| The Unusual Suspects | |
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| Tweet Topic Started: Jun 20 2006, 10:21 AM (561 Views) | |
| Pamela | Jun 20 2006, 10:21 AM Post #1 |
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Molly
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Name: Llana Darkoff Profession: 18th level cleric of Sune Gender: Female Race: Half-elf (Sun) Age: Equivalent to human mid- 20’s Skin: light gold Hair: Very dark auburn Eyes: Brown Height: 5’3” Weight: slender Residence: presently Silverymoon Physical Description/Clothing: See picture for reference. Llana’s a lovely woman whose elvish features are revealed by very slight points to her ears (which are usually covered) and her golden complexion. She has a lovely, rich, melodic voice. Wears dresses when not on the road; then, she sports riding-skirts. Her clothing is usually monotone colours- black, white, brown and darker shades of red (crimson, burgundy, maroon). Rumours and general knowledge: Llana speaks with a Sembian accent but makes little reference to her homeland. In religious circles (good and bad) she is known for her involvement in a mission against Kanchelsis, the Vampire God, which was successfully resolved by the intervention of certain very well-known mages. Her relationship with Karosin has not endeared her to the Zhentarim though she doesn’t seem to show any fondness for the Harpers- or any organisation for that matter. She’s accepted- and refused- various missions for her temple, and has never celebrated rites publicly in Silverymoon. The couple’s distinct features have identified their presence in the Western Heartlands as well as in Waterdeep (but then, who HASN’T been there?) Sune worshippers note that she has been responsible for temple-run programmes to help prostitutes in various ways; guards, that the worst pimps tend to have disappeared or been found dead. Posted Image |
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| Pamela | Jun 20 2006, 10:35 AM Post #2 |
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Molly
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Post by: eocine: V2.6 on February 23, 2005, 07:50:57 pm Name: Karosin Darkoff Age: 26 Alias (alternate name): Various Skin Color: Caucasian Gender: Male Hair: Black Height: 5'10 Weight: 160 lbs Race: Human Residence: Currently Silverymoon but before that a slew of places. Social status: Area dependent Physical Description/Clothing: Karosin wears his long black hair in braids that hang down below his shoulders and has a neatly trimmed moustache and goatee. Around his neck and wrists he is almost always wearing onyx and obsidian jewellery, though rather than being decorative they are functional, some of these are containers housing various poisons, whilst others conceal lock picks and several pins. He has a small stylised cross tattooed over both of his temples, the reasoning behind this is unknown. No matter on the weather and time spent in the sun he never seems to develop a tan, managing to stay just the correct side of unhealthy in shade. Though several have claimed his eyes to be black they are in fact simply dark brown, behind them is possibly where the darkness lays. No matter the weather he wears fingerless black leather gloves and a wrist sheath that is hidden from view by the black shirts that he wears. (Though of course in ‘civilised’ company the gloves are removed, the sheath on the other hand never is.) His clothing is almost entirely black, the only real flash of colour being a silver cat shaped silver pendant, and even that can be willed to take on a darker hue should stealth be needed. Across his back and shoulders a black hooded cloak sits almost all times. This isn’t strictly vanity, rather it’s enchanted to keep its wearer at optimum body temperature, and thus easily worn in any situation. Background Information (parents, friends, past associations, education, training, grudges, etc.) As with a lot of gutter children Karosin’s young life wasn’t exactly a bed of roses. Left for dead on the streets of Calimport he was forced to fend for himself at a young age, as many are. He eventually found a home at one of the smallest thieves' guilds operating in the city and rapidly rose up the ranks, progressing quickly from killing ‘camels’ to helping with larger scale thieving jobs by being sent in to silently kill the guards before the removal squad made their entrance and removed the takings. In a stroke of good fortune in these formative years he was taken under the wing of the assassin Heinrich Refaller. Heinrich often poisoned the food or drink of his victims, also using contact poisons painted on the door handles and other similar methods of assassination. Despite these lessons Karosin always favored a more...Up close and personal approach, often posing as a beggar before grabbing his victims’ legs and stabbing them with his pin ring as he begged for change. Needless to say when he did this he was always sure to look away, lest the target should see the smile crossing his face… In 1366, the 19 year-old assassin met and fell in love with Ellinda, the young daughter of a prominent local merchant, at her debut into society. Her parents knew nothing of this tryst, as her father was something of a bully, but they managed to see each other often during this time period. During the summer, Karosin returned from an assignment outside the city to find both his mentor and lover gone. Heinrich had been caught in the act of poisoning a judge and summarily executed after a short trial. Ellinda had disappeared after running away from her home. A watchman had seen her sneak into an alley near the Refaller home, and running towards it after overhearing a short struggle, only found a bloodstain spreading in one