white hair combed back away from his face, and is usually seen with a grin on his face.
Phyron Crest: Harp formed from a curved fang
Signet Ring-Phyron Crest
Traveler's Outfit 5 lbs-boots, grey wool breeches, belt, brown shirt w/ vest, grey cloak
Entertainer's Outfit 4 lbs-Scarlet and Deep Green with white frills and the Phyron Crest embroidered on the chest
Bio: Tamor was abandoned as a child, left to die in the wilderness. His white hair, combined with the earthquake which occurred only a few days after his birth, was seen as a bad omen. A wandering bard was passing through, found him and raised him like a son. Tamor seems almost stuffy when one meets him, until he starts playing his lute or singing. He doesn't drink and isn't given to excess. Tamor is heavy on chivalry, especially when it comes to the ladies. Unfortunately, he also tends to underestimate them. Tamor doesn't know which region he was born in, his features don't seem to come from any of the places he's ever visited. His adopted father never told Tamor where he was found.
Natural 20 MTGS Brigade Pages
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Actually, before you set anything in stone, I would check with Josh. Ten to one, he'll be using our own house rule for HP, in which you take a high average- max HP on first level and every odd level, then you take the average on every even level. Results in high HP totals, but the same applies for NPCs and enemies, too. He may not, though, I just know that is something we almost universally do in our campaigns, and it wouldn't surprise me if he did it that way this time around.
Also, I do know he is using Mamelon's version of point buy at 32 points. It's a bit different than the standard point buy. Does anyone need it explained to them?
Our House (Mamelon Style) Point Buy:
You get X points (32 in this case). Each stat starts at 10. From 10 to 16, you can increase your ability scores on a 1 for 1 basis (1 point gets you an 11, 3 gets you a 13, 6 gets you a 16, etc...). For every value past that, you need to spend 2 points, so for a 17 you need to spend 8 points, and 10 points buys you a base 18.
It's pretty high powered, but again, with everything using it, it balances out, and it makes combat oriented campaigns pretty damn explosive.
Natural 20 MTGS Brigade Pages
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Our point buy is more liberal, since we go for higher-power campaigns. It's one point up to 16, then two points for 17 and 18.
I understand going for higher-power campaigns. In our group, we use a system that is a little convoluted, but leads the PC's into the heroic category easier. We roll 4d6, reroll 1s and 2s and keep the highest three results. This keeps the scores high, but still adds a touch of randomness.
I like the Mamelon system as well.
Class/level: Warblade 3
Experience: 3000 // 6000 next
Money: 200 remaining
Age: 31
Race: Human
Height: 5'8"
Weight: 126 lbs.
Eyes: Brown
Hair: Strawberry blonde, shoulder length, straight
Skin tone: Pale caucasian
HP: 3d12 + 6 = 36 HP
STR: 18
DEX: 16
CON: 14
INT: 16
WIS: 13
CHA: 13
AC: 17 (10 + 3 DEX + 4 Armor +1 Deflection +1 Dastana - 2 Stance)
BAB: +3
Initiative: +7
Grapple: +7
Speed: 30 ft.
Fort: +5 (+3 class, +2 CON)
Ref: +4 (+1 class, +3 DEX) // While not flat footed: +7
Will: +2 (+1 class, +1 WIS)
Weapon: The Artist's Hand (bastard sword +1)
Attack: +9
Damage (two-handed): 1d10 +6 STR + 1 enhancement + 1d6 (Stance), gains an additional +1d6 on first round
Crit: 19-20/x2
Type: Slashing
Armor: Mithril Shirt
AC: +4 armor
ACP: 0
MDB: +6
Armor: Dastana
AC: +1 shield
ACP: 0
MDB: NA
Armor: Ring of Protection +1
AC: +1 deflection
Inventory: Ring of Protection +1, 8 potions of cure light wounds, travel rations, artist's palette, canvas, paintbrushes (assorted), paints, rations, bedroll, clothing (see below), dastana, 200 gold pieces
Attire:
Feats:
Warblade features
Manuevers
Level 1
Level 1
Fatime was born in the rugged peninsulas to the north of the continent of Shura. She was born and raised in a fishing village, but was sold by her parents to a wealthy land-owner to the north at the age of 14. She was taken to the man's home to live as a servant, but before long Fatime had won over her master with her fair looks and her insightful nature. By the age of 16, she was added to her master's harem, where she was taught the art of poetry and music by the older girls. During this time, she found the inconveniences of serving her master and attending to his needs to be a minor pain compared to the education she was receiving. She had always been one to have her breath taken by the sights of nature, and to be trained to express such beauty was a skill she would readily adopt.
