| Original Fantasy Before the final chapter, there is a beginning, a start, an adjustment period. For fantasy, this is it. |

10-11-2006, 11:21 AM
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Well... Old age isn't worth it if I dont have the cohorts.
I guess I'll start with Power Attack and Improved Bull Rush instead.
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10-13-2006, 11:36 AM
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quick reply: the campaign i was doin with my buddies came to and end, and we're switchin DMs... gonna use that paladin instead. gimme a sec to change it, though i dont have the sheet with me.
Name: Bleys Wanderlust
Race: Half- Wood Elf / Half- Haunted Forest Ork
Class: Barb1/brd1/fighter1/ranger1/paladin1 (paladin was the first level, he can never gain levels in it again)
Deity: Illyria of Avalon, Goddess of the Battlefield. (tending to the wounded, not of combat itself) (Blessed Hands: may magically heal 1 dmg as lay hands, 1/hour)
17,16,15,13,13,11
Str 14
Dex 21 (racial)
Con 14 (racial)
Int 11
Wis 13
Cha 11 (racial)
BAB:+4
m. Greatbow, mighty +3: +10 (1d10+2 dmg piercing x3, 100ft range incrments)
m.Scimitar: +7 (1d6+2 dmg slashing,18-20 x2)
m.Dagger:+7(1d4+2 dmg piercing/slashing, 19-20 x2)
Rohzuk's Longspear:+8(1d8+4, piercing, x3, reach, 'bestow curse' if used to kill)
HP:56
AC:18=10+5dex+3armor
fort: 10
ref: 9
Will: 3
Feats(2 normal, 1 fighter) Skill focus: Survival, Skill Focus: healing, Combat Reflexes
Class features:track, favored enemy: Gnolls (+2),wild empathy, fast movement, rage 1/day, Bardic music 1/day, bardic knowledge, countersong, fascinate, inspire courage +1, Aura of good, detect evil, smite evil 1/day
Racial:
speacial:
spells:
level 0 (2/day)
4 known
skills(26):
Healing 6+3focus+1wis=10
Survival 6+3focus+1wis=10
Swim:2+2str=4
Jump:2+2str=4
Climb:2+2str=4
Sense Motive:2+1wis=3
Craft (Fletcher):3
Perform (Grand Harp):3
NOTE:animal empathy is now wild empathy, did you want handle animal? i filled out the rest of the skills, but if you don't like them, fix them your way, just trying to move things along....
Equipment: Greatbow of Strength (add up to +3 of str bonus to dmg), Scimitar + bootknife, Elyza's Leathers (+1 leather armour, grants bonus to move silently while in Grey elf controlled forests), Rohzuk's Longspear (+2, ork only, may only be wielded in a duel for honour, curses user if used to kill), 50ft rope
Special race:
Orks of the Haunted Forest.
Alignment: Chaotic-Neutral
The orks of the haunted forest are known for their weakness. Unlike the average orks, they spend more of their time afraid for their lives. They are most skilled at climbing trees and hiding behind whatever is available, due to the presence of an Ogre-Mage turned Lich residing in the forest. Favoured class is Rogue, though tribes (consisting of two to five families, usually the fathers are cousins or brothers-in-arms) are often led by the most cunning tracker amongst them. Their personality and grooming are notoriously rotten, as they tend to keep to one-word sentences and spend more time worrying about their surroundings than how they smell.
Finish later i'm late for a meeting.
EDIT:larrin: added the basics.
Background: Bleys was the child of a great and powerful druid, a woman who knew no equal. Her uncle - who raised her from a young age - never had children of his own, so raised the vivacious ork woman as his son. He was a great warrior, and devout servitor of the five pagan Gods of the old ways... Lord of the Hunt, Wife of the Hearth, Daughter of Restful Nights, Son of the Wild, and the Bastard - also known as the Orphan of War. Rozhuk never told his niece about her parents, nor how they died, but eventually she came to realize that Rozhuk killed them to become chief. Understandably, not the greatest situation.
Anyways, years later, there was an adventuring party travelling through the haunted forest, and it fell on Ghuldine to save them from the great and powerful Lich. One of the members of the group, a soft-spoken bard by the name of Mionulien Sulthwys (Moonstride Wanderlust), fell in love with the rough-around-the-edges ork princess, and invited her to join them.
