Characters!!!


3.5/d20/OGL


Just please take the time to share your characters with us. New or old characters!

My main character is a drow(my DM let me slip just once on that)sorcerer named Artemis Devul(not to be prenounced devil).
He's lvl 17 and will soon be epic!
His friends involve and elf(that didn't trust me at first) named Quarion, another elf named Onrie...(you may know him), and a halfling named Renmus(spell that backwards and you got my real friend).

I also have a lvl 3 warlock named Trimas who is very greedy. And the worst part is that he's teamed with a paladin(it has to do with the campaign). It's actually a very hilarious campaign.

And last but not least I have a lvl 13 druid named Tofu (he's trying to make a meat substitute that he will name after himself) in the AOW campaign.

Please everybody feel free to post your characters. I would be glad to hear about them.

~GtG


Well... I'm not actively playing at the moment, but I have no shortage of characters for when I do play.

When we get around to playing Age of Worms, I'll be playing Brenna, an underaged Shoal Halfling Rogue who's headed for the Poisoner Prestige Class -- Balabar Smenk took her under his wing, so to speak, after her parents were killed working for him.

My backup character is a Human Dread Necromancer named Evelynne, born in Istivin, who views all gods as being either evil and failures, and intends to become a lich soas to extend her "lifespan" enough to achieve divinity herself -- not because she wants power, but because she figures that with the kind of power that comes with godhood, she'll be able to actually make the world a better place. She's also got a bit of a vain streak, so if she ever achieves lichdom she'll be expending a spell slot every week or so to keep Gentle Repose cast on her body to keep it from rotting. :D

For a different game, I've got a Changeling Mountebank. It takes place in Greyhawk, so he's a first generation Changeling. He wound up selling his soul to Levistus in exchange for power... and then got cursed by some high level wizard who he tried to cheat at cards. Now he's one of five different identities every day, and each identity is completely unaware of the other four.


This is going to be my first serious 3.5 pc, since I have been the DM of our group for the last couple of years.

N male human (Suel) cleric 1 of Wee Jas.
Str 12, dex 13, con 10, int 14, wis 16, cha 13; Scribe Scroll, Spell Focus (enchantment), Spontaneous Healer; Domains: Domination, Repose.
A former Kord worshiper, the greatsword never felt right in his comparable weak (str 12) hands. At the age of 15 his first and only love was murdered during the exploration of a jungle ruin, he got seriously injured and was on the brink of death. Some Jasadins searching for exotic spell components found the half-dead boy (he would have prefered young man), healed his wounds and offered him to convert to their obviously superior faith. He accepted this second chance with only one goal in mind: become an important man within the church of the Witch Goddess to be rewarded by her with the restoration of his darling to the living.

The jungle ruin is located near Cauldron, but I am still searching for some potential murderers for his great love. I think of some savage humanoids, but don't know which ones would fit the SCAP.


Well, I don't have the character sheet in front of me, as I gave it to Sexi Golem to review, but I just made a gray elf Truenamer (Tome of Magic) that I am very excited about, perhaps more than any character before. He's 11th level, and with items and ability increases, I think his stats are Str 14, Dex 16, Con 14, Int 19, Wis 9, Cha 19. I love his truespeak modifier: +31! But enough about numbers; let's get to what really makes him great.

Also, Sexi, here's the description of the character that you wanted!

Darvyn Indarys (anyone play Elder Scrolls? You might recognize those as typical Dunmer names) is a hero of some renown from the elven kingdom of Silvanus. He is bold and boastful, but never exagerates about his adventures. He simply makes a big deal and issues dramatic orations about what he has actually done. Thought of by some as a braggart, Darvyn isn't covering for an insecurity, but simply loves tales of adventure, be they his or otherwise. There's almost nothing he loves more than sitting around a tavern and listing to stories of narrow escapes, lost treasures found, and daring deeds performed. He's quick to recognize someone else as his equal or better, but won't stand someone else making the same proclomation if there is even the slightest hint of challenge in their voice. Darvyn NEVER backs away from a challenge, and will take on any foe, for while he quickly admits that a battle may be difficult, he never truly believes it is beyond his abilities.

Darvyn the Valiant is a wizard-warrior of House Indarys. He adventures for the fame, fortune, excitment, and the chance to maybe, just maybe, do a little good in the world. However, he considers himself a fighter first, spellcaster second. Intellegent and charismatic, he is knows to when to use his magic, but prefers combat with his sword, Quel'danthiir, which he was awarded with by eladrins for slaying Balromar of the Pit. Darvyn is also quite cognizant and proud of the fact that he isn't actually a wizard in the traditional sense, but a student of Truespeech, of which House Indarys are greater masters than any others in Silvanus. He's always ready and willing to try and find a new application, a new challenge to overcome, with his power over the language of creation.