of the dirty puddles… Hearing of what he believed to be her death, on top of that of his mentor, compelled the young man to focus ever more on his work. He began to take far more pleasure in it than before, using techniques and methods that were designed to inflict maximum pain on those he killed… Whilst the cost to the person he had been was high, it did mean that he scaled the ranks of the guild to which he was tied with staggering speed. He began to travel farther to hunt down marks, ranging from simple merchant targets, to mercenaries and even getting involved in tit-for-tat killings of others in his trade… In 1367, he returned home from his latest assignment to meet the oddly pale form of Ellinda, standing smiling in the moonlit hallway looking at him. He was needless to say stunned by this sudden re-arrival, and sprang forwards to embrace her… But no sooner had he done so than he was able to scent the death on her, and so sprang away, drawing his sabre and dagger… There had always been rumors of a vampire family in Calimport, and suddenly standing before him was proof of it... In a grisly battle which ended up with his house in flames, he finally succeeded in destroying the creature. Taking the dagger before he rose he cut away a single tiny lock of hair, still frazzled from the heat, and tucked it away. Then he pushed her body aside and rolled it towards where the flames burned most strongly… He left the home without a word or a backwards glance, pausing only to pick up his pack before heading for the guild house… Eager to be on the road and working once more. For two further years he traveled across Faerun, indiscriminate and ruthless, happy to use any means to ensure that his purse was a little fuller, and that rage and pain would be visited on others… While he moved and hunted though the Guild wars in Calimport were getting worse and worse, and so it wasn’t a great surprise to him when he returned to the city one day to find the guild house a smoldering wreck…Standing in the smoking ruins he had something of a moment of clarity… Realising that there was not a single thing holding him in the city he decided to move on and out… For a time he freelanced before falling under the ever watchful eyes of Zhentil Keep… The request for an appointment was a bit too much like an order for the assassin’s taste, but he knew that the Dark Network paid better than anyone… So it was that Karosin joined the Zhents, serving his masters with what they considered to be an admirable zeal… He had been working for them for some time when word reached the ears of some of the top ranking Zhents that one of their agents, a Vampire, had been double crossing them, and had fled with a series of implicatory documents… The Vampire had curiously joined a quest led by Maximus van Chapman, a paladin of Lathander, to retrieve a valuable artifact of the Morning Lord, the Tome of the Morning... This holy relic had fallen into the hands of a Vampire demi-god, and it was hoped that they would be able to retrieve it, as had been foretold in a vision that the Paladin had received… It appeared that amongst the powers that the tome possessed was the ability to resurrect and purify the soul of any destroyed undead being, such as Karosin’s now dead lover Ellinda… This knowledge caused him to abandon his Zhent paymasters and join up with the questing party, both for the safety in numbers and the opportunity to steal the book and use it himself. It transpired that one bearing the image of the assassin had been foretold in the Paladin’s vision, much to the horror of the holy warrior… Despite the many vehement protests by other party members it was agreed that the killer could stay with the party, much to their disgust… It was on this journey that he met Llana Arden. Over the next short while Karosin and Llana found themselves falling in love, though it was a distinctly unusual courtship. The group lost nearly half their members by the time they reached the tomb located in the Fields of the Dead where they united with a squadron of Lathanderites and a mercenary company called The Irregulars… In the final stretch of this adventure they were joined up by the duo of Mason and Sully… As was expected this tomb crawl was difficult, and the final battle even more so, but in the end they prevailed, thanks to the timely intervention of a selection of powerful mages and clerics. The time after the battle was one of celebration for most. The assassin, still torn over what to do made his move, broached the topic of whether he would be allowed to use the power of the book to return Ellinda to life... Llana, who had known nothing of this plan was stunned by what she considered to be akin to a betrayal…Needless to say, an interesting time followed… After the conclusion of this chapter in their lives the two of them spent several months in Scornubel and considered settling down in the small city. Finally they decided to move away from the area once more. Together they traveled through much of the Western Heartlands, focusing more on seeing the sights than adventuring per se... Eventually ending up in Waterdeep, where they paid a visit to the main Sune temple existing on Aber Toril. It was in Waterdeep where they decided to turn their hands to a combination of selective mercenary work and bounty hunting, doing numerous tasks for the Sune temple, as well as various other causes. During their residence there, the couple privately married, despite previous protestations over not wanting the shackles of matrimony… Wanderlust struck once more and this time they headed for the ‘Gem of the North’, or Silverymoon as it’s know in more common parlance. They arrived there in the Summer of 1373, and have lived there since. They currently reside in the South