Fatime became the premier girl in her master's harem, and she was often called out to entertain her master's guests with her recitations and her exceptional sketches (a popular parlor hobby amongst the wealthy during that time). On one such night, she was introduced to the great painter Hassan Mahktari, a former prince who left his birthright to become a world renowned painter. Fatime and Hassan shared an immediate connection, and before the night was over, Hassan had begun bartering with Fatime's master to purchase the girl's freedom. Hassan purchased Fatime, and took her to his home in the western deserts. Hassan trained Fatime to be his protege, and for 2 years they lived happily as student and teacher.
However, one night, Hassan was attacked by supporters of his younger brother Rahal, who was not satisfied with his brother's mere relinquishment of the throne- he could only be sure of his ascent to the throne if Hassan were dead. At the end of the night, everyone within Hassan's household lay dead by the swords of his brother's men- everyone but Fatime, who had hidden in an empty olive oil barrel and been spared.
Alone and in a strange country, Fatime had no choice but to turn to the streets. Only a mere 18 years of age, she lacked the experience and savvy to survive on her own, so she had no choice but to turn to the charities of a local cloister. Fatime was taken in as a scullery maid at the monastery of the school of the Stilled Ocean, a school for martial artists and monks devoted to the ideal of inner tranquility as a means to mastering the hardships of the mortal coil. During this time, Fatime became fascinated by the art of swordplay. Until then, she had never thought of it as anything more than terrible barbarism, a means to destroying life. However, her life in the monastery showed her that one could achieve a true distillation of form by honing oneself alongside the blade.
Before long, she had begun to practice the techniques the monks practiced on her own, using her own sketches of the various stances and movements to capture the graceful but rigorous training on paper.
By the age of 24, Fatime had effectively absorbed as much information as she could through her own limited technique, and bolstered by a sense of confidence set out on her own. She traveled from city to city, her life a whirlwind of swordplay, beautiful experiences, and conflict. She became something of a connoisseur of battle, and used her travels as an excuse to seek inspiration for her art and for her swordplay.
One year after leaving the school, she ended up back in Hassan's home city, and found that his brother had risen to the throne. Fatime became infatuated with the idea of commemorating Hassan's life through one perfect moment of poetic irony, a truly beautiful moment of vengeance and justice in which Hassan's treacherous brother would be brought down by the sword of his former student. Fatime spent the next 6 months of her life inflitrating the palace life, and once again found herself in the harem of a wealthy aristocrat- Rahal's vizier Ahmud. Fatime's fair skin and tempestuous spirit enchanted Ahmud, and Fatime found it very easy to have him grant her access to the palace whenever she needed it. She memorized the floor plans and the schedules of the palace officials and staff, familiarized herself with Rahal's routines, and set up her grand notion of revenge. One summer night, she crept into Rahal's room and awakened him, challenging him in a duel to the death. Rahal, while a cunning politician, was not a trained warrior, and Fatime quickly dispatched him.
As her fallen foe lay before her, Fatime did not feel vindicated. Instead, she saw only ugliness, a pitiable and tragic sight created by her own hands. She felt intense remorse because of this. Fatime was never discovered- Rahal's death was blamed on his younger brother Assir, and Fatime was never suspected. However, the sight of the hideous slaughter stayed fresh in her mind, and within days she had left the nation altogether, fully intending never again to allow herself to enjoy the splendours of the world.
Now nearly 26, Fatime spent the next year of her life traveling the pine wastes to the south of the desert. She lived in squallor, like an animal, seeing no one and eating only enough to survive. One night, she was taken upon by a monstrous scorpion and badly poisoned. As she lay dying amidst her toxic reverie, she was happened upon by wandering troupe of swordsmen from the Silvered Lynx school of swordsmanship. They took her back to their school, and she was treated for her injuries.