Darvyn's weakness may well be his overconfidence. It doesn't matter what he's facing, Daryvn will never hesitate to charge in on his war tiger and battle it with sword or word, be it a pack of goblins or a balor. A hero in Silvanus but fairly unknown beyond its borders, he is used to his commands being followed, due partially to actual rank, and partially due to his charisma and fame. He is therefore perplexed and frustrated when the humans and others he adventures with fail to understand why they should do what he says and ruin his self-proclaimed tactical masterpieces. Quite often, he charges off immediately after issuing his orders, and is engaged in perilous combat by the time he realizes that his companions are doing something other than what he told them to. Nevertheless, Darvyn is sure they will understand in time.

Darvyn has silvery hair of just over shoulder length, and wind braids around his ears. His eyes are light blue and his skin is pale, pale white. He is resplendant in his mithril chain shirt, with black boots and royal blue leggings. His cloak of Charisma is also royal blue, and his mithril helm is adorned with a crest of horse hair, stiff in the front and flowing like a tassel in the rear. His shield bears a cescent moon ringed by four stars, and the blade of Quel'danthiir is as thin and fine as any blade's in the world.


Oh God!! Someone asked me to tell about my character!! I can't breathe.

Ok. My character right now in my friend's Forgotten Realms is Corristlan Crimsonbark. He began as a CG elven chaos monk. He lives life on a whim. And though this may have gotten his friends into some trouble, he has never let them down. At third level he picked up a level in paladin of freedom (CG paladin) and is now a holy warrior of Solonar Thelandira.

Sadly he died recently, but he was reincarnated. Currently he is a CG halfling chaos monk 2/ paladin of freedom 1. Though becoming a halfing is a blessing of the gods, his shortened lifespan has added a sense of urgency.


I've been the DM and only the DM for so long that I can barely remember what characters I may have played (every other DM I've played with couldn't sustain a game for longer than half a session). I do remember that I played a bard in second edition. I really don't like bards, but I tried him out. I did roleplay more than anyone else at the table, doing the stereotypical bard thing: snooty as heck, rude to anyone not dressed to the nines, openly announcing that the very scent of his companions causes him to gag, and being entirely freaking useless in combat.

Prior to that...I think the only other character I got to play was good old 'Beldar the Brave' from the AD&D introduction box with the cd that Macho Man Randy Savage was on as Bonecrusher the Ogre. Fun times. Snap into a d20.

Dark Archive

My current character is an elf named Kheal Andros with the half-vampire template from Libris Mortis, who is descended from an ancient line of vampires that controls a small elven conclave in a homebrew world. He is currently a fighter 2/ranger 1 (with the ranger substitution levels of the moon-worshipping ranger from Dragon 340 soon to follow), who eventually desires to take up the corrupt avenger prestige class from Heroes of Horror.

Kheal was a survivor and captive of a group of vampire hunters that exterminated many of the residents of his village. Over the decade following his capture, Kheal grew to hate the violence and depravity he saw his old masters visit upon others, and took up the veil of hunting vampires (hence the favored enemy choice of undead and the evenutal corrupt avenger class).

As a result of his original conditioning as a protector of the vampires that ruled his homeland, Kheal has the Willing Deformity: Tall feat, and also has a disembodied fiend named Kezzerdrix implanted in his hand, who serves as comic relief and a connection to the arcane, and who will eventually be used as a fiendish familiar from the Fiend Folio.

For those of you who have seen the film, Kheal is modeled after D from Vampire Hunter D, right down to the talking hand and the hatred of his own kind.


I'm back with more information about my characters. Oh and thank you all for posting, I love reading about other peoepls charecters and their personalitys.

Well i'm gonna tell a little more about my warlock. As I said he is greedy. For instance one time he wanted money, but did not know a way. He thought up of making badges for the familys that lost someone in the war. Now he thought that there could be money involved in this. There was... I lost money, making the copper metals. I went ballistic (rollplaying wise not really) and almost broke up the whole ceramony. And having a paladin it only cost us more because he wanted to make it "special"...

So my warlock Trimas is a greedy, money-hoarding, power wanting person...and I like it. :)

Then my caster Artemis is a very "different" character. He's a bit intrested in the dead arts but doesn't do much more than read books. He is currently looking for as many books as he can find on Undead and the sort because in his free time he reads them and my DM onrie' will give me certain bonuses. (this works really well and if your a DM then you should try it) Oh yeah I forgot...he has a dire maggot named Gubbaffet. Artemis isn't gothic trust me(neithier am I) and then we have the more good aspects. He is one of the characters that is very optomistic and will try just about anything he thinks that can work, and with spells that's alot of solutions to problems.

Tofu is one of my more normal characters (excluding the name) that is a druid that loves animals and the sort. He likes to stick out though and I enjoy being the healer for the group, and in AOW your gonna need one of those. He has a dire bear and it's name is lingy. Oh and that reminds me, Artemise's familiar is a wise cracking bat named Darron. Lingy is a girl and somehow falls almost every adventure as a sacrifice to save the groups skin. You know what I get for it. Being called the evil druid for getting my pet killed. Oh and because my druid can heal in animal form, generally a bear i'm called the care bear...