Bank section of the city, near a small glade. In terms of adventuring they’ve just about managed to keep their hands in, though they’re considering moving on once more… Stat block: Rog5/Ftr3/Asn5/Duel5: CR 18; ECL 18; hp 165; Init +10; Spd 30 ft; AC 35, touch 28, FF 19; BAB +14/+9/+4; Grapple +16; +16/+11/+6 melee (1d3 + 2, Unarmed), +26/+21/+16 melee (1d8 + 5/crit 15-20, Shadow Secui Sabre), +23/+18/+13 melee (1d4 + 2/crit 19-20, Dagger of Talona), +25/+20/+15 (1d4 + 5/crit 19-20, Dagger of Returning), +25/+20/+15 melee (1d4 + 4/crit 19-20, Aeternus Animus Dagger), +16/+11/+6 melee (1d6 + 2, Sap), +24/+19/+14 melee (1d2 + 2, Pin Ring); SV Fort +12, Ref +31, Will +10; AL N; Str 15, Dex 30, Con 14, Int 17, Wis 15, Cha 13. Skills: Craft (Alchemy) +10, Appraise +3, Balance +41, Bluff +16, Climb +20, Concentration +2, Diplomacy +10, Disable Device +12, Disguise +6, Escape Artist +17, Forgery +3, Gather Information +6, Hide +24, Sleight of Hand +14, Intimidate +9, Jump +20, Listen +6, Move Silently +24, Open Lock +17, Ride +10, Search +5, Sense Motive +14, Spot +17, Tumble +32, Use Rope +14. Feats: Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Improved Two-Weapon Fighting, Martial Weapon Proficiency, Mobility, Shield Proficiency, Simple Weapon Proficiency, Spring Attack, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Combat Expertise, Greater Two-weapon Fighting, Two-Weapon Defense. Spells Per Day: Level 0 =0, Level 1 =4, Level 2 =3, Level 3 =1 Spells Known: Alter self, Cat's grace, Darkness, Deep slumber, Disguise self, Feather fall, Fox's cunning, Invisibility, Jump, Nondetection, Obscuring mist, Sleep, Spider climb, True strike, Vampiric touch. Possessions: Shadow Secui sabre, Dagger of Talona, Aeternus animus dagger, Dagger of returning, Ioun stone (dark blue), Pez Felis, Bracers of armor +6, Gloves of dexterity +6, Ring of protection +2, Improved ring of climbing, Cloak of resisted comforts +4, Slippers of spider climbing, Coins, Bag of holding 2, Tindertwig, 4 Antitoxin (vial), Masterwork thieves' tools, Alchemist's lab, Whetstone, Spyglass, Soap (per lb.), Masterwork manacles, Amazing lock, Hammer, Flint and steel, Crowbar, Chain (10 ft.), 5 Caltrops, Winter blanket, Sap, 0 Blinding powder, Pin ring, Poisons. Posted Image |
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| Darkwind | Jun 30 2006, 11:33 PM Post #3 |
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Native
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Name: Gregory Smith • Age: 28 • Alias (alternate name): Greg • Skin Color: Pale • Gender: Male • Hair: Long; Grey; Wavy; Beardless • Height: 5' 6" • Weight: 175lbs. • Race: Human • Class: Sorcerer 17/ Risen Martyr 1 • Languages Spoken: Common, Celestial • Residence: just arrived at the Mistmaster's tower • Social status: well respected • Reputation: known as a (late) powerful sorcerer • Physical Description/Clothing: His ordeal did not leave him unchanged. Though reformed in a human body, his skin has been bleached, his brown eyes became gray and his hair is fully gray as well. He always wears his black enchanted robe. • Background Information (parents, friends, past associations, education, training, grudges, etc.): Greg is/was son of a smith, which is why he has that surname. His plans to become his father's apprentice were sidetracked when his arcane talent began to manifest itself. Fascinated with the power he could sense moving within him, he left his village at the age of 16. Learning from a bard about the Queen of Aglarond, he made his way there as quickly as he could. He didn't manage to catch her eye and become her apprentice, but at least the people there were more comfortable with and around sorcerers than those at his home village. Arcane might and talent such as his are valuable commodities, which meant he never really lacked for adventuring groups inviting him to join them. Over time, he learned to distinguish the decent adventurers from the other kind and joined one such group on a permanent basis. There, he met a rogue with connections among the Harpers, and in due course joined that organization himself. Recently, he died on a mission to destroy Hellgate Keep, but when he realized that he helped to unwittingly release the fey'ri, he prayed to Chaav the Smiling God that he be allowed to return to the Material Plane and undo this. His wish granted, he reformed among the ruins and after locating his scattered equipment made his way to the Mistmaster's Tower. • Equipment/Personal Items/Livestock/Property/Money/etc: Dagger of Defense(CAd)(58,302gp), Dusty Rose Prism Ioun Stone (5,000gp), Rod of Valmaxian (minor artifact from Magic of Faerun), Headband of Conscious Effort (4,000gp)*, Amulet of Natural Armor +5 (50,000gp), Vest or Resistance +5 (25,000gp), Dyrr's Impervious Vestment (123,000gp), Cloak of Etherealness (55,000), Vambraces of Evil's Warding** (18,000gp), Gloves of Storing x2 (20,000gp), Ring of Counterspells*** (4,000gp), Ring of Evasion (25,000gp), Winged Boots (16,000gp) *Allows wearer to make Concentration checks in place of Fortitude saves **ranged attacks by evil creatures against wearer take a -4 penalty ***Contains Disintegrate • Character Strengths: Very charismatic with tremendous poise and force of personality. Self-reliant and independent, compassionate and humble, cheerful and funny. • Character Weaknesses: Not of the brightest, being barely more intelligent than average. Tends to think in grand terms. Perhaps a little too judgemental. • If your character is a priest or spell caster, give a listing of spells your character knows: Running total slots per day: 7/10/9/9/9/8/8/8/6 Zero-level Sorcerer spells: 7 (6+1) per day, 9 known, DC 19 Detect Magic, Detect Poison, Light, Message, Mage Hand, Arcane Mark, Read Magic, Acid