They had many exciting quests and stories, but none so noteworthy as their son - Bleys. He was raised in a loving atmosphere for many years among the elven folk, until one fateful night when Mionulien lost his life to a gnoll raiding party. Ghuldine knew she had only been welcome for the sake of her husband and child, so did the only thing she could think of... she packed her belongings and her then 11 year old son and went back home. Her once-proud tribe was in shambles, and only a few remained. Her uncle, strong and proud as he was, had spent all these years killing anyone he considered a threat to his leadership. In a rare show of kinship, Ghuldine did what she could over the next few years to regrow the trust of the orks still inhabiting the forest, while Rozhuk taught young Bleys the ways of their people. It was in this capacity that Rozhuk fought off a dire bear to protect his young heir, losing his life in the process. Bleys did all he could to save the life of this strange man that he barely knew, but all to no avail. Worse still, Rozhuk acknowledged Bleys as the new chieftain from his deathbed, shattering whatever ties the tribe still had. They knew what he was, and there was no way any of them would follow an elf. Out of respect for his mother, they let him live, instead breaking off into small family-tribes, losing what form of civilization they once had and becoming feral once again to survive in their harsh surroundings.
Bleys swore he would never make the mistakes of his kin, vowing instead to protect those around him. It was fairly short-lived, as he did not have the righteous sense of faith required to follow such a path of self enlightenment. However, he always carried the blessings of the Gods, because he always acted in a kind manner when it truly meant the most.
Last edited by Larrin; 10-31-2006 at 12:56 PM.
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10-17-2006, 08:09 AM
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Okay, so once we get morty's character up and running, we can begin. I've found a module thats seems to fit in well and would make a good adventure, with a few twists here and there, so if you guys have no objections, it'll start out with the three of you on a mission from the crown.
__________________
Chaos is the friend of those who make no enemies, and form no alliances
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10-18-2006, 09:18 AM
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Sure... though just so you know I am gonna be switching bases with this next week so if I am not on much for the next three weeks its cause I have alot of stuff I got to do for out/ in processing...
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"Fine, have your mind controlled and be flung into battle like a living grenade." - DC to Oblivion
" The concern is not the cost of one bullet, but the cost the damage one bullet can do." -Coworker remark on accountability of items
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10-23-2006, 09:15 AM
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been trying to be on here more, been crazy at work so I've been out of touch but I'm trying >.<
let me see if I can come up with a good character for this.
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10-23-2006, 10:27 AM
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Ok, I've tried making a char, but I'm not too D&D savvy like many of you already know.
So I have an idea, and if anyone has recommendations on what could best constitute what I want, I would be grateful.
Summary:
Taliesin was no ordinary Mindflayer. Well, actually he was, but he had an natural gift for magic. Beyond natural actually, Taliesin for some reason possessed no skill at all regarding Psionics, but instead was able to grasp innately the theories and practices of the arcane art.
However, his family didn't like this, being Taliesin instead of collecting humanoid slaves like a good little octopus-human-thingie, he spent all his time looking through spellbooks of those who they had enslaved. Well finally, his parents had enough, and took Taliesin to see the head Mindflayer of thier community, begging him to reprogram Taliesin's brain to be like a regular mindflayer. Well the Head Mindflayer took pity, and refried Taliesin's noggin. But for some reason, it didn't work. Instead, what seemed to happen is the refry removed some of the inhibitors in Taliesin's brain. Instead of being mildly fascinated by magic, he was consumed by it. It was the work of the Gods, said the head mindflayer, when questioned. Taliesin was now driven to possess magic, in fact, went through any means nessecary to acquire every single magic spell. Not just the ultra rare or ultra powerful, but every single piece from Hojo's Empowered Floor Sweeping Broom Evocation to Bigby's World Crushing Fist. But part of the problem is that Taliesin, aside from being crazy about magic, is now just plain mad in general. He's so off the wall, that he was driven out of the community, not by force, as the last one who tried got hit with a dozen spells, but by the entire community whispering that tons of magic could be found on the surface.
So now he is a member of this planar being's court, sort of a oracle but not foretelling in anysort of way, and still trying to collect every single spell he has ever seen.