Well that's it for now but i'll check in later. Thanks everyone!

~GtG


I play an elf named Onrie in conventions, and a hafling bard know as Welleybe Greenbottle. I based Welleybe off the spellcasting parts of being a bard. He is a whole lot better then i thought bards possible and I always have a song from real life to sing with him. (I know, I LARP, but its not a sin) Other then that I keep Gub entertained with crazy puppeteers, vengeful artifacts, crazy inevitables, and epic vampire lords (hint hint)


Daedalus Long--human cleric3/sorceror 4, CN (E), worships Cyric, cowardly, hates dungeons, stuck in Myth Drannor searching for a lost paladin, distrusts his party, ran away from a TPK so he's on his 2nd adventuring party, +17 in bluff, hates preparing curing spells.

Kicked out of college in Waterdeep after his wealthy merchant father found out he really wasn't attending classes, just collecting a stipend. Rescued a lovely young rogue from certain death, became close friends with her, only to run away and watch her die at the hands of orcs...she should have retreated.

Got the drop on a drow once, singlehandedly, just outside of Shadowdale. Has met Elminster (but who in the Realms hasn't?)

RPG Superstar 2013 Top 8

I DM constantly, so rarely have the capacity to play any characters at all. The last character I played for more than one session was a kenku rogue/swashbuckler in a slightly silly pirate-themed campaign. Uther Doul (name blatantly stolen from "The Scar") was a fast-talking, not-as-smart-as-he-thinks-he-is street tough who's leery of the printed word, distributes revolutionary newspapers and eats everything he can get his clawed hands on. It is his belief that the purpose of life is to get as much of the buffet as possible before Death comes with the check. His brother in arms is a slightly dense hadozee fighter named Lido Windwaker, and together they travel in search of food and adventure. Oh, and there's a couple other PCs in there, too, but he doesn't pay them much attention. Except for the druid's animal companion, who'd probably be delicious.


I DM, so you'll have to hear about my NPCs. :D Here are three of my favorites.

Jain Makrah
~History~
Much of Makrah's earliest histories are unknown to anyone presently alive and Makrah does not speak of it willingly or sober.
~~Childhood~~
Makrah was born the product of an assault by an oni upon his mother, in one of the many incursions on the Crab clan by the Shadowlands. His mother did not survive Makrah's birth - being half-oni, Makrah tore his way out of his mother's womb. Kasumoto, his older half-brother by six years, witnessed it and nursed a hatred of Makrah all of his life.

Makrah's first ten years of life were hell. Half-oni were unique, and Jain Morimoto was commanded to keep and care for the "whelp," as Makrah was called. The only outward sign that Makrah was any different than any other child was his abnormally long fingernails, which he took pains to keep trimmed. Kasumoto constantly reminded Makrah that he had killed their mother, despite Morimoto's commands to treat Makrah as his full brother. Morimoto pitied Makrah - he knew that the samurai would never accept him, despite any meritous deeds that he might do. Morimoto made sure that Makrah received the same education Kasumoto did, though he had to double the tutors' fees to do so.

Morimoto succumbed to a long bout with illness and died one late autumn when Makrah was ten. Jain Kasumoto became head of the Jain household, and he wasted no time in rearranging the household to his whims. Kasumoto turned Makrah out of the household, stripping him of all but the clothes on his back and sent him through the Kaiu Wall to the Shadowlands. "Come back," Kasumoto said, "when you have slain twenty of your brethren. Bring their heads!" Unbeknownst to the rest of the Jain household, Kasumoto had fallen in with the Bloodspeakers, succumbing to their promises of power, wealth and fame. The price had been his father's life, whom Kasumoto had slowly poisoned over the course of a year. Slowly, the Jain household became rampant with The Taint, entranced by what the Bloodspeakers offered.

Much to Kasumoto's surprise, Makrah returned the following spring at the Kaiu wall, not with twenty heads, but forty. Something had changed in Makrah during that winter in the Shadowlands, but whatever it might have been, Makrah will not speak of it, to anyone, under any circumstances. Even torture. What can be speculated is that somehow he managed to take control of his half-oni heritage and shapechange into a full oni, a terrifying monstrosity of anger and rage. Though their discipline did not permit them to show it, the Crab clan were terrified of this silent ten-year old who left for a twenty goblin winter and came back with forty heads of various creatures, not just goblins.

When they let him through the Wall, Makrah demanded to speak to the Daimyo of the Crab clan with urgent information. The Daimyo was always interested in any information that came from the Shadowlands, so he allowed an audience. Makrah revealed to him that a spawn of Fu Leng had rallied the forces of the Shadowlands and they were moving to strike the Kaiu Wall in a massed assault at a known weak spot. Fu Leng had not released one of his progeny in ages and the Crab immediately rallied their armies to the Wall.