Splash, Caltrops First-level Sorcerer spells: 10 (6+3+1) per day, 5 known, DC 20 Magic Missile, Shield, Backbiter(SC), Targeting Ray(SC), Shocking Grasp Second-level Sorcerer spells: 9 (6+2+1) per day, 5 known, DC 21 Resist Energy, Acid Arrow, Mirror Image, Web, Hideous Laughter Third-level Sorcerer spells: 9 (6+2+1) per day, 4 known, DC 22 Chain Missile(SC), Elation(BoED), Lightning Bolt, Haste Fourth-level Sorcerer spells: 9 (6+2+1) per day, 4 known, DC 23 Dancing Web(BoED), Stoneskin, Greater Invisibility, Charm Monster Fifth-level Sorcerer spells: 9 (6+2+1) per day, 4 known, DC 24 Dismissal, Greater Dimension Door, Arc of Lightning(CA), Prismatic Ray(CA) Sixth-level Sorcerer spells: 8 (6+1+1) per day, 3 known, DC 25 True Seeing, Disintegrate, Chain Lightning Seventh-level Sorcerer spells: 8 (6+1+1) per day, 3 known, DC 26 Mass Hold Person, Glass Strike(SC), Synostodweomer(SC) Eighth-level Sorcerer spells: 6 (4+1+1) per day, 2 known, DC 27 Summon Monster VIII, Lightning Ring(SC) • Any other applicable information you'd like to add: Igor Male Deathless Human Sorcerer 17 / Risen Martyr 1 Chaotic Good Representing Darkwind Strength 12 (+1) Dexterity 17 (+3) Constitution --- [deathless] Intelligence 10 (+0) Wisdom 12 (+1) Charisma 28 (+9) Size: Medium Height: 6' 0" Weight: 185 lb Skin: Pale Eyes: Gray Hair: White; Wavy; Beardless Total Hit Points: 129 Speed: 30 feet Armor Class: 37 = 10 +3 [dexterity] +9[deflection] +5[natural] +1[insight] +9[armor] Touch AC: 23 Flat-footed: 34 Initiative modifier: +3 = +3 [dexterity] Fortitude save: +10 = 5 [base] +5 [resistance] Reflex save: +13 = 5 [base] +3 [dexterity] +5[resistance] Will save: +19 = 13 [base] +1 [wisdom] +5[resistance] Attack (handheld): +10/+5 = 9 [base] +1 [strength] Attack (unarmed): +10/+5 = 9 [base] +1 [strength] Attack (missile): +12/+7 = 9 [base] +3 [dexterity] Grapple check: +10/+5 = 9 [base] +1 [strength] Dagger of Defense [+14/+9 for 1d4+4[enhance]+1[str], crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] Feats: Consecrate Spell (Exalted, Metamagic) Combat Casting Dodge Improved Counterspell Nimbus of Light (Exalted) Spell Penetration Greater Spell Penetration Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Concentration Cha [deathless] 31 = +9 +22 Diplomacy Cha 18 = +9 +7.0 +2 [sense motive] Knowledge (arcana) Int 5 = +0 +5 Sense Motive Wis 10 = +1 +9 Speak Language (Celestial) 1 = -- +1 Spellcraft Int 24 = +0 +22 +2 [Knowledge, arcane] Human: * Extra feat at first level (already included) * Four extra skill points at first level (already included) * One extra skill point at each additional level (already included) Deathless: * Good-aligned with d12; usual undead traits * Turned by evil clerics, recruited by good clerics * Healed by positive energy, "Disrupt undead" and so forth. * Abilities must be highly variable. Sorcerer: * Familiar / Alertness, etc. * Can know only limited numbers of spells * High charisma gains bonus spells daily Risen Martyr * Hit dice d12 * Slow increase in attack bonuses * Slow increase in fortitude saves * Slow increase in reflex saves * Fast increase in will saves * Base 2 skill points per level * No new armor proficiency * No bonus feats * Spiritual Body (Ex): Return from dead as level 0 Risen Martyr in a physical body, gaining deathless type. * Charisma Score Increase: At 1st level, increase CHA by 2. * Deflection Bonus (Su): At 1st level, gain a deflection bonus equal to CHA modifier. * Holy Purpose (Ex): At 1st level, gain a +1 sacred bonus to attack rolls, damage rolls, ability checks and skill checks "directly related to fulfillment of the mission" |
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| Mistress Elysia | Aug 29 2006, 06:40 PM Post #4 |
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When in doubt, assume you rolled a natural 1
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Name: Kher’tal Dlardrageth Alias (preferred name): Fade Age: Around 150 – she is unsure of her actual birth date. Race: Fey’ri (elven tiefling) Alignment:Chaotic Neutral Skin Colour: Pale with a reddish tint to her shoulders and temples and hips (not really noticeable unless you’re looking for it). Gender: Female Hair: Crimson Eye Colour: Crimson Height: 5’2” Weight: 101 lbs Languages: Elven, Common, Infernal. Physical Description/Clothing: Due to her demonic heritage, Fade isn’t as slight as her full-blooded elven cousins and is noticeably more rounded at hip and breast than the elven norm. She has long, blood-red hair that she leaves loose or plaits into a single long braid. She tends to wear black leather – it is hardwearing, supple and practical to her needs, and is rarely seen without her short swords strapped to each hip. Distinguishing Features: Fade’s main distinguishing feature is her tail, which is long and sinewy, tipped with a fluted fan that is almost shaped like an oak leaf. Her tail is adorned with rings and piercings (in the same fashion as others may adorn their ears and fingers). Her hair and eye colour also instantly mark her out as something ‘different’, and so she usually wears a hooded cloak, or, in extreme cases, she will utilise her Fey’ri abilities to change her form to that of another humanoid race. She has a light dusting of translucent scales on her shoulders, hips, the tips of her ears and at the base of her tail, and has adorned her body with many tattoos – the most obvious ones being those that form twisting tendrils that decorate her face. Residence: Was Hellgate Keep. Currently homeless Social status: Former Fey’ri noble, now a criminal Personality Traits: Fade was brought up as a noble of House Dlardrageth and so learnt little of morality and compassion until she was an adult - much older than is considered usual. Due to this, she still finds some of