The next year was a turbulent one, as Fatime came to terms with her actions, and came to learn much from the masters of the Silvered Lynx school. She came to believe that true beauty was a lofty goal, a balance of form and function that can only be expressed when both the body, mind, and tool are aligned in such a way that they surpass the innate crudeness of the material. She learned that all things contain the potential for beauty, and the consequence of ugliness- Paints are created as the earth's flowers are crushed and pulped into a paste, poetry is born from hardship and pain, and even swordplay, with its violence and savagery, can be a tool to exhibit the beauty of a body in motion and the contest of two souls locked in combat.
She learned much from the school, creating her own fusion of fighting styles from the agile teachings of the Silvered Lynx, and the transcendental philosophies of the Stilled Ocean. At the age of 29, she left the school, and went out to explore to world- to find and experience all that is truly beautiful, and to hone and refine herself as an artist and a warrior, so that she might someday achieve the perfect balance she so strongly desired.
Also, bump up your starting wealth to 4500 gold. I had you guys working WAY under the WPL guidelines.
Well, you have a lot of Charisma. That's technically beautiful, so I bet you could convince Fatime to give you a hand.
Sorry for the delay guys, my character will be up on Friday or Saturday.
I don't see how. Powerful build doesn't make you any bigger, it just lets you use weapons of one size category higher as if they were your own size. A mount would have no real consequence either way for you.
Sounds good. I'll go ahead and nix my pony.
I always picture poweful build as half-way betwenn medium, and large. For example, a half-ginat can be 8 feet tall, and weigh 400 lbs. I can't think of a human of that size.
With a character of my size, and because he's still medium, wouldn't I be restricted to a large mount? I'm just getting an odd picture of the whole thing.
Plus, I'd have to read on playing with mounts. Not a big deal at all, it just means more research.
Well, we aren't doing it, apparently, so it's not a big deal.
However, if we were, it still wouldn't be a big deal. When you get a mount, you get a mount that is an appropriate size for you- so, even though a medium human and a medium half giant (which is very much still considered medium size) would probably need different mounts (a human could probably use a normal horse, whereas a half giant would probably need a draft horse), you get them at the same price without any weird restrictions. After all, all medium armor fits anyone of any size, because it is assumed that you purchase armor that has been properly fitted for you. Considering actual size would just be a hassle, so it isn't done in d20.
You would use a large mount, in the sense that a horse is a large animal. You wouldn't, however, use a mount sized for a large character. Your mount is of the size large, but it isn't sized for a large rider- just another fun example of term pollution in the D20 System.
Also, powerful build isn't anything other than a racial feature. It doesn't really impact size in any way.
That is the extreme example, though. Also, a human could be 400 lbs, and be 8 foot tall. Half giants are big for medium creatures, but they are still medium- medium doesn't mean "human sized", it means that the general size of the creature falls somewhere between small and large- and that can be a pretty broad variety of heights and shapes.
Class/level: Warblade/2
Experience: 3000/6000
Money: 4500
Age: 19
Race: Tiefling
Height: 5’6”
Weight: 130
Eyes: red
Hair: black, cropped short around the neck
Skin tone: fair
STR: 18 (+4)
DEX: 16 (+3)
CON: 16 (+3)
INT: 16 (+3)
WIS: 16 (+3)
CHA: 10 (+0)
AC: 19 / 15 / 16
BAB: +2
Initiative: +3
Grapple: +6
Speed: 30 ft
Fort: +6
Ref: +3 (+6 if not flat footed)
Will: +3
Weapon: Heart Ripper (mwk. battle axe) (+5 attack, 1d8 +4 damage, 20/x3, slashing), Treasure (handaxe) +1 (+5 attack, 1d6 +3 damage, 20/x3, slashing)
Armor: Mithral shirt +1 (+ 4, -0 Armor check penalty, light) Dastana (+1, -1 armor check penalty, light)
Inventory: Heart Ripper, Treasure, 8 cure light wounds potions, ring of protection +1, trail rations, bedroll, tent, waterskin, 2000 gold coins, clothing (see below)
Attire:
Feats: Two weapon fighting
Special abilities: Cold, electricity and fire resistance, 5 each, darkness as the spell once per day, caster level equal to class levels (2nd)
Spell/power/maneuver/stance/soulmeld list:
Stances Known: Call for Bravery (Bolstering Voice) allies gain a +2 morale bonus to will saves, and +4 against fear saves
Maneuvers known: Screaming Blade (wolf fang strike) attack with two weapons, Enter the Fray (Sudden leap) jump as a swift action, Brutal Rush (Minotaur Charge) bull rush with extra damage, Twin Deaths(steel wind), attack two foes at once
Maneuvers readied: 3
Bio: Ialida does not remember her parents, nor does she remember her early life. The earliest memory she had was clinging to the blue scarf that now covers her mouth, which is why the item is so special to her.