Forced to accept the Whelp back into his family, Jain Kasumoto had no choice to smile and nod at his Daimyo's orders. All smiles and welcoming, Kasumoto welcomed Makrah back home with a homecoming feast. Every dish that Kasumoto fed to his brother was poisoned though, but to Kasumoto's surprise, it had no effect. Makrah knew he was being poisoned, but said nothing about it - despite all that had been done to him, Makrah still felt loyalty to his half-brother, as well as guilt for killing their mother. Makrah could not stay silent any longer once he saw the Daimyo's messenger come and go with no effort at mobilization on Kasumoto's part. When Makrah confronted his brother about it, he was horrified to feel the Taint flowing off in waves from him and his advisors. They had become maho-bujin, slaves to the Bloodspeakers and betrayers to their Daimyo and the Emperor. Kasumoto merely grinned at Makrah, taunting him with the knowledge that without the Jain army, the assault against the Kaiu wall would succeed and all the monstrosities of the Shadowlands would come pouring in and taint all the land with their foulness. Makrah stubbornly refused to give in to Kasumoto's ploys, but when Kasumoto revealed that Morimoto was poisoned, Makrah lost all reason. He released his self-control over to his oni side and with a mighty roar, he attacked his brother and his advisors.

When Makrah came to, the Jain household was on fire and bodies littered the main hall. Makrah had suffered grievous wounds, but he gave more than he got. With the house burning down around him, Makrah ran to the one area that he was never able to walk into without getting the cold sweats - the Shrine. Inside the shrine, he found what he had been looking for all his young life - something of his mothers. Folded neatly next to a statue of a god he did not recognize was a silken scarf that smelled of cherry blossoms. To make sure none of the tainted members of the Jain household rose again, Makrah watched the house burn down to charcoal.

With Makrah's reports about the amassing Shadowlands army, the Crab clan was able to push back the assault on the Kaiu Wall. Makrah risked his life more than once in that battle, drawing attention to himself and whittling down some of the forces. Despite all he had done, the Daimyo did not acknowledge his participation in the battle, in fact did not acknowledge the Whelp at all. It was a bitter tea to drink and it rankled Makrah deeply. Hida Kaemon, the Crab Daimyo's head advisor, saw this and told him that he would teach him at his estates. Many shrugged off this interest in the Whelp by Hida Kaemon, dismissing it as another one of Hida Kaemon's "worthless pastimes."
~~Adulthood~~
For another ten years, Hida Kaemon was Makrah's sensei, teaching him the ways of the wu jen and filling in where his education lacked. Sensei Hida was astonished how quickly Makrah picked up on things and the knowledge that Makrah had gained in his brief time in the Shadowlands was enlightening to Sensei Hida as well. Makrah easily mastered the arts of the wu jen as well as how to create small magical and alchemical items. Makrah had a keen interest in learning everything he could and Sensei Hida was more than happy to teach him.

When Makrah was in his 21st year, Sensei Hida revealed to him why he wanted Makrah as a student - Sensei Hida was a member of the Order of Musashi.
~~~Student~~~
Teacher: Sensei Hida Kaemon

Makrah initially considered his wu jen training under Sensei Hida the best years of his life. His training as a member of the Order changed all that. If Sensei Hida's wu jen training was hard, the training under the Order of Musashi was triply so. Makrah received weapons training and mental training under Sensei Hida, but his first true test was when Sensei Hida asked him to root out a hidden cell of Bloodspeakers and destroy them while finding an artifact that Sensei Hida believed they were holding. Makrah did so, and found a map to the Tomb of Iuchiban.

Sensei Hida and Makrah travelled to the Tomb and sealed it, though it cost Sensei Hida his life. Sensei Hida commanded Makrah to bind his spirit to the Tomb so that Iuchiban or his Bloodspeakers would have a difficult time unearthing the Tomb. After condeming his master to an eternity guarding the Tomb, Makrah disappeared for a very long time - he only reappeared twenty years ago. It is speculated that he worked as a lone operative for the Order of Musashi, or he had angered the Council somehow and decided to work alone. Grudgingly, the Council granted Makrah the title of Master of the Order but they still did not completely get along, for unknown reasons.
~~~Middle Age~~~
* Student Oyumi

Makrah found his first student while staying at the Soaring Phoenix geisha house in Daidoji. He could not take her away to teach her, as Sensei Hida did, but he did make it a point to stop by frequently when he was in the area. Eventually, he bought her freedom and she set up a travelling carnival.

After buying Oyumi's freedom, Makrah visited the Tomb of Ochi no Sada outside of Kitsuki. What events transpired there were deeply personal and spiritual, and Makrah emerged changed, for the better. The bitterness and guilt he had carried for so long had left him, but he still sought revenge for his adopted father's death - his half-brother had not died in the fires that consumed the Jain household. After this revelation, he disappeared completely - magics and psionics could not find him and not even Oyumi could locate him.