morality’s finer points beyond her, and sometimes finds it hard to understand other’s moral dilemmas when it comes to certain things, especially the finer points of ownership. She will use all resources available to her to get her own way, and if this includes herself, so be it. She can be cruel and abrasive, but also loyal and generous. Her lack of morals means she is neither good nor evil and leans decidedly towards the more chaotic side of life; she will, for example, give all her money to feed a starving family one day only to go and steal all she has given away back from a local merchant the next. She will not ‘moralise’ her situation; she is very impulsive and rarely thinks of the consequences of her actions. She is very quick to anger and has two particular danger signs. The first is her growl, the second: she lashed her tail. If she does both at the same time – run. Due to her past experiences, she is very slow to trust, but once you have earned her friendship she is very loyal and keen to please people she likes; this makes her very vulnerable to exploitation. She does get bored easily, and will instigate arguments to combat her boredom. She also has to learn something about the art of subtlety. History: Born into decadent nobility and a younger niece of Countess Sarya Dlardrageth, Fade lived the life debauched life of the Fey’ri to the full until the point where she was called upon by her Countess to do her duty and submit herself to bearing future generations of cambions and demonfae. Vehemently refusing the ‘honour’ her aunt had bestowed upon her to the point of violence, Fade was given as a gift to the Arcane Brotherhood of Luskan as punishment for her transgressions to be a slave and plaything as well as to seal a deal between the two evil factions. In the harem of the Brotherhood, she met a female half drow called Keita who took pity upon the newcomer with the uncontrollable temper. As Keita taught Fade ways to control her temper and therefore avoid the many beatings and humiliations she had suffered as punishment for her actions, the two of them bonded in a way that was deeper than simple friendship. Despite Keita’s teachings, Fade could not curb the rage she felt against her predicament, and the Master of Slaves soon realised that physical threats and beatings did not work upon the recalcitrant Fey’ri… and so in order to control her, they used and abused the one person she cared about in all the world: Keita. After 5 years of this treatment, both Keita and Fade escaped captivity with the help of their slave-jailor, a weak man named Brennan. Brennan's decision to help them was neither through pity nor compassion, but because one of the Brotherhood had taken a liking to Brennan’s 15 year old daughter and threatened to kill both her and Brennan if he wasn’t allowed to have her. Not knowing what else to do and fearing for his life, Brennan brought his daughter in, only to be haunted by the way she was abused by her new Master. Being in the harem, Keita took it upon herself to look after the young girl. Forever the mercenary at heart, Fade realised that they now had leverage with Brennan – help them escape and they would take his daughter and protect both of them from the Brotherhood. Brennan agonised for a few days over his decision, but made his mind up after Ophelia begged him to listen to her new friends, sobbing that she could take no more of this life. The plan was simple; Brennan was to leave the door unlocked late in the evening, after most of the Brotherhood had retired to their quarters, or were engaged in whatever nefarious after-hours pursuits they had chosen to entertain themselves with. He and Fade were then to go on ahead – Brennan simply because his presence as one of the staff wouldn’t be noted and Fade because of her fighting skills just in case things took a turn for the worst – and Keita and Ophelia to follow once the coast was clear. However, as with most well-laid plans, they had not counted upon one tiny detail: a jealous fellow slave, who saw Brennan’s attention towards the two exotic women as favouritism. After hearing the warning that something was brewing in the harem, a small contingency of guards were dispatched to ensure all was well… During the ensuing desperate flight, Keita was shot in the back by a guard with a crossbow. On witnessing her friend fall, Fade tried to turn back and rescue her, only to see Keita swarmed over by guards, and in one, last, desperate gesture, turn the dagger she had been given upon herself. Beside herself in grief and fury, Fade tried to fight her way through the guards and slay all who had been involved in Keita’s death, but Brennan stopped her, saying there was nothing she could do and getting recaptured wouldn’t solve anything. With a feral scream, Fade vowed to ignore Brennan’s cowardly advice… and then remembers nothing more of that evening, other than waking up in a filthy hovel in the slum district of Luskan. It turned out that Brennan knocked Fade out from behind and dragged her recumbent body out of the shadowed courtyard, using the confusion all around them to his advantage. Disgusted by his attitude and her own perceived weakness, Fade left the hovel, unsure of what to do with herself, but vowing revenge on both the Arcane Brotherhood and her Fey’ri kin. For a short while, Fade existed in the shadowy domain of the Luskan underworld, working as a competent and ruthless thief to keep herself comfortably alive. However, her presence was in no way kept a secret and the rumours of a ‘crimson devil’ that were circulating throughout Luskan soon found the ear of the Arcane Brotherhood. Guessing correctly that they had at last located their missing prize, they dispatched one envoy to recapture her and another to inform