She was persecuted as a young orphan, forced to live on her own. Her penchant for violence raised quite a stir amongst the townsfolk of her home city. She would brutally beat anyone who touched her, for any reason at all.
She felt the harsh sting of being ostracized, incapable of fitting in, she grew more violent and more depressed.
One day, Zahn Irandir found her, sitting in an alley, crying against the violence that consumed her. To his surprise, she leaped at him, unarmed, and tried to kill him.
As a master warrior, Zahn was not threatened by her in the least. Still, her ferocity and natural grace shocked him. Her relentless pursuit of his life was cut short when he calmly knocked her unconcious.
When she awoke, she found herself tied down with strong ropes. Her attempts at escape were in vain, so she screamed.
Zahn offered a simple proposition, he would offer to teach her the arts of battle. He said her anger was an issue, but he would teach her discipline. She agreed.
She found out, then, why she was different. When she discovered that some ancestor of hers was a fiend, she was at first angry. Then she decided that she was not like her kin, and would strive to be different, even against her demonic rage.
Despite 3 years of training, Ialida's rage has not subsided. She has as much control over it now as she ever will. With her master's blessing, she has taken a small token of him, the handaxe she has named Treasure, and has set on her own to finally bring peace to her life.
Oh abso-freakin-lutely.
On mounts: Mobility wins wars (and games of war), and a powerful melee character is so dangerous on horseback. In one of our d20 games, my orc warrior rides a massive warg (think dire wolf), and on an open battlefield, he's nearly unstoppable. With the right feats and class skills, you can use your mounts movement to reach all over the battlefield while making passing strikes and charges that don't put you in any real disadvantage. The only real negative of this, is that you're not so much a tank at this point, but rather a roving weapon of mass destruction. But you can always dismount and go into tank mode, and hell, wargs need to eat occasionally.
But also regarding mounts (and on topic for this game): It just dawned me on how much of a nightmare they would be in a text based rpg like here on the forums. It's already difficult to imagine the battlefield correctly without a visual grid system, and to add the mobility of a mount into the mix is just asking for trouble.
@Ether, I think I've decided just to save my gold so that I can buy a Chasuble of fell power (from the complete arcane). A lesser one costs 8,000 gold, so I'm guessing it's probably too far above the mark for my free lesser magic item. But I figure I can save up and eventually buy one if it's cool with you.
@Mounts: Naw. If the need ever arises for mounts, I'll either give you guys a chance to purchase some or just thrust them at you when the time is right. Also, a Half-Giant wouldn't need anything more than a strong horse; they're heavier and a little taller than humans, but not by much.
Also, feel free to add any details to your character sheet such as appearance, distinguishing features, etc.
Character name: Aurter Burtabby
Class/level: Swordsage/4
Experience: 6000/10000
Money: 1900
Age: 27
Race: Human
Height: 6’3”
Weight: 150
Eyes: hazel
Hair: blonde, shoulder length
Skin tone: tanned
STR: 12 (+1)
DEX: 18 (+4)
CON: 14 (+2)
INT: 17 (+3)
WIS: 18 (+4)
CHA: 10 (+0)
AC: 22 / 18 / 18
BAB: +3
HP: 30
Initiative: +5
Grapple: +4
Speed: 30 ft
Fort: +4
Ref: +9
Will: +9
Weapons: Dreadful Storm (mwk. scimitar) (+5 (+3)attack, 1d6 +1 damage(+1d6 skirmish,+wis bonus), 18-20/x2, slashing), Frozen Ocean (mwk shortsword) (+3 attack, 1d6 +1 damage(+dex bonus), 19-20/x2, slashing)
Armor: Mithral shirt (+ 4, -0 Armor check penalty, light)
Inventory: Dreadful Storm, Frozen Ocean, Mithral Chain shirt, Cloak of Resistance +1, Cure light wounds (6), Cure mod wounds, bedroll, backpack, crowbar, hooded lantern, 100ft hemp rope, shovel, 30 days trail rations, tent, waterskin, sledge, 30 pitons
Attire:
Feats: Two weapon fighting, Desert Fire, Shadow Blade
Spell/power/maneuver/stance/soulmeld list:
Stances Known: Skirmish Stride (Child of Shadow) gain 20% concealment after moving 10ft, Skirmish Step (Island of Blades) you and allies flank any opponent that you both are adjacent to.