Makrah resurfaced 15 years later and a little older, his age finally starting to show, conveniently living in a small town where four adventurers were holding off a troglodyte raid. Oyumi was there as well and brought to his attention Saito Hinomura, one of the town's defenders. Though Oyumi was not yet a Master, she had a keen perception of personalities and Saito fit the Order's needs. Makrah agreed with her, and told her to send him his way once Oyumi had initiated him into the Order.

* Students
o Saito Hinomura
o Muggly Muffdiver

Though Oyumi was his first student, Saito and Muggly were a unique duo that made Makrah smile. How much stranger could you get with a drow and a dwarf? Saito was the first of the pair initiated into the Order, followed not too long after by Muggly. Makrah kept a close eye on the pair and whomever they happened to be travelling with. They recovered and stopped a great many things for the Order, including the recovery of an Order stronghold deep in the Underdark. When they journeyed to the Unicorn Clan's territory to find a rogue member of the Order, they found out more than that. They had unwittingly managed to locate Makrah's half-brother Kasumoto, who had been searching for the Anvil of Despair. Finally able to avenge his adopted father's death, Makrah hunted down and killed Kasumoto in the Siege of the Anvil, literally blowing up a city wall to get at him.

* Students
o Tebryn Illistyn
o Thayghen Windsong
o Sharra Marivalda

Makrah did not intend to acquire any more students - his teaching days were over, he told himself. What he needed was a nice little vacation, somewhere far far away from Rokugan, where he could stretch his old legs. He found himself in the Land of the Purple Dragon, Cormyr. He eventually made his way to Suzail, hearing from a skilled alchemist tell many a tale of black agents thwarted by a handful of loyal adventurers. She told him that they liked a particular place by the Market called The Crying Witch. Curious, he decided to look these adventurers up. Much to his surprise, Tebryn, Thayghen and Sharra all had that fiery spirit that the Order of Musashi sought. Making himself unnoticeable, something he had practiced years at doing, he overhead the moon elf state that his father had a mission for him far to the east.

The kami could have hit Makrah upside the head with a cast-iron skillet and not have had any effect on him - every sense of Makrah's being told him that he should help this group out. Makrah took this as a sign from above and introduced himself to the party. He gave them money, clothing, information and contacts for when they reached the eastern lands. In his inimitable fashion, he blithely sidestepped any questions as to how or why he was helping out.

After they left, he quickly made plans to leave Suzail and get back to Rokugan, but not before gathering as much information about Tebryn, Thayghen and Sharra as he could. When he spotted a large black dog tailing him, he decided he had overstayed his welcome and left Cormyr. After Tebryn, Thayghen and Sharra rescued Saito and Muggly from a sticky situation and getting into a few of their own, Makrah decided he really needed a vacation then. He had been grievously injured acquiring a rare type of jade that warded off The Taint. Being a creature of the Shadowlands, he suffered terribly just to get them to those that needed it. Just as a Grand Council meeting was about to occur, and Tebryn, Thayghen and Sharra's first meeting ever, Makrah skipped town. Of course, Makrah completely blocked and hid all traces of his passage and whereabouts.
~~Current~~
Makrah was last seen at the Crying Witch tavern, drinking and eating with known agents of the Crown, in Suzail, Cormyr. He has been seen asking about the whereabouts of Alice Weatherfall.
~Statistics~
Male Half-Oni Wu Jen 20 / Master Alchemist 10 / Void Disciple 13
----
Numbra

House Passarion took many slaves, but by far, Numbra was their most prized. Magically bound into service of the fifth house of Ched Nasad, Numbra proved his worth in both his forced loyalty and abilities. A powerful enchantment forced him to obey all the commands of House Passarion, as well as force him to be unable to harm anyone who carried the symbol of House Passarion.

Not a typical illithid, Numbra followed the path of the body tamer, focusing his naturally prodigious mental talents into physical perfection. In an unusual move, Matron Passarion commanded him to train her House guard in both the physical and mental areas. Unable to resist her commands because of the enchantments laid upon him, he soon trained the House guard to be a lethal and efficient killing machine. Some of those he trained stood out from the rest in terms of psychic ability; those he set upon the path of psychic warriors. With Numbra's brutally efficient training, House Passarion became the third house of Ched Nasad in only five years.

For fifty long and humiliating years, Numbra served as the House's trainer, but was never respected or treated as such. He was a slave and he knew it - useful at best, expendable at worst. It was at this point that he met the Matron's daughters and was commanded to train them. Though it was considered a great honor among the drow, Numbra knew that it meant he had outlived his usefulness to the Matron. With his physical abilities waning, he started to retrain his mind to access those psychic abilities that were his heritage. It was then, in his fifty-first year of service to House Passarion that he struck an uneasy relationship with Silathe, third daughter of Matron Passarion. Silathe, in wanting to please her teacher, found an intellect devourer of unusual intelligence. Also bound in service, Numbra named the devourer Mauzzrym. Mauzzrym was extraordinarily useful - able to use bodies due to his body thief ability, Mauzzrym was able to leave the confines of the House compound and spy for Numbra in the City of Webs. Mauzzrym, having a great talent for concealing himself, was able to escape the notice of the Matron and Silathe's elder sisters.