their Fey’ri allies of her discovery; luckily, Fade’s underworld connections warned her of their impending arrival and so she had time to flee the city. After wandering aimlessly throughout the countryside of Faerun for a while, being shunned by wary villagers and living in constant fear of recapture, Fade decided to return to the area of her birth and hopefully seek sanctuary in Silverymoon. She also decided that she would inform the authorities there of all she knew about the deals between the Arcane Brotherhood and her people and then, maybe, take revenge on both of them for all they have done to her… Notable Possessions: ‘Lawbreaker’: +5 Anarchic Short Sword; ‘Tholdagnir’: +4 Keen, Evil Outsider Bane Short Sword Stat block: Rog7/Ftr5/Duel4/ Sor1 (inactive): CR 17; Medium Humanoid (Elf); HD 7d6(Rogue), 5d10(Fighter), 4d10(Duelist), 1d4(Sorcerer) (inactive); HP: 89 Init +11 AC: 30 (Flatfooted: 30 Touch: 26 Canny defence: 33); Atk +16/11/6 base melee, +23/18/13 base ranged; +25/20/15 (1d4+4, +2 Dagger); +28/23/18 (1d6+8, +4 Sword, short); +29/24/19 (1d6+9, +5 Sword, short); Two Weapon: +26/21/16/+27/22 (1d6+8, +4 Sword, short; 1d6+8, +5 Sword, short); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment, Spells and Effects, Electricity and Poison (fey’ri ability); /20 resistance to fire (fey’ri ability); charm person as per 17th level sorc. Saves Fort +11, Ref +23, Will +9; Stats: STR 14, DEX 28, CON 11, INT 16, WIS 8, CHA 16. Skills: Balance +15, Bluff + 9, Climb +12, Disable Device +17, Escape Artist +15, Hide +20, Intimidate +9, Jump +11, Listen +13, Move Silently +20, Open Lock +21, Perform (Dance) +8, Search +19, Sense Motive +5, Sleight of Hand +16, Spot +17, Tumble +24. Feats: Armour Proficiency: heavy, Armour Proficiency: light, Armour Proficiency: medium, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Mobility, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Finesse, Weapon Focus: Sword, short, Weapon Specialization: Sword, short. Spells Known (Sor 5/4): Inactive due to magical incarceration. Possessions: Weapons: +5 Sword, short: Anarchic (98,310 gp); +4 Sword, short: Bane: Evil Outsider, Keen (72,310 gp); +2 Dagger (8,302 gp). Magic: Wondrous: Bracers of Armor +4 (16,000 gp); Wondrous: Cloak of Resistance +4 (16,000 gp); Wondrous: Gloves of Dexterity +4 (16,000 gp); Ring: Protection +4 (32,000 gp). Posted Image |
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| Darkwind | Sep 17 2006, 06:30 PM Post #5 |
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Native
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Name: Avelaer Lafesti • Age: 208 • Alias (alternate name): • Skin Color: Fair • Gender: Male • Hair: Long; Black; Wavy; Beardless • Height: 5' 3" • Weight: 150lbs. • Race: Moon Elf • Class: Fighter 8 / Wizard 1/ Bladesinger 10 • Languages Spoken: Chondathan, Common, Dwarven, Elven, Gnome, Halfling, Illuskan, Sylvan, Draconic • Residence: Evereska • Social status: soon-to-be weapon master of the Evereskan bladesingers • Reputation: famous in Evereska, unknown elsewhere • Physical Description/Clothing: Avelaer prefers to dress conservatively in tunic, pants and forestwarden shroud (see Races of Wild, page 167 for picture) of muted colors. His clothes are the of finest quality elven craftsmen could provide, but the cut and style is reserved. His appearance is unremarkable--he is of average height and weight for an elf--and so are his features. • Background Information (parents, friends, past associations, education, training, grudges, etc.): Avelaer was born Nym Laelithar, only child of two of Evereska's prominent wizards. After reaching maturity, he chose to take a different name, one he created for himself. Despite displaying the genius he probably inherited from his parents, Nym was not particularly interested in spending decades indoors, studying cryptic lore. His parents, naturally disappointed, were nonetheless wise enough to realize that there was nothing they could do about it and graciously supported him in his search for a path of his own. The bladesinger tradition is strong in Evereska and like many young elves, Avelaer was taken by the beauty and efficiency, as well as efficacy, of that fighting style. After going through the typical elven adolescent dilletante phase--during which he first decided to be a bard, then a wizard after all, then a rogue, then a bard again--he finally settled on the martial path and trained as a fighter, all with the intention of joining the ranks of bladesingers. The requirements for entry being what they were, he'd become an accomplished fighter by the time he joined. As a bladesinger, his intelligence gave him a huge advantage in predicting and avoiding attacks, and he easily mastered all the special techniques his weapon masters had to teach him. Before he made the logical next step, and became a teacher of young bladesingers, he decided to visit the Granfather Tree in the High Forest. Traveling alone, he was ambushed within the forest and, despite slaying several of his attackers, incapacitated and taken prisoner. • Equipment/Personal Items/Livestock/Property/Money/etc: MW Elven Hand Harp (RoW), Efficient Quiver, Ioun Stone Dusty Rose Prism and Clear Spindle, 5 potions of Spider Climb, 5 potions of Cure Serious Wounds, Headband of Intellect+6, Goggles of Night, Amulet of Natural Armor+5, Vest of Resistance+5(CA), Arither Ath'Seldarine (as his minor artifact)*, Belt of Hidden Pouches(RoW), Wings of Flying, Greater Bracers of Archery, Ring of Evasion, Ring of Air Command, Avelas** *Arither Ath'Seldarine (Silver Armor of the Seldarine): Mithral +5 Death Ward(MoF) Empyreal(BoED) Chain shirt of Nimbleness(MoF) is light and flexible enough to be unnoticed under a layer of clothing. It is decorated with images of the