Abilities:
Arcane Intuition: A chance upon watching a spell being cast or recognizing the school and damage type being cast.
Prismic Memory: A chance of being able to temporarily learn a spell just by watching it being cast.
Items:
Tome of Unbound Pages
an Artifact that could only be the work of some tricky outsider, this neat but not really remarkable book was created to be the ultimate spellbook. With limitless pages, every spell in existence could be eventually written in it's pages, but it is doubtful it could be found easily again. The enchantment on the book allows for an unlimited amount of pages, but the pages are never in the same place.
At the beginning of each day, the GM chooses 4 spells that the book offers up each day. They can be original D&D spells or variants in anyway. Taliesin can either learn the spell into his memory or cast it from the book once that day. If he casts the spell from the book then the spell is gone and is replaced by a new spell the next day. If it is not cast it remains the same until the end of the week, at which the book gives up 4 new spells.
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10-23-2006, 10:48 AM
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okay, well if you want to be able to learn every spell then you'll need to be a wizard. also, arcane intuition is pretty much the same as the spellcraft skill, which as a wizard i'm sure you would take, but i'll work it in as a bonus. Also, do you want the tome to be your ONLY source of written spells (??) or do you plan on using a normal spellbook as well....
i'll get more in detail later when i'm not supposed to be working.
i'm thinking your racial abilites will look like this...
+4 Int
+2Wis
+2Cha
Favored class Wizard
• Medium Size
• 30’ Movement
• Darkvision 60’
• +1 Natural Armor bonus to AC
• Natural Weapons – 2 tentacles (1d4).
• Special Attacks – Improved Grab
• Special Quality – Telepathy 100’
__________________
Chaos is the friend of those who make no enemies, and form no alliances
Last edited by Larrin; 10-23-2006 at 10:53 AM.
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10-23-2006, 11:51 AM
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oh... two wizards.. this could be fun...
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Who's bright idea was it to stave off natural selection by putting warning labels onto household items?
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10-23-2006, 06:26 PM
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Corlaan;As always just a suggestion,
Race:Mind-flayer
Class: Wizard (generalist) 5
Alignment: Neutral OR neutral evil, but as i said before you actually don't need to declare on.
Postition: Clergy (scholar)
Rank: Merchant (you don't sound like nobility, but no mindflayer would ever be a commoner)
Deity: The Mysetery (neutral deity of magic) Granted power: frantic inscriber: may inscribe 6 levels of spells into tome of unbound pages in 4 hours. more levels than that cost the normal amount of time.
stats:
str:13
dex:16
con:15
int:17+4+1=22
wis:13+2=15
cha:11+2=13
BAB:+2
Tentacle:+3 (1d4+1 dmg x2 crit)) (+3/-2 as a full attack, -2/-2 as secoundaries))
Rays:+5 (x2 crit)
melee touch:+3 (x2 crit)
HP:30
AC:14=10+3dex+1n.armor
fort: 3
ref: 4
Will: 6
Feats (2): Do you want A)meta-magic (increase spell effects) B) Spells to be more effective vs spell resistance c)non-magical feat d)a smattering of magic realted feats, but not a direct progress OR e)spell school focuses
racial abilities:
• +1 Natural Armor bonus to AC
• Natural Weapons – 2 tentacles (1d4).
• Special Attacks – Improved Grab
• Special Quality – Telepathy 100’ (talk to anyone within 100' in any language)
Spells(slots):
0th(4):
1st(5):
2nd(4):
3rd(3):
class abilities:BonusFeat:empower spell(+2 to level, +50% numerical effect), scribe scroll, Familiar replacement ability:Prismatic Awareness
Prismatic Awareness – gain the following:
-Sense Motives becomes a Class-skill.
-Identify when cast as a spell only takes 10 minutes to cast (instead
of 1 hour).
-Arcane Eye (as the spell, 1/day) moves at 20’ per round when
studying its surroundings (instead of 10’).