After the Matron learned that Numbra had consented to give Silathe private lessons in swordsmanship and tactics, the Matron had decided that Numbra had outlived his usefulness. After she sent Silathe to live permanently at Lolth's Temple, she plotted to eliminate Numbra's threat. Knowing that Numbra could undoubtedly defeat most drow fighters in the arena, she set up a more devious plan. She arranged for a duel of sorts, between hot-headed drow males of a competing House and her own guard, Numbra being among them. As Numbra was wont to do, he goaded his opponent into making a mistake and then cut him down. Unfortunately for Numbra, Matron Passarion had set this up - she knew Numbra's opponent was a high-ranking male in the opposing House and his death would cause an uproar.

As Matron Passarion expected, the Matron of the opposing house demanded retribution, which was granted. The Matron's wizards worked a powerful curse upon Numbra, causing him to change form into a shadow mastiff. It was only by the greatest effort of will that Numbra was able to resist the full effects of the curse - he retained his mind and memories, but was unable to do anything but telepathically communicate. Seeing that it was in his best interest to play dumb, he placidly went along with the Matrons' beliefs that he was anything but a mastiff. While his body was essentially a dog's, his mind was not. Numbra continued on the path of reawakening his psychic abilities, waiting for the right moment to use them.

All unknowing, the Matron of House Passarion gave Numbra as a gift to Silathe when she commanded her daughter to retrieve a stolen sacrificial knife from surfacers. Following Silathe like a quiet, faithful shadow, Numbra accompanied her in her raiding party, while Mauzzrym killed a low-ranking soldier and tagged along as well. Numbra, taking a calculated risk, revealed to Silathe his true nature and offered his allegiance to her. Silathe knew the usefulness of having an illithid, even a polymorphed one on her side. From then on, Silathe was never seen without the shadow mastiff at her side.
~Statistics~
Cursed Male illithid fighter 5/illithid body tamer 10/psion 5
-----

Ekaterina
Ekaterina lived an idyllic life on a small farm between Sembia and Cormyr over a hundred years ago. Unfortunately for her and her family, they were the victims of a bandit raid which completely burned her home to the ground. Barely escaping, she ran into the nearby swamps and managed to evade capture from the bandits before they gave up the chase. She stumbled out of the swamp a week later, burning with fever and suffering from starvation and dehydration.

Luckily for her, she ran across a patrol of Purple Dragons and one of the famed War Wizards of Cormyr - Galaris Stoneburn. Galaris took pity on the orphan and raised her as his own daughter. Ekaterina was given the best that Galaris could offer - a fine education, clothing and food, and a warm place to sleep. Ekaterina had a terrible secret, though, one she had only just begun to discover. She had a natural talent for necromancy, a power she had little control over at first. A chance meeting with a cleric of Jergal, who had sensed the chaotic power she had been trying to hide, and Ekaterina managed to hide her necromantic power from her adopted father and friends.

Galaris knew his daughter had talent, but he didn't know quite the fashion in which it manifested itself. Galaris arranged for the finest magical education Cormyr had to offer and set Ekaterina to study to become a War Wizard like himself. Ekaterina took to the arcane study just as easily as she did the clergy - much to the disgust and jealousy of her peers. A few became more suspicious as she was able to cast spells easily that had taken them years. When a prank by her peers became deadly, she lashed out at them, causing strange cysts to appear and burst on their bodies, letting them die in excruciating pain.

Aghast at what his daughter had done, Galaris knew that the War Wizards and Purple Dragons would not look kindly on her offense. Secretly terrified of Ekaterina's power, Galaris arranged for several of his old friends to "take care of" Ekaterina. He lured Ekaterina to his home in Suzail, where his friends waited to kill her. Unfortunately for everybody, the Purple Dragons had tracked her down and waited to bring her into custody, but Ekaterina would not go so easy. The Purple Dragons and Galaris' friends had magically bound her, but she whispered one last prayer to Jergal - and he answered.

Her prayer altered the spell, which, instead of killing her, exiled her to the Negative Energy Plane. The necrotic cyst which had grown in her since she was a child kept her alive in this new hell, letting her absorb the energies of the plane. Nurtured by thoughts of revenge and haunted by the betrayal of the person she thought she could trust, Ekaterina still drifts in the Negative Energy Plane. She waits for the right time waiting for a planar conjunction to return her to Cormyr, where she can carry out her plans of revenge on those that betrayed her and their descendants.

Ekaterina is a tall, thin woman with shoulder-length black hair and piercing blue-green eyes. Strange black designs, hard as stone, are embedded on the left side of her body. Her wizard's mark covers the left side of her face, forming abstract designs as it goes down the rest of her body. A century of exile in the Negative Energy Plane has not made her very talkative - her silence is unsettling to most people.