Seldarine, with Corellon and Sehanine being the most prominent. (Total effective magic bonus is +10) **Avelas: +4 Holy Light Swordbow (RoW) (106,650) +4 holy rapier [+29, 1d6+4+4+2 (+2d6), crit 17-20/x2, 2 lb., one-handed, piercing] +4 holy shortbow [+29, 1d6+4+1 (+2d6), crit x3, two-handed, piercing] • Character Strengths: Charismatic through the force of his personality more than appearance. Brilliant, but usually does not bother to show it--his intelligence is a weapon he'd honed over the years and he normally shows it only in battle. • Character Weaknesses: Reclusive, prefers to be alone most of the time. Tends to be biased against other races, though no more than most elves. However, he knows that some individuals could be exceptions to the rule. • If your character is a priest or spell caster, give a listing of spells your character knows: Zero-level Wizard spells: 3 per day, DC 19 Detect Magic* x2, Message* First-level Wizard spells: 3 (1 + 2) per day, DC 20 Protection from Evil*, Color Spray* x2 First-level Bladesinger spells: 6 (4+2) per day, DC 20 Shield, Expeditious Retreat, True Strike x4 Second-level Bladesinger spells: 6 (4+2) per day, DC 21 Blur x2, Protection from Arrows, Mirror Image, Cat's Grace x2 Third-level Bladesinger spells: 4 (3+1) per day, DC 22 Displacement x2, Haste x2 Fourth-level Bladesinger spells: 4 (3+1) per day, DC 23 Stoneskin, Improved Invisibility x2, Dimension Door • Any other applicable information you'd like to add: |
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| Castamir | Feb 5 2007, 12:06 AM Post #6 |
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Native
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--UPDATED-- Name:Skafloc Age: Hard to tell, he certainly doesn't know but you'd place him somewhere in his early 30s. Skin Color: Tanned, weathered, tattoed and baring the scars of many battles. Gender: Male. Hair: Dark brown, but often dyed red or blue (or both) Height: 6' Weight: 210lbs. Race: Human. Languages Spoken: Common (though he is illiterate). Residence: Originally from the foothills of the Spine of the World Mountains. Now of no fixed abode. Social status: Originally a respected member of the White Wolf tribe. Now doesn't spend enough time anywhere to gain any status other that a travelling adventurer and occasional wrecker of taverns. Physical Description/Clothing: Skafloc is not overly tall at 6', but is - as can be expected from a barbarian - extremely athletic, with pronounced muscles making him quite physically imposing. He hair is long and when he has the materials available he tends to spike it and colour it, as is the custom of his tribe - believing it makes them look more fearsome. Combined with the warpaint and tattoos, it tends to work, especially when compared to the relatively 'enlightened' folk who travel between the spheres. He bears the scars of his past battles, and the tattoos and tribal scars of his ascention to adulthood with pride. He wears hide armour, boots, and gold torcs about his arms and neck, and depending on the climate a fur cloak. He wears a gold ear ring from which hangs the tooth of a brown bear, the animal he hunted alone as part of his test of adulthood. Background Information: Skafloc is a proud tribesman, and he will tell you that currently he is on an extended personal quest so that when he finally returns to his tribe he will have tales of daring and wonder to tell them. How he plans to return to them is anyone's guess - although his quest seems admirable to the casual observer, scratch beneath the surface and it all becomes a little more complicated. There are few alive who know of Skafloc's real motivation as he doesn't easily share his past, perhaps only a handful of individuals even know the truth. There was once a time when he would not even willingly dwell upon it himself. He keeps his thoughts guarded and there are times when he seems to believe his tale of his quest and eventual return to his tribe. The truth is his return to his tribe and family will never be that easy... He is in fact the only surviving member of his tribe. Every other member (including his young wife and child) were slaughtered in a sudden attack by a huge horde of orcs, Skafloc himself was knocked unconsious and fell into a river which carried him downstream - when he regained his senses he ran back to find them all dead, and the orcs moved on. He tried to follow but had been unconsious for so long that fresh snow had covered their tracks and they had fled back into the mouintains. Unable to face the truth, the shame of being the only survivor has caused him to invent this 'quest', and now he travels, trying to do deeds to make a tribe that doesn't exist anymore proud of him. Character Strengths: Skafloc comes from a tradition of bravery to the point of stupidity, but he is far from stupid and is a capable warrior, in a pitched battle he can work himself into a rage just like any barbarian, but he is also capable of deeper thought than is at first apparent - his simple outlook on life can often be refreshing, cutting to the chase rather than getting caught up on details. He is also a man of honour, once he gives his word, he would die rather than dishonour his ancestors by breaking it. Character Weaknesses: Skafloc is a damaged man, living a lie due to a past that he has avoided facing up to for many years. Also whilst far from unintelligent, he has not really benefitted from an education, and so when he comes across situations he is unfamiliar with he can often appear naive - though his extensive travels have filled in many gaps. Rather understandably he also has some deep and hard to shake views on Orcs.. Any other useful info: He is proficient with wilderness lore, able to easily survive off the