| Rafael The Silent |
Doomed Hero here, submitting Judah Locke, Oracle of the Dark Tapestry.
Judah used to be a rather ineffective thief that got his hands on a relic that changed his life forever. Now he is a conduit for dark and terrible things that he doesn't understand.
He does not serve them. He is terrified of them, but he knows his only hope of regaining any control of his life is to learn about them and try to stop them from doing the things that they show him in his dreams.
In combat, Judah can Heal, Debuff, Summon, and makes a decent rear-line combatant/caster guard.
Out of combat, he is an effective Diplomat, can Stealth, Disable Device and Use Magic Device.
He's a pretty versatile fellow. :)
His background is done and his mechanics are about 85% there. I should have him completely done tonight.
Judah Locke the guy with the concept I wish I had thought of.
| Icabhod |
Icabhod, Oracle of Battle(Wasting curse)
Icabhod's condition is a mystery to him. Was it because he touched the wrong object or came to the attention of a malignant being? What ever the cause, his skin started to bleed and he must wrap himself in bandages and cloaks to hide his apperance. He hopes at least to be able to find some kind of magical clothing that will keep the bloodstains in check.
Icabhod's role is a kind of swiss-army knife. He plans on carrying a variety of weapons to deal with creatures. Silver,cold-iron or just magic. He can heal and will eventually be using Spear of Purity,and Searing Light to help combat foul beings.
| Lumiere Dawnbringer |
Lumiere Dawnbringer;
Female Angelkin Paladin of the concept of justice and righteousness
Str 17 Dex 14 Con 12 Int 14 Wis 7 Cha 16
some rules twistings i will need
the waiving of the lawful good restrictions and a variant paladins code to replace the normal one.
basically, lies and poisons would be tolerated, and torturing vile fiends would be approved, as would the use of ranged weapons and dishonorable tactics.
the alternate code would instead feature
- women and children are not defenseless, if they make themselves a target, there is no shame in defeating them
- those who harm the defenseless are to be slaughtered like sheep, their body is to be displayed. a disarmed worthy adversary or sleeping dragon are not to be considered defenseless.
- those who inflict harm those you consider a relative or close friend with an intent to kill, maim, or capture, are to be slaughtered like sheep, torture is acceptable as a means to locate conspirators
- honor is an illusion that impedes the way of justice, if associating with evil or performing evil helps bring justice, you may do so without hesitation
- injustice doesn't play fair, thus you needn't play fair either in this crusade, deception, stealth, ranged weaponry, poisons, dishonorable tactics, and cruelty are all valid tools to bring justice
- you need not accept every plea for mercy, and a prisoner would be a hinderance, if a truly vile individual begs for mercy, you have permission to execute him or her on the spot using any desired means available
- if an evil foe makes a monologue, you need not listen to the monologue whatsoever, if you wish to slay him or her while he or she speaks, transforms, buffs, heals, or dons his or her gear or is otherwise not ready, you may do so. waiting for finished preparations only hinders the crusade against injustice
roger Gilbert
|
Lick toad wondering around
Poof of zog son
Goblin Cleric (Undead Lord) 1
N Small Humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 18, touch 14, flat-footed 15 (+3 armor, +1 shield, +3 Dex, +1 size)
hp 8 (1d8)
Fort +2, Ref +3, Will +5
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Offense
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Speed 30 ft.
Melee Javelin -3 (1d4/x2) and
. . Morningstar +1 (1d6/x2)
Cleric (Undead Lord) Spells Prepared (CL 1):
1 (2/day) Cause Fear (DC 14), Bless, Detect Undead
0 (at will) Read Magic, Guidance, Spark (DC 13)
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Statistics
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Str 10, Dex 17, Con 11, Int 12, Wis 16, Cha 10
Base Atk +0; CMB -1; CMD 12
Feats Alignment Channel (Good), Command Undead (DC 10)
Traits Goblin Foolhardiness, Serpent Runner (Armor) (Abrogalian corset)
Skills Acrobatics +1, Climb -2, Diplomacy +4, Escape Artist +1, Heal +7, Ride +5, Spellcraft +5, Stealth +13, Swim -2
Languages Common, Goblin
SQ aura, cleric channel negative energy 1d6 (3/day) (dc 10), corpse companion, death's kiss (1 rounds) (6/day), domains (undead), spontaneous casting
Other Gear Studded leather armor, Buckler, Javelin, Morningstar, Backpack, masterwork (empty), ????, Spell component pouch, 21 GP
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Special Abilities
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Alignment Channel (Good) Channel Energy heals or harms outsiders of the chosen alignment.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Undead Lord) Domain (Undead) Associated Domain: Death
Cleric Channel Negative Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Command Undead (DC 10) Channel energy can take control of undead.