I primarily DM, but I tend to keep certain NPCs around for multiple adventures. I have had a lot of good ones over the years, but my best NPC (according to group reaction) was probably Hartook Can-Ri-Tirum.
Harry the Bugbear.
Harry was the henchman of one of the PCs. The PC was once the captain of a mercenary company, but he became seperated from everyone in the company except for Harry. Harry had joined the mercenary company because my player had allowed him religious freedom. Harry's religion was voodoo. I happen to know quite a lot about voodoo, so I was able to speak, curse, taunt and wax poetical using various voodoo terms in a thick Haitian accent. My group all fell in love with him. After about the third session with Harry they all began to praise the voodoo Gods. "Dat mee-akes Papa Nebo 'appy!"
Harry uses a staff of the python in combat often had a little zombie crony following him around.


This is my new favorite though. . .

In my evil campaign, the necromancer assisted his father (a more powerful necromancer) in the creation of two flesh golems. Manfred (the above mentioned necromancer) was not as skillful in his golem creation as his father and an accident in the lab rendered one of the flesh golem's arms useless.

Other than his trademark monosyllabic grunts he aint much for conversation, but playing Drom the one armed flesh golem has been a hoot. He still kicks a lot of arse when the going gets rough, and I really enjoy grunting and moving around the room like a crippled Frankenstein's monster.

Drom HATES flies.
Drom LOVES sticky buns.

OK. I may have given him a little more personality than the rules allow for constructs, but my players dont seem to mind.

Lately the group has taken to keeping him in check with a flaming whip. It was just conincidence that they had such an item in their possession, but I now believe that they should give flaming whips to everyone who owns a flesh golem. It just makes sense.


d13 wrote:

This is my new favorite though. . .

In my evil campaign, the necromancer assisted his father (a more powerful necromancer) in the creation of two flesh golems. Manfred (the above mentioned necromancer) was not as skillful in his golem creation as his father and an accident in the lab rendered one of the flesh golem's arms useless.

Other than his trademark monosyllabic grunts he aint much for conversation, but playing Drom the one armed flesh golem has been a hoot. He still kicks a lot of arse when the going gets rough, and I really enjoy grunting and moving around the room like a crippled Frankenstein's monster.

Drom HATES flies.
Drom LOVES sticky buns.

OK. I may have given him a little more personality than the rules allow for constructs, but my players dont seem to mind.

Lately the group has taken to keeping him in check with a flaming whip. It was just conincidence that they had such an item in their possession, but I now believe that they should give flaming whips to everyone who owns a flesh golem. It just makes sense.

Now this gives me ideas...and if you read my second post you know Artemis is into necromatic stuff. And Onrie I heard that Q"hint,hint"Q. Yes now I think I know where to look. I like all the unique characters everyone (specially the claw).

Please keep posting and I will check back later!

~GtG

The Exchange

Here's mine:
Drigan Stonekey, Dwarven rogue5/fighter5
sister was killed by a wild beast in his small village when he was a whelp. The evening after the funeral she came clawing at the window asking if Drigan would come "play with her". He didn't. People started dissappearing and his family moved to another town. Grew up a bit, had an arranged marraige to a noble dwarven princess. After the marraige found out that she was a dwarf who reveled in torturing others and doing disgusting acts to those of "lesser status". He ran to Sundabar(FR:SilverMarches)met a fine dwarven lass of a Rogueish nature and married again. Settled into the roll of Master Locksmith. The Silver Brotherhood needed a member who knew how to bypass the traps and locks that they were always coming up against and he answered the call.
He owns a Greatsword given to him by the King of Citadel Adbar with an inscription naming the great deeds performed in defense of the citadel by Stonekey.
He also owns a falcon headed Throwing axe that returns to his hand no matter where it is thrown which screams like a falcon as it flys through the air. Falconstrike by name. Got it from a Doppleganger who slew and replaced a captain of the Silverymoon Guard and tried to bring Sundabar and Silverymoon to war against one another by capturing and planning to kill the Silverymoon Embassidor to Sundabar and pinning it on our band of heroes.
He is Neutral/Good but hates the group Paladin for leaving Stonekey to die. Couldn't sneak up on a dead Oppossum either.

thats my character.

FH


One of my all time favorite characters was loving referred to as Mack the Knife. We were playing in one of Salvatore's novel worlds (not FR). We were using the Sword of Bedwyr setting.

Anyway, in this world the king is corrupt and there are plenty of hobgoblins and cyclopskin for party fodder. Mack has a deep and abiding hatred of cyclopskin because they murdered his family ect ect. It was a wonderful campaign, full of intrigue, and set in a single city, you had to choose your battle carefully lest you bring the full weight of the g'ovt down on top of you. We actually completed the first novel, and had started a rebellion, killed the wizard in charge of Manfort, and were busily liberating the elves and dwarves around the city. The best part was that we were not the main focus of the novel, so there were important doings going on all the time, and what we did sometimes helped out the plotline, and sometimes had nothing to do with what was going on in the novels.