Maneuvers known: Scorpion pincers (wolf fang strike) attack with two weapons, Sand Fury Slash (burning blade) 1d6+3 fire, Blinding strike (Clinging shadow strike) , Foolfinder (sapphire nightmare blade) concentration check vs AC to treat foe flat footed and add 1d6 dmg, Fool Fumbler(counter charge) make a strength or dex check that if successful allows charging opponent to be moved 10ft in any direction, Kagekaze(shadow blade technique)attack with 2d20: if you choose lower result add 1d6 cold dmg, Resiliance Strike(stone bones) successfull attack give DR 5/adamantine for 1 round.
Maneuvers readied: 5
Equipment:
shortsword
scimitar
Mwk Chain shirt
Cloak of Resistance +1
Cure light wounds (6)
Cure mod wounds
bedroll
backpack
crowbar
hooded lantern
100ft hemp rope
shovel
30 days trail rations
tent
waterskin
sledge
30 pitons
Thanks to guys at aether for the banner
" Even now the stars align, the celestial spheres moving into the prophesied positions of the great astral conjunction..."
[Aurter Burtabby][Blood of Gods][Aether]
Hehe, awesome. With that in mind, I'll purchase a few minor resistance items with my remaining gold to round out Llwyr.
If anyone is curious, Llwyr is pronounced "Clu-r", with a quick, clipped "Clu" at the start then rolling off into the "r" very briefly, with a hint of an "e" sound before the r. It's really just one syllable though, with a very fleeting feel to the sound. It's an old celtic name that I've always liked. I'm still thinking of a last name, but it will also be Llwyr's father's name, as tradition for his culture.
Other then my background story, I'm finished, so long as eveything meets your approval.
Edit:
@Photon - I just realized our characters kindof match due to their clothing. Our party is going to have a very sleek look to it from the sound of things. I'm excited about this game.
Class/level: Psion (3)
Experience: 3250/6000
Money: 4500
Age: 54
Race: Xeph
Height: 5'6"
Weight: 120 lbs
Eyes: Black
Hair: Black (shaved-head)
Skin tone: Dark brown
STR: 10 (+0)
DEX: 18 (+4)
CON: 18 (+4)
INT: 18 (+4)
WIS: 14 (+2)
CHA: 10 (+0)
AC: 17 / 14 / 13
BAB: +1
Initiative: +4
Grapple: +1
Speed: 30 ft.
HP: 26
Fort: 5 (1+4)
Ref: 5 (1+4)
Will: 6 (3+2+1)
Weapon: Isolation (+1 Quarterstaff) (+2, 1d6/1d6 +1, x2, Quarterstaff)
Armor: +1 Leather (+2)
Inventory:
Skills:
Concentration +11
Disable Device +11
Knowledge (psionics) +13
Search +7
Spot +5
Autohypnosis +11
Use Psionic Device +3.5
Feats:
Maximize power - Expend Psionic focus to get max rolls on all damage die.
Psionic Body - Get 2 HP for each psionic feat.
Psionic Meditation - Get psionically focused as a move action
Special abilities: Spell-like abilities and class features go here for reference
Spell/power/maneuver/stance/soulmeld list:
Power points per day: 18
Control Object
Powerpoints: 1. 130 ft range. Concentration up to 3 rounds. You bring to life an object under 100 lbs. Object moved 20 feet per round. Can use object to attack for 1d6+Int modifier. Add Int bonus to attack roll.
Control Flames
Power Points: 1. Control the intensity, and movement of a flame. Concentration. Standard action. 130 ft range. Can affect nothing bigger than a torch fire at current level. Can spend 2 powerpoints to increase, or decrease intensity of flames.