Corpse Companion (Su) Gain a single skeleton/zombie as companion that doesn't count against limit.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death's Kiss (1 rounds) (6/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
Goblin Foolhardiness You have a tendency toward gross overconfidence in combat. When facing an enemy that's larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
| Rhanloi Ehlyss |
Rhanloi Ehlyss, half-elven wizard
Rhanloi Ehlyss is a seeker of knowledge. His first sixteen years were spent with his human mother, a librarian in a large city. She instilled a love and respect for books and taught him to always search for the truth in texts and scrolls, even those concealed or meant to be hidden. Rhanloi’s time in the library among thousands of books gave him a deep understanding of their value and a broad base of knowledge, but did nothing to develop his strength or fighting skills.
He soon grew restless, and a bit rebellious, and was sent off to live with his Elven father. It was during the next 10 years that Rhanloi gained an extensive knowledge of the natural world and the arcane. His father opened Rhanloi’s eyes to magic and began his lessons as a wizard. True to his nature, Rhanloi studied all major schools of magic to be a “jack of all trades” rather than specializing in any single area. Rhanloi still wears his father’s masterwork silver ring, a constant reminder of his heritage and inheritance.
Over the next 7 years Rhanloi discovered a way to combine the lessons from both parents and established a moderately successful bookselling business. Here he learned to appraise the value of more than books, and expanded his knowledge of the arcane. Rhanloi came across many interesting rumors of magical items, but realized that he could no longer wait for new knowledge to come to him – he needed to go out and find what he was seeking!
| Lumiere Dawnbringer |
That may be a good CG code.
May want to be careful about using righteous or justice to describe it though.
i was considering a Chaotic Good Paladin hence the request to wave the lawful good requirement.
a chaotic good paladin who is there to avenge the defenseless, smite oppressors, and bring justice to the ireedeemably wicked by means of the sword or other available weapon.
| Rhanloi Ehlyss |
Rhanloi Ehlyss
See previous post for general description
Half-Elven Wizard (Universalist) 1
NG Medium humanoid
Init +4; Senses low-light vision 60 ft.; Perception +3
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 Dodge)
HP 7 (1d6+1)
Fort +1, Ref +2, Will +3
Speed 30 ft.
Base Atk +0; CMB 0; CMD 12
Melee *Quarterstaff (1d6/x2); Hand of the Apprentice-6/day, range 30 ft
*Light Crossbow (1d8/x2); range 80 ft; 30 bolts
Wizard (Universalist) Spells (CL 1):
0 (3/day) All (DC 13)
1 (2/day) (DC14) Mage Armor*, Comprehend Languages, Identify, Reduce Person, Charm Person (DC15), Sleep* (DC15)
Str 10, Dex 15, Con 13, Int 17, Wis 13, Cha 10
Feats Spell Focus (Enchantment); Skill Focus (Spellcraft); Dodge; Hand of the Apprentice (Universalist feat)
Traits Elven Reflexes; Lore Seeker
Skills Acrobatics +2; Appraise +7; Craft +3; Escape Artist +2; Fly +2; Heal +1; Knowledge (Arcana) +8; Knowledge (Nature) +7; Perception +3; Profession (Bookseller) +5; Ride +2; Sense Motive +1; Spellcraft +10; Stealth +2; Survival +1
Languages Common, Elven, Draconic, Sylvan, Goblin
Other Gear Backpack, belt pouch, Spell component pouch, bed roll, scroll case (2), ink, vial, pen, parchment (4), waterskin, rations (10), Potion (Cure Lt Wnds), Potion (Stabilize), 10 GP
Arcane Bond A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared.
Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Reflexes One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.
Hand of the Apprentice You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength).
Lore Seeker The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You've studied magic intensely, and hope to increase that knowledge by adding ancient lore. You've come to the region to pursue that study, and chose the town as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Low-Light Vision Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.