Anyway....Mack was a Human Swashbuckler 3/ Ftr 2/ Invisible Blade 5/ Duelist 3, and our GM was using apoint buy system to try to even out our power levels vs NPC's (Dewey can't roll worth a darn on a d6). Mack started with S 10/ D 18/ C 12/ I 18/ W 12/ C 10. Everything about him was set up for defense, even his class special features where you get to apply Int bonus to AC. With Weapon Finesse as a freebee feat, he actually hit more often than the party fighter. His damage sucked until 4th level when Swashbuckler 3 kicked in (Int bonus to damage if creature can be crit'ed), but as a two weapon fighter with kukris, he held his own vs those without multiple attacks. But those are just numbers.

It was the setting that made the campaign fun. We had to roleplay more because of the single city setting. People we pissed off today were the NPC's we had to sweet talk valuable info out of tomorrow. Oh yeah, did I mention the wonderful bugbear and cyclopskins to beat up.

Sadly, Mack met an untimely end, as did the rest of the party. A cyclopskin (favored weapon: Halbred 20 x3) being a giant class creature tends to do an enormous amount of damage on a critical with an oversized poleaxe. With my final breath, as a free action, Mack screamed "for the love of god, RUN!" I then watched in horror as the party proceded to fight to the last man, everyone of them crticaled like myself. Somehow we angered the dice gods that night.

I still can't belive that a seasoned group of players like mine went down with the ship like that. All because they didn't want to leave my body behind.

One more set of numbers for ya. If Mack had achieved 20th level, and completed the Duelist class, Butt ass naked weilding nothing but a pair of daggers, with no magical augmentation at all, taking the total defense option, and moving as to provoke an AoO, he would have had a 53 AC. Did I mention the naked and no magic part.

A work of art

And a silver penny to the person who figures it out!


The Character I play Voll is a Terra Duar (Dwarven) 35th level Barbarian who took nothing but toughness feats and constatution enhancing magic Items. He is pumped up to over 1,150 hps. In his free time when he is not blacked out in murderous rages (killing only the finest of villans) he enjoys spending his time making jewlery and well crafted arms and armor. Voll is very mindfull of the gods and often prays before flying into a rage. because of circumstantial evidance (mostly the party priest casting spells while Voll prays) he actually beleives he has somehow become a paladin is now the preists bigest defender. Voll uses an epicly magic warhammer and has the feat pain mastery wich allows him to gain 1 str every time someone does 50pts of damage to him. Voll is a beautiful example of why staying the course with a character ie not going prestiege is a better way to go. I really love to roleplay I just made such a juggernaugt because this is not my normal type of character and I wanted to push the envelope. Normaly I would play a thief or preist character that plays a support-role not the tank.
Frank


My "Main" Character is Naranth, who began his career as a fighter/warmage, and after a few random events including a Strike Team, a Prismatic Sphere, a Wish spell, a REALLY annoying Dracolich, and accidently causing the death of Kord, became a lesser deity of war.

The first Pathfinder character I played is a Human Swashbuckler (using 3.5's class for them) named Darrian Stormwright. He's an arrogant, charming, gregarious, and mostly foolish ally in a dungeon (What do you mean, I shouldn't have pressed that button?) He's recently begun multi-classing into Wizard and going into the Eldrich Knight Prestige Class. The Wizard was an unexpected development, both for him and for me. But it's started to work quite nicely. He's currently sitting at 6th level, 3rd level in each class.

The second Pathfinder character I'm playing is Aiden Inman, the son of Arty and Katya Inman, and a slave for most of his life. When the orcs invaded the city he was born in (DM hasn't told us it's original name yet) He was taken from his mother and put into the slave arena, where he learned to be a Magus. He's recently escaped, found the rebels, stopped a task force from gaining entry to the Rebel's stronghold, and now has his own Hawk Familiar.


Crimson Avenger wrote:

One more set of numbers for ya. If Mack had achieved 20th level, and completed the Duelist class, Butt ass naked weilding nothing but a pair of daggers, with no magical augmentation at all, taking the total defense option, and moving as to provoke an AoO, he would have had a 53 AC. Did I mention the naked and no magic part.

A work of art

And a silver penny to the person who figures it out!

His feat list:

dodge
mobility +4 vs AoO
far shot
point blank shot
weapon focus (kukri)
Two-weapon fighting
two-weapon defense
Improved 2-weapon fighting
Improved 2-weapon defense
Greater 2-weapon fighting +3,+6 in Total Defense

every ability point increase went to INT, for a total INT of 22, making a +6 modifier.

Now, let's crunch those numbers.
10 (standard everyone gets) + 4 (dex mod) + 6 (greater 2-weapon fighting's total defense bonus) + 5 (invisible blade Unfettered Defense) + 6 (Duelist Canny Defense) + 10(10th level duelist's Elaborate Parry) + 8 (mobility and Enhanced mobility) + 4 (total Defense) = 53

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