Vigor
Powerpoints: 1. Gain 5 temp hit pints for 3 minutes. Can augment with one powerpoint to gain an additional 5 temporary hit points.
Matter Agitation
Powerpoints: 1. Concentration, up to three minutes. Standard Action. 30 ft range. 1st round: skin reddens, and readily flammable materials ignite. 1 damage. 2nd round: Wood smolders and smokes, metal is hot to the touch. Sking blisters, water boils, paint shrivels, hair smolders, 1d4 points of damage to target. 3rd round: Wood ignites, metal scorches (1d4 damage), skin burns, and hair ignites(1d6 damage/round), lead melts.
Crystal Shard
Power Points: 1. Propel a razor sharp crystal shard at single enemy. Instantaneous. Standard Action. Ranged Touch Attack. 1d6 piercing damage. May spend a powerpoint to add 1d6 to damage roll.
Entangling Ectoplasm
powerpoints: 1. 30 ft range. Entangle a foe in a sticky goo. Lasts five rounds. Can only affect medium, or smaller creatures. Can augment with 2 pp to affect a creature one size larger.
Energy Missile
Powerpoints: 3. Instantaneous. Standard Action. 130 ft range. Target up to five opponents withing 15 ft. of each other. Choose elemental type, and hit each target with a missile of that type that deals 3d6 points of damage. May spend a powerpoint to add 1d6 to damage roll.
Bio: Cyrus was born into a loving family. He had everything a young Xeph could ask for, and more. Money, status, and more potentials than anyone in his sleepy little village could imagine. Unfortunately, it was not meant to be. His village stood in a dense forest, far removed from any other society. After a terribly long drought, Cyrus's home became parched to the point that the ground cracked, and the leaves browned. Then, on a particularly humid evening, an ominous wall of rolling thunder struck the woods. It wasn't long before the once tranquil sanctuary was set ablaze with towering flames. Awakened, roughly, from his sleep, Cyrus was carried out of his house by his father, and was whisked away from the flames as fast as they could travel. After what seemed like an eternity, Cyrus was placed in a small spring, and was instructed to wait in a cave until his dad returned. With that, his father bolted back toward the distant village, intent on saving his wife.
Cyrus waited in that little cave; and he waited and he waited and he waited. Finally, he worked up the courage to venture back to the cave's entrance. What greeted him is a site that still burns his third eye. Before him was what was once a beautiful forest, now reduced to hills of ask, and smoking stumps. Frantic, Cyrus ran and ran and ran toward his home. Tears streamed down his face as he stumbled over the last ash pile to the clearing in which the village stood. At least, where it once stood. Instead, only a few crisped walls remained. Although stunned, Cyrus looked through the rubble, and worked up the nerve to search his own house. Inside, he found his father's remains trapped under a beam, and what must have been his mother's body not far from it. He couldn't tell, though, because the skeleton was charred past the point of recognition. Midst all the pain, and all the despair, Cyrus broke down. Tears flowed freely from his eyes as he hurt for his fallen family. But, as he cried, areas that barely smoked began to heat into embers...
Ten years later, at the age of sixteen, Cyrus could be found working another odd job in a farming town. This time, he was fixing one of the gates to a wheat field. As he replaced the planks, the farmer's daughter came out to greet him with a soothing glass of water. They
began to talk, and sparks started flying instantly. They were soon an item, and Cyrus had finally found someone to love. One evening, while Cyrus was walking his girl home, they were attacked by a group of bandits. Cyrus, never being much of a fighter, was quickly overwhelmed. Soon, though swollen, bloodied eyes, Cyrus was forced to watch as the bandit's leader struck his love. Enraged beyond belief, Cyrus screamed at the assailant, and stretched his hand out as if to choke him. Instead of suffocating the man, a thin crystal appeared out of thin air, and flew through the left eye of the bandit. Screaming in pain, the man released the girl, and ran for his life, and was quickly followed by his comrades. Cyrus just stared at his hand in disbelief, and turned to his love, only to find a visage of terror staring back at him. "Elaine," he coughed. She screamed, and took her turn in bolting away. Tired, beaten, and heartbroken, Cyrus found a familiar feeling. Loneliness. But, what did he do? Where did that crystal come from? These were only the first in a multitude of questions Cyrus intended to answer. Therefore, he picked himself up, brushed off the dust, and started on his journey.