land, skills known by even the youngest of his tribe simply so that they can survive the harsh winters. Noteable Equipment/Personal Items/Livestock/Property/Money/etc: As is the way of his people Skafloc places little significance in worldy goods, taking only what he needs to further his goals. His equipment list is as follows; Vorpal Greataxe "Brainbiter" - a treasured posession handed down to him by his great grandfather, who brought it with him when he came to live with the tribe. Some tribal legends suggest his great grandfather was not of their people, and the otherworldly nature of the axe would support it, though Skafloc has never particularly considered it important, and as such didn't find out any more before his tribe was destroyed. Hide Armour - His hide armour looks like it's seen better days and is constantly being augmented with replacement parts when he has the time - it does however bear a powerful enchantment. Bling - He wears two gold torcs of Strength and the Bear tooth earring. Money - Somehow he never seems to hang onto money, unless he needs it for a specific purpose the most he ever possesses is about 100GP Posted Image |
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| tarlyn | Mar 27 2007, 10:02 PM Post #7 |
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Native
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Ok so now without further ado, here he is Tarlyn as written by lil ole me. Name: Tarlyn Catslove Age:140 Skin Color: Light Gender: Male Hair: Black Height: 5”00 Weight:100 Race: Moon Elf Residence: Presently none to speak of. Physical Description/Clothing: Modest clothing, nothing fancy except for his cloak. Tarlyn does not believe in elaborate clothing and such. He doesn’t even own anything elaborate. He has long black straight hair, tied back in a pony tail, with very sparkling amber eyes and an easy smile. Tarlyn is quite young and has not been out all that much so can appear to be naïve sometimes, I guess this happens when you spend all your time behind books! Background Information (parents, friends, past associations, education, training, grudges, etc.): As far back as Tarlyn can remember, he was always interested in more mind building activities such as reading, or his Goddess Sehanine Moonbow. While other elves would learn archery and swordplay, there was Tarlyn, behind a book or with a Priest of their Goddess, learning, learning and of course learning.BY the time Tarlyn was the young age of 90, barely an adult, he had learned what he thought he could, so upon discussing this with his parents and teachers it was decided that he would travel to Waterdeep and study there at the Wizard school, learning magic from a different perspective, a human one! Off he went to Waterdeep, the City of Splendors! There he studied for 35 years, adding to his growing knowledge, and so young. Once he was satisfied he had learned what he could, he traveled to the Dalelands to find a human Druid and live with her/him if accepted, to understand a human’s point of view of theology. Here he did meet someone and lived with them in the forest for 5 years, learning as much as he could. Upon returning home he discovered that one of their kin, a certain Avelar Lafesti had gone missing and was presumed possibly dead. It was also at this time that he was offered the opportunity of researching for the Mistmaster, which he accepted hands down. After 5 years and many hours of research and dedication to his work, the Mistmaster rewarded Tarlyn with the task of going to Elven Port, finding a group of adventurers he sent there himself to search for a Crystal responsible for the destruction of HellGate Keep! Off Tarlyn went, eager to help and adventure for the first time. Stat Block: Str: 12 Ac: 25 Dex: 20 Ini: +9 Con: 11 Fort: +8 Int: 18 Refl: +10 Wis: 17 Will: +18 Cha: 14 SR: 21 Hp: 64 Wizard 5, Cleric 4, Mystic Theurge 10 Feats: Gift of Tongues,Combat Casting,Improved Initiative,Improved Turning, Point Blank Shot,Precise Shot,Rapid Shot,Empower Spell. Skills:Concentration +9,Decipher Script +11,Diplomacy +15,Heal +11,Knowledge Arcana +18;Geography +9;History +9;Local +9;Nature +9,Religion +13, Planes +12, Sense Motive +11,Spellcraft +19, Survival +12. Hand Held attack: +15/+10 Missile Attack: +19/+15 Grapple: +11/+6 Tarlyn carries a Mace +4 along with a Short Bow +4 with magical +4 arrows. Wizard Spells memorized: 0 level: Detect Magic,Read Magic,Open/Close,Mage Hand. 1st Level: Shield,Mage Armor,Protection from Evil,Identify,Magic Missile. 2nd Level: Melf’s Acid Arrow,Web,See Invisibility,Invisibility,Scorching Ray. 3rd Level: Dispel Magic,Clairaudience/Clairvoyance,Gaseous Form,Haste,Greater Mage Armor. 4th Level: Stoneskin,Evard’s Black Tentacles,Orb of Acid(2x) Greater Invisibility. 5th Level: Prying Eyes,Telekinesis,Wall of Force,Feeblemind. 6th Level: Wall of Iron,Acid Fog,Greater Heroism. 7th Level: Delayed Blast Fireball,Prismatic Spray. 8th Level: Iron Body. Cleric Spells memorized:*Denotes Domain spell. 0 level: Create Water,Detect Poison,Mending,Purify Food and Drink, Detect Magic(2x). 1st Level: Bless,Detect Evil,Sanctuaryx2,Endure Elements,Obscuring Mists, *True Strike. 2nd Level: Aid,Bull’s Strength,Gentle Repose,Remove Paralysis,*Cat’s Grace,Darkness,Hold Person. 3rd Level: Remove Curse,Remove Disease,Protection from Energy,Create Food and Water,*Snare,Dispel Magic. 4th Level: Discern Lies,Restoration,DIsmissal x2,*Dimension Door. 5th Level: Flamestrike,Plane Shift,Dispel Evil,True Seeing,*Commune with Nature. 6th Level: Blade Barrier,Forbiddance,Wind Walk,*Find the Path. 7th Level: Regenerate,Resurrection,*Greater Teleport. Posted Image Cept the hair is black sorry dont know how to color the hair. |
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8:48 AM Jul 11