-Randomly each day one school of spells gain +1 DC (stacks
with Spell Focus)
Speacial abilities:
Arcane Intuition: A chance upon watching a spell being cast or recognizing the school and damage type being cast. +4 to spellcraft checks to identify spells
Prismic Memory: A chance of being able to temporarily learn a spell just by watching it being cast. On a successfull identification of a spell, roll 1d10. on a 10 you have the option to temporarily learn the spell. within 10 minutes you may 1)use a number of spell slots so that the levels sacrifices are at least the the level of the spell you saw to cast it (thus wiping it from your memory) or 2)use one of the highest level spell slots for the day to lock the spell in your head until you write it in the Tome of unbound pages. while locked in your head, you cannot cast it.
Skills: (66)
spellcraft:8+6+2syn=16 (20 to determine spells)
knowledge arcana:8+6=14 (+2syn bonus on Spellcraft checks)
knowledge planes:8+6=14
concentration:8+2=10
decipherscript:8+6=14
knowledge religion:5+6=10
knowledge nature:5+6=10
knowledge dungeoneering:5+6=11
Craft (alchemy) 5 +6=11
sense motive 6+2=8
Equipement:
Tome of Unbound Pages
an Artifact that could only be the work of some tricky outsider, this neat but not really remarkable book was created to be the ultimate spellbook. With limitless pages, every spell in existence could be eventually written in it's pages, but it is doubtful it could be found easily again. The enchantment on the book allows for an unlimited amount of pages, but the pages are never in the same place.
At the beginning of each day, the GM chooses 4 spells that the book offers up each day. They can be original D&D spells or variants in anyway. Taliesin can either learn the spell into his memory or cast it from the book once that day. If he casts the spell from the book then the spell is gone and is replaced by a new spell the next day. If it is not cast it remains the same until the end of the week, at which the book gives up 4 new spells.
SPELLS: (TBA)
Spell book (mundane):
oth level spells: all
level 1 spells:
Abjur
* Endure Elements: Exist comfortably in hot or cold environments.
* Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Conj
* Mage Armor: Gives subject +4 armor bonus.
* Summon Monster I: Calls extraplanar creature to fight for you.
Div
* Comprehend Languages: You understand all spoken and written languages.
* Identify M: Determines properties of magic item.
Evoc
* Burning Hands: 1d4/level fire damage (max 5d4).
* Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Illus
* Disguise Self: Changes your appearance.
Necro
* Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Trans
* Feather Fall: Objects or creatures fall slowly.
level 2:
Abjur
* Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Div
* See Invisibility: Reveals invisible creatures or objects.
Evoc
* Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Illus
* Blur: Attacks miss subject 20% of the time.
Necro
* Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Trans
* Knock: Opens locked or magically sealed door.
level 3 spells;
Div
* Arcane Sight: Magical auras become visible to you.
evo:
Fireball: 1d6 damage per level, 20-ft. radius.
trans:
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
background:
__________________
Chaos is the friend of those who make no enemies, and form no alliances
Last edited by Larrin; 10-31-2006 at 12:44 PM.
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10-28-2006, 02:48 PM
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Background Part Two: (to connect with the story you've started)
In an attempt to re-attain his original path of goodness, Bleys has set forth over the years trying to find a cause so just that his great Goddess will once again hold him to Her loving bosom. For many years he wandered the many kingdoms of Men, always an outsider. Elves feared him, Orks spat upon him, and humans were afraid of anything they did not know. The only ones that accepted him were the halfling folk, because they cared only about who you were, not what. Oh, and dwarves, so long as he spilled neither ale nor blood in their presence. After all, its below a dwarf's honour to hate someone without due cause - they'll just pretend to ignore you while they size you up. However, one old dwarf took a liking to the lad after witnessing a barfight-turned-bloodbath. One battle-scarred half-ork was bragging about how his father raped a hundred women in a single raid, breeding his way to world domination. Making the mistake of saying "Your weak mother was probably one of them", he sealed his own fate. However, being a matter of honour and not survival, Bleys left the thug broken and battered, saying that he would forever remember how weak the blood running through his veins truly was. The mighty dwarf, a warrior-priest himself, told young Bleys to find his place in the guardianship of a mysterious half-giant king. It was many years of travel to reach this mysterious kingdom, and upon arriving the old dwarf fell into a fit of despair at learning his old mentor had died battling a dragon.
Which brings us to the present... Bleys is in a kingdom he knows nothing about, his new tutor Daemli can't free his hand from the tankard long enough to grab his hammer and avenge his old friend, and everything he knew and loved is long behind him.
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